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https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
Speed up game tick by caching TGO threat regions.
Still more could be done here by caching the merged poly at the theater level, but this goes a long way. Aircraft commit regions are already cached (in the FlightState), so those are already fairly fast. The combined A2A commit boundary could also potentially be cached at the theater level.
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commit
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@ -1,12 +1,12 @@
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from __future__ import annotations
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from collections.abc import Iterator
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from typing import Any, Optional, TYPE_CHECKING
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from typing import TYPE_CHECKING
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from dcs import Point
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from shapely.ops import unary_union
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from game.utils import dcs_to_shapely_point, meters
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from game.utils import dcs_to_shapely_point
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if TYPE_CHECKING:
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from game.theater import ConflictTheater, TheaterGroundObject
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@ -36,14 +36,7 @@ class SamEngagementZones:
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individual_zones = []
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for cp in theater.control_points_for(player):
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for tgo in cp.connected_objectives:
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if (region := cls.threat_region(tgo)) is not None:
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if (region := tgo.threat_poly()) is not None:
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commit_regions.append(region)
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individual_zones.append((tgo, region))
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return SamEngagementZones(unary_union(commit_regions), individual_zones)
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@classmethod
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def threat_region(cls, tgo: TheaterGroundObject) -> Optional[ThreatPoly]:
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threat_range = tgo.max_threat_range()
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if threat_range <= meters(0):
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return None
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return dcs_to_shapely_point(tgo.position).buffer(threat_range.meters)
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@ -3,10 +3,11 @@ from __future__ import annotations
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import itertools
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import uuid
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from abc import ABC
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from typing import Iterator, List, Optional, TYPE_CHECKING
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from typing import Any, Iterator, List, Optional, TYPE_CHECKING
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from dcs.mapping import Point
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from dcs.unittype import VehicleType
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from shapely.geometry import Point as ShapelyPoint
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from game.sidc import (
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Entity,
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@ -19,15 +20,16 @@ from game.sidc import (
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Status,
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SymbolSet,
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)
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from .missiontarget import MissionTarget
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from ..data.radar_db import LAUNCHER_TRACKER_PAIRS, TELARS, TRACK_RADARS
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from ..utils import Distance, Heading, meters
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if TYPE_CHECKING:
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from game.ato.flighttype import FlightType
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from game.threatzones import ThreatPoly
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from .theatergroup import TheaterUnit, TheaterGroup
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from .controlpoint import ControlPoint
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from ..ato.flighttype import FlightType
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from .missiontarget import MissionTarget
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NAME_BY_CATEGORY = {
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"ewr": "Early Warning Radar",
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@ -69,6 +71,16 @@ class TheaterGroundObject(MissionTarget, SidcDescribable, ABC):
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self.control_point = control_point
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self.sea_object = sea_object
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self.groups: List[TheaterGroup] = []
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self._threat_poly: ThreatPoly | None = None
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def __getstate__(self) -> dict[str, Any]:
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state = self.__dict__.copy()
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del state["_threat_poly"]
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return state
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def __setstate__(self, state: dict[str, Any]) -> None:
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state["_threat_poly"] = None
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self.__dict__.update(state)
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@property
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def sidc_status(self) -> Status:
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@ -193,6 +205,22 @@ class TheaterGroundObject(MissionTarget, SidcDescribable, ABC):
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def threat_range(self, group: TheaterGroup, radar_only: bool = False) -> Distance:
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return self._max_range_of_type(group, "threat_range")
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def threat_poly(self) -> ThreatPoly | None:
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if self._threat_poly is None:
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self._threat_poly = self._make_threat_poly()
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return self._threat_poly
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def invalidate_threat_poly(self) -> None:
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self._threat_poly = None
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def _make_threat_poly(self) -> ThreatPoly | None:
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threat_range = self.max_threat_range()
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if not threat_range:
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return None
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point = ShapelyPoint(self.position.x, self.position.y)
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return point.buffer(threat_range.meters)
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@property
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def is_ammo_depot(self) -> bool:
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return self.category == "ammo"
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@ -215,6 +243,7 @@ class TheaterGroundObject(MissionTarget, SidcDescribable, ABC):
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yield self.position
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def clear(self) -> None:
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self.invalidate_threat_poly()
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self.groups = []
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@property
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@ -58,6 +58,7 @@ class TheaterUnit:
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def kill(self, events: GameUpdateEvents) -> None:
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self.alive = False
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self.ground_object.invalidate_threat_poly()
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events.update_tgo(self.ground_object)
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@property
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