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https://github.com/dcs-retribution/dcs-retribution.git
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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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@@ -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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