Airlift & AirAssault updates from Liberation

Cleanup and reword refuel waypoints

- rename Stopover back to CargoStop
- precise some waypoint naming

Cleanup and refine airlift and airassault waypoints

- Drop Off and Pickup now correctly worded
- Helo waypoints now represent LandingZones for pickup and dropoff

Forbid planes from air assault.

Make air assault drop-off non-optional.

There is always a drop-off location for troops.

Add docs explaining what the assault area is.

Add error handling for cargo drop waypoints.

Document some airlift waypoint behavior.

Remove unnecessary refuel waypoint in airlifts.

Remove CTLD logic from Airlift flightplan for AI

Add Ingress Point to AirAssault FlightPlan

Add simulation halt at AirAssault ingress

Remove AirAssault completly from AutoPlanner

Remove unneeded LandRefuel from Airlift

Clarify cargo waypoints for AirLift and AirAssault
This commit is contained in:
RndName
2022-11-01 20:30:50 +01:00
committed by Raffson
parent 5f15ddc52c
commit b49562f4bc
12 changed files with 157 additions and 136 deletions

View File

@@ -139,14 +139,6 @@ class ObjectiveFinder:
"""Iterates over all active front lines in the theater."""
yield from self.game.theater.conflicts()
def air_assault_targets(self) -> Iterator[ControlPoint]:
"""Iterates over all capturable controlpoints for all active front lines"""
if not self.game.settings.plugin_option("ctld"):
# Air Assault should only be tasked with CTLD enabled
return
for front_line in self.front_lines():
yield front_line.control_point_hostile_to(self.is_player)
def vulnerable_control_points(self) -> Iterator[ControlPoint]:
"""Iterates over friendly CPs that are vulnerable to enemy CPs.

View File

@@ -7,7 +7,6 @@ from game.commander.tasks.compound.destroyenemygroundunits import (
from game.commander.tasks.compound.reduceenemyfrontlinecapacity import (
ReduceEnemyFrontLineCapacity,
)
from game.commander.tasks.primitive.airassault import PlanAirAssault
from game.commander.tasks.primitive.breakthroughattack import BreakthroughAttack
from game.commander.theaterstate import TheaterState
from game.htn import CompoundTask, Method
@@ -19,7 +18,6 @@ class CaptureBase(CompoundTask[TheaterState]):
front_line: FrontLine
def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
yield [PlanAirAssault(self.enemy_cp(state))]
yield [BreakthroughAttack(self.front_line, state.context.coalition.player)]
yield [DestroyEnemyGroundUnits(self.front_line)]
if self.worth_destroying_ammo_depots(state):

View File

@@ -45,7 +45,6 @@ class TheaterState(WorldState["TheaterState"]):
context: PersistentContext
barcaps_needed: dict[ControlPoint, int]
active_front_lines: list[FrontLine]
air_assault_targets: list[ControlPoint]
front_line_stances: dict[FrontLine, Optional[CombatStance]]
vulnerable_front_lines: list[FrontLine]
aewc_targets: list[MissionTarget]
@@ -110,7 +109,6 @@ class TheaterState(WorldState["TheaterState"]):
context=self.context,
barcaps_needed=dict(self.barcaps_needed),
active_front_lines=list(self.active_front_lines),
air_assault_targets=list(self.air_assault_targets),
front_line_stances=dict(self.front_line_stances),
vulnerable_front_lines=list(self.vulnerable_front_lines),
aewc_targets=list(self.aewc_targets),
@@ -161,7 +159,6 @@ class TheaterState(WorldState["TheaterState"]):
cp: barcap_rounds for cp in finder.vulnerable_control_points()
},
active_front_lines=list(finder.front_lines()),
air_assault_targets=list(finder.air_assault_targets()),
front_line_stances={f: None for f in finder.front_lines()},
vulnerable_front_lines=list(finder.front_lines()),
aewc_targets=[finder.farthest_friendly_control_point()],