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Add AI planning for airlifts.
Downside to the current implementation is that whether or not transports that were purchased last turn will be available for airlift this turn is arbitrary. This is because transfers are created at the same time as units are delivered, and units are delivered in an arbitrary order per CP. If the helicopters are delivered before the ground units they'll have access to the transports, otherwise they'll be refunded. This will be fixed later when I rework the transfer requests to not require immediate fulfillment. https://github.com/Khopa/dcs_liberation/issues/825
This commit is contained in:
15
game/game.py
15
game/game.py
@@ -154,6 +154,11 @@ class Game:
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# Regenerate any state that was not persisted.
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self.on_load()
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def ato_for(self, player: bool) -> AirTaskingOrder:
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if player:
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return self.blue_ato
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return self.red_ato
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def generate_conditions(self) -> Conditions:
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return Conditions.generate(
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self.theater, self.current_day, self.current_turn_time_of_day, self.settings
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@@ -257,6 +262,10 @@ class Game:
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self.compute_conflicts_position()
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self.compute_threat_zones()
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def reset_ato(self) -> None:
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self.blue_ato.clear()
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self.red_ato.clear()
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def pass_turn(self, no_action: bool = False) -> None:
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logging.info("Pass turn")
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self.informations.append(
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@@ -268,11 +277,13 @@ class Game:
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# one hop ahead. ControlPoint.process_turn handles unit deliveries.
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self.transfers.perform_transfers()
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# Needs to happen *before* planning transfers so we don't cancel the
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self.reset_ato()
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for control_point in self.theater.controlpoints:
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control_point.process_turn(self)
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self.process_enemy_income()
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self.process_player_income()
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if not no_action and self.turn > 1:
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@@ -325,8 +336,6 @@ class Game:
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self.compute_conflicts_position()
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self.compute_threat_zones()
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self.ground_planners = {}
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self.blue_ato.clear()
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self.red_ato.clear()
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blue_planner = CoalitionMissionPlanner(self, is_player=True)
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blue_planner.plan_missions()
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