dcs-retribution/game/commander/theaterstate.py
RndName b49562f4bc
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
2022-11-20 16:06:59 +01:00

181 lines
7.5 KiB
Python

from __future__ import annotations
import dataclasses
import itertools
import math
from collections.abc import Iterator
from dataclasses import dataclass
from typing import Optional, TYPE_CHECKING, Union
from game.commander.battlepositions import BattlePositions
from game.commander.objectivefinder import ObjectiveFinder
from game.db import GameDb
from game.ground_forces.combat_stance import CombatStance
from game.htn import WorldState
from game.profiling import MultiEventTracer
from game.settings import Settings
from game.theater import ConflictTheater, ControlPoint, FrontLine, MissionTarget
from game.theater.theatergroundobject import (
BuildingGroundObject,
IadsGroundObject,
NavalGroundObject,
TheaterGroundObject,
VehicleGroupGroundObject,
)
from game.threatzones import ThreatZones
if TYPE_CHECKING:
from game import Game
from game.coalition import Coalition
from game.transfers import Convoy, CargoShip
@dataclass(frozen=True)
class PersistentContext:
game_db: GameDb
coalition: Coalition
theater: ConflictTheater
turn: int
settings: Settings
tracer: MultiEventTracer
@dataclass
class TheaterState(WorldState["TheaterState"]):
context: PersistentContext
barcaps_needed: dict[ControlPoint, int]
active_front_lines: list[FrontLine]
front_line_stances: dict[FrontLine, Optional[CombatStance]]
vulnerable_front_lines: list[FrontLine]
aewc_targets: list[MissionTarget]
refueling_targets: list[MissionTarget]
enemy_air_defenses: list[IadsGroundObject]
threatening_air_defenses: list[Union[IadsGroundObject, NavalGroundObject]]
detecting_air_defenses: list[Union[IadsGroundObject, NavalGroundObject]]
enemy_convoys: list[Convoy]
enemy_shipping: list[CargoShip]
enemy_ships: list[NavalGroundObject]
enemy_battle_positions: dict[ControlPoint, BattlePositions]
oca_targets: list[ControlPoint]
strike_targets: list[TheaterGroundObject]
enemy_barcaps: list[ControlPoint]
threat_zones: ThreatZones
def _rebuild_threat_zones(self) -> None:
"""Recreates the theater's threat zones based on the current planned state."""
self.threat_zones = ThreatZones.for_threats(
self.context.theater,
self.context.coalition.opponent.doctrine,
barcap_locations=self.enemy_barcaps,
air_defenses=itertools.chain(self.enemy_air_defenses, self.enemy_ships),
)
def eliminate_air_defense(self, target: IadsGroundObject) -> None:
if target in self.threatening_air_defenses:
self.threatening_air_defenses.remove(target)
if target in self.detecting_air_defenses:
self.detecting_air_defenses.remove(target)
self.enemy_air_defenses.remove(target)
self._rebuild_threat_zones()
def eliminate_ship(self, target: NavalGroundObject) -> None:
if target in self.threatening_air_defenses:
self.threatening_air_defenses.remove(target)
if target in self.detecting_air_defenses:
self.detecting_air_defenses.remove(target)
self.enemy_ships.remove(target)
self._rebuild_threat_zones()
def has_battle_position(self, target: VehicleGroupGroundObject) -> bool:
return target in self.enemy_battle_positions[target.control_point]
def eliminate_battle_position(self, target: VehicleGroupGroundObject) -> None:
self.enemy_battle_positions[target.control_point].eliminate(target)
def ammo_dumps_at(
self, control_point: ControlPoint
) -> Iterator[BuildingGroundObject]:
for target in self.strike_targets:
if target.control_point != control_point:
continue
if target.is_ammo_depot:
assert isinstance(target, BuildingGroundObject)
yield target
def clone(self) -> TheaterState:
# Do not use copy.deepcopy. Copying every TGO, control point, etc is absurdly
# expensive.
return TheaterState(
context=self.context,
barcaps_needed=dict(self.barcaps_needed),
active_front_lines=list(self.active_front_lines),
front_line_stances=dict(self.front_line_stances),
vulnerable_front_lines=list(self.vulnerable_front_lines),
aewc_targets=list(self.aewc_targets),
refueling_targets=list(self.refueling_targets),
enemy_air_defenses=list(self.enemy_air_defenses),
enemy_convoys=list(self.enemy_convoys),
enemy_shipping=list(self.enemy_shipping),
enemy_ships=list(self.enemy_ships),
enemy_battle_positions={
cp: dataclasses.replace(g)
for cp, g in self.enemy_battle_positions.items()
},
oca_targets=list(self.oca_targets),
strike_targets=list(self.strike_targets),
enemy_barcaps=list(self.enemy_barcaps),
threat_zones=self.threat_zones,
# Persistent properties are not copied. These are a way for failed subtasks
# to communicate requirements to other tasks. For example, the task to
# attack enemy battle_positions might fail because the target area has IADS
# protection. In that case, the preconditions of PlanBai would fail, but
# would add the IADS that prevented it from being planned to the list of
# IADS threats so that DegradeIads will consider it a threat later.
threatening_air_defenses=self.threatening_air_defenses,
detecting_air_defenses=self.detecting_air_defenses,
)
@classmethod
def from_game(
cls, game: Game, player: bool, tracer: MultiEventTracer
) -> TheaterState:
coalition = game.coalition_for(player)
finder = ObjectiveFinder(game, player)
ordered_capturable_points = finder.prioritized_unisolated_points()
context = PersistentContext(
game.db, coalition, game.theater, game.turn, game.settings, tracer
)
# Plan enough rounds of CAP that the target has coverage over the expected
# mission duration.
mission_duration = game.settings.desired_player_mission_duration.total_seconds()
barcap_duration = coalition.doctrine.cap_duration.total_seconds()
barcap_rounds = math.ceil(mission_duration / barcap_duration)
return TheaterState(
context=context,
barcaps_needed={
cp: barcap_rounds for cp in finder.vulnerable_control_points()
},
active_front_lines=list(finder.front_lines()),
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()],
refueling_targets=[finder.closest_friendly_control_point()],
enemy_air_defenses=list(finder.enemy_air_defenses()),
threatening_air_defenses=[],
detecting_air_defenses=[],
enemy_convoys=list(finder.convoys()),
enemy_shipping=list(finder.cargo_ships()),
enemy_ships=list(finder.enemy_ships()),
enemy_battle_positions={
cp: BattlePositions.for_control_point(cp)
for cp in ordered_capturable_points
},
oca_targets=list(finder.oca_targets(min_aircraft=20)),
strike_targets=list(finder.strike_targets()),
enemy_barcaps=list(game.theater.control_points_for(not player)),
threat_zones=game.threat_zone_for(not player),
)