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