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An HTN (https://en.wikipedia.org/wiki/Hierarchical_task_network) is similar to a decision tree, but it is able to reset to an earlier stage if a subtask fails and tasks are able to account for the changes in world state caused by earlier tasks. Currently this just uses exactly the same strategy as before so we can prove the system, but it should make it simpler to improve on task planning.
12 lines
424 B
Python
12 lines
424 B
Python
from collections import Iterator
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from game.commander.tasks.primitive.dead import PlanDead
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from game.commander.theaterstate import TheaterState
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from game.htn import CompoundTask, Method
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class DegradeIads(CompoundTask[TheaterState]):
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def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
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for air_defense in state.threatening_air_defenses:
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yield [PlanDead(air_defense)]
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