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Bumps the breakthrough requirement to 2x, elimination to 1.5x, and uses agressive for 0.8-1.5x.
38 lines
1.4 KiB
Python
38 lines
1.4 KiB
Python
from __future__ import annotations
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from game.commander.tasks.frontlinestancetask import FrontLineStanceTask
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from game.commander.theaterstate import TheaterState
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from game.theater import ControlPoint
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from game.theater.theatergroundobject import VehicleGroupGroundObject
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from game.utils import meters
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from gen.ground_forces.combat_stance import CombatStance
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class BreakthroughAttack(FrontLineStanceTask):
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@property
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def stance(self) -> CombatStance:
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return CombatStance.BREAKTHROUGH
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@property
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def have_sufficient_front_line_advantage(self) -> bool:
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return self.ground_force_balance >= 2.0
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@property
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def opposing_garrisons_eliminated(self) -> bool:
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# TODO: Should operate on TheaterState to account for BAIs planned this turn.
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for tgo in self.enemy_cp.ground_objects:
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if not isinstance(tgo, VehicleGroupGroundObject):
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continue
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if meters(tgo.distance_to(self.enemy_cp)) < ControlPoint.CAPTURE_DISTANCE:
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return False
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return True
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def preconditions_met(self, state: TheaterState) -> bool:
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if not super().preconditions_met(state):
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return False
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return self.opposing_garrisons_eliminated
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def apply_effects(self, state: TheaterState) -> None:
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super().apply_effects(state)
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state.active_front_lines.remove(self.front_line)
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