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This makes it so that the mission planning effects are applied only if the package can be fulfilled. For example, breakthrough will be used only if all the BAI missions were fulfilled, not if they will *attempt* to be fulfilled.
165 lines
7.0 KiB
Python
165 lines
7.0 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 dataclasses import dataclass
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from typing import TYPE_CHECKING, Any, Union, Optional
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from game.commander.garrisons import Garrisons
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from game.commander.objectivefinder import ObjectiveFinder
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from game.htn import WorldState
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from game.inventory import GlobalAircraftInventory
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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 ControlPoint, FrontLine, MissionTarget, ConflictTheater
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from game.theater.theatergroundobject import (
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TheaterGroundObject,
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NavalGroundObject,
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IadsGroundObject,
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VehicleGroupGroundObject,
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)
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from game.threatzones import ThreatZones
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from gen.ground_forces.combat_stance import CombatStance
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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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coalition: Coalition
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theater: ConflictTheater
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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_garrisons: dict[ControlPoint, Garrisons]
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oca_targets: list[ControlPoint]
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strike_targets: list[TheaterGroundObject[Any]]
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enemy_barcaps: list[ControlPoint]
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threat_zones: ThreatZones
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available_aircraft: GlobalAircraftInventory
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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.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_garrison(self, target: VehicleGroupGroundObject) -> bool:
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return target in self.enemy_garrisons[target.control_point]
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def eliminate_garrison(self, target: VehicleGroupGroundObject) -> None:
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self.enemy_garrisons[target.control_point].eliminate(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_garrisons={
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cp: dataclasses.replace(g) for cp, g in self.enemy_garrisons.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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available_aircraft=self.available_aircraft.clone(),
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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 garrisons 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(coalition, game.theater, game.settings, tracer)
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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_garrisons={
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cp: Garrisons.for_control_point(cp) 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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available_aircraft=game.aircraft_inventory.clone(),
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)
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