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https://github.com/dcs-retribution/dcs-retribution.git
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- completly refactored the way TGO handles groups and replaced the usage of the pydcs ground groups (vehicle, ship, static) with an own Group and Unit class. - this allows us to only take care of dcs group generation during miz generation, where it should have always been. - We can now have any type of unit (even statics) in the same logic ground group we handle in liberation. this is independent from the dcs group handling. the dcs group will only be genarted when takeoff is pressed. - Refactored the unitmap and the scenery object handling to adopt to changes that now TGOs can hold all Units we want. - Cleaned up many many many lines of uneeded hacks to build stuff around dcs groups. - Removed IDs for TGOs as the names we generate are unique and for liberation to work we need no ids. Unique IDs for dcs will be generated for the units and groups only.
178 lines
7.3 KiB
Python
178 lines
7.3 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 Any, Optional, TYPE_CHECKING, Union
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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.db import GameDb
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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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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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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_garrisons: dict[ControlPoint, Garrisons]
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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.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 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_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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# 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(
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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_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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)
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