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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.
56 lines
1.8 KiB
Python
56 lines
1.8 KiB
Python
from __future__ import annotations
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from dataclasses import dataclass
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from typing import TYPE_CHECKING
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from game.commander.missionproposals import ProposedMission, ProposedFlight
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from game.commander.tasks.theatercommandertask import TheaterCommanderTask
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from game.commander.theaterstate import TheaterState
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from game.profiling import MultiEventTracer
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from game.theater import ControlPoint
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from gen.flights.flight import FlightType
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if TYPE_CHECKING:
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from gen.flights.ai_flight_planner import CoalitionMissionPlanner
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@dataclass
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class PlanBarcap(TheaterCommanderTask):
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target: ControlPoint
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def preconditions_met(self, state: TheaterState) -> bool:
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return self.target in state.vulnerable_control_points
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def apply_effects(self, state: TheaterState) -> None:
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state.vulnerable_control_points.remove(self.target)
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def execute(
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self, mission_planner: CoalitionMissionPlanner, tracer: MultiEventTracer
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) -> None:
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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 = int(
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mission_planner.game.settings.desired_player_mission_duration.total_seconds()
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)
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barcap_duration = int(
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mission_planner.faction.doctrine.cap_duration.total_seconds()
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)
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for _ in range(
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0,
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mission_duration,
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barcap_duration,
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):
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mission_planner.plan_mission(
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ProposedMission(
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self.target,
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[
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ProposedFlight(
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FlightType.BARCAP,
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2,
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mission_planner.doctrine.mission_ranges.cap,
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),
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],
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),
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tracer,
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)
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