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https://github.com/dcs-liberation/dcs_liberation.git
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@ -93,6 +93,11 @@ class Builder(IBuilder[AirAssaultFlightPlan, AirAssaultLayout]):
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pickup = None
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pickup_position = self.flight.departure.position
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else:
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# TODO The calculation of the Pickup LZ is currently randomized. This
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# leads to the problem that we can not gurantee that the LZ is clear of
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# obstacles. This has to be improved in the future so that the Mission can
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# be autoplanned. In the current state the User has to check the created
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# Waypoints for the Pickup and Dropoff LZs are free of obstacles.
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# Create a special pickup zone for Helos from Airbase / FOB
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pickup = builder.cargo_pickup(
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MissionTarget(
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@ -105,11 +110,7 @@ class Builder(IBuilder[AirAssaultFlightPlan, AirAssaultLayout]):
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assault_area = builder.assault_area(self.package.target)
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heading = self.package.target.position.heading_between_point(pickup_position)
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# Once there is a plane which is capable of AirDrop Paratrooper
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# we can make use of the AIRDROP Wayppoint type.
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# This would also need a special Waypointbuilder.
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# Currently AirAssault can only be used by Helos so we just create
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# the drop_off Landing Zone
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# TODO we can not gurantee a safe LZ for DropOff. See comment above.
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drop_off_zone = MissionTarget(
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"Dropoff zone",
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self.package.target.position.point_from_heading(heading, 1200),
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@ -139,14 +139,6 @@ class ObjectiveFinder:
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"""Iterates over all active front lines in the theater."""
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yield from self.game.theater.conflicts()
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def air_assault_targets(self) -> Iterator[ControlPoint]:
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"""Iterates over all capturable controlpoints for all active front lines"""
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if not self.game.settings.plugin_option("ctld"):
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# Air Assault should only be tasked with CTLD enabled
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return
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for front_line in self.front_lines():
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yield front_line.control_point_hostile_to(self.is_player)
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def vulnerable_control_points(self) -> Iterator[ControlPoint]:
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"""Iterates over friendly CPs that are vulnerable to enemy CPs.
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@ -7,7 +7,6 @@ from game.commander.tasks.compound.destroyenemygroundunits import (
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from game.commander.tasks.compound.reduceenemyfrontlinecapacity import (
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ReduceEnemyFrontLineCapacity,
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)
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from game.commander.tasks.primitive.airassault import PlanAirAssault
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from game.commander.tasks.primitive.breakthroughattack import BreakthroughAttack
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from game.commander.theaterstate import TheaterState
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from game.htn import CompoundTask, Method
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@ -19,7 +18,6 @@ class CaptureBase(CompoundTask[TheaterState]):
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front_line: FrontLine
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def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
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yield [PlanAirAssault(self.enemy_cp(state))]
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yield [BreakthroughAttack(self.front_line, state.context.coalition.player)]
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yield [DestroyEnemyGroundUnits(self.front_line)]
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if self.worth_destroying_ammo_depots(state):
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@ -1,34 +0,0 @@
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from __future__ import annotations
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from dataclasses import dataclass
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from game.commander.tasks.packageplanningtask import PackagePlanningTask
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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.ato.flighttype import FlightType
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@dataclass
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class PlanAirAssault(PackagePlanningTask[ControlPoint]):
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def preconditions_met(self, state: TheaterState) -> bool:
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if self.target not in state.air_assault_targets:
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return False
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if self.capture_blocked(state):
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# Do not task if there are enemy battle_positions blocking the capture
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return False
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if not self.target_area_preconditions_met(state):
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# Do not task if air defense is present in the target area
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return False
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return super().preconditions_met(state)
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def capture_blocked(self, state: TheaterState) -> bool:
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battle_positions = state.enemy_battle_positions[self.target]
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return len(battle_positions.blocking_capture) > 0
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def apply_effects(self, state: TheaterState) -> None:
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state.air_assault_targets.remove(self.target)
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def propose_flights(self) -> None:
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self.propose_flight(FlightType.AIR_ASSAULT, 2)
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# TODO Validate this.. / is Heli escort possible?
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self.propose_flight(FlightType.TARCAP, 2)
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@ -45,7 +45,6 @@ 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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air_assault_targets: list[ControlPoint]
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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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@ -110,7 +109,6 @@ class TheaterState(WorldState["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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air_assault_targets=list(self.air_assault_targets),
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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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@ -161,7 +159,6 @@ class TheaterState(WorldState["TheaterState"]):
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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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air_assault_targets=list(finder.air_assault_targets()),
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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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