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[Translate] Authoring Mission Scenes\tactical_positions.md #46

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title = "Mission Tactical Positions"
title = "场景战术阵地"
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description = ""
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### TACTICAL POSITIONS AND TACTICAL REGIONS
### 战术阵地和战术区域

These are scripted entities that let the AI know of the terrain's features. They do not work like siege, the AI will not always use the tactical positions or regions you may place. They may use them under conditions that favor the use of these.
这些是让AI了解地形特征的脚本实体。与攻城战中不同,AI不会总是使用你放置的战术阵地或区域。他们会在自己认为有利的条件下使用它们。

Depending on player movement and spawn path randomization, there are a very high number of scenarios that can occur during battles. Because of this, it is better to have as many meaningful positions and regions marked as possible but not having these or not marking some of the meaningful positions will not result in obvious errors like in siege but will result in less interesting battles because AI won't be aware of their surroundings. Types and how to use different tactical positions and regions:
由于玩家的移动路径和进入场景阵地随机化,在战斗中可能出现的情况非常多。因此,最好尽可能多地标记有意义的阵地和区域。漏掉一些有意义的阵地标记将不会导致像攻城战中那样明显的错误,但会导致战斗的趣味性降低,因为AI不会意识到他们周围的环境。下面是关于战术阵地和战术区域的类型以及使用方法。
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#### Tactical Positions
##### High Ground, Slope facing direction
#### 战术阵地
##### 高地(High ground),坡面方向

These are for advantageous high ground positions facing one direction. The AI may hold these positions if the enemy is approaching from the direction the tactical position is facing.
Direction is the most important part. The position to defend will face the forward direction(green arrow in editor) of the position. Paramaters are as follows:
这些是面向一个方向的有利高地阵地。如果敌人从战术阵地面对的方向靠近,AI可以守住这些阵地。
方向是最重要的部分。要防守的阵地将面对阵地的前进方向(编辑器中的绿色箭头)。参数如下。

{{% notice info %}}
* _width: the AI will try to form itself to the full extent of the width and if it's too narrow and AI has too many troops or if it's too wide and AI doesn't have enough troops AI may think it's a poorly suitable position.
* _slope: is also important for choosing between positions, it is in degrees and maximum of 60 degrees of slope is recognised by AI. It should roughly estimate the steepness of the position.
* _isInsurmountable: false
* _isOuterEdge: false
* _width: AI会尝试在整个 _width 范围内展开自己,如果它太小且AI兵力过多,或者过大而AI兵力不足,则AI会认为这个阵地是不合适的。
* _slope: 对于选择不同战术阵地也很重要,单位是度数,AI认为合适的最大坡度是60度。它应该大致估算出阵地的陡度。
* _isInsurmountable: false (是否不可逾越)
* _isOuterEdge: false (是否是外边缘)
* _tacticalPositionType: HighGround
* _tacticalPositionMembership: Forest, Opening or Difficult Terrain depending on surroundings.
* _tacticalPositionMembership: 决定周围的地形是否是森林、开阔地或障碍地形。
* _tacticalPositionSide: BehaviorSideNotSet
{{% /notice %}}

![](/img/tactical_positions/1.png)

##### Top of Hill, Defendable against all directions
##### 山顶(Top of Hill),可全方位防御

This is for high ground positions at the top of hills, easy to defend against all directions. AI may hold these positions regardless of the enemy approach direction. AI will position themselves on top of the hill according to enemy position. Direction is not important.
这是丘陵顶部的高地阵地,易于防御所有方向。无论敌人的进近方向如何,AI都可以守住这些阵地。AI会面朝敌人在山顶布阵。方向并不重要。

{{% notice info %}}
* _width is important, should be roughly equal to the radius of the top of the hill.
* _slope is also important for choosing between positions, it is in degrees and a maximum of 60 degrees of slope is recognised by AI. It should roughly estimate the steepness of the position.
* _isInsurmountable => true this is what defines the property of this type of position
* _width 是很重要的,应大致等于山顶的半径。
* _slope 对于在不同的定位点做出选择很重要,它的单位是度数,AI认为合适的最大坡度是60度。它应该大致描述出定位点的陡度。
* _isInsurmountable => true 这就是山顶类型的主要特征。
* _isOuterEdge => false
* _tacticalPositionType => HighGround
* _tacticalPositionMembership => Forest, Opening or Difficult Terrain depending on surroundings.
* _tacticalPositionMembership => 决定周围的地形是否是森林、开阔地或障碍地形。
* _tacticalPositionSide => BehaviorSideNotSet
{{% /notice %}}

![](/img/tactical_positions/2.png)

##### Choke Points
##### 隘口(Choke Points

These are for positions with impassable barriers on either side. AI with inferior numbers may try to hold these positions in order to mitigate their number disadvantage.
这种类型是两边有不可逾越障碍的隘口。人数较少的AI可以尝试守住这些隘口,以减轻自己的人数劣势。

{{% notice info %}}
* Direction is the most important part. The position to defend will face the forward direction(green arrow in editor) of the position. ***
* _width is important, the AI will try to form itself to the full extent of the width and if it's too narrow and AI has too many troops or if it's too wide and AI doesn't have enough troops AI may think it's a poorly suitable position.
* Slope is also slightly important for choosing between positions, it is in degrees and a maximum of 60 degrees of slope is recognised by AI. It should roughly estimate the steepness of the position.
* _isInsurmountable => false (currently this field does nothing for choke points, but I will add checking both front and back of the same chokepoint if _isInsurmountable is true, therefore if there is a chokepoint that can be used against enemies in front and in back, mark this true instead of adding two chokepoints with opposite directions)
* Direction 是最重要的部分。防守阵地将面对该阵地的前进方向(编辑器中的绿色箭头) ***
* _width 很重要,AI会尝试在整个 _width 范围内展开自己,如果它太小且AI兵力过多,或者过大而AI兵力不足,则AI会认为这个阵地是不合适的。
* Slope 对于阵地之间的选择也很重要,它以度为单位,并且AI最多可以识别60度的坡度。它应该粗略估计阵地的陡度。
* _isInsurmountable => false (目前这个字段对隘口没有任何作用,但我会在_isInsurmountable为真的情况下,增加同一个隘口的前后两个方向防守功能,因此如果有一个隘口可以用来对付前面和后面的敌人,就将它标记为true,而不是布置两个方向相反的隘口)
* _isOuterEdge => false
* _tacticalPositionType => ChokePoint
* _tacticalPositionMembership => Forest, Opening or Difficult Terrain depending on surroundings.
* _tacticalPositionMembership => 决定周围的地形是否是森林、开阔地或障碍地形。
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* _tacticalPositionSide => BehaviorSideNotSet
{{% /notice %}}

![](/img/tactical_positions/3.png)

##### Cliff Positions
##### 悬崖(Cliff Positions

These tactical positions are meaningless by themselves. They should be put in entity hierarchy under choke point tactical positions. If placed under a choke point and the AI employs that choke point, only then cliff positions will be used.
这种战术阵地本身毫无意义。它们应该放在隘口战术阵地下的实体层次结构中。如果放在隘口下,而AI使用了这个隘口,才会使用悬崖阵地。

{{% notice info %}}
* Cliff positions should be positions that the enemy cannot reach when the parent choke point is held by other defenders.
* When eligible, ranged and archer formations will move to this position.
* Direction of the cliff position will determine where the archers formation will face when they are using this position.
* _width is important, the AI will try to form itself to the full extent of the width and if it's too narrow and AI has too many troops or if it's too wide and AI doesn't have enough troops AI may think it's a poorly suitable position.
* _slope => not important
* 悬崖阵地应该是当母体隘口被其他防守者占据时,敌人无法到达的阵地。
* 当符合条件时,远程火力阵型将移动到这个阵地。
* 悬崖阵地的方向将决定弓箭手阵型使用此阵地时面对的阵地。
* _width 很重要,AI会尝试在整个 _width 范围内展开自己,如果它太小且AI兵力过多,或者过大而AI兵力不足,则AI会认为这个阵地是不合适的。
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* _slope => 不重要
* _isInsurmountable => false
* _isOuterEdge => false
* _tacticalPositionType => Cliff
* _tacticalPositionMembership => Forest, Opening or Difficult Terrain depending on surroundings, not important
* _tacticalPositionMembership => 决定周围的地形是否是森林、开阔地或障碍地形。
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* _tacticalPositionSide => BehaviorSideNotSet
{{% /notice %}}

![](/img/tactical_positions/4.png)

#### TACTICAL REGIONS
#### 战术区域(TACTICAL REGIONS

These are for marking regions in scenes. Only a radius is given and the region is circular in shape. Obviously scenes will have regions with completely custom/random shaped forests, difficult terrains and openings. Therefore multiple tactical regions with various circular areas should be defined, as many as needed can be added. The radius and the circular area of each region can be a rough estimate, doesn't need to be precise.
这些都是用于标记场景中的区域。只给出一个半径的圆形区域。显然,场景中会有完全自定义/随机形状的森林、险要地貌和开阔地。因此应该定义多个由不同圆形区域组成的战术区域,可以根据需要添加多个圆形区域。每个战术区域的圆形区域半径可以是一个粗略的估计,不需要精确。

##### Forest Areas
##### 森林区域(Forest Areas

AI may use positions inside forest areas if the enemy has a superior number of ranged and cavalry units because archers and cavalry are less effective in forests. Any other region that is disadvantageous for both missile units and cavalry can be given a forest region, it doesn’t necessarily need to be a forest and have trees etc., it can be a marketplace with lots of obstacles and cover or something like that.
如果敌人拥有更多的远程和骑兵部队,则AI可以在森林区域内使用阵地,因为弓箭手和骑兵在森林中的效能较低。任何对远程部队和骑兵都不利的地区都可以指定为一个森林区域,它不一定必须是一片有树木的森林,也可以是一个有很多障碍物和掩护物的市场。

![](/img/tactical_positions/5.png)

##### Difficult Terrain
##### 障碍地形(Difficult Terrain

This includes rocky terrain as well as swamps, or may be even marketplaces or some location with many obstacles on the ground, any area that does not hinder ranged fire(like forests) but impede and slow down cavalry should be considered and marked difficult terrain. AI may use positions inside difficult terrain areas if the enemy has a superior number of cavalry units.
这包括岩石地形以及沼泽,甚至可能是集市或一些地面有很多障碍物的阵地,任何不妨碍范围性火力(如森林)但阻碍和减缓骑兵的区域都应该被考虑并标记为障碍地形。如果敌方的骑兵部队数量占优,AI可以在困难地形区域内使用阵地。

![](/img/tactical_positions/6.png)

##### Open Areas
##### 开阔地形(Open Areas

Positions that allow fast cavalry movement and clear missile fire. This region type is for marking suitable battlegrounds. The AI may choose to make their defense in Opening areas if they have superior or equal number of ranged and cavalry units.
能让骑兵快速移动和清除远程火力的地形。这个区域类型是用来标记合适的战场。如果AI拥有优势或同等数量的射手和骑兵单位,可以选择在开阔区域进行防御。

![](/img/tactical_positions/7.png)

#### TACTICAL REGIONS AND POSITIONS COMBINATIONS
#### 战术区域和阵地组合

Tactical Positions described in section A can also be placed under Tactical Region entities. Their _tacticalRegionMembership should be correctly selected. In this situation, AI will realize the choke point is also in a forest region and under right conditions, can prefer that choke position or high ground accordingly.
A节中描述的战术阵地也可以放在战术区域实体下,它们的_tacticalRegionMembership应该被正确选择。在这种情况下,AI会意识到隘口也在森林区域,在合适的条件下,可以相应地选择该隘口或高地。