Let the TheaterCommander manage front line stance.

This improves the AI behavior by choosing the stances non-randomly:

* Breakthrough will be used if the base is expected to be capturable and
  the coalition outnumbers the enemy by 20%.
* Elimination will be used if the coalition has at least as many units
  as the enemy.
* Defensive will be used if the coalition has at least half as many
  units as the enemy.
* Retreat will be used if the coalition is significantly outnumbers.

This also exposes the option to the player.
This commit is contained in:
Dan Albert
2021-07-12 20:31:38 -07:00
parent 575aca5886
commit 0a416ab758
35 changed files with 361 additions and 57 deletions

View File

@@ -3,7 +3,7 @@ from __future__ import annotations
from collections import Iterator
from dataclasses import dataclass
from game.theater import ConflictTheater
from game.theater import ConflictTheater, ControlPoint
from game.theater.theatergroundobject import VehicleGroupGroundObject
from game.utils import meters, nautical_miles
@@ -53,9 +53,7 @@ class Garrisons:
continue
for garrison in garrisons:
# Not sure what distance DCS uses, but assuming it's about 2NM since
# that's roughly the distance of the circle on the map.
if meters(garrison.distance_to(cp)) < nautical_miles(2):
if meters(garrison.distance_to(cp)) < ControlPoint.CAPTURE_DISTANCE:
blocking.append(garrison)
else:
defending.append(garrison)