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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.
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75
game/commander/tasks/frontlinestancetask.py
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75
game/commander/tasks/frontlinestancetask.py
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from __future__ import annotations
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import math
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from abc import ABC, abstractmethod
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from typing import TYPE_CHECKING
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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 FrontLine
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from gen.ground_forces.combat_stance import CombatStance
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if TYPE_CHECKING:
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from gen.flights.ai_flight_planner import CoalitionMissionPlanner
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class FrontLineStanceTask(TheaterCommanderTask, ABC):
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def __init__(self, front_line: FrontLine, player: bool) -> None:
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self.front_line = front_line
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self.friendly_cp = self.front_line.control_point_friendly_to(player)
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self.enemy_cp = self.front_line.control_point_hostile_to(player)
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@property
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@abstractmethod
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def stance(self) -> CombatStance:
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...
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@staticmethod
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def management_allowed(state: TheaterState) -> bool:
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return not state.player or state.stance_automation_enabled
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def better_stance_already_set(self, state: TheaterState) -> bool:
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current_stance = state.front_line_stances[self.front_line]
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if current_stance is None:
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return False
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preference = (
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CombatStance.RETREAT,
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CombatStance.DEFENSIVE,
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CombatStance.AMBUSH,
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CombatStance.AGGRESSIVE,
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CombatStance.ELIMINATION,
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CombatStance.BREAKTHROUGH,
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)
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current_rating = preference.index(current_stance)
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new_rating = preference.index(self.stance)
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return current_rating >= new_rating
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@property
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@abstractmethod
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def have_sufficient_front_line_advantage(self) -> bool:
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...
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@property
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def ground_force_balance(self) -> float:
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# TODO: Planned CAS missions should reduce the expected opposing force size.
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friendly_forces = self.friendly_cp.deployable_front_line_units
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enemy_forces = self.enemy_cp.deployable_front_line_units
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if enemy_forces == 0:
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return math.inf
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return friendly_forces / enemy_forces
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def preconditions_met(self, state: TheaterState) -> bool:
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if not self.management_allowed(state):
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return False
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if self.better_stance_already_set(state):
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return False
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return self.have_sufficient_front_line_advantage
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def apply_effects(self, state: TheaterState) -> None:
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state.front_line_stances[self.front_line] = self.stance
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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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self.friendly_cp.stances[self.enemy_cp.id] = self.stance
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