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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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37
game/commander/tasks/primitive/breakthroughattack.py
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37
game/commander/tasks/primitive/breakthroughattack.py
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from __future__ import annotations
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from game.commander.tasks.frontlinestancetask import FrontLineStanceTask
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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.theater.theatergroundobject import VehicleGroupGroundObject
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from game.utils import meters
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from gen.ground_forces.combat_stance import CombatStance
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class BreakthroughAttack(FrontLineStanceTask):
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@property
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def stance(self) -> CombatStance:
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return CombatStance.BREAKTHROUGH
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@property
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def have_sufficient_front_line_advantage(self) -> bool:
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return self.ground_force_balance >= 1.2
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@property
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def opposing_garrisons_eliminated(self) -> bool:
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# TODO: Should operate on TheaterState to account for BAIs planned this turn.
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for tgo in self.enemy_cp.ground_objects:
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if not isinstance(tgo, VehicleGroupGroundObject):
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continue
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if meters(tgo.distance_to(self.enemy_cp)) < ControlPoint.CAPTURE_DISTANCE:
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return False
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return True
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def preconditions_met(self, state: TheaterState) -> bool:
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if not super().preconditions_met(state):
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return False
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return self.opposing_garrisons_eliminated
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def apply_effects(self, state: TheaterState) -> None:
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super().apply_effects(state)
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state.active_front_lines.remove(self.front_line)
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