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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.
This commit is contained in:
30
gen/armor.py
30
gen/armor.py
@@ -86,43 +86,19 @@ class GroundConflictGenerator:
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player_planned_combat_groups: List[CombatGroup],
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enemy_planned_combat_groups: List[CombatGroup],
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player_stance: CombatStance,
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enemy_stance: CombatStance,
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unit_map: UnitMap,
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) -> None:
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self.mission = mission
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self.conflict = conflict
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self.enemy_planned_combat_groups = enemy_planned_combat_groups
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self.player_planned_combat_groups = player_planned_combat_groups
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self.player_stance = CombatStance(player_stance)
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self.enemy_stance = self._enemy_stance()
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self.player_stance = player_stance
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self.enemy_stance = enemy_stance
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self.game = game
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self.unit_map = unit_map
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self.jtacs: List[JtacInfo] = []
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def _enemy_stance(self) -> CombatStance:
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"""Picks the enemy stance according to the number of planned groups on the frontline for each side"""
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if len(self.enemy_planned_combat_groups) > len(
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self.player_planned_combat_groups
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):
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return random.choice(
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[
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CombatStance.AGGRESSIVE,
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CombatStance.AGGRESSIVE,
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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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)
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else:
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return random.choice(
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[
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CombatStance.DEFENSIVE,
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CombatStance.DEFENSIVE,
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CombatStance.DEFENSIVE,
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CombatStance.AMBUSH,
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CombatStance.AGGRESSIVE,
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]
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)
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def generate(self) -> None:
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position = Conflict.frontline_position(
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self.conflict.front_line, self.game.theater
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