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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.
18 lines
638 B
Python
18 lines
638 B
Python
from collections import Iterator
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from dataclasses import dataclass
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from game.commander.tasks.primitive.cas import PlanCas
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from game.commander.tasks.primitive.eliminationattack import EliminationAttack
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from game.commander.theaterstate import TheaterState
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from game.htn import CompoundTask, Method
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from game.theater import FrontLine
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@dataclass(frozen=True)
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class DestroyEnemyGroundUnits(CompoundTask[TheaterState]):
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front_line: FrontLine
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def each_valid_method(self, state: TheaterState) -> Iterator[Method[TheaterState]]:
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yield [EliminationAttack(self.front_line, state.player)]
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yield [PlanCas(self.front_line)]
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