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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.
29 lines
951 B
Python
29 lines
951 B
Python
from __future__ import annotations
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from dataclasses import dataclass
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from game.commander.tasks.packageplanningtask import PackagePlanningTask
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from game.commander.theaterstate import TheaterState
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from game.data.doctrine import Doctrine
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from game.theater import MissionTarget
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from gen.flights.flight import FlightType
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@dataclass
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class PlanAewc(PackagePlanningTask[MissionTarget]):
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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.target in state.aewc_targets
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def apply_effects(self, state: TheaterState) -> None:
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state.aewc_targets.remove(self.target)
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def propose_flights(self, doctrine: Doctrine) -> None:
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self.propose_flight(FlightType.AEWC, 1, doctrine.mission_ranges.aewc)
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@property
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def asap(self) -> bool:
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# Supports all the early CAP flights, so should be in the air ASAP.
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return True
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