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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.
25 lines
900 B
Python
25 lines
900 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 FrontLine
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from gen.flights.flight import FlightType
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@dataclass
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class PlanCas(PackagePlanningTask[FrontLine]):
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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.vulnerable_front_lines
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def apply_effects(self, state: TheaterState) -> None:
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state.vulnerable_front_lines.remove(self.target)
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def propose_flights(self, doctrine: Doctrine) -> None:
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self.propose_flight(FlightType.CAS, 2, doctrine.mission_ranges.cas)
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self.propose_flight(FlightType.TARCAP, 2, doctrine.mission_ranges.cap)
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