mirror of
https://github.com/dcs-retribution/dcs-retribution.git
synced 2025-11-10 15:41:24 +00:00
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.
28 lines
1014 B
Python
28 lines
1014 B
Python
from __future__ import annotations
|
|
|
|
from dataclasses import dataclass
|
|
from typing import Any
|
|
|
|
from game.commander.tasks.packageplanningtask import PackagePlanningTask
|
|
from game.commander.theaterstate import TheaterState
|
|
from game.data.doctrine import Doctrine
|
|
from game.theater.theatergroundobject import TheaterGroundObject
|
|
from gen.flights.flight import FlightType
|
|
|
|
|
|
@dataclass
|
|
class PlanStrike(PackagePlanningTask[TheaterGroundObject[Any]]):
|
|
def preconditions_met(self, state: TheaterState) -> bool:
|
|
if not super().preconditions_met(state):
|
|
return False
|
|
if self.target not in state.strike_targets:
|
|
return False
|
|
return self.target_area_preconditions_met(state)
|
|
|
|
def apply_effects(self, state: TheaterState) -> None:
|
|
state.strike_targets.remove(self.target)
|
|
|
|
def propose_flights(self, doctrine: Doctrine) -> None:
|
|
self.propose_flight(FlightType.STRIKE, 2, doctrine.mission_ranges.offensive)
|
|
self.propose_common_escorts(doctrine)
|