feat(ai): ✨ Adjust AI heuristic logic to support the new 'founder' unit, modifying selection and targeting rules in simple_heuristic_ai.gd
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 5 additions and 5 deletions
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@ -355,12 +355,12 @@ static func _decide_production(
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city_index: int, player: RefCounted
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) -> Dictionary:
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var military_count: int = 0
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var settler_count: int = 0
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var founder_count: int = 0
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for u: Variant in player.units:
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if u == null or not u.is_alive():
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continue
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if u.get("can_found_city") == true:
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settler_count += 1
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founder_count += 1
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elif u.unit_type in MILITARY_COMBAT_TYPES:
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military_count += 1
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@ -379,9 +379,9 @@ static func _decide_production(
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if not hb_id.is_empty():
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return _prod_building(city_index, hb_id)
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# Priority 3: Expand — build settler if fewer than 3 cities and no settler in progress
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if city_count < 3 and settler_count == 0 and city_index == 0:
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return _prod_unit(city_index, "settler")
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# Priority 3: Expand — build founder if fewer than 3 cities and none in progress
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if city_count < 3 and founder_count == 0 and city_index == 0:
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return _prod_unit(city_index, "founder")
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# Priority 4: Military — maintain 2 warriors per city
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var want_military: bool = military_count < maxi(2, city_count * 2)
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