feat(ai): ✨ Introduce SimpleHeuristicAI class with basic movement and target-tracking logic for wild creatures
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 3 additions and 3 deletions
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@ -25,8 +25,8 @@ const FOUND_MIN_DIST_OWN: int = 4
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## deadlock founders that spawned near each other (observed in arena
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## smoke tests where start placement put both players on tile 0,0).
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const FOUND_MIN_DIST_ENEMY: int = 1
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const RETREAT_HP_FRACTION: float = 0.15
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const DEFENSIVE_CHASE_RANGE: int = 8
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const RETREAT_HP_FRACTION: float = 0.0
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const DEFENSIVE_CHASE_RANGE: int = 12
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const MILITARY_COMBAT_TYPES: Array[String] = [
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"melee", "ranged", "cavalry", "siege",
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]
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@ -493,7 +493,7 @@ static func _decide_production(
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# match enemy's FULL army when they're closing on us so we don't lose
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# on parity once reserves arrive.
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var enemy_mil: int = enemy_total if threatened else 0
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var mil_target: int = maxi(4, city_count * 3)
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var mil_target: int = maxi(2, city_count * 2)
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if enemy_mil > 0:
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mil_target = maxi(mil_target, enemy_mil + 1)
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var want_military: bool = military_count < mil_target
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