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Be more discerning when choosing Nuke targets #80

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ScorchedEarther opened this issue May 23, 2018 · 1 comment
Open

Be more discerning when choosing Nuke targets #80

ScorchedEarther opened this issue May 23, 2018 · 1 comment

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@ScorchedEarther
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I understand that nuke targeting currently looks for the largest cluster of enemy units. If the largest cluster of enemy units is one flea that is in Circuit's base, Circuit will not hesitate to fire a 3000m nuke in a direct U-turn at its own base.

Can the nuke targeting have a few conditions?

Don't fire a nuke unless the total value of targets in cluster, minus the value of its own units within the cluster, is over 3000.
Don't target any point that is within a known anti radius.
If no available targets, don't stock more than 3 nukes.
After configurable x nukes fired, stop firing nukes for configurable x seconds. Currently once circuit has nukes, it spends all its metal (uselessly)on nukes forever.

@rlcevg
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rlcevg commented May 23, 2018

Don't fire a nuke unless the total value of targets in cluster, minus the value of its own units within the cluster, is over 3000.

Already done

const float maxCost = cdef->IsAttrStock() ? cdef->GetStockCost() : cdef->GetCost() * 0.01f;

Without replay i do not trust in claims that it fires single flea, except it's custom mod and a flea costs more than missle stockpile. Bugs are possible, like game interface changes for example that will not allow to identify stockpile cost. But for that i need replays/proof.

Don't target any point that is within a known anti radius.
If no available targets, don't stock more than 3 nukes.

Nuke<->Anti AI logic and system should be implemented for that.
Related: #66
AI probably should build nuke if it spoted anti, or should it consider the map percent covered by anti, and maybe it may reclaim own nuke for additional metal if there's anti, and other questions.

After configurable x nukes fired, stop firing nukes for configurable x seconds. Currently once circuit has nukes, it spends all its metal (uselessly)on nukes forever.

I do not agree, it is related to Nuke<->Anti AI logic: spotted anti that covers most of the map - stop stockpiling and firing, recliam nuke.

Nukes are so late-game and easy to counter that implementation of such logic is on the lowest priority for me.

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