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Fixes, Improvement, New Features and Optimizations #33

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@redbatz redbatz commented May 17, 2024

Fixes

  • Fix for only considering last possible target's attack evaluations even though all possible targets are evaluated

Improvements

  • Updated to weapon decision logic to consider all available ammo and modes when deciding which weapons to fire.
  • Updates to One-Shot logic to more properly consider the available damage
  • Changed Melee Mech selection to only consider weapons that can actually be fired in melee range (if CBTBE is enabled)
  • Enabled Offensive Push and Called Shot when target is prone or shutdown
  • Added support for AI to accept overheating, based on behavior variables
  • Support for attempting to find simpler attack solution if all full attack solutions cause overheat (Configurable)
  • Added configuration value of ratio to prioritize artillery damage over standard damage if using two-phase artillery mode

Optimizations

  • Now uses a cache for predicted damage and lowest hit chance to reduce need to recalculate same CondensedWeapon/AmmoMode several times.
  • If multiple AttackEvaluations return the exact same values, just keep the original and discard the rest.
  • Added simplified operation mode when ammo/mode combination amount exceeds configured threshold
  • Added early exit points for spawn protected units that can not fire

Documentation
Updated with new configuration variables and details of improvements

redbatz and others added 24 commits February 24, 2024 23:18
…iding which weapons to fire.

First step, more tuning needed as this change exposed issues with the AI not understanding a number of key stats.
- Now uses a cache for predicted damage to reduce need to recalculate same CondensedWeapon/AmmoMode several times.
- If multiple AttackEvaluations return the exact same values, just keep the original and discrd the rest.
…xceeds configured threshold

* Changed Melee Mech selection to only consider weapons that can actually be fired in melee range (if CBTBE is enabled)
…to have a possible attack solution

* Fixed overheat solution finding
* Refactoring
- Added support for custom component category marking a weapon as should never use melee attacks.
* Improved caching performance for estimated damage
* Some minor refactoring and code cleanup
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