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capture armor placement tweaks
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@ -28,6 +28,8 @@ CAP_CAS_DISTANCE = 10000, 120000
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GROUND_INTERCEPT_SPREAD = 5000
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GROUND_INTERCEPT_SPREAD = 5000
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GROUND_DISTANCE_FACTOR = 1
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GROUND_DISTANCE_FACTOR = 1
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GROUND_DISTANCE = 4000
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GROUND_ATTACK_DISTANCE = 25000, 13000
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GROUND_ATTACK_DISTANCE = 25000, 13000
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TRANSPORT_FRONTLINE_DIST = 1800
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TRANSPORT_FRONTLINE_DIST = 1800
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@ -211,11 +213,11 @@ class Conflict:
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attack_heading = to_cp.find_radial(attack_raw_heading)
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attack_heading = to_cp.find_radial(attack_raw_heading)
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defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
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defense_heading = to_cp.find_radial(from_cp.position.heading_between_point(to_cp.position), ignored_radial=attack_heading)
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distance = to_cp.size * GROUND_DISTANCE_FACTOR
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distance = GROUND_DISTANCE
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attackers_location = position.point_from_heading(attack_heading, distance)
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attackers_location = position.point_from_heading(attack_heading, distance)
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attackers_location = Conflict._find_ground_position(attackers_location, distance * 2, _heading_sum(attack_heading, 180), theater)
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attackers_location = Conflict._find_ground_position(attackers_location, distance * 2, _heading_sum(attack_heading, 180), theater)
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defenders_location = position.point_from_heading(defense_heading, distance)
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defenders_location = position.point_from_heading(defense_heading, 0)
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defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
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defenders_location = Conflict._find_ground_position(defenders_location, distance * 2, _heading_sum(defense_heading, 180), theater)
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return cls(
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return cls(
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