Merge pull request #134 from pedromagueija/master

Fix typo in CombatStance enumeration
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C. Perreau 2020-09-17 10:12:27 +02:00 committed by GitHub
commit 52a379229e
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5 changed files with 7 additions and 7 deletions

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@ -267,7 +267,7 @@ class Event:
ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties)
player_aggresive = cp.stances[enemy_cp.id] in [CombatStance.AGGRESIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]
player_aggresive = cp.stances[enemy_cp.id] in [CombatStance.AGGRESSIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]
if ally_units_alive == 0:
player_won = False

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@ -30,7 +30,7 @@ class GroundConflictGenerator:
self.enemy_planned_combat_groups = enemy_planned_combat_groups
self.player_planned_combat_groups = player_planned_combat_groups
self.player_stance = CombatStance(player_stance)
self.enemy_stance = random.choice([CombatStance.AGGRESIVE, CombatStance.AGGRESIVE, CombatStance.AGGRESIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]) if len(enemy_planned_combat_groups) > len(player_planned_combat_groups) else random.choice([CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.AMBUSH, CombatStance.AGGRESIVE])
self.enemy_stance = random.choice([CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH]) if len(enemy_planned_combat_groups) > len(player_planned_combat_groups) else random.choice([CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.DEFENSIVE, CombatStance.AMBUSH, CombatStance.AGGRESSIVE])
self.game = game
def _group_point(self, point) -> Point:
@ -222,7 +222,7 @@ class GroundConflictGenerator:
u.heading = forward_heading + random.randint(-5,5)
elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]:
if stance == CombatStance.AGGRESIVE:
if stance == CombatStance.AGGRESSIVE:
# Attack nearest enemy if any
# Then move forward OR Attack enemy base if it is not too far away
target = self.find_nearest_enemy_group(dcs_group, enemy_groups)
@ -263,7 +263,7 @@ class GroundConflictGenerator:
elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]:
if stance in [CombatStance.AGGRESIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]:
if stance in [CombatStance.AGGRESSIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]:
# APC & ATGM will never move too much forward, but will follow along any offensive
if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE:
attack_point = to_cp.position.random_point_within(500, 0)

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@ -148,7 +148,7 @@ class BriefingGenerator:
self.description += "We do not have a single vehicle available to hold our position, the situation is critical, and we will lose ground inevitably.\n"
elif enemy_base.base.total_armor == 0:
self.description += "The enemy forces have been crushed, we will be able to make significant progress toward " + enemy_base.name + ". \n"
if stance == CombatStance.AGGRESIVE:
if stance == CombatStance.AGGRESSIVE:
if has_numerical_superiority:
self.description += "On this location, our ground forces will try to make progress against the enemy"
self.description += ". As the enemy is outnumbered, our forces should have no issue making progress.\n"

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@ -197,7 +197,7 @@ DISTANCE_FROM_FRONTLINE = {
GROUP_SIZES_BY_COMBAT_STANCE = {
CombatStance.DEFENSIVE: [2, 4, 6],
CombatStance.AGGRESIVE: [2, 4, 6],
CombatStance.AGGRESSIVE: [2, 4, 6],
CombatStance.RETREAT: [2, 4, 6, 8],
CombatStance.BREAKTHROUGH: [4, 6, 6, 8],
CombatStance.ELIMINATION: [2, 4, 4, 4, 6],

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@ -3,7 +3,7 @@ from enum import Enum
class CombatStance(Enum):
DEFENSIVE = 0 # Unit will adopt defensive stance with medium group of units
AGGRESIVE = 1 # Unit will attempt to make progress with medium sized group of units
AGGRESSIVE = 1 # Unit will attempt to make progress with medium sized group of units
RETREAT = 2 # Unit will retreat
BREAKTHROUGH = 3 # Unit will attempt a breakthrough, rushing forward very aggresively with big group of armored units, and even less armored units will move aggresively
ELIMINATION = 4 # Unit will progress aggresively toward anemy units, attempting to eliminate the ennemy force