fix frontline generation (#609)

This commit is contained in:
Druss99
2025-11-05 17:52:38 -05:00
committed by GitHub
parent 0510af8b6b
commit 68e0d43a1d
3 changed files with 7 additions and 4 deletions

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@@ -34,6 +34,7 @@
* **[Engine]** Fixed a bug with state.json loading wrt transfers
* **[Engine]** Fixed a bug wrt pretense generation and moose script conflicts
* **[Engine]** Fixed a bug where frontline debriefing was not properly calculated
* **[Mission Generation]** Fixed an issue where blue and red units spawned next to each other on frontlines
# Retribution v1.4.1 (hotfix)

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@@ -768,7 +768,9 @@ class FlotGenerator:
positioned_groups = []
assert self.conflict.heading is not None
spawn_heading = (
self.conflict.heading.left if is_player else self.conflict.heading.right
self.conflict.heading.left
if is_player.is_blue
else self.conflict.heading.right
)
country = self.game.coalition_for(is_player).faction.country
country = self.mission.country(country.name)

View File

@@ -78,7 +78,7 @@ class ProcurementAi:
balance = (
self.game.settings.auto_procurement_balance
if self.is_player
if self.is_player.is_blue
else self.game.settings.auto_procurement_balance_red
)
air = balance / 100.0
@@ -269,7 +269,7 @@ class ProcurementAi:
reserves_factor = (
self.game.settings.frontline_reserves_factor
if self.is_player
if self.is_player.is_blue
else self.game.settings.frontline_reserves_factor_red
)
fr_factor = reserves_factor / 100.0
@@ -308,7 +308,7 @@ class ProcurementAi:
)
target = (
self.game.settings.reserves_procurement_target
if self.is_player
if self.is_player.is_blue
else self.game.settings.reserves_procurement_target_red
)
if allocated.total >= target: