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fix frontline generation (#609)
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@@ -34,6 +34,7 @@
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* **[Engine]** Fixed a bug with state.json loading wrt transfers
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* **[Engine]** Fixed a bug wrt pretense generation and moose script conflicts
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* **[Engine]** Fixed a bug where frontline debriefing was not properly calculated
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* **[Mission Generation]** Fixed an issue where blue and red units spawned next to each other on frontlines
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# Retribution v1.4.1 (hotfix)
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@@ -768,7 +768,9 @@ class FlotGenerator:
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positioned_groups = []
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assert self.conflict.heading is not None
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spawn_heading = (
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self.conflict.heading.left if is_player else self.conflict.heading.right
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self.conflict.heading.left
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if is_player.is_blue
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else self.conflict.heading.right
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)
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country = self.game.coalition_for(is_player).faction.country
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country = self.mission.country(country.name)
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@@ -78,7 +78,7 @@ class ProcurementAi:
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balance = (
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self.game.settings.auto_procurement_balance
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if self.is_player
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if self.is_player.is_blue
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else self.game.settings.auto_procurement_balance_red
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)
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air = balance / 100.0
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@@ -269,7 +269,7 @@ class ProcurementAi:
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reserves_factor = (
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self.game.settings.frontline_reserves_factor
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if self.is_player
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if self.is_player.is_blue
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else self.game.settings.frontline_reserves_factor_red
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)
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fr_factor = reserves_factor / 100.0
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@@ -308,7 +308,7 @@ class ProcurementAi:
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)
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target = (
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self.game.settings.reserves_procurement_target
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if self.is_player
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if self.is_player.is_blue
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else self.game.settings.reserves_procurement_target_red
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)
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if allocated.total >= target:
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