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Frontline progression is now based on combat results.
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@@ -25,7 +25,7 @@ class GroundConflictGenerator:
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self.enemy_planned_combat_groups = enemy_planned_combat_groups
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self.player_planned_combat_groups = player_planned_combat_groups
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self.player_stance = CombatStance(player_stance)
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self.enemy_stance = CombatStance.AGGRESIVE if len(enemy_planned_combat_groups) > len(player_planned_combat_groups) else CombatStance.DEFENSIVE
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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])
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self.game = game
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def _group_point(self, point) -> Point:
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@@ -283,7 +283,7 @@ class GroundConflictGenerator:
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while i < 25: # 25 attempt for valid position
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heading_diff = -90 if isplayer else 90
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shifted = conflict_position[0].point_from_heading(self.conflict.heading,
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random.randint(-combat_width / 2, combat_width / 2))
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random.randint((int)(-combat_width / 2), (int)(combat_width / 2)))
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final_position = shifted.point_from_heading(self.conflict.heading + heading_diff, distance_from_frontline)
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if self.conflict.theater.is_on_land(final_position):
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