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Culling is a bit less aggresive.
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@ -355,6 +355,8 @@ class Game:
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# By default, use the existing frontline conflict position
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# By default, use the existing frontline conflict position
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for conflict in self.theater.conflicts():
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for conflict in self.theater.conflicts():
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points.append(Conflict.frontline_position(self.theater, conflict[0], conflict[1])[0])
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points.append(Conflict.frontline_position(self.theater, conflict[0], conflict[1])[0])
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points.append(conflict[0].position)
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points.append(conflict[1].position)
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# If there is no conflict take the center point between the two nearest opposing bases
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# If there is no conflict take the center point between the two nearest opposing bases
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if len(points) == 0:
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if len(points) == 0:
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@ -366,6 +368,11 @@ class Game:
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if d < min_distance:
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if d < min_distance:
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min_distance = d
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min_distance = d
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cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2)
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cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2)
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points.append(cp.position)
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points.append(cp2.position)
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break
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if cpoint is not None:
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break
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if cpoint is not None:
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if cpoint is not None:
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points.append(cpoint)
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points.append(cpoint)
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