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working briefinggen refactor
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@@ -1,3 +1,6 @@
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'''
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Briefing generation logic
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'''
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import os
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import random
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import logging
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@@ -58,7 +61,7 @@ class FrontLineInfo:
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"critical, and we will lose ground inevitably.")
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elif self.enemy_zero:
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return ("The enemy forces have been crushed, we will be able to make significant progress"
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f" toward {enemy_base.name}.")
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f" toward {self.enemy_base.name}.")
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return None
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@property
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@@ -73,14 +76,14 @@ class FrontLineInfo:
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elif self.stance == CombatStance.ELIMINATION:
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return (
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"On this location, our ground forces will focus on the destruction of enemy"
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f"assets, before attempting to make progress toward {enemy_base.name}. "
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f"assets, before attempting to make progress toward {self.enemy_base.name}. "
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"The enemy is already outnumbered, and this maneuver might draw a final "
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"blow to their forces."
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)
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elif self.stance == CombatStance.BREAKTHROUGH:
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return (
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"On this location, our ground forces will focus on progression toward "
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f"{enemy_base.name}."
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f"{self.enemy_base.name}."
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)
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elif self.stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
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return (
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@@ -109,7 +112,7 @@ class FrontLineInfo:
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elif self.stance == CombatStance.BREAKTHROUGH:
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return (
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"On this location, our ground forces have been ordered to rush toward "
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f"{enemy_base.name}. Wish them luck... We are also expecting a counter attack."
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f"{self.enemy_base.name}. Wish them luck... We are also expecting a counter attack."
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)
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elif self.stance in [CombatStance.DEFENSIVE, CombatStance.AMBUSH]:
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return (
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@@ -131,6 +134,8 @@ class FrontLineInfo:
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situation += self._advantage_description
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else:
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situation += self._disadvantage_description
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return situation
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class MissionInfoGenerator:
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"""Base type for generators of mission information for the player.
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