diff --git a/game/event/event.py b/game/event/event.py index e064ad94..8146deb3 100644 --- a/game/event/event.py +++ b/game/event/event.py @@ -267,7 +267,7 @@ class Event: ratio = (1.0 + enemy_casualties) / (1.0 + ally_casualties) - player_aggresive = cp.stances[enemy_cp.id] in [CombatStance.AGGRESIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH] + player_aggresive = cp.stances[enemy_cp.id] in [CombatStance.AGGRESSIVE, CombatStance.ELIMINATION, CombatStance.BREAKTHROUGH] if ally_units_alive == 0: player_won = False diff --git a/gen/armor.py b/gen/armor.py index 5d9a8b29..07fafa67 100644 --- a/gen/armor.py +++ b/gen/armor.py @@ -30,7 +30,7 @@ class GroundConflictGenerator: self.enemy_planned_combat_groups = enemy_planned_combat_groups self.player_planned_combat_groups = player_planned_combat_groups self.player_stance = CombatStance(player_stance) - 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]) + self.enemy_stance = random.choice([CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, CombatStance.AGGRESSIVE, 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.AGGRESSIVE]) self.game = game def _group_point(self, point) -> Point: @@ -222,7 +222,7 @@ class GroundConflictGenerator: u.heading = forward_heading + random.randint(-5,5) elif group.role in [CombatGroupRole.TANK, CombatGroupRole.IFV]: - if stance == CombatStance.AGGRESIVE: + if stance == CombatStance.AGGRESSIVE: # Attack nearest enemy if any # Then move forward OR Attack enemy base if it is not too far away target = self.find_nearest_enemy_group(dcs_group, enemy_groups) @@ -263,7 +263,7 @@ class GroundConflictGenerator: elif group.role in [CombatGroupRole.APC, CombatGroupRole.ATGM]: - if stance in [CombatStance.AGGRESIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]: + if stance in [CombatStance.AGGRESSIVE, CombatStance.BREAKTHROUGH, CombatStance.ELIMINATION]: # APC & ATGM will never move too much forward, but will follow along any offensive if to_cp.position.distance_to_point(dcs_group.points[0].position) <= AGGRESIVE_MOVE_DISTANCE: attack_point = to_cp.position.random_point_within(500, 0) diff --git a/gen/briefinggen.py b/gen/briefinggen.py index c3e10931..47e43ce6 100644 --- a/gen/briefinggen.py +++ b/gen/briefinggen.py @@ -148,7 +148,7 @@ class BriefingGenerator: self.description += "We do not have a single vehicle available to hold our position, the situation is critical, and we will lose ground inevitably.\n" elif enemy_base.base.total_armor == 0: self.description += "The enemy forces have been crushed, we will be able to make significant progress toward " + enemy_base.name + ". \n" - if stance == CombatStance.AGGRESIVE: + if stance == CombatStance.AGGRESSIVE: if has_numerical_superiority: self.description += "On this location, our ground forces will try to make progress against the enemy" self.description += ". As the enemy is outnumbered, our forces should have no issue making progress.\n" diff --git a/gen/ground_forces/ai_ground_planner.py b/gen/ground_forces/ai_ground_planner.py index bdc3a18d..877c9831 100644 --- a/gen/ground_forces/ai_ground_planner.py +++ b/gen/ground_forces/ai_ground_planner.py @@ -197,7 +197,7 @@ DISTANCE_FROM_FRONTLINE = { GROUP_SIZES_BY_COMBAT_STANCE = { CombatStance.DEFENSIVE: [2, 4, 6], - CombatStance.AGGRESIVE: [2, 4, 6], + CombatStance.AGGRESSIVE: [2, 4, 6], CombatStance.RETREAT: [2, 4, 6, 8], CombatStance.BREAKTHROUGH: [4, 6, 6, 8], CombatStance.ELIMINATION: [2, 4, 4, 4, 6],