Closed waicool20 closed 7 years ago
I found the related code snippet, lines 310-318 in combat.py:
if self.count_damage_above_limit('retreat') > 0 or self.damage_counts[2] > 0:
if self.last_node_push:
# Unless the PushLastNode flag is set, then push!
pass
else:
log_warning("Ship(s) in condition at or below retreat threshold! Ceasing sortie!")
wait_and_click(self.kc_region, 'combat_retreat.png', 30)
sortie_underway = False
return (continue_combat, True)
Basically I believe if self.last_node_push:
needs an extra check to see if it really is the last node, otherwise retreat.
So as you can see the script saw that the ship was critically damage for the first 3 nodes!!!! (That's some damn RNG I must say, lucky ship) But since last_node_push
was enabled, the script continued, even though it wasn't actually the last node.
Ooh that's a bad one...
Should have been resolved as of ef2f095. I also made it that even if by mistake (user or otherwise) the script pushes into a combat node, it won't push any further.
Leaving open for a bit for visibility.
Thanks for the report @waicool20
Environment details
Issue
Ok so good thing I noticed this before any girls sunk, but the script is continuing the sortie even when it detects a critically damaged ship.
Console log
Relevant config snippet (if applicable)