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Handle runway damage in the debrief.
Apparently we were already getting this info because it's a unit like any other according to the event system, so if runways were actually sufficiently damaged we'd emit a ton of exceptions. This doesn't do anything yet, but tracks the damage state. Will add the ability to repair them next, and then finally make the damage render the runway inoperable.
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@@ -32,6 +32,7 @@ from gen.triggergen import TRIGGER_RADIUS_MEDIUM, TriggersGenerator
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from .. import db
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from ..debriefing import Debriefing
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from ..theater import Airfield
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from ..unitmap import UnitMap
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if TYPE_CHECKING:
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@@ -173,6 +174,9 @@ class Operation:
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@classmethod
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def create_unit_map(cls) -> None:
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cls.unit_map = UnitMap()
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for control_point in cls.game.theater.controlpoints:
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if isinstance(control_point, Airfield):
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cls.unit_map.add_airfield(control_point)
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@classmethod
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def create_radio_registries(cls) -> None:
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