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debriefing based on events, not world state; tweaked visualgen; vehicles will not group in single location during capture op; fixed triggers for carrier ops; fixed naval ops; correct speed for inflight heli spawns; awacs will not change it's freq
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@@ -40,13 +40,20 @@ class InterceptOperation(Operation):
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conflict=conflict)
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def generate(self):
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for global_cp in self.game.theater.controlpoints:
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if not global_cp.is_global:
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continue
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ship = self.shipgen.generate_carrier(type=db.find_unittype(Carriage, self.game.player)[0],
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country=self.game.player,
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at=global_cp.at)
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if global_cp == self.from_cp and not self.is_quick:
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self.attackers_starting_position = ship
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self.airgen.generate_transport(self.transport, self.to_cp.at)
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self.airgen.generate_transport_escort(self.escort, clients=self.defender_clients)
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if self.from_cp.is_global:
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super(InterceptOperation, self).generate()
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self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position)
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else:
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self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position)
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super(InterceptOperation, self).generate()
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self.airgen.generate_interception(self.interceptors, clients=self.attacker_clients, at=self.attackers_starting_position)
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super(InterceptOperation, self).generate()
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@@ -90,17 +90,6 @@ class Operation:
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else:
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self.envgen.load(self.environment_settings)
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for global_cp in self.game.theater.controlpoints:
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if not global_cp.is_global:
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continue
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ship = self.shipgen.generate_carrier(type=db.find_unittype(Carriage, self.game.player)[0],
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country=self.game.player,
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at=global_cp.at)
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if global_cp == self.from_cp and not self.is_quick:
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self.attackers_starting_position = ship
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def units_of(self, country_name: str) -> typing.Collection[UnitType]:
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return []
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