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Reorganize setting fields to match UI
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@ -16,78 +16,80 @@ class AutoAtoBehavior(Enum):
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@dataclass
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@dataclass
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class Settings:
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class Settings:
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version: Optional[str] = None
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# Difficulty settings
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# Difficulty settings
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# AI Difficulty
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player_skill: str = "Good"
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player_skill: str = "Good"
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enemy_skill: str = "Average"
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enemy_skill: str = "Average"
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ai_pilot_levelling: bool = True
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enemy_vehicle_skill: str = "Average"
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enemy_vehicle_skill: str = "Average"
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map_coalition_visibility: ForcedOptions.Views = ForcedOptions.Views.All
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labels: str = "Full"
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only_player_takeoff: bool = True # Legacy parameter do not use
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night_disabled: bool = False
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external_views_allowed: bool = True
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supercarrier: bool = False
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generate_marks: bool = True
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manpads: bool = True
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version: Optional[str] = None
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player_income_multiplier: float = 1.0
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player_income_multiplier: float = 1.0
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enemy_income_multiplier: float = 1.0
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enemy_income_multiplier: float = 1.0
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invulnerable_player_pilots: bool = True
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# Mission Difficulty
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night_disabled: bool = False
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manpads: bool = True
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# Mission Restrictions
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labels: str = "Full"
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map_coalition_visibility: ForcedOptions.Views = ForcedOptions.Views.All
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external_views_allowed: bool = True
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# Campaign management
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# General
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restrict_weapons_by_date: bool = False
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disable_legacy_aewc: bool = True
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disable_legacy_tanker: bool = True
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# Pilots and Squadrons
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ai_pilot_levelling: bool = True
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#: Feature flag for squadron limits.
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#: Feature flag for squadron limits.
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enable_squadron_pilot_limits: bool = False
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enable_squadron_pilot_limits: bool = False
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#: The maximum number of pilots a squadron can have at one time. Changing this after
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#: The maximum number of pilots a squadron can have at one time. Changing this after
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#: the campaign has started will have no immediate effect; pilots already in the
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#: the campaign has started will have no immediate effect; pilots already in the
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#: squadron will not be removed if the limit is lowered and pilots will not be
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#: squadron will not be removed if the limit is lowered and pilots will not be
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#: immediately created if the limit is raised.
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#: immediately created if the limit is raised.
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squadron_pilot_limit: int = 12
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squadron_pilot_limit: int = 12
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#: The number of pilots a squadron can replace per turn.
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#: The number of pilots a squadron can replace per turn.
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squadron_replenishment_rate: int = 4
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squadron_replenishment_rate: int = 4
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# HQ Automation
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default_start_type: str = "Cold"
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# Mission specific
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desired_player_mission_duration: timedelta = timedelta(minutes=60)
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# Campaign management
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automate_runway_repair: bool = False
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automate_runway_repair: bool = False
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automate_front_line_reinforcements: bool = False
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automate_front_line_reinforcements: bool = False
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automate_aircraft_reinforcements: bool = False
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automate_aircraft_reinforcements: bool = False
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automate_front_line_stance: bool = True
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restrict_weapons_by_date: bool = False
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disable_legacy_aewc: bool = True
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disable_legacy_tanker: bool = True
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generate_dark_kneeboard: bool = False
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invulnerable_player_pilots: bool = True
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auto_ato_behavior: AutoAtoBehavior = AutoAtoBehavior.Default
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auto_ato_behavior: AutoAtoBehavior = AutoAtoBehavior.Default
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auto_ato_player_missions_asap: bool = True
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auto_ato_player_missions_asap: bool = True
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automate_front_line_stance: bool = True
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reserves_procurement_target: int = 10
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# Performance oriented
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# Mission Generator
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perf_red_alert_state: bool = True
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# Gameplay
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supercarrier: bool = False
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generate_marks: bool = True
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generate_dark_kneeboard: bool = False
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never_delay_player_flights: bool = False
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default_start_type: str = "Cold"
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# Mission specific
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desired_player_mission_duration: timedelta = timedelta(minutes=60)
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# Performance
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perf_smoke_gen: bool = True
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perf_smoke_gen: bool = True
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perf_smoke_spacing = 1600
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perf_smoke_spacing = 1600
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perf_red_alert_state: bool = True
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perf_artillery: bool = True
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perf_artillery: bool = True
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perf_moving_units: bool = True
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perf_moving_units: bool = True
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perf_infantry: bool = True
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perf_infantry: bool = True
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perf_destroyed_units: bool = True
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perf_destroyed_units: bool = True
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reserves_procurement_target: int = 10
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# Performance culling
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# Performance culling
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perf_culling: bool = False
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perf_culling: bool = False
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perf_culling_distance: int = 100
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perf_culling_distance: int = 100
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perf_do_not_cull_carrier = True
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perf_do_not_cull_carrier = True
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# LUA Plugins system
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plugins: Dict[str, bool] = field(default_factory=dict)
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# Cheating
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# Cheating
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show_red_ato: bool = False
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show_red_ato: bool = False
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enable_frontline_cheats: bool = False
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enable_frontline_cheats: bool = False
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enable_base_capture_cheat: bool = False
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enable_base_capture_cheat: bool = False
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never_delay_player_flights: bool = False
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# LUA Plugins system
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plugins: Dict[str, bool] = field(default_factory=dict)
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only_player_takeoff: bool = True # Legacy parameter do not use
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@staticmethod
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@staticmethod
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def plugin_settings_key(identifier: str) -> str:
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def plugin_settings_key(identifier: str) -> str:
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