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Remove triggers from generated mission for now. Do not generate the 'quick' mission
Fix range for ai flight planner so they are more likely to plan CAS flights (It's up to the player to setup flight on the runway or in flight)
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@@ -8,8 +8,8 @@ from gen.flights.ai_flight_planner_db import INTERCEPT_CAPABLE, CAP_CAPABLE, CAS
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from gen.flights.flight import Flight, FlightType, FlightWaypoint
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# TODO : Ideally should be based on the aircraft type instead / Availability of fuel
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STRIKE_MAX_RANGE = 150000
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SEAD_MAX_RANGE = 150000
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STRIKE_MAX_RANGE = 1500000
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SEAD_MAX_RANGE = 1500000
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MAX_NUMBER_OF_INTERCEPTION_GROUP = 3
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MISSION_DURATION = 120 # in minutes
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@@ -42,7 +42,7 @@ class FlightPlanner:
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def reset(self):
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"""
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Reset the planned flights and avaialble units
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Reset the planned flights and available units
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"""
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self.aircraft_inventory = dict({k: v for k, v in self.from_cp.base.aircraft.items()})
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self.interceptor_flights = []
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@@ -196,8 +196,8 @@ class TriggersGenerator:
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self._set_skill(player_coalition, enemy_coalition)
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self._set_allegiances(player_coalition, enemy_coalition)
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if not is_quick:
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# TODO: waypoint parts of this should not be post-hacked but added in airgen
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self._gen_activation_trigger(activation_trigger_radius, player_cp, player_coalition, enemy_coalition)
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self._gen_push_trigger(player_cp, player_coalition)
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#if not is_quick:
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# # TODO: waypoint parts of this should not be post-hacked but added in airgen
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# self._gen_activation_trigger(activation_trigger_radius, player_cp, player_coalition, enemy_coalition)
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# self._gen_push_trigger(player_cp, player_coalition)
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