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Streamlining after merge
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@ -74,7 +74,7 @@ class DefaultSquadronAssigner:
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# If we can't find any squadron matching the requirement, we should
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# create one.
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return self.air_wing.squadron_def_generator.generate_for_task(
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config.primary, control_point, self.game.settings.squadron_random_chance
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config.primary, control_point
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)
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def find_preferred_squadron(
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@ -21,8 +21,10 @@ class SquadronDefGenerator:
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self.used_nicknames: set[str] = set()
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def generate_for_task(
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self, task: FlightType, control_point: ControlPoint, squadron_random_chance: int
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self, task: FlightType, control_point: ControlPoint
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) -> Optional[SquadronDef]:
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settings = control_point.coalition.game.settings
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squadron_random_chance = settings.squadron_random_chance
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aircraft_choice: Optional[AircraftType] = None
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for aircraft in AircraftType.priority_list_for_task(task):
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if aircraft not in self.faction.all_aircrafts:
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@ -33,6 +33,7 @@ from game.radio.tacan import TacanRegistry
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from game.runways import RunwayData
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from game.settings import Settings
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from game.squadrons import AirWing
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from game.squadrons import Squadron
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from game.theater.controlpoint import (
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ControlPoint,
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OffMapSpawn,
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@ -43,7 +44,6 @@ from game.theater.controlpoint import (
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)
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from game.theater.theatergroundobject import EwrGroundObject, SamGroundObject
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from game.unitmap import UnitMap
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from game.squadrons import Squadron
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if TYPE_CHECKING:
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from game import Game
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@ -193,13 +193,13 @@ class PretenseAircraftGenerator:
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"""
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squadron_def = coalition.air_wing.squadron_def_generator.generate_for_task(
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flight_type, cp, self.game.settings.squadron_random_chance
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flight_type, cp
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)
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for retries in range(num_retries):
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if squadron_def is None or fixed_wing == squadron_def.aircraft.helicopter:
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squadron_def = (
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coalition.air_wing.squadron_def_generator.generate_for_task(
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flight_type, cp, self.game.settings.squadron_random_chance
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flight_type, cp
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)
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)
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