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Remove fallback for old non-convoy behavior.
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@@ -258,13 +258,7 @@ class ProcurementAi:
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if not cp.has_ground_unit_source(self.game):
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continue
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# Buy to a higher limit when using the new recruitment mechanic since it
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# will take longer to reinforce losses.
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if self.game.settings.enable_new_ground_unit_recruitment:
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limit = 50
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else:
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limit = 30
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if self.total_ground_units_allocated_to(cp) >= limit:
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if self.total_ground_units_allocated_to(cp) >= 50:
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# Control point is already sufficiently defended.
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continue
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for connected in cp.connected_points:
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@@ -37,11 +37,6 @@ class Settings:
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disable_legacy_aewc: bool = False
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generate_dark_kneeboard: bool = False
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#: Feature flag for new ground unit behavior. Old campaigns are will not work with
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#: this so the old behavior remains an option until it breaks, at which point we'll
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#: remove it.
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enable_new_ground_unit_recruitment: bool = True
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# Performance oriented
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perf_red_alert_state: bool = True
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perf_smoke_gen: bool = True
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@@ -382,9 +382,6 @@ class ControlPoint(MissionTarget, ABC):
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if not self.can_deploy_ground_units:
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return False
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if not game.settings.enable_new_ground_unit_recruitment:
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return True
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if game.turn == 0:
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# Allow units to be recruited anywhere on turn 0 to avoid long delays to get
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# everyone to the front line.
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@@ -397,9 +394,6 @@ class ControlPoint(MissionTarget, ABC):
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if not self.can_deploy_ground_units:
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return False
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if not game.settings.enable_new_ground_unit_recruitment:
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return True
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for cp in game.theater.controlpoints:
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if cp.is_friendly(self.captured) and cp.can_recruit_ground_units(game):
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return True
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