Remove fallback for old non-convoy behavior.

This commit is contained in:
Dan Albert
2021-05-18 19:21:07 -07:00
parent ae57e4da83
commit f4b64370bb
6 changed files with 3 additions and 75 deletions

View File

@@ -258,13 +258,7 @@ class ProcurementAi:
if not cp.has_ground_unit_source(self.game):
continue
# Buy to a higher limit when using the new recruitment mechanic since it
# will take longer to reinforce losses.
if self.game.settings.enable_new_ground_unit_recruitment:
limit = 50
else:
limit = 30
if self.total_ground_units_allocated_to(cp) >= limit:
if self.total_ground_units_allocated_to(cp) >= 50:
# Control point is already sufficiently defended.
continue
for connected in cp.connected_points:

View File

@@ -37,11 +37,6 @@ class Settings:
disable_legacy_aewc: bool = False
generate_dark_kneeboard: bool = False
#: Feature flag for new ground unit behavior. Old campaigns are will not work with
#: this so the old behavior remains an option until it breaks, at which point we'll
#: remove it.
enable_new_ground_unit_recruitment: bool = True
# Performance oriented
perf_red_alert_state: bool = True
perf_smoke_gen: bool = True

View File

@@ -382,9 +382,6 @@ class ControlPoint(MissionTarget, ABC):
if not self.can_deploy_ground_units:
return False
if not game.settings.enable_new_ground_unit_recruitment:
return True
if game.turn == 0:
# Allow units to be recruited anywhere on turn 0 to avoid long delays to get
# everyone to the front line.
@@ -397,9 +394,6 @@ class ControlPoint(MissionTarget, ABC):
if not self.can_deploy_ground_units:
return False
if not game.settings.enable_new_ground_unit_recruitment:
return True
for cp in game.theater.controlpoints:
if cp.is_friendly(self.captured) and cp.can_recruit_ground_units(game):
return True