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Fix several cases of wrongly using broken runways.
The usual symptom here was the game breaking when a carrier is destroyed. The carrier would no longer be operational but missions would be assigned there that could not generate flight plans.
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@@ -258,11 +258,9 @@ class ProcurementAi:
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) -> Iterator[ControlPoint]:
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distance_cache = ObjectiveDistanceCache.get_closest_airfields(request.near)
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threatened = []
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for cp in distance_cache.airfields_within(request.range):
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for cp in distance_cache.operational_airfields_within(request.range):
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if not cp.is_friendly(self.is_player):
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continue
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if not cp.runway_is_operational():
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continue
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if cp.unclaimed_parking(self.game) < request.number:
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continue
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if self.threat_zones.threatened(cp.position):
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@@ -517,7 +517,7 @@ class ControlPoint(MissionTarget, ABC):
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max_retreat_distance = nautical_miles(200)
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# Skip the first airbase because that's the airbase we're retreating
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# from.
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airfields = list(closest.airfields_within(max_retreat_distance))[1:]
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airfields = list(closest.operational_airfields_within(max_retreat_distance))[1:]
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for airbase in airfields:
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if not airbase.can_operate(airframe):
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continue
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@@ -124,7 +124,7 @@ class ThreatZones:
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cls, location: ControlPoint, max_distance: Distance
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) -> Optional[ControlPoint]:
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airfields = ObjectiveDistanceCache.get_closest_airfields(location)
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for airfield in airfields.airfields_within(max_distance):
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for airfield in airfields.all_airfields_within(max_distance):
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if airfield.captured != location.captured:
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return airfield
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return None
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