code: def air_range(self) -> Union[int, float]:
          
          if self._weapons:
              weapon = next(
                  (weapon for weapon in self._weapons if weapon.type in {TargetType.Air.value, TargetType.Any.value}),
                  None,
              )
              if weapon:
                  return weapon.range
          return 0
docs: Does not include upgrades