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Set units on the frontline to Hidden On MFD. (#2669)
All groups (friendly and enemy) that are part of the front line are set to `Hidden On MFD`. This is a group level filter, and can not be applied on a per unit basis.
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@ -156,6 +156,7 @@ Saves from 6.x are not compatible with 7.0.
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* **[Squadrons]** Squadron-specific mission capability lists no longer restrict players from assigning missions outside the squadron's preferences.
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* **[Squadrons]** Squadron-specific mission capability lists no longer restrict players from assigning missions outside the squadron's preferences.
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* **[New Game Wizard]** Squadrons can be directly replaced with a preset during air wing configuration rather than needing to remove and create a new squadron.
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* **[New Game Wizard]** Squadrons can be directly replaced with a preset during air wing configuration rather than needing to remove and create a new squadron.
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* **[UI]** The orientation of objects like SAMs, EWRs, garrisons, and ships can now be manually adjusted.
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* **[UI]** The orientation of objects like SAMs, EWRs, garrisons, and ships can now be manually adjusted.
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* **[Mission Generation]** Units on the front line are now hidden on MFDs.
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## Fixes
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## Fixes
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@ -234,6 +234,7 @@ class FlotGenerator:
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)
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)
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vehicle = vg.units[0]
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vehicle = vg.units[0]
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GroundForcePainter(faction, vehicle).apply_livery()
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GroundForcePainter(faction, vehicle).apply_livery()
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vg.hidden_on_mfd = True
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return
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return
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possible_infantry_units = set(faction.infantry_with_class(UnitClass.INFANTRY))
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possible_infantry_units = set(faction.infantry_with_class(UnitClass.INFANTRY))
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@ -261,6 +262,7 @@ class FlotGenerator:
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)
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)
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vehicle = vg.units[0]
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vehicle = vg.units[0]
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GroundForcePainter(faction, vehicle).apply_livery()
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GroundForcePainter(faction, vehicle).apply_livery()
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vg.hidden_on_mfd = True
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for unit in units[1:]:
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for unit in units[1:]:
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position = infantry_position.random_point_within(55, 5)
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position = infantry_position.random_point_within(55, 5)
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@ -275,6 +277,7 @@ class FlotGenerator:
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)
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)
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vehicle = vg.units[0]
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vehicle = vg.units[0]
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GroundForcePainter(faction, vehicle).apply_livery()
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GroundForcePainter(faction, vehicle).apply_livery()
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vg.hidden_on_mfd = True
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def _earliest_tot_on_flot(self, player: bool) -> timedelta:
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def _earliest_tot_on_flot(self, player: bool) -> timedelta:
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tots = [
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tots = [
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@ -645,7 +648,7 @@ class FlotGenerator:
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) -> List[VehicleGroup]:
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) -> List[VehicleGroup]:
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"""
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"""
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Return the nearest enemy group for the player group
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Return the nearest enemy group for the player group
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@param group Group for which we should find the nearest ennemies
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@param player_group Group for which we should find the nearest ennemies
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@param enemy_groups Potential enemy groups
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@param enemy_groups Potential enemy groups
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@param n number of nearby groups to take
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@param n number of nearby groups to take
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"""
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"""
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@ -670,7 +673,7 @@ class FlotGenerator:
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) -> Optional[VehicleGroup]:
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) -> Optional[VehicleGroup]:
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"""
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"""
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Search the enemy groups for a potential target suitable to armored assault
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Search the enemy groups for a potential target suitable to armored assault
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@param group Group for which we should find the nearest ennemy
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@param player_group Group for which we should find the nearest ennemy
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@param enemy_groups Potential enemy groups
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@param enemy_groups Potential enemy groups
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"""
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"""
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min_distance = math.inf
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min_distance = math.inf
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@ -813,6 +816,7 @@ class FlotGenerator:
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group_size=count,
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group_size=count,
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heading=heading.degrees,
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heading=heading.degrees,
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)
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)
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group.hidden_on_mfd = True
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self.unit_map.add_front_line_units(group, cp, unit_type)
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self.unit_map.add_front_line_units(group, cp, unit_type)
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