Change squadrons to operate out of a single base.

https://github.com/dcs-liberation/dcs_liberation/issues/1145

Currently this is fixed at the start of the campaign. The squadron
locations are defined by the campaign file.

Follow up work:

* Track aircraft ownership per-squadron rather than per-airbase.
* UI for relocating squadrons.
* Ferry missions for squadrons that are relocating.
* Auto-relocation (probably only for retreat handling).

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1138
This commit is contained in:
Dan Albert
2021-08-07 21:51:18 -07:00
parent 51e056a765
commit 90ad1f4a61
51 changed files with 1043 additions and 652 deletions

View File

@@ -5,6 +5,8 @@ from typing import TYPE_CHECKING, Any, Optional
from dcs import Point
from faker import Faker
from game.campaignloader import CampaignAirWingConfig
from game.campaignloader.defaultsquadronassigner import DefaultSquadronAssigner
from game.commander import TheaterCommander
from game.commander.missionscheduler import MissionScheduler
from game.income import Income
@@ -12,7 +14,7 @@ from game.inventory import GlobalAircraftInventory
from game.navmesh import NavMesh
from game.orderedset import OrderedSet
from game.profiling import logged_duration, MultiEventTracer
from game.savecompat import has_save_compat_for
from game.squadrons import AirWing
from game.threatzones import ThreatZones
from game.transfers import PendingTransfers
@@ -21,10 +23,9 @@ if TYPE_CHECKING:
from game.data.doctrine import Doctrine
from game.factions.faction import Faction
from game.procurement import AircraftProcurementRequest, ProcurementAi
from game.squadrons import AirWing
from game.theater.bullseye import Bullseye
from game.theater.transitnetwork import TransitNetwork, TransitNetworkBuilder
from gen import AirTaskingOrder
from gen.ato import AirTaskingOrder
class Coalition:
@@ -40,7 +41,7 @@ class Coalition:
self.procurement_requests: OrderedSet[AircraftProcurementRequest] = OrderedSet()
self.bullseye = Bullseye(Point(0, 0))
self.faker = Faker(self.faction.locales)
self.air_wing = AirWing(game, self)
self.air_wing = AirWing(game)
self.transfers = PendingTransfers(game, player)
# Late initialized because the two coalitions in the game are mutually
@@ -100,14 +101,7 @@ class Coalition:
del state["faker"]
return state
@has_save_compat_for(5)
def __setstate__(self, state: dict[str, Any]) -> None:
# Begin save compat
old_procurement_requests = state["procurement_requests"]
if isinstance(old_procurement_requests, list):
state["procurement_requests"] = OrderedSet(old_procurement_requests)
# End save compat
self.__dict__.update(state)
# Regenerate any state that was not persisted.
self.on_load()
@@ -120,6 +114,11 @@ class Coalition:
raise RuntimeError("Double-initialization of Coalition.opponent")
self._opponent = opponent
def configure_default_air_wing(
self, air_wing_config: CampaignAirWingConfig
) -> None:
DefaultSquadronAssigner(air_wing_config, self.game, self).assign()
def adjust_budget(self, amount: float) -> None:
self.budget += amount