refactor to enum
typing and many other fixes
fix tests
attempt to fix some typescript
more typescript fixes
more typescript test fixes
revert all API changes
update to pydcs
mypy fixes
Use properties to check if player is blue/red/neutral
update requirements.txt
black -_-
bump pydcs and fix mypy
add opponent property
bump pydcs
This doesn't need to be a part of FlightPlan, and it's easier to test if
it isn't. Move it out and add the tests.
It's pretty misleading to allow this in the core of the flight plan code
anything. This is an extremely unreliable estimate for most aircraft so
it should be more clearly just for briefing purposes.
This fuzz test generates random inputs for waypoint solvers to check if
they can find a solution. If they can't, the debug info for the solver
is dumped to the testcases directory. Another test loads those test
cases, creates a solver from them, and checks that a solution is found.
Obviously it won't be immediately, but it's a starting point for fixing
the bug and serves as a regression test afterward.
This is a replacement for the existing "zone geometry" classes that are
currently used for choosing locations for IP, hold, and join points.
The older approach required the author to define the methods for
choosing locations at a rather low level using shapely APIs to merge or
mask geometries. Debug UIs had to be defined manually which was a great
deal of work. Worse, those debug UIs were only useable for *successful*
waypoint placement. If there was a bug in the solver (which was pretty
much unavoidable during development or tuning), it wasn't possible to
use the debug UI.
This new system adds a (very simple) geometric constraint solver to
allow the author to describe the requirements for a waypoint at a high
level. Each waypoint type will define a waypoint solver that defines one
or more waypoint strategies which will be tried in order. For example,
the IP solver might have the following strategies:
1. Safe IP
2. Threat tolerant IP
3. Unsafe IP
4. Safe backtracking IP
5. Unsafe backtracking IP
We prefer those in the order defined, but the preferred strategies won't
always have a valid solution. When that happens, the next one is tried.
The strategies define the constraints for the waypoint location. For
example, the safe IP strategy could be defined as (in pseudo code):
* At least 5 NM away from the departure airfield
* Not farther from the departure airfield than the target is
* Within 10 NM and 45 NM of the target (doctrine dependent)
* Safe
* Within the permissible region, select the point nearest the departure
airfield
When a solver fails to find a solution using any strategy, debug
information is automatically written in a GeoJSON format which can be
viewed on geojson.io.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/3085.
The weapon laser codes can be set more easily from the weapon laser code
combo box. Setting the properties explicitly here will just cause
conflicts and annoying UI bugs. Hide those properties from the UI.
The release behavior isn't used yet, but I'm working on pre-allocating
laser codes for front lines and flights to make it easier for players to
pick the laser codes for their weapons.
* Store a deque rather than an iterator so it can be pickled
* Remove mangling from staticmethod (and rename now that it's no longer
a generator)
* Rename "get" to "alloc" to make the mutation clear
* Move to its own package (the changes I'm working on make this no
longer mission generator specific)
* Remove useless exception class. It's never caught so the unique type
isn't needed
* Roadbase and ground spawn support
Implemented support for roadbases and ground spawn slots at airfields and FOBs. The ground spawn slots can be inserted in campaigns by placing either an A-10A or an AJS37 at a runway or ramp. This will cause an invisible FARP, an ammo dump and a fuel dump to be placed (behind the slot in case of A-10A, to the side in case of AJS37) in the generated campaigns. The ground spawn slot can be used by human controlled aircraft in generated missions. Also allowed the use of the four-slot FARP and the single helipad in campaigns, in addition to the invisible FARP. The first waypoint of the placed aircraft will be the center of a Remove Statics trigger zone (which might or might not work in multiplayer due to a DCS limitation).
Also implemented three new options in settings:
- AI fixed-wing aircraft can use roadbases / bases with only ground spawns
- This setting will allow the AI to use the roadbases for flights and transfers. AI flights will air-start from these bases, since the AI in DCS is not currently able to take off from ground spawns.
- Spawn trucks at ground spawns in airbases instead of FARP statics
- Spawn trucks at ground spawns in roadbases instead of FARP statics
- These settings will replace the FARP statics with refueler and ammo trucks at roadbases. Enabling them might have a negative performance impact.
* Modified calculate_parking_slots() so it now takes into account also helicopter slots on FARPs and also ground start slots (but only if the aircraft is flyable or the "AI fixed-wing aircraft can use roadbases / bases with only ground spawns" option is enabled in settings).
* Improved the way parking slots are communicated on the basemenu window.
* Refactored helipad and ground spawn appends to static methods _add_helipad and _add_ground_spawn in mizcampaignloader.py
Added missing changelog entries.
Fixed tgogenerator.py imports.
Cleaned up ParkingType() construction.
* Added test_control_point_parking for testing that the correct number of parking slots are returned for control point in test_controlpoint.py
* Added test_parking_type_from_squadron to test the correct ParkingType object is returned for a squadron of Viggens in test_controlpoint.py
* Added test_parking_type_from_aircraft to test the correct ParkingType object is returned for Viggen aircraft type in test_controlpoint.py
---------
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
This PR adds utility functions that import/export landmap files to .miz
polygons. In addition to the unit test, this PR has been tested by
writing the Caucuses & Syria landmaps to a .miz file, loading the
generated .miz file back in and checking that the loaded landmap object
is identical to the original files.
We want other pieces of country information (in particular the short
names). This cleans up a lot of code anyway.
As an added bonus, this now catches squadrons that used invalid names
which would previously be passed through to pydcs and... then I don't
know what would happen.
The dataclass contructor will not automatically convert the int in the
JSON file to the enum type, so our enum equivalence check was not
actually working, and could result in us re-allocating a TACAN channel
that was used by the map.
Fixing this problem surfaces a latent bug, where we can't actually treat
duplicate map TACAN channels as a bug because some channels are used by
multiple airports in PG.
Improvement for factions and templates which will allow decoupling of the templates from the actual units
- Implement UnitGroup class which matches unit_types and possible templates as the needed abstraction layer for decoupling.
- Refactor UnitType, Add ShipUnitType and all ships we currently use
- Remove serialized template.json and migrated to multiple yaml templates (one for each template) and multiple .miz
- Reorganized a lot of templates and started with generalization of many types (AAA, Flak, SHORAD, Navy)
- Fixed a lot of bugs from the previous reworks (group name generation, strike targets...)
- Reorganized the faction file completly. removed redundant lists, added presets for complex groups / families of units like sams
- Reworked the building template handling. Some templates are unused like "village"
- Reworked how groups from templates can be merged again for the dcs group creation (e.g. the skynet plugin requires them to be in the same group)
- Allow to define alternative tasks
This exports all the old AIRFIELD_DATA to yaml files. It's easier for
users to send fixes if it's defined this way, and they can also fix it
in their install without having to wait for a new release.
This also switches the indexes from the unstable DCS airfield names to
airfield IDs, so this fixes another case of DCS updates occasionally
breaking Liberation.
I also ended up finding quite a few typos in airfield names, and
incorrect theater names in the process. Those have been fixed.
* Use TACAN channels more selectively
* Increase tacan range to 126
* Use pytest and add workflow
* Skip faction tests due to outdated test data
* Run mypy on tests directory also
* Use iterators for bands AND usages, add tests
Fixes https://github.com/Khopa/dcs_liberation/issues/473. Air defenses
for bases, strike locations, and fixed IADS will now all downgrade to
lower tier systems as needed. Strike locations will still be spawned as
an equally weighted random generator from either the medium or long
range groups, but will use a short range system if none are available to
the faction.
I've made the change in a way that leaves factions compatible, but will
follow up to clean up our built-in factions.
`pytest tests` works now. I can't explain why `pytest` alone does not,
but it could have something to do with us not being a real Python
package.
With just `pytest` I get:
E ModuleNotFoundError: No module named 'tests.test_factions'
But `python -c "import tests.test_factions"` works fine.