Unit composition is defined by the doctrine. The most understaffed CP
will now get the most underrepresented unit type. Previously a random
understaffed CP would get a random unit type.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1057.
This limit is determined by the number of buildings that belong to Ammo
Depots at the front line's connected Control Point. The limit increases
for every surviving building at ammo depot objectives.
There is a lower limit to the number of units that will spawn, so that
if there are no surviving ammo depot buildings at a control point, there
will still be some ground conflict.
These might be broken loadouts, or might be broken pydcs data. In case
it's the latter, attempt to load the pylon. DCS will remove the weapon
if it's not compatible automatically.
This also removes the "factory" type from the normal strike target
(money generating) generators to avoid confusion. Later only control
points with factories will be able to spawn ground units, at which point
these will no longer generate income.
https://github.com/Khopa/dcs_liberation/issues/986
Follow up work:
* Data entry. I plan to do the air-to-air missiles in the near term. I
covered some variants of the AIM-120, AIM-7, and AIM-9 here, but there
are variants of those weapons for each mounting rack that need to be
done still, as well as all the non-US weapons.
* Arbitrary start dates.
https://github.com/Khopa/dcs_liberation/issues/490
Not converting all at once so I can prove the concept. After that we'll
want to cover all the cases where an int distance or speed is a part of
the save game (I've done one of them here with `Flight.alt`) so further
cleanups don't break save compat.
https://github.com/Khopa/dcs_liberation/issues/558
Fighter sweeps arrive at the target ahead of the rest of the package
(currently a fixed 5 minute lead) to clear out enemy fighters and then
RTB.
Fixes https://github.com/Khopa/dcs_liberation/issues/348
This also removes ascend/descend waypoints. They don't seem to be
helping at all. The AI already gets an implicit ascend waypoint (they
won't go to waypoint one until they've climbed sufficiently), and
forcing unnecessary sharp turns toward the possibly mispredicted ascent
direction can mess with the AI. It's also yet another variable to
contend with when planning hold points, and hold points do essentially
the same thing.
Fixes https://github.com/Khopa/dcs_liberation/issues/352.
(cherry picked from commit 21cd764f6625db0784059a0b59a1e8a72a7a699d)
Previously we were trying to make every potential flight plan look
just like a strike mission's flight plan. This led to a lot of special
case behavior in several places that was causing us to misplan TOTs.
I've reorganized this such that there's now an explicit `FlightPlan`
class, and any specialized behavior is handled by the subclasses.
I've also taken the opportunity to alter the behavior of CAS and
front-line CAP missions. These no longer involve the usual formation
waypoints. Instead the CAP will aim to be on station at the time that
the CAS mission reaches its ingress point, and leave at its egress
time. Both flights fly directly to the point with a start time
configured for a rendezvous.
It might be worth adding hold points back to every flight plan just to
ensure that non-formation flights don't end up with a very low speed
enroute to the target if they perform ground ops quicker than
expected.