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
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.
This is briefly moving us over to my fork of pydcs while we wait for
https://github.com/pydcs/dcs/pull/206 to be merged. The adaptation is
invasive enough that I don't want it lingering for long.
- Fix tgogenerator
- Fix UI for ForceGroup and Layouts
- Fix ammo depot handling
- Split bigger files in smaller meaningful files (TGO, layouts, forces)
- Renamed Template to Layout
- Renamed GroundGroup to TheaterGroup and GroundUnit to TheaterUnit
- Reorganize Layouts and UnitGroups to a ArmedForces class and ForceGroup similar to the AirWing and Squadron
- Reworded the UnitClass, GroupRole, GroupTask (adopted to PEP8) and reworked the connection from Role and Task
- added comments
- added missing unit classes
- added temp workaround for missing classes
- add repariable property to TheaterUnit
- Review and Cleanup
Added serialization for loaded templates
Loading the templates from the .miz files takes a lot of computation time and in the future there will be more templates added to the system. Therefore a local pickle serialization for the loaded templates was re-added:
- The pickle will be created the first time the TemplateLoader will be accessed
- Pickle is stored in Liberation SaveDir
- Added UI option to (re-)import templates
Users can now add and remove squadrons with specific buttons. this also allows new aircraft types to be added as well.
- rebased existing PR to develop
- reverted observable and changed to signals
- changed the general concept so that changes only affect the ui data model and not the game directly. Game will only be updated on apply
- removed unused code
- adopt to review comments
- allow user to choose a predefined squadron preset (also alow none value to use the random generator)
- Reuse the squadron defs from the default assigner in the AirWing class
- allow user to re-roll the squadron nickname (also added new ui icons for the button)
This also does improve the over-purchase problems, though I can't spot
the behavior change that's causing that. Presumably the old
implementation had a bug I can't spot and in rewriting it I solved the
problem...
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1582
Since the theater commander runs once per campaign action, missions that
do not have aircraft available may be checked more than once a turn.
Without deduping requests this can lead to cases where the AI buys
dozens of tankers on turn 0.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1470
After completing the new game wizard but before initializing turn 0,
open a dialog to allow the player to customize their air wing. With this
they can remove squadrons from the game, rename them, add players, or
change allowed mission types. *Adding* squadrons is not currently
supported, nor is changing the squadron's livery (the data in pydcs is
an arbitrary class hierarchy that can't be safely indexed by country).
This only applies to the blue air wing for now.
Future improvements:
* Add squadron button.
* Collapse disable squadrons to declutter?
* Tabs on the side like the settings dialog to group by aircraft type.
* Top tab bar to switch between red and blue air wings.
This makes it so that the mission planning effects are applied only if
the package can be fulfilled. For example, breakthrough will be used
only if all the BAI missions were fulfilled, not if they will *attempt*
to be fulfilled.