This removes both the double load that happens on startup and also
makes it possible to get the UI to create a new game if the existing
default.liberation is not compatible.
first pass briefing refactor
briefing fixes
briefing fixes
Stop briefing generate being called twice
Stop frontline advantage string being appended
when there are no units.
jinja template
always return enum instance in Strategy Selector
For some reason on DEFENSE, enum is appended to control point stance,
but on all other the enum.value is added instead.
I don't see any case where the value is used, but there are many
cases that the enum instance is evaluated against.
type issue
junja's not a thing
swap mapping with dict
jinja template
always return enum instance in Strategy Selector
For some reason on DEFENSE, enum is appended to control point stance,
but on all other the enum.value is added instead.
I don't see any case where the value is used, but there are many
cases that the enum instance is evaluated against.
type issue
Update build.yml
junja's not a thing
swap mapping with dict
Restore build job
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.
Capturing bases is sometimes really annoying because of the DCS unit
AI and our non-optimal ground victory heuristics. Add a cheat option
to allow the player to move on without the tedium.
We were only getting BARCAP results right in BARCAP packages. This
fixes calculations of TOTs and start times for BARCAPs in strike
packages.
The probably needs some refactoring. BARCAP is just the symptomatic
example at the moment, but the real problem is that different mission
profiles exist and we currently only handle one. Making profiles
explicit in mission planning will clean this up, will be needed for
other future mission types, and makes it easier for us to alter
behavior for waypoint and timing decisions based on the aircraft or
mission type.
Conditional in comprehension appears to be intended to exclude
dunders, but was also excluding many TER weapons from Weapon class args
beginning with '_'