* vietnamwarvessels first batch
* Ship YAMLs
* aircraft yamls initial version, need more work
* initial helicopter yamls
* update aircraft yamls
* Added DDs Fletcher and Sullivans
* ship icons
* aircraft banners and icons
* no huts
* update py files to VWV v0.9.0
* update aircraft yamls, add vigilante
* added 2 ships for VWV v0.9.0
* mig-21mf yaml
* icons and banners additional units v0.9.0
* added VWV units to USA_1970 and Vietnam_1970 JSONs
* Revert "added VWV units to USA_1970 and Vietnam_1970 JSONs"
This reverts commit ed0b28dc36c0d9c1a45a10689a3c419bd23ff258.
* A-1H yaml update
* mig-17 yaml update
* update helicopter yamls
* extension init
* weapon injections
* icon filenames _24 added
* removed tasks 0 from yamls
* hh2d yaml fix
* added VWV v0.9.0 to factions USA and Vietnam
* added max_range to aircraft yamls
* housekeeping
* Flyable to False - not available in mod version
* minor edits
* ignore test campaign
* deleted tasks
* weapon luas blue air
* added task numbers from task.py
* weapon luas red air
* task id numbers in comment
* switched weapon lua from aim-9J to aim-9D
* removed test campaigns
* update payload luas with payload names from flighttype.py
* Changed AIM-9D to 9B, 9D does not work
* removed air assault task for HH-2D
* Cva_31 added to runway_is_operational()
* CVA-31 added to naval_units in faction jsons
* add strike and cas tasks to ra-5c
* correct typo
* Added Armed Recon as task and payload to most a/c
* ignore pre-commit-config.yaml
* pre-commit-config
* black reformat controlpoint.py
* Added tasks to Vigilante (next to Recon) containing attack subtasks, which allow it to be scheduled for missions
* added ships to UNITS_WITH_RADAR
* remove pre-commit-config from gitignore
* added red aircraft to nva_1970 faction
* fixed black's complaint (two empty lines, should be one)
This makes the oil platform a required building so that all factions can
use it. Alternatively, we could pick a different offshore target for WW2
factions, or gracefully degrade to not generating these targets for WW2
factions. This approach seems to best match the designer's intent.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2322.
Solution exists in using the 'get' method
of the "Weapons dictionary", and
subsequentially guarding against
None. Aside from that I created
a method to validate a payload,
which uses this None value to
determine validity.
- Add the new airassault mission type and special flightplans for it
- Add the mission type to airbase and FOB
- Add Layout for the UH-1H
- Add mission type to capable squadrons
- Allow the auto planner to task air assault missions when preconditions are met
- Improve Airlift mission type and improve the flightplan (Stopover and Helo landing)
- Allow Slingload and spawnable crates for airlift
- Rework airsupport to a general missiondata class
- Added Carrier Information to mission data
- Allow to define CTLD specific capabilities in the unit yaml
- Allow inflight preload and fixed wing support for air assault
- Moved logic from TGO to TheaterGroup and Unit, cleanup
- Fixed an issue with wrong radar threat zone calculation
- Correctly handle dead and alive units in threat calculation (dead units are no more threats...)
- Fixed wrong air_defenses threat zone used for planning (now uses aa-capable tgos instead of all tgos for the CP)
- Remove the might_have_aa property from TGOs and actually check if there is any aa-capable unit present (this is needed as with the recent tgo refactor all type of TGOs can also have anti air units if they have some defined in the layout)
- factor out own class for the iadsnetwork within the conflicttheater
- This class will handle all Skynet related things - no specific group_name handling necessary in future
- make iadsbuilding own TGO class because SAM & EWRs are Vehicle Groups. IADS Elements dont have any groups attached.
- added command center, connection node and power source as Ground objects which can be added by the campaign designer
- adjust lua generator to support new iads units
- parse the campaign yaml to get the iads network information
- use the range as fallback if no yaml information was found
- complete rewrite of the skynet lua script
- allow destruction of iads network to be persistent over all rounds
- modified the presetlocation handling: the wrapper PresetLocation for PointWithHeading now stores the original name from the campaign miz to have the ability to process campaign yaml configurations based on the ground unit
- Implementation of the UI representation for the IADS Network
- Give user the option to enable or disable advanced iads
- Extended the layout system: Implement Sub task handling to support PD
Added AntiShipMissile unit class and updated the hy_launcher unit as well as the silkworm layout to differentiate clearly between missile (scud, v1) and antiship (silkworm)
fixes#2159
SEAD flights will have the Search and Engage Group Task instead of the current AttackGroup task when the flight has ARM weapons in the Loadout. This resolves an issue with AI not able to attack a SAM when skynet is used. This is due to the RADAR not emitting and the AI therefore just diving into the SAM.
Non-ARM Loadouts will still use the AttackGroup task. This ensures that for example the ADM-141 TALD used by the F-14s will work correctly
- 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
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
- completly refactored the way TGO handles groups and replaced the usage of the pydcs ground groups (vehicle, ship, static) with an own Group and Unit class.
- this allows us to only take care of dcs group generation during miz generation, where it should have always been.
- We can now have any type of unit (even statics) in the same logic ground group we handle in liberation. this is independent from the dcs group handling. the dcs group will only be genarted when takeoff is pressed.
- Refactored the unitmap and the scenery object handling to adopt to changes that now TGOs can hold all Units we want.
- Cleaned up many many many lines of uneeded hacks to build stuff around dcs groups.
- Removed IDs for TGOs as the names we generate are unique and for liberation to work we need no ids. Unique IDs for dcs will be generated for the units and groups only.
The SA-5 was not part of the radar_db.py and therefore the threat_range calculation was wrong / ever LN counted as threat even when the TR was dead. Also fixed a wrong unit for the SA-11 TELAR.
#1816
The doctrine/task limits were capturing a reasonable average for the
era, but it did a bad job for cases like the Harrier vs the Hornet,
which perform similar missions but have drastically different max
ranges. It also forced us into limiting CAS missions (even those flown
by long range aircraft like the A-10) to 50nm since helicopters could
commonly be fragged to them.
This should allow us to design campaigns without needing airfields to be
a max of ~50-100nm apart.
This only takes effect for default loadouts. Custom loadouts set from
the UI will allow LGBs. In the default case there will not be buddy-lase
coordination so we should take iron bombs instead.
Also adds single/double Mk 83 and Mk 82 weapon data to accomodate this.
Test cases:
1. Target is not threatened.
The IP should be placed on a direct heading from the origin to the
target at the max ingress distance, or very near the origin airfield
if the airfield is closer to the target than the IP distance.
2. Unthreatened home zone, max IP between origin and target, safe
locations available for IP.
The IP should be placed in LAR at the closest point to home.
3. Unthreatened home zone, origin within LAR, safe locations available
for IP.
The IP should be placed near the origin airfield to prevent
backtracking more than needed.
4. Unthreatened home zone, origin entirely nearer the target than LAR,
safe locations available for IP.
The IP should be placed in LAR as close as possible to the origin.
5. Threatened home zone, safe locations available for IP.
The IP should be placed in LAR as close as possible to the origin.
6. No safe IP.
The IP should be placed in LAR at the point nearest the threat
boundary.
The only parts of the old weapon data that worked well (didn't commonly
result in empty pylons) did this implicitly, so make the grouping
explicit.
This also moves the data out of Python and into the resources, which
both makes the data moddable and isolates us from a huge amount of
effort and a save compat break whenever ED changes weapon names.
I didn't auto migrate the old data since the old groups were not
explict and there's no way to infer the grouping. Besides, since most of
the weapons were *not* grouped, the old data did more harm than good in
my experience. I've handled the AIM-120 and AIM-7 for now, but will get
at least all the fox 3 missiles before we ship.
An HTN (https://en.wikipedia.org/wiki/Hierarchical_task_network) is
similar to a decision tree, but it is able to reset to an earlier stage
if a subtask fails and tasks are able to account for the changes in
world state caused by earlier tasks.
Currently this just uses exactly the same strategy as before so we can
prove the system, but it should make it simpler to improve on task
planning.
This is as much as we can do until pydcs actually adds the py.typed
file. Once that's added there are a few ugly monkey patching corners
that will just need `# type: ignore` for now, but we can't pre-add those
since we have mypy warning us about superfluous ignore comments.