This gives a clean break between the transfer request and the type of
transport allocated to make way for transports that need to switch
types (to support driving to a port, then getting on a ship, to a train,
then back on the road, etc).
https://github.com/Khopa/dcs_liberation/issues/823
Downside to the current implementation is that whether or not transports
that were purchased last turn will be available for airlift this turn is
arbitrary. This is because transfers are created at the same time as
units are delivered, and units are delivered in an arbitrary order per
CP. If the helicopters are delivered before the ground units they'll
have access to the transports, otherwise they'll be refunded. This will
be fixed later when I rework the transfer requests to not require
immediate fulfillment.
https://github.com/Khopa/dcs_liberation/issues/825
Historically this inherited from Event but there was no reason for that.
That's gone now. Finish the separation and move the unit order tracking
class out of the combat results reaction class's file.
This is an interim improvement since we should probably be pushing the
BARCAPs into TARCAP roles when the front line is so close. This does
regress flight pathing for anything that should route around the front
(to avoid getting shot at by SHORADS and TARCAPs), but for now it's one
or the other and this is the one everyone's complaining about.
UI isn't finished. Bulk transfers where the player doesn't care what
aircraft get used work (though they're chosen with no thought at all),
but being able to plan your own airlift flight isn't here yet.
Cargo planes are not implemented yet.
No way to view the cargo of a flight (will come with the cargo flight
planning UI).
The airlift flight/package creation should probably be moved out of the
UI and into the game code.
AI doesn't use these yet.
https://github.com/Khopa/dcs_liberation/issues/825
Like the comment says this rarely has any effect due to the ordering of
flight planning and convoy creation. Could be separated, but opfor will
still not be able to target any convoys that the player creates in the
UI on that turn because they planning is done before the player can use
the UI.
Multi-turn transfers will be targetable, however.
The previous flight plan only makes sense if the convoy will make it a
significant distance from its starting point. At road speeds over the
typical mission duration this is not true, so we can actually plan this
as if it was a strike mission near the origin point and that's close
enough.
There's some cleanup work to do here that I've added todos for.
Fixes https://github.com/Khopa/dcs_liberation/issues/996
This currently is only supported for player flights. I have no idea how
to create an AI flight plan that won't just get them killed. AI-only BAI
missions against supply routes will warn the player on mission creation.
A CP with a factory would be able to supply itself, but was not in a
supply route if it was the only connected friendly CP. When the player
starts with only one base against an enemy base this meant that it was
in no supply route, causing it to not be a recruitment location or a
place to buy more than a reserve of vehicles automatically.