Not sure why, but some polygons become invalid (which usually means a
self-intersecting "polygon", such as two triangles that meet at a point)
during this transformation. Shapely includes a tool to reshape polygons
into validity, so use that.
It is now also suitable for campaigns set in the forested regions of Caucasus. There are corridors for ground forces from Apsheronsk to Tuapse and from Maykop to Sochi. Also, the hilly area around Ambrolauri can now be used in campaigns as well.
This isn't related to the missiongenerator, and importing this file from
some places (such as runway data) will cause a circular reference when
importing the rest of the missiongenerator package.
The for_theater method is always called before for_airport is during
normal gameplay, but I'm writing a linter to show missing airfield data
that calls for_airport first.
- Break down the remaining Anti Air Layouts. Now each layout.miz only contains 1 layout
- Added a python script which can fix the orientation of a layout
- Fix layout orientation. Now all aa layouts are oriented to the north.
- Add small change so that whole carrier group will be rotated correctly with the BRC
closes#2215
- 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
- Factored out the current generators to use a better approach with Templates build from the dcs mission editor.
- This information is extended with a template-mapping in a json file which allows to logically group together multiple dcs groups and even statics to one template
- The combination of mapping and miz will be serialized to a template.json which is only used for loading.
- Factions now load templates during initialization and hold all the templates they can really use. This is based around the faction file.
- Implemented a template randomizer which allows to add some randomization to templates
- Each Template Group can have 1 randomizer which randomizes unit_type and size based on the mapping definition. Larger groups need to be devided in more fine detailed groups as we can now handle them better due to the change from dcs group types to our own classes.
- Rewritten the ArmorGroup, Naval and EWR template handling
Rework GroundObjectBuyMenu to support templates
* Implements #1399
* Reverting accidental change in generate_landmap.py
* Changelog update
* Import beacon data for Marianas.
Co-authored-by: Dan Albert <dan@gingerhq.net>
This is an attempt to remove a lot of our supposedly unnecessary error
handling. Every aircraft should have a price, a description, a name,
etc; and none of those should require carrying around the faction's
country as context.
This moves all the data for aircraft into yaml files (only one converted
here as an example). Most of the "extended unit info" isn't actually
being read yet.
To replace the renaming of units based on the county, we instead
generate multiple types of each unit when necessary. The CF-18 is just
as much a first-class type as the F/A-18 is.
This doesn't work in its current state because it does break all the
existing names for aircraft that are used in the faction and squadron
files, and we no longer let those errors go as a warning. It will be an
annoying one time switch, but it allows us to define the names that get
used in these files instead of being sensitive to changes as they happen
in pydcs, and allows faction designers to specifically choose, for
example, the Su-22 instead of the Su-17.
One thing not handled by this is aircraft task capability. This is
because the lists in ai_flight_planner_db.py are a priority list, and to
move it out to a yaml file we'd need to assign a weight to it that would
be used to stack rank each aircraft. That's doable, but it makes it much
more difficult to see the ordering of aircraft at a glance, and much
more annoying to move aircraft around in the priority list. I don't
think this is worth doing, and the priority lists will remain in their
own separate lists.
This includes the converted I used to convert all the old unit info and
factions to the new format. This doesn't need to live long, but we may
want to reuse it in the future so we want it in the version history.
For some reason, the large building with the tank on is rotated 180 degrees when put into an actual mission. Therefore, I've just spun it around to counter this.
Holes in the inclusion zone are defined by exclusion zones, not by holes
in the inclusion zone. Add a cached property for the inclusion zone that
is not also sea or exclusion zone and use that boundary instead.
Converts the landmap to use MultiPolygon instead of a collection of
polygons, since Shapely has explicit support for this.
Because we've done that, we can use a single projection from a line
instead of brute forcing the extent of the front line.
This makes turn processing ~66% faster (3 seconds to 1.8).
There are probably other places this should be used.