* Roadbase and ground spawn support
Implemented support for roadbases and ground spawn slots at airfields and FOBs. The ground spawn slots can be inserted in campaigns by placing either an A-10A or an AJS37 at a runway or ramp. This will cause an invisible FARP, an ammo dump and a fuel dump to be placed (behind the slot in case of A-10A, to the side in case of AJS37) in the generated campaigns. The ground spawn slot can be used by human controlled aircraft in generated missions. Also allowed the use of the four-slot FARP and the single helipad in campaigns, in addition to the invisible FARP. The first waypoint of the placed aircraft will be the center of a Remove Statics trigger zone (which might or might not work in multiplayer due to a DCS limitation).
Also implemented three new options in settings:
- AI fixed-wing aircraft can use roadbases / bases with only ground spawns
- This setting will allow the AI to use the roadbases for flights and transfers. AI flights will air-start from these bases, since the AI in DCS is not currently able to take off from ground spawns.
- Spawn trucks at ground spawns in airbases instead of FARP statics
- Spawn trucks at ground spawns in roadbases instead of FARP statics
- These settings will replace the FARP statics with refueler and ammo trucks at roadbases. Enabling them might have a negative performance impact.
* Modified calculate_parking_slots() so it now takes into account also helicopter slots on FARPs and also ground start slots (but only if the aircraft is flyable or the "AI fixed-wing aircraft can use roadbases / bases with only ground spawns" option is enabled in settings).
* Improved the way parking slots are communicated on the basemenu window.
* Refactored helipad and ground spawn appends to static methods _add_helipad and _add_ground_spawn in mizcampaignloader.py
Added missing changelog entries.
Fixed tgogenerator.py imports.
Cleaned up ParkingType() construction.
* Added test_control_point_parking for testing that the correct number of parking slots are returned for control point in test_controlpoint.py
* Added test_parking_type_from_squadron to test the correct ParkingType object is returned for a squadron of Viggens in test_controlpoint.py
* Added test_parking_type_from_aircraft to test the correct ParkingType object is returned for Viggen aircraft type in test_controlpoint.py
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Co-authored-by: Raffson <Raffson@users.noreply.github.com>
This does show the theoretical parking use of full squadrons even when
the new rules are not enabled. Since limits can be enabled manually
later in the game, it's still useful information, even if it's a bit
misleading.
https://github.com/dcs-liberation/dcs_liberation/issues/2910
With the new aircraft limitations for squadrons, airfields/fobs/farps could get overpopulated at campaign start. This would cause all sorts of gnarly things like squadrons ending up with a negative amount of "owned aircraft".
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.
We're still using mostly the same aircraft selection as we have before
we added squadrons: the closest aircraft is the best choice.
This adds an option to obey the primary task set by the campaign
designer (can be overridden by players), even if the squadron is farther
away than one that is capable of it as a secondary task.
I don't expect this option to live very long. I'm making it optional for
now to give people a chance to test it, but it'll either replace the old
selection strategy or will be removed.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1892.
After this change, players will always have the final say in what
missions a squadron can be assigned to. Squadrons are not able to
influence the default auto-assignable missions either because that
property is always overridden by the campaign's air wing configuration
(the primary and secondary task properties). The `mission-types` field
of the squadron definition has been removed since it is no longer
capable of influencing anything. I haven't bothered cleaning up the now
useless data in all the existing squadrons though.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2785.
Preferred aircraft per task are now determined by a ranking of weights
stored in the aircraft yaml files. To aid in visualizing the priorities
across aircraft, Liberation can be run with the argument
dump-task-priorities to dump a yaml file in Saved
Games/DCS/Liberation/Debug/priorities.yaml, which will show each task
along with priority sorted aircraft and their weights.
The current weights in the data were exported from the existing lists,
where each position from the bottom of the list was worth 10 (to allow
some games for less shuffling later).
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2809.
Squashing 8 commits by DanAlbert:
- Track theater in ControlPoint.
Simplifies finding the owning theater of a control point. Not used yet.
- Clean some cruft out of FlightPlanBuilder.
- Clean up silly some exception handling.
- Move FlightPlan instantiation into the builder.
I'm working on moving the builder to be owned by the Flight, which will simplify callers that need to create (or recreate) flight plans for a flight.
- Simplify IBuilder constructor.
We have access to the theater via the flight's departure airbase now.
- Move FlightPlan creation into Flight.
For now this is just a callsite cleanup. Later, this will make it easier
to separate unscheduled and scheduled flights into different classes without complicating the layout/scheduling.
- Remove superfluous constructors.
- Remove unused Package field.
Instead of giving an error when a mission type which was added to the squadron is not defined in the Ai autoplanner db for the aircraft the user should be able to task the aircraft accordingly.
Split the oversized file into one per plan type. This also moves the
layout responsibility out of the oversized FlightPlanBuilder and into
each flight plan type file.
- Added expected_pilots_next_turn() to Squadron. The procurement AI now correctly compares to it when evaluating if planes should be bought, instead of the maximum possible number of pilots.
- Added replenish_rate method to squadron.py to prevent expected_pilots_next_turn from returning an incorrect (too large) number when replenish rate > pilots required.
#1837
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