Like with deleting waypoints, these will degrade the flight plan to the
2.1 behavior.
Ascend/descend points aren't in use any more, so I removed those.
In almost every case this leaves us with a flight plan we can't reason
about, so it gets degraded to `CustomFlightPlan`. The exception is when
deleting a target point when there are other target points remaining.
This probably gets people using this feature back to what they want
though, which is essentially the 2.1 behavior.
Fixes https://github.com/Khopa/dcs_liberation/issues/393
Fixes https://github.com/Khopa/dcs_liberation/issues/375
This also fixes a problem where we're spawning non-cold start planes in
an uncontrolled state. The ME won't let us do this, so we probably
shouldn't be doing that.
BAI is used for attacking ground vehicles as opposed to buildings like
strike does, and not air defenses like DEAD does. Unlike strike, BAI is
tolerant of moving targets.
Fixes https://github.com/Khopa/dcs_liberation/issues/216
This was also needed in other parts of the UI and is easier to implement
in the target class anyway.
Note that DEAD is now properly restricted to air defense targets.
Also added error boxes to the UI for when planning fails on an invalid
target.
Previously the only difference between these was the objective type:
TARCAP was for front lines and BARCAP was for everything else.
Now BARCAP is for friendly areas and TARCAP is for enemy areas. The
practical difference between the two is that a TARCAP package is like
the old front line CAP in that it will adjust its patrol time to match
the package if it can, and it will also arrive two minutes ahead of the
rest of the package to clear the area if needed.
Fighter sweeps arrive at the target ahead of the rest of the package
(currently a fixed 5 minute lead) to clear out enemy fighters and then
RTB.
Fixes https://github.com/Khopa/dcs_liberation/issues/348
`FrontLine` is tightly coupled with `ConflictTheater`.
Moved into the same module to prevent circular imports.
Moved `ConflictTheater.frontline_data` from class var
to instance var to allow save games to have different
versions of frontlines.
This also removes ascend/descend waypoints. They don't seem to be
helping at all. The AI already gets an implicit ascend waypoint (they
won't go to waypoint one until they've climbed sufficiently), and
forcing unnecessary sharp turns toward the possibly mispredicted ascent
direction can mess with the AI. It's also yet another variable to
contend with when planning hold points, and hold points do essentially
the same thing.
Fixes https://github.com/Khopa/dcs_liberation/issues/352.
(cherry picked from commit 21cd764f6625db0784059a0b59a1e8a72a7a699d)
Only one target waypoint created when flight is Viggen client flight.
M Waypoints not explicitly set anymore
(they don't need to be when waypoint has a TOT)
* Move the UI code out of the plugin logic.
* Add types where needed.
* Move into game package.
* Improve error handling.
* Simplify settings behavior.
* Don't load disabled plugins.
* Remove knowledge of non-base plugins from game generation.
Fixes https://github.com/Khopa/dcs_liberation/issues/311
Was using the interval from mission start to latest rather than from
earliest to latest, so this could sometimes be off by a bit and cause
us to not generate enough start times.
The changes for Skynet unfortunately broke this because the names used
by the TGO and the name of the group itself were no longer in sync.
This deserves a larger cleanup where we decouple that naming
requirement (TGOs don't need a lot of the data they currently have),
but this works until we have the time to do that.
Fixes https://github.com/Khopa/dcs_liberation/issues/298