Fixed (zombie) carrier killed in state.json but always respawning in-game, issue #2405. GenericCarrierGenerator.generate() will now generate the ship group with an array that only contains alive ship units, just like GroundObjectGenerator.generate() has previously done.
Carrier groups will now also show up as destroyed/damaged on the map when the carrier is sunk.
This field is optional. Omitting the field (or using only a date instead
of a full timestamp) will use the old behavior of picking a random
daylight hour to start the campaign.
This doesn't include any UI in the new game wizard yet. This is only a
campaign yaml option.
https://github.com/dcs-liberation/dcs_liberation/issues/2400
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.
- 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
This will allow to automatically calculate the orientation of TGOs which are required to head to the conflict if the campaign designer has not defined a specific heading in the campaign miz. This is for example required for silkworm, scuds or some SAM systems like the SA-11.
Added the should_head_to_conflict property to the TGO
- 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)
Now the user can override special skynet properties from the unit.yaml of the main Radar of the sam site. Which unit needs these overrides can be looked up over here: https://github.com/walder/Skynet-IADS/blob/develop/skynet-iads-source/skynet-iads-supported-types.lua
- fixed wrong exclusion of groups with the first unit dead but still able to participate
- added some exception handling in the lua script for groups which skynet is not able to control. preventing scripting errors
- 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
- Give user information about the heading of a TGO
- Add a button to change the heading to head to conflic
- Change the orientation of a TGO during Buy
- Run the heading to conflict calculation to change the orientation of the newly bought group. It will then head to the center of the conflict
This allows unique identification across saves. The front-end needs to
be able to differentiate the first carrier in game A and the first
carrier in game B, but because carriers (and other non-airfield CPs) are
assigned IDs sequentially, collisions were to be expected. The front-end
can't tell the difference between a reloaded game and a new turn, so we
need to ensure different IDs across games.
This is a handy cleanup anyway, since callers constructing CPs no longer
need to manually track the CP ID counter.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2078.
Still more could be done here by caching the merged poly at the theater
level, but this goes a long way.
Aircraft commit regions are already cached (in the FlightState), so
those are already fairly fast. The combined A2A commit boundary could
also potentially be cached at the theater level.
https://stackoverflow.com/a/44888113/632035
Pickle can't deal with loading sets (and probably dicts) of objects with
custom __hash__ functions that depend on their state because __hash__
can be called before __setstate__. Make the hash function stupider (but
still correct) by just relying on the object ID.
The UI needs to be able to identify these to the server and vice versa,
so they'll need IDs that don't change. Rather than constructing an ID
based on the control points names, make them an owned part of the
control point. The constructed ID would be fine, but a UUID will make
them more suitable for the database, and this was always fairly gross
anyway.
Some follow up work if anyone is interested: a bunch of the data that's
computed in the various properties can now probably be computed *once*
and persisted to the FrontLine type.
This gets us out of the business of maintaining our own icons. The
milsymbol library generates the SVG data needed to display anything
covered by APP-6.
This is briefly moving us over to my fork of pydcs while we wait for
https://github.com/pydcs/dcs/pull/206 to be merged. The adaptation is
invasive enough that I don't want it lingering for long.