```
>>> class Foo:
... bar = 0
... @classmethod
... def set_bar(cls, v):
... cls.bar = v
...
>>> class Bar(Foo):
... ...
...
>>> Bar.set_bar(1)
>>> Bar.bar
1
>>> Foo.bar
0
>>> class Foo:
... bar = {}
... @classmethod
... def add(cls, k, v):
... cls.bar[k] = v
...
>>> class Bar(Foo):
... pass
...
>>> Bar.add(0, 1)
>>> Bar.bar
{0: 1}
>>> Foo.bar
{0: 1}
```
The collections are copied by reference into the descendants, whereas
_loaded is copied by value, so that one can stay. Before this patch,
every subtype was loading because _loaded was set per subclass, but they
were all registering with a common collection defined by UnitType rather
than their own class.
* Don't generate runway data for heliports.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2710.
* Remove dead code.
* Implemented support for Chiller Juice Studios F/A-18E/F/G Super Hornet mod
The Chiller Juice Studios Super Hornet mod works like this: it changes the stock F/A-18C Hornet into F/A-18E/F/G Super Hornet / Growler. The exact variant is selected with argument 999 in the livery description.lua, which is why I chose to add the three variants in the FA-18C_hornet.yaml. This way, we can use the squadrons mechanism in Liberation to select the appropriate variant by specifying the correct livery for the squadron.
Current properties injected are wingspan / width and the custom ordnance added by the mod.
Added F/A-18E/F/G banner by Schmokedpancake and F/A-18F icon.
Resolves https://github.com/dcs-liberation/dcs_liberation/issues/2681
* Added a separate loadout file for the Chiller Juice Studios F/A-18E/F/G Super Hornet mod. Currently only replaces the FPU-8A fuel tanks with FPU-12s.
* Added the possibility to use the AI variant of the F/A-18C in campaigns, allowing different loadouts and in the future, the Super Hornet mod alongside legacy Hornets in the same campaign.
* Updated Chiller Juice Studios F/A-18E/F/G Super Hornet mod support to version 2.0. Removed the 1.x version property and pylon injection since they are no longer necessary, since 2.0 adds the Super Hornet variants as separate aircraft. For the same reason, removed the AI-only F/A-18C from the faction files (still retained the aircraft yaml, loadout files and icon/banner in case someone still wants to use it).
Includes F/A-18E/F/G banner by Schmokedpancake, loadouts by @sgtfuzzle17 and F/A-18E/F icons.
* Added Super Hornet, Growler squadrons and Growler banner by @sgtfuzzle17
The squadrons include the model of the airframe in their name, so they can be referenced directly from campaign yaml files without the risk of conflicting with the same squadron of a different era, flying a different airframe.
Also updated the E and G model icons.
Resolves#77
* Fixed a bug with the EA-18G banner not being visible in Retribution. Also added the Super Hornet variants to factions bluefor_modern and Israel-USN_2005_Allied_Sword.
* Corrected the descriptions for tandem-seat Super Hornet variants.
* Updated Chiller Juice Studios F/A-18E/F/G Super Hornet mod support to version 2.1
* Anti-ship loadouts are now named properly.
* Update changelog.md
* Update QNewGameWizard.py
---------
Co-authored-by: Dan Albert <dan@gingerhq.net>
Co-authored-by: Raffson <Raffson@users.noreply.github.com>
- 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
- 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
Improvement for factions and templates which will allow decoupling of the templates from the actual units
- Implement UnitGroup class which matches unit_types and possible templates as the needed abstraction layer for decoupling.
- Refactor UnitType, Add ShipUnitType and all ships we currently use
- Remove serialized template.json and migrated to multiple yaml templates (one for each template) and multiple .miz
- Reorganized a lot of templates and started with generalization of many types (AAA, Flak, SHORAD, Navy)
- Fixed a lot of bugs from the previous reworks (group name generation, strike targets...)
- Reorganized the faction file completly. removed redundant lists, added presets for complex groups / families of units like sams
- Reworked the building template handling. Some templates are unused like "village"
- Reworked how groups from templates can be merged again for the dcs group creation (e.g. the skynet plugin requires them to be in the same group)
- Allow to define alternative tasks
Kneeboard improvements:
* Optional (aircraft specific) metric speeds/distances/altitudes.
* Heading to waypoint.
Fuel still needs to be converted to metric, but good enough for now.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/915
- will not be used for binary read/writes (rb,wb)!
- prevents a bug where units with special characters in the unit name can not be tracked anymore as there will be a name mismatch due to wrong encoding
The doctrine/task limits were capturing a reasonable average for the
era, but it did a bad job for cases like the Harrier vs the Hornet,
which perform similar missions but have drastically different max
ranges. It also forced us into limiting CAS missions (even those flown
by long range aircraft like the A-10) to 50nm since helicopters could
commonly be fragged to them.
This should allow us to design campaigns without needing airfields to be
a max of ~50-100nm apart.
This is as much as we can do until pydcs actually adds the py.typed
file. Once that's added there are a few ugly monkey patching corners
that will just need `# type: ignore` for now, but we can't pre-add those
since we have mypy warning us about superfluous ignore comments.
This also adds max group sizes for aircraft that need it but don't
according to DCS. Only the first tanker or AEW&C unit in a group can be
contacted by radio.
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.