This fixes the unusual case where the `interactive: false` property had
no effect, which would make it impossible to plan missions against UI
elements that were overflown by many flights (such as the front line).
As an added bonus, it looks a bit nicer.
This impacts the test in an odd way, but the cure for that is probably
rewriting the test to not use a mock now that we've figured out how to
do that.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/3295.
Leaflet (or maybe react-leaflet?) isn't very testable, so we can really
only test that mocks were called with the right props for the leaflet
components we expect, but that's still better than nothing.
New versions of react and leaflet, along with a lot of other packages.
I'm hoping that the newest react-leaflet might let use solve the carrier
drag and drop issues in a less hacky way, since that's the cause of
https://github.com/dcs-liberation/dcs_liberation/issues/2388.
- 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
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.