Holes in the inclusion zone are defined by exclusion zones, not by holes
in the inclusion zone. Add a cached property for the inclusion zone that
is not also sea or exclusion zone and use that boundary instead.
Converts the landmap to use MultiPolygon instead of a collection of
polygons, since Shapely has explicit support for this.
Because we've done that, we can use a single projection from a line
instead of brute forcing the extent of the front line.
This makes turn processing ~66% faster (3 seconds to 1.8).
There are probably other places this should be used.
Started with TARCAP because they're simple, but will follow and extend
this to the other flight plans next.
This works by building navigation meshes (navmeshes) of the theater
based on the threat regions. A navmesh is created for each faction to
allow the unique pathing around each side's threats. Navmeshes are built
such that there are nav edges around threat zones to allow the planner
to pick waypoints that (slightly) route around threats before
approaching the target.
Using the navmesh, routes are found using A*. Performance appears
adequate, and could probably be improved with a cache if needed since
the small number of origin points means many flights will share portions
of their flight paths.
This adds a few visual debugging tools to the map. They're disabled by
default, but changing the local `debug` variable in `DisplayOptions` to
`True` will make them appear in the display options menu. These are:
* Display navmeshes (red and blue). Displaying either navmesh will draw
each navmesh polygon on the map view and highlight the mesh that
contains the cursor. Neighbors are indicated by a small yellow line
pointing from the center of the polygon's edge/vertext that is shared
with its neighbor toward the centroid of the zone.
* Shortest path from control point to mouse location. The first control
point for the selected faction is arbitrarily selected, and the
shortest path from that control point to the mouse cursor will be
drawn on the map.
* TARCAP plan near mouse location. A TARCAP will be planned from the
faction's first control point to the target nearest the mouse cursor.
https://github.com/Khopa/dcs_liberation/issues/292
Creates threat zones around airfields and non-trivial air defenses (it's
not worth dodging anything with a threat range under 3nm). These threat
zones can be used to aid mission planning and waypoint placement.
https://github.com/Khopa/dcs_liberation/issues/292
* Introduce a real type.
* Rewrite _transform_point to make use of Point.
* Add shift modifier for large (10 pixel) adjustements to reference
points. Unmodified behavior is now single pixel.
* Use WASD for moving the second point (shift modified numpad keys don't
seem to work).
* Add a debug option to draw transformed reference points to check for
errors. If they don't overlap, something is wrong.
* Cleaned up all the existing reference points. Caucasus in particular
is now *much* better.
As an added bonus, the cleanup for carrier movement projection now also
shows an invalid destination when the destination is on land.
This didn't do what it claimed to (it actually just determines the
threshold for whether a control point shoudl be a *preferred* canidate
for purchasing ground units), and the income multipliers offer the
intended behavior.
To have an effect on turn zero these need to be enabled in the wizard.
Since the last page was getting quite full I've split it into two pages:
one for the objective generation options and a second for the difficulty
and player assist options.
I also added an option to set the inital budget for opfor.
The procurement AI now uses the same system as the players. Orders are
placed and take a turn to fulfill.
This has a few advantages:
* We no longer need special case purchase logic for the turn 0
population of opfor airbases.
* Players using auto-purchase can cancel orders they don't like.
For now this is mostly behavior preserving. I slightly improved the
ability to buy units when multiple front lines exist by removing full
bases as candidates, but it should be a minor change at best. A larger
improvement will come later.
This is also written such that it will work for the player as well. The
procurer currently runs for the player but with all the options off, so
it does nothing. The next patch allows adds options for the player to
use auto-procurement.
Fixes https://github.com/Khopa/dcs_liberation/issues/473. Air defenses
for bases, strike locations, and fixed IADS will now all downgrade to
lower tier systems as needed. Strike locations will still be spawned as
an equally weighted random generator from either the medium or long
range groups, but will use a short range system if none are available to
the faction.
I've made the change in a way that leaves factions compatible, but will
follow up to clean up our built-in factions.
Mostly fixes https://github.com/Khopa/dcs_liberation/issues/473. The
last part of the fix is to migrate the `shorads` property of the faction
to just be in `sams` and just use the property to decide its use.
Currently factions like USA 2005 that have long range SAMs and SHORADs
only will still not spawn anything at medium sites because they have no
other SAMs declared.
To improve IADS design in campaigns, this differentiates required long
and medium range SAMs. SAMs that must be long range SAMs are defined by
SA-10 or Patriot launchers, while medium range SAMs are defined by SA-2,
SA-3, or Hawk launchers.
Long range SAMs positions will only be populated by long range SAMs
(Patriots and SA-10s), and not all factions have those available. Medium
range SAMs currently comprise all air defenses that are not long range
SAMs, so if the faction includes flak guns in their `sams` property then
flak guns may be spawned at medium range SAM locations.
Base defenses and random SAM locations continue to use either type of
SAM.
Doesn't allow helos or harriers to do it either even though they should
be able to because we don't currently support ground spawns, which would
be needed to prevent those aircraft from using the runway. Even then, I
don't know if they can be forced to *land* vertically.
Fixes https://github.com/Khopa/dcs_liberation/issues/432