DCS features a massive range of aircraft and land vehicles, and not all of them make their role(s) clear just from the name alone. What this commit does is add an "information" button (and resultant window) to the recruitment section. This should allow new players to understand what each unit is/does.
Current state - every aircraft has a country of origin and an introduction date for that variant. Some also have a small placeholder description, taken from ED's store page for that aircraft. There is also a placeholder picture (taken from a rejected image from my own personal photography) that will, in time, show a banner image of each unit.
Todo - add appropriate screenshots for each aircraft's banner, replace the placeholder text for each aircraft (this will take a while...) and add more data points for each unit type, such as a unit role (i.e. "air-superiority fighter", "multirole fighter", etc) or perhaps a list of weapons carried. I also haven't made a start on the huge number of ground units yet.
Also separate out SEAD and DEAD taskings. Some aircraft can DEAD but not SEAD.
Also make the recruitment menu use the pretty names in the alphabetical sort func.
If in the create flight dialog, there are no suitable aircraft for a task, or no aircraft left at all, a suitable message is now shown that prevents the user from creating a flight.
Also adds in a quick "remember what plane the user had selected last" feature.
This makes the names of the aircraft displayed to the player in the UI more verbose and readable.
It allows allows specific countries to display an aircraft's name differently. An example of this would be the JF-17 Thunder, which is known in China as the FC-1 Fierce Dragon - this now displays correctly in the Liberation UI.
Mildly breaks save compat with 2.3; All existing flight dialogs will be
broken, passing the turn or recreating all the flights in the UI will
allow you to continue
Some SAMs have multiple groups (such as an SA-10 group with its
accompanying SA-15 and SA-19 groups). This shows each group's threat and
detection separately on the map, and also makes it so that an SA-10 with
dead radars will no longer contribute to the threat zone just because
the shilka next to it still has a functioning radar.
https://github.com/Khopa/dcs_liberation/issues/647
Fixes https://github.com/Khopa/dcs_liberation/issues/672
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
Not converting all at once so I can prove the concept. After that we'll
want to cover all the cases where an int distance or speed is a part of
the save game (I've done one of them here with `Flight.alt`) so further
cleanups don't break save compat.
https://github.com/Khopa/dcs_liberation/issues/558
* 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 adds both player and enemy income multiplier options. Note that
previously the AI was only getting 75% of their income. I've changed
that to give them their full income by default since the player can now
influence it.