- adopted to review comments
- removed the role from layouts
- reworked the Groups within the layouts
- added more documentation
- rebased to latest changes
- 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
- Factored out the current generators to use a better approach with Templates build from the dcs mission editor.
- This information is extended with a template-mapping in a json file which allows to logically group together multiple dcs groups and even statics to one template
- The combination of mapping and miz will be serialized to a template.json which is only used for loading.
- Factions now load templates during initialization and hold all the templates they can really use. This is based around the faction file.
- Implemented a template randomizer which allows to add some randomization to templates
- Each Template Group can have 1 randomizer which randomizes unit_type and size based on the mapping definition. Larger groups need to be devided in more fine detailed groups as we can now handle them better due to the change from dcs group types to our own classes.
- Rewritten the ArmorGroup, Naval and EWR template handling
Rework GroundObjectBuyMenu to support templates
Resolves#1964 but adding CTLD will require the use of Liberation plugins and thus are not included in this pull request.
- Implemented support for the UH-60L mod by =X51= Kinkkujuustovoileipa, Cubeboy, Jonas, JinxxDCS, Dorian, =X51= Parzival & =X51= Lawson.
- Because the standard DCS tankers will not fly below 160ish knots, the UH-60L mod team have included a modified version of the KC-130 tanker designed for refueling at speeds of 120-130kts.
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.
This Pull Request lets users plan Tanker flights.
Features:
- Introduction of `Refueling` flight type.
- Tankers can be purchased at airbases and carriers.
- Tankers get planned by AI.
- Tankers are planned from airbases and at aircraft carriers.
- Tankers aim to be at high, fast, and 70 miles from the nearest threat.
(A10s won't be able to tank)
- Tankers racetrack orbit for one hour.
- Optional Tickbox to enable legacy tankers.
- S-3B Tanker added to factions.
- KC-130 MPRS added to factions.
- Kneeboard shows planned tankers, their tacans, and radios.
Limitations:
- AI doesn't know whether to plan probe and drogue or boom refueling
tankers.
- User can't choose tanker speed. Heavily loaded aircraft may have
trouble.
- User can't choose tanker altitude. A-10s will not make it to high
altitude.
Problems:
- Tanker callsigns do not increment, see attached image. (Investigated:
Need to use `FlyingType.callsign_dict`, instead of just
`FlyingType.callsign`. This seems like it might be significant work
to do.).
- Having a flight of two or more tankers only spawns one tanker.
- Let me know if you have a solution, or feel free to commit one.
https://user-images.githubusercontent.com/74509817/120909602-d7bc3680-c633-11eb-80d7-eccd4e095770.png
Unit composition is defined by the doctrine. The most understaffed CP
will now get the most underrepresented unit type. Previously a random
understaffed CP would get a random unit type.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1057.
To avoid confusion, use only the aircraft list for the purchasable
aircraft. This fix also caught a faction's Tu-142 that was not actually
purchasable. Invalid aircraft in the faction aircraft list will now
raise an error.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1074
This allows users to install custom factions to their home directory
rather than the Liberation install directory. Makes it easier to keep
mods across Liberation downloads, and easier for us devs to keep custom
factions without git always wanting us to add them.
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.
Enabled for bluefor modern, since they ought to have GPS but seemingly
don't.
This change does nothing until https://github.com/pydcs/dcs/pull/102
lands and we update to it.