263 Commits

Author SHA1 Message Date
Druss99
dd7e4c908e
Recovery tanker support (#429)
* fix conflict

* squash bugs and reuse patrol layout

* fix tanker tacan and formatting

* fix unlimited fuel option

* update pretense for tanker changes

* reuse refueling flight plan and bugfix for sunken carrier

changelog

* remove unitmap dependency

* formatting and more unit map removal

* more formatting

* typing and black

* keep tanker out of clouds

* fix if there are no clouds

* better cloud handling

* groundwork for recovery task

* remove changes to game/commander

* Finishing up recovery tankers

---------

Co-authored-by: Raffson <Raffson@users.noreply.github.com>
2024-12-23 04:39:10 +00:00
Raffson
d29f5a26a1
Revert unnecessary change causing exceptions 2024-08-04 22:44:28 +02:00
Raffson
97c65cfefa
Fix date lagging behind 1 turn 2024-08-04 13:14:40 +02:00
MetalStormGhost
64b1410de8 Implemented support for player controllable carriers in Pretense campaigns. This functionality can be enabled or disabled in settings, because the controllable carriers in Pretense do not build and deploy AI missions autonomously, so the old functionality is retained.
Added new options in settings:
- Carriers steam into wind
- Navmesh to use for Pretense carrier zones
- Remove ground spawn statics, including invisible FARPs, at airbases.
- Percentage of randomly selected aircraft types (only for generated squadrons)
intended to allow the user to increase aircraft variety.

Will now store the ICLS channel and Link4 frequency in missiondata.py CarrierInfo.

Implemented artillery groups as Pretense garrisons. Artillery groups are spawned by the Artillery Bunker. Will now also ensure that the logistics units spawned as part of Pretense garrisons are actually capable of ammo resupply.

Fixed the Pretense generator generating a bit too many missions per squadron. Ground spawns: Also hot start aircraft which require ground crew support (ground air or chock removal) which might not be available at roadbases. Also, pretensetgogenerator.py will now correctly handle air defence units in ground_unit_of_class(). Added Roland groups in the Pretense generator.
2024-04-06 15:46:11 +03:00
MetalStormGhost
f4e8e30cb1 Implemented new options in settings:
- Pretense: Extra friendly zone connections - Add connections from each zone to this many closest friendly zones, which don't have an existing supply route defined in the campaign.
- Number of cargo planes per side
- Number of AI SEAD flights per control point / zone
- Number of AI CAS flights per control point / zone
- Number of AI BAI flights per control point / zone
- Number of AI Strike flights per control point / zone
- Number of AI BARCAP flights per control point / zone
- Number of AI aircraft per flight
- Number of player flights per aircraft type at each base
- Number of AI cargo planes per side

Implemented CAS helo mission handling for Pretense. Implemented separate pretense_air_groups container for storing/referencing Flight objects. Tweaked the supply costs of SAM sites and Command centers. Will no longer generate player air starts at roadbases either. Restored the missing DEAD flights to Pretense. Removed spawning of frontline units and moved the JTAC spawning to pretensemissiongenerator.py
2024-02-25 12:40:44 +02:00
MetalStormGhost
064d17aab0 Improved the typing of game.pretense_air 2024-02-25 12:39:43 +02:00
MetalStormGhost
aad48c0b78 Dynamically generate Pretense air groups (pretense/pretenseluagenerator.py) 2024-02-25 12:39:32 +02:00
Raffson
40a733e147
Fix win/loss not triggering when carriers are present 2024-02-18 01:10:29 +01:00
Raffson
1ce8d9c2b7
Cleanup after cherry-pick 2023-10-07 14:08:53 +02:00
Dan Albert
177f357492
Pre-allocate laser codes for FLOTs and flights. 2023-10-07 14:06:12 +02:00
Raffson
1b000e83df
Fix "no-purchase" bug at turn 0 2023-09-17 13:02:32 +02:00
MetalStormGhost
e273e93012
Roadbase and ground spawn support (#132)
* Roadbase and ground spawn support

Implemented support for roadbases and ground spawn slots at airfields and FOBs. The ground spawn slots can be inserted in campaigns by placing either an A-10A or an AJS37 at a runway or ramp. This will cause an invisible FARP, an ammo dump and a fuel dump to be placed (behind the slot in case of A-10A, to the side in case of AJS37) in the generated campaigns. The ground spawn slot can be used by human controlled aircraft in generated missions. Also allowed the use of the four-slot FARP and the single helipad in campaigns, in addition to the invisible FARP. The first waypoint of the placed aircraft will be the center of a Remove Statics trigger zone (which might or might not work in multiplayer due to a DCS limitation).

Also implemented three new options in settings:
 - AI fixed-wing aircraft can use roadbases / bases with only ground spawns
   - This setting will allow the AI to use the roadbases for flights and transfers. AI flights will air-start from these bases, since the AI in DCS is not currently able to take off from ground spawns.
 - Spawn trucks at ground spawns in airbases instead of FARP statics
 - Spawn trucks at ground spawns in roadbases instead of FARP statics
   - These settings will replace the FARP statics with refueler and ammo trucks at roadbases. Enabling them might have a negative performance impact.

* Modified calculate_parking_slots() so it now takes into account also helicopter slots on FARPs and also ground start slots (but only if the aircraft is flyable or the "AI fixed-wing aircraft can use roadbases / bases with only ground spawns" option is enabled in settings).

* Improved the way parking slots are communicated on the basemenu window.

* Refactored helipad and ground spawn appends to static methods _add_helipad and _add_ground_spawn in mizcampaignloader.py
Added missing changelog entries.
Fixed tgogenerator.py imports.
Cleaned up ParkingType() construction.

* Added test_control_point_parking for testing that the correct number of parking slots are returned for control point in test_controlpoint.py

* Added test_parking_type_from_squadron to test the correct ParkingType object is returned for a squadron of Viggens in test_controlpoint.py

* Added test_parking_type_from_aircraft to test the correct ParkingType object is returned for Viggen aircraft type in test_controlpoint.py

---------

Co-authored-by: Raffson <Raffson@users.noreply.github.com>
2023-06-19 00:02:08 +03:00
Dan Albert
8ed843a9cf
Move and split up weather.py.
This is getting out of hand, and I'm about to make it worse.
2023-05-18 13:31:26 +02:00
Dan Albert
0608089eb0
Use the actual Country type instead of the name.
We want other pieces of country information (in particular the short
names). This cleans up a lot of code anyway.

As an added bonus, this now catches squadrons that used invalid names
which would previously be passed through to pydcs and... then I don't
know what would happen.
2023-05-14 21:04:09 +02:00
Dan Albert
5c07a2556e
Add option to limit squadron sizes and begin full.
Adding temporarily as an option to make sure it's not a terrible idea,
but the old mode will probably go away.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1583.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2808.
2023-05-14 20:56:58 +02:00
Raffson
7eb652b970
Require all bases to be captured to win/lose 2023-04-10 14:10:46 +02:00
MetalStormGhost
4af7255917
Cull FlightType.TRANSPORT, FlightType.AEWC & FlightType.REFUELING surroundings
Don't create culling exclusion zones around FlightType.TRANSPORT, FlightType.AEWC & FlightType.REFUELING mission targets. (#30)
2022-12-03 22:12:35 +01:00
MetalStormGhost
b64a0f17eb
F-16I mod v2.2 support (by IDF Mods Project) (#9) 2022-10-29 17:12:50 +02:00
Dan Albert
6e126bd562
Send the new turn event from turn initialization.
We'll have to get smarter about this some day (since turn initialization
won't always exist), but for now we can avoid stale UI data by doing
what we've always done and refreshing the world on turn init.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2397.
2022-10-16 15:00:05 +02:00
Dan Albert
38e2bf187f
Fix DaytimeMap error with disabled night missions.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2429
2022-09-17 14:35:08 +02:00
MetalStormGhost
e1bf0ed47a
Added a new setting: "Maximum frontline length (km)"
It replaces the FRONTLINE_LENGTH constant, which was used previously. The default setting for the frontline length has been set to match the FRONTLINE_LENGTH value (80 km), but I feel the default should be a bit shorter. Discussion on the topic would be welcome.
2022-09-03 22:14:56 +02:00
Dan Albert
c5b50ceeae
Add campaign property for campaign start time.
This field is optional. Omitting the field (or using only a date instead
of a full timestamp) will use the old behavior of picking a random
daylight hour to start the campaign.

This doesn't include any UI in the new game wizard yet. This is only a
campaign yaml option.

https://github.com/dcs-liberation/dcs_liberation/issues/2400
2022-09-03 19:13:20 +02:00
Dan Albert
a8debc3927
Don't advance the clock between turn 0 and turn 1.
Turn 0 isn't a real thing, it's just a game play affordance that allows
players to set up their initial conditions.
2022-09-03 19:12:33 +02:00
Raffson
74142536e9
#978 2022-08-14 14:45:25 +02:00
Raffson
289545e777
Push full unculled zone information in the event stream.
https://github.com/dcs-liberation/dcs_liberation/issues/2263
2022-06-25 21:09:07 +00:00
Raffson
ad7032064d
Add culling exclusion zones display to the new map.
https://github.com/dcs-liberation/dcs_liberation/issues/2158
2022-06-14 18:57:04 -07:00
RndName
a10e55cfd7
Calculate orientation of specific TGOs automatically
This will allow to automatically calculate the orientation of TGOs which are required to head to the conflict if the campaign designer has not defined a specific heading in the campaign miz. This is for example required for silkworm, scuds or some SAM systems like the SA-11.
Added the should_head_to_conflict property to the TGO
2022-05-06 17:34:16 +02:00
RndName
5cdfe62e2d Implement advanced skynet functions
- 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
2022-04-19 10:41:16 +02:00
Dan Albert
039ac9ec74 Replace CP integer ID with a UUID.
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.
2022-03-20 16:00:29 -07:00
Dan Albert
738cf1f381 Reset game state on new turn.
This may not be the way to do this long term, but it is how the old map
works so it's at least not a regression. It might be better to generate
events for the between-turn changes in state instead.

https://github.com/dcs-liberation/dcs_liberation/issues/2039
2022-03-06 00:02:25 -08:00
Dan Albert
c5c596dc2f Move TGOs out of MapModel. 2022-03-03 17:11:01 -08:00
Dan Albert
ccb510fe47 Move front lines out of MapModel. 2022-03-03 02:17:13 -08:00
Dan Albert
e5f4974e9a Stop ad-hoc constructing FrontLines.
The UI needs to be able to identify these to the server and vice versa,
so they'll need IDs that don't change. Rather than constructing an ID
based on the control points names, make them an owned part of the
control point. The constructed ID would be fine, but a UUID will make
them more suitable for the database, and this was always fairly gross
anyway.

Some follow up work if anyone is interested: a bunch of the data that's
computed in the various properties can now probably be computed *once*
and persisted to the FrontLine type.
2022-03-03 00:38:52 -08:00
Dan Albert
b1356551c6 Move threat zones out of MapModel. 2022-02-22 19:59:29 -08:00
Dan Albert
0e6a303c17 Move NavMesh out of MapModel. 2022-02-22 18:49:12 -08:00
Dan Albert
9e2e4ffa74 Update pydcs, adapt to new Point APIs.
This is briefly moving us over to my fork of pydcs while we wait for
https://github.com/pydcs/dcs/pull/206 to be merged. The adaptation is
invasive enough that I don't want it lingering for long.
2022-02-23 01:02:48 +00:00
Dan Albert
ac80c4adc1 Finish moving gen into game. 2022-02-22 00:10:31 -08:00
Dan Albert
df7be8603b Clean up some uses of Point to prep for update. 2022-02-21 18:12:59 -08:00
RndName
2c17a9a52e Refactor Templates to Layouts, Review and Cleanup
- 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
2022-02-21 20:45:41 +01:00
RndName
d154069877 Refactor ground objects and prepare template system
- completly refactored the way TGO handles groups and replaced the usage of the pydcs ground groups (vehicle, ship, static) with an own Group and Unit class.
- this allows us to only take care of dcs group generation during miz generation, where it should have always been.
- We can now have any type of unit (even statics) in the same logic ground group we handle in liberation. this is independent from the dcs group handling. the dcs group will only be genarted when takeoff is pressed.
- Refactored the unitmap and the scenery object handling to adopt to changes that now TGOs can hold all Units we want.
- Cleaned up many many many lines of uneeded hacks to build stuff around dcs groups.
- Removed IDs for TGOs as the names we generate are unique and for liberation to work we need no ids. Unique IDs for dcs will be generated for the units and groups only.
2022-02-21 20:45:41 +01:00
Dan Albert
cba68549d8 Add a UUID -> Flight database to Game.
This will be expanded with other types as needed.
2022-02-19 12:57:41 -08:00
SnappyComebacks
3987f26689
Add performance option to not cull threatening IADS (#1953)
- Don't cull EWRs in detection range.
- Don't cull SAMs within threat range + small buffer.
2022-02-05 18:38:25 -07:00
leemarov
5d291846d5
Fix unculled zones not updating when needed.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1034.
2022-01-16 13:54:09 -08:00
Dan Albert
12f420f50e Pre-emptive Python 3.10 compat.
Iterator is no longer exposed directly in collections, but is in
collections.abc.
2021-11-20 18:49:14 -08:00
Dan Albert
b728fcc2d6 Clean up mission result handling. 2021-10-22 14:36:51 -07:00
Dan Albert
74291271e3 Move mission generation code into game.
Operation has been renamed MissionGenerator and is no longer a static
class.
2021-10-22 13:48:43 -07:00
Dan Albert
be69d17345 Move Flight and its related components out of gen. 2021-10-22 11:30:28 -07:00
Dan Albert
b174e668f4 Fix day being off-by-one on turn zero.
Doesn't have any real effect since no mission can be generated for that
turn, but shows up wrong in the top bar.
2021-10-17 17:33:29 -07:00
Khopa
e84e36fd22 Merge remote-tracking branch 'khopa/develop' into helipads
# Conflicts:
#	changelog.md
2021-09-08 21:56:45 +02:00
Dan Albert
45b52f4dea Remove auto-loss on front line for skipped turns. 2021-09-05 21:19:36 -07:00