Split the oversized file into one per plan type. This also moves the
layout responsibility out of the oversized FlightPlanBuilder and into
each flight plan type file.
It would probably be more accurate to have the icon based on the
aircraft type and use the modifier to indicate the mission, but this
will do for now (I also might have that backwards, I can't find the
guidance because it's in STANAG 1241 which isn't free).
I also increased the icon size a bit in the UI because the longest icon
text ("SEAD") was hard to read.
There are some TODOs here but th behavior is flagged off by default. The
biggest TODO here is that the time spent frozen is not simulated, so
flights that are engaged by SAMs will unfreeze, move slightly, then re-
freeze.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
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.
Apparently it's a bad idea to try to make the core data pydantic models,
and those should really be treated more as a view-model. Doing otherwise
causes odd patterns (like the UI info I had leaked into the core type),
and makes it harder to interop with third-party types.
- adopted to review comments
- removed the role from layouts
- reworked the Groups within the layouts
- added more documentation
- rebased to latest changes
A possible explanation for the infrequent CTDs we've been seeing since
adding fast forward is that QWebChannel doesn't keep a reference to the
python objects that it passes to js, so if the object is GC'd before the
front end is done with it, it crashes.
We don't really like QWebChannel anyway, so this begins replacing that
with FastAPI.
Rather than polling at 60Hz (which may be faster than the tick rate,
wasting cycles; and also makes synchronization annoying), collect events
during the tick and emit them after (rate limited, pooling events until
it is time for another event to send).
This can be improved by paying attention to the aircraft update list,
which would allow us to avoid updating aircraft that don't have a status
change. To do that we need to be able to quickly lookup a FlightJs
matching a Flight through, and Flight isn't hashable.
We should also be removing dead events and de-duplicating. Currently
each flight has an update for every tick, but only the latest one
matters. Combat update events also don't matter if the same combat is
new in the update.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
This doesn't do anything yet, but sets up the data model handling for
frozen combat. The next step is to show combat in the map view, since
that will be helpful when debugging the step after that one: resolving
frozen combat.
This would benefit from caching the Shapely data for SAM threat zones.
Right now it's generating them once per tick and the stuttering is
visible at max speed.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
* Initial refueling definitions.
* Adding refuel definitions.
* Initial functionality changes
* Regenerate package when adding refueling flight.
* Recursively change package waypoint.
* Fix mypy errors.
* Regenerate flight plans when tanker is added to package.
* Give tanker better starting position on package recovery.
* Add TOT calculation for refueling waypoint.
* Timing changes to Strike split point and Refueling start time.
* Add correct waypoint builder for refuel in tarcap and sweep. Remove restrict afterburner on refuel point.
* Always generate a refuel point for a package.
* Less arbitrary altitude in Refuel track start time calculation.
* Refueling waypoint no longer optional.
* Fix mypy gen error.
* Better discrimination of which tanker flight plan to make.
* Remove refuel tot calculations.
* Remove package regeneration on tanker flight addition.
This is the first step in a larger project to add play/pause buttons to
the Liberation UI so the mission can be generated at any point.
docs/design/turnless.md describes the plan.
This adds an option to fast forward the turn to first contact before
generating the mission. None of that is reflected in the UI (for now),
but the miz will be generated with many flights in the air.
For now "first contact" means as soon as any flight reaches its IP. I'll
follow up to add threat checking so that air-to-air combat also triggers
this, as will entering a SAM's threat zone.
This also includes an option to halt fast-forward whenever a player
flight reaches a certain mission-prep phase. This can be used to avoid
fast forwarding past the player's startup time, taxi time, or takeoff
time. By default this option is disabled so player aircraft may start in
the air (possibly even at their IP if they're the first mission to reach
IP).
Fuel states do not currently account for distance traveled during fast
forward. That will come later.
https://github.com/dcs-liberation/dcs_liberation/issues/1681