402 Commits

Author SHA1 Message Date
Khopa
fcf45554ef Fixed culling display and added setting to include/exclude carriers from culling area. 2020-11-21 17:01:50 +01:00
Dan Albert
0d95716545 Correct type annotations. 2020-11-20 21:40:31 -08:00
Dan Albert
75edbb62f1 Clean up available parking code a bit.
Moved more into the `ControlPoint`.
2020-11-20 18:31:19 -08:00
Dan Albert
c4b8a41742 Move calculation of aircraft amounts into game.
The planner needs to know how much space is still expected to be
available next turn.
2020-11-20 18:25:03 -08:00
Dan Albert
f8b2dbe283 Move unit delivery ownership out of the UI.
Breaks save compat, but we need to have this knowledge outside the UI so
we can know whether or not we can ferry aircraft to the airfield without
overflowing parking.
2020-11-20 18:04:27 -08:00
Dan Albert
a594f45aae Pick divert airfields when planning.
https://github.com/Khopa/dcs_liberation/issues/342
2020-11-20 17:29:58 -08:00
Dan Albert
ae68a35a1a Remove save compat since it's breaking anyway.
Removal of old paths/names for things that no longer exist.
2020-11-20 17:06:01 -08:00
Ignacio Muñoz Fernandez
5695cf4ac5 fix: fixes #325 Budget calculation and enemy reinforcement calculation now takes into account the destroyed buildings 2020-11-20 12:38:06 +01:00
Dan Albert
18b6f7b84c Add off-map spawn locations.
The AI isn't making use of these yet, but it's not smart enough to do so
anyway.

Would benefit from an icon to differentiate it on the map.

I'm stretching the definition of "control point" quite a bit. We might
want to put a class above `ControlPoint` for `AirSpawnLocation` to
represent types of spawn locations that can't be captured and don't have
ground objectives.

Fixes https://github.com/Khopa/dcs_liberation/issues/274
2020-11-20 02:19:03 -08:00
Dan Albert
bc3cd50a6c Add support for required SAMs in campaigns.
"Required" SAMs (designative by redfor long range SAM launchers in the
ME) will always be spawned during campaign generation. This makes it
possible to build a semi-guaranteed IADS (the exact type of SAM is
dependent) on the choice of faction.

Requierd SAMs will consume the slots of random SAMs during generation.
Later we should differentiate between strategic SAMs like SA-10s and
tactical SAMs like SA-11s so we can fill in the medium range SAMs at
random locations among the fixed long range SAMs.
2020-11-19 23:47:07 -08:00
Dan Albert
cecf611f91 Add docs for PresetLocations. 2020-11-19 21:59:36 -08:00
Dan Albert
5e4802f05e Return base defense locations to pool on capture.
When a base is captured we clear its defenses. Those locations need to
be returned to the preset location pool so they can be used for the new
base defenses.
2020-11-19 21:50:29 -08:00
Dan Albert
5fb6a53cbd Add preset configuration for offshore types. 2020-11-19 21:28:57 -08:00
Dan Albert
ff751c30f9 Add preset configuration for strike targets. 2020-11-19 21:20:40 -08:00
Dan Albert
c1614ad5a7 Add TODOs for carrier CP names. 2020-11-19 21:19:53 -08:00
Dan Albert
13e372159a Change default settings to match UI defaults.
Doesn't affect the thing players see, but corrects the defaults when
using the command line mission generator.
2020-11-19 21:19:12 -08:00
Dan Albert
1ee0aafd9a Unify TGO location selection.
We currently have three methods of choosing locations for TGOs:

1. From the campaign miz
2. From the per-CP mizdata files
3. Randomly

Move the selection among these sources into a single place and use it
everywhere that we search for a TGO location.

Longer term methods 2 and 3 will be removed.
2020-11-19 21:09:33 -08:00
Dan Albert
df80ec635f Add a new miz file based campaign generator.
Defining a campaign using a miz file instead of as JSON has a number of
advantages:

* Much easier for players to mod their campaigns.
* Easier to see the big picture of how objective locations will be laid
  out, since every control point can be seen at once.
* No need to associate objective locations to control points explicitly;
  the campaign generator can claim objectives for control points based
  on distance.
* Easier to create an IADS that performs well.
* Non-random campaigns are easier to make.

The downside is duplication across campaigns, and a less structured data
format for complex objects. The former is annoying if we have to fix a
bug that appears in a dozen campaigns. It's less an annoyance for
needing to start from scratch since the easiest way to create a campaign
will be to copy the "full" campaign for the given theater and prune it.

So far I've implemented control points, base defenses, and front lines.
Still need to add support for non-base defense TGOs.

This currently doesn't do anything for the `radials` property of the
`ControlPoint` because I'm not sure what those are.
2020-11-19 16:55:21 -08:00
Dan Albert
94c5ed8bdc Fix custom waypoints.
Like with deleting waypoints, these will degrade the flight plan to the
2.1 behavior.

Ascend/descend points aren't in use any more, so I removed those.
2020-11-19 00:29:05 -08:00
Khopa
29fd094dd0 Added F-14A support 2020-11-19 00:34:24 +01:00
Dan Albert
e851223733 Fix mypy. 2020-11-18 01:58:35 -08:00
Dan Albert
1f12546ff4 Add command line option to generate a new game.
Saves us a ton of clicks while developing the campaign generator.
2020-11-17 18:56:35 -08:00
Dan Albert
8345063e84 Move theater into game. 2020-11-17 18:11:33 -08:00
Khopa
a52dc43c9e MAde it possible to setup liveries in faction files. 2020-11-16 22:02:30 -06:00
walterroach
658d808524 Merge branch 'develop' into new_frontline 2020-11-16 16:25:21 -06:00
Dan Albert
d369ce8847 Add fighter sweep tasks.
Fighter sweeps arrive at the target ahead of the rest of the package
(currently a fixed 5 minute lead) to clear out enemy fighters and then
RTB.

Fixes https://github.com/Khopa/dcs_liberation/issues/348
2020-11-15 23:49:14 -08:00
walterroach
c1f88b4a5f frontline refactoring
`FrontLine` is tightly coupled with `ConflictTheater`.
  Moved into the same module to prevent circular imports.

Moved `ConflictTheater.frontline_data` from class var
to instance var to allow save games to have different
versions of frontlines.
2020-11-15 22:08:18 -06:00
Dan Albert
d9056acc6d Improve hold/split/join point positioning.
This also removes ascend/descend waypoints. They don't seem to be
helping at all. The AI already gets an implicit ascend waypoint (they
won't go to waypoint one until they've climbed sufficiently), and
forcing unnecessary sharp turns toward the possibly mispredicted ascent
direction can mess with the AI. It's also yet another variable to
contend with when planning hold points, and hold points do essentially
the same thing.

Fixes https://github.com/Khopa/dcs_liberation/issues/352.

(cherry picked from commit 21cd764f6625db0784059a0b59a1e8a72a7a699d)
2020-11-15 18:53:42 -08:00
Dan Albert
fae9650f56 Fix pyinstaller spec for release.
final and buildnumber are optional files. Move them into resources to
avoid naming them explicitly.
2020-11-14 13:01:11 -08:00
Dan Albert
9019cbfd2b Fix versioning for release builds. 2020-11-14 12:39:50 -08:00
Dan Albert
4cff838de0 Develop is now 2.3. 2020-11-13 18:46:59 -08:00
walterroach
0b4e2d3b6b Merge branch 'develop' into new_frontline 2020-11-13 08:58:43 -06:00
Dan Albert
cec28351e7 Remove dead code. 2020-11-13 01:20:59 -08:00
walterroach
33885e2216 initial multi segment frontline implementation 2020-11-12 21:47:13 -06:00
Dan Albert
d2c831c4ee Handle inventory for changing flight size. 2020-11-09 21:29:47 -08:00
walterroach
16d9c1ccad Add EWR to destruction events in debrief
Also impacted reinforcement generation on turn after EWR destroyed.
2020-11-09 14:49:44 -06:00
walterroach
9a9ef78583 Fix statics not being killed in debrief 2020-11-09 13:34:56 -06:00
Dan Albert
8827f7df34 Cleanup Lua plugin implementation.
* Move the UI code out of the plugin logic.
* Add types where needed.
* Move into game package.
* Improve error handling.
* Simplify settings behavior.
* Don't load disabled plugins.
* Remove knowledge of non-base plugins from game generation.

Fixes https://github.com/Khopa/dcs_liberation/issues/311
2020-11-08 17:53:52 -08:00
Dan Albert
e8feded4c3 Add EWR generation.
Fixes https://github.com/Khopa/dcs_liberation/issues/66
2020-11-07 16:20:58 -08:00
walterroach
18f9b38d25 Keep only last base capture per base in debrief 2020-11-07 15:14:02 -08:00
Dan Albert
ee113d080e Merge branch 'theater-refactor' into develop 2020-11-07 13:39:35 -08:00
Dan Albert
853ee5aac4 Cleanup Theater Ground Object.
A whole bunch of this data is redundant.
2020-11-07 13:10:06 -08:00
Khopa
aefc8685a1 Added new FLAK units to WW2 allies factions 2020-11-07 17:40:26 +01:00
Khopa
e0153cfa6a Added Freya EWR sites to WW2 german factions 2020-11-07 03:21:53 +01:00
Khopa
3fd5e1bae7 Added newest P-47 variants to WW2 factions 2020-11-07 02:31:29 +01:00
Khopa
d9511a7edd Improved Strike mission generation.
- B52, A-20, and Tu-22 will level bomb targets
- When there is an unit group as target, all the units are now engaged instead of only the first unit of the group
2020-11-07 02:13:17 +01:00
Dan Albert
4145d5578e Refactor game and ground object generation.
No real functional improvements yet, just reorganizing to make
improvements easier.
2020-11-05 16:09:34 -08:00
Khopa
de2d548139 Added Flak guns to most coldwar factions 2020-11-05 00:34:57 +01:00
Khopa
5cfbd8c3ad Added building set for WW2 units that does not require WW2 asset pack. 2020-11-04 22:01:28 +01:00
Khopa
844f8595d1 Fixed ID of some units to match new pydcs data-export. 2020-11-04 21:07:28 +01:00