This is optional because I really don't know if I trust it. I don't see
much wrong with it (aside from the warning about not using it with auto-
resolve, because it won't restore lost aircraft), but it's really not
something I'd built for since it's not going to be possible as the RTS
features grow.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2735.
(cherry picked from commit 4b4c45e90f8e130db4c0b00599ee3419f02fad31)
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.
We're still using mostly the same aircraft selection as we have before
we added squadrons: the closest aircraft is the best choice.
This adds an option to obey the primary task set by the campaign
designer (can be overridden by players), even if the squadron is farther
away than one that is capable of it as a secondary task.
I don't expect this option to live very long. I'm making it optional for
now to give people a chance to test it, but it'll either replace the old
selection strategy or will be removed.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1892.
Preferred aircraft per task are now determined by a ranking of weights
stored in the aircraft yaml files. To aid in visualizing the priorities
across aircraft, Liberation can be run with the argument
dump-task-priorities to dump a yaml file in Saved
Games/DCS/Liberation/Debug/priorities.yaml, which will show each task
along with priority sorted aircraft and their weights.
The current weights in the data were exported from the existing lists,
where each position from the bottom of the list was worth 10 (to allow
some games for less shuffling later).
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2809.
There isn't really any need for these two types to interact. The lua
plugin manager effectively fully owned its properties, it just delegated
all reads and writes to the settings object.
Instead, break the plugin settings out into the plugin manager and
preserve the manager in the Game. This will make it possible to expose
plugin options in the NGW without breaking the game on cancel.
We should also persist mod options, but those will go in a separate file
because they aren't a part of Settings.
Plugins need some work before that can be saved here. They're not
configurable in the NGW currently, so that needs to be fixed first. It
also appears that it may not be safe to inject the settings object with
plugin options until the game is created, but that needs more
investigation (see the comment in Settings.save_player_settings).
Another obvious candidate would be the desired player mission duration,
but we need to implement custom serialization for that first.
The mechanism for how this bug arises is that the *WaypointGenerator*
uses the *FlightWaypoint.waypoint_type* to decide whether to generate
the waypoint in the .miz file using a *DeadIngressBuilder* or a
*SeadIngressBuilder*. This *waypoint_type* is set by
*ato.flightplans.<sead|dead>.Builder*, which is set when *ato.flight* is
initialised in the *Flight._flight_plan_builder* member variable based
on *Flight.flight_type*. When *Flight.flight_type* is updated when the
flight is changed from SEAD->DEAD, *Flight._flight_plan_builder* is not
updated in the development build, resulting in it continuing to generate
SEAD waypoints.
This PR adds *set_flight_type()* which sets the *flight_type* property
and updates *Flight._flight_plan_builder* and uses this function when
converting flight types. Ideally, *flight_type* should be made private
and only accessed through getter/setter functions that encapsulate this
behavior, but that would mess up any existing liberation save files.
This PR was tested by:
1. Opening the save file from Issue 2779 in the development build
2. Clicking "Take Off" and confirming that the Weapon Release Type is
"Guided" at the Ingress Waypoint as described in the issue.
3. Opening the save file from Issue 2779 in this PR
4. Converting the SEAD2DEAD flight from DEAD back to SEAD, and then from
SEAD to DEAD
5. Clicking "Take Off" and confirming in the mission editor that the
SEAD2DEAD flight has Weapon Release Type set to "Auto" at the Ingress
Waypoint.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2779.
After this change, players will always have the final say in what
missions a squadron can be assigned to. Squadrons are not able to
influence the default auto-assignable missions either because that
property is always overridden by the campaign's air wing configuration
(the primary and secondary task properties). The `mission-types` field
of the squadron definition has been removed since it is no longer
capable of influencing anything. I haven't bothered cleaning up the now
useless data in all the existing squadrons though.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2785.
A lot of campaigns want to define custom factions. This allows them to
do so without us having to fill the built-in factions list with a bunch
of campaign-specific factions. It also makes custom campaigns more
portable as they don't need to also distribute the custom faction files.
Eager loading meant that users would need to restart Liberation to pick
up changes to faction files. That's annoying for modders, slows down
start up, and uselessly sits in RAM when it's not needed after game
creation.
Also removes the __getitem__ and __iter__ methods in favor of named
methods, since the dunder methods are more or less impenetrable for IDEs
and grep.
When a new flight is added to a package, if the TOT is early enough the
new flight might have a startup time in the past. Clamp the TOT when
adding new flights to the package to avoid this.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
This makes the start time in WaitingForStart dynamic, which is more
expensive but probably still cheap enough.
It also checks that the new TOT will not result in a start time in the
past when the player changes the TOT.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
This is the first step toward bundling all assets related to a save game
into a single item. That makes it easier to avoid clobbering "temporary"
assets from other games like the state.json, but also makes it easier
for players to file bug reports, since there's only a single asset to
upload.
This is only the first step because so far it only includes the various
save files: start of turn, end of last turn before results processing,
and "latest" (the game saved explicitly by the player).
This is by no means complete. The bugs that this solves were already in
6.x, but we'd hidden the speed controls for the sim in that release, and
have always said that anything done after pressing "go" the first time
is undefined behavior. This is the first step on making those mid-sim
actions behave correctly.
UI actions such as creating a new package need to be executed between
ticks of the sim. We can either do this synchronously by blocking the UI
until the tick is done executing, acquiring a lock on the sim, executing
the action, then releasing the lock; or asynchronously by queueing
events and letting the sim execute them when it completes the current
tick (or instantly if the sim is paused).
Anything that comes from the new UI (currently just the map) must be
asynchronous because it goes through the REST API, but for the old UI
it's simpler (and because the lock will only be acquired as quickly as
the user can act, shouldn't slow anything down) to do this
synchronously, since it's difficult to use coroutines in Qt.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
It sounds like PySide2 will not be moving to Python 3.11, so we're stuck
on 3.10 without this. Upgrading to a newer Qt also fixes some high DPI
bugs (the file browser dialog for save/load is no longer tiny on 4k).
https://github.com/pyinstaller/pyinstaller/issues/5414 previously
blocked this, but the bug appears to be fixed now.
There doesn't appear to be any reason for us to be poking at
implementation details here aside from changing the name from "unit" to
"building" for that case. Just iterate over the known strike targets.
Making this change uncovered some latent type errors.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2564.