Create a WaypointAction class that defines the actions taken at a
waypoint. These will often map one-to-one with DCS waypoint actions but
can also be higher level and generate multiple actions. Once everything
has migrated all waypoint-type-specific behaviors of
PydcsWaypointBuilder will be gone, and it'll be easier to keep the sim
behaviors in sync with the mission generator behaviors.
For now only hold has been migrated. This is actually probably the most
complicated action we have (starting with this may have been a mistake,
but it did find all the rough edges quickly) since it affects waypoint
timings and flight position during simulation. That part isn't handled
as neatly as I'd like because the FlightState still has to special case
LOITER points to avoid simulating the wrong waypoint position. At some
point we should probably start tracking real positions in FlightState,
and when we do that will be solved.
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.
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.
We had this for the old style in-flight spawns, but not for mid-mission
spawns. Aircraft that were spawning soon after takeoff could potentially
be close to (or under) the ground, causing them to "crash" at game
start. The altitude is different here than for the old style in-flight
spawns to try to get closer to the intended spawn location.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1941
Helipads at airfields don't work well right now because they are not
counted as additional parking, but we should still allow them to take
off from the airfield parking.
Follow up work would be to fix the parking problem and allow adding
helipads to airfields, or maybe to just "ground" start helicopters at
airfields so they take off from parking rather than the runway.
May fix https://github.com/dcs-liberation/dcs_liberation/issues/1890
There's nothing the user can do about this and it's somewhat expected,
so downgrade to a warning so users don't think it's a bug.
If we ever get around to doing more cautious parking allocation this
should become a generation-halting error, but until then we expect it to
happen somewhat often.
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