Still a work in progress (the missions don't actually perform their task, just orbit). Currently:
* AEW&C aircraft can be bought.
* AEW&C missions can be planned at any control point and at front lines.
* AEW&C will return after 4H or Bingo.
Limit the commit range of a BARCAP to halfway to the closest enemy
airbase so that they don't become offensive missions.
This has the side effect of largely reducing long retreats to hold
points from front line airfields, since the package can get much closer
without being at risk of engagement by an enemy BARCAP.
Fixes https://github.com/Khopa/dcs_liberation/issues/742.
On station time for CAP is only 30 minutes, so plan three cycles to give
~90 minutes of CAP coverage.
Default starting budget has increased significantly to account for the
greatly increased aircraft needs on turn 1.
Fixes https://github.com/Khopa/dcs_liberation/issues/673
Started with TARCAP because they're simple, but will follow and extend
this to the other flight plans next.
This works by building navigation meshes (navmeshes) of the theater
based on the threat regions. A navmesh is created for each faction to
allow the unique pathing around each side's threats. Navmeshes are built
such that there are nav edges around threat zones to allow the planner
to pick waypoints that (slightly) route around threats before
approaching the target.
Using the navmesh, routes are found using A*. Performance appears
adequate, and could probably be improved with a cache if needed since
the small number of origin points means many flights will share portions
of their flight paths.
This adds a few visual debugging tools to the map. They're disabled by
default, but changing the local `debug` variable in `DisplayOptions` to
`True` will make them appear in the display options menu. These are:
* Display navmeshes (red and blue). Displaying either navmesh will draw
each navmesh polygon on the map view and highlight the mesh that
contains the cursor. Neighbors are indicated by a small yellow line
pointing from the center of the polygon's edge/vertext that is shared
with its neighbor toward the centroid of the zone.
* Shortest path from control point to mouse location. The first control
point for the selected faction is arbitrarily selected, and the
shortest path from that control point to the mouse cursor will be
drawn on the map.
* TARCAP plan near mouse location. A TARCAP will be planned from the
faction's first control point to the target nearest the mouse cursor.
https://github.com/Khopa/dcs_liberation/issues/292
Not converting all at once so I can prove the concept. After that we'll
want to cover all the cases where an int distance or speed is a part of
the save game (I've done one of them here with `Flight.alt`) so further
cleanups don't break save compat.
https://github.com/Khopa/dcs_liberation/issues/558
Moves all TOT planning into the FlightPlan to clean up specialized
behavior and improve planning characteristics.
The important part of this change is that flights are now planning to
the mission time for their flight rather than the package as a whole.
For example, a TARCAP is planned based on the time from startup to the
patrol point, a sweep is planned based on the time from startup to the
sween end point, and a strike flight is planned based on the time from
startup to the target location. TOT offsets can be handled within the
flight plan.
As another benefit of theis cleanup, flights without hold points no
longer account for the hold time in their planning, so those flights are
planned to reach their targets sooner.
As a follow up TotEstimator can be removed, but I want to keep this low
impact for 2.3.2.
Fixes https://github.com/Khopa/dcs_liberation/issues/593
* Prevent common cases where ground units do not spawn due to
frontline position being in exclusion zone
* Fix case where ground units will spawn inside exclusion zone due to
random offset from frontline center being fixed
* Remove dead code from `conflictgen.py`
* Start cleanup of `GroundConflictGenerator`
Breaks save compat because it adds new fields to `Flight` that have no
constant default. Removing all of our other save compat at the same
time.
Note that player flights with a divert point will have a nav point for
their actual landing point. This is because we place the divert point
last, and DCS won't let us have a land point anywhere but the final
waypoint. It would allow a LandingReFuAr point, but they're only
generated for player flights anyway so it doesn't really matter.
Fixes https://github.com/Khopa/dcs_liberation/issues/342
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.
BAI is used for attacking ground vehicles as opposed to buildings like
strike does, and not air defenses like DEAD does. Unlike strike, BAI is
tolerant of moving targets.
Fixes https://github.com/Khopa/dcs_liberation/issues/216
This was also needed in other parts of the UI and is easier to implement
in the target class anyway.
Note that DEAD is now properly restricted to air defense targets.
Also added error boxes to the UI for when planning fails on an invalid
target.
Previously the only difference between these was the objective type:
TARCAP was for front lines and BARCAP was for everything else.
Now BARCAP is for friendly areas and TARCAP is for enemy areas. The
practical difference between the two is that a TARCAP package is like
the old front line CAP in that it will adjust its patrol time to match
the package if it can, and it will also arrive two minutes ahead of the
rest of the package to clear the area if needed.
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
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)
We were calculating the TOT based on travel time to the *flight's*
target, but the ingress point based on the travel time to the target
area. If the difference in travel time between the center of the
target area and the first target were different then we'd calculate
the start time incorrectly even for single flight packages.
Seems to fix https://github.com/Khopa/dcs_liberation/issues/295
The increased precision that we had everywhere except the UI and the
interface with DCS was causing issues with ASAP creating barely
negative start times. The main cause of this was that we'd compute the
earliest possible TOT, it would result in, for example, 23:10.002.
When we then set the QTimeEdit for the TOT, we have to round because
it does not support (nor do we really want to display) sub-second
values, which then caused the previously 0 start time to be -0.002.
Instead, since the sub-second values aren't really interesting anyway,
we now just round TOTs up and start times down. This should prevent
negative start times from occurring (except when they've been manually
planned as such), and also prevents start times of 00:00:01.
Also rounds the package waypoint times to avoid the same issues, but
it's not really important which direction we round these.
Fixes https://github.com/Khopa/dcs_liberation/issues/295
Previously we were trying to make every potential flight plan look
just like a strike mission's flight plan. This led to a lot of special
case behavior in several places that was causing us to misplan TOTs.
I've reorganized this such that there's now an explicit `FlightPlan`
class, and any specialized behavior is handled by the subclasses.
I've also taken the opportunity to alter the behavior of CAS and
front-line CAP missions. These no longer involve the usual formation
waypoints. Instead the CAP will aim to be on station at the time that
the CAS mission reaches its ingress point, and leave at its egress
time. Both flights fly directly to the point with a start time
configured for a rendezvous.
It might be worth adding hold points back to every flight plan just to
ensure that non-formation flights don't end up with a very low speed
enroute to the target if they perform ground ops quicker than
expected.