74 Commits

Author SHA1 Message Date
Dan Albert
8ec133830f Don't tell the UI about CP TGOs.
These are an implementation quirk, and passing them to the UI just means
that we put TGO pins on top of the CP, which makes the base menu
unopenable.

In the old UI we avoided this by not drawing anything that was
`for_airbase`, but now that we can zoom in further we're drawing base
defenses.
2021-05-15 00:10:05 -07:00
SnappyComebacks
bb1a066ff7
Let map objects be Strike targets.
This PR allows campaign creators to incorporate map objects (referred to as Scenery in the code) into their Liberation campaign.

Map objects are defined using white trigger zones created by right clicking on scenery and clicking `assign as...`.   Objective groups are defined by creating a blue TriggerZone surrounding the centers of the white trigger zones.  The type of objective is determined by the campaign creator, assigning the value of the first property of the blue TriggerZone with the objective type.

Map objects maintain their visually dead state by assigning a `Mission Start` `Scenery Object Dead` trigger to the trigger zone.  It is important for the Liberation generated TriggerZone to be as small as possible so that no other scenery is marked dead by DCS.

TriggerZones are hidden during gameplay (DCS behavior.  I don't know if it's possible to turn that off.)  TriggerZones are visible in the mission editor and mission planner however.  If a player is using an older plane, it is important for them to remember where the target is.

In the mission planner, the trigger zones' will be blue or red depending on which faction the map objects belong to.

Inherent Resolve campaign has been modified to integrate scenery objects.

### **Limitations:**
- Objective definitions (Any Blue TriggerZones) in campaign definition cannot overlap.
- Map object deaths in `state.json` is tracking integers.  You won't know what died until debriefing.
- No images for the various buildings.  In theory it can be done, but an unreasonable amount of work.
- Every blue trigger zone must have a unique name.  (If you let DCS auto increment the names this is not a concern.
- No output to screen when scenery object is dead.  You can see the building drawn as dead in the F10 map though.


### **Pictures:**

An objective:
![CampaignCreation](https://user-images.githubusercontent.com/74509817/117526797-c294af00-af84-11eb-9fb7-3940db64c5d8.png)

How the objective looks once in the mission planner/editor.  This objective belongs to the enemy faction:
![MissionPlanner](https://user-images.githubusercontent.com/74509817/117526819-ece66c80-af84-11eb-9db0-64000dedcf89.png)
2021-05-14 17:18:03 -07:00
Dan Albert
1ab205cb46 Add tooltips for TGOs. 2021-05-13 00:44:47 -07:00
Dan Albert
747683e9e8 Allow other TGO types to be factories.
The `FactoryGroundObject` is just a special case of
`BuildingGroundObject` that we maybe don't actually need. For now it
provides some special case logic for the layout, but this allows any TGO
with the "factory" category to behave as a ground unit source.

Note that the "factory" random strike targets are *not* generated
anymore, so this doesn't affect campaign design currently.
2021-05-10 20:21:19 -07:00
Dan Albert
eff5b94db7 Add factory placement to the campaign files.
This also removes the "factory" type from the normal strike target
(money generating) generators to avoid confusion. Later only control
points with factories will be able to spawn ground units, at which point
these will no longer generate income.

https://github.com/Khopa/dcs_liberation/issues/986
2021-04-18 23:22:30 -07:00
SnappyComebacks
52ce1a5959
Add support for additional EWR sites in campaigns.
* A Bluefor EWR 55GS in the campaign miz defines an optional EWR site. There is no distinction between how close or far it is to a base, so it's possible that there will be many EWRs within an airbase.
* A Redfor EWR 1L13 in the campaign miz defines a required EWR site.

It would be a good future idea to limit the amount of EWRs within a certain distance from an airbase. That way there's no chance of 5 EWRs all at the same airbase. Even better if there were something preventing any two EWRs from being right next to each other.

No campaigns take advantage of this yet.

Fixes https://github.com/Khopa/dcs_liberation/issues/524
2021-04-15 21:23:27 -07:00
Dan Albert
a47bef1f13 Blacken. 2021-02-12 20:10:45 -08:00
Khopa
6a74c3faeb Added coastal defenses sites generator for Iran and China. 2021-02-07 11:39:21 +00:00
Dan Albert
d3b1f6110f Don't show repaired TGOs as dead.
We were never resetting the dead state for repaired SAMs. Rather than
tracking that manually, determine liveness from the number of units left
alive.

For building objectives where the group is not assigned to the TGO until
*mission* generation time we still need manual tracking.
2020-12-26 16:19:41 -08:00
Dan Albert
a6dc3d2aff Handle threat/detection per group.
Some SAMs have multiple groups (such as an SA-10 group with its
accompanying SA-15 and SA-19 groups). This shows each group's threat and
detection separately on the map, and also makes it so that an SA-10 with
dead radars will no longer contribute to the threat zone just because
the shilka next to it still has a functioning radar.

https://github.com/Khopa/dcs_liberation/issues/647
Fixes https://github.com/Khopa/dcs_liberation/issues/672
2020-12-26 15:52:36 -08:00
Dan Albert
d946a9e526 Don't count blind SAMs as threats.
https://github.com/Khopa/dcs_liberation/issues/647
2020-12-26 15:40:38 -08:00
Dan Albert
17dd1b193e Remove aa_ranges in favor of using the TGO data. 2020-12-26 15:25:23 -08:00
Dan Albert
b6e37b9e67 Exclude non-AA groups from SAM threat zones.
Fixes https://github.com/Khopa/dcs_liberation/issues/666
2020-12-26 14:00:31 -08:00
Dan Albert
85619b156d Support groups for SAM templates.
It's only possible to control emissions for the group as a whole, so
Skynet needs PDs to be in separate groups from the main part of the SAM
for PD to operate correctly.

https://github.com/Khopa/dcs_liberation/issues/429
https://github.com/Khopa/dcs_liberation/issues/470
2020-12-24 16:09:42 -08:00
Dan Albert
86558bdef6 Add threat zone modeling.
Creates threat zones around airfields and non-trivial air defenses (it's
not worth dodging anything with a threat range under 3nm). These threat
zones can be used to aid mission planning and waypoint placement.

https://github.com/Khopa/dcs_liberation/issues/292
2020-12-22 13:12:04 -08:00
Dan Albert
e46262b021 Move has_radar into the TGO. 2020-12-22 12:59:29 -08:00
Dan Albert
e0223ded54 Fix display of AA ranges for most ship types.
Fixes https://github.com/Khopa/dcs_liberation/issues/390
2020-12-06 14:22:33 -08:00
Dan Albert
b8e64d4369 Revert "Revert "Migrate buildings and TGOs to unit map.""
With fixed tracking for TGO groups and fortification "buildings".

Fixes https://github.com/Khopa/dcs_liberation/issues/485

This reverts commit 72ac8ca8724573efa14e5d15880b697aaaa4eacd.
2020-12-05 14:26:16 -08:00
Dan Albert
72ac8ca872 Revert "Migrate buildings and TGOs to unit map."
Not registering kills correctly. It was in my limited testing, so need
to dig deeper.

https://github.com/Khopa/dcs_liberation/issues/494

This reverts commit 90697194a1a4ca67b53eb7b4056e4f7f5416ac58.
2020-12-04 23:57:58 -08:00
Dan Albert
90697194a1 Migrate buildings and TGOs to unit map.
Fixes https://github.com/Khopa/dcs_liberation/issues/485.
2020-12-04 01:10:18 -08:00
walterroach
3bb08f8d30 FOB names
Remove icon
2020-11-29 16:26:08 -06:00
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
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
Dan Albert
8345063e84 Move theater into game. 2020-11-17 18:11:33 -08:00