* Addresses #478, adding a heading class to represent headings and angles
Removed some unused code
* Fixing bad merge
* Formatting
* Fixing type issues and other merge resolution misses
Consider BAI missions planned this turn when determining if a control
point is still garrisioned for preventing breakthrough.
This isn't very accurate yet since the HTN isn't checking for aircraft
fulfillment yet, so it might *plan* a mission to kill the garrison, but
there's no way to know if it will be fulfilled.
This improves the AI behavior by choosing the stances non-randomly:
* Breakthrough will be used if the base is expected to be capturable and
the coalition outnumbers the enemy by 20%.
* Elimination will be used if the coalition has at least as many units
as the enemy.
* Defensive will be used if the coalition has at least half as many
units as the enemy.
* Retreat will be used if the coalition is significantly outnumbers.
This also exposes the option to the player.
This is as much as we can do until pydcs actually adds the py.typed
file. Once that's added there are a few ugly monkey patching corners
that will just need `# type: ignore` for now, but we can't pre-add those
since we have mypy warning us about superfluous ignore comments.
This is an attempt to remove a lot of our supposedly unnecessary error
handling. Every aircraft should have a price, a description, a name,
etc; and none of those should require carrying around the faction's
country as context.
This moves all the data for aircraft into yaml files (only one converted
here as an example). Most of the "extended unit info" isn't actually
being read yet.
To replace the renaming of units based on the county, we instead
generate multiple types of each unit when necessary. The CF-18 is just
as much a first-class type as the F/A-18 is.
This doesn't work in its current state because it does break all the
existing names for aircraft that are used in the faction and squadron
files, and we no longer let those errors go as a warning. It will be an
annoying one time switch, but it allows us to define the names that get
used in these files instead of being sensitive to changes as they happen
in pydcs, and allows faction designers to specifically choose, for
example, the Su-22 instead of the Su-17.
One thing not handled by this is aircraft task capability. This is
because the lists in ai_flight_planner_db.py are a priority list, and to
move it out to a yaml file we'd need to assign a weight to it that would
be used to stack rank each aircraft. That's doable, but it makes it much
more difficult to see the ordering of aircraft at a glance, and much
more annoying to move aircraft around in the priority list. I don't
think this is worth doing, and the priority lists will remain in their
own separate lists.
This includes the converted I used to convert all the old unit info and
factions to the new format. This doesn't need to live long, but we may
want to reuse it in the future so we want it in the version history.
This Pull Request lets users plan Tanker flights.
Features:
- Introduction of `Refueling` flight type.
- Tankers can be purchased at airbases and carriers.
- Tankers get planned by AI.
- Tankers are planned from airbases and at aircraft carriers.
- Tankers aim to be at high, fast, and 70 miles from the nearest threat.
(A10s won't be able to tank)
- Tankers racetrack orbit for one hour.
- Optional Tickbox to enable legacy tankers.
- S-3B Tanker added to factions.
- KC-130 MPRS added to factions.
- Kneeboard shows planned tankers, their tacans, and radios.
Limitations:
- AI doesn't know whether to plan probe and drogue or boom refueling
tankers.
- User can't choose tanker speed. Heavily loaded aircraft may have
trouble.
- User can't choose tanker altitude. A-10s will not make it to high
altitude.
Problems:
- Tanker callsigns do not increment, see attached image. (Investigated:
Need to use `FlyingType.callsign_dict`, instead of just
`FlyingType.callsign`. This seems like it might be significant work
to do.).
- Having a flight of two or more tankers only spawns one tanker.
- Let me know if you have a solution, or feel free to commit one.
https://user-images.githubusercontent.com/74509817/120909602-d7bc3680-c633-11eb-80d7-eccd4e095770.png
The AI purchaser will aim to have a 50/50 ground/air investment mix.
This allows it to overspend on one category if significant losses were
taken the previous turn.
The total purchase amount is still limited, so if the bases are full
when only 10% of the investment is in ground units, the full budget for
the turn will still go to air.
The usual symptom here was the game breaking when a carrier is
destroyed. The carrier would no longer be operational but missions would
be assigned there that could not generate flight plans.
Unit composition is defined by the doctrine. The most understaffed CP
will now get the most underrepresented unit type. Previously a random
understaffed CP would get a random unit type.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1057.
This limit is determined by the number of buildings that belong to Ammo
Depots at the front line's connected Control Point. The limit increases
for every surviving building at ammo depot objectives.
There is a lower limit to the number of units that will spawn, so that
if there are no surviving ammo depot buildings at a control point, there
will still be some ground conflict.
We were setting up all the correct *target* waypoints but the AI doesn't
use the target waypoints; they use the targets property of the ingress
waypoint. This meant that the flight plan looked correct in the UI and
was correct for players but the tasks were set up incorrectly for the AI
because building TGOs are aggravatingly multiple TGOs with the same name
in the implementation.
Mission targets now enumerate their own strike targets so that this
mistake is harder to make in the future.
This won't be perfect, the AI is still not able to parallelize tasks and
since buildings aren't groups they can only attack one structure at a
time, but they'll now at least switch to the next target after hitting
the first one.
As a bonus, stop bombing the dead buildings.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/235
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/244