This PR refactors the Doctrine class to load from YAML files in the
resources folder instead of being hardcoded as a step towards making
doctrines moddable (Issue #829).
I haven't added anything to the changelog as a couple of things should
get cleaned up first:
- As far as I can tell, the flags in the Doctrine class (cap, cas, sead
etc.) aren't used anywhere. Need to test further, and if they're truly
not used, will remove them.
- Probably need to update the Wiki
Another step in reducing the rigidity of FlightPlan and making it
testable.
There is one intentional behavior change here: escort flights no longer
request escorts. That actually has a very minimal effect because these
properties are only used for two things: determining if a package needs
escorts or not, and determining when the TARCAP should show up and
leave. Since escorts won't have been in the package when the first part
happens anyway, that has no effect. The only change is that TARCAP won't
show up earlier or stay later just because of a TOT offset for an escort
flight.
This doesn't need to be a part of FlightPlan, and it's easier to test if
it isn't. Move it out and add the tests.
It's pretty misleading to allow this in the core of the flight plan code
anything. This is an extremely unreliable estimate for most aircraft so
it should be more clearly just for briefing purposes.
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 fuzz test generates random inputs for waypoint solvers to check if
they can find a solution. If they can't, the debug info for the solver
is dumped to the testcases directory. Another test loads those test
cases, creates a solver from them, and checks that a solution is found.
Obviously it won't be immediately, but it's a starting point for fixing
the bug and serves as a regression test afterward.
This is a replacement for the existing "zone geometry" classes that are
currently used for choosing locations for IP, hold, and join points.
The older approach required the author to define the methods for
choosing locations at a rather low level using shapely APIs to merge or
mask geometries. Debug UIs had to be defined manually which was a great
deal of work. Worse, those debug UIs were only useable for *successful*
waypoint placement. If there was a bug in the solver (which was pretty
much unavoidable during development or tuning), it wasn't possible to
use the debug UI.
This new system adds a (very simple) geometric constraint solver to
allow the author to describe the requirements for a waypoint at a high
level. Each waypoint type will define a waypoint solver that defines one
or more waypoint strategies which will be tried in order. For example,
the IP solver might have the following strategies:
1. Safe IP
2. Threat tolerant IP
3. Unsafe IP
4. Safe backtracking IP
5. Unsafe backtracking IP
We prefer those in the order defined, but the preferred strategies won't
always have a valid solution. When that happens, the next one is tried.
The strategies define the constraints for the waypoint location. For
example, the safe IP strategy could be defined as (in pseudo code):
* At least 5 NM away from the departure airfield
* Not farther from the departure airfield than the target is
* Within 10 NM and 45 NM of the target (doctrine dependent)
* Safe
* Within the permissible region, select the point nearest the departure
airfield
When a solver fails to find a solution using any strategy, debug
information is automatically written in a GeoJSON format which can be
viewed on geojson.io.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/3085.
The weapon laser codes can be set more easily from the weapon laser code
combo box. Setting the properties explicitly here will just cause
conflicts and annoying UI bugs. Hide those properties from the UI.
The release behavior isn't used yet, but I'm working on pre-allocating
laser codes for front lines and flights to make it easier for players to
pick the laser codes for their weapons.
* Store a deque rather than an iterator so it can be pickled
* Remove mangling from staticmethod (and rename now that it's no longer
a generator)
* Rename "get" to "alloc" to make the mutation clear
* Move to its own package (the changes I'm working on make this no
longer mission generator specific)
* Remove useless exception class. It's never caught so the unique type
isn't needed
This PR adds utility functions that import/export landmap files to .miz
polygons. In addition to the unit test, this PR has been tested by
writing the Caucuses & Syria landmaps to a .miz file, loading the
generated .miz file back in and checking that the loaded landmap object
is identical to the original files.
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.
Comments! No more failures because you accidentally used a trailing
comma!
JSON still supported since it's basically free, but we should probably
remove that in 8 just so the docs can be less confusing for users who
will be confused if only one format is documented (and we definitely
won't maintain duplicate docs).
Need to reset the persisted save paths on load, since the file that was
loaded may have been moved since it was saved and the original location
may no longer be accessible.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2756.
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).
The dataclass contructor will not automatically convert the int in the
JSON file to the enum type, so our enum equivalence check was not
actually working, and could result in us re-allocating a TACAN channel
that was used by the map.
Fixing this problem surfaces a latent bug, where we can't actually treat
duplicate map TACAN channels as a bug because some channels are used by
multiple airports in PG.
Improvement for factions and templates which will allow decoupling of the templates from the actual units
- Implement UnitGroup class which matches unit_types and possible templates as the needed abstraction layer for decoupling.
- Refactor UnitType, Add ShipUnitType and all ships we currently use
- Remove serialized template.json and migrated to multiple yaml templates (one for each template) and multiple .miz
- Reorganized a lot of templates and started with generalization of many types (AAA, Flak, SHORAD, Navy)
- Fixed a lot of bugs from the previous reworks (group name generation, strike targets...)
- Reorganized the faction file completly. removed redundant lists, added presets for complex groups / families of units like sams
- Reworked the building template handling. Some templates are unused like "village"
- Reworked how groups from templates can be merged again for the dcs group creation (e.g. the skynet plugin requires them to be in the same group)
- Allow to define alternative tasks
This exports all the old AIRFIELD_DATA to yaml files. It's easier for
users to send fixes if it's defined this way, and they can also fix it
in their install without having to wait for a new release.
This also switches the indexes from the unstable DCS airfield names to
airfield IDs, so this fixes another case of DCS updates occasionally
breaking Liberation.
I also ended up finding quite a few typos in airfield names, and
incorrect theater names in the process. Those have been fixed.
* Use TACAN channels more selectively
* Increase tacan range to 126
* Use pytest and add workflow
* Skip faction tests due to outdated test data
* Run mypy on tests directory also
* Use iterators for bands AND usages, add tests
Fixes https://github.com/Khopa/dcs_liberation/issues/473. Air defenses
for bases, strike locations, and fixed IADS will now all downgrade to
lower tier systems as needed. Strike locations will still be spawned as
an equally weighted random generator from either the medium or long
range groups, but will use a short range system if none are available to
the faction.
I've made the change in a way that leaves factions compatible, but will
follow up to clean up our built-in factions.
`pytest tests` works now. I can't explain why `pytest` alone does not,
but it could have something to do with us not being a real Python
package.
With just `pytest` I get:
E ModuleNotFoundError: No module named 'tests.test_factions'
But `python -c "import tests.test_factions"` works fine.