23 Commits

Author SHA1 Message Date
RndName
aa77cfe4b9 Add AirAssault and Airlift mission types with CTLD support
- Add the new airassault mission type and special flightplans for it
- Add the mission type to airbase and FOB
- Add Layout for the UH-1H
- Add mission type to capable squadrons
- Allow the auto planner to task air assault missions when preconditions are met
- Improve Airlift mission type and improve the flightplan (Stopover and Helo landing)
- Allow Slingload and spawnable crates for airlift
- Rework airsupport to a general missiondata class
- Added Carrier Information to mission data
- Allow to define CTLD specific capabilities in the unit yaml
- Allow inflight preload and fixed wing support for air assault
2022-06-09 22:45:29 +02:00
RndName
c437fa329c
Improve SEAD ingress tasking and target waypoint
* Fix suicide SEAD flights (diving to the SAM)

additional fix for #2152. This sets the Target Waypoint ALT to the Ingress ALT for non player flights. Player flights will have the target waypoint set to 0 AGL so that they can slave weapons or TGP to it.

* Add GroupAttack to SEAD so that they suppress more
2022-04-20 00:19:03 +02:00
RndName
679dfc3441
Improve Ingress Waypoint Attack tasking
* Improve Ingress WP attack tasking and update pydcs

- Updated the Attack Tasking of SEAD, DEAD, Strike and BAI to match the pydcs changes
- Changed DEAD, BAI and SEAD AttackGroup task to expend=auto. This solves an issue where the AI uses all Ammo on one single target as we defined the expend param to All instead of Auto which is used by default.

* Set Expend=All for SEAD Ingress

This ensures that the AI will only do one Attack Pass and also really suppress the Target what they are expected to do.
2022-04-19 10:21:15 +02:00
RndName
1bb7e1bf47 Change SEAD task to Search and Engage for ARM weapon
SEAD flights will have the Search and Engage Group Task instead of the current AttackGroup task when the flight has ARM weapons in the Loadout. This resolves an issue with AI not able to attack a SAM when skynet is used. This is due to the RADAR not emitting and the AI therefore just diving into the SAM.
Non-ARM Loadouts will still use the AttackGroup task. This ensures that for example the ADM-141 TALD used by the F-14s will work correctly
2022-04-02 10:16:11 +02:00
Dan Albert
039ac9ec74 Replace CP integer ID with a UUID.
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.
2022-03-20 16:00:29 -07:00
Dan Albert
769fe12159 Split flight plan layout into a separate class.
During package planning we don't care about the details of the flight
plan, just the layout (to check if the layout is threatened and we need
escorts). Splitting these will allow us to reduce the amount of work
that must be done in each loop of the planning phase, potentially
caching attempted flight plans between loops.
2022-03-11 16:00:48 -08:00
Dan Albert
fa8c0d9660 Clean up flight plan code.
Split the oversized file into one per plan type. This also moves the
layout responsibility out of the oversized FlightPlanBuilder and into
each flight plan type file.
2022-03-09 02:15:07 -08:00
Dan Albert
9e2e4ffa74 Update pydcs, adapt to new Point APIs.
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.
2022-02-23 01:02:48 +00:00
Dan Albert
ac80c4adc1 Finish moving gen into game. 2022-02-22 00:10:31 -08:00
RndName
2c17a9a52e Refactor Templates to Layouts, Review and Cleanup
- Fix tgogenerator
- Fix UI for ForceGroup and Layouts
- Fix ammo depot handling
- Split bigger files in smaller meaningful files (TGO, layouts, forces)
- Renamed Template to Layout
- Renamed GroundGroup to TheaterGroup and GroundUnit to TheaterUnit
- Reorganize Layouts and UnitGroups to a ArmedForces class and ForceGroup similar to the AirWing and Squadron
- Reworded the UnitClass, GroupRole, GroupTask (adopted to PEP8) and reworked the connection from Role and Task
- added comments
- added missing unit classes
- added temp workaround for missing classes
- add repariable property to TheaterUnit
- Review and Cleanup

Added serialization for loaded templates

Loading the templates from the .miz files takes a lot of computation time and in the future there will be more templates added to the system. Therefore a local pickle serialization for the loaded templates was re-added:
- The pickle will be created the first time the TemplateLoader will be accessed
- Pickle is stored in Liberation SaveDir
- Added UI option to (re-)import templates
2022-02-21 20:45:41 +01:00
RndName
60c8c80480 Decoupling and generalization of templates
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
2022-02-21 20:45:41 +01:00
RndName
d154069877 Refactor ground objects and prepare template system
- completly refactored the way TGO handles groups and replaced the usage of the pydcs ground groups (vehicle, ship, static) with an own Group and Unit class.
- this allows us to only take care of dcs group generation during miz generation, where it should have always been.
- We can now have any type of unit (even statics) in the same logic ground group we handle in liberation. this is independent from the dcs group handling. the dcs group will only be genarted when takeoff is pressed.
- Refactored the unitmap and the scenery object handling to adopt to changes that now TGOs can hold all Units we want.
- Cleaned up many many many lines of uneeded hacks to build stuff around dcs groups.
- Removed IDs for TGOs as the names we generate are unique and for liberation to work we need no ids. Unique IDs for dcs will be generated for the units and groups only.
2022-02-21 20:45:41 +01:00
SnappyComebacks
bf034e18eb
Add preset formations to different flights and waypoints. (#1948)
* Update pydcs version.
* Add formation presets for various flight types.
2022-01-16 14:49:17 -07:00
SnappyComebacks
a013d27d17
Add ECM behavior to not Air to Air flights (#1879)
* If a plane has a jammer, and it is not an air to air flight it will jam between join and split.
2022-01-01 16:49:04 -07:00
Dan Albert
66c8b96c9a Update dependencies. 2021-11-20 18:45:27 -08:00
SnappyComebacks
532ac261ff
Ability to plan tanker recovery for strike like flights (#1729)
* Initial refueling definitions.

* Adding refuel definitions.

* Initial functionality changes

* Regenerate package when adding refueling flight.

* Recursively change package waypoint.

* Fix mypy errors.

* Regenerate flight plans when tanker is added to package.

* Give tanker better starting position on package recovery.

* Add TOT calculation for refueling waypoint.

* Timing changes to Strike split point and Refueling start time.

* Add correct waypoint builder for refuel in tarcap and sweep.  Remove restrict afterburner on refuel point.

* Always generate a refuel point for a package.

* Less arbitrary altitude in Refuel track start time calculation.

* Refueling waypoint no longer optional.

* Fix mypy gen error.

* Better discrimination of which tanker flight plan to make.

* Remove refuel tot calculations.

* Remove package regeneration on tanker flight addition.
2021-11-12 21:37:34 -07:00
Dan Albert
e6fc817f49 Use uncontrolled for late shore starts.
These should be uncontrolled rather than late activation so that they
are present in the parking area as OCA targets. This bug was introduced
as a mistranslation when I was moving from strings to StartType.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1695
2021-11-06 16:40:09 -07:00
Dan Albert
7a18d160c8 Add missing NavalControlPoint case for BAI.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1702
2021-11-06 16:35:04 -07:00
Dan Albert
1a3b8d1dd6 Reduce fuel for fast-forwarded player flights.
This only has an effect for aircraft for which we have fuel consumption
data, but that's fine.

Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1681
2021-10-30 11:37:06 -07:00
Dan Albert
b2cbf4b6f4 Halt sim on A2A contact.
https://github.com/dcs-liberation/dcs_liberation/issues/1681
2021-10-30 10:18:49 -07:00
Dan Albert
cd0c0f1b01 Fix missing waypoint generation for most flights.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1693
2021-10-26 19:29:50 -07:00
Dan Albert
5db1b94ac4 Add option to fast forward to first contact.
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
2021-10-24 17:40:45 -07:00
Dan Albert
88b4039e47 Clean up AircraftGenerator.
This class does far too many things and the file is huge. Split it up
into a few more classes.
2021-10-23 20:18:40 -07:00