There are some TODOs here but th behavior is flagged off by default. The
biggest TODO here is that the time spent frozen is not simulated, so
flights that are engaged by SAMs will unfreeze, move slightly, then re-
freeze.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
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.
- adopted to review comments
- removed the role from layouts
- reworked the Groups within the layouts
- added more documentation
- rebased to latest changes
- 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
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
- Factored out the current generators to use a better approach with Templates build from the dcs mission editor.
- This information is extended with a template-mapping in a json file which allows to logically group together multiple dcs groups and even statics to one template
- The combination of mapping and miz will be serialized to a template.json which is only used for loading.
- Factions now load templates during initialization and hold all the templates they can really use. This is based around the faction file.
- Implemented a template randomizer which allows to add some randomization to templates
- Each Template Group can have 1 randomizer which randomizes unit_type and size based on the mapping definition. Larger groups need to be devided in more fine detailed groups as we can now handle them better due to the change from dcs group types to our own classes.
- Rewritten the ArmorGroup, Naval and EWR template handling
Rework GroundObjectBuyMenu to support templates
- 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.
By default logging configuration is defined by
resources/default_logging.yaml. Very noisy loggers (like the
uvicorn.access logger) are kept out of the console and UI logs by
default. Developers (or weird users) can customize their default logging
config by copying the file to resources/logging.yaml and editing as
needed. It would be preferable to load this file form the Liberation
user directory, but because first-time initialization requires the UI,
we want to configure logging before we necessarily know where to find
that.
We don't have any sensitive data, but we do access the file system. On
the off chance that some phishing website decides to try to use
Liberation as an attack vector, prevent access to the API by
unauthorized applications. An API key is generated at each program start
and passed to the front end via the QWebChannel.
A possible explanation for the infrequent CTDs we've been seeing since
adding fast forward is that QWebChannel doesn't keep a reference to the
python objects that it passes to js, so if the object is GC'd before the
front end is done with it, it crashes.
We don't really like QWebChannel anyway, so this begins replacing that
with FastAPI.
Resolves#1964 but adding CTLD will require the use of Liberation plugins and thus are not included in this pull request.
- Implemented support for the UH-60L mod by =X51= Kinkkujuustovoileipa, Cubeboy, Jonas, JinxxDCS, Dorian, =X51= Parzival & =X51= Lawson.
- Because the standard DCS tankers will not fly below 160ish knots, the UH-60L mod team have included a modified version of the KC-130 tanker designed for refueling at speeds of 120-130kts.
Adds a do not show again checkbox to the empty install dir warning popup on lib start. This only appears when the install dir is empty to prevent mission scripting replacement.
Also adds a warning message to the log when the dir is empty. Will help to identify this in bug reports.
Rather than polling at 60Hz (which may be faster than the tick rate,
wasting cycles; and also makes synchronization annoying), collect events
during the tick and emit them after (rate limited, pooling events until
it is time for another event to send).
This can be improved by paying attention to the aircraft update list,
which would allow us to avoid updating aircraft that don't have a status
change. To do that we need to be able to quickly lookup a FlightJs
matching a Flight through, and Flight isn't hashable.
We should also be removing dead events and de-duplicating. Currently
each flight has an update for every tick, but only the latest one
matters. Combat update events also don't matter if the same combat is
new in the update.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
Users can now add and remove squadrons with specific buttons. this also allows new aircraft types to be added as well.
- rebased existing PR to develop
- reverted observable and changed to signals
- changed the general concept so that changes only affect the ui data model and not the game directly. Game will only be updated on apply
- removed unused code
- adopt to review comments
- allow user to choose a predefined squadron preset (also alow none value to use the random generator)
- Reuse the squadron defs from the default assigner in the AirWing class
- allow user to re-roll the squadron nickname (also added new ui icons for the button)
This doesn't do anything yet, but sets up the data model handling for
frozen combat. The next step is to show combat in the map view, since
that will be helpful when debugging the step after that one: resolving
frozen combat.
This would benefit from caching the Shapely data for SAM threat zones.
Right now it's generating them once per tick and the stuttering is
visible at max speed.
https://github.com/dcs-liberation/dcs_liberation/issues/1680
This appears to be incompatible with pyinstaller. I get the following
when trying to run the executable generated with pyside6:
```
Traceback (most recent call last):
File "qt_ui\main.py", line 29, in <module>
File "PyInstaller\loader\pyimod03_importers.py", line 476, in exec_module
File "qt_ui\windows\QLiberationWindow.py", line 28, in <module>
File "PyInstaller\loader\pyimod03_importers.py", line 476, in exec_module
File "qt_ui\widgets\map\QLiberationMap.py", line 11, in <module>
ImportError: could not import module 'PySide6.QtPrintSupport'
```