This does show the theoretical parking use of full squadrons even when
the new rules are not enabled. Since limits can be enabled manually
later in the game, it's still useful information, even if it's a bit
misleading.
https://github.com/dcs-liberation/dcs_liberation/issues/2910
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.
We're still using mostly the same aircraft selection as we have before
we added squadrons: the closest aircraft is the best choice.
This adds an option to obey the primary task set by the campaign
designer (can be overridden by players), even if the squadron is farther
away than one that is capable of it as a secondary task.
I don't expect this option to live very long. I'm making it optional for
now to give people a chance to test it, but it'll either replace the old
selection strategy or will be removed.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1892.
Preferred aircraft per task are now determined by a ranking of weights
stored in the aircraft yaml files. To aid in visualizing the priorities
across aircraft, Liberation can be run with the argument
dump-task-priorities to dump a yaml file in Saved
Games/DCS/Liberation/Debug/priorities.yaml, which will show each task
along with priority sorted aircraft and their weights.
The current weights in the data were exported from the existing lists,
where each position from the bottom of the list was worth 10 (to allow
some games for less shuffling later).
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2809.
After this change, players will always have the final say in what
missions a squadron can be assigned to. Squadrons are not able to
influence the default auto-assignable missions either because that
property is always overridden by the campaign's air wing configuration
(the primary and secondary task properties). The `mission-types` field
of the squadron definition has been removed since it is no longer
capable of influencing anything. I haven't bothered cleaning up the now
useless data in all the existing squadrons though.
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/2785.
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).
For now this is just a callsite cleanup. Later, this will make it easier
to separate unscheduled and scheduled flights into different classes
without complicating the layout/scheduling.
Instead of giving an error when a mission type which was added to the squadron is not defined in the Ai autoplanner db for the aircraft the user should be able to task the aircraft accordingly.
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.
- Added expected_pilots_next_turn() to Squadron. The procurement AI now correctly compares to it when evaluating if planes should be bought, instead of the maximum possible number of pilots.
- Added replenish_rate method to squadron.py to prevent expected_pilots_next_turn from returning an incorrect (too large) number when replenish rate > pilots required.
#1837
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 also does improve the over-purchase problems, though I can't spot
the behavior change that's causing that. Presumably the old
implementation had a bug I can't spot and in rewriting it I solved the
problem...
Fixes https://github.com/dcs-liberation/dcs_liberation/issues/1582