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8
.gitignore
vendored
@@ -11,3 +11,11 @@ resources/tools/a.miz
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tests/**
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# User-specific stuff
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.idea/
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liberation_preferences.json
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logs/liberation.log
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qt_ui/logs/liberation.log
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*.psd
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19
changelog.md
@@ -1,3 +1,20 @@
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# 2.0 RC 9
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## Features/Improvements :
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* **[UI/UX]** New icons from contributor Deus
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## Fixed issues :
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* **[Mission Generator]** Carrier TACAN was wrongfully set up as an A/A TACAN
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* **[Campaign Generator]** Fixed issue with Russian navy group generator causing a random crash on campaign creation.
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# 2.0 RC 8
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## Fixed issues :
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* **[Mission Generator]** Frequency for P-47D-30 changed to 124Mhz (Generated mission with 251Mhz would not work)
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* **[Mission Generator]** Reduced the maximum number of uboat per generated group
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* **[Mission Generator]** Fixed an issue with the WW2 LST groups (superposed units).
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* **[UI]** Fixed issue with the zoom
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# 2.0 RC 7
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## Features/Improvements :
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@@ -88,4 +105,4 @@ Sorry :(
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* **[Mission Generator]** Planned flights will spawn even if their home base has been captured or is being contested by enemy ground units.
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* **[Campaign Generator]** Base defenses would not be generated on Normandy map and in some rare cases on others maps as well
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* **[Mission Planning]** CAS waypoints created from the "Predefined waypoint selector" would not be at the exact location of the frontline
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* **[Naming]** CAP mission flown from airbase are not named BARCAP anymore (CAP from carrier is still named BARCAP)
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* **[Naming]** CAP mission flown from airbase are not named BARCAP anymore (CAP from carrier is still named BARCAP)
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@@ -90,7 +90,7 @@ class AircraftConflictGenerator:
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if unit_type in helicopters.helicopter_map.values() and unit_type not in [UH_1H]:
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group.set_frequency(127.5)
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else:
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if unit_type not in [P_51D_30_NA, P_51D, SpitfireLFMkIX, SpitfireLFMkIXCW, FW_190A8, FW_190D9, Bf_109K_4]:
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if unit_type not in [P_51D_30_NA, P_51D, SpitfireLFMkIX, SpitfireLFMkIXCW, FW_190A8, FW_190D9, Bf_109K_4, P_47D_30]:
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group.set_frequency(251.0)
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else:
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# WW2
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@@ -45,7 +45,7 @@ class GrishaGroupGenerator(DDGroupGenerator):
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class MolniyaGroupGenerator(DDGroupGenerator):
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def __init__(self, game, ground_object, faction):
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super(MolniyaGroupGenerator, self).__init__(game, ground_object, faction, MolniyaGroupGenerator)
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super(MolniyaGroupGenerator, self).__init__(game, ground_object, faction, FSG_1241_1MP_Molniya)
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class KiloSubGroupGenerator(DDGroupGenerator):
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@@ -13,7 +13,7 @@ class UBoatGroupGenerator(GroupGenerator):
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def generate(self):
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for i in range(random.randint(2, 6)):
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for i in range(random.randint(1, 4)):
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self.add_unit(Uboat_VIIC_U_flak, "Uboat" + str(i), self.position.x + i * random.randint(100, 250), self.position.y + (random.randint(100, 200)-100), self.heading)
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self.get_generated_group().points[0].speed = 20
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@@ -16,7 +16,7 @@ class WW2LSTGroupGenerator(GroupGenerator):
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# Add LS Samuel Chase
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self.add_unit(LS_Samuel_Chase, "SamuelChase", self.position.x, self.position.y, self.heading)
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for i in range(random.randint(2, 4)):
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for i in range(1, random.randint(3, 4)):
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self.add_unit(LST_Mk_II, "LST" + str(i), self.position.x + i * random.randint(800, 1200), self.position.y, self.heading)
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self.get_generated_group().points[0].speed = 20
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@@ -130,7 +130,7 @@ class GroundObjectsGenerator:
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# Set UP TACAN and ICLS
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modeChannel = "X" if not cp.tacanY else "Y"
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sg.points[0].tasks.append(ActivateBeaconCommand(channel=cp.tacanN, modechannel=modeChannel, callsign=cp.tacanI, unit_id=sg.units[0].id))
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sg.points[0].tasks.append(ActivateBeaconCommand(channel=cp.tacanN, modechannel=modeChannel, callsign=cp.tacanI, unit_id=sg.units[0].id, aa=False))
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if ground_object.dcs_identifier == "CARRIER" and hasattr(cp, "icls"):
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sg.points[0].tasks.append(ActivateICLSCommand(cp.icls, unit_id=sg.units[0].id))
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@@ -1,7 +1,7 @@
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from userdata import logging_config
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# Logging setup
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VERSION_STRING = "2.0RC7"
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VERSION_STRING = "2.0RC9"
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logging_config.init_logging(VERSION_STRING)
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import logging
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@@ -43,6 +43,7 @@ class QLiberationMap(QGraphicsView):
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self.setMaximumHeight(2160)
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self._zoom = 0
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self.factor = 1
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self.factorized = 1
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self.init_scene()
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self.connectSignals()
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self.setGame(game)
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@@ -119,7 +120,6 @@ class QLiberationMap(QGraphicsView):
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# text = scene.addText(str(r), font=QFont("Trebuchet MS", 10, weight=5, italic=False))
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# text.setPos(0, i * 24)
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for cp in self.game.theater.controlpoints:
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pos = self._transform_point(cp.position)
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@@ -263,15 +263,21 @@ class QLiberationMap(QGraphicsView):
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if event.angleDelta().y() > 0:
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factor = 1.25
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self._zoom += 1
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if self._zoom < 10:
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self.scale(factor, factor)
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self.factorized *= factor
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else:
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self._zoom = 9
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else:
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factor = 0.8
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self._zoom -= 1
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if self._zoom > -5:
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self.scale(factor, factor)
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self.factorized *= factor
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else:
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self._zoom = -4
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if self._zoom > -5:
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self.scale(factor, factor)
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else:
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self._zoom = -5
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#print(self.factorized, factor, self._zoom)
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def _transform_point(self, p: Point, treshold=30) -> (int, int):
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point_a = list(self.game.theater.reference_points.keys())[0]
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@@ -108,7 +108,7 @@ class NewGameWizard(QtWidgets.QWizard):
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game.budget = int(game.budget * multiplier)
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game.settings.multiplier = multiplier
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game.settings.sams = True
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game.settings.version = "2.0RC7"
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game.settings.version = "2.0RC9"
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if midgame:
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game.budget = game.budget * 4 * len(list(conflicttheater.conflicts()))
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@@ -1,4 +1,4 @@
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pydcs>=0.9.4
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Pyside2>=5.13.0
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pyinstaller==3.5
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pyinstaller==3.6
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pyproj==2.6.1.post1
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resources/ui/daytime/original/dawn.png
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resources/ui/events/originals/convoy.png
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resources/ui/events/originals/infantry.PNG
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resources/ui/ground_assets/original/aa.png
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