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16 Commits
2.4.0 ... 2.4.2

Author SHA1 Message Date
Dan Albert
e40b916b07 Merge pull request #884 from Khopa/develop_2_4_x
Release 2.4.2.
2021-02-12 19:05:44 -08:00
Dan Albert
1bc994c102 Fix version number of the release. 2021-02-12 16:18:01 -08:00
Dan Albert
21be4d38e1 Mention new start dates in the changelog.
(cherry picked from commit f7889b785d)
2021-02-12 16:16:36 -08:00
Mustang-25
3b58c571b3 Add a mid-90s campaign date option
1995 is a good date to pick if you want to date restrict all GPS weapons but still have all the laser guided options.

(cherry picked from commit 27829a024a)
2021-02-12 16:16:35 -08:00
Mustang-25
e0430cf607 Adjust HARM Weapon Restriction Date
Official Navy docs have the 88A's IOC date in 1983. Also left a note on the B and C IOC dates if DCS ever adds the older models.

(cherry picked from commit a0fda2552f)
2021-02-12 16:16:31 -08:00
Dan Albert
fb425d3524 Fix rounding of budget in recruitment menu.
Fixes https://github.com/Khopa/dcs_liberation/issues/861.

(cherry picked from commit 5792eb354c)
2021-02-12 14:01:34 -08:00
Dan Albert
45300b64c5 Mention weapon data in changelog.
(cherry picked from commit dce7d91511)
2021-02-12 13:54:51 -08:00
Brandon Danyluk
4b7ef46f82 Add weapon era restrictions for USA/Russia/UK/France (#860)
(cherry picked from commit 61f1e11a48)
2021-02-12 13:49:40 -08:00
Dan Albert
b67e6d20f1 Move 2.4.2 fix to the correct section.
(cherry picked from commit 3d1afa74d4)
2021-02-12 13:48:02 -08:00
Dan Albert
0ae6575087 Transfer pending purchases forward along capture.
Fixes https://github.com/Khopa/dcs_liberation/issues/828.

(cherry picked from commit d8c94f5ece)
2021-02-12 13:46:08 -08:00
Malakhit
08f67860be Merge pull request #854 from Khopa/develop_2_4_x
2.4.1 Release
2021-02-07 11:22:38 +00:00
Simon Clark
3fab1d92b7 Fixed some areas where the non-pretty name for a unit was displayed. 2021-02-07 11:15:25 +00:00
Simon Clark
6573157112 Changelog. 2021-02-07 10:49:34 +00:00
Simon Clark
e83841eb0b Fix syntax error with SH-60B payload. 2021-02-07 10:47:36 +00:00
Simon Clark
6a0e18c0e9 Change the logic for culling missile sites.
Missile sites now generate a 2.5km culling circle around themselves, rather than using the standard full culling zone size.

Fixes #850.
2021-02-06 22:20:02 +00:00
Simon Clark
b71b6473e3 Start 2.4.1, fix #852. 2021-02-06 19:56:17 +00:00
14 changed files with 1020 additions and 228 deletions

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@@ -1,3 +1,24 @@
# 2.4.2
## Features/Improvements
* **[Factions]** Introduction dates and fallback weapons added for US, Russian, UK, and French weapons. Huge thanks to @TheCandianVendingMachine for the massive amount of data entry!
* **[Campaigns]** Added 1995 start dates.
## Fixes
* **[Economy]** Pending ground unit purchases will also be transferred when a connected base is captured.
* **[UI]** Fixed rounding of budget in recruitment menu.
# 2.4.1
## Fixes
* **[Units]** Fixed syntax error with the SH-60B payload file.
* **[Culling]** Missile sites generate reasonably sized non-cull zones rather than 100km ones.
* **[UI]** Budget display is also now rounded to 2 decimal places.
* **[UI]** Fixed some areas where the old, non-pretty name was displayed to users.
# 2.4.0
Saves from 2.3 are not compatible with 2.4.

File diff suppressed because it is too large Load Diff

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@@ -1300,6 +1300,10 @@ TIME_PERIODS = {
"Gulf War - Winter [1990]": datetime(1990, 1, 1),
"Gulf War - Spring [1990]": datetime(1990, 4, 1),
"Gulf War - Summer [1990]": datetime(1990, 6, 1),
"Mid-90s - Winter [1995]": datetime(1995, 1, 1),
"Mid-90s - Spring [1995]": datetime(1995, 4, 1),
"Mid-90s - Summer [1995]": datetime(1995, 6, 1),
"Mid-90s - Fall [1995]": datetime(1995, 10, 1),
"Gulf War - Fall [1990]": datetime(1990, 10, 1),
"Modern - Winter [2010]": datetime(2010, 1, 1),
"Modern - Spring [2010]": datetime(2010, 4, 1),
@@ -1309,7 +1313,7 @@ TIME_PERIODS = {
"Syrian War [2011]": datetime(2011, 3, 15),
"6 days war [1967]": datetime(1967, 6, 5),
"Yom Kippour War [1973]": datetime(1973, 10, 6),
"Lebanon War [1982]": datetime(1982, 6, 6),
"First Lebanon War [1982]": datetime(1982, 6, 6),
"Arab-Israeli War [1948]": datetime(1948, 5, 15),
}

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@@ -6,7 +6,7 @@ from typing import Dict, Iterator, List, TYPE_CHECKING, Tuple, Type
from dcs.mapping import Point
from dcs.task import Task
from dcs.unittype import UnitType
from dcs.unittype import UnitType, VehicleType
from game import persistency
from game.debriefing import AirLosses, Debriefing
@@ -296,45 +296,69 @@ class Event:
self.game.turn)
self.game.informations.append(info)
def redeploy_units(self, cp):
def redeploy_units(self, cp: ControlPoint) -> None:
""""
Auto redeploy units to newly captured base
"""
ally_connected_cps = [ocp for ocp in cp.connected_points if cp.captured == ocp.captured]
enemy_connected_cps = [ocp for ocp in cp.connected_points if cp.captured != ocp.captured]
ally_connected_cps = [ocp for ocp in cp.connected_points if
cp.captured == ocp.captured]
enemy_connected_cps = [ocp for ocp in cp.connected_points if
cp.captured != ocp.captured]
# If the newly captured cp does not have enemy connected cp,
# then it is not necessary to redeploy frontline units there.
if len(enemy_connected_cps) == 0:
return
# From each ally cp, send reinforcements
for ally_cp in ally_connected_cps:
self.redeploy_between(cp, ally_cp)
def redeploy_between(self, destination: ControlPoint,
source: ControlPoint) -> None:
total_units_redeployed = 0
moved_units = {}
if source.has_active_frontline or not destination.captured:
# If there are still active front lines to defend at the
# transferring CP we should not transfer all units.
#
# Opfor also does not transfer all of their units.
# TODO: Balance the CPs rather than moving half from everywhere.
move_factor = 0.5
else:
# From each ally cp, send reinforcements
for ally_cp in ally_connected_cps:
total_units_redeployed = 0
own_enemy_cp = [ocp for ocp in ally_cp.connected_points if ally_cp.captured != ocp.captured]
# Otherwise we can move everything.
move_factor = 1
moved_units = {}
for frontline_unit, count in source.base.armor.items():
moved_units[frontline_unit] = int(count * move_factor)
total_units_redeployed = total_units_redeployed + int(
count * move_factor)
# If the connected base, does not have any more enemy cp connected.
# Or if it is not the opponent redeploying forces there (enemy AI will never redeploy all their forces at once)
if len(own_enemy_cp) > 0 or not cp.captured:
for frontline_unit, count in ally_cp.base.armor.items():
moved_units[frontline_unit] = int(count/2)
total_units_redeployed = total_units_redeployed + int(count/2)
else: # So if the old base, does not have any more enemy cp connected, or if it is an enemy base
for frontline_unit, count in ally_cp.base.armor.items():
moved_units[frontline_unit] = count
total_units_redeployed = total_units_redeployed + count
destination.base.commision_units(moved_units)
source.base.commit_losses(moved_units)
cp.base.commision_units(moved_units)
ally_cp.base.commit_losses(moved_units)
# Also transfer pending deliveries.
for unit_type, count in source.pending_unit_deliveries.units.items():
if not issubclass(unit_type, VehicleType):
continue
if count <= 0:
# Don't transfer *sales*...
continue
move_count = int(count * move_factor)
source.pending_unit_deliveries.sell({unit_type: move_count})
destination.pending_unit_deliveries.order({unit_type: move_count})
total_units_redeployed += move_count
if total_units_redeployed > 0:
info = Information("Units redeployed", "", self.game.turn)
info.text = str(total_units_redeployed) + " units have been redeployed from " + ally_cp.name + " to " + cp.name
self.game.informations.append(info)
logging.info(info.text)
if total_units_redeployed > 0:
text = (
f"{total_units_redeployed} units have been redeployed from "
f"{source.name} to {destination.name}"
)
info = Information("Units redeployed", text, self.game.turn)
self.game.informations.append(info)
logging.info(text)
class UnitsDeliveryEvent:

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@@ -96,6 +96,9 @@ class Game:
self.ground_planners: Dict[int, GroundPlanner] = {}
self.informations = []
self.informations.append(Information("Game Start", "-" * 40, 0))
# Culling Zones are for areas around points of interest that contain things we may not wish to cull.
self.__culling_zones: List[Point] = []
# Culling Points are for individual theater ground objects that we don't wish to cull.
self.__culling_points: List[Point] = []
self.__destroyed_units: List[str] = []
self.savepath = ""
@@ -378,6 +381,7 @@ class Game:
Compute the current conflict center position(s), mainly used for culling calculation
:return: List of points of interests
"""
zones = []
points = []
# By default, use the existing frontline conflict position
@@ -385,23 +389,23 @@ class Game:
position = Conflict.frontline_position(front_line.control_point_a,
front_line.control_point_b,
self.theater)
points.append(position[0])
points.append(front_line.control_point_a.position)
points.append(front_line.control_point_b.position)
zones.append(position[0])
zones.append(front_line.control_point_a.position)
zones.append(front_line.control_point_b.position)
for cp in self.theater.controlpoints:
# Don't cull missile sites - their range is long enough to make them
# easily culled despite being a threat.
for tgo in cp.ground_objects:
if isinstance(tgo, MissileSiteGroundObject):
points.append(cp.position)
points.append(tgo.position)
# If do_not_cull_carrier is enabled, add carriers as culling point
if self.settings.perf_do_not_cull_carrier:
if cp.is_carrier or cp.is_lha:
points.append(cp.position)
zones.append(cp.position)
# If there is no conflict take the center point between the two nearest opposing bases
if len(points) == 0:
if len(zones) == 0:
cpoint = None
min_distance = sys.maxsize
for cp in self.theater.player_points():
@@ -410,13 +414,13 @@ class Game:
if d < min_distance:
min_distance = d
cpoint = Point((cp.position.x + cp2.position.x) / 2, (cp.position.y + cp2.position.y) / 2)
points.append(cp.position)
points.append(cp2.position)
zones.append(cp.position)
zones.append(cp2.position)
break
if cpoint is not None:
break
if cpoint is not None:
points.append(cpoint)
zones.append(cpoint)
packages = itertools.chain(self.blue_ato.packages,
self.red_ato.packages)
@@ -428,13 +432,14 @@ class Game:
# are only interesting if there are enemies in the area, and if
# there are they won't be culled because of the enemy's mission.
continue
points.append(package.target.position)
zones.append(package.target.position)
# Else 0,0, since we need a default value
# (in this case this means the whole map is owned by the same player, so it is not an issue)
if len(points) == 0:
points.append(Point(0, 0))
if len(zones) == 0:
zones.append(Point(0, 0))
self.__culling_zones = zones
self.__culling_points = points
def add_destroyed_units(self, data):
@@ -454,11 +459,21 @@ class Game:
if self.settings.perf_culling == False:
return False
else:
for c in self.__culling_points:
if c.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
for z in self.__culling_zones:
if z.distance_to_point(pos) < self.settings.perf_culling_distance * 1000:
return False
for p in self.__culling_points:
if p.distance_to_point(pos) < 2500:
return False
return True
def get_culling_zones(self):
"""
Check culling points
:return: List of culling zones
"""
return self.__culling_zones
def get_culling_points(self):
"""
Check culling points

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@@ -606,6 +606,10 @@ class ControlPoint(MissionTarget, ABC):
def income_per_turn(self) -> int:
return 0
@property
def has_active_frontline(self) -> bool:
return any(
not c.is_friendly(self.captured) for c in self.connected_points)
class Airfield(ControlPoint):

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@@ -2,7 +2,7 @@ from pathlib import Path
def _build_version_string() -> str:
components = ["2.4"]
components = ["2.4.2"]
build_number_path = Path("resources/buildnumber")
if build_number_path.exists():
with build_number_path.open("r") as build_number_file:

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@@ -35,7 +35,7 @@ class QBudgetBox(QGroupBox):
:param budget: Current money available
:param reward: Planned reward for next turn
"""
self.money_amount.setText(str(budget) + "M (+" + str(round(reward,2)) + "M)")
self.money_amount.setText(str(round(budget,2)) + "M (+" + str(round(reward,2)) + "M)")
def setGame(self, game):
if game is None:

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@@ -268,13 +268,20 @@ class QLiberationMap(QGraphicsView):
def display_culling(self, scene: QGraphicsScene) -> None:
"""Draws the culling distance rings on the map"""
culling_points = self.game_model.game.get_culling_points()
culling_zones = self.game_model.game.get_culling_zones()
culling_distance = self.game_model.game.settings.perf_culling_distance
for point in culling_points:
culling_distance_point = Point(point.x + culling_distance*1000, point.y + culling_distance*1000)
culling_distance_point = Point(point.x + 2500, point.y + 2500)
distance_point = self._transform_point(culling_distance_point)
transformed = self._transform_point(point)
radius = distance_point[0] - transformed[0]
scene.addEllipse(transformed[0]-radius, transformed[1]-radius, 2*radius, 2*radius, CONST.COLORS["transparent"], CONST.COLORS["light_green_transparent"])
for zone in culling_zones:
culling_distance_zone = Point(zone.x + culling_distance*1000, zone.y + culling_distance*1000)
distance_zone = self._transform_point(culling_distance_zone)
transformed = self._transform_point(zone)
radius = distance_zone[0] - transformed[0]
scene.addEllipse(transformed[0]-radius, transformed[1]-radius, 2*radius, 2*radius, CONST.COLORS["transparent"], CONST.COLORS["light_green_transparent"])
def draw_shapely_poly(self, scene: QGraphicsScene, poly: Polygon, pen: QPen,
brush: QBrush) -> Optional[QPolygonF]:

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@@ -28,7 +28,7 @@ class QRecruitBehaviour:
bought_amount_labels = None
maximum_units = -1
recruitable_types = []
BUDGET_FORMAT = "Available Budget: <b>${}M</b>"
BUDGET_FORMAT = "Available Budget: <b>${:.2f}M</b>"
def __init__(self) -> None:
self.bought_amount_labels = {}

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@@ -11,6 +11,8 @@ from game.theater import ControlPoint, TheaterGroundObject
from qt_ui.dialogs import Dialog
from qt_ui.uiconstants import VEHICLES_ICONS
from qt_ui.windows.groundobject.QGroundObjectMenu import QGroundObjectMenu
from game import db
from dcs import vehicles
class QBaseDefenseGroupInfo(QGroupBox):
@@ -71,7 +73,11 @@ class QBaseDefenseGroupInfo(QGroupBox):
icon.setText("<b>" + k[:8] + "</b>")
icon.setProperty("style", "icon-armor")
self.unit_layout.addWidget(icon, i, 0)
self.unit_layout.addWidget(QLabel(str(v) + " x " + "<strong>" + k + "</strong>"), i, 1)
unit_display_name = k
unit_type = vehicles.vehicle_map.get(k)
if unit_type is not None:
unit_display_name = db.unit_get_expanded_info(self.game.enemy_country, unit_type, 'name')
self.unit_layout.addWidget(QLabel(str(v) + " x " + "<strong>" + unit_display_name + "</strong>"), i, 1)
i = i + 1
if len(unit_dict.items()) == 0:

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@@ -29,6 +29,7 @@ from qt_ui.uiconstants import EVENT_ICONS
from qt_ui.widgets.QBudgetBox import QBudgetBox
from qt_ui.windows.GameUpdateSignal import GameUpdateSignal
from qt_ui.windows.groundobject.QBuildingInfo import QBuildingInfo
from dcs import vehicles
class QGroundObjectMenu(QDialog):
@@ -101,7 +102,11 @@ class QGroundObjectMenu(QDialog):
if not hasattr(g, "units_losts"):
g.units_losts = []
for u in g.units:
self.intelLayout.addWidget(QLabel("<b>Unit #" + str(u.id) + " - " + str(u.type) + "</b>"), i, 0)
unit_display_name = u.type
unit_type = vehicles.vehicle_map.get(u.type)
if unit_type is not None:
unit_display_name = db.unit_get_expanded_info(self.game.enemy_country, unit_type, 'name')
self.intelLayout.addWidget(QLabel("<b>Unit #" + str(u.id) + " - " + str(unit_display_name) + "</b>"), i, 0)
i = i + 1
for u in g.units_losts:

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@@ -13,6 +13,7 @@ local unitPayloads = {
[1] = 30,
},
},
},
["unitType"] = "SH-60B",
}
return unitPayloads

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@@ -962,7 +962,7 @@
}],
"AAA Bofors 40mm": [{
"default": {
"name": "Bofors 40 mm gun",
"name": "Bofors 40 mm Gun",
"country-of-origin": "Sweden",
"manufacturer": "Bofors",
"role": "Anti-Aircraft Gun",
@@ -1101,7 +1101,7 @@
}],
"APC M2A1": [{
"default": {
"name": "M2A1 Half-track",
"name": "M2A1 Half-Track",
"country-of-origin": "USA",
"manufacturer": "White Motor Company",
"role": "Armoured Personnel Carrier",