30 Commits

Author SHA1 Message Date
MetalStormGhost
fe2fc70816 Added the CFTs to pylon 13 on Sufa loadouts which carry CFTs. 2022-10-29 15:06:42 +03:00
MetalStormGhost
07abdc1a34 Remove the stock Viper when the F-16I mod is enabled because that DCS ID is then used by the Sufa. 2022-10-29 15:06:03 +03:00
MetalStormGhost
c1b7911d56 Merge branch 'f16i-mod-support-v2.2' of https://github.com/dcs-retribution/dcs-retribution into f16i-mod-support-v2.2 2022-10-29 14:15:35 +03:00
MetalStormGhost
a7e5c7c425 Added banners for the F-16D Block 52 variants. 2022-10-29 13:08:18 +03:00
MetalStormGhost
756e86d891 Renamed loadouts to Retribution* 2022-10-29 13:01:13 +03:00
MetalStormGhost
0e9bbfd4e3 Merge branch 'dev' into f16i-mod-support-v2.2 2022-10-29 12:50:03 +03:00
MetalStormGhost
ed4b3e1166 Fixed the F-16I mod pydcs extension flyable flags and livery scanner objects. Also added aircraft icons for the F-16D variants. 2022-10-29 12:03:36 +03:00
MetalStormGhost
223d70e15f Merge remote-tracking branch 'remotes/MetalStormGhost/dcs_liberation/f16i-mod-support-v2.2' into f16i-mod-support-v2.2
Added a pydcs extension for the IDF Mods Project F-16I mod version 2.2, utilizing the pylon_injector written for the CJS Superbug mod support. Includes banner by Schmokedpancake.

The mod alters the stock F-16C aircraft, which requires a different approach when injecting the mod information to pydcs. The extension changes the F-16C parameters by setattr(F_16C_50, "fuel_max", 2585.48), adds new weapons to the existing pylons and adds five new ones (for example, the mod allows internal ECM equipment in the dorsal spine, freeing the central hardpoint for a fuel tank).

The mod also adds additional Vipers: F-16D (both with and without the dorsal spine, GE and P&W engines) and the stock F-16C Block 50 under a different DCS unit ID.

Also added a separate mod_payloads directory under resources which can be used when aircraft added by mods use the same "unitType" in the loadout lua files. The loadouts are only loaded if the mod is enabled (uses the existing inject_custom_payloads function).

The mod settings are now saved in the Liberation save inside the Faction, so loading the aircraft icons, banners, loadouts etc and the pydcs injection can be re-applied on game load.
2022-10-23 20:54:23 +03:00
MetalStormGhost
69c70e1598 Added loadouts and aircraft yamls for F-16D variants. 2022-10-20 19:13:04 +03:00
MetalStormGhost
fa2fa63cd3 Updated the IDF Mod Project F-16I mod pydcs extension to version 2.2, which now also includes the F-16D variants. Still needs aircraft .yamls, icon & banner and loadouts for F-16Ds. F-16I loadouts may also need to be updated. 2022-10-05 08:51:54 +03:00
MetalStormGhost
ad09548c69 Force re-scanning of loadouts after the injection: inject_mod_payloads(Path(THIS_DIR.parent / "resources/mod_payloads/f16i_idf"))
This should fix a KeyError on a loadout path with the loadout files in resources/mod_payloads/
2022-08-14 17:01:37 +03:00
MetalStormGhost
ae7a3ffa70 Renamed the weapon GBU_24_Paveway_III___2000lb_Laser_Guided_Bomb_ to GBU_24_Paveway_III___2000lb_Laser_Guided_Bomb, since the former doesn't exist on pydcs. 2022-08-06 23:51:15 +03:00
MetalStormGhost
bf7838e6cc Removed /MissionEditor/UnitPayloads/ from mod_payloads paths. Implemented a separate inject_mod_payloads method to support it. 2022-08-06 20:28:38 +03:00
MetalStormGhost
849b4e7e4e Removed /MissionEditor/UnitPayloads/ from mod_payloads paths. 2022-08-06 20:28:37 +03:00
MetalStormGhost
ef78824b05 Moved the section break one row up so it splits at five. 2022-08-06 20:28:36 +03:00
MetalStormGhost
53f28c6ad9 Added a new banner for the F-16C Barak and improved the handling of swapped icons. 2022-08-06 20:28:35 +03:00
MetalStormGhost
c3ea0c0df0 Added the flyable flag to F-16 IDF and F-16C-BARAK 2020. 2022-08-06 20:28:34 +03:00
MetalStormGhost
1c35b18cd9 Added squadrons and icon&banner for the F-16 (IDF) and Barak. 2022-08-06 20:28:34 +03:00
MetalStormGhost
b4e5efe3c0 Added "F-16I Sufa" and "F-16C Fighting Falcon (IDF mod)" to Israel factions and added missing planemod decorators. 2022-08-06 20:28:32 +03:00
MetalStormGhost
4dc619a140 Changed the mod setting save/load evaluation flow in Faction to satisfy mypy. 2022-08-06 20:28:07 +03:00
MetalStormGhost
9e9941ba94 Renamed inject_pylons -> inject_pylon 2022-08-06 20:28:06 +03:00
MetalStormGhost
b3ab2aed87 Updated the mod version number to v1.4.7 in QNewGameWizard.py and updated the changelog. 2022-08-06 20:28:06 +03:00
MetalStormGhost
840cbf66d9 Added aircraft yaml for the IDF mod F-16C_50. 2022-08-06 20:25:42 +03:00
MetalStormGhost
fccdd82d87 Changed the F-16I Liberation OCA/Runway loadout back to dumb bombs because the DCS AI cannot use the GBU-24 penetrator against runways. Added loadouts for the F-16C-BARAK 2020 and IDF mod F-16C_50. 2022-08-06 20:25:41 +03:00
MetalStormGhost
1a440f40b8 Added a separate directory for mod loadouts for stock aircraft which are modified by mods. Uses the existing inject_custom_payloads function to override the loadouts from there in case the mod is selected. 2022-08-06 20:25:41 +03:00
MetalStormGhost
9276db05d7 Loading saved mod settings from the faction now works. 2022-08-06 20:25:40 +03:00
MetalStormGhost
716224da13 Changed mod_settings into Optional[ModSettings] 2022-08-06 20:25:40 +03:00
MetalStormGhost
204060665f Store mod settings so mod properties can be injected again on game load, in case mods like CJS F/A-18E/F/G or IDF F-16I are selected by the player. 2022-08-06 20:25:39 +03:00
MetalStormGhost
1dd1ef6933 Updated the IDF Mod Project F-16I mod pydcs extension to version 1.4.7 2022-08-06 20:24:03 +03:00
MetalStormGhost
4fe0102b7b Added a pydcs extension for the IDF Mod Project F-16I mod version 1.4, utilizing the pylon_injector written for the CJS Superbug mod support. Includes banner by Schmokedpancake. 2022-08-06 20:24:03 +03:00
2822 changed files with 46380 additions and 320993 deletions

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@@ -1,8 +0,0 @@
[report]
exclude_lines =
pragma: no cover
if TYPE_CHECKING:
[run]
branch = True
source = game,pydcs_extensions,qt_ui,resources/tools

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@@ -3,7 +3,7 @@ name: Bug report
description: >
Use for any bug that happens after campaign generation. If the New Game wizard
failed, use the "New Game wizard failed" template instead.
labels: ["Bug", "Priority Medium"]
labels: bug
body:
- type: markdown
attributes:
@@ -31,8 +31,9 @@ body:
If the bug was found in a test/development build, select "Test build" or "Development build"
and provide a link to the applicable build in the field below.
options:
- v1.4.1
- 1.0.0
- Test build
- Development build
- type: input
attributes:
label: Test/Development build

View File

@@ -2,19 +2,19 @@
name: Campaign update submission
about: Submit an update to a campaign you maintain.
title: 'Update for <campaign name>'
labels: Campaign Update Submission
labels: campaign-update-submission
assignees: ''
---
This form should only be used for submitted updated miz/json files for campaigns
distributed with Retribution. If you are _requesting_ an update to a campaign, see
https://github.com/dcs-retribution/dcs-retribution/wiki/Campaign-maintenance. If the
distributed with Liberation. If you are _requesting_ an update to a campaign, see
https://github.com/dcs-liberation/dcs_liberation/wiki/Campaign-maintenance. If the
campaign has an owner, it will be updated before release. If it does not, you can
volunteer to own it.
If you are not the owner of the campaign listed on
https://github.com/dcs-retribution/dcs-retribution/wiki/Campaign-maintenance, please start
https://github.com/dcs-liberation/dcs_liberation/wiki/Campaign-maintenance, please start
there.
Otherwise, delete everything above the line below and fill out the following form. Note:

View File

@@ -1,17 +0,0 @@
---
name: Code Architecture
description: >
Suggest a refactor, or other issues related to the codebase.
labels: ["Refactor", "Python", "Priority Low"]
body:
- type: markdown
attributes:
value: >
Before filing, please search the issues to see if the problem has already been reported.
- type: textarea
attributes:
label: Describe your proposal.
description: >
Indicate where the issue lies and briefly explain how you plan to tackle it.
validations:
required: true

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@@ -1,12 +1,12 @@
blank_issues_enabled: false
contact_links:
- name: FAQ
url: https://discord.gg/b4x34Bg4We
url: https://discord.gg/PXHA6AXw
about: Check to see if your issue is in the FAQ.
- name: Manual
url: https://github.com/dcs-retribution/dcs-retribution/wiki/
url: https://github.com/dcs-liberation/dcs_liberation/wiki/
- name: Feature blocking DCS AI bugs
url: https://github.com/dcs-retribution/dcs-retribution#dcs-bugs
url: https://github.com/dcs-liberation/dcs_liberation#dcs-bugs
about: >
A list of known DCS bugs that prevent us from improving AI behavior. Check
the list before filing AI bugs here to see if it's something we know about

View File

@@ -0,0 +1,21 @@
---
name: Feature request
about: Suggest an idea for this project
title: ''
labels: enhancement
assignees: ''
---
Before filing, please search the issue tracker to see if this feature has already been requested.
If requesting a DCS AI feature, check If reporting a DCS AI bug, check https://github.com/dcs-liberation/dcs_liberation#dcs-bugs.
**Is your feature request related to a problem? Please describe.**
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
**Describe the solution you'd like**
A clear and concise description of what you want to happen.
**Additional context**
Add any other context or screenshots about the feature request here.

View File

@@ -1,31 +0,0 @@
---
name: Feature Request
description: >
Suggest an idea for this project.
labels: ["Enhancement", "Priority Medium"]
body:
- type: markdown
attributes:
value: >
Before filing, please search the issue tracker to see if this feature has already been requested.
If requesting a DCS AI feature, check If reporting a DCS AI bug,
check https://github.com/dcs-retribution/dcs-retribution#dcs-bugs.
- type: textarea
attributes:
label: Is your feature request related to a problem? Please describe.
description: >
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]
validations:
required: true
- type: textarea
attributes:
label: Describe the solution you'd like
description: >
A clear and concise description of what you want to happen.
validations:
required: true
- type: textarea
attributes:
label: Additional context
description: >
Add any other context or screenshots about the feature request here.

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@@ -1,8 +1,8 @@
---
name: Mod support request
about: Request Retribution support for new mods, or updates to existing mods
about: Request Liberation support for new mods, or updates to existing mods
title: Add/update <mod name>
labels: Mod Request
labels: mod support
assignees: ''
---

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@@ -3,7 +3,7 @@ name: New Game wizard failed
description: >
Use for bugs that prevent the "New Game" wizard from completing successfully.
If the wizard completes without issue, use the normal bug report template.
labels: ["Bug", "Priority High"]
labels: bug
body:
- type: markdown
attributes:
@@ -39,8 +39,9 @@ body:
If the bug was found in a test/development build, select "Test build" or "Development build"
and provide a link to the applicable build in the field below.
options:
- 1.4.1
- 1.0.0
- Test build
- Development build
- type: input
attributes:
label: Test/Development build

View File

@@ -1,5 +1,5 @@
name: Build Retribution package
description: Assembles the full Retribution application.
name: Build Liberation package
description: Assembles the full Liberation application.
runs:
using: composite
steps:

View File

@@ -1,10 +1,10 @@
name: Retribution JS set-up
description: Sets up the Retribution Javascript environment.
name: Liberation JS set-up
description: Sets up the Liberation Javascript environment.
runs:
using: composite
steps:
- name: Set up Node
uses: actions/setup-node@v4
uses: actions/setup-node@v2
with:
node-version: "16"
cache: npm

View File

@@ -1,12 +1,12 @@
name: Retribution Python set-up
description: Sets up the Retribution Python environment.
name: Liberation Python set-up
description: Sets up the Liberation Python environment.
runs:
using: composite
steps:
- name: Set up Python
uses: actions/setup-python@v5
uses: actions/setup-python@v2
with:
python-version: "3.11"
python-version: "3.10"
cache: pip
- name: Install environment
@@ -19,3 +19,5 @@ runs:
run: |
./venv/scripts/activate
python -m pip install -r requirements.txt
# For some reason the shiboken2.abi3.dll is not found properly, so I copy it instead
Copy-Item .\venv\Lib\site-packages\shiboken2\shiboken2.abi3.dll .\venv\Lib\site-packages\PySide2\ -Force

View File

@@ -12,7 +12,7 @@ jobs:
build:
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v2
with:
submodules: true
@@ -35,7 +35,7 @@ jobs:
Compress-Archive -Path .\dist\dcs-retribution\ -DestinationPath
dist\dcs-retribution.zip
- uses: actions/upload-artifact@v4
- uses: actions/upload-artifact@v2
with:
name: dcs-retribution
path: dist/dcs-retribution.zip
@@ -45,19 +45,9 @@ jobs:
with:
webhook_url: ${{ secrets.discord_webhook_betas }}
title: "Build #${{ github.run_number }} available!"
message: "**Branch:** ${{ github.ref_name }}\n**Download link:\n** https://github.com/dcs-retribution/dcs-retribution/actions/runs/${{ github.run_id }}"
message: "**Branch:** ${{ github.ref_name }}\n**Download link:\n**
https://github.com/dcs-retribution/dcs-retribution/actions/runs/${{ github.run_id }}"
include_image: true
avatar_url: https://github.githubassets.com/images/modules/logos_page/GitHub-Mark.png
username: GitHub Build Notifier
if: github.repository == 'dcs-retribution/dcs-retribution' && startsWith(github.ref_name, 'test')
- name: Send status to Discord
uses: stegzilla/discord-notify@v2
with:
webhook_url: ${{ secrets.discord_webhook_alphas }}
title: "Build #${{ github.run_number }} available!"
message: "**Branch:** ${{ github.ref_name }}\n**Download link:\n** https://github.com/dcs-retribution/dcs-retribution/actions/runs/${{ github.run_id }}"
include_image: true
avatar_url: https://github.githubassets.com/images/modules/logos_page/GitHub-Mark.png
username: GitHub Build Notifier
if: github.repository == 'dcs-retribution/dcs-retribution' && github.ref_name == 'dev'
if: startsWith(github.ref_name, 'test')

View File

@@ -7,8 +7,8 @@ jobs:
name: Black
runs-on: ubuntu-latest
steps:
- uses: actions/checkout@v4
- uses: actions/setup-python@v5
- uses: actions/checkout@v2
- uses: actions/setup-python@v2
- uses: psf/black@stable
with:
src: "."
@@ -18,7 +18,7 @@ jobs:
name: Type checking
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v2
with:
submodules: true

View File

@@ -14,7 +14,7 @@ jobs:
build:
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v2
with:
submodules: true
@@ -33,7 +33,7 @@ jobs:
with:
release: true
- uses: actions/upload-artifact@v4
- uses: actions/upload-artifact@v2
with:
name: dcs-retribution
path: dist/
@@ -42,7 +42,7 @@ jobs:
needs: [build]
runs-on: windows-latest
steps:
- uses: actions/download-artifact@v4
- uses: actions/download-artifact@v2
with:
name: dcs-retribution

View File

@@ -5,7 +5,7 @@ jobs:
name: Python tests
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- uses: actions/checkout@v2
with:
submodules: true
@@ -15,24 +15,4 @@ jobs:
- name: run tests
run: |
./venv/scripts/activate
pytest --cov --cov-report=xml tests
- name: Upload coverage reports to Codecov
uses: codecov/codecov-action@v3
ts-tests:
name: Typescript tests
runs-on: windows-latest
steps:
- uses: actions/checkout@v4
- name: Set up JS environment
uses: ./.github/actions/setup-liberation-js
- name: run tests
run: |
cd client
npm test -- --coverage
- name: Upload coverage reports to Codecov
uses: codecov/codecov-action@v3
pytest tests

5
.gitignore vendored
View File

@@ -1,15 +1,11 @@
*.pyc
__pycache__
build/**
# Sphinx
docs/_build
resources/payloads/*.lua
venv
.DS_Store
.vscode/settings.json
dist/**
/.coverage
/coverage.xml
# User-specific stuff
.idea/
.env
@@ -22,6 +18,5 @@ env/
/logs/
/resources/logging.yaml
/resources/plugins/pretense/pretense_output.lua
*.psd

View File

@@ -1,6 +1,6 @@
repos:
- repo: https://github.com/psf/black
rev: 24.8.0
rev: 22.6.0
hooks:
- id: black
language_version: python3

View File

@@ -1,13 +0,0 @@
version: 2
build:
os: ubuntu-22.04
tools:
python: "3.11"
sphinx:
configuration: docs/conf.py
python:
install:
- requirements: docs/requirements.txt

View File

@@ -11,7 +11,7 @@ Note that you may need to remove the filter for open bugs if it's something we'v
## Making content for Liberation
You can create new campaigns : See [campaign creation wiki](https://github.com/dcs-retribution/dcs-retribution/wiki/Custom-Campaigns).
You can create new campaigns : See [campaign creation wiki](https://github.com/dcs-liberation/dcs_liberation/wiki/Custom-Campaigns).
You can also improve existing campaigns.
You can then submit new campaigns on the "campaigns" channel on Discord, or by making a pull request if you are comfortable with git.

View File

@@ -2,7 +2,7 @@
(Github Readme Banner and Splash screen Artwork by Andriy Dankovych, CC BY-SA 4.0)
[![Patreon](https://img.shields.io/badge/patreon-become%20a%20patron-orange?logo=patreon)](https://patreon.com/dcsliberation)
[![Patreon](https://img.shields.io/badge/patreon-become%20a%20patron-orange?logo=patreon)](https://patreon.com/khopa)
[![Download](https://img.shields.io/github/downloads/dcs-retribution/dcs-retribution/total?label=Download)](https://github.com/dcs-retribution/dcs-retribution/releases)
@@ -12,48 +12,42 @@
[![GitHub issues](https://img.shields.io/github/issues/dcs-retribution/dcs-retribution)](https://github.com/dcs-retribution/dcs-retribution/issues)
![GitHub stars](https://img.shields.io/github/stars/dcs-retribution/dcs-retribution?style=social)
## About DCS Retribution
(Last update: 2023-05-20)
DCS Retribution was forked from [DCS Liberation](https://github.com/dcs-liberation/dcs_liberation),
## About DCS Retribution
DCS Retribution was forked from [DCS Liberation](https://github.com/dcs-retribution/dcs-retribution),
which is a [DCS World](https://www.digitalcombatsimulator.com/en/products/world/) turn based single-player or co-op dynamic campaign.
It is an external program that generates full and complex DCS missions and manage a persistent combat environment.
![Screenshot](https://user-images.githubusercontent.com/315852/120939254-0b4a9f80-c6cc-11eb-82f5-ce3f8d714bfe.png)
DCS Retribution is still relying on Liberation for certain updates,
and will possibly stay that way in a more distant future. Therefore,
DCS Retribution will rely heavily on Liberation in the near future,
and possibly in a more distant future as well since Retribution will attempt
to stay backwards compatible for as long as possible. Therefore,
the patreon link will keep pointing to [Khopa's](https://github.com/Khopa) account until further notice.
However, we are no longer backwards compatible with Liberation, and will no longer attempt to do so.
Instead, we are focussing on keeping our campaigns forward compatible so that you as a user
can continue on whatever campaign you had going on.
Please keep in mind that once you save a campaign that was started
in a previous (save-compatibility breaking) build, your save file
will have been migrated and thus no longer compatible with the previous build.
Therefore, we recommend backing up your saves and perhaps organizing them by version/build number.
For a more complete overview of our features, check the
[changelog](https://github.com/dcs-retribution/dcs-retribution/blob/main/changelog.md).
Currently, Retribution supports the following new features:
* A livery selector in the air wing configuration dialog
* Support for campaigns with quad-point triggers
* Support for the F-15D 'Baz' mod
* Support for the Su-30 mod
* Elementary end-game mechanics
* Variation in flight-size for BAI/ANTISHIP/DEAD/STRIKE main flight (randomize 2/3/4-ships)
* More performance options
* Various bug-fixes (including a fix for the zombie carrier)
* And more... (See [changelog](https://github.com/dcs-retribution/dcs-retribution/blob/main/changelog.md))
## Downloads
Latest release is available here : https://github.com/dcs-retribution/dcs-retribution/releases
To download preview builds of the next version of DCS Retribution, see https://github.com/dcs-retribution/dcs-retribution/wiki/Betas.
To download preview builds of the next version of DCS Retribution, see https://github.com/dcs-retribution/dcs-retribution/wiki/Preview-builds.
## DCS bugs
~~These DCS bugs prevent us from improving AI behavior. Please upvote them! (But please
_don't_ spam them with comments):~~
These DCS bugs prevent us from improving AI behavior. Please upvote them! (But please
_don't_ spam them with comments):
* ~~[A2A and SEAD escorts don't escort](https://forums.eagle.ru/topic/251798-options-for-alternate-ai-escort-behavior/?tab=comments#comment-4668033)~~
* ~~[DEAD can't use mixed loadouts effectively](https://forums.eagle.ru/topic/271941-ai-rtbs-after-firing-decoys-despite-full-load-of-bombs/)~~
While DCS bugs are still a thing, we don't quite agree with the ones stated above.
We believe to have addressed these, although some quirks still exist.
For example, SEAD Escorts tend to be a little picky with what they engage,
especially with older SAM systems.
* [A2A and SEAD escorts don't escort](https://forums.eagle.ru/topic/251798-options-for-alternate-ai-escort-behavior/?tab=comments#comment-4668033)
* [DEAD can't use mixed loadouts effectively](https://forums.eagle.ru/topic/271941-ai-rtbs-after-firing-decoys-despite-full-load-of-bombs/)
## Bugs and feature requests
@@ -76,7 +70,7 @@ for that release. Items in the To do column are planned to be added to that rele
Tutorials, contributors and developer's guides are available in the project's
[Wiki](https://github.com/dcs-retribution/dcs-retribution/wiki/)
(Some historical information is also availabe on
(These need to be written again, meanwhile you can refer to
[Liberation's Wiki](https://github.com/dcs-liberation/dcs_liberation/wiki/))
## Special Thanks
@@ -90,7 +84,5 @@ Excellent lua scripts DCS Liberation/Retribution uses as plugins:
* For the JTAC feature, DCS Retribution embeds Ciribob's JTAC Autolase [script](https://github.com/ciribob/DCS-JTACAutoLaze).
* Walder's [Skynet-IADS](https://github.com/walder/Skynet-IADS) is used for Integrated Air Defense System.
* Carstens Arty Spotter https://www.digitalcombatsimulator.com/en/files/3339128/ is an amazing force multiplyer to drop the hammer on enemies.
* MBot's [Call Artillery Script](https://forum.dcs.world/topic/310506-call-artillery-script/) uses in-map artillery and forward observers to enable artillery fire missions.
Please also show some support to these projects !

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@@ -1,576 +1,79 @@
# Retribution v1.5.0
# Retribution 1.0.0
## Features/Improvements
* **[Campaigns]** Ability to define invisible FOBs
* **[Campaigns]** Ability to define influence zones for Control Points
* **[Plugins]** Improvements to AI support for EW Script 2.0
* **[Plugins]** Add moose as a base plugin
* **[Config]** New preference setting to trigger the first-start window on every start (could help in scenarios multiple Retribution instances need to run concurrently)
* **[Modding]** Update Grinelli Designs F-22A Mod to 2.0.0 (May 2025)
* **[Campaign Design]** Added support for Germany Cold War terrain by Ugra Media
* **[Options]** New option to control EPLRS-task injection in mission generator
* **[Modding]** Add Tornado F3 ADV (v1.0, requires FC3 fix)
* **[Modding]** Add Military Aircraft Mod 1.7.2 (See VSN Discord)
* **[Payload Editor]** Add Sniper POD
* **[Modding]** Update SU-30 mod to v2.8.04 Beta + CWS 3.72
* **[Plugins]** EW Script - DEAD added to applicable flight types.
* **[Plugins]** EW Script - Offensive Jamming restricted to aircraft with ALQ99/249 pods, or "has_built_in_jamming: true" in aircarft yaml (AI and Player)
* **[Modding]** Update to CJS Super Hornet Mod v2.4.4
* **[Engine]** Support for DCS 2.9.20.15010, including MiG-29A Fulcrum support.
* **[Campaigns]** Ability to define neutral FOBs and Airfields
* **[Modding]** Add Airboss Moose Module
* **[AirWing]** Use aircraft display names for easier differentiation between modules
## Fixes
* **[Flight Plans]** Fixed bugs wrt planning escort flights
* **[Flight Plans]** Added AntiShipStrike as a fallback task for OCA/Aircraft to fix a bug where the S-3B could not do OCA/Aircraft
* **[Squadrons]** Fixed a bug where loading an air wing config would not properly load all squadrons
* **[Flight Plans]** Fixed a bug where SEAD flights would fire one ARM and RTB
* **[Plugins]** EW Script - Fix radar detection routine.
* **[Campaign]** Fixed a bug where sinking a destroyer in a carrier group would cause squadrons to be removed from the carrier
* **[Engine]** Fixed a bug with transfers to Helipads
* **[Engine]** Fixed a bug with parking allocation
* **[Flight Plans]** Fixed a bug where divert airfield was broken for opfor
* **[Engine]** Fixed a bug with state.json loading wrt transfers
* **[Engine]** Fixed a bug wrt pretense generation and moose script conflicts
* **[Engine]** Fixed a bug where frontline debriefing was not properly calculated
* **[Mission Generation]** Fixed an issue where blue and red units spawned next to each other on frontlines
# Retribution v1.4.1 (hotfix)
## Fixes
* **[Plugins]** Avoid injecting jamming-tasks for player-controller aircraft when EW-Jamming plugin is disabled
# Retribution v1.4.0
## Features/Improvements
* **[Payload Editor]** Ability to configure liveries on flight/flight-member level
* **[Factions]** Support for definitions in yml/yaml format
* **[Campaigns/Factions]** Support for inline recommended faction in campaign's yaml file
* **[Squadrons]** Ability to define a livery-set for each squadron from which Retribution will randomly choose during mission generation
* **[Modding]** Updated support for F/A-18E/F/G mod version 2.2.5
* **[Modding]** Added VSN F-106 Delta Dart mod support (v2.9.4.101)
* **[Modding]** Added OH-6 Cayuse (v1.2) mod support, including the Vietnam Asset Pack v1.0
* **[Modding]** Added VSN EA-6B Prowler mod support (v2.9.4.102)
* **[Modding]** Added tripod3 Cold War assets mod support (v1.2)
* **[Modding]** Added VSN Mirage III mod support (2.5.7.01)
* **[Campaign Setup]** Allow adjustments to naval TGOs (except carriers) on turn 0
* **[Campaign Design]** Ability to configure specific carrier names & types in campaign's yaml file
* **[Mission Generation]** Ability to inject custom kneeboards
* **[Options]** Extend option (so it can be disabled when fixed in DCS) to force air-starts (except for the slots that work) at Ramon Airbase, similar to the Nevatim fix in Retribution 1.3.0
* **[Options]** New option in Settings: Default start type for Player flights.
* **[AirWing]** Expose OPFOR Squadrons, giving the ability to change liveries, auto-assignable mission types & an easy way to retrieve debug information.
* **[ATO]** Allow planning as OPFOR
* **[Campaign Design]** Support for latest maps (Kola, Afghanistan, Iraq)
* **[UI]** Zoom level retained when switching campaigns
* **[UX]** Allow changing squadrons in flight's edit dialog
* **[Cheats]** Sink/Resurrect carriers instead of showing an error during cheat-capture (use AWCD-cheat to add squadrons upon resurrection)
* **[UI/UX]** Allow changing conditions such as Time, Date & Weather
* **[Modding]** Added support for Su-15 Flagon mod (v1.0)
* **[Plugins]** Support for Carsten's Arty Spotter script
* **[Plugins]** Support for MBot's Call Artillery script (using on-map artillery)
* **[Modding]** Added support for SK-60 mod (v1.2.1)
* **[Mission Generation]** Introducing the Armed Recon flight plan, i.e. CAS against any Theater Ground Object
* **[Doctrine]** Ability to customize the startup time allocated to the player
* **[Mission Generation]** Ability to choose whether player flights can spawn on the sixpack or not
* **[Options]** New options in Mission Generator section: Limit AI radio callouts & Suppress AI radio callouts.
* **[Options]** New option to use the combat landing flag in the landing waypoint task for helicopters.
* **[UI/UX]** Sync package waypoints when primary flight's waypoints are updated and recreate other flights within the package to ensure JOIN, INGRESS & SPLIT are synced
* **[UI/UX]** Allow changing loadout on flight creation
* **[UI]** Display TOT for all waypoints in the flight plan
* **[UI]** Edit basic datalink properties for applicable aircraft
* **[Mission Generation]** Automatic datalink network setup for applicable aircraft (_should_ in theory avoid the need to re-save the mission)
* **[Options]** New option to force-enable deck-crew for super-carriers on dedicated server.
* **[Mission Generation]** Enable Supercarrier's LSO & Airboss stations
* **[UX]** Default settings are now loaded from Default.zip
* **[Autoplanner]** Plan Air-to-Air Escorts for AWACS & Tankers
* **[Package Planning]** Ability to plan recovery tanker flights
* **[Modding]** Support for Bandit's cloud presets mod (v15)
* **[UX]** Reduce size of save-file by loading landmap data on the fly, which also implies no new campaign needs to be started to benefit from an updated landmap
* **[New Game Wizard]** Ability to save an edited faction during new game creation
* **[Options]** New option to make AI helicopters prefer vertical takeoff and landing
* **[Campaign Design/Mission Generation]** Introduction of "rebel zones" which randomly spawn units according to the campaign's definitions.
* **[Mission Generation]** Missile sites now fire at random times instead of all at the beginning of the mission
* **[Modding]** Support for CurrentHill's Chinese Asset Pack (v1.1.4)
* **[Modding]** Updated support for CurrentHill's Swedish Asset Pack (v1.1.0)
* **[Modding]** Support for CurrentHill's Russian Asset Pack (v1.2.0)
* **[Modding]** Support for CurrentHill's USA Asset Pack (v1.1.5)
* **[Modding]** Update CJS Super Hornet to 2.4.2
* **[Modding]** Support for Cowboy's E-7A Wedgetail mod (Supports EW Script Offensive Jamming)
* **[Modding]** Support for szcz's MiG-31BM (v2.0)
* **[Plugins]** Added initial AI support for EW Script 2.0
* **[Options]** Ability to configure certain forced-options via a file (WIP: https://github.com/dcs-retribution/dcs-retribution/issues/490).
## Fixes
* **[UI/UX]** A-10A flights can be edited again
* **[Mission Generation]** IADS bug sometimes triggering "no skynet usable units" error during mission generation
* **[New Game Wizard]** Campaign errors show a dialog again and avoid CTDs
* **[UI]** Landmap wasn't updating when switching to a different theater
* **[Mission Results Processor]** Squadrons of a sunken carrier are now disbanded
* **[Mission Generation]** Introduced option to switch alt-type to AMSL during mission generation to avoid helicopters wanting to submerge over certain parts of the sea.
# Retribution v1.3.1
#### Note: Re-save your missions in DCS' Mission Editor to avoid possible crashes due to datalink (usually the case when F-16C blk50s are used) when hosting missions on a dedicated server.
## Fixes
* **[UX]** Fix save-compatibility issue
* **[UX]** Avoid crash on startup due to incompatible save
# Retribution v1.3.0
#### Note: Re-save your missions in DCS' Mission Editor to avoid possible crashes due to datalink (usually the case when F-16C blk50s are used) when hosting missions on a dedicated server.
## Features/Improvements
* **[Engine]** Support for DCS v2.9.3.51704
* **[Package Planning]** Option to "Auto-Create" package
* **[Modding]** Custom weapons injection system (definition in aircraft's yaml file)
* **[Payload Editor]** Ability to save/back-up payloads
* **[Options]** New option in Settings: CAS engagement range (nmi)
* **[Options]** New option in Settings: Convert untasked OPFOR aircraft into client slots
* **[Options]** Split the **Disable idle aircraft at airfields** setting into **Disable untasked BLUFOR aircraft at airfields** and **Disable untasked OPFOR aircraft at airfields**
* **[Options]** Split off the **Automatic AWACS package planning** and **Automatic Theater tanker package planning** settings from **Automatic package planning behavior** so players can choose to have AWACS and theater tankers auto-planned, while managing everything else themselves
* **[Modding]** Updated support for Su-30 mod to V2.7.3 Beta
* **[Modding]** Updated support for Su-57 mod to build-04
* **[Modding]** Updated support for F-4B/C Phantom mod to 2.8.7.204
* **[Modding]** Updated Community A-4E-C mod version support to 2.2.0 release.
* **[Modding]** Added F/A-18E/F Super Hornet AI Tanker mod support (Chiller Juice Studios SuperBug Tanker AI version 1.4)
* **[Modding]** Added VSN Super Étendard mod support (v2.5.5)
* **[Modding]** Added F9F Panther mod support (version v2.8.7.101)
* **[Modding]** Updated Irondome support to IDF Assets Pack V1.1, adding support for the David's Sling
* **[Radios]** Added HF-FM band for AN/ARC-222
* **[Radios]** Ability to define preset channels for radios on squadron level (for human pilots only)
* **[Mission Planning]** Avoid helicopters being assigned as escort to planes and vice-versa
* **[Mission Planning]** Allow attack helicopters to escort other helicopters
* **[UI]** Allow changing waypoint names in FlightEdit's waypoints tab
* **[Waypoints]** Allow user to add navigation waypoints where possible without degrading to a custom flight-plan
* **[Campaign Management]** Improve squadron retreat logic to account for parking-slot sizes
* **[Autoplanner]** Support for auto-planning Air Assaults
* **[UI]** Improved frequency selector to support all modeled bands for every aircraft's intra-flight radio
* **[Options]** New options in Settings: Helicopter waypoint altitude (feet AGL) for combat & cruise waypoints
* **[Options]** New options in Settings: Spawn ground power trucks at ground starts in airbases/roadbases
* **[Options]** Option for hiding TGOs (with IADS roles) on MFD
* **[Plugins]** Splash Damage 2.1 with Clusters and Ship Radar effects.
* **[COMMs]** Aircraft-specific callsigns will now also be used.
* **[COMMs]** Ability to set a specific callsign to a flight.
* **[Mission Generator]** Channel terrain fix on exclusion zones, sea zones and inclusion zones
* **[Options]** Cheat-option for accessing Air Wing Config Dialog after campaign start (re-initializes turn if applied, thus plan your mission ___after___ making changes)
* **[Options]** Option to enable unlimited fuel for AI (player and non-player flights)
* **[Mission Generator]** F-15E Strike targets are automatically added as Mission Set 1
* **[Mission Generator]** Set F-14's IP waypoint according to the flight-plan's ingress point
* **[Mission Generator]** Automatically de-spawn aircraft when arrival/divert is an off-map spawn
* **[Options]** Option to de-spawn AI flights in the air if their start-type was manually set to In-Flight
* **[Campaign Design]** Ability to add separate ground spawns for C-130 and other large aircraft to campaigns.
* **[Config]** Preference setting to use custom Liberation payloads instead of prioritizing Retribution's default
* **[Config]** Preference setting to configure the server-port on which Retribution's back-end will run
* **[Options]** Made AI jettisoning empty fuel tanks optional (disabled by default)
* **[Options]** Add option (so it can be disabled when fixed in DCS) to force air-starts (except for the slots that work) at Nevatim due to https://forum.dcs.world/topic/335545-29-nevatim-ramp-starts-still-bugged/
* **[Cheat]** Add cheat option to manually manage REDFOR's TGOs
* **[UX]** Buy/Replace TGOs for free before the campaign has started
* **[Data]** Ability to define "cruise" & "combat" altitudes for airplanes
* **[Options]** Option to randomize altitudes for flights with airplanes
* **[Options]** Options to configure/override maximum mission distance for airplanes & helicopters
## Fixes
* **[Mission Generation]** Anti-ship strikes should use "group attack" in their attack-task
* **[New Game Wizard]** Faction selection overview doesn't update when inverting map
* **[New Game Wizard]** Aircraft mods are now handled better when they are disabled
* **[Payloads]** Added/Updated (missing) payloads
* **[Aircraft Tasking]** Revised aircraft tasking, filtering out incompatible tasks for several aircraft
* **[Data]** Corrected the class of the USS Samuel Chase from Logistics to LandingShip, in order to prevent it being spawned as part of AAA sites.
* **[Mission Generation]** Helicopters oscillating due to over-speeding
* **[Mission Generation]** Fix infinite loop when using "Fast-Forward to first contact"
* **[Capture Logic]** Release all parking slots when an airbase is captured
* **[Modding]** Swedish Military Assets Pack air defence presets are now correctly removed from the faction when the mod is disabled.
* **[Mission Generation]** Naval aircraft not always returning to carrier
* **[Mission Generation]** AI AirLift aircraft crashing into terrain due to insufficient waypoints
* **[Mission Generation]** Fix friendly AI shooting at fires on the front-line
# Retribution v1.2.1 (hotfix)
## Fixes
* **[Flight Plans]** SEAD Sweep not being auto-planned
* **[Modding]** Python-4 no longer overwrites AIM-9X
* **[Modding]** Restore original amount of pylons to F-16C when "ejecting" sufa mod
# Retribution v1.2.0
## Features/Improvements
* **[Preset Groups]** Add SA-2 with ZSU-23/57
* **[Campaign Design]** Ability to define almost all possible settings in the campaign's yaml file.
* **[Campaign Design]** Ability to add roadbases and/or ground spawns to campaigns.
* **[Campaign Design]** Ability to define SCENERY REMOVE OBJECTS ZONE triggers with the roadbase objects in campaign miz. This might not work reliably in multiplayer due to DCS issues. FARPs can be used to remove scenery objects in multiplayer.
* **[Options]** Implemented an option in settings to disable the above SCENERY REMOVE OBJECTS ZONE triggers.
* **[Campaign Management]** Improved squadron retreat logic at longer ranges.
* **[Options]** Ability to load & save your settings.
* **[Options]** Added a separate Doctrine page in settings with the following new options:
* Minimum number of aircraft for autoplanner to plan OCA packages against
* Airbase threat range (nmi)
* SEAD Sweep threat buffer distance (nmi)
* SEAD Escort/Sweep threat buffer distance (nmi)
* TARCAP threat buffer distance (nmi)
* AEW&C threat buffer distance (nmi)
* Theater tanker threat buffer distance (nmi)
* **[Options]** Improved the option to configure OPFOR autoplanner aggressiveness. The AI might now take even more risks and plan missions against defended targets.
* **[Options]** Added three new options in Settings:
* Autoplanner plans refueling flights for Strike packages
* Autoplanner plans refueling flights for OCA packages
* Autoplanner plans refueling flights for DEAD packages
* **[UI]** Added fuel selector in flight's edit window.
* **[Plugins]** Expose Splash Damage's "game_messages" option and set its default to false.
* **[Mission Generation]** Improved AI SEAD capabilities, allowing for mixed loadouts using Decoys, ARMs & ASMs.
* **[Modding]** Support for A-7E Corsair II (presumed latest available version)
* **[Squadrons]** Added many new squadron's by Adecarcer
* **[Plugins]** Updated 'expl_table' in Splash Damage script.
* **[Mission Generation]** Also save kneeboards in txt-format, found under "kneeboards" within Retribution's installation folder after pressing take-off.
* **[Modding]** Support for SW mod v2.55
* **[Modding]** Support for Spanish & Australian Naval Assets v3.2.0 by desdemicabina
* **[Modding]** Support for Iron Dome v1.2 by IDF Mods Project
* **[New Game Wizard]** Re-organized generator options & show the regular settings menu instead of the limited "Difficulty & Automation" page.
* **[Campaign Management]** Ability to operate harriers from FOBs/FARPs for <ins>__human pilots only__</ins>. Please note that the autoplanner won't generate flights for harriers at FOBs/FARPs, which means you need to plan your missions manually.
* **[Mission Planning]** Allow NAV/REFUEL/DIVERT waypoints to be deleted without degrading to a custom flight-plan, also warning the user before actually degrading the flight-plan.
* **[Campaign Generation]** Split "full-strength start" from "squadron aircraft limits" option.
* **[Mission Generation]** General improvement w.r.t. DCS tasking, including a check for incompatible tasking.
* **[Mission Generation]** OCA-Runway flights will remain at altitude when using guided bombs.
* **[UX]** Added error message to indicate save-compatibility issues + fix to avoid total crash upon loading of last save.
* **[UI]** Improved parking space information in air wing configuration dialog.
* **[Squadrons]** Warning messages when opening up a squadron through the air wing dialog, indicating squadrons that potentially won't fit w.r.t. parking space.
* **[Squadrons Transfers]** Determine number of available parking slots more accurately w.r.t. squadron transfers, taking aircraft dimensions into account which should prevent forced air-starts.
* **[UX]** Allow usage of CTRL/SHIFT modifiers in ground unit transfer window.
* **[Campaign Design]** Ability to define "spawn-routes" for convoys, allowing them to start from the road without having to edit the mission
* **[Plugins]** Added "DCS Dismount" plugin.
* **[Plugins]** Added "EWR Jammer" plugin (only for humans, may change in the future).
* **[Campaign]** New campaign (Operation Desert Sabre) by Chimiste
* **[Plugins]** Updated CTLD to latest released version
* **[Options]** Renamed Maximum frontline length -> Maximum frontline width.
* **[Squadrons]** Add livery selector in Squadron Dialog, allowing you to change the livery during the campaign.
* **[New Game Wizard]** Automatically invert factions when 'Invert Map' is selected.
* **[Flight Plans]** Added "SEAD Sweep" flight plan, which basically reintroduces the legacy "SEAD Escort" flight plan where the flight will engage whatever it can find without actually escorting the primary flight.
* **[Flight Plans]** Added SEAD capability to F-16A MLU and SEAD Escort & SEAD to F-16A.
* **[Mission Generation]** Spawn unused helicopters or LHA-capable aircraft at helipads at FOBs
* **[Modding]** Support for F-15I Ra'am v1.0 by IDF Mods Project
## Fixes
* **[New Game Wizard]** Settings would not persist when going back to a previous page (obsolete due to overhaul).
* **[Mission Generation]** Unused aircraft are no longer claimed, fixing a bug where these aircraft would no longer be available after aborting the mission.
* **[Mission Generation]** Fixed (potential) bug in helipad assignments at FOBs/FARPs.
* **[Mission Generation]** Fix AI immediately returning to base when forced to air-start due to insufficient parking space.
* **[Modding]** Fixed a bug where F-16Ds were not correctly removed from the faction when the F-16I/F-16D mod was not selected
* **[UI]** Fixed F-16A MLU icon and banner.
# Retribution v1.1.1 (hotfix)
## Features/Improvements
* **[Modding]** Support for IDF Mod Project F-16I Sufa & F-16D v3.6 mod
* **[Modding]** Support for JAS-39 Gripen v1.8.5-beta mod
## Fixes
* **[Plugins]** Fix bug where changes to plugin options doesn't do anything.
* **[Campaign Management]** Fix bug in procurement when no squadrons are present.
* **[Layouts]** Fix edge-case bug layout's group size.
* **[Campaign Design]** Preset groups assigned to specific TGOs not working as intended.
# Retribution v1.1.0
## Features/Improvements
* **[Mission Generation]** Given a CAS flight was planned, delay ground force attack until first CAS flight is on station
* **[Mission Generation]** Add option to switch ATFLIR to LITENING automatically for ground based F/A-18C flights
* **[Mission Generation]** Add option to configure OPFOR autoplanner aggressiveness and have the AI take risks and plan missions against defended targets
* **[Mission Generation]** Add option to configure the desired tanker on-station time in settings
* **[Mission Generation]** Reserve GUARD frequency on VHF/UHF
* **[Mission Generation]** Randomization in radio frequency allocation
* **[Mission Generation]** Configurable number of Combined Arms slots
* **[Mission Generation]** Enable spectating & F11 free camera when the "Allow external views" option is selected
* **[Cheat Menu]** Option to instantly transfer squadrons across bases.
* **[Modding]** Support for IDF Mod Project F-16I Sufa & F-16D v3.2 mod
* **[Modding]** Support for F/A-18E/F/G mod version 2.1
* **[Modding]** Support for Swedish Military Assets for DCS by Currenthill Version 1.10
* **[UI]** Add selectable units in faction overview during campaign generation.
* **[UI]** Add button to rename pilots in Air Wing's Squadron dialog.
* **[UI]** Add clone buttons for flights & packages.
* **[UI]** Editing of flight's custom name.
* **[UI]** Introduce custom names for packages (purely for organizational purposes).
* **[UI]** Configurable UHF frequency (225-400MHz) for Packages, Carriers, LHAs, FOBs & FARPs.
* **[UI]** Configurable Intra-Flight frequency for Flights.
* **[UI]** Configurable TACAN for Carriers, LHAs & Tankers.
* **[UI]** Configurable ICLS for capable Carriers & LHAs.
* **[UI]** Configurable LINK4 for Carriers.
* **[Kneeboard]** Show package information in Support page
* **[Kneeboard]** Show extra weather information on 'Mission info' page
* **[Kneeboard]** Show BRC in 'RWY' column for aircraft carriers on 'Mission info' page
* **[Campaign Design]** Ability to define designated CTLD zones for Control Points (Airbases & FOBs/FARPs)
* **[Campaign Design]** Ability to define preset groups for specific TGOs, given the preset group is accessible for the faction and the task matches.
* **[Campaign Management]** Additional options for automated budget management.
* **[Campaign Management]** New options to allow more control of randomized flight sizes (applicable for BARCAP/CAS/OCA/ANTI-SHIP).
* **[Plugins]** Updated Splash Damage script to v2.0 by RotorOps.
* **[Mission Generation]** Improvements to DEAD & STRIKE flights, allowing AI to handle a larger variety of weapons.
* **[Campaign]** New campaign (1968 Yankee Station) by Adecarcer
## Fixes
* **[UI]** Removed deprecated options
* **[UI]** Add missing icon & banner for C130 Hercules mod
* **[Mission Generation]** Avoid aircraft from being assigned to helicopter parking spots, resulting into air starts that usually crash.
* **[Mission Generation]** Use stacking algorithm to create vertical separation between flights spawning mid-mission over their departure, usually resulting into mid-air collisions.
* **[Mission Generation]** Fixed all callsigns being "Enfield 1-1" on dedicated servers.
* **[Mission Generation]** Fixed AI ferry flights for helicopters when transferring to a FOB/FARP.
* **[Mission Generation]** Fixed 'Uninitialized flight' exception when adding flights after aborted take-off.
* **[Modding]** Fixed conflicts caused by HDS units
* **[UX]** Gracefully handle corrupted preferences file.
* **[Mission Generation]** Aircraft not using decoys during SEAD.
# Retribution v1.0.1 (hotfix)
* **[Mission Generation]** Fix serialization issue when STRIKE flight has no escorts
# Retribution v1.0.0
## Features/Improvements
* **[Engine]** Support for DCS v2.8.1.34437.
* **[Briefing]** Add tanker info to mission briefing
* **[Campaign]** Add 5 new campaigns by Oscar Juliet from WRL
* **[Campaign]** Add ability to define livery overrides also for ground/naval units
* **[Data]** Added data to support C-47 Skytrain.
* **[Data]** Added data to support F-16A MLU.
* **[Data]** Added data to support KS-19 & SON-9, including support for "AAA Site" layout.
* **[Mission Generation]** Add option to configure the maximum front-line length in settings
* **[Mission Generation]** Use Escort & SEAD tasks for Escort & SEAD Escort flights
* **[Mission Generation]** Variable flight-size (2/3/4-ship) for
BAI/ANTISHIP/DEAD/STRIKE/BARCAP/CAS/OCA/AIR-ASSAULT (main) missions
* **[Mission Generation]** Add option to only generate night missions
* **[Modding]** Support for F-15D 'Baz' mod version 1.0
* **[Modding]** Support for Su-30 mod version 2.01B
* **[Modding]** Support for A-6A Intruder version 2.7.5.01
* **[Modding]** Support for F-4B Phantom II mod version v2.7.10.02, patch 2022.10.02
* **[Modding]** Support for F-100 Super Sabre mod versions v2.7.18.01 & 2.7.18.30765 and patch 20.10.22
* **[Modding]** Support for F-100 Super Sabre mod versions v2.7.18.01 & 2.7.18.30765 and patches 30.09.22 & 09.10.22
* **[Modding]** Support for F-105 mod version 2.7.12.23x
* **[Modding]** Support IDF Mod Project F-16I Sufa & F-16D v2.2 mod
* **[Modding]** Support for F-84G mod version 2.5.7.01
* **[Modding]** Updated F-104 mod version support to 2.7.11.222.01
* **[Modding]** Updated Community A-4E-C mod version support to 2.1.0 release.
* **[UI]** Add livery selector to Air Wing Configurator's squadrons.
* **[Performance]** Added performance option: Maximum front-line unit supply per control point.
* **[Performance]** Added performance option: Disable convoys.
* **[Performance]** Added performance option: Front-line troops prefer roads.
* **[Performance]** Added performance option: Disable idle aircraft at airfields.
* **[Squadrons]** Squadron pilot limits enabled by default.
* **[UI]** Add livery selector to Air Wing Configurator's squadrons.
* **[Data]** Added data to support C-47 Skytrain.
* **[Data]** Added data to support KS-19 & SON-9, including support for "AAA Site" layout.
## Fixes
* **[Mission Generation]** Fixed issue where aircraft carriers would return after being killed.
* **[Mission Generation]** Kneeboard STRIKE coordinates would sometimes get clipped when not fitting.
* **[UI]** Fix exception when trying to add a waypoints to a flightplan.
# Liberation:
## Features/Improvements
* **[Data]** Added support for the ARA Veinticinco de Mayo.
* **[Data]** Changed display name of the AI-only F-15E Strike Eagle for clarity.
* **[Flight Planning]** Improved IP selection for targets that are near the center of a threat zone.
* **[Flight Planning]** Moved CAS ingress point off the front line so that the AI begins their target search earlier.
* **[Flight Planning]** Loadouts and aircraft properties can now be set per-flight member. Warning: AI flights should not use mixed loadouts.
* **[Flight Planning]** Laser codes that are pre-assigned to weapons at mission start can now be chosen from a list in the loadout UI. This does not affect the aircraft's TGP, just the weapons. Currently only implemented for the F-15E S4+ and F-16C.
* **[Mission Generation]** Configured target and initial points for F-15E S4+.
* **[Modding]** Factions can now specify the ship type to be used for cargo shipping. The Handy Wind will be used by default, but WW2 factions can pick something more appropriate.
* **[Modding]** Unit variants can now set a display name separate from their ID.
* **[UI]** An error will be displayed when invalid fast-forward options are selected rather than beginning a never ending simulation.
* **[UI]** Added cheats for instantly repairing and destroying runways.
* **[UI]** Improved usability of the flight properties UI. It now shows human-readable names and uses more appropriate UI elements.
* **[UI]** The map now shows the real front line bounds.
## Fixes
* **[Campaign]** Fixed error when canceling squadron transfer if the current location would be exactly full.
* **[Data]** Fixed the class of the Samuel Chase so it can't be picked for a AAA or SHORAD site.
* **[Data]** Allow CH-47D, CH-53E and UH-60A to operate from carriers and LHAs.
* **[Data]** Added the F-15E's LANTIRN to the list of known targeting pods. Player F-15E flight with TGPs will now be assigned laser codes.
* **[Flight Planning]** Patrolling flight plans (CAS, CAP, refueling, etc) now handle TOT offsets.
* **[Mission Generation]** Restored previous AI behavior for anti-ship missions. A DCS update caused only a single aircraft in a flight to attack. The full flight will now attack like they used to.
* **[Mission Generation]** Fix generation of OCA Runway missions to allow LGBs to be used.
* **[Mission Generation]** Fixed AI flights flying far too slowly toward NAV points.
* **[Mission Generation]** Fixed "division by zero" error on mission generation when a flight has an "In-Flight" start type and starts on top of a mission waypoint.
* **[Modding]** Unit variants can now actually override base unit type properties.
* **[Plugins]** Fixed Lua errors in Skynet plugin that would occur whenever one coalition had no IADS nodes.
* **[UI]** Fixed deleting waypoints in custom flight plans deleting the wrong waypoint.
* **[UI]** Fixed flight properties UI to support F-15E S4+ laser codes.
* **[UI]** Fixed UI bug where altering an "ahead of package" TOT offset would change the offset back to a "behind pacakge" offset.
* **[UI]** Fixed bug where changing TOT offsets could result in flight startup times that are in the past.
* **[UI]** Flight plan paths are now drawn behind all other map elements, fixing rare cases where they could prevent other UI elements from being clickable.
# 8.1.0
Saves from 8.0.0 are compatible with 8.1.0
## Features/Improvements
* **[Engine]** Support for DCS 2.8.6.41363, including F-15E support.
* **[UI]** Flight loadout/properties tab is now scrollable.
## Fixes
* **[Campaign]** Fixed liveries for premade squadrons all being off-by-one.
* **[UI]** Fixed numbering of waypoints in the map and flight dialog (first waypoint is now 0 rather than 1).
# 8.0.0
Saves from 7.x are not compatible with 8.0.
## Features/Improvements
* **[Engine]** Support for DCS 2.8.6.41066, including the new Sinai map.
* **[UI]** Limited size of overfull airbase display and added scrollbar.
* **[UI]** Waypoint altitudes can be edited in Waypoints tab of Edit Flight window.
* **[UI]** Moved air wing and transfer menus to the toolbar to improve UI fit on low resolution displays.
* **[UI]** Added basic game over dialog.
## Fixes
* **[Campaign]** Fix bug introduced in 7.0 where map strike target deaths are no longer tracked.
* **[Mission Generation]** Fix crash during mission generation caused by out of date DCS data for the Gazelle.
* **[Mission Generation]** Fix crash during mission generation when DCS beacon data is inconsistent.
# 7.1.0
Saves from 7.0.0 are compatible with 7.1.0
## Features/Improvements
* **[Factions]** Replaced Patriot STRs "EWRs" with AN/FPS-117 for blue factions 1980 or newer.
* **[Mission Generation]** Added option to prevent scud and V2 sites from firing at the start of the mission.
* **[Mission Planning]** Per-flight TOT offsets can now be set in the flight details UI. This allows individual flights to be scheduled ahead of or behind the rest of the package.
* **[UI]** Waypoint altitudes can be edited in Waypoints tab of Edit Flight window.
* **[UI]** Parking capacity of each squadron's base is now shown during air wing configuration to avoid overcrowding bases when beginning the game with full squadrons.
## Fixes
* **[Mission Planning]** BAI is once again plannable against missile sites and coastal defense batteries.
* **[UI]** Fixed formatting of departure time in flight details dialog.
# 7.0.0
Saves from 6.x are not compatible with 7.0.
## Features/Improvements
* **[Engine]** Support for DCS 2.8.3.37556.
* **[Engine]** Saved games are now a zip file of save assets for easier bug reporting. The new extension is .liberation.zip. Drag and drop that file into bug reports.
* **[Campaign]** Added options to limit squadron sizes and to begin all squadrons at maximum strength. Maximum squadron size is defined during air wing configuration with default values provided by the campaign.
* **[Campaign]** Added handling for more DCS death events. This probably does not catch any deaths that weren't previously tracked, but it should record them sooner, which will improve results for game crashes or other early exits.
* **[Campaign AI]** The campaign AI now prefers fulfilling missions with squadrons which have a matching primary task. Previously distance from target held a stronger influence than task preference. Primary tasks for squadrons are set by campaign designers but are user-configurable.
* **[Flight Planning]** Package TOT and composition can be modified after advancing time in Liberation.
* **[Mission Generation]** Units on the front line are now hidden on MFDs.
* **[Mission Generation]** Preset radio channels will now be configured for both A-10C modules.
* **[Mission Generation]** The A-10C II now uses separate radios for inter- and intra-flight comms (similar to other modern aircraft).
* **[Mission Generation]** Wind speeds no longer follow a uniform distribution. Median wind speeds are now much lower and the standard deviation has been reduced considerably at altitude but increased somewhat at MSL.
* **[Mission Generation]** Improved task generation for SEAD flights carrying TALDs.
* **[Mission Generation]** Added task timeout for SEAD flights with TALDs to prevent AI from overflying the target.
* **[Modding]** Updated Community A-4E-C mod version support to 2.1.0 release.
* **[Modding]** Add support for VSN F-4B and F-4C mod.
* **[Modding]** Aircraft task capabilities and preferred aircraft for each task are now moddable in the aircraft unit yaml files. Each aircraft has a weight per task. Higher weights are given higher preference.
* **[Modding]** The `mission_types` field in squadron files has been removed. Squadron task capability is now determined by airframe, and the auto-assignable list has always been overridden by the campaign settings.
* **[Modding]** Wind speed generation inputs are now moddable. See https://dcs-liberation.rtfd.io/en/latest/modding/weather.html.
* **[New Game Wizard]** Choices for some options will be remembered for the next new game. Not all settings will be preserved, as many are campaign dependent.
* **[New Game Wizard]** Lua plugins can now be set while creating a new game.
* **[New Game Wizard]** Squadrons can be directly replaced with a preset during air wing configuration rather than needing to remove and create a new squadron.
* **[New Game Wizard]** Squadron liveries can now be selected during air wing configuration.
* **[Squadrons]** Squadron-specific mission capability lists no longer restrict players from assigning missions outside the squadron's preferences.
* **[New Game Wizard]** Squadrons can be directly replaced with a preset during air wing configuration rather than needing to remove and create a new squadron.
* **[UI]** The orientation of objects like SAMs, EWRs, garrisons, and ships can now be manually adjusted.
## Fixes
* **[Campaign]** Fixed a longstanding bug where oversized airlifts could corrupt a save with empty convoys.
* **[Campaign]** Aircraft with built-in TGPs but without an external pod will no longer degrade automatic loadouts to iron bombs.
* **[Engine]** Fixed crash in startup caused by a corrupted Liberation preferences file.
* **[Flight Planning]** AEW&C missions are now plannable over FOBs and LHAs.
* **[Flight Planning]** BAI is no longer plannable against buildings.
* **[Modding]** Fixed an issue where Falklands campaigns created or edited with new versions of DCS could not be loaded.
* **[Modding]** Fixed decoding of campaign yaml files to use UTF-8 rather than the system locale's default. It's now possible to use "Bf 109 K-4 Kurfürst" as a preferred aircraft type.
* **[Mission Generation]** Planes will no longer spawn in helipads that are not also designated for fixed wing parking.
* **[Mission Generation]** Potentially an issue where ground war planning game state could become corrupted, preventing mission generation.
* **[Mission Generation]** Refueling tasks will now only be created for flights that have a tanker in their package.
* **[Mission Generation]** Fixed missing Tanker task on recovery tanker missions.
* **[UI]** Fixed error when resetting air wing configuration during game setup.
* **[UI]** Fixed flight plan recreation when changing mission type with "Recreate as" flight options.
* **[UI]** Fixed failure to launch UI when Liberation persistent preferences file was corrupt.
# 6.1.1
## Fixes
* **[Data]** Fixed unit ID for the KS-19 AAA. KS-19 would not previously generate correctly in missions. A new game is required for this fix to take effect.
* **[Flight Planning]** Automatic flight planning will no longer accidentally plan a recovery tanker instead of a theater refueling package. This fixes a potential crash during mission generation when opfor plans a refueling task at a sunk carrier. You'll need to skip the current turn to force opfor to replan their flights to get the fix.
* **[Mission Generation]** Using heliports (airports without any runways) will no longer cause mission generation to fail.
# 6.1.0
Saves from 6.0.0 are compatible with 6.1.0
## Features/Improvements
* **[Factions]** Defaulted bluefor modern to use Georgian and Ukrainian liveries for Russian aircraft.
* **[Factions]** Added Peru.
* **[Modding]** Added support for the HMS Ariadne, Achilles, and Castle class.
## Fixes
* **[Flight Planning]** Fixes CAS flights not having landing waypoints.
* **[Squadrons]** Fixed the livery for the VF-33 F-14A squadron.
* **[UI]** Fixed an issue where manual submit of mission results did not end the mission correctly.
# 6.0.0
Saves from 5.x are not compatible with 6.0.
## Features/Improvements
* **[Engine]** Support for DCS 2.8.0.33006.
* **[Factions]** Updated the Faction file structure. Older custom faction files will not work correctly and have to be updated to the new structure.
* **[Flight Planning]** Added preset formations for different flight types at hold, join, ingress, and split waypoints. Air to Air flights will tend toward line-abreast and spread-four formations. Air to ground flights will tend towards trail formation.
* **[Flight Planning]** Added the ability to plan tankers for recovery on package flights. This mission type will not be planned automatically.
* **[Flight Planning]** Air to Ground flights now have ECM enabled on lock at the join point, and SEAD/DEAD also have ECM enabled on detection and lock at ingress.
* **[Flight Planning]** AWACS flightplan changed from orbit to a racetrack to reduce data link disconnects which were caused by blind spots as a result of the bank angle.
* **[Flight Planning]** Added a new helo mission type: AirAssault which can be used to load and transport infantry troops from a pickup zone or a carrier to an enemy CP to capture it.
* **[Flight Planning]** Improved the Airlift mission type so that it now can be enforced within the unit transfer dialog and implemented CTLD support. This allows user to spawn sling loadable crates at the pickup location and fly transport flights.
* **[Engine]** Support for DCS 2.7.18.30348.
* **[Mission Generation]** Added an option to fast-forward mission generation until the point of first contact (WIP).
* **[Mission Generation]** Added performance option to not cull IADS when culling would affect how mission is played at target area.
* **[Mission Generation]** Added performance option to not cull IADS when culling would effect how mission is played at target area.
* **[Mission Generation]** Reworked the ground object generation which now uses a new layout system
* **[Mission Generation]** Added information about the modulation (AM/FM) of the assigned frequencies to the kneeboard and assign AM modulation instead of FM for JTAC.
* **[Mission Generation]** Added ice halos.
* **[Mission Generation]** Adjusted wind speeds. Wind speeds at high altitude are generally higher now.
* **[Mission Generation]** Added turbulence. Higher in Summer and Winter, also higher at day time than at nighttime.
* **[Factions]** Updated the Faction file structure. Older custom faction files will not work correctly and have to be updated to the new structure.
* **[Flight Planning]** Added preset formations for different flight types at hold, join, ingress, and split waypoints. Air to Air flights will tend toward line-abreast and spread-four formations. Air to ground flights will tend towards trail formation.
* **[Flight Planning]** Added the ability to plan tankers for recovery on package flights. AI does not plan.
* **[Flight Planning]** Air to Ground flights now have ECM enabled on lock at the join point, and SEAD/DEAD also have ECM enabled on detection and lock at ingress.
* **[Flight Planning]** AWACS flightplan changed from orbit to a racetrack to reduce data link disconnects which were caused by blind spots as a result of the bank angle.
* **[Flight Planning]** Added a new helo mission type: AirAssault which can be used to load and transport infantry troops from a pickup zone or a carrier to an enemy CP to capture it.
* **[Flight Planning]** Improved the Airlift mission type so that it now can be enforced within the unit transfer dialog and implemented CTLD support. This allows user to spawn sling loadable crates at the pickup location and fly transport flights.
* **[Modding]** Updated UH-60L mod version support to 1.3.1
* **[Modding]** Updated the High Digit SAMs implementation and added the HQ-2 as well as the upgraded SA-2 and SA-3 Launchers from the mod. Threat range circles will now also be displayed correctly.
* **[Modding]** Theater information such as climate properties is now moddable.
* **[Modding]** Allow campaign designers to define default values for the economy settings (starting budget and multiplier).
* **[Modding]** Campaigns can now optionally define their start time by including a time in the `recommended_start_date` field. There is not currently a way to override the start time in the UI.
* **[Plugins]** Allow full support of the SkynetIADS plugin with all advanced features (connection nodes, power sources, command centers) if campaign supports it.
* **[Plugins]** Added support for the CTLD script by ciribob with many possible customization options and updated the JTAC Autolase to the CTLD included script.
* **[UI]** Added options to the loadout editor for setting properties such as HMD choice.
* **[UI]** Added separate images for the different carrier types.
* **[UI]** Add Accept/Reset buttons to Air Wing Configurator screen.
* **[Campaign]** Allow campaign designers to define default values for the economy settings (starting budget and multiplier).
* **[Plugins]** Allow full support of the SkynetIADS plugin with all advanced features (connection nodes, power sources, command centers) if campaign supports it.
* **[Plugins]** Added support for the CTLD script by ciribob with many possible customization options and updated the JTAC Autolase to the CTLD included script.
## Fixes
* **[Engine]** Fixed issue that prevented some weapon types like torpedoes from being recognized.
* **[Flight Planning]** Fixed a miscalculation of waypoint TOTs that would require time travel.
* **[Loadouts]** Improved the range of the F-16 CAS loadout by adding bags.
* **[Mission Generation]** AAA ground units now spawn correctly at the frontline
* **[Mission Generation]** Fixed SA-13 incorrectly created as SA-8 Loading Unit which will not be spawned in the generated mission.
* **[Mission Generation]** Fixed adding additional mission types for a squadron causing error messages when the mission type is not supported by the aircraft type by default
* **[Mission Generation]** Fixed an issue where SEAD/DEAD/BAI flights fired all missiles / bombs against a single unit in a group instead of targeting the whole group.
* **[Mission Generation]** Fixed an issue which generated the helipads at FARPs incorrectly and placed the helicopters within each other.
* **[Mission Generation]** Fixed an issue with SEAD missions flown by the AI when using the Skynet Plugin and anti-radiation missiles (ARM). The AI now correctly engages the SAM when it comes alive instead of diving into it.
* **[Mission Generation]** Fixed generation issue that would cause AI helicopters to get stuck after taking off from a FARP.
* **[Mission Generation]** Fixed an issue where SEAD/DEAD/BAI flights fired all missiles / bombs against a single unit in a group instead of targeting the whole group.
* **[Mission Generation]** Fixed adding additional mission types for a squadron causing error messages when the mission type is not supported by the aircraft type by default
* **[Mission Generation]** AAA ground units now spawn correctly at the frontline
* **[Mission Generation]** Fixed mission scripting error caused by control points with apostrophes in their names, such as Tha'lah.
* **[Modding]** Campaigns that used quad zones for scenery targets will no longer load. Only circular zones were ever supported, but an implementation quirk allowed them to load in a way that would misbehave. A "No white triggerzones found" message during campaign generation is the sign of a broken campaign.
* **[Mission Generation]** Fixed generation issue that would cause AI helicopters to get stuck after taking off from a FARP.
* **[Modding]** Loadouts with invalid weapons (typically new DCS weapons not yet available in Liberation) will be ignored rather than causing an error.
* **[Squadrons]** Fixed issue in air wing configuration that would allow squadrons to be created with no home base if no base was available.
* **[Modding]** Campaigns that used quad zones for scenery targets will no longer load. Only circular zones were ever supported, but an implementation quirk allowed them to load in a way that would misbehave. A "No white triggerzones found" message during campaign generation is the sign of a broken campaign.
* **[Squadrons]** Helicopter squadrons can no longer be assigned to FOBs that are not FARPs.
* **[UI]** Add vanilla theme weather and time of day icons
* **[UI]** Disable player slots for non-flyable aircraft.
* **[Squadrons]** Fixed issue in air wing configuration that would allow squadrons to be created with no home base if no base was available.
* **[UI]** Fixed and issue where the liberation main exe was still running after application close.
* **[UI]** Disable player slots for non-flyable aircraft.
* **[UI]** Add vanilla theme weather and time of day icons
# 5.2.0

View File

@@ -1,6 +1,6 @@
# DCS Retribution Client
# DCS Liberation Client
This is a React app for the front-end of DCS Retribution. It is a work in
This is a React app for the front-end of DCS Liberation. It is a work in
progress that just barely implements the map. This is not useful for players
yet.

34674
client/package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@@ -6,26 +6,26 @@
"license": "LGPL-3.0-or-later",
"homepage": ".",
"dependencies": {
"@reduxjs/toolkit": "^1.9.7",
"@testing-library/jest-dom": "^5.17.0",
"@reduxjs/toolkit": "^1.8.5",
"@testing-library/jest-dom": "^5.16.5",
"@testing-library/react": "^13.4.0",
"@testing-library/user-event": "^14.5.2",
"@types/jest": "^29.5.12",
"@types/node": "^18.19.26",
"@types/react": "^18.2.69",
"@types/react-dom": "^18.2.22",
"@types/react-redux": "^7.1.33",
"axios": "^1.7.4",
"@testing-library/user-event": "^14.4.3",
"@types/jest": "^29.1.2",
"@types/node": "^18.8.3",
"@types/react": "^18.0.21",
"@types/react-dom": "^18.0.6",
"@types/react-redux": "^7.1.24",
"axios": "^1.1.2",
"electron-window-state": "^5.0.3",
"esri-leaflet": "^3.0.12",
"leaflet": "^1.9.4",
"esri-leaflet": "^3.0.8",
"leaflet": "^1.9.2",
"leaflet-ruler": "^1.0.0",
"milsymbol": "^2.2.0",
"milsymbol": "^2.0.0",
"react": "^18.2.0",
"react-dom": "^18.2.0",
"react-esri-leaflet": "^2.0.1",
"react-leaflet": "^4.2.1",
"react-redux": "^8.1.3",
"react-leaflet": "^4.1.0",
"react-redux": "^8.0.4",
"redux-logger": "^3.0.6",
"typescript": "~4.8.4"
},
@@ -61,27 +61,19 @@
]
},
"devDependencies": {
"@rtk-query/codegen-openapi": "^1.2.0",
"@trivago/prettier-plugin-sort-imports": "^4.3.0",
"@types/leaflet": "^1.9.8",
"@types/redux-logger": "^3.0.13",
"@types/websocket": "^1.0.10",
"electron": "^28.3.2",
"@rtk-query/codegen-openapi": "^1.0.0",
"@trivago/prettier-plugin-sort-imports": "^3.3.0",
"@types/leaflet": "^1.8.0",
"@types/redux-logger": "^3.0.9",
"@types/websocket": "^1.0.5",
"electron": "^21.1.0",
"electron-is-dev": "^2.0.0",
"generate-license-file": "^2.0.0",
"identity-obj-proxy": "^3.0.0",
"got": "^11.8.5",
"license-checker": "^25.0.1",
"nth-check": "^2.1.1",
"nth-check": "^2.0.1",
"react-scripts": "5.0.1",
"ts-node": "^10.9.2",
"wait-on": "^7.2.0"
},
"jest": {
"transformIgnorePatterns": [
"node_modules/(?!(@?react-leaflet|axios)/)"
],
"moduleNameMapper": {
".+\\.(css|styl|less|sass|scss|png|jpg|ttf|woff|woff2)$": "identity-obj-proxy"
}
"ts-node": "^10.9.1",
"wait-on": "^6.0.1"
}
}

View File

@@ -1,11 +1,11 @@
import App from "./App";
import { setupStore } from "./app/store";
import { store } from "./app/store";
import { render } from "@testing-library/react";
import { Provider } from "react-redux";
test("app renders", () => {
render(
<Provider store={setupStore()}>
<Provider store={store}>
<App />
</Provider>
);

View File

@@ -50,6 +50,14 @@ const injectedRtkApi = api.injectEndpoints({
url: `/debug/waypoint-geometries/hold/${queryArg.flightId}`,
}),
}),
getDebugIpZones: build.query<
GetDebugIpZonesApiResponse,
GetDebugIpZonesApiArg
>({
query: (queryArg) => ({
url: `/debug/waypoint-geometries/ip/${queryArg.flightId}`,
}),
}),
getDebugJoinZones: build.query<
GetDebugJoinZonesApiResponse,
GetDebugJoinZonesApiArg
@@ -237,6 +245,11 @@ export type GetDebugHoldZonesApiResponse =
export type GetDebugHoldZonesApiArg = {
flightId: string;
};
export type GetDebugIpZonesApiResponse =
/** status 200 Successful Response */ IpZones;
export type GetDebugIpZonesApiArg = {
flightId: string;
};
export type GetDebugJoinZonesApiResponse =
/** status 200 Successful Response */ JoinZones;
export type GetDebugJoinZonesApiArg = {
@@ -366,6 +379,12 @@ export type HoldZones = {
permissibleZones: LatLng[][][];
preferredLines: LatLng[][];
};
export type IpZones = {
homeBubble: LatLng[][];
ipBubble: LatLng[][];
permissibleZone: LatLng[][];
safeZones: LatLng[][][];
};
export type JoinZones = {
homeBubble: LatLng[][];
targetBubble: LatLng[][];
@@ -407,7 +426,6 @@ export type Tgo = {
detection_ranges: number[];
dead: boolean;
sidc: string;
task?: string[];
};
export type SupplyRoute = {
id: string;
@@ -466,7 +484,6 @@ export type Game = {
navmeshes: NavMeshes;
map_center?: LatLng;
unculled_zones: UnculledZone[];
map_zones: MapZones;
};
export type MapZones = {
inclusion: LatLng[][][];
@@ -480,6 +497,7 @@ export const {
useSetControlPointDestinationMutation,
useClearControlPointDestinationMutation,
useGetDebugHoldZonesQuery,
useGetDebugIpZonesQuery,
useGetDebugJoinZonesQuery,
useListFlightsQuery,
useGetFlightByIdQuery,

View File

@@ -30,6 +30,11 @@ export const liberationApi = _liberationApi.enhanceEndpoints({
{ type: Tags.FLIGHT_PLAN, id: arg.flightId },
],
},
getDebugIpZones: {
providesTags: (result, error, arg) => [
{ type: Tags.FLIGHT_PLAN, id: arg.flightId },
],
},
getDebugJoinZones: {
providesTags: (result, error, arg) => [
{ type: Tags.FLIGHT_PLAN, id: arg.flightId },

View File

@@ -1,34 +0,0 @@
import { RootState } from "../app/store";
import { gameLoaded, gameUnloaded } from "./actions";
import { createSlice } from "@reduxjs/toolkit";
import { MapZones } from "./_liberationApi";
interface MapZonesState {
mapZones: MapZones;
}
const initialState: MapZonesState = {
mapZones: { inclusion: [], exclusion: [], sea: [] },
};
const mapZonesSlice = createSlice({
name: "map",
initialState: initialState,
reducers: {},
extraReducers: (builder) => {
builder.addCase(gameLoaded, (state, action) => {
if (action.payload != null) {
state.mapZones.exclusion = action.payload.map_zones.exclusion;
state.mapZones.inclusion = action.payload.map_zones.inclusion;
state.mapZones.sea = action.payload.map_zones.sea;
}
});
builder.addCase(gameUnloaded, (state) => {
state.mapZones = initialState.mapZones;
});
},
});
export const selectMapZones = (state: RootState) => state.mapZones;
export default mapZonesSlice.reducer;

View File

@@ -3,50 +3,36 @@ import combatReducer from "../api/combatSlice";
import controlPointsReducer from "../api/controlPointsSlice";
import flightsReducer from "../api/flightsSlice";
import frontLinesReducer from "../api/frontLinesSlice";
import iadsNetworkReducer from "../api/iadsNetworkSlice";
import mapReducer from "../api/mapSlice";
import navMeshReducer from "../api/navMeshSlice";
import supplyRoutesReducer from "../api/supplyRoutesSlice";
import tgosReducer from "../api/tgosSlice";
import iadsNetworkReducer from "../api/iadsNetworkSlice";
import threatZonesReducer from "../api/threatZonesSlice";
import unculledZonesReducer from "../api/unculledZonesSlice";
import mapZonesReducer from "../api/mapZonesSlice";
import {
Action,
PreloadedState,
ThunkAction,
combineReducers,
configureStore,
} from "@reduxjs/toolkit";
import unculledZonesReducer from "../api/unculledZonesSlice";
import { Action, ThunkAction, configureStore } from "@reduxjs/toolkit";
const rootReducer = combineReducers({
combat: combatReducer,
controlPoints: controlPointsReducer,
flights: flightsReducer,
frontLines: frontLinesReducer,
map: mapReducer,
navmeshes: navMeshReducer,
supplyRoutes: supplyRoutesReducer,
iadsNetwork: iadsNetworkReducer,
tgos: tgosReducer,
threatZones: threatZonesReducer,
[baseApi.reducerPath]: baseApi.reducer,
unculledZones: unculledZonesReducer,
mapZones: mapZonesReducer,
export const store = configureStore({
reducer: {
combat: combatReducer,
controlPoints: controlPointsReducer,
flights: flightsReducer,
frontLines: frontLinesReducer,
map: mapReducer,
navmeshes: navMeshReducer,
supplyRoutes: supplyRoutesReducer,
iadsNetwork: iadsNetworkReducer,
tgos: tgosReducer,
threatZones: threatZonesReducer,
[baseApi.reducerPath]: baseApi.reducer,
unculledZones: unculledZonesReducer,
},
middleware: (getDefaultMiddleware) =>
getDefaultMiddleware().concat(baseApi.middleware),
});
export function setupStore(preloadedState?: PreloadedState<RootState>) {
return configureStore({
reducer: rootReducer,
middleware: (getDefaultMiddleware) =>
getDefaultMiddleware().concat(baseApi.middleware),
preloadedState: preloadedState,
});
}
export type AppStore = ReturnType<typeof setupStore>;
export type AppDispatch = AppStore["dispatch"];
export type RootState = ReturnType<typeof rootReducer>;
export type AppDispatch = typeof store.dispatch;
export type RootState = ReturnType<typeof store.getState>;
export type AppThunk<ReturnType = void> = ThunkAction<
ReturnType,
RootState,

View File

@@ -1,53 +0,0 @@
import Aircraft from "./Aircraft";
import { render } from "@testing-library/react";
import { Icon } from "leaflet";
const mockMarker = jest.fn();
jest.mock("react-leaflet", () => ({
Marker: (props: any) => {
mockMarker(props);
},
}));
test("grounded aircraft do not render", async () => {
const { container } = render(
<Aircraft
flight={{
id: "",
blue: true,
position: undefined,
sidc: "",
waypoints: [],
}}
/>
);
expect(container).toBeEmptyDOMElement();
});
test("in-flight aircraft render", async () => {
render(
<Aircraft
flight={{
id: "",
blue: true,
position: {
lat: 10,
lng: 20,
},
sidc: "foobar",
waypoints: [],
}}
/>
);
expect(mockMarker).toHaveBeenCalledWith(
expect.objectContaining({
position: {
lat: 10,
lng: 20,
},
icon: expect.any(Icon),
})
);
});

View File

@@ -1,10 +1,10 @@
import { Flight } from "../../api/liberationApi";
import { Icon, Point } from "leaflet";
import ms from "milsymbol";
import { Symbol } from "milsymbol";
import { Marker } from "react-leaflet";
function iconForFlight(flight: Flight) {
const symbol = new ms.Symbol(flight.sidc, {
const symbol = new Symbol(flight.sidc, {
size: 20,
});

View File

@@ -1,53 +0,0 @@
import { renderWithProviders } from "../../testutils";
import AircraftLayer from "./AircraftLayer";
import { PropsWithChildren } from "react";
const mockLayerGroup = jest.fn();
const mockMarker = jest.fn();
jest.mock("react-leaflet", () => ({
LayerGroup: (props: PropsWithChildren<any>) => {
mockLayerGroup(props);
return <>{props.children}</>;
},
Marker: (props: any) => {
mockMarker(props);
},
}));
test("layer is empty by default", async () => {
renderWithProviders(<AircraftLayer />);
expect(mockLayerGroup).toHaveBeenCalledTimes(1);
expect(mockMarker).not.toHaveBeenCalled();
});
test("layer has aircraft if non-empty", async () => {
renderWithProviders(<AircraftLayer />, {
preloadedState: {
flights: {
flights: {
foo: {
id: "foo",
blue: true,
sidc: "",
position: {
lat: 0,
lng: 0,
},
},
bar: {
id: "bar",
blue: false,
sidc: "",
position: {
lat: 0,
lng: 0,
},
},
},
selected: null,
},
},
});
expect(mockLayerGroup).toHaveBeenCalledTimes(1);
expect(mockMarker).toHaveBeenCalledTimes(2);
});

View File

@@ -1,149 +0,0 @@
import { renderWithProviders } from "../../testutils";
import AirDefenseRangeLayer, { colorFor } from "./AirDefenseRangeLayer";
import { PropsWithChildren } from "react";
const mockLayerGroup = jest.fn();
const mockCircle = jest.fn();
jest.mock("react-leaflet", () => ({
LayerGroup: (props: PropsWithChildren<any>) => {
mockLayerGroup(props);
return <>{props.children}</>;
},
Circle: (props: any) => {
mockCircle(props);
},
}));
describe("colorFor", () => {
it("has a unique color for each configuration", () => {
const params = [
[false, false],
[false, true],
[true, false],
[true, true],
];
var colors = new Set<string>();
for (const [blue, detection] of params) {
colors.add(colorFor(blue, detection));
}
expect(colors.size).toEqual(4);
});
});
describe("AirDefenseRangeLayer", () => {
it("draws nothing when there are no TGOs", () => {
renderWithProviders(<AirDefenseRangeLayer blue={true} />);
expect(mockLayerGroup).toHaveBeenCalledTimes(1);
expect(mockCircle).not.toHaveBeenCalled();
});
it("does not draw wrong range types", () => {
renderWithProviders(<AirDefenseRangeLayer blue={true} />, {
preloadedState: {
tgos: {
tgos: {
foo: {
id: "foo",
name: "Foo",
control_point_name: "Bar",
category: "AA",
blue: false,
position: {
lat: 0,
lng: 0,
},
units: [],
threat_ranges: [],
detection_ranges: [20],
dead: false,
sidc: "",
task: [],
},
},
},
},
});
expect(mockLayerGroup).toHaveBeenCalledTimes(1);
expect(mockCircle).not.toHaveBeenCalled();
});
it("draws threat ranges", () => {
renderWithProviders(<AirDefenseRangeLayer blue={true} />, {
preloadedState: {
tgos: {
tgos: {
foo: {
id: "foo",
name: "Foo",
control_point_name: "Bar",
category: "AA",
blue: true,
position: {
lat: 10,
lng: 20,
},
units: [],
threat_ranges: [10],
detection_ranges: [20],
dead: false,
sidc: "",
task: [],
},
},
},
},
});
expect(mockLayerGroup).toHaveBeenCalledTimes(1);
expect(mockCircle).toHaveBeenCalledWith(
expect.objectContaining({
center: {
lat: 10,
lng: 20,
},
radius: 10,
color: colorFor(true, false),
interactive: false,
})
);
});
it("draws detection ranges", () => {
renderWithProviders(<AirDefenseRangeLayer blue={true} detection />, {
preloadedState: {
tgos: {
tgos: {
foo: {
id: "foo",
name: "Foo",
control_point_name: "Bar",
category: "AA",
blue: true,
position: {
lat: 10,
lng: 20,
},
units: [],
threat_ranges: [10],
detection_ranges: [20],
dead: false,
sidc: "",
task: [],
},
},
},
},
});
expect(mockLayerGroup).toHaveBeenCalledTimes(1);
expect(mockCircle).toHaveBeenCalledWith(
expect.objectContaining({
center: {
lat: 10,
lng: 20,
},
radius: 20,
color: colorFor(true, true),
interactive: false,
})
);
});
});

View File

@@ -9,7 +9,7 @@ interface TgoRangeCirclesProps {
detection?: boolean;
}
export function colorFor(blue: boolean, detection: boolean) {
function colorFor(blue: boolean, detection: boolean) {
if (blue) {
return detection ? "#bb89ff" : "#0084ff";
}

View File

@@ -1,132 +0,0 @@
import { renderWithProviders } from "../../testutils";
import Combat from "./Combat";
import { LatLng } from "leaflet";
const mockPolyline = jest.fn();
const mockPolygon = jest.fn();
jest.mock("react-leaflet", () => ({
Polyline: (props: any) => {
mockPolyline(props);
},
Polygon: (props: any) => {
mockPolygon(props);
},
}));
describe("Combat", () => {
describe("footprint", () => {
it("is not interactive", () => {
renderWithProviders(
<Combat
combat={{
id: "foo",
flight_position: null,
target_positions: null,
footprint: [[new LatLng(0, 0), new LatLng(0, 1), new LatLng(1, 0)]],
}}
/>
);
expect(mockPolygon).toBeCalledWith(
expect.objectContaining({ interactive: false })
);
});
// Fails because we don't handle multi-poly combat footprints correctly.
it.skip("renders single polygons", () => {
const boundary = [new LatLng(0, 0), new LatLng(0, 1), new LatLng(1, 0)];
renderWithProviders(
<Combat
combat={{
id: "foo",
flight_position: null,
target_positions: null,
footprint: [boundary],
}}
/>
);
expect(mockPolygon).toBeCalledWith(
expect.objectContaining({ positions: boundary })
);
});
// Fails because we don't handle multi-poly combat footprints correctly.
it.skip("renders multiple polygons", () => {
const boundary = [new LatLng(0, 0), new LatLng(0, 1), new LatLng(1, 0)];
renderWithProviders(
<Combat
combat={{
id: "foo",
flight_position: null,
target_positions: null,
footprint: [boundary, boundary],
}}
/>
);
expect(mockPolygon).toBeCalledTimes(2);
});
});
describe("lines", () => {
it("is not interactive", () => {
renderWithProviders(
<Combat
combat={{
id: "foo",
flight_position: new LatLng(0, 0),
target_positions: [new LatLng(1, 0)],
footprint: null,
}}
/>
);
expect(mockPolyline).toBeCalledWith(
expect.objectContaining({ interactive: false })
);
});
it("renders single line", () => {
renderWithProviders(
<Combat
combat={{
id: "foo",
flight_position: new LatLng(0, 0),
target_positions: [new LatLng(0, 1)],
footprint: null,
}}
/>
);
expect(mockPolyline).toBeCalledWith(
expect.objectContaining({
positions: [new LatLng(0, 0), new LatLng(0, 1)],
})
);
});
it("renders multiple lines", () => {
renderWithProviders(
<Combat
combat={{
id: "foo",
flight_position: new LatLng(0, 0),
target_positions: [new LatLng(0, 1), new LatLng(1, 0)],
footprint: null,
}}
/>
);
expect(mockPolyline).toBeCalledTimes(2);
});
});
it("renders nothing if no footprint or targets", () => {
const { container } = renderWithProviders(
<Combat
combat={{
id: "foo",
flight_position: new LatLng(0, 0),
target_positions: null,
footprint: null,
}}
/>
);
expect(container).toBeEmptyDOMElement();
});
});

View File

@@ -1,48 +0,0 @@
import { renderWithProviders } from "../../testutils";
import CombatLayer from "./CombatLayer";
import { LatLng } from "leaflet";
import { PropsWithChildren } from "react";
const mockPolyline = jest.fn();
const mockLayerGroup = jest.fn();
jest.mock("react-leaflet", () => ({
LayerGroup: (props: PropsWithChildren<any>) => {
mockLayerGroup(props);
return <>{props.children}</>;
},
Polyline: (props: any) => {
mockPolyline(props);
},
}));
describe("CombatLayer", () => {
it("renders each combat", () => {
renderWithProviders(<CombatLayer />, {
preloadedState: {
combat: {
combat: {
foo: {
id: "foo",
flight_position: new LatLng(0, 0),
target_positions: [new LatLng(0, 1)],
footprint: null,
},
bar: {
id: "foo",
flight_position: new LatLng(0, 0),
target_positions: [new LatLng(0, 1)],
footprint: null,
},
},
},
},
});
expect(mockPolyline).toBeCalledTimes(2);
});
it("renders LayerGroup but no contents if no combat", () => {
renderWithProviders(<CombatLayer />);
expect(mockLayerGroup).toBeCalledTimes(1);
expect(mockPolyline).not.toHaveBeenCalled();
});
});

View File

@@ -1,9 +1,9 @@
import { ControlPoint } from "../../api/_liberationApi";
import { Icon, Point } from "leaflet";
import ms from "milsymbol";
import { Symbol } from "milsymbol";
export const iconForControlPoint = (cp: ControlPoint) => {
const symbol = new ms.Symbol(cp.sidc, {
const symbol = new Symbol(cp.sidc, {
size: 24,
colorMode: "Dark",
});

View File

@@ -1,52 +0,0 @@
import { renderWithProviders } from "../../testutils";
import ControlPointsLayer from "./ControlPointsLayer";
import { LatLng } from "leaflet";
import { PropsWithChildren } from "react";
const mockMarker = jest.fn();
const mockLayerGroup = jest.fn();
jest.mock("react-leaflet", () => ({
LayerGroup: (props: PropsWithChildren<any>) => {
mockLayerGroup(props);
return <>{props.children}</>;
},
Marker: (props: any) => {
mockMarker(props);
},
}));
describe("ControlPointsLayer", () => {
it("renders each control point", () => {
renderWithProviders(<ControlPointsLayer />, {
preloadedState: {
controlPoints: {
controlPoints: {
foo: {
id: "foo",
name: "Foo",
blue: true,
position: new LatLng(0, 0),
mobile: false,
sidc: "",
},
bar: {
id: "bar",
name: "Bar",
blue: false,
position: new LatLng(1, 0),
mobile: false,
sidc: "",
},
},
},
},
});
expect(mockMarker).toBeCalledTimes(2);
});
it("renders LayerGroup but no contents if no combat", () => {
renderWithProviders(<ControlPointsLayer />);
expect(mockLayerGroup).toBeCalledTimes(1);
expect(mockMarker).not.toHaveBeenCalled();
});
});

View File

@@ -1,78 +0,0 @@
import { renderWithProviders } from "../../testutils";
import CullingExclusionZones from "./CullingExclusionZones";
import { PropsWithChildren } from "react";
const mockCircle = jest.fn();
const mockLayerGroup = jest.fn();
const mockLayerControlOverlay = jest.fn();
jest.mock("react-leaflet", () => ({
LayerGroup: (props: PropsWithChildren<any>) => {
mockLayerGroup(props);
return <>{props.children}</>;
},
LayersControl: {
Overlay: (props: PropsWithChildren<any>) => {
mockLayerControlOverlay(props);
return <>{props.children}</>;
},
},
Circle: (props: any) => {
mockCircle(props);
},
}));
describe("CullingExclusionZones", () => {
it("is empty there are no exclusion zones", () => {
renderWithProviders(<CullingExclusionZones />);
expect(mockCircle).not.toHaveBeenCalled();
expect(mockLayerGroup).toHaveBeenCalledTimes(1);
expect(mockLayerControlOverlay).toHaveBeenCalledTimes(1);
});
describe("zone circles", () => {
it("are drawn in the correct locations", () => {
renderWithProviders(<CullingExclusionZones />, {
preloadedState: {
unculledZones: {
zones: [
{
position: {
lat: 0,
lng: 0,
},
radius: 10,
},
{
position: {
lat: 1,
lng: 1,
},
radius: 2,
},
],
},
},
});
expect(mockCircle).toHaveBeenCalledTimes(2);
expect(mockCircle).toHaveBeenCalledWith(
expect.objectContaining({
center: {
lat: 0,
lng: 0,
},
radius: 10,
})
);
expect(mockCircle).toHaveBeenCalledWith(
expect.objectContaining({
center: {
lat: 1,
lng: 1,
},
radius: 2,
})
);
});
it("are not interactive", () => {});
});
});

View File

@@ -30,10 +30,18 @@ const CullingExclusionCircles = (props: CullingExclusionCirclesProps) => {
export default function CullingExclusionZones() {
const data = useAppSelector(selectUnculledZones).zones;
var cez = <></>;
if (!data) {
console.log("Empty response when loading culling exclusion zones");
} else {
cez = (
<CullingExclusionCircles zones={data}></CullingExclusionCircles>
);
}
return (
<LayersControl.Overlay name="Culling exclusion zones">
<CullingExclusionCircles zones={data}></CullingExclusionCircles>
{cez}
</LayersControl.Overlay>
);
}

View File

@@ -1,8 +1,7 @@
import { Flight } from "../../api/liberationApi";
import { useGetCommitBoundaryForFlightQuery } from "../../api/liberationApi";
import WaypointMarker from "../waypointmarker";
import { Polyline as LPolyline } from "leaflet";
import { ReactElement, useEffect, useRef } from "react";
import { ReactElement } from "react";
import { Polyline } from "react-leaflet";
const BLUE_PATH = "#0084ff";
@@ -28,44 +27,16 @@ const pathColor = (props: FlightPlanProps) => {
function FlightPlanPath(props: FlightPlanProps) {
const color = pathColor(props);
const waypoints = props.flight.waypoints;
const polylineRef = useRef<LPolyline | null>(null);
// Flight paths should be drawn under everything else. There seems to be an
// issue where `interactive: false` doesn't do as its told (there's nuance,
// see the bug for details). It looks better if we draw the other elements on
// top of the flight plans anyway, so just push the flight plan to the back.
//
// https://github.com/dcs-liberation/dcs_liberation/issues/3295
//
// It's not possible to z-index a polyline (and leaflet says it never will be,
// because this is a limitation of SVG, not leaflet:
// https://github.com/Leaflet/Leaflet/issues/185), so we need to use
// bringToBack() to push the flight paths to the back of the drawing once
// they've been added to the map. They'll still draw on top of the map, but
// behind everything than was added before them. Anything added after always
// goes on top.
useEffect(() => {
if (props.selected) {
polylineRef.current?.bringToFront();
}
else {
polylineRef.current?.bringToBack();
}
});
if (waypoints == null) {
return <></>;
}
const points = waypoints
.filter((waypoint) => waypoint.include_in_path)
.map((waypoint) => waypoint.position);
return (
<Polyline
positions={points}
pathOptions={{ color: color, interactive: false }}
ref={polylineRef}
/>
);
}

View File

@@ -1,409 +0,0 @@
import { renderWithProviders } from "../../testutils";
import FlightPlansLayer from "./FlightPlansLayer";
import { PropsWithChildren } from "react";
const mockPolyline = jest.fn();
const mockLayerGroup = jest.fn();
jest.mock("react-leaflet", () => ({
LayerGroup: (props: PropsWithChildren<any>) => {
mockLayerGroup(props);
return <>{props.children}</>;
},
Polyline: (props: any) => {
mockPolyline(props);
},
}));
// The waypoints in test data below should all use `should_make: false`. Markers
// need useMap() to check the zoom level to decide if they should be drawn or
// not, and we don't have good options here for mocking that behavior.
describe("FlightPlansLayer", () => {
describe("unselected flights", () => {
it("are drawn", () => {
renderWithProviders(<FlightPlansLayer blue={true} />, {
preloadedState: {
flights: {
flights: {
foo: {
id: "foo",
blue: true,
sidc: "",
waypoints: [
{
name: "",
position: {
lat: 0,
lng: 0,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
{
name: "",
position: {
lat: 1,
lng: 1,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
],
},
bar: {
id: "bar",
blue: true,
sidc: "",
waypoints: [
{
name: "",
position: {
lat: 0,
lng: 0,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
{
name: "",
position: {
lat: 1,
lng: 1,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
],
},
},
selected: null,
},
},
});
// For some reason passing ref to PolyLine causes it and its group to be
// redrawn, so these numbers don't match what you'd expect from the test.
// It probably needs to be rewritten without mocks.
expect(mockPolyline).toHaveBeenCalledTimes(3);
expect(mockLayerGroup).toBeCalledTimes(2);
});
it("are not drawn if wrong coalition", () => {
renderWithProviders(<FlightPlansLayer blue={true} />, {
preloadedState: {
flights: {
flights: {
foo: {
id: "foo",
blue: true,
sidc: "",
waypoints: [
{
name: "",
position: {
lat: 0,
lng: 0,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
{
name: "",
position: {
lat: 1,
lng: 1,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
],
},
bar: {
id: "bar",
blue: false,
sidc: "",
waypoints: [
{
name: "",
position: {
lat: 0,
lng: 0,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
{
name: "",
position: {
lat: 1,
lng: 1,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
],
},
},
selected: null,
},
},
});
expect(mockPolyline).toHaveBeenCalledTimes(1);
expect(mockLayerGroup).toBeCalledTimes(1);
});
it("are not drawn when only selected flights are to be drawn", () => {
renderWithProviders(<FlightPlansLayer selectedOnly />, {
preloadedState: {
flights: {
flights: {
foo: {
id: "foo",
blue: true,
sidc: "",
waypoints: [
{
name: "",
position: {
lat: 0,
lng: 0,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
{
name: "",
position: {
lat: 1,
lng: 1,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
],
},
},
selected: null,
},
},
});
expect(mockPolyline).not.toHaveBeenCalled();
expect(mockLayerGroup).toBeCalledTimes(1);
});
});
describe("selected flights", () => {
it("are drawn", () => {
renderWithProviders(<FlightPlansLayer blue={true} />, {
preloadedState: {
flights: {
flights: {
foo: {
id: "foo",
blue: true,
sidc: "",
waypoints: [
{
name: "",
position: {
lat: 0,
lng: 0,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
{
name: "",
position: {
lat: 1,
lng: 1,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
],
},
bar: {
id: "bar",
blue: true,
sidc: "",
waypoints: [
{
name: "",
position: {
lat: 0,
lng: 0,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
{
name: "",
position: {
lat: 1,
lng: 1,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
],
},
},
selected: "foo",
},
},
});
expect(mockPolyline).toHaveBeenCalledTimes(2);
expect(mockLayerGroup).toBeCalledTimes(1);
});
it("are not drawn twice", () => {
renderWithProviders(<FlightPlansLayer blue={true} />, {
preloadedState: {
flights: {
flights: {
foo: {
id: "foo",
blue: true,
sidc: "",
waypoints: [
{
name: "",
position: {
lat: 0,
lng: 0,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
{
name: "",
position: {
lat: 1,
lng: 1,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
],
},
},
selected: "foo",
},
},
});
expect(mockPolyline).toHaveBeenCalledTimes(1);
expect(mockLayerGroup).toBeCalledTimes(1);
});
it("are not drawn if red", () => {
renderWithProviders(<FlightPlansLayer selectedOnly />, {
preloadedState: {
flights: {
flights: {
foo: {
id: "foo",
blue: false,
sidc: "",
waypoints: [
{
name: "",
position: {
lat: 0,
lng: 0,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
{
name: "",
position: {
lat: 1,
lng: 1,
},
altitude_ft: 0,
altitude_reference: "MSL",
is_movable: true,
should_mark: false,
include_in_path: true,
timing: "",
},
],
},
},
selected: "foo",
},
},
});
expect(mockPolyline).toHaveBeenCalled();
expect(mockLayerGroup).toBeCalledTimes(1);
});
});
it("are not drawn if there are no flights", () => {
renderWithProviders(<FlightPlansLayer blue={true} />);
expect(mockPolyline).not.toHaveBeenCalled();
expect(mockLayerGroup).toBeCalledTimes(1);
});
});

View File

@@ -5,7 +5,7 @@ import FlightPlan from "../flightplan";
import { LayerGroup } from "react-leaflet";
interface FlightPlansLayerProps {
blue?: boolean;
blue: boolean;
selectedOnly?: true;
}
@@ -15,6 +15,11 @@ function SelectedFlightPlan(props: FlightPlansLayerProps) {
return <></>;
}
if (!props.blue) {
// We don't currently support playing as red, so nothing to draw.
return <></>;
}
return (
<FlightPlan
key={flight.id}

View File

@@ -1,32 +0,0 @@
import { renderWithProviders } from "../../testutils";
import FrontLine from "./FrontLine";
import { PolylineProps } from "react-leaflet";
const mockPolyline = jest.fn();
jest.mock("react-leaflet", () => ({
Polyline: (props: PolylineProps) => {
mockPolyline(props);
},
}));
describe("FrontLine", () => {
it("is drawn in the correct location", () => {
const extents = [
{ lat: 0, lng: 0 },
{ lat: 1, lng: 0 },
];
renderWithProviders(
<FrontLine
front={{
id: "",
extents: extents,
}}
/>
);
expect(mockPolyline).toHaveBeenCalledWith(
expect.objectContaining({
positions: extents,
})
);
});
});

View File

@@ -1,56 +0,0 @@
import { renderWithProviders } from "../../testutils";
import FrontLinesLayer from "./FrontLinesLayer";
import { PropsWithChildren } from "react";
const mockPolyline = jest.fn();
const mockLayerGroup = jest.fn();
jest.mock("react-leaflet", () => ({
LayerGroup: (props: PropsWithChildren<any>) => {
mockLayerGroup(props);
return <>{props.children}</>;
},
Polyline: (props: any) => {
mockPolyline(props);
},
}));
// The waypoints in test data below should all use `should_make: false`. Markers
// need useMap() to check the zoom level to decide if they should be drawn or
// not, and we don't have good options here for mocking that behavior.
describe("FrontLinesLayer", () => {
it("draws nothing when there are no front lines", () => {
renderWithProviders(<FrontLinesLayer />);
expect(mockPolyline).not.toHaveBeenCalled();
expect(mockLayerGroup).toHaveBeenCalledTimes(1);
});
it("draws front lines", () => {
const extents = [
{ lat: 0, lng: 0 },
{ lat: 1, lng: 1 },
];
renderWithProviders(<FrontLinesLayer />, {
preloadedState: {
frontLines: {
fronts: {
foo: {
id: "foo",
extents: extents,
},
bar: {
id: "bar",
extents: extents,
},
},
},
},
});
expect(mockPolyline).toHaveBeenCalledTimes(2);
expect(mockPolyline).toHaveBeenCalledWith(
expect.objectContaining({
positions: extents,
})
);
expect(mockLayerGroup).toHaveBeenCalledTimes(1);
});
});

View File

@@ -3,7 +3,7 @@ import { useAppSelector } from "../../app/hooks";
import FrontLine from "../frontline";
import { LayerGroup } from "react-leaflet";
export default function FrontLinesLayer() {
export default function SupplyRoutesLayer() {
const fronts = useAppSelector(selectFrontLines).fronts;
return (
<LayerGroup>

View File

@@ -25,10 +25,10 @@ export default function LiberationMap() {
const map = useRef<Map>(null);
const mapCenter = useAppSelector(selectMapCenter);
useEffect(() => {
map.current?.setView(mapCenter, map.current?.getZoom() ?? 8, { animate: true, duration: 1 });
map.current?.setView(mapCenter, 8, { animate: true, duration: 1 });
});
return (
<MapContainer zoom={map.current?.getZoom() ?? 8} zoomControl={false} ref={map}>
<MapContainer zoom={8} zoomControl={false} ref={map}>
<ScaleControl />
<LeafletRuler />
<LayersControl collapsed={false}>
@@ -53,18 +53,6 @@ export default function LiberationMap() {
<LayersControl.Overlay name="Air defenses" checked>
<TgosLayer categories={["aa"]} />
</LayersControl.Overlay>
<LayersControl.Overlay name="LORAD" >
<TgosLayer categories={["aa"]} task={"LORAD"} />
</LayersControl.Overlay>
<LayersControl.Overlay name="MERAD" >
<TgosLayer categories={["aa"]} task={"MERAD"} />
</LayersControl.Overlay>
<LayersControl.Overlay name="SHORAD" >
<TgosLayer categories={["aa"]} task={"SHORAD"} />
</LayersControl.Overlay>
<LayersControl.Overlay name="AAA" >
<TgosLayer categories={["aa"]} task={"AAA"} />
</LayersControl.Overlay>
<LayersControl.Overlay name="Factories" checked>
<TgosLayer categories={["factory"]} />
</LayersControl.Overlay>
@@ -98,8 +86,8 @@ export default function LiberationMap() {
<LayersControl.Overlay name="Allied IADS Network">
<Iadsnetworklayer blue={true} />
</LayersControl.Overlay>
<LayersControl.Overlay name="Selected flight plan">
<FlightPlansLayer selectedOnly />
<LayersControl.Overlay name="Selected blue flight plan">
<FlightPlansLayer blue={true} selectedOnly />
</LayersControl.Overlay>
<LayersControl.Overlay name="All blue flight plans" checked>
<FlightPlansLayer blue={true} />

View File

@@ -1,125 +0,0 @@
import { renderWithProviders } from "../../testutils";
import NavMeshLayer from "./NavMeshLayer";
import { PropsWithChildren } from "react";
const mockPolygon = jest.fn();
const mockLayerGroup = jest.fn();
jest.mock("react-leaflet", () => ({
LayerGroup: (props: PropsWithChildren<any>) => {
mockLayerGroup(props);
return <>{props.children}</>;
},
Polygon: (props: any) => {
mockPolygon(props);
},
}));
// The waypoints in test data below should all use `should_make: false`. Markers
// need useMap() to check the zoom level to decide if they should be drawn or
// not, and we don't have good options here for mocking that behavior.
describe("NavMeshLayer", () => {
it("draws blue meshes", () => {
const poly1 = [
[
{ lat: -1, lng: 0 },
{ lat: 0, lng: 1 },
{ lat: 1, lng: 0 },
],
];
const poly2 = [
[
{ lat: -1, lng: 0 },
{ lat: 0, lng: -1 },
{ lat: 1, lng: 0 },
],
];
renderWithProviders(<NavMeshLayer blue={true} />, {
preloadedState: {
navmeshes: {
blue: [
{
poly: poly1,
threatened: false,
},
{
poly: poly2,
threatened: true,
},
],
red: [
{
poly: [
[
{ lat: -1, lng: 0 },
{ lat: 0, lng: 2 },
{ lat: 1, lng: 0 },
],
],
threatened: false,
},
],
},
},
});
expect(mockPolygon).toHaveBeenCalledTimes(2);
expect(mockPolygon).toHaveBeenCalledWith(
expect.objectContaining({
fillColor: "#00ff00",
positions: poly1,
interactive: false,
})
);
expect(mockPolygon).toHaveBeenCalledWith(
expect.objectContaining({
fillColor: "#ff0000",
positions: poly2,
interactive: false,
})
);
expect(mockLayerGroup).toHaveBeenCalledTimes(1);
});
it("draws red navmesh", () => {
renderWithProviders(<NavMeshLayer blue={false} />, {
preloadedState: {
navmeshes: {
blue: [
{
poly: [
[
{ lat: -1, lng: 0 },
{ lat: 0, lng: 1 },
{ lat: 1, lng: 0 },
],
],
threatened: false,
},
{
poly: [
[
{ lat: -1, lng: 0 },
{ lat: 0, lng: -1 },
{ lat: 1, lng: 0 },
],
],
threatened: true,
},
],
red: [
{
poly: [
[
{ lat: -1, lng: 0 },
{ lat: 0, lng: 2 },
{ lat: 1, lng: 0 },
],
],
threatened: false,
},
],
},
},
});
expect(mockPolygon).toHaveBeenCalledTimes(1);
expect(mockLayerGroup).toHaveBeenCalledTimes(1);
});
});

View File

@@ -1,7 +1,6 @@
import { useAppSelector } from "../../app/hooks";
import { useGetTerrainZonesQuery } from "../../api/liberationApi";
import { LatLngLiteral } from "leaflet";
import { LayerGroup, LayersControl, Polygon } from "react-leaflet";
import { selectMapZones } from "../../api/mapZonesSlice";
interface TerrainZoneLayerProps {
zones: LatLngLiteral[][][];
@@ -29,28 +28,33 @@ function TerrainZoneLayer(props: TerrainZoneLayerProps) {
}
export default function TerrainZonesLayers() {
const zones = useAppSelector(selectMapZones).mapZones;
const { data, error, isLoading } = useGetTerrainZonesQuery();
var exclusion = <></>;
var inclusion = <></>;
var sea = <></>;
if (zones) {
if (error) {
console.error("Error while loading terrain zones", error);
} else if (isLoading) {
} else if (!data) {
console.log("Empty response when loading terrain zones");
} else {
exclusion = (
<TerrainZoneLayer
zones={zones.exclusion}
zones={data.exclusion}
color="#969696"
fillColor="#303030"
/>
);
inclusion = (
<TerrainZoneLayer
zones={zones.inclusion}
zones={data.inclusion}
color="#969696"
fillColor="#4b4b4b"
/>
);
sea = (
<TerrainZoneLayer zones={zones.sea} color="#344455" fillColor="#344455" />
<TerrainZoneLayer zones={data.sea} color="#344455" fillColor="#344455" />
);
}
return (

View File

@@ -5,11 +5,11 @@ import {
import { Tgo as TgoModel } from "../../api/liberationApi";
import SplitLines from "../splitlines/SplitLines";
import { Icon, Point } from "leaflet";
import ms from "milsymbol";
import { Symbol as MilSymbol } from "milsymbol";
import { Marker, Tooltip } from "react-leaflet";
function iconForTgo(cp: TgoModel) {
const symbol = new ms.Symbol(cp.sidc, {
const symbol = new MilSymbol(cp.sidc, {
size: 24,
});

View File

@@ -6,21 +6,14 @@ import { LayerGroup } from "react-leaflet";
interface TgosLayerProps {
categories?: string[];
exclude?: true;
task?: string;
}
export default function TgosLayer(props: TgosLayerProps) {
const allTgos = Object.values(useAppSelector(selectTgos).tgos);
const categoryFilter = props.categories ?? [];
const taskFilter = props.task ?? "";
const tgos = allTgos.filter(
(tgo) => {
if (taskFilter && tgo.task){
return taskFilter === tgo.task[0]
}
return categoryFilter.includes(tgo.category) === !(props.exclude ?? false)
}
);
(tgo) => categoryFilter.includes(tgo.category) === !(props.exclude ?? false)
);
return (
<LayerGroup>
{tgos.map((tgo) => {

View File

@@ -0,0 +1,73 @@
import { useGetDebugIpZonesQuery } from "../../api/liberationApi";
import { LayerGroup, Polygon } from "react-leaflet";
interface IpZonesProps {
flightId: string;
}
function IpZones(props: IpZonesProps) {
const { data, error, isLoading } = useGetDebugIpZonesQuery({
flightId: props.flightId,
});
if (isLoading) {
return <></>;
}
if (error) {
console.error("Error while loading waypoint IP zone info", error);
return <></>;
}
if (!data) {
console.log("Waypoint IP zone returned empty response");
return <></>;
}
return (
<>
<Polygon
positions={data.homeBubble}
color="#ffff00"
fillOpacity={0.1}
interactive={false}
/>
<Polygon
positions={data.ipBubble}
color="#bb89ff"
fillOpacity={0.1}
interactive={false}
/>
<Polygon
positions={data.permissibleZone}
color="#ffffff"
fillOpacity={0.1}
interactive={false}
/>
{data.safeZones.map((zone, idx) => {
return (
<Polygon
key={idx}
positions={zone}
color="#80BA80"
fillOpacity={0.1}
interactive={false}
/>
);
})}
</>
);
}
interface IpZonesLayerProps {
flightId: string | null;
}
export function IpZonesLayer(props: IpZonesLayerProps) {
return (
<LayerGroup>
{props.flightId ? <IpZones flightId={props.flightId} /> : <></>}
</LayerGroup>
);
}

View File

@@ -1,6 +1,7 @@
import { selectSelectedFlightId } from "../../api/flightsSlice";
import { useAppSelector } from "../../app/hooks";
import { HoldZonesLayer } from "./HoldZones";
import { IpZonesLayer } from "./IpZones";
import { JoinZonesLayer } from "./JoinZones";
import { LayersControl } from "react-leaflet";
@@ -15,6 +16,9 @@ export function WaypointDebugZonesControls() {
return (
<>
<LayersControl.Overlay name="IP zones">
<IpZonesLayer flightId={selectedFlightId} />
</LayersControl.Overlay>
<LayersControl.Overlay name="Join zones">
<JoinZonesLayer flightId={selectedFlightId} />
</LayersControl.Overlay>

View File

@@ -60,7 +60,7 @@ const WaypointMarker = (props: WaypointMarkerProps) => {
useEffect(() => {
const waypoint = props.waypoint;
marker.current?.setTooltipContent(
`${props.number-1} ${waypoint.name}<br />` +
`${props.number} ${waypoint.name}<br />` +
`${waypoint.altitude_ft.toFixed()} ft ${waypoint.altitude_reference}<br />` +
waypoint.timing
);

View File

@@ -1,5 +1,5 @@
import App from "./App";
import { setupStore } from "./app/store";
import { store } from "./app/store";
import { SocketProvider } from "./components/socketprovider/socketprovider";
import "./index.css";
import * as serviceWorker from "./serviceWorker";
@@ -12,7 +12,7 @@ const root = ReactDOM.createRoot(
);
root.render(
<React.StrictMode>
<Provider store={setupStore()}>
<Provider store={store}>
<SocketProvider>
<App />
</SocketProvider>

View File

@@ -1,30 +0,0 @@
// https://redux.js.org/usage/writing-tests
import { setupStore } from "../app/store";
import type { AppStore, RootState } from "../app/store";
import type { PreloadedState } from "@reduxjs/toolkit";
import { render } from "@testing-library/react";
import type { RenderOptions } from "@testing-library/react";
import React, { PropsWithChildren } from "react";
import { Provider } from "react-redux";
// This type interface extends the default options for render from RTL, as well
// as allows the user to specify other things such as initialState, store.
interface ExtendedRenderOptions extends Omit<RenderOptions, "queries"> {
preloadedState?: PreloadedState<RootState>;
store?: AppStore;
}
export function renderWithProviders(
ui: React.ReactElement,
{
preloadedState = {},
// Automatically create a store instance if no store was passed in
store = setupStore(preloadedState),
...renderOptions
}: ExtendedRenderOptions = {}
) {
function Wrapper({ children }: PropsWithChildren<{}>): JSX.Element {
return <Provider store={store}>{children}</Provider>;
}
return { store, ...render(ui, { wrapper: Wrapper, ...renderOptions }) };
}

View File

@@ -1,8 +0,0 @@
coverage:
status:
patch:
default:
informational: true
project:
default:
informational: true

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@@ -1,20 +0,0 @@
# Minimal makefile for Sphinx documentation
#
# You can set these variables from the command line, and also
# from the environment for the first two.
SPHINXOPTS ?=
SPHINXBUILD ?= sphinx-build
SOURCEDIR = .
BUILDDIR = _build
# Put it first so that "make" without argument is like "make help".
help:
@$(SPHINXBUILD) -M help "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)
.PHONY: help Makefile
# Catch-all target: route all unknown targets to Sphinx using the new
# "make mode" option. $(O) is meant as a shortcut for $(SPHINXOPTS).
%: Makefile
@$(SPHINXBUILD) -M $@ "$(SOURCEDIR)" "$(BUILDDIR)" $(SPHINXOPTS) $(O)

View File

@@ -1,34 +0,0 @@
# Configuration file for the Sphinx documentation builder.
#
# For the full list of built-in configuration values, see the documentation:
# https://www.sphinx-doc.org/en/master/usage/configuration.html
# -- Project information -----------------------------------------------------
# https://www.sphinx-doc.org/en/master/usage/configuration.html#project-information
project = "DCS Retribution"
copyright = "2025, DCS Retribution Team"
author = "DCS Retribution Team"
release = "1.5.0"
# -- General configuration ---------------------------------------------------
# https://www.sphinx-doc.org/en/master/usage/configuration.html#general-configuration
extensions = [
"myst_parser",
"sphinx_rtd_theme",
"sphinx.ext.autosectionlabel",
"sphinx.ext.todo",
]
templates_path = ["_templates"]
exclude_patterns = ["_build", "Thumbs.db", ".DS_Store"]
# -- Options for HTML output -------------------------------------------------
# https://www.sphinx-doc.org/en/master/usage/configuration.html#options-for-html-output
html_theme = "sphinx_rtd_theme"
html_static_path = ["_static"]
todo_include_todos = True

View File

@@ -1,8 +0,0 @@
Design docs
===========
.. toctree::
:maxdepth: 2
:caption: Contents:
turnless.md

View File

@@ -1,8 +0,0 @@
Developer documentation
=======================
.. toctree::
:maxdepth: 2
:caption: Contents:
design/index.rst

View File

@@ -1,6 +0,0 @@
Manual
======
.. toctree::
:maxdepth: 2
:caption: Contents:

View File

@@ -1,16 +0,0 @@
DCS Liberation
==============
.. toctree::
:maxdepth: 2
:caption: Contents:
game/index.rst
modding/index.rst
dev/index.rst
Indices and tables
==================
* :ref:`genindex`
* :ref:`search`

View File

@@ -1,35 +0,0 @@
@ECHO OFF
pushd %~dp0
REM Command file for Sphinx documentation
if "%SPHINXBUILD%" == "" (
set SPHINXBUILD=sphinx-build
)
set SOURCEDIR=.
set BUILDDIR=_build
%SPHINXBUILD% >NUL 2>NUL
if errorlevel 9009 (
echo.
echo.The 'sphinx-build' command was not found. Make sure you have Sphinx
echo.installed, then set the SPHINXBUILD environment variable to point
echo.to the full path of the 'sphinx-build' executable. Alternatively you
echo.may add the Sphinx directory to PATH.
echo.
echo.If you don't have Sphinx installed, grab it from
echo.https://www.sphinx-doc.org/
exit /b 1
)
if "%1" == "" goto help
%SPHINXBUILD% -M %1 %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%
goto end
:help
%SPHINXBUILD% -M help %SOURCEDIR% %BUILDDIR% %SPHINXOPTS% %O%
:end
popd

View File

@@ -1,10 +0,0 @@
Modding guide
=============
.. toctree::
:maxdepth: 2
:caption: Contents:
fuel-consumption-measurement.md
layouts.rst
weather.rst

View File

@@ -1,397 +0,0 @@
The Layout System
=================
.. note::
The documentation of the layout system is still WIP and not
complete as the development of this feature involves a major refactoring
of the base code. Therefore this documentation is currently used for
development purpose primarily. The documentation will be updated soon.
Any help in updating this wiki page is appreciated!
The Layout System is a new way of defining how ground objects like SAM
Sites or other Vehicle / Ship Groups will be generated (which type of
units, how many units, alignment and orientation). It is a complete
rework of the previous generator-based logic which was written in python
code. The new system allows to define layouts with easy to write yaml
code and the use of the DCS Mission Editor for easier placement of the
units. The layout system also introduced a new logical grouping of Units
and layouts for them, the Armed Forces, which will allow major
improvements to the Ground Warfare in upcoming features.
**Armed Forces**
The Armed Forces is a new system introduced with the layout system which will
allow to identitfy and group possible units from the faction together with
available layouts for these groups. It is comparable to the AirWing and Squadron
implementation but just for Ground and Naval Forces. All possible Force Groups
(grouping of 1 or more units and and the available layouts for them) will be
generated during campaign initialization and will be used later by many
different systems. A Force Group can also include static objects which was not
possible before the introduction of the layout system. It is also possible to
define presets of these Force Groups within the faction file which is handy for
more complex groups like a SA-10 Battery or similar. Example: `SA-10.yaml`_.
which includes all the units like SR, TR, LN and has the layout of a
`S-300_Site.yaml`_.
.. _SA-10.yaml: https://github.com/dcs-liberation/dcs_liberation/blob/develop/resources/groups/SA-10.yaml
.. _S-300_Site.yaml: https://github.com/dcs-liberation/dcs_liberation/blob/develop/resources/layouts/anti_air/S-300_Site.yaml
**The Layout System**
In the previous system the generator which created the ground object was written
in python which made modifications and reusability very complicated. To allow
easier handling of the layouts and decoupling of alignment of units and the
actual unit type (for example Ural-375) the layout system was introduced.
Previously we had a generator for every different SAM Site, now we can just
reuse the alignemnt (e.g. 6 Launchers in a circle alignment) for multiple SAM
Systems and introduce more variety.
This new System allows Users and Designers to easily create or modify
layouts as the new alginment and orientation of units is defined with
the DCS Mission editor. An additional .yaml file allows the
configuration of the layout with settings like allow unit types or
random amounts of units. In total the new system reduces the complexity
and allows to precisely align / orient units as needed and create
realistic looking ground units.
As the whole ground unit generation and handling was reworked it is now
also possible to add static units to a ground object, so even
Fortifcation or similar can be added to templates in the future.
General Concept
~~~~~~~~~~~~~~~
.. figure:: images/layouts.png
:alt: Overview
Overview
All possible Force Groups will be generated during campaign
initialization by checking all possible units for the specific faction
and all available layouts. The code will automatically match general
layouts with available units. It is also possible to define preset
groups within the faction files which group many units and the prefered
layouts for the group. This is especially handy for unique layouts which
are not defined as ``global``. For example complex sam sites like the
S-300 or Patriot which have very specific alignment of the different
units.
Layouts will be matched to units based on the special definition given
in the corresponding yaml file. For example a layout which is defined as
global and allows the unit_class SHORAD will automatically be used for
all available SHORAD units which are defined in the faction file.
.. todo:: Describe the optional flag.
All these generated ForceGroups will be managed by the ArmedForces class
of the specific coalition. This class will be used by other parts of the
system like the start_generator or the BuyMenu. The ArmedForces class
will then generate the TheaterGroundObject which will be used by
liberation.
Example for a customized Ground Object Buy Menu which makes use of
Templates and UnitGroups:
.. figure:: images/ground_object_buy_menu.png
:alt: Ground object buy menu
Ground object buy menu
How to modify or add layouts
----------------------------
.. warning::
Whenever changes were made to layouts they have to be re-imported into
Liberation. See :ref:`Import Layouts into Liberation`.
A layout consists of two special files:
- layout.miz which defines the actual positioning and alignment of the
groups / units
- layout.yaml which defines the necessary information like amount of
units, possible types or classes.
To add a new template a new yaml has to be created as every yaml can
only define exact one template. Best practice is to copy paste an
existing template which is similar to the one to be created as starting
point. The next step is to create a new .miz file and align Units and
statics to the wishes. Even if existing ones can be reused, best
practice is to always create a fresh one to prevent side effects. The
most important part is to use a new Group for every different Unit Type.
It is not possible to mix Unit Types in one group within a template. For
example it is not possible to have a logistic truck and a AAA in the
same group. The miz file will only be used to get the exact position and
orientation of the units, therefore it is irrelevant which type of unit
will be used. The unit type will be later defined inside the yaml file.
For the next step all Group names have to be added to the yaml file.
Take care to that these names match exactly! Assign the unit_types or
unit_classes properties to math the needs.
The Layout miz
~~~~~~~~~~~~~~
The miz file is used to define the positioning and orientation of the
different units for the template. The actual unit which is used is
irrelevant. It is important to use a unique and meaningful name for the
groups as this will be used in the yaml file as well. The information
which will be extracted from the miz file are just the coordinates and
heading of the units.
*Important*: Every different unit type has to be in a separate Group for
the template to work. You can not add units of different types to the
same group. They can get merged back together during generation by
setting the group property. In the example below both groups
``AAA Site 0`` and ``AAA Site 1`` have the group = 1 which means that
they will be in the same dcs group during generation.
*Important*: Liberation expects every template to be designed with an
orientation of heading 0 (North) in mind. The complete GroundObject will
during the campaign generation process be rotated to match the
orientation defined by the campaign designer. If the layout was not
created with an orientation of heading 0 the later generated
GroundObject will likely be misaligned and not work properly.
.. todo::
max amount of possible units is defined from the miz. Example if later the
group should have 6 units than there have to be 6 defined in the miz.
.. figure:: images/layout_miz_example.png
:alt: Example template mission
Example template mission
The Layout configuration file
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
.. todo:: Description about the layout yaml file.
Possible Information:
.. list-table::
:header-rows: 1
* - Property
- Type
- Required
- Description
- Example
* - name
- ``str``
- Yes
- A name to identify the template
- .. code:: yaml
name: Armor Group
* - tasks
- list of ``GroupTask``
- Yes
- A list of tasks which the template can fulfill
- .. code:: yaml
tasks:
- AAA
- SHORAD
* - generic
- ``bool``, default false
- No
- True if this template will be used to create general ``UnitGroups``
-
* - description
- ``str``
- No
- Short description of the template
-
* - groups
- List of ``Groups``
- Yes
- See below for definition of a group
-
* - layout_file
- ``str``
- No
- The .miz file which has the groups/units of the layout included. Only
needed if the file has a different name than the yaml file
- .. code:: yaml
layout_file: resources/layouts/naval/legacy_naval_templates.miz
.. todo:: Group and SubGroup
A group has 1..N sub groups. The name of the Group will be used later
within the DCS group name.
All SubGroups will be merged into one DCS Group
Every unit type has to be defined as a sub group as following:
.. list-table::
:header-rows: 1
* - Property
- Type
- Required
- Description
* - name
- ``str``
- Yes
- The group name used in the .miz. Must match exactly!
* - optional
- ``bool``, default: false
- No
- Defines wether the layout can be used without this group if the faction
has no access to the unit type or the user wants to disable this group
* - fill
- ``bool``, default: false
- No
- If the group is optional the layout is used from a PresetGroup this
property tells the system if it should use any possible faction
accessible unit to fill up this slot if no capable one was defined in
the preset yaml.
* - unit_count
- list of ``int``
- No
- Amount of units to be generated for this group. Can be fixed or a range
where it will be picked randomly
* - unit_types
- list of DCS unit type IDs
- No
- Specific unit_types for ground units. Complete list from `vehicles.py`_.
This list is extended by all supported mods!
* - unit_classes
- list of unit classes
- No
- Unit classes of supported units. Defined by ``UnitClass`` in
`game/data/units.py`_.
* - statics
- list of static types
- No
- Specific unit_types of statics. Complete list from `statics.py`_
.. _vehicles.py: https://github.com/pydcs/dcs/blob/master/dcs/vehicles.py
.. _game/data/units.py: https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/data/units.py
.. _statics.py: https://github.com/pydcs/dcs/blob/master/dcs/statics.py
Complete example of a generic template for an Aircraft Carrier group:
.. code:: yaml
name: Carrier Group
generic: true
tasks:
- AircraftCarrier
groups:
- Carrier: # Group Name of the DCS Group
- name: Carrier Group 0 # Sub Group used in the layout.miz
unit_count:
- 1
unit_classes:
- AircraftCarrier
- Escort: # Group name of the 2nd Group
- name: Carrier Group 1
unit_count:
- 4
unit_classes:
- Destroyer
layout_file: resources/layouts/naval/legacy_naval_templates.miz
Import Layouts into Liberation
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
For performance improvements all layouts are serialized to a so called
pickle file inside the save folder defined in the liberation
preferences. Every time changes are made to the layouts this file has to
be recreated. It can be recreated by either deleting the layouts.p file
manually or using the special option in the Liberation Toolbar
(Developer Tools -> Import Layouts). It will also be recreated after
each Liberation update as it will check the Version Number and recreate
it when changes are recognized.
Migration from Generators
-------------------------
The previous generators were migrated using a script which build a group using
the generator. All of these groups were save into one .miz file
`original_generator_layouts.miz`_. This miz file can be used to verify the
templates and to generalize similar templates to decouple the layout from the
actual units. As this is a time-consuming and sphisticated task this will be
done over time. With the first step the technical requirements will be fulfilled
so that the generalization can happen afterwards the technical pr gets merged.
.. _original_generator_layouts.miz: https://github.com/dcs-liberation/dcs_liberation/blob/develop/resources/layouts/original_generator_layouts.miz
Updates for Factions
~~~~~~~~~~~~~~~~~~~~
With the rework there were also some changes to the faction file
definitions. Older faction files can not be loaded anymore and have to
be adopted to the new changes. During migration all default factions
were automatically updated, so they will work out of the box.
You can find more detailed information about how to customize the
faction file in `Custom factions`_.
What was changed:
* Removed the ``ewrs`` list. All EWRs are now defined in the list
``air_defense_units``.
* Added the ``air_defense_units`` list. All units with the Role AntiAir can be
defined here as `GroundUnitType`_. All possible units are defined in
`resources/units/ground_units`_.
* Added ``preset_groups``. This list allows to define Preset Groups (described
above) like SAM Systems consisting of Launcher, SR, TR and so on instead of
adding them each to “air_defense_units”. The presets are defined in
`resources/groups`_
* Migrated ``air_defenses`` to air_defense_units and preset_sets.
* ``Missiles`` are migrated to GroundUnitTypes instead of Generator names (see
air_defense_units for how to use)
* Removed ``cruisers``, ``destroyers`` and ``naval_generators``. Migrated them
to naval_units and preset_groups
* Added ``naval_units`` with the correct ship name found in
`resources/units/ships`_.
* ``aircraft_carrier`` and ``helicopter_carrier`` were moved to ``naval_units``
as well.
.. _Custom factions: https://github.com/dcs-liberation/dcs_liberation/wiki/Custom-Factions
.. _GroundUnitType: https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/dcs/groundunittype.py
.. _resources/units/ground_units: https://github.com/dcs-liberation/dcs_liberation/blob/develop/resources/units/ground_units
.. _resources/units/ships: https://github.com/dcs-liberation/dcs_liberation/blob/develop/resources/units/ships
.. _resources/groups: https://github.com/dcs-liberation/dcs_liberation/blob/develop/resources/groups
Preset Groups
-------------
Instead of adding the exact name of the previous generator to add
complex groups like SAM sites or similar to the faction it is now
possible to add preset groups to the faction file. As described earlier
such a preset group (Force Group) can be defined very easy with a yaml
file. This file allows to define the name, tasking, units, statics and
the prefered layouts. The first task defines the primary role of the
ForceGroup which gets generated from the preset.
Example:
.. code:: yaml
name: SA-10/S-300PS # The name of the group
tasks: # Define at least 1 task
- LORAD # The task(s) the Group can fulfill
units: # Define at least 1 unit
- SAM SA-10 S-300 "Grumble" Clam Shell SR
- SAM SA-10 S-300 "Grumble" Big Bird SR
- SAM SA-10 S-300 "Grumble" C2
- SAM SA-10 S-300 "Grumble" Flap Lid TR
- SAM SA-10 S-300 "Grumble" TEL D
- SAM SA-10 S-300 "Grumble" TEL C
statics: # Optional
- # Add some statics here
layouts: # Define at least one layout
- S-300 Site # prefered layouts for these groups
Resources:
* A list of all available preset groups can be found here: `resources/groups`_
* All possible tasks can be found in the `game/data/groups.py`_
* Units are defined with the variant name found in `resources/units`_
.. _game/data/groups.py: https://github.com/dcs-liberation/dcs_liberation/blob/develop/game/data/groups.py
.. _resources/units: https://github.com/dcs-liberation/dcs_liberation/tree/develop/resources/units

View File

@@ -1,76 +0,0 @@
#######
Weather
#######
Weather conditions in DCS Liberation are randomly generated at the start of each
turn. Some of the inputs to that generator (more to come) can be controlled via
the config files in ``resources/weather``.
**********
Archetypes
**********
A weather archetype defines the the conditions for a style of weather, such as
"clear", or "raining". There are currently four archetypes:
1. clear
2. cloudy
3. raining
4. thunderstorm
The odds of each archetype appearing in each season are defined in the theater
yaml files (``resources/theaters/*/info.yaml``).
.. literalinclude:: ../../resources/weather/archetypes/clear.yaml
:language: yaml
:linenos:
:caption: resources/weather/archetypes/clear.yaml
Wind speeds
===========
DCS missions define wind with a speed and heading at each of three altitudes:
1. MSL
2. 2000 meters
3. 8000 meters
Blending between each altitude band is done in a manner defined by DCS.
Liberation randomly generates a direction for the wind at MSL, and each other
altitude band will have wind within +/- 90 degrees of that heading.
Wind speeds can be modded by altering the ``speed`` dict in the archetype yaml.
The only random distribution currently supported is the Weibull distribution, so
all archetypes currently use:
.. code:: yaml
speed:
weibull:
...
The Weibull distribution has two parameters: a shape and a scale.
The scale is simplest to understand. 63.2% of all outcomes of the distribution
are below the scale parameter.
The shape controls where the peak of the distribution is. See the examples in
the links below for illustrations and guidelines, but generally speaking low
values (between 1 and 2.6) will cause low speeds to be more common, medium
values (around 3) will be fairly evenly distributed around the median, and high
values (greater than 3.7) will cause high speeds to be more common. As wind
speeds tend to be higher at higher altitudes and fairly slow close to the
ground, you typically want a low value for MSL, a medium value for 2000m, and a
high value for 8000m.
For examples, see https://statisticsbyjim.com/probability/weibull-distribution/.
To experiment with different inputs, use Wolfram Alpha, e.g.
https://www.wolframalpha.com/input?i=weibull+distribution+1.5+5.
When generating wind speeds, each subsequent altitude band will have the lower
band's speed added to its scale parameter. That is, for the example above, the
actual scale parameter of ``at_2000m`` will be ``20 + wind speed at MSL``, and
the scale parameter of ``at_8000m`` will be ``20 + wind speed at 2000m``. This
is to ensure that a generally windy day (high wind speed at MSL) will create
similarly high winds at higher altitudes and vice versa.

View File

@@ -1,2 +0,0 @@
myst-parser
sphinx_rtd_theme

View File

@@ -1,3 +1,2 @@
from .game import Game
from .version import VERSION
from .migrator import Migrator

View File

@@ -40,7 +40,7 @@ class ArmedForces:
# all layouts which are usable by the given faction.
for layout in LAYOUTS.layouts:
if layout.generic and layout.usable_by_faction(faction):
# Creates a faction compatible ForceGroup
# Creates a faction compatible GorceGroup
self.add_or_update_force_group(ForceGroup.for_layout(layout, faction))
# Add all preset groups afterwards to prevent them being merged with generics

View File

@@ -9,30 +9,20 @@ from typing import Any, ClassVar, Iterator, Optional, TYPE_CHECKING, Type
import yaml
from dcs.unittype import ShipType, StaticType, UnitType as DcsUnitType, VehicleType
from game import persistency
from game.data.groups import GroupTask
from game.dcs.groundunittype import GroundUnitType
from game.dcs.helpers import static_type_from_name
from game.dcs.shipunittype import ShipUnitType
from game.dcs.unittype import UnitType
from game.layout import LAYOUTS
from game.layout.layout import (
TgoLayout,
TgoLayoutUnitGroup,
)
from game.layout.layout import TgoLayout, TgoLayoutUnitGroup
from game.point_with_heading import PointWithHeading
from game.theater.theatergroundobject import (
IadsGroundObject,
IadsBuildingGroundObject,
NavalGroundObject,
)
from game.theater.theatergroup import (
IadsGroundGroup,
IadsRole,
TheaterGroup,
FIXED_POS_ARG,
FIXED_HDG_ARG,
)
from game.theater.theatergroup import IadsGroundGroup, IadsRole, TheaterGroup
from game.utils import escape_string_for_lua
if TYPE_CHECKING:
@@ -201,12 +191,11 @@ class ForceGroup:
location: PresetLocation,
control_point: ControlPoint,
game: Game,
task: Optional[GroupTask],
) -> TheaterGroundObject:
"""Create a random TheaterGroundObject from the available templates"""
layout = random.choice(self.layouts)
return self.create_ground_object_for_layout(
layout, name, location, control_point, game, task
layout, name, location, control_point, game
)
def create_ground_object_for_layout(
@@ -216,10 +205,9 @@ class ForceGroup:
location: PresetLocation,
control_point: ControlPoint,
game: Game,
task: Optional[GroupTask],
) -> TheaterGroundObject:
"""Create a TheaterGroundObject for the given template"""
go = layout.create_ground_object(name, location, control_point, task)
go = layout.create_ground_object(name, location, control_point)
# Generate all groups using the randomization if it defined
for tgo_group in layout.groups:
for unit_group in tgo_group.unit_groups:
@@ -258,15 +246,8 @@ class ForceGroup:
if unit_count == 0:
# No units to be created so dont create a theater group for them
return
# If the control point is neutral, don't create any units at all
if ground_object.control_point.captured.is_neutral:
return
# Generate Units
fixed_pos = FIXED_POS_ARG in unit_group.name
fixed_hdg = FIXED_HDG_ARG in unit_group.name
units = unit_group.generate_units(
ground_object, unit_type, unit_count, fixed_pos, fixed_hdg
)
units = unit_group.generate_units(ground_object, unit_type, unit_count)
# Get or create the TheaterGroup
ground_group = ground_object.group_by_name(group_name)
if ground_group is not None:
@@ -306,7 +287,7 @@ class ForceGroup:
unit.id = game.next_unit_id()
# Add unit name escaped so that we do not have scripting issues later
unit.name = escape_string_for_lua(
unit.unit_type.variant_id if unit.unit_type else unit.type.name
unit.unit_type.name if unit.unit_type else unit.type.name
)
unit.position = PointWithHeading.from_point(
ground_object.position + unit.position,
@@ -321,22 +302,11 @@ class ForceGroup:
# Reverse the heading of the unit
unit.position.heading = unit.position.heading.opposite
# Rotate unit around the center to align the orientation of the group
unit.rotate_position_clockwise(ground_object.position, rotation)
unit.position.rotate(ground_object.position, rotation)
@classmethod
def _load_all(cls) -> None:
locations = [
Path("resources/groups"),
persistency.groups_dir(),
]
for path in locations:
cls._process_path(path)
cls._loaded = True
@classmethod
def _process_path(cls, path: Path) -> None:
for file in path.glob("*.yaml"):
for file in Path("resources/groups").glob("*.yaml"):
if not file.is_file():
raise RuntimeError(f"{file.name} is not a valid ForceGroup")
@@ -384,3 +354,5 @@ class ForceGroup:
)
cls._by_name[force_group.name] = force_group
cls._loaded = True

View File

@@ -1,4 +1,4 @@
from .flighttype import FlightType
from .flight import Flight
from .flighttype import FlightType
from .flightwaypoint import FlightWaypoint
from .package import Package

View File

@@ -0,0 +1,724 @@
import logging
from collections.abc import Sequence
from typing import Type
from dcs.helicopters import (
AH_1W,
AH_64A,
AH_64D,
AH_64D_BLK_II,
CH_47D,
CH_53E,
Ka_50,
Mi_24P,
Mi_24V,
Mi_26,
Mi_28N,
Mi_8MT,
OH_58D,
SA342L,
SA342M,
SH_60B,
UH_1H,
UH_60A,
)
from dcs.planes import (
AJS37,
AV8BNA,
A_10A,
A_10C,
A_10C_2,
A_20G,
A_50,
An_26B,
B_17G,
B_1B,
B_52H,
Bf_109K_4,
C_101CC,
C_130,
C_17A,
C_47,
E_2C,
E_3A,
FA_18C_hornet,
FW_190A8,
FW_190D9,
F_117A,
F_14A_135_GR,
F_14B,
F_15C,
F_15E,
F_16A,
F_16C_50,
F_4E,
F_5E_3,
F_86F_Sabre,
H_6J,
IL_76MD,
IL_78M,
I_16,
JF_17,
J_11A,
Ju_88A4,
KC130,
KC135MPRS,
KC_135,
KJ_2000,
L_39ZA,
MQ_9_Reaper,
M_2000C,
MiG_15bis,
MiG_19P,
MiG_21Bis,
MiG_23MLD,
MiG_25PD,
MiG_27K,
MiG_29A,
MiG_29G,
MiG_29S,
MiG_31,
Mirage_2000_5,
Mirage_F1B,
Mirage_F1BE,
Mirage_F1CE,
Mirage_F1EE,
Mirage_F1EQ,
Mirage_F1M_CE,
Mirage_F1M_EE,
Mirage_F1C_200,
Mirage_F1CT,
MosquitoFBMkVI,
P_47D_30,
P_47D_30bl1,
P_47D_40,
P_51D,
P_51D_30_NA,
RQ_1A_Predator,
S_3B,
S_3B_Tanker,
SpitfireLFMkIX,
SpitfireLFMkIXCW,
Su_17M4,
Su_24M,
Su_25,
Su_25T,
Su_25TM,
Su_27,
Su_30,
Su_33,
Su_34,
Tornado_GR4,
Tornado_IDS,
Tu_142,
Tu_160,
Tu_22M3,
Tu_95MS,
WingLoong_I,
Yak_40,
)
from dcs.unittype import FlyingType
from game.dcs.aircrafttype import AircraftType
from pydcs_extensions.a4ec.a4ec import A_4E_C
from pydcs_extensions.a6a.a6a import VSN_A6A
from pydcs_extensions.f100.f100 import VSN_F100
from pydcs_extensions.f104.f104 import VSN_F104C, VSN_F104G, VSN_F104S, VSN_F104S_AG
from pydcs_extensions.f105.f105 import VSN_F105D, VSN_F105G
from pydcs_extensions.f15d.f15d import F_15D
from pydcs_extensions.f16i_idf.f16i_idf import (
F_16D_50,
F_16D_52,
F_16D_50_NS,
F_16D_52_NS,
F_16D_Barak,
F_16I,
)
from pydcs_extensions.f22a.f22a import F_22A
from pydcs_extensions.f4b.f4b import VSN_F4B
from pydcs_extensions.f84g.f84g import VSN_F84G
from pydcs_extensions.hercules.hercules import Hercules
from pydcs_extensions.jas39.jas39 import JAS39Gripen, JAS39Gripen_AG
from pydcs_extensions.su30.su30 import Su_30MKA, Su_30MKI, Su_30MKM, Su_30SM
from pydcs_extensions.su57.su57 import Su_57
from pydcs_extensions.uh60l.uh60l import KC130J, UH_60L
from .flighttype import FlightType
# All aircraft lists are in priority order. Aircraft higher in the list will be
# preferred over those lower in the list.
# TODO: These lists really ought to be era (faction) dependent.
# Factions which have F-5s, F-86s, and A-4s will should prefer F-5s for CAP, but
# factions that also have F-4s should not.
# Used for CAP, Escort, and intercept if there is not a specialised aircraft available
CAP_CAPABLE = [
Su_57,
F_22A,
F_15C,
F_15D,
F_14B,
F_14A_135_GR,
Su_33,
J_11A,
Su_30,
Su_30MKA,
Su_30MKI,
Su_30MKM,
Su_30SM,
Su_27,
MiG_29S,
F_16C_50,
F_16I,
F_16D_Barak,
F_16D_50,
F_16D_50_NS,
F_16D_52,
F_16D_52_NS,
FA_18C_hornet,
JF_17,
JAS39Gripen,
F_16A,
F_4E,
VSN_F4B,
MiG_31,
MiG_25PD,
MiG_29G,
MiG_29A,
MiG_23MLD,
MiG_21Bis,
Mirage_2000_5,
Mirage_F1B,
Mirage_F1BE,
Mirage_F1CE,
Mirage_F1EE,
Mirage_F1EQ,
Mirage_F1M_CE,
Mirage_F1M_EE,
Mirage_F1C_200,
Mirage_F1CT,
F_15E,
M_2000C,
F_5E_3,
VSN_F104S,
VSN_F104G,
VSN_F104C,
MiG_19P,
VSN_F100,
A_4E_C,
F_86F_Sabre,
MiG_15bis,
C_101CC,
L_39ZA,
VSN_F84G,
P_51D_30_NA,
P_51D,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
MosquitoFBMkVI,
Bf_109K_4,
FW_190D9,
FW_190A8,
P_47D_30,
P_47D_30bl1,
P_47D_40,
I_16,
]
# Used for CAS (Close air support) and BAI (Battlefield Interdiction)
CAS_CAPABLE = [
A_10C_2,
A_10C,
Hercules,
Su_34,
Su_25TM,
Su_25T,
Su_25,
F_15D,
F_15E,
F_16A,
F_16C_50,
F_16I,
F_16D_Barak,
F_16D_50,
F_16D_50_NS,
F_16D_52,
F_16D_52_NS,
FA_18C_hornet,
Tornado_GR4,
Tornado_IDS,
JAS39Gripen_AG,
JF_17,
AV8BNA,
A_10A,
B_1B,
A_4E_C,
F_14B,
F_14A_135_GR,
AJS37,
Su_24M,
Su_17M4,
Su_33,
F_4E,
S_3B,
Su_30,
Su_30MKA,
Su_30MKI,
Su_30MKM,
Su_30SM,
MiG_29S,
MiG_27K,
MiG_29A,
MiG_21Bis,
AH_64D_BLK_II,
AH_64D,
AH_64A,
AH_1W,
OH_58D,
SA342M,
SA342L,
Ka_50,
Mi_28N,
Mi_24P,
Mi_24V,
Mi_8MT,
H_6J,
MiG_19P,
MiG_15bis,
M_2000C,
Mirage_F1B,
Mirage_F1BE,
Mirage_F1CE,
Mirage_F1EE,
Mirage_F1EQ,
Mirage_F1M_CE,
Mirage_F1M_EE,
Mirage_F1CT,
F_5E_3,
F_86F_Sabre,
C_101CC,
L_39ZA,
UH_1H,
A_20G,
Ju_88A4,
P_47D_40,
P_47D_30bl1,
P_47D_30,
P_51D_30_NA,
P_51D,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
MosquitoFBMkVI,
I_16,
Bf_109K_4,
FW_190D9,
FW_190A8,
WingLoong_I,
MQ_9_Reaper,
RQ_1A_Predator,
VSN_A6A,
VSN_F100,
VSN_F105G,
VSN_F105D,
VSN_F104S_AG,
VSN_F104G,
VSN_F104C,
VSN_F4B,
VSN_F84G,
]
# Aircraft used for SEAD and SEAD Escort tasks. Must be capable of the CAS DCS task.
SEAD_CAPABLE = [
JF_17,
F_16C_50,
F_16I,
F_16D_Barak,
F_16D_50,
F_16D_50_NS,
F_16D_52,
F_16D_52_NS,
FA_18C_hornet,
Tornado_IDS,
Su_25T,
Su_25TM,
F_4E,
A_4E_C,
F_14B,
F_14A_135_GR,
JAS39Gripen_AG,
AV8BNA,
Su_24M,
Su_17M4,
Su_34,
Su_30,
Su_30MKA,
Su_30MKI,
Su_30MKM,
Su_30SM,
MiG_27K,
Tornado_GR4,
VSN_F105G,
]
# Aircraft used for DEAD tasks. Must be capable of the CAS DCS task.
DEAD_CAPABLE = SEAD_CAPABLE + [
AJS37,
F_14B,
F_14A_135_GR,
F_16A,
JAS39Gripen_AG,
B_1B,
B_52H,
Tu_160,
Tu_95MS,
H_6J,
A_20G,
Ju_88A4,
P_47D_40,
P_47D_30bl1,
P_47D_30,
P_51D_30_NA,
P_51D,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
MosquitoFBMkVI,
Bf_109K_4,
FW_190D9,
FW_190A8,
VSN_A6A,
VSN_F105D,
VSN_F104S_AG,
VSN_F104G,
VSN_F104C,
VSN_F100,
VSN_F84G,
]
# Aircraft used for Strike mission
STRIKE_CAPABLE = [
F_117A,
B_1B,
B_52H,
Tu_160,
Tu_95MS,
Tu_22M3,
H_6J,
F_15D,
F_15E,
AJS37,
Tornado_GR4,
F_16C_50,
F_16I,
F_16D_Barak,
F_16D_50,
F_16D_50_NS,
F_16D_52,
F_16D_52_NS,
FA_18C_hornet,
AV8BNA,
JF_17,
F_16A,
F_14B,
F_14A_135_GR,
JAS39Gripen_AG,
Tornado_IDS,
Su_17M4,
Su_24M,
Su_25TM,
Su_25T,
Su_25,
Su_34,
Su_33,
Su_30,
Su_30MKA,
Su_30MKI,
Su_30MKM,
Su_30SM,
Su_27,
MiG_29S,
MiG_29G,
MiG_29A,
F_4E,
A_10C_2,
A_10C,
S_3B,
A_4E_C,
M_2000C,
Mirage_F1B,
Mirage_F1BE,
Mirage_F1CE,
Mirage_F1EE,
Mirage_F1EQ,
Mirage_F1M_CE,
Mirage_F1M_EE,
Mirage_F1CT,
MiG_27K,
MiG_21Bis,
MiG_15bis,
F_5E_3,
F_86F_Sabre,
C_101CC,
L_39ZA,
B_17G,
A_20G,
Ju_88A4,
P_47D_40,
P_47D_30bl1,
P_47D_30,
P_51D_30_NA,
P_51D,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
MosquitoFBMkVI,
Bf_109K_4,
FW_190D9,
FW_190A8,
VSN_A6A,
VSN_F100,
VSN_F104S_AG,
VSN_F104G,
VSN_F104C,
VSN_F105G,
VSN_F105D,
VSN_F4B,
VSN_F84G,
]
ANTISHIP_CAPABLE = [
AJS37,
Tu_142,
Tu_22M3,
H_6J,
F_16A,
FA_18C_hornet,
JAS39Gripen_AG,
Su_24M,
Su_17M4,
JF_17,
Su_34,
Su_30,
Su_30MKA,
Su_30MKI,
Su_30MKM,
Su_30SM,
Tornado_IDS,
Tornado_GR4,
AV8BNA,
S_3B,
A_20G,
Ju_88A4,
MosquitoFBMkVI,
C_101CC,
SH_60B,
]
# This list does not "inherit" from the strike list because some strike aircraft can
# only carry guided weapons, and the AI cannot do runway attack with dguided weapons.
# https://github.com/dcs-liberation/dcs_liberation/issues/1703
RUNWAY_ATTACK_CAPABLE = [
JF_17,
Tornado_IDS,
M_2000C,
H_6J,
B_1B,
B_52H,
Tu_22M3,
H_6J,
F_15E,
AJS37,
F_16C_50,
F_16I,
F_16D_Barak,
F_16D_50,
F_16D_50_NS,
F_16D_52,
F_16D_52_NS,
FA_18C_hornet,
AV8BNA,
JF_17,
F_16A,
F_14B,
F_14A_135_GR,
JAS39Gripen_AG,
Tornado_IDS,
Su_17M4,
Su_24M,
Su_25TM,
Su_25T,
Su_25,
Su_34,
Su_33,
Su_30,
Su_30MKA,
Su_30MKI,
Su_30MKM,
Su_30SM,
Su_27,
MiG_29S,
MiG_29G,
MiG_29A,
F_4E,
A_10C_2,
A_10C,
S_3B,
A_4E_C,
M_2000C,
Mirage_F1B,
Mirage_F1BE,
Mirage_F1CE,
Mirage_F1EE,
Mirage_F1EQ,
Mirage_F1M_CE,
Mirage_F1M_EE,
Mirage_F1CT,
MiG_27K,
MiG_21Bis,
MiG_15bis,
F_5E_3,
F_86F_Sabre,
C_101CC,
L_39ZA,
B_17G,
A_20G,
Ju_88A4,
P_47D_40,
P_47D_30bl1,
P_47D_30,
P_51D_30_NA,
P_51D,
SpitfireLFMkIXCW,
SpitfireLFMkIX,
MosquitoFBMkVI,
Bf_109K_4,
FW_190D9,
FW_190A8,
VSN_A6A,
VSN_F105G,
VSN_F105D,
VSN_F104S_AG,
VSN_F104G,
VSN_F104C,
VSN_F100,
VSN_F4B,
]
# For any aircraft that isn't necessarily directly involved in strike
# missions in a direct combat sense, but can transport objects and infantry.
TRANSPORT_CAPABLE = [
C_17A,
Hercules,
C_130,
C_47,
IL_76MD,
An_26B,
Yak_40,
CH_53E,
CH_47D,
UH_60L,
SH_60B,
UH_60A,
UH_1H,
Mi_8MT,
Mi_8MT,
Mi_26,
]
AIR_ASSAULT_CAPABLE = [
CH_53E,
CH_47D,
UH_60L,
SH_60B,
UH_60A,
UH_1H,
Mi_8MT,
Mi_26,
Mi_24P,
Mi_24V,
Hercules,
C_47,
]
DRONES = [MQ_9_Reaper, RQ_1A_Predator, WingLoong_I]
AEWC_CAPABLE = [
E_3A,
E_2C,
A_50,
KJ_2000,
]
# Priority is given to the tankers that can carry the most fuel.
REFUELING_CAPABALE = [
KC_135,
KC135MPRS,
IL_78M,
KC130J,
KC130,
S_3B_Tanker,
]
def dcs_types_for_task(task: FlightType) -> Sequence[Type[FlyingType]]:
cap_missions = (
FlightType.BARCAP,
FlightType.INTERCEPTION,
FlightType.SWEEP,
FlightType.TARCAP,
)
if task in cap_missions:
return CAP_CAPABLE
elif task == FlightType.ANTISHIP:
return ANTISHIP_CAPABLE
elif task == FlightType.BAI:
return CAS_CAPABLE
elif task == FlightType.CAS:
return CAS_CAPABLE
elif task == FlightType.SEAD:
return SEAD_CAPABLE
elif task == FlightType.SEAD_ESCORT:
return SEAD_CAPABLE
elif task == FlightType.DEAD:
return DEAD_CAPABLE
elif task == FlightType.OCA_AIRCRAFT:
return CAS_CAPABLE
elif task == FlightType.OCA_RUNWAY:
return RUNWAY_ATTACK_CAPABLE
elif task == FlightType.STRIKE:
return STRIKE_CAPABLE
elif task == FlightType.ESCORT:
return CAP_CAPABLE
elif task == FlightType.AEWC:
return AEWC_CAPABLE
elif task == FlightType.REFUELING:
return REFUELING_CAPABALE
elif task == FlightType.TRANSPORT:
return TRANSPORT_CAPABLE
elif task == FlightType.AIR_ASSAULT:
return AIR_ASSAULT_CAPABLE
else:
logging.error(f"Unplannable flight type: {task}")
return []
def aircraft_for_task(task: FlightType) -> list[AircraftType]:
dcs_types = dcs_types_for_task(task)
types: list[AircraftType] = []
for dcs_type in dcs_types:
types.extend(AircraftType.for_dcs_type(dcs_type))
return types
def tasks_for_aircraft(aircraft: AircraftType) -> list[FlightType]:
tasks: list[FlightType] = []
for task in FlightType:
if task is FlightType.FERRY:
# Not a plannable task, so skip it.
continue
if aircraft in aircraft_for_task(task):
tasks.append(task)
return tasks

View File

@@ -1,7 +1,6 @@
from dataclasses import dataclass, field
from typing import List
from game.ato import FlightType
from game.ato.package import Package
@@ -12,16 +11,6 @@ class AirTaskingOrder:
#: The set of all planned packages in the ATO.
packages: List[Package] = field(default_factory=list)
@property
def has_awacs_package(self) -> bool:
return any(
[
p
for p in self.packages
if any([f for f in p.flights if f.flight_type is FlightType.AEWC])
]
)
def add_package(self, package: Package) -> None:
"""Adds a package to the ATO."""
self.packages.append(package)

View File

@@ -1,5 +1,4 @@
"""Objective adjacency lists."""
from __future__ import annotations
from typing import Dict, Iterator, List, Optional, TYPE_CHECKING

View File

@@ -1,28 +1,16 @@
from __future__ import annotations
import random
import uuid
from collections.abc import Iterator
from datetime import datetime, timedelta
from typing import Any, List, Optional, TYPE_CHECKING
from dcs import Point
from dcs.planes import C_101CC, C_101EB, Su_33, FA_18C_hornet
from dcs.planes import C_101CC, C_101EB, Su_33
from game.dcs.aircrafttype import AircraftType
from game.theater import ControlPoint, MissionTarget
from pydcs_extensions.hercules.hercules import Hercules
from .flightmembers import FlightMembers
from .flightroster import FlightRoster
from .flightstate import FlightState, Navigating, Uninitialized
from .flightstate.killed import Killed
from .flighttype import FlightType
from .loadouts import Weapon
from ..radio.CallsignContainer import CallsignContainer
from ..radio.RadioFrequencyContainer import RadioFrequencyContainer
from ..radio.TacanContainer import TacanContainer
from ..radio.radios import RadioFrequency
from ..radio.tacan import TacanChannel
from .loadouts import Loadout
from ..sidc import (
Entity,
SidcDescribable,
@@ -32,27 +20,24 @@ from ..sidc import (
)
if TYPE_CHECKING:
from game.dcs.aircrafttype import AircraftType
from game.sim.gameupdateevents import GameUpdateEvents
from game.sim.simulationresults import SimulationResults
from game.squadrons import Squadron, Pilot
from game.theater.player import Player
from game.theater import ControlPoint
from game.transfers import TransferOrder
from game.data.weapons import WeaponType
from .flightmember import FlightMember
from .flightplans.flightplan import FlightPlan
from .flighttype import FlightType
from .flightwaypoint import FlightWaypoint
from .package import Package
from .starttype import StartType
F18_TGP_PYLON: int = 4
class Flight(
SidcDescribable, RadioFrequencyContainer, TacanContainer, CallsignContainer
):
class Flight(SidcDescribable):
def __init__(
self,
package: Package,
country: str,
squadron: Squadron,
count: int,
flight_type: FlightType,
@@ -61,36 +46,23 @@ class Flight(
custom_name: Optional[str] = None,
cargo: Optional[TransferOrder] = None,
roster: Optional[FlightRoster] = None,
frequency: Optional[RadioFrequency] = None,
channel: Optional[TacanChannel] = None,
callsign_tcn: Optional[str] = None,
claim_inv: bool = True,
) -> None:
self.id = uuid.uuid4()
self.package = package
self.country = country
self.coalition = squadron.coalition
self.squadron = squadron
self.flight_type = flight_type
if claim_inv:
self.squadron.claim_inventory(count)
self.squadron.claim_inventory(count)
if roster is None:
self.roster = FlightMembers(self, initial_size=count)
self.roster = FlightRoster(self.squadron, initial_size=count)
else:
self.roster = FlightMembers.from_roster(self, roster)
self.roster = roster
self.divert = divert
self.flight_type = flight_type
self.loadout = Loadout.default_for(self)
self.start_type = start_type
self.use_custom_loadout = False
self.custom_name = custom_name
self.group_id: int = 0
self.frequency = frequency
if self.unit_type.dcs_unit_type.tacan:
self.tacan = channel
self.tcn_name = callsign_tcn
self.initialize_fuel()
self.use_same_loadout_for_all_members = True
self.use_same_livery_for_all_members = True
# Only used by transport missions.
self.cargo = cargo
@@ -114,49 +86,10 @@ class Flight(
self._flight_plan_builder = FlightPlanBuilderTypes.for_flight(self)(self)
is_f18 = self.squadron.aircraft.dcs_unit_type.id == FA_18C_hornet.id
on_land = not self.squadron.location.is_fleet
if on_land and is_f18 and self.coalition.game.settings.atflir_autoswap:
for fm in self.roster.members:
fm.loadout.pylons[F18_TGP_PYLON] = Weapon.with_clsid(
str(
FA_18C_hornet.Pylon4.AN_AAQ_28_LITENING___Targeting_Pod[1][
"clsid"
]
)
)
# altitude offset for planes
offset_factor = self.coalition.game.settings.max_plane_altitude_offset
offset_factor = random.randint(0, offset_factor)
self.plane_altitude_offset = 1000 * offset_factor * random.choice([-1, 1])
@property
def available_callsigns(self) -> List[str]:
callsigns = set()
dcs_unit = self.squadron.aircraft.dcs_unit_type
category = dcs_unit.category
category = "Air" if category == "Interceptor" else category
for name in self.squadron.coalition.faction.country.callsign[category]:
callsigns.add(name)
if hasattr(dcs_unit, "callnames"):
country_name = self.squadron.coalition.faction.country.name
for c in dcs_unit.callnames:
if "Combined Joint Task Forces" in country_name or c == country_name:
for name in dcs_unit.callnames[c]:
callsigns.add(name)
return sorted(callsigns)
@property
def flight_plan(self) -> FlightPlan[Any]:
return self._flight_plan_builder.get_or_build()
def degrade_to_custom_flight_plan(self) -> None:
from .flightplans.custom import Builder as CustomBuilder
self._flight_plan_builder = CustomBuilder(self, self.flight_plan.waypoints[1:])
self.recreate_flight_plan()
def __getstate__(self) -> dict[str, Any]:
state = self.__dict__.copy()
# Avoid persisting the flight state since that's not (currently) used outside
@@ -168,14 +101,10 @@ class Flight(
def __setstate__(self, state: dict[str, Any]) -> None:
state["state"] = Uninitialized(self, state["squadron"].settings)
if "use_same_loadout_for_all_members" not in state:
state["use_same_loadout_for_all_members"] = True
self.__dict__.update(state)
if isinstance(self.roster, FlightRoster):
self.roster = FlightMembers.from_roster(self, self.roster)
@property
def blue(self) -> Player:
def blue(self) -> bool:
return self.squadron.player
@property
@@ -210,29 +139,18 @@ class Flight(
def unit_type(self) -> AircraftType:
return self.squadron.aircraft
@property
def is_lha(self) -> bool:
return self.unit_type.lha_capable
@property
def is_helo(self) -> bool:
return self.unit_type.helicopter
return self.unit_type.dcs_unit_type.helicopter
@property
def is_hercules(self) -> bool:
return self.unit_type == AircraftType.named("C-130J-30 Super Hercules")
def from_cp(self) -> ControlPoint:
return self.departure
@property
def points(self) -> List[FlightWaypoint]:
return self.flight_plan.waypoints[1:]
@property
def custom_targets(self) -> List[MissionTarget]:
return [
MissionTarget(wpt.name, wpt.position)
for wpt in self.flight_plan.layout.custom_waypoints
]
def position(self) -> Point:
return self.state.estimate_position()
@@ -247,49 +165,31 @@ class Flight(
def missing_pilots(self) -> int:
return self.roster.missing_pilots
def iter_members(self) -> Iterator[FlightMember]:
yield from self.roster.members
def set_flight_type(self, var: FlightType) -> None:
self.flight_type = var
# Update _flight_plan_builder so that the builder class remains relevant
# to the flight type
from .flightplans.flightplanbuildertypes import FlightPlanBuilderTypes
self._flight_plan_builder = FlightPlanBuilderTypes.for_flight(self)(self)
def return_pilots_and_aircraft(self) -> None:
self.roster.clear()
self.squadron.claim_inventory(-self.count)
def initialize_fuel(self) -> None:
def max_takeoff_fuel(self) -> Optional[float]:
# Special case so Su 33 and C101 can take off
unit_type = self.unit_type.dcs_unit_type
self.fuel = unit_type.fuel_max
# Special cases where we want less fuel for takeoff
if unit_type == Su_33:
if self.flight_type.is_air_to_air:
self.fuel = Su_33.fuel_max / 2.2
return Su_33.fuel_max / 2.2
else:
self.fuel = Su_33.fuel_max * 0.8
return Su_33.fuel_max * 0.8
elif unit_type in {C_101EB, C_101CC}:
self.fuel = unit_type.fuel_max * 0.5
elif unit_type == Hercules:
self.fuel = unit_type.fuel_max * 0.75
def any_member_has_weapon_of_type(self, weapon_type: WeaponType) -> bool:
return any(
m.loadout.has_weapon_of_type(weapon_type) for m in self.iter_members()
)
return unit_type.fuel_max * 0.5
return None
def __repr__(self) -> str:
return self.__str__()
if self.custom_name:
return f"{self.custom_name} {self.count} x {self.unit_type}"
return f"[{self.flight_type}] {self.count} x {self.unit_type}"
def __str__(self) -> str:
string = f"[{self.flight_type}] {self.count} x {self.unit_type} - {self.start_type.value}"
if self.custom_name:
return f"{self.custom_name} - {string}"
return string
return f"{self.custom_name} {self.count} x {self.unit_type}"
return f"[{self.flight_type}] {self.count} x {self.unit_type}"
def abort(self) -> None:
from .flightplans.rtb import RtbFlightPlan
@@ -341,20 +241,9 @@ class Flight(
Killed(self.state.estimate_position(), self, self.squadron.settings)
)
events.update_flight(self)
for pilot in self.roster.iter_pilots():
for pilot in self.roster.pilots:
if pilot is not None:
results.kill_pilot(self, pilot)
def recreate_flight_plan(self, dump_debug_info: bool = False) -> None:
self._flight_plan_builder.regenerate(dump_debug_info)
@staticmethod
def clone_flight(flight: Flight) -> Flight:
return Flight(
flight.package,
flight.squadron,
flight.count,
flight.flight_type,
flight.start_type,
flight.divert,
)
def recreate_flight_plan(self) -> None:
self._flight_plan_builder.regenerate()

View File

@@ -1,49 +0,0 @@
from __future__ import annotations
from typing import TYPE_CHECKING, Any, Optional
from game.ato.loadouts import Loadout
from game.lasercodes import LaserCode
if TYPE_CHECKING:
from game.squadrons import Pilot
class FlightMember:
def __init__(self, pilot: Pilot | None, loadout: Loadout) -> None:
self.pilot = pilot
self.loadout = loadout
self.use_custom_loadout = False
self.tgp_laser_code: LaserCode | None = None
self.weapon_laser_code: LaserCode | None = None
self.properties: dict[str, bool | float | int | str] = {}
self.livery: Optional[str] = None
self.use_livery_set: bool = True
def __setstate__(self, state: dict[str, Any]) -> None:
new_state = FlightMember(state["pilot"], state["loadout"])
new_state.__dict__.update(state)
self.__dict__.update(new_state.__dict__)
def assign_tgp_laser_code(self, code: LaserCode) -> None:
if self.tgp_laser_code is not None:
raise RuntimeError(
f"{self.pilot} already has already been assigned laser code "
f"{self.tgp_laser_code}"
)
self.tgp_laser_code = code
def release_tgp_laser_code(self) -> None:
if self.tgp_laser_code is None:
raise RuntimeError(f"{self.pilot} has no assigned laser code")
if self.weapon_laser_code == self.tgp_laser_code:
self.weapon_laser_code = None
self.tgp_laser_code.release()
self.tgp_laser_code = None
@property
def is_player(self) -> bool:
if self.pilot is None:
return False
return self.pilot.player

View File

@@ -1,107 +0,0 @@
from __future__ import annotations
from collections.abc import Iterator
from typing import Optional, TYPE_CHECKING
from .flightmember import FlightMember
from .flightroster import FlightRoster
from .iflightroster import IFlightRoster
from .loadouts import Loadout
from ..data.weapons import Weapon
if TYPE_CHECKING:
from game.squadrons import Pilot, Squadron
from .flight import Flight
class FlightMembers(IFlightRoster):
def __init__(self, flight: Flight, initial_size: int = 0) -> None:
self.flight = flight
self.members: list[FlightMember] = []
self.resize(initial_size)
@property
def squadron(self) -> Squadron:
return self.flight.squadron
@staticmethod
def from_roster(flight: Flight, roster: FlightRoster) -> FlightMembers:
members = FlightMembers(flight)
loadout = Loadout.default_for(flight)
if flight.squadron.aircraft.variant_id == "F-15I Ra'am":
loadout.pylons[16] = Weapon.with_clsid("{IDF_MODS_PROJECT_F-15I_Raam_Dome}")
members.members = [FlightMember(p, loadout) for p in roster.pilots]
return members
def iter_pilots(self) -> Iterator[Pilot | None]:
yield from (m.pilot for m in self.members)
def pilot_at(self, idx: int) -> Pilot | None:
return self.members[idx].pilot
@property
def max_size(self) -> int:
return len(self.members)
@property
def player_count(self) -> int:
return len([m for m in self.members if m.is_player])
@property
def missing_pilots(self) -> int:
return len([m for m in self.members if m.pilot is None])
def resize(self, new_size: int) -> None:
if self.max_size > new_size:
for member in self.members[new_size:]:
if (pilot := member.pilot) is not None:
self.flight.squadron.return_pilot(pilot)
if (code := member.tgp_laser_code) is not None:
code.release()
self.members = self.members[:new_size]
return
if self.max_size:
loadout = self.members[0].loadout.clone()
else:
loadout = Loadout.default_for(self.flight)
if self.flight.squadron.aircraft.variant_id == "F-15I Ra'am":
loadout.pylons[16] = Weapon.with_clsid("{IDF_MODS_PROJECT_F-15I_Raam_Dome}")
for _ in range(new_size - self.max_size):
member = FlightMember(self.flight.squadron.claim_available_pilot(), loadout)
member.use_custom_loadout = loadout.is_custom
self.members.append(member)
def set_pilot(self, index: int, pilot: Optional[Pilot]) -> None:
if pilot is not None:
self.flight.squadron.claim_pilot(pilot)
if (current_pilot := self.pilot_at(index)) is not None:
self.flight.squadron.return_pilot(current_pilot)
self.members[index].pilot = pilot
def clear(self) -> None:
self.flight.squadron.return_pilots(
[p for p in self.iter_pilots() if p is not None]
)
for member in self.members:
if (code := member.tgp_laser_code) is not None:
code.release()
def use_same_loadout_for_all_members(self) -> None:
if not self.members:
return
loadout = self.members[0].loadout
for member in self.members[1:]:
# Do not clone the loadout, we want any changes in the UI to be mirrored
# across all flight members.
member.loadout = loadout
def use_same_livery_for_all_members(self) -> None:
if not self.members:
return
livery = self.members[0].livery
for member in self.members[1:]:
member.livery = livery
def use_distinct_loadouts_for_each_member(self) -> None:
for member in self.members:
member.loadout = member.loadout.clone()

View File

@@ -1,20 +0,0 @@
from __future__ import annotations
import random
from typing import Union, TYPE_CHECKING, Tuple
from game.theater.interfaces.CTLD import CTLD
from game.theater import ControlPoint
if TYPE_CHECKING:
from dcs import Point
def generate_random_ctld_point(cp: Union[ControlPoint, CTLD]) -> Point:
if isinstance(cp, CTLD) and cp.ctld_zones:
zone: Tuple[Point, float] = random.choice(cp.ctld_zones)
pos, radius = zone
return pos.random_point_within(radius)
elif isinstance(cp, CTLD) and isinstance(cp, ControlPoint):
return cp.position.random_point_within(2000, 200)
raise RuntimeError("Could not generate CTLD point")

View File

@@ -6,13 +6,13 @@ from typing import Type
from game.ato.flightplans.ibuilder import IBuilder
from game.ato.flightplans.patrolling import PatrollingFlightPlan, PatrollingLayout
from game.ato.flightplans.waypointbuilder import WaypointBuilder
from game.utils import Distance, Heading, Speed, knots, meters, nautical_miles
from game.utils import Distance, Heading, Speed, feet, knots, meters, nautical_miles
class AewcFlightPlan(PatrollingFlightPlan[PatrollingLayout]):
@property
def patrol_duration(self) -> timedelta:
return self.flight.coalition.game.settings.desired_awacs_mission_duration
return timedelta(hours=4)
@property
def patrol_speed(self) -> Speed:
@@ -48,9 +48,7 @@ class Builder(IBuilder[AewcFlightPlan, PatrollingLayout]):
orbit_heading = heading_to_threat_boundary
# Station 80nm outside the threat zone.
threat_buffer = nautical_miles(
self.coalition.game.settings.aewc_threat_buffer_min_distance
)
threat_buffer = nautical_miles(80)
if self.threat_zones.threatened(location.position):
orbit_distance = distance_to_threat + threat_buffer
else:
@@ -68,9 +66,12 @@ class Builder(IBuilder[AewcFlightPlan, PatrollingLayout]):
orbit_heading.left.degrees, racetrack_half_distance
)
builder = WaypointBuilder(self.flight)
builder = WaypointBuilder(self.flight, self.coalition)
altitude = builder.get_patrol_altitude
if self.flight.unit_type.patrol_altitude is not None:
altitude = self.flight.unit_type.patrol_altitude
else:
altitude = feet(25000)
racetrack = builder.race_track(racetrack_start, racetrack_end, altitude)
@@ -87,8 +88,7 @@ class Builder(IBuilder[AewcFlightPlan, PatrollingLayout]):
arrival=builder.land(self.flight.arrival),
divert=builder.divert(self.flight.divert),
bullseye=builder.bullseye(),
custom_waypoints=list(),
)
def build(self, dump_debug_info: bool = False) -> AewcFlightPlan:
def build(self) -> AewcFlightPlan:
return AewcFlightPlan(self.flight, self.layout())

View File

@@ -1,175 +1,119 @@
from __future__ import annotations
import random
from dataclasses import dataclass
from datetime import datetime
from datetime import timedelta
from typing import Iterator, TYPE_CHECKING, Type
from game.ato.flightplans.airlift import AirliftLayout
from game.ato.flightplans.standard import StandardFlightPlan
from game.theater.controlpoint import ControlPointType
from game.theater.missiontarget import MissionTarget
from game.utils import Distance, feet, meters
from ._common_ctld import generate_random_ctld_point
from .formationattack import (
FormationAttackLayout,
FormationAttackBuilder,
FormationAttackFlightPlan,
)
from .planningerror import PlanningError
from .uizonedisplay import UiZone, UiZoneDisplay
from .ibuilder import IBuilder
from .waypointbuilder import WaypointBuilder
from ..flightwaypoint import FlightWaypointType
from ...theater.interfaces.CTLD import CTLD
if TYPE_CHECKING:
from dcs import Point
from ..flightwaypoint import FlightWaypoint
@dataclass
class AirAssaultLayout(FormationAttackLayout):
# The pickup point is optional because we don't always need to load the cargo. When
# departing from a carrier, LHA, or off-map spawn, the cargo is pre-loaded.
pickup: FlightWaypoint | None = None
drop_off: FlightWaypoint | None = None
# This is an implementation detail used by CTLD. The aircraft will not go to this
# waypoint. It is used by CTLD as the destination for unloaded troops.
@dataclass(frozen=True)
class AirAssaultLayout(AirliftLayout):
target: FlightWaypoint
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.departure
if self.pickup is not None:
yield from self.nav_to_pickup
if self.pickup:
yield self.pickup
yield from self.nav_to
yield self.join
yield self.ingress
if self.drop_off is not None:
yield self.drop_off
yield self.targets[0]
yield from self.nav_from
yield from self.nav_to_drop_off
yield self.drop_off
yield self.target
yield from self.nav_to_home
yield self.arrival
if self.divert is not None:
yield self.divert
yield self.bullseye
yield from self.custom_waypoints
class AirAssaultFlightPlan(FormationAttackFlightPlan, UiZoneDisplay):
class AirAssaultFlightPlan(StandardFlightPlan[AirAssaultLayout]):
@staticmethod
def builder_type() -> Type[Builder]:
return Builder
@property
def is_airassault(self) -> bool:
return True
@property
def tot_waypoint(self) -> FlightWaypoint:
if self.flight.is_helo and self.layout.drop_off is not None:
return self.layout.drop_off
return self.layout.targets[0]
return self.layout.drop_off
@property
def ingress_time(self) -> datetime:
tot = self.tot
travel_time = self.travel_time_between_waypoints(
self.layout.ingress, self.tot_waypoint
)
return tot - travel_time
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
if waypoint == self.tot_waypoint:
return self.tot
return None
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> datetime | None:
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
return None
@property
def ctld_target_zone_radius(self) -> Distance:
def engagement_distance(self) -> Distance:
# The radius of the WaypointZone created at the target location
return meters(2500)
@property
def mission_departure_time(self) -> datetime:
def mission_departure_time(self) -> timedelta:
return self.package.time_over_target
def ui_zone(self) -> UiZone:
return UiZone(
[self.layout.targets[0].position],
self.ctld_target_zone_radius,
)
class Builder(FormationAttackBuilder[AirAssaultFlightPlan, AirAssaultLayout]):
class Builder(IBuilder[AirAssaultFlightPlan, AirAssaultLayout]):
def layout(self) -> AirAssaultLayout:
if not self.flight.is_helo and not self.flight.is_hercules:
raise PlanningError(
"Air assault is only usable by helicopters and Anubis' C-130 mod"
)
assert self.package.waypoints is not None
builder = WaypointBuilder(self.flight)
altitude = builder.get_cruise_altitude
altitude = feet(1500) if self.flight.is_helo else self.doctrine.ingress_altitude
altitude_is_agl = self.flight.is_helo
if self.flight.is_hercules or self.flight.departure.cptype in [
builder = WaypointBuilder(self.flight, self.coalition)
if not self.flight.is_helo or self.flight.departure.cptype in [
ControlPointType.AIRCRAFT_CARRIER_GROUP,
ControlPointType.LHA_GROUP,
ControlPointType.OFF_MAP,
]:
# Off_Map spawns will be preloaded
# Non-Helo flights or Off_Map will be preloaded
# Carrier operations load the logistics directly from the carrier
pickup = None
pickup_position = self.flight.departure.position
else:
pickup = builder.pickup_zone(
# Create a special pickup zone for Helos from Airbase / FOB
pickup = builder.pickup(
MissionTarget(
"Pickup Zone",
self._generate_ctld_pickup(),
self.flight.departure.position.random_point_within(1200, 600),
)
)
pickup.alt = altitude
pickup_position = pickup.position
ingress = (
builder.ingress(
FlightWaypointType.INGRESS_AIR_ASSAULT,
self.package.waypoints.ingress,
self.package.target,
)
if not self.flight.is_hercules
else builder.ingress(
FlightWaypointType.INGRESS_AIR_ASSAULT,
self.package.waypoints.initial,
self.package.target,
)
)
assault_area = builder.assault_area(self.package.target)
if self.flight.is_hercules:
assault_area.only_for_player = False
assault_area.alt = feet(1000)
tgt = self.package.target
if isinstance(tgt, CTLD) and tgt.ctld_zones:
top3 = sorted(
tgt.ctld_zones, key=lambda x: ingress.position.distance_to_point(x[0])
)[:3]
pos, dist = random.choice(top3)
drop_pos = pos.random_point_within(dist)
else:
heading = tgt.position.heading_between_point(ingress.position)
drop_pos = tgt.position.point_from_heading(heading, 1200)
drop_off_zone = MissionTarget("Dropoff zone", drop_pos)
dz = builder.dropoff_zone(drop_off_zone) if self.flight.is_helo else None
heading = self.package.target.position.heading_between_point(pickup_position)
drop_off_zone = MissionTarget(
"Dropoff zone",
self.package.target.position.point_from_heading(heading, 1200),
)
return AirAssaultLayout(
departure=builder.takeoff(self.flight.departure),
pickup=pickup,
nav_to=builder.nav_path(
nav_to_pickup=builder.nav_path(
self.flight.departure.position,
pickup_position,
ingress.position,
altitude,
altitude_is_agl,
),
ingress=ingress,
drop_off=dz,
targets=[assault_area],
nav_from=builder.nav_path(
pickup=pickup,
nav_to_drop_off=builder.nav_path(
pickup_position,
drop_off_zone.position,
altitude,
altitude_is_agl,
),
drop_off=builder.drop_off(drop_off_zone),
stopover=None,
target=assault_area,
nav_to_home=builder.nav_path(
drop_off_zone.position,
self.flight.arrival.position,
altitude,
@@ -178,16 +122,7 @@ class Builder(FormationAttackBuilder[AirAssaultFlightPlan, AirAssaultLayout]):
arrival=builder.land(self.flight.arrival),
divert=builder.divert(self.flight.divert),
bullseye=builder.bullseye(),
hold=None,
join=builder.join(self.package.waypoints.ingress),
split=builder.split(self.flight.arrival.position),
refuel=None,
custom_waypoints=list(),
)
def build(self, dump_debug_info: bool = False) -> AirAssaultFlightPlan:
def build(self) -> AirAssaultFlightPlan:
return AirAssaultFlightPlan(self.flight, self.layout())
def _generate_ctld_pickup(self) -> Point:
assert isinstance(self.flight.departure, CTLD)
return generate_random_ctld_point(self.flight.departure)

View File

@@ -1,98 +1,44 @@
from __future__ import annotations
import random
from collections.abc import Iterator
from dataclasses import dataclass
from datetime import datetime
from typing import Optional
from datetime import timedelta
from typing import TYPE_CHECKING, Type
from game.theater.missiontarget import MissionTarget
from game.utils import Distance
from ._common_ctld import generate_random_ctld_point
from game.utils import feet
from .ibuilder import IBuilder
from .planningerror import PlanningError
from .standard import StandardFlightPlan, StandardLayout
from .waypointbuilder import WaypointBuilder
from ..flightwaypointtype import FlightWaypointType
from ...theater.interfaces.CTLD import CTLD
if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
from dcs import Point
@dataclass
@dataclass(frozen=True)
class AirliftLayout(StandardLayout):
pickup_ascent: FlightWaypoint | None
pickup_descent: FlightWaypoint | None
# There will not be a pickup waypoint when the pickup airfield is the departure
# airfield for cargo planes, as the cargo is pre-loaded. Helicopters will still pick
# up the cargo near the airfield.
nav_to_pickup: list[FlightWaypoint]
pickup: FlightWaypoint | None
# pickup_zone will be used for player flights to create the CTLD stuff
ctld_pickup_zone: FlightWaypoint | None
drop_off_ascent: FlightWaypoint | None
nav_to_drop_off: list[FlightWaypoint]
drop_off_descent: FlightWaypoint | None
# There will not be a drop-off waypoint when the drop-off airfield and the arrival
# airfield is the same for a cargo plane, as planes will land to unload and we don't
# want a double landing. Helicopters will still drop their cargo near the airfield
# before landing.
drop_off: FlightWaypoint | None
# drop_off_zone will be used for player flights to create the CTLD stuff
ctld_drop_off_zone: FlightWaypoint | None
return_ascent: FlightWaypoint
return_descent: FlightWaypoint
def add_waypoint(
self, wpt: FlightWaypoint, next_wpt: Optional[FlightWaypoint]
) -> bool:
new_wpt = self.get_midpoint(wpt, next_wpt)
if wpt.waypoint_type in [
FlightWaypointType.PICKUP_ZONE,
FlightWaypointType.CARGO_STOP,
]:
self.nav_to_drop_off.insert(0, new_wpt)
return True
return super().add_waypoint(wpt, next_wpt)
def delete_waypoint(self, waypoint: FlightWaypoint) -> bool:
if waypoint in self.nav_to_drop_off:
self.nav_to_drop_off.remove(waypoint)
return True
elif super().delete_waypoint(waypoint):
return True
return False
drop_off: FlightWaypoint
stopover: FlightWaypoint | None
nav_to_home: list[FlightWaypoint]
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.departure
if self.pickup_ascent is not None:
yield self.pickup_ascent
yield from self.nav_to
if self.pickup_descent is not None:
yield self.pickup_descent
yield from self.nav_to_pickup
if self.pickup is not None:
yield self.pickup
if self.ctld_pickup_zone is not None:
yield self.ctld_pickup_zone
if self.drop_off_ascent is not None:
yield self.drop_off_ascent
yield from self.nav_to_drop_off
if self.drop_off_descent is not None:
yield self.drop_off_descent
if self.drop_off is not None:
yield self.drop_off
yield self.return_ascent
if self.ctld_drop_off_zone is not None:
yield self.ctld_drop_off_zone
yield from self.nav_from
yield self.return_descent
yield self.drop_off
if self.stopover is not None:
yield self.stopover
yield from self.nav_to_home
yield self.arrival
if self.divert is not None:
yield self.divert
yield self.bullseye
yield from self.custom_waypoints
class AirliftFlightPlan(StandardFlightPlan[AirliftLayout]):
@@ -102,26 +48,18 @@ class AirliftFlightPlan(StandardFlightPlan[AirliftLayout]):
@property
def tot_waypoint(self) -> FlightWaypoint:
# The TOT is the time that the cargo will be dropped off. If the drop-off
# location is the arrival airfield and this is not a helicopter flight, there
# will not be a separate drop-off waypoint; the arrival landing waypoint is the
# drop-off waypoint.
return self.layout.drop_off or self.layout.arrival
return self.layout.drop_off
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> datetime | None:
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
# TOT planning isn't really useful for transports. They're behind the front
# lines so no need to wait for escorts or for other missions to complete.
return None
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> datetime | None:
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
return None
@property
def mission_begin_on_station_time(self) -> datetime | None:
return None
@property
def mission_departure_time(self) -> datetime:
def mission_departure_time(self) -> timedelta:
return self.package.time_over_target
@@ -133,64 +71,37 @@ class Builder(IBuilder[AirliftFlightPlan, AirliftLayout]):
"Cannot plan transport mission for flight with no cargo."
)
builder = WaypointBuilder(self.flight)
altitude = feet(1500)
altitude_is_agl = True
altitude = builder.get_cruise_altitude
altitude_is_agl = self.flight.is_helo
builder = WaypointBuilder(self.flight, self.coalition)
pickup_ascent = None
pickup_descent = None
pickup = None
drop_off_ascent = None
drop_off_descent = None
drop_off = None
pickup_zone = None
drop_off_zone = None
if cargo.origin != self.flight.departure:
pickup = builder.cargo_stop(cargo.origin)
pickup_ascent = self._create_ascent_or_descent(
builder,
self.flight.departure.position,
cargo.origin.position,
altitude,
altitude_is_agl,
)
pickup_descent = self._create_ascent_or_descent(
builder,
cargo.origin.position,
self.flight.departure.position,
altitude,
altitude_is_agl,
)
if cargo.next_stop != self.flight.arrival:
drop_off = builder.cargo_stop(cargo.next_stop)
drop_off_ascent = self._create_ascent_or_descent(
builder,
cargo.origin.position,
cargo.next_stop.position,
altitude,
altitude_is_agl,
)
drop_off_descent = self._create_ascent_or_descent(
builder,
cargo.next_stop.position,
cargo.origin.position,
altitude,
altitude_is_agl,
)
stopover = None
if self.flight.is_helo:
# Create CTLD Zones for Helo flights
pickup_zone = builder.pickup_zone(
MissionTarget("Pickup Zone", self._generate_ctld_pickup())
# Create a pickupzone where the cargo will be spawned
pickup_zone = MissionTarget(
"Pickup Zone", cargo.origin.position.random_point_within(1000, 200)
)
drop_off_zone = builder.dropoff_zone(
MissionTarget("Dropoff zone", self._generate_ctld_dropoff())
pickup = builder.pickup(pickup_zone)
# If The cargo is at the departure controlpoint, the pickup waypoint should
# only be created for client flights
pickup.only_for_player = cargo.origin == self.flight.departure
# Create a dropoff zone where the cargo should be dropped
drop_off_zone = MissionTarget(
"Dropoff zone",
cargo.next_stop.position.random_point_within(1000, 200),
)
# Show the zone waypoints only to the player
pickup_zone.only_for_player = True
drop_off_zone.only_for_player = True
drop_off = builder.drop_off(drop_off_zone)
# Add an additional stopover point so that the flight can refuel
stopover = builder.stopover(cargo.next_stop)
else:
# Fixed Wing will get stopover points for pickup and dropoff
if cargo.origin != self.flight.departure:
pickup = builder.stopover(cargo.origin, "PICKUP")
drop_off = builder.stopover(cargo.next_stop, "DROP OFF")
nav_to_pickup = builder.nav_path(
self.flight.departure.position,
@@ -199,86 +110,38 @@ class Builder(IBuilder[AirliftFlightPlan, AirliftLayout]):
altitude_is_agl,
)
return_ascent = self._create_ascent_or_descent(
builder,
(
cargo.next_stop.position
if cargo.next_stop != self.flight.arrival
else cargo.origin.position
),
self.flight.arrival.position,
altitude,
altitude_is_agl,
)
return_descent = self._create_ascent_or_descent(
builder,
self.flight.arrival.position,
(
cargo.next_stop.position
if cargo.next_stop != self.flight.arrival
else cargo.origin.position
),
altitude,
altitude_is_agl,
)
if self.flight.client_count > 0:
# Normal Landing Waypoint
arrival = builder.land(self.flight.arrival)
else:
# The AI Needs another Stopover point to actually fly back to the original
# base. Otherwise the Cargo drop will be the new Landing Waypoint and the
# AI will end its mission there instead of flying back.
# https://forum.dcs.world/topic/211775-landing-to-refuel-and-rearm-the-landingrefuar-waypoint/
arrival = builder.stopover(self.flight.arrival, "LANDING")
return AirliftLayout(
departure=builder.takeoff(self.flight.departure),
pickup_ascent=pickup_ascent,
nav_to=nav_to_pickup,
pickup_descent=pickup_descent,
nav_to_pickup=nav_to_pickup,
pickup=pickup,
ctld_pickup_zone=pickup_zone,
drop_off_ascent=drop_off_ascent,
nav_to_drop_off=builder.nav_path(
cargo.origin.position,
cargo.next_stop.position,
altitude,
altitude_is_agl,
),
drop_off_descent=drop_off_descent,
drop_off=drop_off,
ctld_drop_off_zone=drop_off_zone,
return_ascent=return_ascent,
nav_from=builder.nav_path(
stopover=stopover,
nav_to_home=builder.nav_path(
cargo.origin.position,
self.flight.arrival.position,
altitude,
altitude_is_agl,
),
return_descent=return_descent,
arrival=builder.land(self.flight.arrival),
arrival=arrival,
divert=builder.divert(self.flight.divert),
bullseye=builder.bullseye(),
custom_waypoints=list(),
)
def build(self, dump_debug_info: bool = False) -> AirliftFlightPlan:
def build(self) -> AirliftFlightPlan:
return AirliftFlightPlan(self.flight, self.layout())
def _generate_ctld_pickup(self) -> Point:
cargo = self.flight.cargo
if cargo and cargo.origin and isinstance(cargo.origin, CTLD):
return generate_random_ctld_point(cargo.origin)
raise RuntimeError("Could not generate CTLD pickup")
def _generate_ctld_dropoff(self) -> Point:
cargo = self.flight.cargo
if cargo and cargo.transport and isinstance(cargo.transport.destination, CTLD):
return generate_random_ctld_point(cargo.transport.destination)
raise RuntimeError("Could not generate CTLD dropoff")
@staticmethod
def _create_ascent_or_descent(
builder: WaypointBuilder,
start: Point,
end: Point,
alt: Distance,
agl: bool,
) -> FlightWaypoint:
distance = start.distance_to_point(end)
rdistance = 1000 if agl else min(distance / 10, 20000)
heading = round(start.heading_between_point(end))
rheading = random.randint(heading - 30, heading + 30) % 360
pos = start.point_from_heading(float(rheading), rdistance)
return builder.nav(pos, alt, agl)

View File

@@ -35,11 +35,11 @@ class Builder(FormationAttackBuilder[AntiShipFlightPlan, FormationAttackLayout])
else:
raise InvalidObjectiveLocation(self.flight.flight_type, location)
return self._build(FlightWaypointType.INGRESS_ANTI_SHIP, targets)
return self._build(FlightWaypointType.INGRESS_BAI, targets)
@staticmethod
def anti_ship_targets_for_tgo(tgo: NavalGroundObject) -> list[StrikeTarget]:
return [StrikeTarget(f"{g.group_name} at {tgo.name}", g) for g in tgo.groups]
def build(self, dump_debug_info: bool = False) -> AntiShipFlightPlan:
def build(self) -> AntiShipFlightPlan:
return AntiShipFlightPlan(self.flight, self.layout())

View File

@@ -1,34 +0,0 @@
from __future__ import annotations
from typing import Type
from .formationattack import (
FormationAttackBuilder,
FormationAttackFlightPlan,
FormationAttackLayout,
)
from .uizonedisplay import UiZone, UiZoneDisplay
from ..flightwaypointtype import FlightWaypointType
from ...utils import nautical_miles
class ArmedReconFlightPlan(FormationAttackFlightPlan, UiZoneDisplay):
@staticmethod
def builder_type() -> Type[Builder]:
return Builder
def ui_zone(self) -> UiZone:
return UiZone(
[self.tot_waypoint.position],
nautical_miles(
self.flight.coalition.game.settings.armed_recon_engagement_range_distance
),
)
class Builder(FormationAttackBuilder[ArmedReconFlightPlan, FormationAttackLayout]):
def layout(self) -> FormationAttackLayout:
return self._build(FlightWaypointType.INGRESS_ARMED_RECON)
def build(self, dump_debug_info: bool = False) -> ArmedReconFlightPlan:
return ArmedReconFlightPlan(self.flight, self.layout())

View File

@@ -39,5 +39,5 @@ class Builder(FormationAttackBuilder[BaiFlightPlan, FormationAttackLayout]):
return self._build(FlightWaypointType.INGRESS_BAI, targets)
def build(self, dump_debug_info: bool = False) -> BaiFlightPlan:
def build(self) -> BaiFlightPlan:
return BaiFlightPlan(self.flight, self.layout())

View File

@@ -1,10 +1,11 @@
from __future__ import annotations
import random
from datetime import timedelta
from typing import Type
from game.theater import FrontLine
from game.utils import Distance, Speed
from game.utils import Distance, Speed, feet
from .capbuilder import CapBuilder
from .invalidobjectivelocation import InvalidObjectiveLocation
from .patrolling import PatrollingFlightPlan, PatrollingLayout
@@ -18,7 +19,7 @@ class BarCapFlightPlan(PatrollingFlightPlan[PatrollingLayout]):
@property
def patrol_duration(self) -> timedelta:
return self.flight.coalition.game.settings.desired_barcap_mission_duration
return self.flight.coalition.doctrine.cap_duration
@property
def patrol_speed(self) -> Speed:
@@ -40,9 +41,14 @@ class Builder(CapBuilder[BarCapFlightPlan, PatrollingLayout]):
start_pos, end_pos = self.cap_racetrack_for_objective(location, barcap=True)
builder = WaypointBuilder(self.flight)
patrol_alt = builder.get_patrol_altitude
preferred_alt = self.flight.unit_type.preferred_patrol_altitude
randomized_alt = preferred_alt + feet(random.randint(-2, 1) * 1000)
patrol_alt = max(
self.doctrine.min_patrol_altitude,
min(self.doctrine.max_patrol_altitude, randomized_alt),
)
builder = WaypointBuilder(self.flight, self.coalition)
start, end = builder.race_track(start_pos, end_pos, patrol_alt)
return PatrollingLayout(
@@ -58,8 +64,7 @@ class Builder(CapBuilder[BarCapFlightPlan, PatrollingLayout]):
arrival=builder.land(self.flight.arrival),
divert=builder.divert(self.flight.divert),
bullseye=builder.bullseye(),
custom_waypoints=list(),
)
def build(self, dump_debug_info: bool = False) -> BarCapFlightPlan:
def build(self) -> BarCapFlightPlan:
return BarCapFlightPlan(self.flight, self.layout())

View File

@@ -35,12 +35,7 @@ class CapBuilder(IBuilder[FlightPlanT, LayoutT], ABC):
closest_airfield = airfield
break
else:
for airfield in closest_cache.closest_airfields:
if airfield.captured != self.is_player:
closest_airfield = airfield
break
else:
raise PlanningError("Could not find any enemy airfields")
raise PlanningError("Could not find any enemy airfields")
heading = Heading.from_degrees(
location.position.heading_between_point(closest_airfield.position)
@@ -65,9 +60,7 @@ class CapBuilder(IBuilder[FlightPlanT, LayoutT], ABC):
# distance from the nearest enemy airbase, but since they are by
# definition in enemy territory they can't avoid the threat zone
# without being useless.
min_distance_from_enemy = nautical_miles(
self.coalition.game.settings.tarcap_threat_buffer_min_distance
)
min_distance_from_enemy = nautical_miles(20)
distance_to_airfield = meters(
closest_airfield.position.distance_to_point(
self.package.target.position

View File

@@ -6,41 +6,35 @@ from datetime import timedelta
from typing import TYPE_CHECKING, Type
from game.theater import FrontLine
from game.utils import Distance, Speed, kph, dcs_to_shapely_point
from game.utils import nautical_miles
from game.utils import Distance, Speed, kph, meters
from .ibuilder import IBuilder
from .invalidobjectivelocation import InvalidObjectiveLocation
from .patrolling import PatrollingFlightPlan, PatrollingLayout
from .uizonedisplay import UiZone, UiZoneDisplay
from .waypointbuilder import WaypointBuilder
from ..flightwaypointtype import FlightWaypointType
from ...flightplan.ipsolver import IpSolver
from ...persistency import waypoint_debug_directory
if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
@dataclass(frozen=True)
class CasLayout(PatrollingLayout):
ingress: FlightWaypoint
target: FlightWaypoint
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.departure
yield from self.nav_to
if self.ingress:
yield self.ingress
yield self.patrol_start
yield self.target
yield self.patrol_end
yield from self.nav_from
yield self.arrival
yield self.departure
if self.divert is not None:
yield self.divert
yield self.bullseye
yield from self.custom_waypoints
class CasFlightPlan(PatrollingFlightPlan[CasLayout], UiZoneDisplay):
class CasFlightPlan(PatrollingFlightPlan[CasLayout]):
@staticmethod
def builder_type() -> Type[Builder]:
return Builder
@@ -58,13 +52,12 @@ class CasFlightPlan(PatrollingFlightPlan[CasLayout], UiZoneDisplay):
@property
def engagement_distance(self) -> Distance:
return nautical_miles(
self.flight.coalition.game.settings.cas_engagement_range_distance
)
max_length = self.flight.coalition.game.settings.max_frontline_length * 1000
return meters(max_length) / 2
@property
def combat_speed_waypoints(self) -> set[FlightWaypoint]:
return {self.layout.ingress, self.layout.patrol_start, self.layout.patrol_end}
return {self.layout.patrol_start, self.layout.target, self.layout.patrol_end}
def request_escort_at(self) -> FlightWaypoint | None:
return self.layout.patrol_start
@@ -72,18 +65,9 @@ class CasFlightPlan(PatrollingFlightPlan[CasLayout], UiZoneDisplay):
def dismiss_escort_at(self) -> FlightWaypoint | None:
return self.layout.patrol_end
def ui_zone(self) -> UiZone:
midpoint = (
self.layout.patrol_start.position + self.layout.patrol_end.position
) / 2
return UiZone(
[midpoint],
self.engagement_distance,
)
class Builder(IBuilder[CasFlightPlan, CasLayout]):
def layout(self, dump_debug_info: bool) -> CasLayout:
def layout(self) -> CasLayout:
location = self.package.target
if not isinstance(location, FrontLine):
@@ -93,75 +77,49 @@ class Builder(IBuilder[CasFlightPlan, CasLayout]):
FrontLineConflictDescription,
)
bounds = FrontLineConflictDescription.frontline_bounds(location, self.theater)
patrol_start = bounds.left_position
patrol_end = bounds.right_position
bounds = FrontLineConflictDescription.frontline_bounds(
location, self.theater, self.coalition.game.settings
)
ingress = bounds.left_position
center = bounds.center
egress = bounds.right_position
start_distance = patrol_start.distance_to_point(self.flight.departure.position)
end_distance = patrol_end.distance_to_point(self.flight.departure.position)
if end_distance < start_distance:
patrol_start, patrol_end = patrol_end, patrol_start
ingress_distance = ingress.distance_to_point(self.flight.departure.position)
egress_distance = egress.distance_to_point(self.flight.departure.position)
if egress_distance < ingress_distance:
ingress, egress = egress, ingress
builder = WaypointBuilder(self.flight)
builder = WaypointBuilder(self.flight, self.coalition)
is_helo = self.flight.unit_type.dcs_unit_type.helicopter
ingress_egress_altitude = builder.get_combat_altitude
use_agl_patrol_altitude = is_helo
ip_solver = IpSolver(
dcs_to_shapely_point(self.flight.departure.position),
dcs_to_shapely_point(patrol_start),
self.doctrine,
self.threat_zones.all,
ingress_egress_altitude = (
self.doctrine.ingress_altitude if not is_helo else meters(50)
)
ip_solver.set_debug_properties(
waypoint_debug_directory() / "IP", self.theater.terrain
)
ingress_point_shapely = ip_solver.solve()
if dump_debug_info:
ip_solver.dump_debug_info()
ingress_point = patrol_start.new_in_same_map(
ingress_point_shapely.x, ingress_point_shapely.y
)
patrol_start_waypoint = builder.cas(patrol_start, ingress_egress_altitude)
patrol_start_waypoint.name = "FLOT START"
patrol_start_waypoint.pretty_name = "FLOT start"
patrol_start_waypoint.description = "FLOT boundary"
patrol_end_waypoint = builder.cas(patrol_end, ingress_egress_altitude)
patrol_end_waypoint.name = "FLOT END"
patrol_end_waypoint.pretty_name = "FLOT end"
patrol_end_waypoint.description = "FLOT boundary"
ingress = builder.ingress(
FlightWaypointType.INGRESS_CAS, ingress_point, location
)
ingress.description = f"Ingress to provide CAS at {location}"
use_agl_ingress_egress = is_helo
return CasLayout(
departure=builder.takeoff(self.flight.departure),
nav_to=builder.nav_path(
self.flight.departure.position,
ingress_point,
ingress,
ingress_egress_altitude,
use_agl_patrol_altitude,
use_agl_ingress_egress,
),
nav_from=builder.nav_path(
patrol_end,
egress,
self.flight.arrival.position,
ingress_egress_altitude,
use_agl_patrol_altitude,
use_agl_ingress_egress,
),
ingress=ingress,
patrol_start=patrol_start_waypoint,
patrol_end=patrol_end_waypoint,
patrol_start=builder.ingress(
FlightWaypointType.INGRESS_CAS, ingress, location
),
target=builder.cas(center),
patrol_end=builder.egress(egress, location),
arrival=builder.land(self.flight.arrival),
divert=builder.divert(self.flight.divert),
bullseye=builder.bullseye(),
custom_waypoints=list(),
)
def build(self, dump_debug_info: bool = False) -> CasFlightPlan:
return CasFlightPlan(self.flight, self.layout(dump_debug_info))
def build(self) -> CasFlightPlan:
return CasFlightPlan(self.flight, self.layout())

View File

@@ -2,21 +2,22 @@ from __future__ import annotations
from collections.abc import Iterator
from dataclasses import dataclass
from datetime import datetime
from datetime import timedelta
from typing import TYPE_CHECKING, Type
from .flightplan import FlightPlan, Layout
from .ibuilder import IBuilder
from .waypointbuilder import WaypointBuilder
from .. import Flight
from ..flightwaypointtype import FlightWaypointType
if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
@dataclass(frozen=True)
class CustomLayout(Layout):
custom_waypoints: list[FlightWaypoint]
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.departure
yield from self.custom_waypoints
@@ -27,10 +28,6 @@ class CustomFlightPlan(FlightPlan[CustomLayout]):
def builder_type() -> Type[Builder]:
return Builder
@property
def is_custom(self) -> bool:
return True
@property
def tot_waypoint(self) -> FlightWaypoint:
target_types = (
@@ -44,45 +41,23 @@ class CustomFlightPlan(FlightPlan[CustomLayout]):
return waypoint
return self.layout.departure
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> datetime | None:
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
if waypoint == self.tot_waypoint:
return self.tot
return self.package.time_over_target
return None
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> datetime | None:
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
return None
@property
def mission_begin_on_station_time(self) -> datetime | None:
return None
@property
def mission_departure_time(self) -> datetime:
def mission_departure_time(self) -> timedelta:
return self.package.time_over_target
@property
def landing_time(self) -> datetime:
arrival = (
self.layout.custom_waypoints[-1]
if self.layout.custom_waypoints
else self.layout.departure
)
return_time = self.total_time_between_waypoints(self.tot_waypoint, arrival)
return self.mission_departure_time + return_time
class Builder(IBuilder[CustomFlightPlan, CustomLayout]):
def __init__(
self, flight: Flight, waypoints: list[FlightWaypoint] | None = None
) -> None:
super().__init__(flight)
if waypoints is None:
waypoints = []
self.waypoints = waypoints
def layout(self) -> CustomLayout:
builder = WaypointBuilder(self.flight)
return CustomLayout(builder.takeoff(self.flight.departure), self.waypoints)
builder = WaypointBuilder(self.flight, self.coalition)
return CustomLayout(builder.takeoff(self.flight.departure), [])
def build(self, dump_debug_info: bool = False) -> CustomFlightPlan:
def build(self) -> CustomFlightPlan:
return CustomFlightPlan(self.flight, self.layout())

View File

@@ -37,5 +37,5 @@ class Builder(FormationAttackBuilder[DeadFlightPlan, FormationAttackLayout]):
return self._build(FlightWaypointType.INGRESS_DEAD)
def build(self, dump_debug_info: bool = False) -> DeadFlightPlan:
def build(self) -> DeadFlightPlan:
return DeadFlightPlan(self.flight, self.layout())

View File

@@ -1,19 +1,13 @@
from __future__ import annotations
from datetime import datetime
from typing import Type
from .airassault import AirAssaultLayout
from .airlift import AirliftLayout
from .formationattack import (
FormationAttackBuilder,
FormationAttackFlightPlan,
FormationAttackLayout,
)
from .waypointbuilder import WaypointBuilder
from .. import FlightType
from ..packagewaypoints import PackageWaypoints
from ...utils import feet
class EscortFlightPlan(FormationAttackFlightPlan):
@@ -21,109 +15,42 @@ class EscortFlightPlan(FormationAttackFlightPlan):
def builder_type() -> Type[Builder]:
return Builder
@property
def split_time(self) -> datetime:
# Avoid infinite recursion when this escort flight is itself the primary flight
# This can happen when only escort flights remain in a package
if (
self.package.primary_flight
and self.package.primary_flight != self.flight
and self.package.primary_flight.flight_plan
):
return self.package.primary_flight.flight_plan.mission_departure_time
else:
return super().split_time
class Builder(FormationAttackBuilder[EscortFlightPlan, FormationAttackLayout]):
def layout(self) -> FormationAttackLayout:
non_formation_escort = False
if self.package.waypoints is None:
self.package.waypoints = PackageWaypoints.create(
self.package, self.coalition, dump_debug_info=False
)
if self.package.primary_flight:
departure = self.package.primary_flight.flight_plan.layout.departure
self.package.waypoints.join = departure.position.lerp(
self.package.target.position, 0.2
)
non_formation_escort = True
assert self.package.waypoints is not None
builder = WaypointBuilder(self.flight)
builder = WaypointBuilder(self.flight, self.coalition)
ingress, target = builder.escort(
self.package.waypoints.ingress, self.package.target
)
if non_formation_escort:
target.position = self.package.waypoints.join
ingress.only_for_player = True
target.only_for_player = True
hold = None
if not (self.flight.is_helo or non_formation_escort):
hold = builder.hold(self._hold_point())
join_pos = (
WaypointBuilder.perturb(self.package.waypoints.ingress, feet(500))
if self.flight.is_helo
else self.package.waypoints.join
)
join = builder.join(join_pos)
split = builder.split(self._get_split())
is_helo = builder.flight.is_helo
initial = builder.escort_hold(
target.position if is_helo else self.package.waypoints.initial,
)
pf = self.package.primary_flight
if pf and pf.flight_type in [FlightType.AIR_ASSAULT, FlightType.TRANSPORT]:
layout = pf.flight_plan.layout
assert isinstance(layout, AirAssaultLayout) or isinstance(
layout, AirliftLayout
)
if isinstance(layout, AirliftLayout):
ascent = layout.pickup_ascent or layout.drop_off_ascent
assert ascent is not None
join = builder.join(ascent.position)
if layout.pickup and layout.drop_off_ascent:
join = builder.join(layout.drop_off_ascent.position)
split = builder.split(layout.arrival.position)
if layout.drop_off:
initial = builder.escort_hold(
layout.drop_off.position,
)
refuel = self._build_refuel(builder)
departure = builder.takeoff(self.flight.departure)
nav_to = builder.nav_path(
hold.position if hold else departure.position,
join.position,
builder.get_cruise_altitude,
)
nav_from = builder.nav_path(
refuel.position if refuel else split.position,
self.flight.arrival.position,
builder.get_cruise_altitude,
)
hold = builder.hold(self._hold_point())
join = builder.join(self.package.waypoints.join)
split = builder.split(self.package.waypoints.split)
refuel = None
if self.package.waypoints.refuel is not None:
refuel = builder.refuel(self.package.waypoints.refuel)
return FormationAttackLayout(
departure=departure,
departure=builder.takeoff(self.flight.departure),
hold=hold,
nav_to=nav_to,
nav_to=builder.nav_path(
hold.position, join.position, self.doctrine.ingress_altitude
),
join=join,
ingress=ingress,
initial=initial,
targets=[target],
split=split,
refuel=refuel,
nav_from=nav_from,
nav_from=builder.nav_path(
split.position,
self.flight.arrival.position,
self.doctrine.ingress_altitude,
),
arrival=builder.land(self.flight.arrival),
divert=builder.divert(self.flight.divert),
bullseye=builder.bullseye(),
custom_waypoints=list(),
)
def build(self, dump_debug_info: bool = False) -> EscortFlightPlan:
def build(self) -> EscortFlightPlan:
return EscortFlightPlan(self.flight, self.layout())

View File

@@ -2,7 +2,7 @@ from __future__ import annotations
from collections.abc import Iterator
from dataclasses import dataclass
from datetime import datetime
from datetime import timedelta
from typing import TYPE_CHECKING, Type
from game.utils import feet
@@ -15,16 +15,17 @@ if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
@dataclass(frozen=True)
class FerryLayout(StandardLayout):
nav_to_destination: list[FlightWaypoint]
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.departure
yield from self.nav_to
yield from self.nav_to_destination
yield self.arrival
if self.divert is not None:
yield self.divert
yield self.bullseye
yield from self.custom_waypoints
class FerryFlightPlan(StandardFlightPlan[FerryLayout]):
@@ -36,20 +37,16 @@ class FerryFlightPlan(StandardFlightPlan[FerryLayout]):
def tot_waypoint(self) -> FlightWaypoint:
return self.layout.arrival
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> datetime | None:
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
# TOT planning isn't really useful for ferries. They're behind the front
# lines so no need to wait for escorts or for other missions to complete.
return None
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> datetime | None:
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
return None
@property
def mission_begin_on_station_time(self) -> datetime | None:
return None
@property
def mission_departure_time(self) -> datetime:
def mission_departure_time(self) -> timedelta:
return self.package.time_over_target
@@ -61,17 +58,17 @@ class Builder(IBuilder[FerryFlightPlan, FerryLayout]):
f"{self.flight.departure}"
)
builder = WaypointBuilder(self.flight)
altitude_is_agl = self.flight.is_helo
altitude_is_agl = self.flight.unit_type.dcs_unit_type.helicopter
altitude = (
feet(self.coalition.game.settings.heli_cruise_alt_agl)
feet(1500)
if altitude_is_agl
else builder.get_patrol_altitude
else self.flight.unit_type.preferred_patrol_altitude
)
builder = WaypointBuilder(self.flight, self.coalition)
return FerryLayout(
departure=builder.takeoff(self.flight.departure),
nav_to=builder.nav_path(
nav_to_destination=builder.nav_path(
self.flight.departure.position,
self.flight.arrival.position,
altitude,
@@ -80,9 +77,7 @@ class Builder(IBuilder[FerryFlightPlan, FerryLayout]):
arrival=builder.land(self.flight.arrival),
divert=builder.divert(self.flight.divert),
bullseye=builder.bullseye(),
nav_from=[],
custom_waypoints=list(),
)
def build(self, dump_debug_info: bool = False) -> FerryFlightPlan:
def build(self) -> FerryFlightPlan:
return FerryFlightPlan(self.flight, self.layout())

View File

@@ -5,14 +5,14 @@ MissionPlanner. Those only plan basic information like the objective, aircraft
type, and the size of the flight. The FlightPlanBuilder is responsible for
generating the waypoints for the mission.
"""
from __future__ import annotations
import math
from abc import ABC, abstractmethod
from abc import ABC
from collections.abc import Iterator
from dataclasses import dataclass
from datetime import datetime, timedelta
from datetime import timedelta
from functools import cached_property
from typing import Any, Generic, TYPE_CHECKING, TypeGuard, TypeVar
from game.typeguard import self_type_guard
@@ -20,9 +20,10 @@ from game.utils import Distance, Speed, meters
from .planningerror import PlanningError
from ..flightwaypointtype import FlightWaypointType
from ..starttype import StartType
from ..traveltime import GroundSpeed
from ..traveltime import GroundSpeed, TravelTime
if TYPE_CHECKING:
from game.dcs.aircrafttype import FuelConsumption
from game.theater import ControlPoint
from ..flight import Flight
from ..flightwaypoint import FlightWaypoint
@@ -31,20 +32,24 @@ if TYPE_CHECKING:
from .loiter import LoiterFlightPlan
from .patrolling import PatrollingFlightPlan
INGRESS_TYPES = {
FlightWaypointType.INGRESS_CAS,
FlightWaypointType.INGRESS_ESCORT,
FlightWaypointType.INGRESS_SEAD,
FlightWaypointType.INGRESS_STRIKE,
FlightWaypointType.INGRESS_DEAD,
}
@dataclass
@dataclass(frozen=True)
class Layout(ABC):
departure: FlightWaypoint
custom_waypoints: list[FlightWaypoint]
@property
def waypoints(self) -> list[FlightWaypoint]:
"""A list of all waypoints in the flight plan, in order."""
return list(self.iter_waypoints())
def delete_waypoint(self, waypoint: FlightWaypoint) -> bool:
return False
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
"""Iterates over all waypoints in the flight plan, in order."""
raise NotImplementedError
@@ -57,12 +62,6 @@ class FlightPlan(ABC, Generic[LayoutT]):
def __init__(self, flight: Flight, layout: LayoutT) -> None:
self.flight = flight
self.layout = layout
self.tot_offset = self.default_tot_offset()
def __setstate__(self, state: dict[str, Any]) -> None:
if "tot_offset" not in state:
state["tot_offset"] = self.default_tot_offset()
self.__dict__.update(state)
@property
def package(self) -> Package:
@@ -150,9 +149,42 @@ class FlightPlan(ABC, Generic[LayoutT]):
raise NotImplementedError
@property
def tot(self) -> datetime:
def tot(self) -> timedelta:
return self.package.time_over_target + self.tot_offset
@cached_property
def bingo_fuel(self) -> int:
"""Bingo fuel value for the FlightPlan"""
if (fuel := self.flight.unit_type.fuel_consumption) is not None:
return self._bingo_estimate(fuel)
return self._legacy_bingo_estimate()
def _bingo_estimate(self, fuel: FuelConsumption) -> int:
distance_to_arrival = self.max_distance_from(self.flight.arrival)
fuel_consumed = fuel.cruise * distance_to_arrival.nautical_miles
bingo = fuel_consumed + fuel.min_safe
return math.ceil(bingo / 100) * 100
def _legacy_bingo_estimate(self) -> int:
distance_to_arrival = self.max_distance_from(self.flight.arrival)
bingo = 1000.0 # Minimum Emergency Fuel
bingo += 500 # Visual Traffic
bingo += 15 * distance_to_arrival.nautical_miles
# TODO: Per aircraft tweaks.
if self.flight.divert is not None:
max_divert_distance = self.max_distance_from(self.flight.divert)
bingo += 10 * max_divert_distance.nautical_miles
return round(bingo / 100) * 100
@cached_property
def joker_fuel(self) -> int:
"""Joker fuel value for the FlightPlan"""
return self.bingo_fuel + 1000
def max_distance_from(self, cp: ControlPoint) -> Distance:
"""Returns the farthest waypoint of the flight plan from a ControlPoint.
:arg cp The ControlPoint to measure distance from.
@@ -163,7 +195,8 @@ class FlightPlan(ABC, Generic[LayoutT]):
[meters(cp.position.distance_to_point(w.position)) for w in self.waypoints]
)
def default_tot_offset(self) -> timedelta:
@property
def tot_offset(self) -> timedelta:
"""This flight's offset from the package's TOT.
Positive values represent later TOTs. An offset of -2 minutes is used
@@ -181,37 +214,20 @@ class FlightPlan(ABC, Generic[LayoutT]):
)
for previous_waypoint, waypoint in self.edges(until=destination):
total += self.total_time_between_waypoints(previous_waypoint, waypoint)
# Trim microseconds. Our simulation tick rate is 1 second, so anything that
# takes 100.1 or 100.9 seconds will take 100 seconds. DCS doesn't handle
# sub-second resolution for tasks anyway, nor are they interesting from a
# mission planning perspective, so there's little value to keeping them in the
# model.
return timedelta(seconds=math.floor(total.total_seconds()))
def total_time_between_waypoints(
self, a: FlightWaypoint, b: FlightWaypoint
) -> timedelta:
"""Returns the total time spent between a and b.
The total time between waypoints differs from the travel time in that it may
include additional time for actions such as loitering.
"""
return self.travel_time_between_waypoints(a, b)
total += self.travel_time_between_waypoints(previous_waypoint, waypoint)
return total
def travel_time_between_waypoints(
self, a: FlightWaypoint, b: FlightWaypoint
) -> timedelta:
error_factor = 1.05
speed = self.speed_between_waypoints(a, b)
distance = meters(a.position.distance_to_point(b.position))
return timedelta(hours=distance.nautical_miles / speed.knots * error_factor)
return TravelTime.between_points(
a.position, b.position, self.speed_between_waypoints(a, b)
)
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> datetime | None:
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
raise NotImplementedError
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> datetime | None:
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
raise NotImplementedError
def request_escort_at(self) -> FlightWaypoint | None:
@@ -234,31 +250,39 @@ class FlightPlan(ABC, Generic[LayoutT]):
if waypoint == end:
return
def takeoff_time(self) -> datetime:
def takeoff_time(self) -> timedelta:
return self.tot - self._travel_time_to_waypoint(self.tot_waypoint)
def minimum_duration_from_start_to_tot(self) -> timedelta:
return (
self._travel_time_to_waypoint(self.tot_waypoint)
+ self.estimate_startup()
+ self.estimate_ground_ops()
+ self.estimate_takeoff_time()
def startup_time(self) -> timedelta:
start_time = (
self.takeoff_time() - self.estimate_startup() - self.estimate_ground_ops()
)
def startup_time(self) -> datetime:
return (
self.takeoff_time()
- self.estimate_startup()
- self.estimate_ground_ops()
- self.estimate_takeoff_time()
)
# In case FP math has given us some barely below zero time, round to
# zero.
if math.isclose(start_time.total_seconds(), 0):
start_time = timedelta()
# Trim microseconds. DCS doesn't handle sub-second resolution for tasks,
# and they're not interesting from a mission planning perspective so we
# don't want them in the UI.
#
# Round down so *barely* above zero start times are just zero.
start_time = timedelta(seconds=math.floor(start_time.total_seconds()))
# Feature request #1309: Carrier planes should start at +1s
# This is a workaround to a DCS problem: some AI planes spawn on
# the 'sixpack' when start_time is zero and cause a deadlock.
# Workaround: force the start_time to 1 second for these planes.
if self.flight.from_cp.is_fleet and start_time.total_seconds() == 0:
start_time = timedelta(seconds=1)
return start_time
def estimate_startup(self) -> timedelta:
if self.flight.start_type is StartType.COLD:
if self.flight.client_count:
return timedelta(
minutes=self.flight.coalition.game.settings.player_startup_time
)
return timedelta(minutes=10)
else:
# The AI doesn't seem to have a real startup procedure.
return timedelta(minutes=2)
@@ -267,39 +291,16 @@ class FlightPlan(ABC, Generic[LayoutT]):
def estimate_ground_ops(self) -> timedelta:
if self.flight.start_type in {StartType.RUNWAY, StartType.IN_FLIGHT}:
return timedelta()
if self.flight.departure.is_fleet or self.flight.departure.is_fob:
if self.flight.from_cp.is_fleet:
return timedelta(minutes=2)
else:
return timedelta(minutes=8)
def estimate_takeoff_time(self) -> timedelta:
if self.flight.departure.is_offmap:
return timedelta()
return timedelta(seconds=30)
@property
def is_airassault(self) -> bool:
return False
@property
@abstractmethod
def mission_begin_on_station_time(self) -> datetime | None:
"""The time that the mission is first on-station."""
...
@property
def is_custom(self) -> bool:
return False
@property
def mission_departure_time(self) -> datetime:
def mission_departure_time(self) -> timedelta:
"""The time that the mission is complete and the flight RTBs."""
raise NotImplementedError
@property
def landing_time(self) -> datetime:
raise NotImplementedError
@self_type_guard
def is_loiter(self, flight_plan: FlightPlan[Any]) -> TypeGuard[LoiterFlightPlan]:
return False

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