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
1433 changed files with 25033 additions and 62634 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:
@@ -31,7 +31,7 @@ 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:
- v1.1
- 1.0.0
- Test build
- Development build
- type: input

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@@ -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:

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@@ -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

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@@ -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.

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@@ -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:

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@@ -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: 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.ref_name == 'dev'
if: startsWith(github.ref_name, 'test')

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@@ -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@v2
- 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

4
.gitignore vendored
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@@ -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

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@@ -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

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@@ -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.

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@@ -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
@@ -68,7 +62,7 @@ Our plans for future releases can be found on our
[Projects page](https://github.com/dcs-retribution/dcs-retribution/projects).
Each planned release has a Project, and the page for that project has columns for to do,
in progress, and done. Items in the Done column are in the
[preview build](https://github.com/dcs-retribution/dcs-retribution/wiki/Betas)
[preview build](https://github.com/dcs-retribution/dcs-retribution/wiki/Preview-builds)
for that release. Items in the To do column are planned to be added to that release.
## Resources
@@ -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

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@@ -1,345 +1,79 @@
# 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
# Retribution 1.0.0
## 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.
* 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
* **[Engine]** Support for DCS 2.8.6.41363, including F-15E support.
## Fixes
# 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.

19964
client/package-lock.json generated

File diff suppressed because it is too large Load Diff

View File

@@ -69,19 +69,11 @@
"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": "^2.0.1",
"react-scripts": "5.0.1",
"ts-node": "^10.9.1",
"wait-on": "^6.0.1"
},
"jest": {
"transformIgnorePatterns": [
"node_modules/(?!(@?react-leaflet|axios)/)"
],
"moduleNameMapper": {
".+\\.(css|styl|less|sass|scss|png|jpg|ttf|woff|woff2)$": "identity-obj-proxy"
}
}
}

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

@@ -3,48 +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 {
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,
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

@@ -1,53 +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

@@ -1,146 +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: "",
},
},
},
},
});
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: "",
},
},
},
},
});
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: "",
},
},
},
},
});
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

@@ -1,52 +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

@@ -1,405 +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,
},
},
});
expect(mockPolyline).toHaveBeenCalledTimes(2);
expect(mockLayerGroup).toBeCalledTimes(1);
});
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 blue={true} 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 blue={false} 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).not.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

@@ -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

@@ -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

@@ -1,5 +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 Liberation"
copyright = "2023, DCS Liberation Team"
author = "DCS Liberation Team"
release = "7.0.0"
# -- 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

@@ -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

@@ -5,18 +5,12 @@ 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 pydcs_extensions.hercules.hercules import Hercules
from .flightroster import FlightRoster
from .flightstate import FlightState, Navigating, Uninitialized
from .flightstate.killed import Killed
from .loadouts import Loadout, Weapon
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,
@@ -26,6 +20,7 @@ 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
@@ -37,13 +32,12 @@ if TYPE_CHECKING:
from .package import Package
from .starttype import StartType
F18_TGP_PYLON: int = 4
class Flight(SidcDescribable, RadioFrequencyContainer, TacanContainer):
class Flight(SidcDescribable):
def __init__(
self,
package: Package,
country: str,
squadron: Squadron,
count: int,
flight_type: FlightType,
@@ -52,17 +46,13 @@ class Flight(SidcDescribable, RadioFrequencyContainer, TacanContainer):
custom_name: Optional[str] = None,
cargo: Optional[TransferOrder] = None,
roster: Optional[FlightRoster] = None,
frequency: Optional[RadioFrequency] = None,
channel: Optional[TacanChannel] = None,
callsign: 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
if claim_inv:
self.squadron.claim_inventory(count)
self.squadron.claim_inventory(count)
if roster is None:
self.roster = FlightRoster(self.squadron, initial_size=count)
else:
@@ -70,21 +60,9 @@ class Flight(SidcDescribable, RadioFrequencyContainer, TacanContainer):
self.divert = divert
self.flight_type = flight_type
self.loadout = Loadout.default_for(self)
if self.squadron.aircraft.name == "F-15I Ra'am":
self.loadout.pylons[16] = Weapon.with_clsid(
"{IDF_MODS_PROJECT_F-15I_Raam_Dome}"
)
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
self.initialize_fuel()
# Only used by transport missions.
self.cargo = cargo
@@ -108,25 +86,10 @@ class Flight(SidcDescribable, RadioFrequencyContainer, TacanContainer):
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:
self.loadout.pylons[F18_TGP_PYLON] = Weapon.with_clsid(
str(
FA_18C_hornet.Pylon4.AN_AAQ_28_LITENING___Targeting_Pod_[1]["clsid"]
)
)
@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
@@ -176,17 +139,9 @@ class Flight(SidcDescribable, RadioFrequencyContainer, TacanContainer):
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
@property
def is_hercules(self) -> bool:
return self.unit_type == AircraftType.named("C-130J-30 Super Hercules")
return self.unit_type.dcs_unit_type.helicopter
@property
def from_cp(self) -> ControlPoint:
@@ -210,43 +165,31 @@ class Flight(SidcDescribable, RadioFrequencyContainer, TacanContainer):
def missing_pilots(self) -> int:
return self.roster.missing_pilots
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
elif self.departure.cptype.name in ["FARP", "FOB"] and not self.is_helo:
self.fuel = unit_type.fuel_max * 0.75
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}"
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
@@ -304,14 +247,3 @@ class Flight(SidcDescribable, RadioFrequencyContainer, TacanContainer):
def recreate_flight_plan(self) -> None:
self._flight_plan_builder.regenerate()
@staticmethod
def clone_flight(flight: Flight) -> Flight:
return Flight(
flight.package,
flight.squadron,
flight.count,
flight.flight_type,
flight.start_type,
flight.divert,
)

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

@@ -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.flight.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:

View File

@@ -4,44 +4,29 @@ from dataclasses import dataclass
from datetime import timedelta
from typing import Iterator, TYPE_CHECKING, Type
from game.ato.flightplans.standard import StandardFlightPlan, StandardLayout
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 .ibuilder import IBuilder
from .planningerror import PlanningError
from .uizonedisplay import UiZone, UiZoneDisplay
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(StandardLayout):
# 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
nav_to_ingress: list[FlightWaypoint]
ingress: FlightWaypoint
drop_off: FlightWaypoint | 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
nav_to_home: list[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_ingress
yield self.ingress
if self.drop_off is not None:
yield self.drop_off
yield from self.nav_to_drop_off
yield self.drop_off
yield self.target
yield from self.nav_to_home
yield self.arrival
@@ -50,16 +35,14 @@ class AirAssaultLayout(StandardLayout):
yield self.bullseye
class AirAssaultFlightPlan(StandardFlightPlan[AirAssaultLayout], UiZoneDisplay):
class AirAssaultFlightPlan(StandardFlightPlan[AirAssaultLayout]):
@staticmethod
def builder_type() -> Type[Builder]:
return Builder
@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.target
return self.layout.drop_off
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
if waypoint == self.tot_waypoint:
@@ -70,78 +53,65 @@ class AirAssaultFlightPlan(StandardFlightPlan[AirAssaultLayout], UiZoneDisplay):
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) -> timedelta:
return self.package.time_over_target
def ui_zone(self) -> UiZone:
return UiZone(
[self.layout.target.position],
self.ctld_target_zone_radius,
)
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
altitude = feet(1500) if self.flight.is_helo else self.doctrine.ingress_altitude
altitude_is_agl = self.flight.is_helo
builder = WaypointBuilder(self.flight, self.coalition)
if self.flight.is_hercules or self.flight.departure.cptype in [
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_position = pickup.position
assault_area = builder.assault_area(self.package.target)
heading = self.package.target.position.heading_between_point(pickup_position)
if self.flight.is_hercules:
assault_area.only_for_player = False
assault_area.alt = feet(1000)
# TODO: define CTLD dropoff zones in campaign miz?
drop_off_zone = MissionTarget(
"Dropoff zone",
self.package.target.position.point_from_heading(heading, 1200),
)
dz = builder.dropoff_zone(drop_off_zone) if self.flight.is_helo else None
return AirAssaultLayout(
departure=builder.takeoff(self.flight.departure),
pickup=pickup,
nav_to_ingress=builder.nav_path(
nav_to_pickup=builder.nav_path(
self.flight.departure.position,
pickup_position,
self.package.waypoints.ingress,
altitude,
altitude_is_agl,
),
ingress=builder.ingress(
FlightWaypointType.INGRESS_AIR_ASSAULT,
self.package.waypoints.ingress,
self.package.target,
pickup=pickup,
nav_to_drop_off=builder.nav_path(
pickup_position,
drop_off_zone.position,
altitude,
altitude_is_agl,
),
drop_off=dz,
drop_off=builder.drop_off(drop_off_zone),
stopover=None,
target=assault_area,
nav_to_home=builder.nav_path(
drop_off_zone.position,
@@ -156,7 +126,3 @@ class Builder(IBuilder[AirAssaultFlightPlan, AirAssaultLayout]):
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

@@ -7,63 +7,33 @@ from typing import TYPE_CHECKING, Type
from game.theater.missiontarget import MissionTarget
from game.utils import feet
from ._common_ctld import generate_random_ctld_point
from .ibuilder import IBuilder
from .planningerror import PlanningError
from .standard import StandardFlightPlan, StandardLayout
from .waypointbuilder import WaypointBuilder
from ...theater.interfaces.CTLD import CTLD
if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
from dcs import Point
@dataclass
@dataclass(frozen=True)
class AirliftLayout(StandardLayout):
nav_to_pickup: list[FlightWaypoint]
# 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.
pickup: FlightWaypoint | None
# pickup_zone will be used for player flights to create the CTLD stuff
ctld_pickup_zone: FlightWaypoint | None
nav_to_drop_off: list[FlightWaypoint]
# 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
drop_off: FlightWaypoint
stopover: FlightWaypoint | None
nav_to_home: list[FlightWaypoint]
def delete_waypoint(self, waypoint: FlightWaypoint) -> bool:
if super().delete_waypoint(waypoint):
return True
if waypoint in self.nav_to_pickup:
self.nav_to_pickup.remove(waypoint)
return True
elif waypoint in self.nav_to_drop_off:
self.nav_to_drop_off.remove(waypoint)
return True
elif waypoint in self.nav_to_home:
self.nav_to_home.remove(waypoint)
return True
return False
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.departure
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
yield from self.nav_to_drop_off
if self.drop_off is not None:
yield self.drop_off
if self.ctld_drop_off_zone is not None:
yield self.ctld_drop_off_zone
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:
@@ -78,11 +48,7 @@ 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) -> timedelta | None:
# TOT planning isn't really useful for transports. They're behind the front
@@ -111,26 +77,31 @@ class Builder(IBuilder[AirliftFlightPlan, AirliftLayout]):
builder = WaypointBuilder(self.flight, self.coalition)
pickup = None
drop_off = None
pickup_zone = None
drop_off_zone = None
if cargo.origin != self.flight.departure:
pickup = builder.cargo_stop(cargo.origin)
if cargo.next_stop != self.flight.arrival:
drop_off = builder.cargo_stop(cargo.next_stop)
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,
@@ -139,11 +110,20 @@ class Builder(IBuilder[AirliftFlightPlan, AirliftLayout]):
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),
nav_to_pickup=nav_to_pickup,
pickup=pickup,
ctld_pickup_zone=pickup_zone,
nav_to_drop_off=builder.nav_path(
cargo.origin.position,
cargo.next_stop.position,
@@ -151,29 +131,17 @@ class Builder(IBuilder[AirliftFlightPlan, AirliftLayout]):
altitude_is_agl,
),
drop_off=drop_off,
ctld_drop_off_zone=drop_off_zone,
stopover=stopover,
nav_to_home=builder.nav_path(
cargo.origin.position,
self.flight.arrival.position,
altitude,
altitude_is_agl,
),
arrival=builder.land(self.flight.arrival),
arrival=arrival,
divert=builder.divert(self.flight.divert),
bullseye=builder.bullseye(),
)
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")

View File

@@ -35,7 +35,7 @@ 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]:

View File

@@ -60,9 +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

@@ -10,7 +10,6 @@ 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
@@ -18,7 +17,7 @@ if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
@dataclass(frozen=True)
class CasLayout(PatrollingLayout):
target: FlightWaypoint
@@ -29,13 +28,13 @@ class CasLayout(PatrollingLayout):
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
class CasFlightPlan(PatrollingFlightPlan[CasLayout], UiZoneDisplay):
class CasFlightPlan(PatrollingFlightPlan[CasLayout]):
@staticmethod
def builder_type() -> Type[Builder]:
return Builder
@@ -53,7 +52,7 @@ class CasFlightPlan(PatrollingFlightPlan[CasLayout], UiZoneDisplay):
@property
def engagement_distance(self) -> Distance:
max_length = self.flight.coalition.game.settings.max_frontline_width * 1000
max_length = self.flight.coalition.game.settings.max_frontline_length * 1000
return meters(max_length) / 2
@property
@@ -66,12 +65,6 @@ class CasFlightPlan(PatrollingFlightPlan[CasLayout], UiZoneDisplay):
def dismiss_escort_at(self) -> FlightWaypoint | None:
return self.layout.patrol_end
def ui_zone(self) -> UiZone:
return UiZone(
[self.layout.target.position],
self.engagement_distance,
)
class Builder(IBuilder[CasFlightPlan, CasLayout]):
def layout(self) -> CasLayout:

View File

@@ -8,14 +8,13 @@ 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]
@@ -44,7 +43,7 @@ class CustomFlightPlan(FlightPlan[CustomLayout]):
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
if waypoint == self.tot_waypoint:
return self.package.time_over_target + self.tot_offset
return self.package.time_over_target
return None
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
@@ -56,17 +55,9 @@ class CustomFlightPlan(FlightPlan[CustomLayout]):
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, self.coalition)
return CustomLayout(builder.takeoff(self.flight.departure), self.waypoints)
return CustomLayout(builder.takeoff(self.flight.departure), [])
def build(self) -> CustomFlightPlan:
return CustomFlightPlan(self.flight, self.layout())

View File

@@ -24,15 +24,12 @@ class Builder(FormationAttackBuilder[EscortFlightPlan, FormationAttackLayout]):
ingress, target = builder.escort(
self.package.waypoints.ingress, self.package.target
)
ingress.only_for_player = True
target.only_for_player = True
hold = builder.hold(self._hold_point())
join = builder.join(self.package.waypoints.join)
split = builder.split(self.package.waypoints.split)
refuel = builder.refuel(self.package.waypoints.refuel)
initial = builder.escort_hold(
self.package.waypoints.initial, self.doctrine.ingress_altitude
)
refuel = None
if self.package.waypoints.refuel is not None:
refuel = builder.refuel(self.package.waypoints.refuel)
return FormationAttackLayout(
departure=builder.takeoff(self.flight.departure),
@@ -42,12 +39,11 @@ class Builder(FormationAttackBuilder[EscortFlightPlan, FormationAttackLayout]):
),
join=join,
ingress=ingress,
initial=initial,
targets=[target],
split=split,
refuel=refuel,
nav_from=builder.nav_path(
refuel.position,
split.position,
self.flight.arrival.position,
self.doctrine.ingress_altitude,
),

View File

@@ -15,18 +15,10 @@ if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
@dataclass(frozen=True)
class FerryLayout(StandardLayout):
nav_to_destination: list[FlightWaypoint]
def delete_waypoint(self, waypoint: FlightWaypoint) -> bool:
if super().delete_waypoint(waypoint):
return True
if waypoint in self.nav_to_destination:
self.nav_to_destination.remove(waypoint)
return True
return False
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.departure
yield from self.nav_to_destination

View File

@@ -41,7 +41,7 @@ INGRESS_TYPES = {
}
@dataclass
@dataclass(frozen=True)
class Layout(ABC):
departure: FlightWaypoint
@@ -50,9 +50,6 @@ class Layout(ABC):
"""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
@@ -65,12 +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:
@@ -81,15 +72,6 @@ class FlightPlan(ABC, Generic[LayoutT]):
"""A list of all waypoints in the flight plan, in order."""
return list(self.iter_waypoints())
def get_index_of_wpt_by_type(self, wpt_type: FlightWaypointType) -> int:
index = 0
for wpt in self.waypoints:
if wpt and not wpt.only_for_player:
index += 1
if wpt.waypoint_type == wpt_type:
return index
return -1
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
"""Iterates over all waypoints in the flight plan, in order."""
yield from self.layout.iter_waypoints()
@@ -213,7 +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

View File

@@ -19,7 +19,6 @@ from .ocarunway import OcaRunwayFlightPlan
from .packagerefueling import PackageRefuelingFlightPlan
from .planningerror import PlanningError
from .sead import SeadFlightPlan
from .seadsweep import SeadSweepFlightPlan
from .strike import StrikeFlightPlan
from .sweep import SweepFlightPlan
from .tarcap import TarCapFlightPlan
@@ -27,13 +26,12 @@ from .theaterrefueling import TheaterRefuelingFlightPlan
if TYPE_CHECKING:
from game.ato import Flight
from game.theater import FrontLine
class FlightPlanBuilderTypes:
@staticmethod
def for_flight(flight: Flight) -> Type[IBuilder[Any, Any]]:
from game.theater import FrontLine
if flight.flight_type is FlightType.REFUELING:
if flight.package.target.is_friendly(flight.squadron.player) or isinstance(
flight.package.target, FrontLine
@@ -52,7 +50,6 @@ class FlightPlanBuilderTypes:
FlightType.OCA_RUNWAY: OcaRunwayFlightPlan.builder_type(),
FlightType.SEAD: SeadFlightPlan.builder_type(),
FlightType.SEAD_ESCORT: EscortFlightPlan.builder_type(),
FlightType.SEAD_SWEEP: SeadSweepFlightPlan.builder_type(),
FlightType.STRIKE: StrikeFlightPlan.builder_type(),
FlightType.SWEEP: SweepFlightPlan.builder_type(),
FlightType.TARCAP: TarCapFlightPlan.builder_type(),

View File

@@ -4,7 +4,7 @@ from abc import ABC, abstractmethod
from dataclasses import dataclass
from datetime import timedelta
from functools import cached_property
from typing import Any, TYPE_CHECKING, TypeGuard, Optional
from typing import Any, TYPE_CHECKING, TypeGuard
from game.typeguard import self_type_guard
from game.utils import Speed
@@ -16,28 +16,14 @@ if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
@dataclass(frozen=True)
class FormationLayout(LoiterLayout, ABC):
nav_to: list[FlightWaypoint]
join: Optional[FlightWaypoint]
join: FlightWaypoint
split: FlightWaypoint
refuel: Optional[FlightWaypoint]
refuel: FlightWaypoint
nav_from: list[FlightWaypoint]
def delete_waypoint(self, waypoint: FlightWaypoint) -> bool:
if super().delete_waypoint(waypoint):
return True
if waypoint in self.nav_to:
self.nav_to.remove(waypoint)
return True
elif waypoint in self.nav_from:
self.nav_from.remove(waypoint)
return True
elif waypoint == self.refuel:
self.refuel = None
return True
return False
class FormationFlightPlan(LoiterFlightPlan, ABC):
@property
@@ -73,7 +59,10 @@ class FormationFlightPlan(LoiterFlightPlan, ABC):
return min(speeds)
def speed_between_waypoints(self, a: FlightWaypoint, b: FlightWaypoint) -> Speed:
if self.package.formation_speed and b in self.package_speed_waypoints:
if b in self.package_speed_waypoints:
# Should be impossible, as any package with at least one
# FormationFlightPlan flight needs a formation speed.
assert self.package.formation_speed is not None
return self.package.formation_speed
return super().speed_between_waypoints(a, b)
@@ -94,9 +83,9 @@ class FormationFlightPlan(LoiterFlightPlan, ABC):
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
if waypoint == self.layout.join:
return self.join_time + self.tot_offset
return self.join_time
elif waypoint == self.layout.split:
return self.split_time + self.tot_offset
return self.split_time
return None
@property

View File

@@ -4,7 +4,7 @@ from abc import ABC
from collections.abc import Iterator
from dataclasses import dataclass
from datetime import timedelta
from typing import TYPE_CHECKING, TypeVar, Optional
from typing import TYPE_CHECKING, TypeVar
from dcs import Point
@@ -25,6 +25,10 @@ if TYPE_CHECKING:
class FormationAttackFlightPlan(FormationFlightPlan, ABC):
@property
def lead_time(self) -> timedelta:
return timedelta()
@property
def package_speed_waypoints(self) -> set[FlightWaypoint]:
return {
@@ -46,6 +50,13 @@ class FormationAttackFlightPlan(FormationFlightPlan, ABC):
def tot_waypoint(self) -> FlightWaypoint:
return self.layout.targets[0]
@property
def tot_offset(self) -> timedelta:
try:
return -self.lead_time
except AttributeError:
return timedelta()
@property
def target_area_waypoint(self) -> FlightWaypoint:
return FlightWaypoint(
@@ -111,40 +122,25 @@ class FormationAttackFlightPlan(FormationFlightPlan, ABC):
)
return tot - travel_time
@property
def initial_time(self) -> timedelta:
tot = self.tot
travel_time = self.travel_time_between_waypoints(
self.layout.initial, self.target_area_waypoint
)
return tot - travel_time
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
if waypoint == self.layout.ingress:
return self.ingress_time
elif waypoint == self.layout.initial:
return self.initial_time
elif waypoint in self.layout.targets:
return self.tot
return super().tot_for_waypoint(waypoint)
@dataclass
@dataclass(frozen=True)
class FormationAttackLayout(FormationLayout):
ingress: FlightWaypoint
targets: list[FlightWaypoint]
initial: Optional[FlightWaypoint] = None
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.departure
if self.hold:
yield self.hold
yield self.hold
yield from self.nav_to
if self.join:
yield self.join
yield self.join
yield self.ingress
if self.initial is not None:
yield self.initial
yield from self.targets
yield self.split
if self.refuel is not None:
@@ -182,46 +178,28 @@ class FormationAttackBuilder(IBuilder[FlightPlanT, LayoutT], ABC):
)
)
hold = None
join = None
if (
self.flight is self.package.primary_flight
or self.package.primary_flight
and isinstance(
self.package.primary_flight.flight_plan, FormationAttackFlightPlan
)
):
hold = builder.hold(self._hold_point())
join = builder.join(self.package.waypoints.join)
hold = builder.hold(self._hold_point())
join = builder.join(self.package.waypoints.join)
split = builder.split(self.package.waypoints.split)
refuel = builder.refuel(self.package.waypoints.refuel)
ingress = builder.ingress(
ingress_type, self.package.waypoints.ingress, self.package.target
)
initial = None
if ingress_type == FlightWaypointType.INGRESS_SEAD:
initial = builder.sead_search(self.package.target)
elif ingress_type == FlightWaypointType.INGRESS_SEAD_SWEEP:
initial = builder.sead_sweep(self.package.target)
refuel = None
if self.package.waypoints.refuel is not None:
refuel = builder.refuel(self.package.waypoints.refuel)
return FormationAttackLayout(
departure=builder.takeoff(self.flight.departure),
hold=hold,
nav_to=builder.nav_path(
hold.position if hold else self.flight.departure.position,
join.position if join else ingress.position,
self.doctrine.ingress_altitude,
hold.position, join.position, self.doctrine.ingress_altitude
),
join=join,
ingress=ingress,
initial=initial,
ingress=builder.ingress(
ingress_type, self.package.waypoints.ingress, self.package.target
),
targets=target_waypoints,
split=split,
refuel=refuel,
nav_from=builder.nav_path(
refuel.position,
split.position,
self.flight.arrival.position,
self.doctrine.ingress_altitude,
),
@@ -238,7 +216,7 @@ class FormationAttackBuilder(IBuilder[FlightPlanT, LayoutT], ABC):
return builder.bai_group(target)
elif flight.flight_type == FlightType.DEAD:
return builder.dead_point(target)
elif flight.flight_type in {FlightType.SEAD, FlightType.SEAD_SWEEP}:
elif flight.flight_type == FlightType.SEAD:
return builder.sead_point(target)
else:
return builder.strike_point(target)

View File

@@ -3,7 +3,7 @@ from __future__ import annotations
from abc import ABC, abstractmethod
from dataclasses import dataclass
from datetime import timedelta
from typing import Any, TYPE_CHECKING, TypeGuard, Optional
from typing import Any, TYPE_CHECKING, TypeGuard
from game.typeguard import self_type_guard
from .flightplan import FlightPlan
@@ -13,9 +13,9 @@ if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
@dataclass(frozen=True)
class LoiterLayout(StandardLayout, ABC):
hold: Optional[FlightWaypoint]
hold: FlightWaypoint
class LoiterFlightPlan(StandardFlightPlan[Any], ABC):
@@ -30,7 +30,7 @@ class LoiterFlightPlan(StandardFlightPlan[Any], ABC):
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
if waypoint == self.layout.hold:
return self.push_time + self.tot_offset
return self.push_time
return None
def travel_time_between_waypoints(

View File

@@ -3,7 +3,7 @@ from __future__ import annotations
import logging
from typing import Type
from game.theater import Airfield, Fob
from game.theater import Airfield
from .formationattack import (
FormationAttackBuilder,
FormationAttackFlightPlan,
@@ -23,7 +23,7 @@ class Builder(FormationAttackBuilder[OcaAircraftFlightPlan, FormationAttackLayou
def layout(self) -> FormationAttackLayout:
location = self.package.target
if not isinstance(location, Airfield) and not isinstance(location, Fob):
if not isinstance(location, Airfield):
logging.exception(
f"Invalid Objective Location for OCA/Aircraft flight "
f"{self.flight=} at {location=}."

View File

@@ -9,31 +9,19 @@ from typing import Any, TYPE_CHECKING, TypeGuard, TypeVar
from game.ato.flightplans.standard import StandardFlightPlan, StandardLayout
from game.typeguard import self_type_guard
from game.utils import Distance, Speed
from .uizonedisplay import UiZone, UiZoneDisplay
if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
from .flightplan import FlightPlan
@dataclass
@dataclass(frozen=True)
class PatrollingLayout(StandardLayout):
nav_to: list[FlightWaypoint]
patrol_start: FlightWaypoint
patrol_end: FlightWaypoint
nav_from: list[FlightWaypoint]
def delete_waypoint(self, waypoint: FlightWaypoint) -> bool:
if super().delete_waypoint(waypoint):
return True
if waypoint in self.nav_to:
self.nav_to.remove(waypoint)
return True
elif waypoint in self.nav_from:
self.nav_from.remove(waypoint)
return True
return False
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.departure
yield from self.nav_to
@@ -49,7 +37,7 @@ class PatrollingLayout(StandardLayout):
LayoutT = TypeVar("LayoutT", bound=PatrollingLayout)
class PatrollingFlightPlan(StandardFlightPlan[LayoutT], UiZoneDisplay, ABC):
class PatrollingFlightPlan(StandardFlightPlan[LayoutT], ABC):
@property
@abstractmethod
def patrol_duration(self) -> timedelta:
@@ -73,7 +61,7 @@ class PatrollingFlightPlan(StandardFlightPlan[LayoutT], UiZoneDisplay, ABC):
@property
def patrol_start_time(self) -> timedelta:
return self.package.time_over_target + self.tot_offset
return self.package.time_over_target
@property
def patrol_end_time(self) -> timedelta:
@@ -109,9 +97,3 @@ class PatrollingFlightPlan(StandardFlightPlan[LayoutT], UiZoneDisplay, ABC):
self, flight_plan: FlightPlan[Any]
) -> TypeGuard[PatrollingFlightPlan[Any]]:
return True
def ui_zone(self) -> UiZone:
return UiZone(
[self.layout.patrol_start.position, self.layout.patrol_end.position],
self.engagement_distance,
)

View File

@@ -15,7 +15,7 @@ if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
@dataclass(frozen=True)
class RtbLayout(StandardLayout):
abort_location: FlightWaypoint
nav_to_destination: list[FlightWaypoint]

View File

@@ -16,8 +16,9 @@ class SeadFlightPlan(FormationAttackFlightPlan):
def builder_type() -> Type[Builder]:
return Builder
def default_tot_offset(self) -> timedelta:
return -timedelta(minutes=1)
@property
def lead_time(self) -> timedelta:
return timedelta(minutes=1)
class Builder(FormationAttackBuilder[SeadFlightPlan, FormationAttackLayout]):

View File

@@ -1,28 +0,0 @@
from __future__ import annotations
from datetime import timedelta
from typing import Type
from .formationattack import (
FormationAttackBuilder,
FormationAttackFlightPlan,
FormationAttackLayout,
)
from ..flightwaypointtype import FlightWaypointType
class SeadSweepFlightPlan(FormationAttackFlightPlan):
@staticmethod
def builder_type() -> Type[Builder]:
return Builder
def default_tot_offset(self) -> timedelta:
return -timedelta(minutes=2)
class Builder(FormationAttackBuilder[SeadSweepFlightPlan, FormationAttackLayout]):
def layout(self) -> FormationAttackLayout:
return self._build(FlightWaypointType.INGRESS_SEAD_SWEEP)
def build(self) -> SeadSweepFlightPlan:
return SeadSweepFlightPlan(self.flight, self.layout())

View File

@@ -10,18 +10,12 @@ if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
@dataclass(frozen=True)
class StandardLayout(Layout, ABC):
arrival: FlightWaypoint
divert: FlightWaypoint | None
bullseye: FlightWaypoint
def delete_waypoint(self, waypoint: FlightWaypoint) -> bool:
if waypoint is self.divert:
self.divert = None
return True
return False
LayoutT = TypeVar("LayoutT", bound=StandardLayout)

View File

@@ -17,20 +17,22 @@ if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
@dataclass(frozen=True)
class SweepLayout(LoiterLayout):
nav_to: list[FlightWaypoint]
sweep_start: FlightWaypoint
sweep_end: FlightWaypoint
refuel: FlightWaypoint | None
nav_from: list[FlightWaypoint]
def iter_waypoints(self) -> Iterator[FlightWaypoint]:
yield self.departure
if self.hold:
yield self.hold
yield self.hold
yield from self.nav_to
yield self.sweep_start
yield self.sweep_end
if self.refuel is not None:
yield self.refuel
yield from self.nav_from
yield self.arrival
if self.divert is not None:
@@ -39,6 +41,10 @@ class SweepLayout(LoiterLayout):
class SweepFlightPlan(LoiterFlightPlan):
@property
def lead_time(self) -> timedelta:
return timedelta(minutes=5)
@staticmethod
def builder_type() -> Type[Builder]:
return Builder
@@ -51,8 +57,9 @@ class SweepFlightPlan(LoiterFlightPlan):
def tot_waypoint(self) -> FlightWaypoint:
return self.layout.sweep_end
def default_tot_offset(self) -> timedelta:
return -timedelta(minutes=5)
@property
def tot_offset(self) -> timedelta:
return -self.lead_time
@property
def sweep_start_time(self) -> timedelta:
@@ -67,14 +74,14 @@ class SweepFlightPlan(LoiterFlightPlan):
def tot_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
if waypoint == self.layout.sweep_start:
return self.sweep_start_time + self.tot_offset
return self.sweep_start_time
if waypoint == self.layout.sweep_end:
return self.sweep_end_time + self.tot_offset
return self.sweep_end_time
return None
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
if waypoint == self.layout.hold:
return self.push_time + self.tot_offset
return self.push_time
return None
@property
@@ -85,7 +92,6 @@ class SweepFlightPlan(LoiterFlightPlan):
GroundSpeed.for_flight(self.flight, self.layout.hold.alt),
)
@property
def mission_departure_time(self) -> timedelta:
return self.sweep_end_time
@@ -106,6 +112,11 @@ class Builder(IBuilder[SweepFlightPlan, SweepLayout]):
hold = builder.hold(self._hold_point())
refuel = None
if self.package.waypoints is not None:
refuel = builder.refuel(self.package.waypoints.refuel)
return SweepLayout(
departure=builder.takeoff(self.flight.departure),
hold=hold,
@@ -119,6 +130,7 @@ class Builder(IBuilder[SweepFlightPlan, SweepLayout]):
),
sweep_start=start,
sweep_end=end,
refuel=refuel,
arrival=builder.land(self.flight.arrival),
divert=builder.divert(self.flight.divert),
bullseye=builder.bullseye(),

View File

@@ -15,7 +15,7 @@ if TYPE_CHECKING:
from ..flightwaypoint import FlightWaypoint
@dataclass
@dataclass(frozen=True)
class TarCapLayout(PatrollingLayout):
refuel: FlightWaypoint | None
@@ -34,6 +34,10 @@ class TarCapLayout(PatrollingLayout):
class TarCapFlightPlan(PatrollingFlightPlan[TarCapLayout]):
@property
def lead_time(self) -> timedelta:
return timedelta(minutes=2)
@property
def patrol_duration(self) -> timedelta:
# Note that this duration only has an effect if there are no
@@ -60,8 +64,9 @@ class TarCapFlightPlan(PatrollingFlightPlan[TarCapLayout]):
def combat_speed_waypoints(self) -> set[FlightWaypoint]:
return {self.layout.patrol_start, self.layout.patrol_end}
def default_tot_offset(self) -> timedelta:
return -timedelta(minutes=2)
@property
def tot_offset(self) -> timedelta:
return -self.lead_time
def depart_time_for_waypoint(self, waypoint: FlightWaypoint) -> timedelta | None:
if waypoint == self.layout.patrol_end:
@@ -100,11 +105,9 @@ class Builder(CapBuilder[TarCapFlightPlan, TarCapLayout]):
start, end = builder.race_track(orbit0p, orbit1p, patrol_alt)
refuel = None
nav_from_origin = orbit1p
if self.package.waypoints is not None:
refuel = builder.refuel(self.package.waypoints.refuel)
nav_from_origin = refuel.position
return TarCapLayout(
departure=builder.takeoff(self.flight.departure),
@@ -112,7 +115,7 @@ class Builder(CapBuilder[TarCapFlightPlan, TarCapLayout]):
self.flight.departure.position, orbit0p, patrol_alt
),
nav_from=builder.nav_path(
nav_from_origin, self.flight.arrival.position, patrol_alt
orbit1p, self.flight.arrival.position, patrol_alt
),
patrol_start=start,
patrol_end=end,

View File

@@ -17,7 +17,7 @@ class TheaterRefuelingFlightPlan(RefuelingFlightPlan):
@property
def patrol_duration(self) -> timedelta:
return self.flight.coalition.game.settings.desired_tanker_on_station_time
return timedelta(hours=1)
class Builder(IBuilder[TheaterRefuelingFlightPlan, PatrollingLayout]):
@@ -36,9 +36,7 @@ class Builder(IBuilder[TheaterRefuelingFlightPlan, PatrollingLayout]):
orbit_heading = heading_to_threat_boundary
# Station 70nm outside the threat zone.
threat_buffer = nautical_miles(
self.flight.coalition.game.settings.tanker_threat_buffer_min_distance
)
threat_buffer = nautical_miles(70)
if self.threat_zones.threatened(location.position):
orbit_distance = distance_to_threat + threat_buffer
else:

View File

@@ -1,18 +0,0 @@
import abc
from dataclasses import dataclass
from dcs import Point
from game.utils import Distance
@dataclass(frozen=True)
class UiZone:
points: list[Point]
radius: Distance
class UiZoneDisplay(abc.ABC):
@abc.abstractmethod
def ui_zone(self) -> UiZone:
...

View File

@@ -14,7 +14,6 @@ from typing import (
from dcs.mapping import Point, Vector2
from game.ato.flightplans._common_ctld import generate_random_ctld_point
from game.ato.flightwaypoint import AltitudeReference, FlightWaypoint
from game.ato.flightwaypointtype import FlightWaypointType
from game.theater import (
@@ -24,8 +23,7 @@ from game.theater import (
TheaterGroundObject,
TheaterUnit,
)
from game.theater.interfaces.CTLD import CTLD
from game.utils import Distance, meters, nautical_miles, feet
from game.utils import Distance, meters, nautical_miles
if TYPE_CHECKING:
from game.coalition import Coalition
@@ -129,9 +127,10 @@ class WaypointBuilder:
position = divert.position
altitude_type: AltitudeReference
if isinstance(divert, OffMapSpawn):
altitude = (
meters(500) if self.is_helo else self.doctrine.rendezvous_altitude
)
if self.is_helo:
altitude = meters(500)
else:
altitude = self.doctrine.rendezvous_altitude
altitude_type = "BARO"
else:
altitude = meters(0)
@@ -226,17 +225,15 @@ class WaypointBuilder:
position: Point,
objective: MissionTarget,
) -> FlightWaypoint:
alt = self.doctrine.ingress_altitude
alt_type: AltitudeReference = "BARO"
if self.is_helo or self.flight.is_hercules:
if self.is_helo:
alt_type = "RADIO"
alt = meters(60) if self.is_helo else feet(1000)
return FlightWaypoint(
"INGRESS",
ingress_type,
position,
alt,
meters(60) if self.is_helo else self.doctrine.ingress_altitude,
alt_type,
description=f"INGRESS on {objective.name}",
pretty_name=f"INGRESS on {objective.name}",
@@ -290,9 +287,12 @@ class WaypointBuilder:
return self._target_area(f"STRIKE {target.name}", target)
def sead_area(self, target: MissionTarget) -> FlightWaypoint:
# Set flyover with ingress altitude to allow the flight to search and engage
# the target group at the ingress alt without suicide dive
return self._target_area(
f"SEAD on {target.name}",
target,
flyover=True,
altitude=self.doctrine.ingress_altitude,
alt_type="BARO",
)
@@ -304,17 +304,10 @@ class WaypointBuilder:
return self._target_area(f"ATTACK {target.name}", target, flyover=True)
def assault_area(self, target: MissionTarget) -> FlightWaypoint:
"""A destination waypoint used by air-assault ground troops.
This waypoint is an implementation detail for CTLD and should not be followed by
aircraft.
"""
# TODO: Add a property that can hide this waypoint from the player's flight
# plan.
return self._target_area(f"ASSAULT {target.name}", target)
@staticmethod
def _target_area(
self,
name: str,
location: MissionTarget,
flyover: bool = False,
@@ -422,73 +415,6 @@ class WaypointBuilder:
pretty_name="Orbit",
)
def sead_search(self, target: MissionTarget) -> FlightWaypoint:
hold = self._sead_search_point(target)
return FlightWaypoint(
"SEAD Search",
FlightWaypointType.NAV,
hold,
self.doctrine.ingress_altitude,
alt_type="BARO",
description="Anchor and search from this point",
pretty_name="SEAD Search",
)
def sead_sweep(self, target: MissionTarget) -> FlightWaypoint:
hold = self._sead_search_point(target)
return FlightWaypoint(
"SEAD Sweep",
FlightWaypointType.NAV,
hold,
self.doctrine.ingress_altitude,
alt_type="BARO",
description="Anchor and search from this point",
pretty_name="SEAD Sweep",
)
def _sead_search_point(self, target: MissionTarget) -> Point:
"""Creates custom waypoint for AI SEAD flights
to avoid having them fly all the way to the SAM site.
Args:
target: Target information.
"""
# Use the threat range as offset distance to avoid flying all the way to the SAM site
assert self.flight.package.waypoints
ingress = self.flight.package.waypoints.ingress
ingress2tgt_dist = ingress.distance_to_point(target.position)
threat_range = nautical_miles(
self.flight.coalition.game.settings.sead_threat_buffer_min_distance
).meters
if target.strike_targets:
threat_range = (
1.1 * max([x.threat_range for x in target.strike_targets]).meters
)
hdg = target.position.heading_between_point(ingress)
hold = target.position.point_from_heading(
hdg, min(threat_range, ingress2tgt_dist * 0.95)
)
return hold
@staticmethod
def escort_hold(start: Point, altitude: Distance) -> FlightWaypoint:
"""Creates custom waypoint for escort flights that need to hold.
Args:
start: Position of the waypoint.
altitude: Altitude of the holding pattern.
"""
return FlightWaypoint(
"ESCORT HOLD",
FlightWaypointType.CUSTOM,
start,
altitude,
description="Anchor and hold at this point",
pretty_name="Escort Hold",
)
@staticmethod
def sweep_start(position: Point, altitude: Distance) -> FlightWaypoint:
"""Creates a sweep start waypoint.
@@ -568,54 +494,58 @@ class WaypointBuilder:
)
@staticmethod
def pickup_zone(pick_up: MissionTarget) -> FlightWaypoint:
"""Creates a pickup landing zone waypoint
This waypoint is used to generate the Trigger Zone used for AirAssault and
AirLift using the CTLD plugin (see LogisticsGenerator)
def stopover(stopover: ControlPoint, name: str = "STOPOVER") -> FlightWaypoint:
"""Creates a stopover waypoint.
Args:
control_point: Pick up location.
"""
return FlightWaypoint(
"PICKUPZONE",
FlightWaypointType.PICKUP_ZONE,
name,
FlightWaypointType.STOPOVER,
stopover.position,
meters(0),
"RADIO",
description=f"Stopover at {stopover}",
pretty_name="Stopover location",
control_point=stopover,
)
@staticmethod
def pickup(pick_up: MissionTarget) -> FlightWaypoint:
"""Creates a cargo pickup waypoint.
Args:
control_point: Pick up location.
"""
control_point = pick_up if isinstance(pick_up, ControlPoint) else None
return FlightWaypoint(
"PICKUP",
FlightWaypointType.PICKUP,
pick_up.position,
meters(0),
"RADIO",
description=f"Pick up cargo from {pick_up.name}",
pretty_name="Pick-up zone",
pretty_name="Pick up location",
control_point=control_point,
)
@staticmethod
def dropoff_zone(drop_off: MissionTarget) -> FlightWaypoint:
"""Creates a dropoff landing zone waypoint
This waypoint is used to generate the Trigger Zone used for AirAssault and
AirLift using the CTLD plugin (see LogisticsGenerator)
def drop_off(drop_off: MissionTarget) -> FlightWaypoint:
"""Creates a cargo drop-off waypoint.
Args:
control_point: Drop-off location.
"""
control_point = drop_off if isinstance(drop_off, ControlPoint) else None
return FlightWaypoint(
"DROPOFFZONE",
FlightWaypointType.DROPOFF_ZONE,
"DROP OFF",
FlightWaypointType.DROP_OFF,
drop_off.position,
meters(0),
"RADIO",
description=f"Drop off cargo at {drop_off.name}",
pretty_name="Drop-off zone",
)
@staticmethod
def cargo_stop(control_point: ControlPoint) -> FlightWaypoint:
"""Creates a cargo stop waypoint.
This waypoint is used by AirLift as a landing and stopover waypoint
"""
if isinstance(control_point, CTLD) and control_point.ctld_zones:
pos = generate_random_ctld_point(control_point)
else:
pos = control_point.position
return FlightWaypoint(
"CARGOSTOP",
FlightWaypointType.CARGO_STOP,
pos,
meters(0),
"RADIO",
description=f"Stop for cargo at {control_point.name}",
pretty_name="Cargo stop",
pretty_name="Drop off location",
control_point=control_point,
)

View File

@@ -82,7 +82,9 @@ class FlightState(ABC):
def estimate_fuel(self) -> float:
"""Returns the estimated remaining fuel **in kilograms**."""
return self.flight.fuel
if (max_takeoff_fuel := self.flight.max_takeoff_fuel()) is not None:
return max_takeoff_fuel
return self.flight.unit_type.dcs_unit_type.fuel_max
@property
@abstractmethod

View File

@@ -137,7 +137,6 @@ class InFlight(FlightState, ABC):
FlightWaypointType.INGRESS_OCA_RUNWAY,
FlightWaypointType.INGRESS_SEAD,
FlightWaypointType.INGRESS_STRIKE,
FlightWaypointType.INGRESS_AIR_ASSAULT,
}
return self.current_waypoint.waypoint_type in contact_types

View File

@@ -24,8 +24,8 @@ class FlightType(Enum):
* Implementations of MissionTarget.mission_types: A mission type can only be planned
against compatible targets. The mission_types method of each target class defines
which missions may target it.
* resources/units/aircraft/*.yaml: Assign aircraft weight for the new task type in
the `tasks` dict for all capable aircraft.
* ai_flight_planner_db.py: Add the new mission type to aircraft_for_task that
returns the list of compatible aircraft in order of preference.
You may also need to update:
@@ -57,7 +57,6 @@ class FlightType(Enum):
REFUELING = "Refueling"
FERRY = "Ferry"
AIR_ASSAULT = "Air Assault"
SEAD_SWEEP = "SEAD Sweep" # Reintroduce legacy "engage-whatever-you-can-find" SEAD
def __str__(self) -> str:
return self.value
@@ -92,7 +91,6 @@ class FlightType(Enum):
FlightType.OCA_AIRCRAFT,
FlightType.SEAD_ESCORT,
FlightType.AIR_ASSAULT,
FlightType.SEAD_SWEEP,
}
@property
@@ -112,7 +110,6 @@ class FlightType(Enum):
FlightType.REFUELING: AirEntity.TANKER,
FlightType.SEAD: AirEntity.SUPPRESSION_OF_ENEMY_AIR_DEFENCE,
FlightType.SEAD_ESCORT: AirEntity.SUPPRESSION_OF_ENEMY_AIR_DEFENCE,
FlightType.SEAD_SWEEP: AirEntity.SUPPRESSION_OF_ENEMY_AIR_DEFENCE,
FlightType.STRIKE: AirEntity.ATTACK_STRIKE,
FlightType.SWEEP: AirEntity.FIGHTER,
FlightType.TARCAP: AirEntity.FIGHTER,

View File

@@ -1,5 +1,6 @@
from __future__ import annotations
from collections.abc import Sequence
from dataclasses import dataclass, field
from datetime import timedelta
from typing import Literal, TYPE_CHECKING
@@ -11,7 +12,8 @@ from game.theater.theatergroup import TheaterUnit
from game.utils import Distance, meters
if TYPE_CHECKING:
from game.theater import ControlPoint
from game.theater import ControlPoint, MissionTarget
AltitudeReference = Literal["BARO", "RADIO"]
@@ -30,7 +32,7 @@ class FlightWaypoint:
# having three names. A short and long form is enough.
description: str = ""
targets: list[TheaterUnit] = field(default_factory=list)
targets: Sequence[MissionTarget | TheaterUnit] = field(default_factory=list)
obj_name: str = ""
pretty_name: str = ""
only_for_player: bool = False

View File

@@ -43,11 +43,8 @@ class FlightWaypointType(IntEnum):
DIVERT = 23
INGRESS_OCA_RUNWAY = 24
INGRESS_OCA_AIRCRAFT = 25
PICKUP_ZONE = 26 # Pickup Zone for cargo or troops
DROPOFF_ZONE = 27 # Dropoff Zone for cargo or troops
PICKUP = 26
DROP_OFF = 27
BULLSEYE = 28
REFUEL = 29 # Should look for nearby tanker to refuel from.
CARGO_STOP = 30 # Stopover landing point using the LandingReFuAr waypoint type
INGRESS_AIR_ASSAULT = 31
INGRESS_ANTI_SHIP = 32
INGRESS_SEAD_SWEEP = 33
STOPOVER = 30 # Stopover landing point using the LandingReFuAr waypoint type

View File

@@ -3,7 +3,7 @@ from __future__ import annotations
import datetime
import logging
from collections.abc import Iterable
from typing import Iterator, Optional, TYPE_CHECKING, Type, Dict
from typing import Iterator, Mapping, Optional, TYPE_CHECKING, Type, Dict
from dcs.unittype import FlyingType
@@ -19,14 +19,14 @@ class Loadout:
def __init__(
self,
name: str,
pylons: Dict[int, Optional[Weapon]],
pylons: Mapping[int, Optional[Weapon]],
date: Optional[datetime.date],
is_custom: bool = False,
) -> None:
self.name = name
# We clear unused pylon entries on initialization, but UI actions can still
# cause a pylon to be emptied, so make the optional type explicit.
self.pylons: Dict[int, Optional[Weapon]] = {
self.pylons: Mapping[int, Optional[Weapon]] = {
k: v for k, v in pylons.items() if v is not None
}
self.date = date
@@ -92,9 +92,6 @@ class Loadout:
if self.has_weapon_of_type(WeaponType.TGP):
return
if unit_type.has_built_in_target_pod:
return
new_pylons = dict(self.pylons)
for pylon_number, weapon in self.pylons.items():
if weapon is not None and weapon.weapon_group.type is WeaponType.LGB:
@@ -154,22 +151,10 @@ class Loadout:
# names, so those have been included here too. The priority goes from first to
# last - the first element in the tuple will be tried first, then the second,
# etc.
loadout_names = {
t: [f"Retribution {t.value}", f"Liberation {t.value}"] for t in FlightType
}
loadout_names = {t: [f"Retribution {t.value}"] for t in FlightType}
legacy_names = {
FlightType.TARCAP: (
"CAP HEAVY",
"CAP",
"Retribution BARCAP",
"Liberation BARCAP",
),
FlightType.BARCAP: (
"CAP HEAVY",
"CAP",
"Retribution TARCAP",
"Liberation TARCAP",
),
FlightType.TARCAP: ("CAP HEAVY", "CAP", "Retribution BARCAP"),
FlightType.BARCAP: ("CAP HEAVY", "CAP", "Retribution TARCAP"),
FlightType.CAS: ("CAS MAVERICK F", "CAS"),
FlightType.STRIKE: ("STRIKE",),
FlightType.ANTISHIP: ("ANTISHIP",),
@@ -184,9 +169,6 @@ class Loadout:
# A SEAD escort typically does not need a different loadout than a regular
# SEAD flight, so fall back to SEAD if needed.
loadout_names[FlightType.SEAD_ESCORT].extend(loadout_names[FlightType.SEAD])
loadout_names[FlightType.SEAD_SWEEP].extend(
loadout_names[FlightType.SEAD_ESCORT]
)
# Sweep and escort can fall back to TARCAP.
loadout_names[FlightType.ESCORT].extend(loadout_names[FlightType.TARCAP])
loadout_names[FlightType.SWEEP].extend(loadout_names[FlightType.TARCAP])

View File

@@ -13,28 +13,19 @@ from .flightplans.formation import FormationFlightPlan
from .flighttype import FlightType
from .packagewaypoints import PackageWaypoints
from .traveltime import TotEstimator
from ..radio.RadioFrequencyContainer import RadioFrequencyContainer
from ..radio.radios import RadioFrequency
if TYPE_CHECKING:
from game.theater import ControlPoint, MissionTarget
class Package(RadioFrequencyContainer):
class Package:
"""A mission package."""
def __init__(
self,
target: MissionTarget,
db: Database[Flight],
auto_asap: bool = False,
custom_name: str | None = None,
frequency: RadioFrequency | None = None,
self, target: MissionTarget, db: Database[Flight], auto_asap: bool = False
) -> None:
self.target = target
self._db = db
self.frequency = frequency
self.custom_name = custom_name
# True if the package ToT should be reset to ASAP whenever the player makes a
# change. This is really a UI property rather than a game property, but we want
@@ -138,16 +129,6 @@ class Package(RadioFrequencyContainer):
if not self.flights:
self.waypoints = None
@property
def primary_flight(self) -> Optional[Flight]:
task = self.primary_task
if not task:
return None
primaries = [x for x in self.flights if x.flight_type == task]
if len(primaries) > 0:
return primaries[0]
return None
@property
def primary_task(self) -> Optional[FlightType]:
if not self.flights:
@@ -176,7 +157,6 @@ class Package(RadioFrequencyContainer):
FlightType.TRANSPORT,
FlightType.AIR_ASSAULT,
FlightType.SEAD,
FlightType.SEAD_SWEEP,
FlightType.TARCAP,
FlightType.BARCAP,
FlightType.AEWC,
@@ -224,12 +204,3 @@ class Package(RadioFrequencyContainer):
if flight.departure == airfield:
return airfield
raise RuntimeError("Could not find any airfield assigned to this package")
@staticmethod
def clone_package(package: Package) -> Package:
clone = Package(package.target, package._db, package.auto_asap)
clone.time_over_target = package.time_over_target
for f in package.flights:
cf = Flight.clone_flight(f)
clone.add_flight(cf)
return clone

View File

@@ -1,15 +1,13 @@
from __future__ import annotations
import random
from dataclasses import dataclass
from typing import TYPE_CHECKING, Optional
from typing import TYPE_CHECKING
from dcs import Point
from game.ato.flightplans.waypointbuilder import WaypointBuilder
from game.flightplan import IpZoneGeometry, JoinZoneGeometry
from game.flightplan.refuelzonegeometry import RefuelZoneGeometry
from game.utils import nautical_miles
if TYPE_CHECKING:
from game.ato import Package
@@ -20,7 +18,6 @@ if TYPE_CHECKING:
class PackageWaypoints:
join: Point
ingress: Point
initial: Point
split: Point
refuel: Point
@@ -35,11 +32,6 @@ class PackageWaypoints:
coalition,
).find_best_ip()
hdg = package.target.position.heading_between_point(ingress_point)
# Generate a waypoint randomly between 7 & 9 NM
dist = nautical_miles(random.random() * 2 + 7).meters
initial_point = package.target.position.point_from_heading(hdg, dist)
join_point = JoinZoneGeometry(
package.target.position,
origin.position,
@@ -59,7 +51,6 @@ class PackageWaypoints:
return PackageWaypoints(
WaypointBuilder.perturb(join_point),
ingress_point,
initial_point,
WaypointBuilder.perturb(join_point),
refuel_point,
)

View File

@@ -15,7 +15,7 @@ def callsign_for_support_unit(group: FlyingGroup[Any]) -> str:
try:
return f"Flight {int(raw_callsign)}"
except ValueError:
return f"{raw_callsign[:-2]} {raw_callsign[-2]}"
return raw_callsign.rstrip("1234567890")
def create_group_callsign_from_unit(lead: FlyingUnit) -> str:

View File

@@ -19,7 +19,6 @@ from game.theater.iadsnetwork.iadsnetwork import IadsNetwork
from game.theater.theaterloader import TheaterLoader
from game.version import CAMPAIGN_FORMAT_VERSION
from .campaignairwingconfig import CampaignAirWingConfig
from .campaigngroundconfig import TgoConfig
from .mizcampaignloader import MizCampaignLoader
PERF_FRIENDLY = 0
@@ -33,7 +32,6 @@ DEFAULT_BUDGET = 2000
class Campaign:
name: str
menu_thumbnail_dcs_relative_path: Path
fallback_icon_path: Path
authors: str
description: str
@@ -56,11 +54,10 @@ class Campaign:
data: Dict[str, Any]
path: Path
advanced_iads: bool
settings: Dict[str, Any]
@classmethod
def from_file(cls, path: Path) -> Campaign:
with path.open(encoding="utf-8") as campaign_file:
with path.open() as campaign_file:
data = yaml.safe_load(campaign_file)
sanitized_theater = data["theater"].replace(" ", "")
@@ -93,7 +90,6 @@ class Campaign:
return cls(
data["name"],
TheaterLoader(data["theater"].lower()).menu_thumbnail_dcs_relative_path,
TheaterLoader(data["theater"].lower()).icon_path,
data.get("authors", "???"),
data.get("description", ""),
(version.major, version.minor),
@@ -109,7 +105,6 @@ class Campaign:
data,
path,
data.get("advanced_iads", False),
data.get("settings", {}),
)
def load_theater(self, advanced_iads: bool) -> ConflictTheater:
@@ -140,13 +135,6 @@ class Campaign:
return CampaignAirWingConfig({})
return CampaignAirWingConfig.from_campaign_data(squadron_data, theater)
def load_ground_forces_config(self) -> TgoConfig:
ground_forces = self.data.get("ground_forces", {})
if not ground_forces:
logging.warning(f"Campaign {self.name} does not define any ground_forces")
return TgoConfig({})
return TgoConfig.from_campaign_data(ground_forces)
@property
def is_out_of_date(self) -> bool:
"""Returns True if this campaign is not up to date with the latest format.
@@ -183,7 +171,7 @@ class Campaign:
@classmethod
def iter_campaign_defs(cls) -> Iterator[Path]:
yield from cls.iter_campaigns_in_dir(
persistency.base_path() / "Retribution/Campaigns"
Path(persistency.base_path()) / "Liberation/Campaigns"
)
yield from cls.iter_campaigns_in_dir(Path("resources/campaigns"))

View File

@@ -11,15 +11,11 @@ if TYPE_CHECKING:
from game.theater import ConflictTheater
DEFAULT_SQUADRON_SIZE = 12
@dataclass(frozen=True)
class SquadronConfig:
primary: FlightType
secondary: list[FlightType]
aircraft: list[str]
max_size: int
name: Optional[str]
nickname: Optional[str]
@@ -39,18 +35,10 @@ class SquadronConfig:
else:
secondary = [FlightType(s) for s in secondary_raw]
max_size = data.get("size", DEFAULT_SQUADRON_SIZE)
if max_size is None:
raise RuntimeError(
"Squadron's size is defined in campaign but is missing a value:\n"
f"{data}"
)
return SquadronConfig(
FlightType(data["primary"]),
secondary,
data.get("aircraft", []),
max_size,
data.get("name", None),
data.get("nickname", None),
data.get("female_pilot_percentage", None),

View File

@@ -1,25 +0,0 @@
from __future__ import annotations
from collections import defaultdict
from dataclasses import dataclass
from typing import Iterator, Optional
from game.armedforces.forcegroup import ForceGroup
@dataclass(frozen=True)
class TgoConfig:
by_original_name: dict[str, ForceGroup]
def __iter__(self) -> Iterator[str]:
return self.by_original_name.__iter__()
def __getitem__(self, name: str) -> Optional[ForceGroup]:
return self.by_original_name.get(name)
@classmethod
def from_campaign_data(cls, data: dict[str, str]) -> TgoConfig:
by_original_name: dict[str, ForceGroup] = defaultdict()
for tgo_name, force_group in data.items():
by_original_name[tgo_name] = ForceGroup.from_preset_group(force_group)
return TgoConfig(by_original_name)

View File

@@ -29,6 +29,7 @@ class DefaultSquadronAssigner:
self.coalition.player
):
for squadron_config in self.config.by_location[control_point]:
squadron_def = self.override_squadron_defaults(
self.find_squadron_for(squadron_config, control_point),
squadron_config,
@@ -42,12 +43,7 @@ class DefaultSquadronAssigner:
continue
squadron = Squadron.create_from(
squadron_def,
squadron_config.primary,
squadron_config.max_size,
control_point,
self.coalition,
self.game,
squadron_def, control_point, self.coalition, self.game
)
squadron.set_auto_assignable_mission_types(
squadron_config.auto_assignable
@@ -57,6 +53,7 @@ class DefaultSquadronAssigner:
def find_squadron_for(
self, config: SquadronConfig, control_point: ControlPoint
) -> Optional[SquadronDef]:
for preferred_aircraft in config.aircraft:
squadron_def = self.find_preferred_squadron(
preferred_aircraft, config.primary, control_point
@@ -91,19 +88,14 @@ class DefaultSquadronAssigner:
try:
aircraft = AircraftType.named(preferred_aircraft)
except KeyError:
logging.warning(
"%s is neither a compatible squadron or a known aircraft type, "
"ignoring",
preferred_aircraft,
)
# No aircraft with this name.
return None
if aircraft not in self.coalition.faction.aircrafts:
return None
lo = self.coalition.faction.liveries_overrides
squadron_def = self.find_squadron_for_airframe(aircraft, task, control_point)
if squadron_def is not None and lo.get(aircraft) is None:
if squadron_def is not None:
return squadron_def
# No premade squadron available for this aircraft that meets the requirements,
@@ -119,7 +111,7 @@ class DefaultSquadronAssigner:
) -> bool:
if ignore_base_preference:
return control_point.can_operate(squadron.aircraft)
return squadron.operates_from(control_point) and squadron.capable_of(task)
return squadron.operates_from(control_point) and task in squadron.mission_types
def find_squadron_for_airframe(
self, aircraft: AircraftType, task: FlightType, control_point: ControlPoint
@@ -161,6 +153,7 @@ class DefaultSquadronAssigner:
def override_squadron_defaults(
squadron_def: Optional[SquadronDef], config: SquadronConfig
) -> Optional[SquadronDef]:
if squadron_def is None:
return None

View File

@@ -3,20 +3,19 @@ from __future__ import annotations
import itertools
from functools import cached_property
from pathlib import Path
from typing import Iterator, List, TYPE_CHECKING, Tuple, Optional
from typing import Iterator, List, TYPE_CHECKING, Tuple
from uuid import UUID
from dcs import Mission
from dcs.countries import CombinedJointTaskForcesBlue, CombinedJointTaskForcesRed
from dcs.country import Country
from dcs.planes import F_15C, A_10A, AJS37
from dcs.planes import F_15C
from dcs.ships import HandyWind, LHA_Tarawa, Stennis, USS_Arleigh_Burke_IIa
from dcs.statics import Fortification, Warehouse
from dcs.terrain import Airport
from dcs.unitgroup import PlaneGroup, ShipGroup, StaticGroup, VehicleGroup
from dcs.vehicles import AirDefence, Armor, MissilesSS, Unarmed
from game.point_with_heading import PointWithHeading
from game.positioned import Positioned
from game.profiling import logged_duration
from game.scenery_group import SceneryGroup
@@ -29,11 +28,10 @@ from game.theater.controlpoint import (
OffMapSpawn,
)
from game.theater.presetlocation import PresetLocation
from game.utils import Distance, meters, feet, Heading
from game.utils import Distance, meters
if TYPE_CHECKING:
from game.theater.conflicttheater import ConflictTheater
from dcs import Point
class MizCampaignLoader:
@@ -41,17 +39,14 @@ class MizCampaignLoader:
RED_COUNTRY = CombinedJointTaskForcesRed()
OFF_MAP_UNIT_TYPE = F_15C.id
GROUND_SPAWN_UNIT_TYPE = A_10A.id
GROUND_SPAWN_ROADBASE_UNIT_TYPE = AJS37.id
CV_UNIT_TYPE = Stennis.id
LHA_UNIT_TYPE = LHA_Tarawa.id
FRONT_LINE_UNIT_TYPE = Armor.M_113.id
SHIPPING_LANE_UNIT_TYPE = HandyWind.id
CP_CONVOY_SPAWN_TYPE = Armor.M1043_HMMWV_Armament.id
FOB_UNIT_TYPE = Unarmed.SKP_11.id
FARP_HELIPADS_TYPE = ["Invisible FARP", "SINGLE_HELIPAD", "FARP"]
FARP_HELIPADS_TYPE = ["Invisible FARP", "SINGLE_HELIPAD"]
OFFSHORE_STRIKE_TARGET_UNIT_TYPE = Fortification.Oil_platform.id
SHIP_UNIT_TYPE = USS_Arleigh_Burke_IIa.id
@@ -99,8 +94,6 @@ class MizCampaignLoader:
STRIKE_TARGET_UNIT_TYPE = Fortification.Tech_combine.id
GROUND_SPAWN_WAYPOINT_DISTANCE = 1000
def __init__(self, miz: Path, theater: ConflictTheater) -> None:
self.theater = theater
self.mission = Mission()
@@ -114,12 +107,8 @@ class MizCampaignLoader:
if self.mission.country(self.RED_COUNTRY.name) is None:
self.mission.coalition["red"].add_country(self.RED_COUNTRY)
def control_point_from_airport(
self, airport: Airport, ctld_zones: List[Tuple[Point, float]]
) -> ControlPoint:
cp = Airfield(
airport, self.theater, starts_blue=airport.is_blue(), ctld_zones=ctld_zones
)
def control_point_from_airport(self, airport: Airport) -> ControlPoint:
cp = Airfield(airport, self.theater, starts_blue=airport.is_blue())
# Use the unlimited aircraft option to determine if an airfield should
# be owned by the player when the campaign is "inverted".
@@ -229,18 +218,6 @@ class MizCampaignLoader:
if group.units[0].type in self.FARP_HELIPADS_TYPE:
yield group
@property
def ground_spawns_roadbase(self) -> Iterator[PlaneGroup]:
for group in itertools.chain(self.blue.plane_group, self.red.plane_group):
if group.units[0].type == self.GROUND_SPAWN_ROADBASE_UNIT_TYPE:
yield group
@property
def ground_spawns(self) -> Iterator[PlaneGroup]:
for group in itertools.chain(self.blue.plane_group, self.red.plane_group):
if group.units[0].type == self.GROUND_SPAWN_UNIT_TYPE:
yield group
@property
def factories(self) -> Iterator[StaticGroup]:
for group in self.blue.static_group:
@@ -268,8 +245,7 @@ class MizCampaignLoader:
control_points = {}
for airport in self.mission.terrain.airport_list():
if airport.is_blue() or airport.is_red():
ctld_zones = self.get_ctld_zones(airport.name)
control_point = self.control_point_from_airport(airport, ctld_zones)
control_point = self.control_point_from_airport(airport)
control_points[control_point.id] = control_point
for blue in (False, True):
@@ -292,13 +268,8 @@ class MizCampaignLoader:
control_point.captured_invert = ship.late_activation
control_points[control_point.id] = control_point
for fob in self.fobs(blue):
ctld_zones = self.get_ctld_zones(fob.name)
control_point = Fob(
str(fob.name),
fob.position,
self.theater,
starts_blue=blue,
ctld_zones=ctld_zones,
str(fob.name), fob.position, self.theater, starts_blue=blue
)
control_point.captured_invert = fob.late_activation
control_points[control_point.id] = control_point
@@ -335,81 +306,6 @@ class MizCampaignLoader:
if group.units[0].type in self.POWER_SOURCE_UNIT_TYPE:
yield group
@property
def cp_convoy_spawns(self) -> Iterator[VehicleGroup]:
for group in self.country(blue=True).vehicle_group:
if group.units[0].type == self.CP_CONVOY_SPAWN_TYPE:
yield group
def _construct_cp_spawnpoints(self, start: Point) -> Tuple[Point, ...]:
closest = self._find_closest_cp_spawn(start)
if closest:
return self._interpolate_points(closest, start)
return tuple()
@staticmethod
def _interpolate_points(closest: VehicleGroup, start: Point) -> Tuple[Point, ...]:
points = [start]
waypoints = points + [wpt.position for wpt in closest.points]
last = waypoints[0]
meters100ft = feet(100).meters
residual = 0.0
for wpt in waypoints[1:]:
dist = wpt.distance_to_point(last)
fraction = meters100ft / dist # 100ft separation
interpol_count = int((dist + residual) / meters100ft - 1)
offset = (meters100ft - residual) / dist
if offset <= 1:
points.append(last.lerp(wpt, offset))
if offset + fraction <= 1:
for i in range(1, interpol_count + 1):
points.append(last.lerp(wpt, i * fraction + offset))
residual = (residual + dist - meters100ft * interpol_count) % meters100ft
last = wpt
return tuple(points)
def _find_closest_cp_spawn(self, start: Point) -> Optional[VehicleGroup]:
closest: Optional[VehicleGroup] = None
for spawn in self.cp_convoy_spawns:
if closest is None:
closest = spawn
continue
dist = start.distance_to_point(closest.position)
if start.distance_to_point(spawn.position) < dist:
closest = spawn
return closest
@staticmethod
def _add_helipad(helipads: list[PointWithHeading], static: StaticGroup) -> None:
helipads.append(
PointWithHeading.from_point(
static.position, Heading.from_degrees(static.units[0].heading)
)
)
def _add_ground_spawn(
self,
ground_spawns: list[tuple[PointWithHeading, Point]],
plane_group: PlaneGroup,
) -> None:
if len(plane_group.points) >= 2:
first_waypoint = plane_group.points[1].position
else:
first_waypoint = plane_group.position.point_from_heading(
plane_group.units[0].heading,
self.GROUND_SPAWN_WAYPOINT_DISTANCE,
)
ground_spawns.append(
(
PointWithHeading.from_point(
plane_group.position,
Heading.from_degrees(plane_group.units[0].heading),
),
first_waypoint,
)
)
def add_supply_routes(self) -> None:
for group in self.front_line_path_groups:
# The unit will have its first waypoint at the source CP and the final
@@ -427,14 +323,9 @@ class MizCampaignLoader:
f"No control point near the final waypoint of {group.name}"
)
o_spawns = self._construct_cp_spawnpoints(waypoints[0])
d_spawns = self._construct_cp_spawnpoints(waypoints[-1])
self.control_points[origin.id].create_convoy_route(
destination, waypoints, o_spawns
)
self.control_points[origin.id].create_convoy_route(destination, waypoints)
self.control_points[destination.id].create_convoy_route(
origin, list(reversed(waypoints)), d_spawns
origin, list(reversed(waypoints))
)
def add_shipping_lanes(self) -> None:
@@ -523,20 +414,7 @@ class MizCampaignLoader:
for static in self.helipads:
closest, distance = self.objective_info(static)
if static.units[0].type == "SINGLE_HELIPAD":
self._add_helipad(closest.helipads, static)
elif static.units[0].type == "FARP":
self._add_helipad(closest.helipads_quad, static)
else:
self._add_helipad(closest.helipads_invisible, static)
for plane_group in self.ground_spawns_roadbase:
closest, distance = self.objective_info(plane_group)
self._add_ground_spawn(closest.ground_spawns_roadbase, plane_group)
for plane_group in self.ground_spawns:
closest, distance = self.objective_info(plane_group)
self._add_ground_spawn(closest.ground_spawns, plane_group)
closest.helipads.append(PresetLocation.from_group(static))
for static in self.factories:
closest, distance = self.objective_info(static)
@@ -582,9 +460,3 @@ class MizCampaignLoader:
self.add_preset_locations()
self.add_supply_routes()
self.add_shipping_lanes()
def get_ctld_zones(self, prefix: str) -> List[Tuple[Point, float]]:
zones = [t for t in self.mission.triggers.zones() if prefix + " CTLD" in t.name]
for z in zones:
self.mission.triggers.zones().remove(z)
return [(z.position, z.radius) for z in zones]

View File

@@ -4,6 +4,7 @@ import itertools
import random
from typing import Optional, TYPE_CHECKING
from game.ato.ai_flight_planner_db import aircraft_for_task, tasks_for_aircraft
from game.ato.flighttype import FlightType
from game.dcs.aircrafttype import AircraftType
from game.squadrons.operatingbases import OperatingBases
@@ -24,7 +25,7 @@ class SquadronDefGenerator:
self, task: FlightType, control_point: ControlPoint
) -> Optional[SquadronDef]:
aircraft_choice: Optional[AircraftType] = None
for aircraft in AircraftType.priority_list_for_task(task):
for aircraft in aircraft_for_task(task):
if aircraft not in self.faction.aircrafts:
continue
if not control_point.can_operate(aircraft):
@@ -47,7 +48,7 @@ class SquadronDefGenerator:
role="Flying Squadron",
aircraft=aircraft,
livery=None,
auto_assignable_mission_types=set(aircraft.iter_task_capabilities()),
mission_types=tuple(tasks_for_aircraft(aircraft)),
operating_bases=OperatingBases.default_for_aircraft(aircraft),
female_pilot_percentage=6,
pilot_pool=[],

View File

@@ -70,6 +70,14 @@ class Coalition:
return 2
return 1
@property
def country_name(self) -> str:
return self.faction.country
@property
def country_shortname(self) -> str:
return self.faction.country_shortname
@property
def opponent(self) -> Coalition:
assert self._opponent is not None
@@ -153,14 +161,14 @@ class Coalition:
# is handled correctly.
self.transfers.perform_transfers()
def preinit_turn_0(self, squadrons_start_full: bool) -> None:
def preinit_turn_0(self) -> None:
"""Runs final Coalition initialization.
Final initialization occurs before Game.initialize_turn runs for turn 0.
"""
self.air_wing.populate_for_turn_0(squadrons_start_full)
self.air_wing.populate_for_turn_0()
def initialize_turn(self, is_turn_0: bool) -> None:
def initialize_turn(self) -> None:
"""Processes coalition-specific turn initialization.
For more information on turn initialization in general, see the documentation
@@ -179,8 +187,7 @@ class Coalition:
with logged_duration("Transport planning"):
self.transfers.plan_transports()
if not is_turn_0 or not self.game.settings.enable_squadron_aircraft_limits:
self.plan_missions()
self.plan_missions()
self.plan_procurement()
def refund_outstanding_orders(self) -> None:

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