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3 Commits

Author SHA1 Message Date
kaltokri
4c66fd7cab Renamed basic.md to concepts.md and added more text 2024-01-22 17:36:32 +01:00
kaltokri
80f76b26c2 Small fixes in advanced guide 2024-01-19 16:57:33 +01:00
kaltokri
4e956c3203 New guides added 2024-01-19 11:41:09 +01:00
173 changed files with 4945 additions and 95900 deletions

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@@ -57,7 +57,6 @@ jobs:
- name: Update apt-get (needed for act docker image) - name: Update apt-get (needed for act docker image)
run: | run: |
sudo rm /etc/apt/sources.list.d/microsoft-prod.list
sudo apt-get -qq update sudo apt-get -qq update
- name: Install tree - name: Install tree

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@@ -5,8 +5,6 @@ on:
branches: branches:
- master - master
- develop - develop
- Apple/Develop
paths: paths:
- 'Moose Setup/**/*.lua' - 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua' - 'Moose Development/**/*.lua'
@@ -49,7 +47,6 @@ jobs:
- name: Update apt-get (needed for act docker image) - name: Update apt-get (needed for act docker image)
run: | run: |
sudo rm /etc/apt/sources.list.d/microsoft-prod.list
sudo apt-get -qq update sudo apt-get -qq update
- name: Install tree - name: Install tree
@@ -110,7 +107,7 @@ jobs:
- name: Run LuaSrcDiet - name: Run LuaSrcDiet
run: | run: |
luasrcdiet --basic --opt-emptylines ./build/result/Moose_Include_Static/Moose.lua -o ./build/result/Moose_Include_Static/Moose_.lua luasrcdiet --basic --opt-emptylines ./build/result/Moose_Include_Static/Moose.lua -o ./build/result/Moose_Include_Static/Moose_.lua
######################################################################### #########################################################################
# Push to MOOSE_INCLUDE # Push to MOOSE_INCLUDE
######################################################################### #########################################################################

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@@ -33,7 +33,7 @@ jobs:
runs-on: ubuntu-latest runs-on: ubuntu-latest
steps: steps:
- name: Checkout - name: Checkout
uses: actions/checkout@v4 uses: actions/checkout@v3
- name: Setup Ruby - name: Setup Ruby
uses: ruby/setup-ruby@v1 uses: ruby/setup-ruby@v1
with: with:
@@ -43,7 +43,7 @@ jobs:
working-directory: docs/ working-directory: docs/
- name: Setup Pages - name: Setup Pages
id: pages id: pages
uses: actions/configure-pages@v4 uses: actions/configure-pages@v3
- name: Build with Jekyll - name: Build with Jekyll
# Outputs to the './_site' directory by default # Outputs to the './_site' directory by default
run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}" run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}"
@@ -52,7 +52,7 @@ jobs:
working-directory: docs/ working-directory: docs/
- name: Upload artifact - name: Upload artifact
# Automatically uploads an artifact from the './_site' directory by default # Automatically uploads an artifact from the './_site' directory by default
uses: actions/upload-pages-artifact@v3 uses: actions/upload-pages-artifact@v1
with: with:
path: docs/_site/ path: docs/_site/
@@ -66,13 +66,13 @@ jobs:
steps: steps:
- name: Deploy to GitHub Pages - name: Deploy to GitHub Pages
id: deployment id: deployment
uses: actions/deploy-pages@v4 uses: actions/deploy-pages@v1
check: check:
runs-on: ubuntu-latest runs-on: ubuntu-latest
needs: deploy needs: deploy
steps: steps:
- name: Setup Node - name: Setup Node
uses: actions/setup-node@v4 uses: actions/setup-node@v3
- run: npm install linkinator - run: npm install linkinator
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)" --retry-errors --retry-errors-count 3 --retry-errors-jitter - run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)" --retry-errors --retry-errors-count 3 --retry-errors-jitter

7
.gitignore vendored
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@@ -28,13 +28,6 @@ local.properties
.buildpath .buildpath
#####################
## Visual Studio Code
#####################
*.code-workspace
.vscode/
################# #################
## Visual Studio ## Visual Studio
################# #################

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@@ -1,17 +1,7 @@
{ {
"Lua.workspace.preloadFileSize": 10000, "Lua.workspace.preloadFileSize": 1000,
"Lua.diagnostics.disable": [ "Lua.diagnostics.disable": [
"undefined-doc-name", "undefined-doc-name"
"duplicate-set-field",
"trailing-space",
"need-check-nil",
"ambiguity-1",
"undefined-doc-param",
"redundant-parameter",
"param-type-mismatch",
"deprecated",
"undefined-global",
"lowercase-global"
], ],
"Lua.diagnostics.globals": [ "Lua.diagnostics.globals": [
"BASE", "BASE",

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@@ -11,7 +11,7 @@
-- @module AI.AI_A2A_Cap -- @module AI.AI_A2A_Cap
-- @image AI_Combat_Air_Patrol.JPG -- @image AI_Combat_Air_Patrol.JPG
-- @type AI_A2A_CAP --- @type AI_A2A_CAP
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE -- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE

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@@ -1151,14 +1151,14 @@ do -- AI_A2A_DISPATCHER
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured. local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:T( "Captured " .. AirbaseName ) self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them. -- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true Squadron.Captured = true
self:T( "Squadron " .. SquadronName .. " captured." ) self:I( "Squadron " .. SquadronName .. " captured." )
end end
end end
end end
@@ -1828,7 +1828,7 @@ do -- AI_A2A_DISPATCHER
self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 ) self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 )
self:T( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } ) self:I( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } )
-- Add the CAP to the EWR network. -- Add the CAP to the EWR network.
@@ -2085,7 +2085,7 @@ do -- AI_A2A_DISPATCHER
Intercept.EngageCeilingAltitude = EngageCeilingAltitude Intercept.EngageCeilingAltitude = EngageCeilingAltitude
Intercept.EngageAltType = EngageAltType Intercept.EngageAltType = EngageAltType
self:T( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end end
--- Set squadron GCI. --- Set squadron GCI.
@@ -3000,17 +3000,17 @@ do -- AI_A2A_DISPATCHER
for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced. -- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
if AttackerCount > DefenderCount then if AttackerCount > DefenderCount then
--self:T("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:") --self:I("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
if AIFriendly then if AIFriendly then
local classname = AIFriendly.ClassName or "No Class Name" local classname = AIFriendly.ClassName or "No Class Name"
local unitname = AIFriendly.IdentifiableName or "No Unit Name" local unitname = AIFriendly.IdentifiableName or "No Unit Name"
--self:T("Class Name: " .. classname) --self:I("Class Name: " .. classname)
--self:T("Unit Name: " .. unitname) --self:I("Unit Name: " .. unitname)
--self:T({AIFriendly}) --self:I({AIFriendly})
end end
local Friendly = nil local Friendly = nil
if AIFriendly and AIFriendly:IsAlive() then if AIFriendly and AIFriendly:IsAlive() then
--self:T("AIFriendly alive, getting GROUP") --self:I("AIFriendly alive, getting GROUP")
Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
end end
@@ -3952,7 +3952,7 @@ end
do do
-- @type AI_A2A_GCICAP --- @type AI_A2A_GCICAP
-- @extends #AI_A2A_DISPATCHER -- @extends #AI_A2A_DISPATCHER
--- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses. --- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses.
@@ -4322,23 +4322,23 @@ do
-- Setup squadrons -- Setup squadrons
self:T( { Airbases = AirbaseNames } ) self:I( { Airbases = AirbaseNames } )
self:T( "Defining Templates for Airbases ..." ) self:I( "Defining Templates for Airbases ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName() local AirbaseName = Airbase:GetName()
local AirbaseCoord = Airbase:GetCoordinate() local AirbaseCoord = Airbase:GetCoordinate()
local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 ) local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 )
local Templates = nil local Templates = nil
self:T( { Airbase = AirbaseName } ) self:I( { Airbase = AirbaseName } )
for TemplateID, Template in pairs( self.Templates:GetSet() ) do for TemplateID, Template in pairs( self.Templates:GetSet() ) do
local Template = Template -- Wrapper.Group#GROUP local Template = Template -- Wrapper.Group#GROUP
local TemplateCoord = Template:GetCoordinate() local TemplateCoord = Template:GetCoordinate()
if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then
Templates = Templates or {} Templates = Templates or {}
table.insert( Templates, Template:GetName() ) table.insert( Templates, Template:GetName() )
self:T( { Template = Template:GetName() } ) self:I( { Template = Template:GetName() } )
end end
end end
if Templates then if Templates then
@@ -4354,13 +4354,13 @@ do
self.CAPTemplates:FilterPrefixes( CapPrefixes ) self.CAPTemplates:FilterPrefixes( CapPrefixes )
self.CAPTemplates:FilterOnce() self.CAPTemplates:FilterOnce()
self:T( "Setting up CAP ..." ) self:I( "Setting up CAP ..." )
for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do
local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate ) local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate )
-- Now find the closest airbase from the ZONE (start or center) -- Now find the closest airbase from the ZONE (start or center)
local AirbaseDistance = 99999999 local AirbaseDistance = 99999999
local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE
self:T( { CAPZoneGroup = CAPID } ) self:I( { CAPZoneGroup = CAPID } )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName() local AirbaseName = Airbase:GetName()
@@ -4368,7 +4368,7 @@ do
local Squadron = self.DefenderSquadrons[AirbaseName] local Squadron = self.DefenderSquadrons[AirbaseName]
if Squadron then if Squadron then
local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() ) local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() )
self:T( { AirbaseDistance = Distance } ) self:I( { AirbaseDistance = Distance } )
if Distance < AirbaseDistance then if Distance < AirbaseDistance then
AirbaseDistance = Distance AirbaseDistance = Distance
AirbaseClosest = Airbase AirbaseClosest = Airbase
@@ -4376,7 +4376,7 @@ do
end end
end end
if AirbaseClosest then if AirbaseClosest then
self:T( { CAPAirbase = AirbaseClosest:GetName() } ) self:I( { CAPAirbase = AirbaseClosest:GetName() } )
self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" ) self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" )
self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 ) self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 )
end end
@@ -4384,14 +4384,14 @@ do
-- Setup GCI. -- Setup GCI.
-- GCI is setup for all Squadrons. -- GCI is setup for all Squadrons.
self:T( "Setting up GCI ..." ) self:I( "Setting up GCI ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName() local AirbaseName = Airbase:GetName()
local Squadron = self.DefenderSquadrons[AirbaseName] local Squadron = self.DefenderSquadrons[AirbaseName]
self:F( { Airbase = AirbaseName } ) self:F( { Airbase = AirbaseName } )
if Squadron then if Squadron then
self:T( { GCIAirbase = AirbaseName } ) self:I( { GCIAirbase = AirbaseName } )
self:SetSquadronGci( AirbaseName, 800, 1200 ) self:SetSquadronGci( AirbaseName, 800, 1200 )
end end
end end

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@@ -13,8 +13,8 @@
-- @type AI_A2A_GCI --- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A -- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
@@ -39,8 +39,6 @@
-- --
-- ## 2. AI_A2A_GCI is a FSM -- ## 2. AI_A2A_GCI is a FSM
-- --
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
-- ### 2.1 AI_A2A_GCI States -- ### 2.1 AI_A2A_GCI States
-- --
-- * **None** ( Group ): The process is not started yet. -- * **None** ( Group ): The process is not started yet.

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@@ -10,8 +10,8 @@
-- @image AI_Air_Patrolling.JPG -- @image AI_Air_Patrolling.JPG
-- @type AI_A2A_PATROL --- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}. --- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
-- --

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@@ -11,8 +11,9 @@
-- @module AI.AI_A2G_BAI -- @module AI.AI_A2G_BAI
-- @image AI_Air_To_Ground_Engage.JPG -- @image AI_Air_To_Ground_Engage.JPG
-- @type AI_A2G_BAI --- @type AI_A2G_BAI
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends. -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
@@ -46,7 +47,7 @@ AI_A2G_BAI = {
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup ) local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) local self = BASE:Inherit( self, AI_Air_Engage )

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@@ -11,8 +11,9 @@
-- @module AI.AI_A2G_CAS -- @module AI.AI_A2G_CAS
-- @image AI_Air_To_Ground_Engage.JPG -- @image AI_Air_To_Ground_Engage.JPG
-- @type AI_A2G_CAS --- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends. -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
@@ -46,7 +47,7 @@ AI_A2G_CAS = {
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup ) local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) local self = BASE:Inherit( self, AI_Air_Engage )

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@@ -904,14 +904,14 @@ do -- AI_A2G_DISPATCHER
-- @type AI_A2G_DISPATCHER.DefenseCoordinates -- @type AI_A2G_DISPATCHER.DefenseCoordinates
-- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name. -- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name.
-- @field #AI_A2G_DISPATCHER.DefenseCoordinates DefenseCoordinates --- @field #AI_A2G_DISPATCHER.DefenseCoordinates DefenseCoordinates
AI_A2G_DISPATCHER.DefenseCoordinates = {} AI_A2G_DISPATCHER.DefenseCoordinates = {}
--- Enumerator for spawns at airbases. --- Enumerator for spawns at airbases.
-- @type AI_A2G_DISPATCHER.Takeoff -- @type AI_A2G_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff -- @extends Wrapper.Group#GROUP.Takeoff
-- @field #AI_A2G_DISPATCHER.Takeoff Takeoff --- @field #AI_A2G_DISPATCHER.Takeoff Takeoff
AI_A2G_DISPATCHER.Takeoff = GROUP.Takeoff AI_A2G_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defines Landing location. --- Defines Landing location.
@@ -942,7 +942,7 @@ do -- AI_A2G_DISPATCHER
-- @type AI_A2G_DISPATCHER.DefenseQueue -- @type AI_A2G_DISPATCHER.DefenseQueue
-- @list<#AI_A2G_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ... -- @list<#AI_A2G_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
-- @field #AI_A2G_DISPATCHER.DefenseQueue DefenseQueue --- @field #AI_A2G_DISPATCHER.DefenseQueue DefenseQueue
AI_A2G_DISPATCHER.DefenseQueue = {} AI_A2G_DISPATCHER.DefenseQueue = {}
--- Defense approach types. --- Defense approach types.
@@ -1136,7 +1136,7 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:onafterStart( From, Event, To ) function AI_A2G_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self ).onafterStart( self, From, Event, To ) self:GetParent( self ).onafterStart( self, From, Event, To )
@@ -1147,7 +1147,7 @@ do -- AI_A2G_DISPATCHER
for Resource = 1, DefenderSquadron.ResourceCount or 0 do for Resource = 1, DefenderSquadron.ResourceCount or 0 do
self:ResourcePark( DefenderSquadron ) self:ResourcePark( DefenderSquadron )
end end
self:T( "Parked resources for squadron " .. DefenderSquadron.Name ) self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
end end
end end
@@ -1201,7 +1201,7 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:ResourcePark( DefenderSquadron ) function AI_A2G_DISPATCHER:ResourcePark( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
@@ -1218,33 +1218,33 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventBaseCaptured( EventData ) function AI_A2G_DISPATCHER:OnEventBaseCaptured( EventData )
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured. local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:T( "Captured " .. AirbaseName ) self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them. -- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true Squadron.Captured = true
self:T( "Squadron " .. SquadronName .. " captured." ) self:I( "Squadron " .. SquadronName .. " captured." )
end end
end end
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventCrashOrDead( EventData ) function AI_A2G_DISPATCHER:OnEventCrashOrDead( EventData )
self.Detection:ForgetDetectedUnit( EventData.IniUnitName ) self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventLand( EventData ) function AI_A2G_DISPATCHER:OnEventLand( EventData )
self:F( "Landed" ) self:F( "Landed" )
@@ -1261,7 +1261,7 @@ do -- AI_A2G_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender ) self:RemoveDefenderFromSquadron( Squadron, Defender )
end end
DefenderUnit:Destroy() DefenderUnit:Destroy()
self:ResourcePark( Squadron ) self:ResourcePark( Squadron, Defender )
return return
end end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1273,7 +1273,7 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventEngineShutdown( EventData ) function AI_A2G_DISPATCHER:OnEventEngineShutdown( EventData )
local DefenderUnit = EventData.IniUnit local DefenderUnit = EventData.IniUnit
@@ -1289,7 +1289,7 @@ do -- AI_A2G_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender ) self:RemoveDefenderFromSquadron( Squadron, Defender )
end end
DefenderUnit:Destroy() DefenderUnit:Destroy()
self:ResourcePark( Squadron ) self:ResourcePark( Squadron, Defender )
end end
end end
end end
@@ -1297,7 +1297,7 @@ do -- AI_A2G_DISPATCHER
do -- Manage the defensive behaviour do -- Manage the defensive behaviour
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param #string DefenseCoordinateName The name of the coordinate to be defended by A2G defenses. -- @param #string DefenseCoordinateName The name of the coordinate to be defended by A2G defenses.
-- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by A2G defenses. -- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by A2G defenses.
function AI_A2G_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate ) function AI_A2G_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate )
@@ -1305,19 +1305,19 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityLow() function AI_A2G_DISPATCHER:SetDefenseReactivityLow()
self.DefenseReactivity = 0.05 self.DefenseReactivity = 0.05
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityMedium() function AI_A2G_DISPATCHER:SetDefenseReactivityMedium()
self.DefenseReactivity = 0.15 self.DefenseReactivity = 0.15
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityHigh() function AI_A2G_DISPATCHER:SetDefenseReactivityHigh()
self.DefenseReactivity = 0.5 self.DefenseReactivity = 0.5
end end
@@ -1351,14 +1351,14 @@ do -- AI_A2G_DISPATCHER
-- 1. the **distance of the closest airbase to target**, being smaller than the **Defend Radius**. -- 1. the **distance of the closest airbase to target**, being smaller than the **Defend Radius**.
-- 2. the **distance to any defense reference point**. -- 2. the **distance to any defense reference point**.
-- --
-- The **default** defense radius is defined as **40000** or **40km**. Override the default defense radius when the era of the warfare is early, or, -- The **default** defense radius is defined as **400000** or **40km**. Override the default defense radius when the era of the warfare is early, or,
-- when you don't want to let the AI_A2G_DISPATCHER react immediately when a certain border or area is not being crossed. -- when you don't want to let the AI_A2G_DISPATCHER react immediately when a certain border or area is not being crossed.
-- --
-- Use the method @{#AI_A2G_DISPATCHER.SetDefendRadius}() to set a specific defend radius for all squadrons, -- Use the method @{#AI_A2G_DISPATCHER.SetDefendRadius}() to set a specific defend radius for all squadrons,
-- **the Defense Radius is defined for ALL squadrons which are operational.** -- **the Defense Radius is defined for ALL squadrons which are operational.**
-- --
-- @param #AI_A2G_DISPATCHER self -- @param #AI_A2G_DISPATCHER self
-- @param #number DefenseRadius (Optional, Default = 20000) The defense radius to engage detected targets from the nearest capable and available squadron airbase. -- @param #number DefenseRadius (Optional, Default = 200000) The defense radius to engage detected targets from the nearest capable and available squadron airbase.
-- @return #AI_A2G_DISPATCHER -- @return #AI_A2G_DISPATCHER
-- @usage -- @usage
-- --
@@ -1373,7 +1373,7 @@ do -- AI_A2G_DISPATCHER
-- --
function AI_A2G_DISPATCHER:SetDefenseRadius( DefenseRadius ) function AI_A2G_DISPATCHER:SetDefenseRadius( DefenseRadius )
self.DefenseRadius = DefenseRadius or 40000 self.DefenseRadius = DefenseRadius or 100000
self.Detection:SetAcceptRange( self.DefenseRadius ) self.Detection:SetAcceptRange( self.DefenseRadius )
@@ -1868,7 +1868,7 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps. -- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps.
-- @usage -- @usage
@@ -2144,7 +2144,7 @@ do -- AI_A2G_DISPATCHER
Sead.EngageAltType = EngageAltType Sead.EngageAltType = EngageAltType
Sead.Defend = true Sead.Defend = true
self:T( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self return self
end end
@@ -2234,7 +2234,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "SEAD" ) self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "SEAD" )
self:T( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end end
@@ -2295,7 +2295,7 @@ do -- AI_A2G_DISPATCHER
Cas.EngageAltType = EngageAltType Cas.EngageAltType = EngageAltType
Cas.Defend = true Cas.Defend = true
self:T( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self return self
end end
@@ -2385,7 +2385,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "CAS" ) self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "CAS" )
self:T( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end end
@@ -2446,7 +2446,7 @@ do -- AI_A2G_DISPATCHER
Bai.EngageAltType = EngageAltType Bai.EngageAltType = EngageAltType
Bai.Defend = true Bai.Defend = true
self:T( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self return self
end end
@@ -2536,7 +2536,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "BAI" ) self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "BAI" )
self:T( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } ) self:I( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end end
@@ -3369,7 +3369,7 @@ do -- AI_A2G_DISPATCHER
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size ) function AI_A2G_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
self.Defenders = self.Defenders or {} self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName() local DefenderName = Defender:GetName()
@@ -3380,7 +3380,7 @@ do -- AI_A2G_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } ) self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender ) function AI_A2G_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {} self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName() local DefenderName = Defender:GetName()
@@ -3796,7 +3796,7 @@ do -- AI_A2G_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup ) Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To ) function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"LostControl", DefenderGroup:GetName()}) self:F({"LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3813,7 +3813,7 @@ do -- AI_A2G_DISPATCHER
end end
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action ) function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Home", DefenderGroup:GetName()}) self:F({"Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3894,7 +3894,7 @@ do -- AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup ) local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then if Squadron then
local FirstUnit = AttackSetUnit:GetRandomSurely() local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
if self.SetSendPlayerMessages then if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup ) Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
@@ -3933,7 +3933,7 @@ do -- AI_A2G_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup ) Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To ) function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"Defender LostControl", DefenderGroup:GetName()}) self:F({"Defender LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3950,7 +3950,7 @@ do -- AI_A2G_DISPATCHER
end end
end end
-- @param #AI_A2G_DISPATCHER self --- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action ) function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Defender Home", DefenderGroup:GetName()}) self:F({"Defender Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To ) self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )

View File

@@ -13,8 +13,9 @@
-- @type AI_A2G_SEAD --- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Air -- @module AI.AI_Air
-- @image MOOSE.JPG -- @image MOOSE.JPG
-- @type AI_AIR --- @type AI_AIR
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}. --- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
@@ -264,7 +264,7 @@ function AI_AIR:New( AIGroup )
return self return self
end end
-- @param Wrapper.Group#GROUP self --- @param Wrapper.Group#GROUP self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function GROUP:OnEventTakeoff( EventData, Fsm ) function GROUP:OnEventTakeoff( EventData, Fsm )
Fsm:Takeoff() Fsm:Takeoff()
@@ -446,13 +446,13 @@ function AI_AIR:onafterReturn( Controllable, From, Event, To )
end end
-- @param #AI_AIR self --- @param #AI_AIR self
function AI_AIR:onbeforeStatus() function AI_AIR:onbeforeStatus()
return self.CheckStatus return self.CheckStatus
end end
-- @param #AI_AIR self --- @param #AI_AIR self
function AI_AIR:onafterStatus() function AI_AIR:onafterStatus()
if self.Controllable and self.Controllable:IsAlive() then if self.Controllable and self.Controllable:IsAlive() then
@@ -465,7 +465,7 @@ function AI_AIR:onafterStatus()
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() ) local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
if DistanceFromHomeBase > self.DisengageRadius then if DistanceFromHomeBase > self.DisengageRadius then
self:T( self.Controllable:GetName() .. " is too far from home base, RTB!" ) self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:Hold( 300 ) self:Hold( 300 )
RTB = false RTB = false
end end
@@ -489,10 +489,10 @@ function AI_AIR:onafterStatus()
if Fuel < self.FuelThresholdPercentage then if Fuel < self.FuelThresholdPercentage then
if self.TankerName then if self.TankerName then
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" ) self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
self:Refuel() self:Refuel()
else else
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" ) self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
local OldAIControllable = self.Controllable local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed ) local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
@@ -518,7 +518,7 @@ function AI_AIR:onafterStatus()
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue. -- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage. -- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
self:T( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" ) self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
self:Damaged() self:Damaged()
RTB = true RTB = true
self:SetStatusOff() self:SetStatusOff()
@@ -536,7 +536,7 @@ function AI_AIR:onafterStatus()
if Damage ~= InitialLife then if Damage ~= InitialLife then
self:Damaged() self:Damaged()
else else
self:T( self.Controllable:GetName() .. " control lost! " ) self:I( self.Controllable:GetName() .. " control lost! " )
self:LostControl() self:LostControl()
end end
@@ -560,7 +560,7 @@ function AI_AIR:onafterStatus()
end end
-- @param Wrapper.Group#GROUP AIGroup --- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBRoute( AIGroup, Fsm ) function AI_AIR.RTBRoute( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } ) AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
@@ -571,7 +571,7 @@ function AI_AIR.RTBRoute( AIGroup, Fsm )
end end
-- @param Wrapper.Group#GROUP AIGroup --- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBHold( AIGroup, Fsm ) function AI_AIR.RTBHold( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } ) AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
@@ -598,7 +598,7 @@ function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRTB( AIGroup, From, Event, To ) function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } ) self:F( { AIGroup, From, Event, To } )
@@ -617,10 +617,7 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Calculate the target route point. --- Calculate the target route point.
local FromCoord = AIGroup:GetCoordinate() local FromCoord = AIGroup:GetCoordinate()
if not FromCoord then return end
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!) local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3() local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 ) local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
@@ -641,13 +638,13 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
local ToAirbaseCoord = ToTargetCoord2 local ToAirbaseCoord = ToTargetCoord2
if Distance < 5000 then if Distance < 5000 then
self:T( "RTB and near the airbase!" ) self:I( "RTB and near the airbase!" )
self:Home() self:Home()
return return
end end
if not AIGroup:InAir() == true then if not AIGroup:InAir() == true then
self:T( "Not anymore in the air, considered Home." ) self:I( "Not anymore in the air, considered Home." )
self:Home() self:Home()
return return
end end
@@ -689,12 +686,12 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHome( AIGroup, From, Event, To ) function AI_AIR:onafterHome( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } ) self:F( { AIGroup, From, Event, To } )
self:T( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" ) self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then if AIGroup and AIGroup:IsAlive() then
end end
@@ -703,17 +700,15 @@ end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime ) function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
self:F( { AIGroup, From, Event, To } ) self:F( { AIGroup, From, Event, To } )
self:T( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" ) self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then if AIGroup and AIGroup:IsAlive() then
local Coordinate = AIGroup:GetCoordinate() local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
if Coordinate == nil then return end
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed, Coordinate )
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) ) local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self ) local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
@@ -727,17 +722,17 @@ function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
end end
-- @param Wrapper.Group#GROUP AIGroup --- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.Resume( AIGroup, Fsm ) function AI_AIR.Resume( AIGroup, Fsm )
AIGroup:T( { "AI_AIR.Resume:", AIGroup:GetName() } ) AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
if AIGroup:IsAlive() then if AIGroup:IsAlive() then
Fsm:__RTB( Fsm.TaskDelay ) Fsm:__RTB( Fsm.TaskDelay )
end end
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup -- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRefuel( AIGroup, From, Event, To ) function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } ) self:F( { AIGroup, From, Event, To } )
@@ -749,7 +744,7 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then
self:T( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName ) self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
local RefuelRoute = {} local RefuelRoute = {}
@@ -803,13 +798,13 @@ end
-- @param #AI_AIR self --- @param #AI_AIR self
function AI_AIR:onafterDead() function AI_AIR:onafterDead()
self:SetStatusOff() self:SetStatusOff()
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnCrash( EventData ) function AI_AIR:OnCrash( EventData )
@@ -820,7 +815,7 @@ function AI_AIR:OnCrash( EventData )
end end
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnEjection( EventData ) function AI_AIR:OnEjection( EventData )
@@ -829,7 +824,7 @@ function AI_AIR:OnEjection( EventData )
end end
end end
-- @param #AI_AIR self --- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnPilotDead( EventData ) function AI_AIR:OnPilotDead( EventData )

View File

@@ -900,14 +900,14 @@ do -- AI_AIR_DISPATCHER
-- @type AI_AIR_DISPATCHER.DefenseCoordinates -- @type AI_AIR_DISPATCHER.DefenseCoordinates
-- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name. -- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name.
-- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates --- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates
AI_AIR_DISPATCHER.DefenseCoordinates = {} AI_AIR_DISPATCHER.DefenseCoordinates = {}
--- Enumerator for spawns at airbases --- Enumerator for spawns at airbases
-- @type AI_AIR_DISPATCHER.Takeoff -- @type AI_AIR_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff -- @extends Wrapper.Group#GROUP.Takeoff
-- @field #AI_AIR_DISPATCHER.Takeoff Takeoff --- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defnes Landing location. --- Defnes Landing location.
@@ -938,7 +938,7 @@ do -- AI_AIR_DISPATCHER
-- @type AI_AIR_DISPATCHER.DefenseQueue -- @type AI_AIR_DISPATCHER.DefenseQueue
-- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ... -- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
-- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue --- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
AI_AIR_DISPATCHER.DefenseQueue = {} AI_AIR_DISPATCHER.DefenseQueue = {}
--- Defense approach types --- Defense approach types
@@ -1130,7 +1130,7 @@ do -- AI_AIR_DISPATCHER
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:onafterStart( From, Event, To ) function AI_AIR_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self ).onafterStart( self, From, Event, To ) self:GetParent( self ).onafterStart( self, From, Event, To )
@@ -1141,7 +1141,7 @@ do -- AI_AIR_DISPATCHER
for Resource = 1, DefenderSquadron.ResourceCount or 0 do for Resource = 1, DefenderSquadron.ResourceCount or 0 do
self:ResourcePark( DefenderSquadron ) self:ResourcePark( DefenderSquadron )
end end
self:T( "Parked resources for squadron " .. DefenderSquadron.Name ) self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
end end
end end
@@ -1194,7 +1194,7 @@ do -- AI_AIR_DISPATCHER
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:ResourcePark( DefenderSquadron ) function AI_AIR_DISPATCHER:ResourcePark( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
@@ -1211,31 +1211,31 @@ do -- AI_AIR_DISPATCHER
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventBaseCaptured( EventData ) function AI_AIR_DISPATCHER:OnEventBaseCaptured( EventData )
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured. local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
self:T( "Captured " .. AirbaseName ) self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanitize them. -- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning. Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
Squadron.Captured = true Squadron.Captured = true
self:T( "Squadron " .. SquadronName .. " captured." ) self:I( "Squadron " .. SquadronName .. " captured." )
end end
end end
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventCrashOrDead( EventData ) function AI_AIR_DISPATCHER:OnEventCrashOrDead( EventData )
self.Detection:ForgetDetectedUnit( EventData.IniUnitName ) self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventLand( EventData ) function AI_AIR_DISPATCHER:OnEventLand( EventData )
self:F( "Landed" ) self:F( "Landed" )
@@ -1252,7 +1252,7 @@ do -- AI_AIR_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender ) self:RemoveDefenderFromSquadron( Squadron, Defender )
end end
DefenderUnit:Destroy() DefenderUnit:Destroy()
self:ResourcePark( Squadron ) self:ResourcePark( Squadron, Defender )
return return
end end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1263,7 +1263,7 @@ do -- AI_AIR_DISPATCHER
end end
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR_DISPATCHER:OnEventEngineShutdown( EventData ) function AI_AIR_DISPATCHER:OnEventEngineShutdown( EventData )
local DefenderUnit = EventData.IniUnit local DefenderUnit = EventData.IniUnit
@@ -1279,31 +1279,31 @@ do -- AI_AIR_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender ) self:RemoveDefenderFromSquadron( Squadron, Defender )
end end
DefenderUnit:Destroy() DefenderUnit:Destroy()
self:ResourcePark( Squadron ) self:ResourcePark( Squadron, Defender )
end end
end end
end end
do -- Manage the defensive behaviour do -- Manage the defensive behaviour
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param #string DefenseCoordinateName The name of the coordinate to be defended by AIR defenses. -- @param #string DefenseCoordinateName The name of the coordinate to be defended by AIR defenses.
-- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by AIR defenses. -- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by AIR defenses.
function AI_AIR_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate ) function AI_AIR_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate )
self.DefenseCoordinates[DefenseCoordinateName] = DefenseCoordinate self.DefenseCoordinates[DefenseCoordinateName] = DefenseCoordinate
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityLow() function AI_AIR_DISPATCHER:SetDefenseReactivityLow()
self.DefenseReactivity = 0.05 self.DefenseReactivity = 0.05
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityMedium() function AI_AIR_DISPATCHER:SetDefenseReactivityMedium()
self.DefenseReactivity = 0.15 self.DefenseReactivity = 0.15
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:SetDefenseReactivityHigh() function AI_AIR_DISPATCHER:SetDefenseReactivityHigh()
self.DefenseReactivity = 0.5 self.DefenseReactivity = 0.5
end end
@@ -1867,7 +1867,7 @@ do -- AI_AIR_DISPATCHER
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The squadron name. -- @param #string SquadronName The squadron name.
-- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps. -- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps.
-- @usage -- @usage
@@ -2769,7 +2769,7 @@ do -- AI_AIR_DISPATCHER
-- TODO: Need to model the resources in a squadron. -- TODO: Need to model the resources in a squadron.
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron -- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
function AI_AIR_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size ) function AI_AIR_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
self.Defenders = self.Defenders or {} self.Defenders = self.Defenders or {}
@@ -2782,7 +2782,7 @@ do -- AI_AIR_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } ) self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron -- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
function AI_AIR_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender ) function AI_AIR_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {} self.Defenders = self.Defenders or {}
@@ -2795,7 +2795,7 @@ do -- AI_AIR_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = SquadronResourceCount } ) self:F( { DefenderName = DefenderName, SquadronResourceCount = SquadronResourceCount } )
end end
-- @param #AI_AIR_DISPATCHER self --- @param #AI_AIR_DISPATCHER self
-- @param Wrapper.Group#GROUP Defender -- @param Wrapper.Group#GROUP Defender
-- @return AI.AI_Air_Squadron#AI_AIR_SQUADRON The Squadron. -- @return AI.AI_Air_Squadron#AI_AIR_SQUADRON The Squadron.
function AI_AIR_DISPATCHER:GetSquadronFromDefender( Defender ) function AI_AIR_DISPATCHER:GetSquadronFromDefender( Defender )

View File

@@ -13,8 +13,8 @@
-- @type AI_AIR_ENGAGE --- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR -- @extends AI.AI_Air#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
@@ -351,7 +351,7 @@ function AI_AIR_ENGAGE:onafterAbort( AIGroup, From, Event, To )
end end
-- @param #AI_AIR_ENGAGE self --- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -361,7 +361,7 @@ function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
--self:SetDetectionOff() --self:SetDetectionOff()
end end
-- @param #AI_AIR_ENGAGE self --- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM. -- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -374,7 +374,7 @@ function AI_AIR_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
end end
end end
-- @param #AI_AIR_ENGAGE self --- @param #AI_AIR_ENGAGE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_AIR_ENGAGE:OnEventDead( EventData ) function AI_AIR_ENGAGE:OnEventDead( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )
@@ -387,9 +387,9 @@ function AI_AIR_ENGAGE:OnEventDead( EventData )
end end
-- @param Wrapper.Group#GROUP AIControllable --- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit ) function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
Fsm:T(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName()))) Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then if AIGroup and AIGroup:IsAlive() then
Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit ) Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
@@ -397,14 +397,14 @@ function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
end end
-- @param #AI_AIR_ENGAGE self --- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM. -- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked. -- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked.
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit ) function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:T( { DefenderGroup, From, Event, To, AttackSetUnit } ) self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
local DefenderGroupName = DefenderGroup:GetName() local DefenderGroupName = DefenderGroup:GetName()
@@ -426,13 +426,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
local DefenderCoord = DefenderGroup:GetPointVec3() local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3() local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
if TargetCoord == nil then
self:Return()
return
end
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord ) local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
@@ -441,12 +435,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes! -- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then if TargetDistance <= EngageDistance * 9 then
--self:T(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000)) --self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit ) self:__Engage( 0.1, AttackSetUnit )
else else
--self:T(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000)) --self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {} local EngageRoute = {}
local AttackTasks = {} local AttackTasks = {}
@@ -478,16 +472,16 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
end end
else else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling! -- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:T( DefenderGroupName .. ": No targets found -> Going RTB") self:I( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return() self:Return()
end end
end end
-- @param Wrapper.Group#GROUP AIControllable --- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit ) function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
Fsm:T(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName()))) Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then if AIGroup and AIGroup:IsAlive() then
local delay=Fsm.TaskDelay or 0.1 local delay=Fsm.TaskDelay or 0.1
@@ -496,7 +490,7 @@ function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
end end
-- @param #AI_AIR_ENGAGE self --- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM. -- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -522,7 +516,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local DefenderCoord = DefenderGroup:GetPointVec3() local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude. DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3() local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
if not TargetCoord then if not TargetCoord then
self:Return() self:Return()
return return
@@ -553,12 +547,12 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
if #AttackUnitTasks == 0 then if #AttackUnitTasks == 0 then
self:T( DefenderGroupName .. ": No valid targets found -> Going RTB") self:I( DefenderGroupName .. ": No valid targets found -> Going RTB")
self:Return() self:Return()
return return
else else
local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance)) local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
self:T(text) self:I(text)
DefenderGroup:OptionROEOpenFire() DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire() DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat() DefenderGroup:OptionKeepWeaponsOnThreat()
@@ -575,13 +569,13 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
end end
else else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling! -- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:T( DefenderGroupName .. ": No targets found -> returning.") self:I( DefenderGroupName .. ": No targets found -> returning.")
self:Return() self:Return()
return return
end end
end end
-- @param Wrapper.Group#GROUP AIEngage --- @param Wrapper.Group#GROUP AIEngage
function AI_AIR_ENGAGE.Resume( AIEngage, Fsm ) function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
AIEngage:F( { "Resume:", AIEngage:GetName() } ) AIEngage:F( { "Resume:", AIEngage:GetName() } )

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Air_Patrol -- @module AI.AI_Air_Patrol
-- @image AI_Air_To_Ground_Patrol.JPG -- @image AI_Air_To_Ground_Patrol.JPG
-- @type AI_AIR_PATROL --- @type AI_AIR_PATROL
-- @extends AI.AI_Air#AI_AIR -- @extends AI.AI_Air#AI_AIR
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} --- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}

View File

@@ -13,7 +13,7 @@
-- @type AI_AIR_SQUADRON --- @type AI_AIR_SQUADRON
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -38,7 +38,7 @@ AI_AIR_SQUADRON = {
-- @return #AI_AIR_SQUADRON -- @return #AI_AIR_SQUADRON
function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount ) function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
self:T( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } ) self:I( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON

View File

@@ -408,7 +408,7 @@ function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To )
self:SetDetectionDeactivated() -- When not engaging, set the detection off. self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end end
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable --- @param Wrapper.Controllable#CONTROLLABLE AIControllable
function _NewEngageRoute( AIControllable ) function _NewEngageRoute( AIControllable )
AIControllable:T( "NewEngageRoute" ) AIControllable:T( "NewEngageRoute" )
@@ -417,7 +417,7 @@ function _NewEngageRoute( AIControllable )
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -429,7 +429,7 @@ function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
end end
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -478,7 +478,7 @@ function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -488,7 +488,7 @@ function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 ) self:__Route( 1 )
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -612,7 +612,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -623,7 +623,7 @@ function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -637,7 +637,7 @@ function AI_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end end
-- @param #AI_BAI_ZONE self --- @param #AI_BAI_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_BAI_ZONE:OnEventDead( EventData ) function AI_BAI_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )

View File

@@ -27,7 +27,7 @@
-- @module AI.AI_Balancer -- @module AI.AI_Balancer
-- @image AI_Balancing.JPG -- @image AI_Balancing.JPG
-- @type AI_BALANCER --- @type AI_BALANCER
-- @field Core.Set#SET_CLIENT SetClient -- @field Core.Set#SET_CLIENT SetClient
-- @field Core.Spawn#SPAWN SpawnAI -- @field Core.Spawn#SPAWN SpawnAI
-- @field Wrapper.Group#GROUP Test -- @field Wrapper.Group#GROUP Test

View File

@@ -31,7 +31,7 @@
-- @module AI.AI_CAP -- @module AI.AI_CAP
-- @image AI_Combat_Air_Patrol.JPG -- @image AI_Combat_Air_Patrol.JPG
-- @type AI_CAP_ZONE --- @type AI_CAP_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling. -- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed. -- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE -- @extends AI.AI_Patrol#AI_PATROL_ZONE
@@ -344,7 +344,7 @@ function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
end end
-- @param AI.AI_CAP#AI_CAP_ZONE --- @param AI.AI_CAP#AI_CAP_ZONE
-- @param Wrapper.Group#GROUP EngageGroup -- @param Wrapper.Group#GROUP EngageGroup
function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm ) function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
@@ -355,7 +355,7 @@ function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
end end
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -367,7 +367,7 @@ function AI_CAP_ZONE:onbeforeEngage( Controllable, From, Event, To )
end end
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -395,7 +395,7 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
end end
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -405,7 +405,7 @@ function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 ) self:__Route( 1 )
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -505,7 +505,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
end end
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -515,7 +515,7 @@ function AI_CAP_ZONE:onafterAccomplish( Controllable, From, Event, To )
self:SetDetectionOff() self:SetDetectionOff()
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -528,7 +528,7 @@ function AI_CAP_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end end
end end
-- @param #AI_CAP_ZONE self --- @param #AI_CAP_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_CAP_ZONE:OnEventDead( EventData ) function AI_CAP_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )

View File

@@ -363,7 +363,7 @@ function AI_CAS_ZONE:onafterStart( Controllable, From, Event, To )
self:SetDetectionDeactivated() -- When not engaging, set the detection off. self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end end
-- @param AI.AI_CAS#AI_CAS_ZONE --- @param AI.AI_CAS#AI_CAS_ZONE
-- @param Wrapper.Group#GROUP EngageGroup -- @param Wrapper.Group#GROUP EngageGroup
function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm ) function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm )
@@ -375,7 +375,7 @@ function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm )
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -387,7 +387,7 @@ function AI_CAS_ZONE:onbeforeEngage( Controllable, From, Event, To )
end end
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -420,7 +420,7 @@ function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -430,7 +430,7 @@ function AI_CAS_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 ) self:__Route( 1 )
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -530,7 +530,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -541,7 +541,7 @@ function AI_CAS_ZONE:onafterAccomplish( Controllable, From, Event, To )
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM. -- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
@@ -555,7 +555,7 @@ function AI_CAS_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end end
-- @param #AI_CAS_ZONE self --- @param #AI_CAS_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_CAS_ZONE:OnEventDead( EventData ) function AI_CAS_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo -- @module AI.AI_Cargo
-- @image Cargo.JPG -- @image Cargo.JPG
-- @type AI_CARGO --- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
@@ -547,7 +547,7 @@ function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit,
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
local IsEmpty = CarrierUnit:IsCargoEmpty() local IsEmpty = CarrierUnit:IsCargoEmpty()
self:T({ IsEmpty = IsEmpty }) self:I({ IsEmpty = IsEmpty })
if not IsEmpty then if not IsEmpty then
AllUnloaded = false AllUnloaded = false
break break

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_APC -- @module AI.AI_Cargo_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG -- @image AI_Cargo_Dispatching_For_APC.JPG
-- @type AI_CARGO_APC --- @type AI_CARGO_APC
-- @extends AI.AI_Cargo#AI_CARGO -- @extends AI.AI_Cargo#AI_CARGO

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Airplane -- @module AI.AI_Cargo_Airplane
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG -- @image AI_Cargo_Dispatching_For_Airplanes.JPG
-- @type AI_CARGO_AIRPLANE --- @type AI_CARGO_AIRPLANE
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE

View File

@@ -116,7 +116,7 @@
-- @image AI_Cargo_Dispatcher.JPG -- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_DISPATCHER --- @type AI_CARGO_DISPATCHER
-- @field Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo. -- @field Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo.
-- @field Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects. -- @field Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
-- @field Core.Zone#SET_ZONE PickupZoneSet The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere. -- @field Core.Zone#SET_ZONE PickupZoneSet The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.
@@ -1161,7 +1161,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
else else
local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.", local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.",
tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName())) tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName()))
self:T(text) self:I(text)
end end
end end
end end

View File

@@ -30,7 +30,7 @@
-- @module AI.AI_Cargo_Dispatcher_APC -- @module AI.AI_Cargo_Dispatcher_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG -- @image AI_Cargo_Dispatching_For_APC.JPG
-- @type AI_CARGO_DISPATCHER_APC --- @type AI_CARGO_DISPATCHER_APC
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER -- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER

View File

@@ -24,7 +24,7 @@
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG -- @image AI_Cargo_Dispatching_For_Airplanes.JPG
-- @type AI_CARGO_DISPATCHER_AIRPLANE --- @type AI_CARGO_DISPATCHER_AIRPLANE
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER -- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER

View File

@@ -25,7 +25,7 @@
-- @module AI.AI_Cargo_Dispatcher_Helicopter -- @module AI.AI_Cargo_Dispatcher_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG -- @image AI_Cargo_Dispatching_For_Helicopters.JPG
-- @type AI_CARGO_DISPATCHER_HELICOPTER --- @type AI_CARGO_DISPATCHER_HELICOPTER
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER -- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER

View File

@@ -23,7 +23,7 @@
-- @module AI.AI_Cargo_Dispatcher_Ship -- @module AI.AI_Cargo_Dispatcher_Ship
-- @image AI_Cargo_Dispatcher.JPG -- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_DISPATCHER_SHIP --- @type AI_CARGO_DISPATCHER_SHIP
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER -- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
@@ -160,7 +160,7 @@ AI_CARGO_DISPATCHER_SHIP = {
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart() -- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart() -- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- NEED MORE THOUGHT - ShippingLane is part of Warehouse....... -- NEED MORE THOUGHT - ShippingLane is part of Warehouse.......
-- local ShippingLane = SET_GROUP:New():FilterPrefixes( "ShippingLane" ):FilterOnce():GetSetObjects() -- local ShippingLane = GROUP:New():FilterPrefixes( "ShippingLane" ):FilterStart()
-- --
-- AICargoDispatcherShip = AI_CARGO_DISPATCHER_SHIP:New( SetShip, SetCargoInfantry, SetPickupZones, SetDeployZones, ShippingLane ) -- AICargoDispatcherShip = AI_CARGO_DISPATCHER_SHIP:New( SetShip, SetCargoInfantry, SetPickupZones, SetDeployZones, ShippingLane )
-- AICargoDispatcherShip:Start() -- AICargoDispatcherShip:Start()

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Helicopter -- @module AI.AI_Cargo_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG -- @image AI_Cargo_Dispatching_For_Helicopters.JPG
-- @type AI_CARGO_HELICOPTER --- @type AI_CARGO_HELICOPTER
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
@@ -287,7 +287,7 @@ function AI_CARGO_HELICOPTER:SetLandingSpeedAndHeight(speed, height)
return self return self
end end
-- @param #AI_CARGO_HELICOPTER self --- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter -- @param Wrapper.Group#GROUP Helicopter
-- @param From -- @param From
-- @param Event -- @param Event
@@ -326,7 +326,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
end end
-- @param #AI_CARGO_HELICOPTER self --- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter -- @param Wrapper.Group#GROUP Helicopter
-- @param From -- @param From
-- @param Event -- @param Event
@@ -409,7 +409,7 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
end end
-- @param #AI_CARGO_HELICOPTER self --- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter -- @param Wrapper.Group#GROUP Helicopter
-- @param From -- @param From
-- @param Event -- @param Event

View File

@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Ship -- @module AI.AI_Cargo_Ship
-- @image AI_Cargo_Dispatcher.JPG -- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_SHIP --- @type AI_CARGO_SHIP
-- @extends AI.AI_Cargo#AI_CARGO -- @extends AI.AI_Cargo#AI_CARGO
--- Brings a dynamic cargo handling capability for an AI naval group. --- Brings a dynamic cargo handling capability for an AI naval group.

View File

@@ -556,7 +556,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
if MenuFormation then if MenuFormation then
local Arguments = MenuFormation.Arguments local Arguments = MenuFormation.Arguments
--self:T({Arguments=unpack(Arguments)}) --self:I({Arguments=unpack(Arguments)})
local FlightMenuFormation = MENU_GROUP:New( self.PlayerGroup, "Formation", self.MainMenu ) local FlightMenuFormation = MENU_GROUP:New( self.PlayerGroup, "Formation", self.MainMenu )
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation, local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
function ( self, Formation, ... ) function ( self, Formation, ... )

View File

@@ -15,7 +15,7 @@
-- @image MOOSE.JPG -- @image MOOSE.JPG
-- @type AI_ESCORT_DISPATCHER --- @type AI_ESCORT_DISPATCHER
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@@ -33,7 +33,7 @@ AI_ESCORT_DISPATCHER = {
ClassName = "AI_ESCORT_DISPATCHER", ClassName = "AI_ESCORT_DISPATCHER",
} }
-- @field #list --- @field #list
AI_ESCORT_DISPATCHER.AI_Escorts = {} AI_ESCORT_DISPATCHER.AI_Escorts = {}
@@ -102,7 +102,7 @@ function AI_ESCORT_DISPATCHER:onafterStart( From, Event, To )
end end
-- @param #AI_ESCORT_DISPATCHER self --- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventExit( EventData ) function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
@@ -110,11 +110,11 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
local PlayerGroup = EventData.IniGroup local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit local PlayerUnit = EventData.IniUnit
self:T({EscortAirbase= self.EscortAirbase } ) self:I({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } ) self:I({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup}) self:I({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()}) self:I({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )}) self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then if self.CarrierSet:FindGroup( PlayerGroupName ) then
if self.AI_Escorts[PlayerGroupName] then if self.AI_Escorts[PlayerGroupName] then
@@ -125,7 +125,7 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
end end
-- @param #AI_ESCORT_DISPATCHER self --- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventBirth( EventData ) function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
@@ -133,17 +133,17 @@ function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
local PlayerGroup = EventData.IniGroup local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit local PlayerUnit = EventData.IniUnit
self:T({EscortAirbase= self.EscortAirbase } ) self:I({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } ) self:I({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup}) self:I({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()}) self:I({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )}) self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then if self.CarrierSet:FindGroup( PlayerGroupName ) then
if not self.AI_Escorts[PlayerGroupName] then if not self.AI_Escorts[PlayerGroupName] then
local LeaderUnit = PlayerUnit local LeaderUnit = PlayerUnit
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot ) local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
self:T({EscortGroup = EscortGroup}) self:I({EscortGroup = EscortGroup})
self:ScheduleOnce( 1, self:ScheduleOnce( 1,
function( EscortGroup ) function( EscortGroup )

View File

@@ -15,7 +15,7 @@
-- @image MOOSE.JPG -- @image MOOSE.JPG
-- @type AI_ESCORT_DISPATCHER_REQUEST --- @type AI_ESCORT_DISPATCHER_REQUEST
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@@ -33,7 +33,7 @@ AI_ESCORT_DISPATCHER_REQUEST = {
ClassName = "AI_ESCORT_DISPATCHER_REQUEST", ClassName = "AI_ESCORT_DISPATCHER_REQUEST",
} }
-- @field #list --- @field #list
AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {} AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {}
@@ -80,7 +80,7 @@ function AI_ESCORT_DISPATCHER_REQUEST:onafterStart( From, Event, To )
end end
-- @param #AI_ESCORT_DISPATCHER_REQUEST self --- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData ) function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
@@ -97,7 +97,7 @@ function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
end end
-- @param #AI_ESCORT_DISPATCHER_REQUEST self --- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER_REQUEST:OnEventBirth( EventData ) function AI_ESCORT_DISPATCHER_REQUEST:OnEventBirth( EventData )

View File

@@ -136,12 +136,12 @@
-- --
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint. -- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission. -- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Authors: **FlightControl** -- ### Authors: **FlightControl**
@@ -153,7 +153,7 @@
-- @type AI_ESCORT_REQUEST --- @type AI_ESCORT_REQUEST
-- @extends AI.AI_Escort#AI_ESCORT -- @extends AI.AI_Escort#AI_ESCORT
--- AI_ESCORT_REQUEST class --- AI_ESCORT_REQUEST class
@@ -228,7 +228,7 @@ function AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, EscortAirbase, EscortNa
return self return self
end end
-- @param #AI_ESCORT_REQUEST self --- @param #AI_ESCORT_REQUEST self
function AI_ESCORT_REQUEST:SpawnEscort() function AI_ESCORT_REQUEST:SpawnEscort()
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot ) local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
@@ -253,7 +253,7 @@ function AI_ESCORT_REQUEST:SpawnEscort()
self:_InitEscortMenus( EscortGroup ) self:_InitEscortMenus( EscortGroup )
self:_InitEscortRoute( EscortGroup ) self:_InitEscortRoute( EscortGroup )
-- @param #AI_ESCORT self --- @param #AI_ESCORT self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function EscortGroup:OnEventDeadOrCrash( EventData ) function EscortGroup:OnEventDeadOrCrash( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )
@@ -268,7 +268,7 @@ function AI_ESCORT_REQUEST:SpawnEscort()
end end
-- @param #AI_ESCORT_REQUEST self --- @param #AI_ESCORT_REQUEST self
-- @param Core.Set#SET_GROUP EscortGroupSet -- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet ) function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
@@ -290,14 +290,14 @@ function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
end end
-- @param #AI_ESCORT_REQUEST self --- @param #AI_ESCORT_REQUEST self
-- @param Core.Set#SET_GROUP EscortGroupSet -- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet ) function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
self:F() self:F()
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
EscortGroup:WayPointInitialize() EscortGroup:WayPointInitialize()

View File

@@ -34,8 +34,8 @@
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class. -- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance. -- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported. -- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup. -- @field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup. -- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates. -- @field #number dtFollow Time step between position updates.
@@ -92,12 +92,12 @@
-- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" ) -- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 ) -- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
-- LargeFormation:__Start( 1 ) -- LargeFormation:__Start( 1 )
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_FORMATION -- @field #AI_FORMATION
AI_FORMATION = { AI_FORMATION = {
ClassName = "AI_FORMATION", ClassName = "AI_FORMATION",
@@ -117,7 +117,7 @@ AI_FORMATION = {
AI_FORMATION.__Enum = {} AI_FORMATION.__Enum = {}
-- @type AI_FORMATION.__Enum.Formation --- @type AI_FORMATION.__Enum.Formation
-- @field #number None -- @field #number None
-- @field #number Line -- @field #number Line
-- @field #number Trail -- @field #number Trail
@@ -142,7 +142,7 @@ AI_FORMATION.__Enum.Formation = {
Box = 10, Box = 10,
} }
-- @type AI_FORMATION.__Enum.Mode --- @type AI_FORMATION.__Enum.Mode
-- @field #number Mission -- @field #number Mission
-- @field #number Formation -- @field #number Formation
AI_FORMATION.__Enum.Mode = { AI_FORMATION.__Enum.Mode = {
@@ -152,13 +152,13 @@ AI_FORMATION.__Enum.Mode = {
Reconnaissance = "R", Reconnaissance = "R",
} }
-- @type AI_FORMATION.__Enum.ReportType --- @type AI_FORMATION.__Enum.ReportType
-- @field #number All -- @field #number All
-- @field #number Airborne -- @field #number Airborne
-- @field #number GroundRadar -- @field #number GroundRadar
-- @field #number Ground -- @field #number Ground
AI_FORMATION.__Enum.ReportType = { AI_FORMATION.__Enum.ReportType = {
All = "*", Airborne = "*",
Airborne = "A", Airborne = "A",
GroundRadar = "R", GroundRadar = "R",
Ground = "G", Ground = "G",
@@ -996,7 +996,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
@@ -1020,7 +1020,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
@@ -1044,7 +1044,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
@@ -1222,7 +1222,7 @@ function AI_FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
local CVI = { local CVI = {
x = CV2.x + CS * 10 * math.sin(Ca), x = CV2.x + CS * 10 * math.sin(Ca),
y = GH2.y + Inclination, -- + FollowFormation.y, y = GH2.y + Inclination, -- + FollowFormation.y,
--y = GH2.y, y = GH2.y,
z = CV2.z + CS * 10 * math.cos(Ca), z = CV2.z + CS * 10 * math.cos(Ca),
} }

View File

@@ -652,15 +652,15 @@ function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable+ --- @param Wrapper.Controllable#CONTROLLABLE Controllable
function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To ) function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To )
return self.DetectOn and self.DetectActivated return self.DetectOn and self.DetectActivated
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable --- @param Wrapper.Controllable#CONTROLLABLE Controllable
function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To ) function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
local Detected = false local Detected = false
@@ -705,7 +705,7 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
end end
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable --- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This static method is called from the route path within the last task at the last waypoint of the Controllable. -- This static method is called from the route path within the last task at the last waypoint of the Controllable.
-- Note that this method is required, as triggers the next route when patrolling for the Controllable. -- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable ) function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
@@ -822,13 +822,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onbeforeStatus() function AI_PATROL_ZONE:onbeforeStatus()
return self.CheckStatus return self.CheckStatus
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterStatus() function AI_PATROL_ZONE:onafterStatus()
self:F2() self:F2()
@@ -838,7 +838,7 @@ function AI_PATROL_ZONE:onafterStatus()
local Fuel = self.Controllable:GetFuelMin() local Fuel = self.Controllable:GetFuelMin()
if Fuel < self.PatrolFuelThresholdPercentage then if Fuel < self.PatrolFuelThresholdPercentage then
self:T( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" ) self:I( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
local OldAIControllable = self.Controllable local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed ) local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
@@ -852,7 +852,7 @@ function AI_PATROL_ZONE:onafterStatus()
-- TODO: Check GROUP damage function. -- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife() local Damage = self.Controllable:GetLife()
if Damage <= self.PatrolDamageThreshold then if Damage <= self.PatrolDamageThreshold then
self:T( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" ) self:I( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
RTB = true RTB = true
end end
@@ -864,7 +864,7 @@ function AI_PATROL_ZONE:onafterStatus()
end end
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterRTB() function AI_PATROL_ZONE:onafterRTB()
self:F2() self:F2()
@@ -903,13 +903,13 @@ function AI_PATROL_ZONE:onafterRTB()
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterDead() function AI_PATROL_ZONE:onafterDead()
self:SetDetectionOff() self:SetDetectionOff()
self:SetStatusOff() self:SetStatusOff()
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnCrash( EventData ) function AI_PATROL_ZONE:OnCrash( EventData )
@@ -920,7 +920,7 @@ function AI_PATROL_ZONE:OnCrash( EventData )
end end
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnEjection( EventData ) function AI_PATROL_ZONE:OnEjection( EventData )
@@ -929,7 +929,7 @@ function AI_PATROL_ZONE:OnEjection( EventData )
end end
end end
-- @param #AI_PATROL_ZONE self --- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnPilotDead( EventData ) function AI_PATROL_ZONE:OnPilotDead( EventData )

View File

@@ -274,7 +274,7 @@ do -- ACT_ACCOUNT_DEADS
--- DCS Events --- DCS Events
-- @param #ACT_ACCOUNT_DEADS self --- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:OnEventHit( EventData ) function ACT_ACCOUNT_DEADS:OnEventHit( EventData )
self:T( { "EventDead", EventData } ) self:T( { "EventDead", EventData } )
@@ -285,7 +285,7 @@ do -- ACT_ACCOUNT_DEADS
end end
end end
-- @param #ACT_ACCOUNT_DEADS self --- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData ) function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
self:T( { "EventDead", EventData } ) self:T( { "EventDead", EventData } )
@@ -297,7 +297,7 @@ do -- ACT_ACCOUNT_DEADS
--- DCS Events --- DCS Events
-- @param #ACT_ACCOUNT_DEADS self --- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData ) function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData )
self:T( { "EventDead", EventData } ) self:T( { "EventDead", EventData } )

View File

@@ -200,7 +200,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To ) function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To )
self.TargetSetUnit:ForEachUnit( self.TargetSetUnit:ForEachUnit(
-- @param Wrapper.Unit#UNIT SmokeUnit --- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit ) function( SmokeUnit )
if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then
SCHEDULER:New( self, SCHEDULER:New( self,

View File

@@ -78,7 +78,7 @@ do -- CARGO_CRATE
return self return self
end end
-- @param #CARGO_CRATE self --- @param #CARGO_CRATE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function CARGO_CRATE:OnEventCargoDead( EventData ) function CARGO_CRATE:OnEventCargoDead( EventData )

View File

@@ -598,7 +598,7 @@ do -- CARGO_GROUP
end end
--- Get the underlying GROUP object from the CARGO_GROUP. --- Get the amount of cargo units in the group.
-- @param #CARGO_GROUP self -- @param #CARGO_GROUP self
-- @return #CARGO_GROUP -- @return #CARGO_GROUP
function CARGO_GROUP:GetGroup( Cargo ) function CARGO_GROUP:GetGroup( Cargo )

View File

@@ -72,7 +72,7 @@ do -- CARGO_SLINGLOAD
end end
-- @param #CARGO_SLINGLOAD self --- @param #CARGO_SLINGLOAD self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function CARGO_SLINGLOAD:OnEventCargoDead( EventData ) function CARGO_SLINGLOAD:OnEventCargoDead( EventData )

View File

@@ -1144,28 +1144,6 @@ function BASE:TraceClassMethod( Class, Method )
self:I( "Tracing method " .. Method .. " of class " .. Class ) self:I( "Tracing method " .. Method .. " of class " .. Class )
end end
--- (Internal) Serialize arguments
-- @param #BASE self
-- @param #table Arguments
-- @return #string Text
function BASE:_Serialize(Arguments)
local text = UTILS.PrintTableToLog({Arguments}, 0, true)
text = string.gsub(text,"(\n+)","")
text = string.gsub(text,"%(%(","%(")
text = string.gsub(text,"%)%)","%)")
text = string.gsub(text,"(%s+)"," ")
return text
end
----- (Internal) Serialize arguments
---- @param #BASE self
---- @param #table Arguments
---- @return #string Text
--function BASE:_Serialize(Arguments)
-- local text=UTILS.BasicSerialize(Arguments)
-- return text
--end
--- Trace a function call. This function is private. --- Trace a function call. This function is private.
-- @param #BASE self -- @param #BASE self
-- @param Arguments A #table or any field. -- @param Arguments A #table or any field.
@@ -1190,7 +1168,7 @@ function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, BASE:_Serialize(Arguments) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
end end
end end
end end
@@ -1264,7 +1242,7 @@ function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline LineFrom = DebugInfoFrom.currentline
end end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, BASE:_Serialize(Arguments) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
end end
end end
end end
@@ -1336,7 +1314,7 @@ function BASE:E( Arguments )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
else else
env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, BASE:_Serialize(Arguments) ) ) env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
end end
end end
@@ -1363,8 +1341,39 @@ function BASE:I( Arguments )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) ) env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
else else
env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, BASE:_Serialize(Arguments)) ) env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, UTILS.BasicSerialize( Arguments ) ) )
end end
end end
--- old stuff
-- function BASE:_Destructor()
-- --self:E("_Destructor")
--
-- --self:EventRemoveAll()
-- end
-- THIS IS WHY WE NEED LUA 5.2 ...
-- function BASE:_SetDestructor()
--
-- -- TODO: Okay, this is really technical...
-- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- -- Therefore, I am parking this logic until I've properly discussed all this with the community.
--
-- local proxy = newproxy(true)
-- local proxyMeta = getmetatable(proxy)
--
-- proxyMeta.__gc = function ()
-- env.info("In __gc for " .. self:GetClassNameAndID() )
-- if self._Destructor then
-- self:_Destructor()
-- end
-- end
--
-- -- keep the userdata from newproxy reachable until the object
-- -- table is about to be garbage-collected - then the __gc hook
-- -- will be invoked and the destructor called
-- rawset( self, '__proxy', proxy )
--
-- end

View File

@@ -8,10 +8,6 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Beacon)
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky -- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
-- --
-- @module Core.Beacon -- @module Core.Beacon
@@ -38,13 +34,11 @@
-- @type BEACON -- @type BEACON
-- @field #string ClassName Name of the class "BEACON". -- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{Wrapper.Controllable#CONTROLLABLE} that will receive radio capabilities. -- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{Wrapper.Controllable#CONTROLLABLE} that will receive radio capabilities.
-- @field #number UniqueName Counter to make the unique naming work.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
BEACON = { BEACON = {
ClassName = "BEACON", ClassName = "BEACON",
Positionable = nil, Positionable = nil,
name = nil, name = nil,
UniqueName = 0,
} }
--- Beacon types supported by DCS. --- Beacon types supported by DCS.
@@ -292,7 +286,6 @@ end
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon -- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration) function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration}) self:F({TACANChannel, Message, Bearing, BeaconDuration})
self:E("This method is DEPRECATED! Please use ActivateTACAN() instead.")
local IsValid = true local IsValid = true
@@ -386,9 +379,7 @@ end
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration) function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
self:F({FileName, Frequency, Modulation, Power, BeaconDuration}) self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false local IsValid = false
Modulation = Modulation or radio.modulation.AM
-- Check the filename -- Check the filename
if type(FileName) == "string" then if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then if FileName:find(".ogg") or FileName:find(".wav") then
@@ -399,7 +390,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
end end
end end
if not IsValid then if not IsValid then
self:E({"File name invalid. Maybe something wrong with the extension? ", FileName}) self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
end end
-- Check the Frequency -- Check the Frequency
@@ -425,9 +416,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
if IsValid then if IsValid then
self:T2({"Activating Beacon on ", Frequency, Modulation}) self:T2({"Activating Beacon on ", Frequency, Modulation})
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID -- Note that this is looped. I have to give this transmission a unique name, I use the class ID
BEACON.UniqueName = BEACON.UniqueName + 1 trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
self.BeaconName = "MooseBeacon"..tostring(BEACON.UniqueName)
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, self.BeaconName)
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil, SCHEDULER:New( nil,
@@ -435,8 +424,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
self:StopRadioBeacon() self:StopRadioBeacon()
end, {}, BeaconDuration) end, {}, BeaconDuration)
end end
end end
return self
end end
--- Stops the Radio Beacon --- Stops the Radio Beacon
@@ -445,7 +433,7 @@ end
function BEACON:StopRadioBeacon() function BEACON:StopRadioBeacon()
self:F() self:F()
-- The unique name of the transmission is the class ID -- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission(self.BeaconName) trigger.action.stopRadioTransmission(tostring(self.ID))
return self return self
end end

View File

@@ -1,920 +0,0 @@
--- **Core** - Client Menu Management.
--
-- **Main Features:**
--
-- * For complex, non-static menu structures
-- * Lightweigt implementation as alternative to MENU
-- * Separation of menu tree creation from menu on the clients's side
-- * Works with a SET_CLIENT set of clients
-- * Allow manipulation of the shadow tree in various ways
-- * Push to all or only one client
-- * Change entries' menu text
-- * Option to make an entry usable once only across all clients
-- * Auto appends GROUP and CLIENT objects to menu calls
--
-- ===
--
-- ### Author: **applevangelist**
--
-- ===
--
-- @module Core.ClientMenu
-- @image Core_Menu.JPG
-- last change: May 2024
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENU
--
----------------------------------------------------------------------------------------------------------------
---
-- @type CLIENTMENU
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field #string groupname Group name
-- @field #table path
-- @field #table parentpath
-- @field #CLIENTMENU Parent
-- @field Wrapper.Client#CLIENT client
-- @field #number GroupID Group ID
-- @field #number ID Entry ID
-- @field Wrapper.Group#GROUP group
-- @field #string UUID Unique ID based on path+name
-- @field #string Function
-- @field #table Functionargs
-- @field #table Children
-- @field #boolean Once
-- @field #boolean Generic
-- @field #boolean debug
-- @field #CLIENTMENUMANAGER Controller
-- @field #active boolean
-- @extends Core.Base#BASE
---
-- @field #CLIENTMENU
CLIENTMENU = {
ClassName = "CLIENTMENUE",
lid = "",
version = "0.1.2",
name = nil,
path = nil,
group = nil,
client = nil,
GroupID = nil,
Children = {},
Once = false,
Generic = false,
debug = false,
Controller = nil,
groupname = nil,
active = false,
}
---
-- @field #CLIENTMENU_ID
CLIENTMENU_ID = 0
--- Create an new CLIENTMENU object.
-- @param #CLIENTMENU self
-- @param Wrapper.Client#CLIENT Client The client for whom this entry is. Leave as nil for a generic entry.
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated
-- @return #CLIENTMENU self
function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENU
CLIENTMENU_ID = CLIENTMENU_ID + 1
self.ID = CLIENTMENU_ID
if Client then
self.group = Client:GetGroup()
self.client = Client
self.GroupID = self.group:GetID()
self.groupname = self.group:GetName() or "Unknown Groupname"
else
self.Generic = true
end
self.name = Text or "unknown entry"
if Parent then
if Parent:IsInstanceOf("MENU_BASE") then
self.parentpath = Parent.MenuPath
else
self.parentpath = Parent:GetPath()
Parent:AddChild(self)
end
end
self.Parent = Parent
self.Function = Function
self.Functionargs = arg or {}
table.insert(self.Functionargs,self.group)
table.insert(self.Functionargs,self.client)
if self.Functionargs and self.debug then
self:T({"Functionargs",self.Functionargs})
end
if not self.Generic and self.active == false then
if Function ~= nil then
local ErrorHandler = function( errmsg )
env.info( "MOOSE Error in CLIENTMENU COMMAND function: " .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
self.CallHandler = function()
local function MenuFunction()
return self.Function( unpack( self.Functionargs ) )
end
local Status, Result = xpcall( MenuFunction, ErrorHandler)
if self.Once == true then
self:Clear()
end
end
self.path = missionCommands.addCommandForGroup(self.GroupID,Text,self.parentpath, self.CallHandler)
self.active = true
else
self.path = missionCommands.addSubMenuForGroup(self.GroupID,Text,self.parentpath)
self.active = true
end
else
if self.parentpath then
self.path = UTILS.DeepCopy(self.parentpath)
else
self.path = {}
end
self.path[#self.path+1] = Text
end
self.UUID = table.concat(self.path,";")
self:T({self.UUID})
self.Once = false
-- Log id.
self.lid=string.format("CLIENTMENU %s | %s | ", self.ID, self.name)
self:T(self.lid.."Created")
return self
end
--- Create a UUID
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Parent The parent object if any
-- @param #string Text The menu entry text
-- @return #string UUID
function CLIENTMENU:CreateUUID(Parent,Text)
local path = {}
if Parent and Parent.path then
path = Parent.path
end
path[#path+1] = Text
local UUID = table.concat(path,";")
return UUID
end
--- Set the CLIENTMENUMANAGER for this entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENUMANAGER Controller The controlling object.
-- @return #CLIENTMENU self
function CLIENTMENU:SetController(Controller)
self.Controller = Controller
return self
end
--- The entry will be deleted after being used used - for menu entries with functions only.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:SetOnce()
self:T(self.lid.."SetOnce")
self.Once = true
return self
end
--- Remove the entry from the F10 menu.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveF10()
self:T(self.lid.."RemoveF10")
if self.GroupID then
--self:I(self.lid.."Removing "..table.concat(self.path,";"))
local function RemoveFunction()
return missionCommands.removeItemForGroup(self.GroupID , self.path )
end
local status, err = pcall(RemoveFunction)
if not status then
self:I(string.format("**** Error Removing Menu Entry %s for %s!",tostring(self.name),self.groupname))
end
self.active = false
end
return self
end
--- Get the menu path table.
-- @param #CLIENTMENU self
-- @return #table Path
function CLIENTMENU:GetPath()
self:T(self.lid.."GetPath")
return self.path
end
--- Get the UUID.
-- @param #CLIENTMENU self
-- @return #string UUID
function CLIENTMENU:GetUUID()
self:T(self.lid.."GetUUID")
return self.UUID
end
--- Link a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to link as a child.
-- @return #CLIENTMENU self
function CLIENTMENU:AddChild(Child)
self:T(self.lid.."AddChild "..Child.ID)
table.insert(self.Children,Child.ID,Child)
return self
end
--- Remove a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to remove from the children.
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveChild(Child)
self:T(self.lid.."RemoveChild "..Child.ID)
table.remove(self.Children,Child.ID)
return self
end
--- Remove all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveSubEntries()
self:T(self.lid.."RemoveSubEntries")
self:T({self.Children})
for _id,_entry in pairs(self.Children) do
self:T("Removing ".._id)
if _entry then
_entry:RemoveSubEntries()
_entry:RemoveF10()
if _entry.Parent then
_entry.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(_entry.ID)
--end
--_entry = nil
end
end
return self
end
--- Remove this entry and all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:Clear()
self:T(self.lid.."Clear")
for _id,_entry in pairs(self.Children) do
if _entry then
_entry:RemoveSubEntries()
_entry = nil
end
end
self:RemoveF10()
if self.Parent then
self.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(self.ID)
--end
return self
end
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENUMANAGER
--
----------------------------------------------------------------------------------------------------------------
--- Class CLIENTMENUMANAGER
-- @type CLIENTMENUMANAGER
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field Core.Set#SET_CLIENT clientset The set of clients this menu manager is for
-- @field #table flattree
-- @field #table rootentries
-- @field #table menutree
-- @field #number entrycount
-- @field #boolean debug
-- @field #table PlayerMenu
-- @field #number Coalition
-- @extends Core.Base#BASE
--- *As a child my family's menu consisted of two choices: take it, or leave it.*
--
-- ===
--
-- ## CLIENTMENU and CLIENTMENUMANAGER
--
-- Manage menu structures for a SET_CLIENT of clients.
--
-- ## Concept
--
-- Separate creation of a menu tree structure from pushing it to each client. Create a shadow "reference" menu structure tree for your client pilot's in a mission.
-- This can then be propagated to all clients. Manipulate the entries in the structure with removing, clearing or changing single entries, create replacement sub-structures
-- for entries etc, push to one or all clients.
--
-- Many functions can either change the tree for one client or for all clients.
--
-- ## Conceptual remarks
--
-- There's a couple of things to fully understand:
--
-- 1) **CLIENTMENUMANAGER** manages a set of entries from **CLIENTMENU**, it's main purpose is to administer the *shadow menu tree*, ie. a menu structure which is not
-- (yet) visible to any client
-- 2) The entries are **CLIENTMENU** objects, which are linked in a tree form. There's two ways to create them:
-- A) in the manager with ":NewEntry()" which initially
-- adds it to the shadow menu **only**
-- B) stand-alone directly as `CLIENTMENU:NewEntry()` - here it depends on whether or not you gave a CLIENT object if the entry is created as generic entry or pushed
-- a **specific** client. **Be aware** though that the entries are not managed by the CLIENTMANAGER before the next step!
-- A generic entry can be added to the manager (and the shadow tree) with `:AddEntry()` - this will also push it to all clients(!) if no client is given, or a specific client only.
-- 3) Pushing only works for alive clients.
-- 4) Live and shadow tree entries are managed via the CLIENTMENUMANAGER object.
-- 5) `Propagate()`refreshes the menu tree for all, or a single client.
--
-- ## Create a base reference tree and send to all clients
--
-- local clientset = SET_CLIENT:New():FilterStart()
--
-- local menumgr = CLIENTMENUMANAGER:New(clientset,"Dayshift")
-- local mymenu = menumgr:NewEntry("Top")
-- local mymenu_lv1a = menumgr:NewEntry("Level 1 a",mymenu)
-- local mymenu_lv1b = menumgr:NewEntry("Level 1 b",mymenu)
-- -- next one is a command menu entry, which can only be used once
-- local mymenu_lv1c = menumgr:NewEntry("Action Level 1 c",mymenu, testfunction, "testtext"):SetOnce()
--
-- local mymenu_lv2a = menumgr:NewEntry("Go here",mymenu_lv1a)
-- local mymenu_lv2b = menumgr:NewEntry("Level 2 ab",mymenu_lv1a)
-- local mymenu_lv2c = menumgr:NewEntry("Level 2 ac",mymenu_lv1a)
--
-- local mymenu_lv2ba = menumgr:NewEntry("Level 2 ba",mymenu_lv1b)
-- local mymenu_lv2bb = menumgr:NewEntry("Level 2 bb",mymenu_lv1b)
-- local mymenu_lv2bc = menumgr:NewEntry("Level 2 bc",mymenu_lv1b)
--
-- local mymenu_lv3a = menumgr:NewEntry("Level 3 aaa",mymenu_lv2a)
-- local mymenu_lv3b = menumgr:NewEntry("Level 3 aab",mymenu_lv2a)
-- local mymenu_lv3c = menumgr:NewEntry("Level 3 aac",mymenu_lv2a)
--
-- menumgr:Propagate() -- propagate **once** to all clients in the SET_CLIENT
--
-- ## Remove a single entry's subtree
--
-- menumgr:RemoveSubEntries(mymenu_lv3a)
--
-- ## Remove a single entry and also it's subtree
--
-- menumgr:DeleteEntry(mymenu_lv3a)
--
-- ## Add a single entry
--
-- local baimenu = menumgr:NewEntry("BAI",mymenu_lv1b)
--
-- menumgr:AddEntry(baimenu)
--
-- ## Add an entry with a function
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, Argument1, Argument1)
--
-- Now, the class will **automatically append the call with GROUP and CLIENT objects**, as this is can only be done when pushing the entry to the clients. So, the actual function implementation needs to look like this:
--
-- function TestFunction( Argument1, Argument2, Group, Client)
--
-- **Caveat is**, that you need to ensure your arguments are not **nil** or **false**, as LUA will optimize those away. You would end up having Group and Client in wrong places in the function call. Hence,
-- if you need/ want to send **nil** or **false**, send a place holder instead and ensure your function can handle this, e.g.
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, "nil", Argument1)
--
-- ## Change the text of a leaf entry in the menu tree
--
-- menumgr:ChangeEntryTextForAll(mymenu_lv1b,"Attack")
--
-- ## Reset a single clients menu tree
--
-- menumgr:ResetMenu(client)
--
-- ## Reset all and clear the reference tree
--
-- menumgr:ResetMenuComplete()
--
-- ## Set to auto-propagate for CLIENTs joining the SET_CLIENT **after** the script is loaded - handy if you have a single menu tree.
--
-- menumgr:InitAutoPropagation()
--
-- @field #CLIENTMENUMANAGER
CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER",
lid = "",
version = "0.1.6",
name = nil,
clientset = nil,
menutree = {},
flattree = {},
playertree = {},
entrycount = 0,
rootentries = {},
debug = true,
PlayerMenu = {},
Coalition = nil,
}
--- Create a new ClientManager instance.
-- @param #CLIENTMENUMANAGER self
-- @param Core.Set#SET_CLIENT ClientSet The set of clients to manage.
-- @param #string Alias The name of this manager.
-- @param #number Coalition (Optional) Coalition of this Manager, defaults to coalition.side.BLUE
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:New(ClientSet, Alias, Coalition)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENUMANAGER
self.clientset = ClientSet
self.PlayerMenu = {}
self.name = Alias or "Nightshift"
self.Coalition = Coalition or coalition.side.BLUE
-- Log id.
self.lid=string.format("CLIENTMENUMANAGER %s | %s | ", self.version, self.name)
if self.debug then
self:I(self.lid.."Created")
end
return self
end
--- [Internal] Event handling
-- @param #CLIENTMENUMANAGER self
-- @param Core.Event#EVENTDATA EventData
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:_EventHandler(EventData)
self:T(self.lid.."_EventHandler: "..EventData.id)
--self:I(self.lid.."_EventHandler: "..tostring(EventData.IniPlayerName))
if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then
self:T(self.lid.."Leave event for player: "..tostring(EventData.IniPlayerName))
local Client = _DATABASE:FindClient( EventData.IniUnitName )
if Client then
self:ResetMenu(Client)
end
elseif (EventData.id == EVENTS.PlayerEnterAircraft) and EventData.IniCoalition == self.Coalition then
if EventData.IniPlayerName and EventData.IniGroup then
if (not self.clientset:IsIncludeObject(_DATABASE:FindClient( EventData.IniUnitName ))) then
self:T(self.lid.."Client not in SET: "..EventData.IniPlayerName)
return self
end
--self:I(self.lid.."Join event for player: "..EventData.IniPlayerName)
local player = _DATABASE:FindClient( EventData.IniUnitName )
self:Propagate(player)
end
elseif EventData.id == EVENTS.PlayerEnterUnit then
-- special for CA slots
local grp = GROUP:FindByName(EventData.IniGroupName)
if grp:IsGround() then
self:T(string.format("Player %s entered GROUND unit %s!",EventData.IniPlayerName,EventData.IniUnitName))
local IsPlayer = EventData.IniDCSUnit:getPlayerName()
if IsPlayer then
local client=_DATABASE.CLIENTS[EventData.IniDCSUnitName] --Wrapper.Client#CLIENT
-- Add client in case it does not exist already.
if not client then
-- Debug info.
self:I(string.format("Player '%s' joined ground unit '%s' of group '%s'", tostring(EventData.IniPlayerName), tostring(EventData.IniDCSUnitName), tostring(EventData.IniDCSGroupName)))
client=_DATABASE:AddClient(EventData.IniDCSUnitName)
-- Add player.
client:AddPlayer(EventData.IniPlayerName)
-- Add player.
if not _DATABASE.PLAYERS[EventData.IniPlayerName] then
_DATABASE:AddPlayer( EventData.IniUnitName, EventData.IniPlayerName )
end
-- Player settings.
local Settings = SETTINGS:Set( EventData.IniPlayerName )
Settings:SetPlayerMenu(EventData.IniUnit)
end
--local player = _DATABASE:FindClient( EventData.IniPlayerName )
self:Propagate(client)
end
end
end
return self
end
--- Set this Client Manager to auto-propagate menus **once** to newly joined players. Useful if you have **one** menu structure only. Does not automatically push follow-up changes to the client(s).
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:InitAutoPropagation()
-- Player Events
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler)
self:HandleEvent(EVENTS.Ejection, self._EventHandler)
self:HandleEvent(EVENTS.Crash, self._EventHandler)
self:HandleEvent(EVENTS.PilotDead, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:SetEventPriority(5)
return self
end
--- Create a new entry in the **generic** structure.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:NewEntry(Text,Parent,Function,...)
self:T(self.lid.."NewEntry "..Text or "None")
self.entrycount = self.entrycount + 1
local entry = CLIENTMENU:NewEntry(nil,Text,Parent,Function,unpack(arg))
if not Parent then
self.rootentries[self.entrycount] = entry
end
local depth = #entry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],entry.UUID)
self.flattree[entry.UUID] = entry
return entry
end
--- Check matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #boolean Exists
function CLIENTMENUMANAGER:EntryUUIDExists(UUID)
local exists = self.flattree[UUID] and true or false
return exists
end
--- Find matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #CLIENTMENU Entry The #CLIENTMENU object found or nil.
function CLIENTMENUMANAGER:FindEntryByUUID(UUID)
self:T(self.lid.."FindEntryByUUID "..UUID or "None")
local entry = nil
for _gid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Entry and Entry.UUID == UUID then
entry = Entry
end
end
return entry
end
--- Find matching entries by text in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the menu entry to find.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByText(Text,Parent)
self:T(self.lid.."FindUUIDsByText "..Text or "None")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.name,Text,1,true) and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
else
if Entry and string.find(Entry.name,Text,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure by the menu text.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the F10 menu entry.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByText(Text,Parent)
self:T(self.lid.."FindEntriesByText "..Text or "None")
local matches, objects, number = self:FindUUIDsByText(Text, Parent)
return objects, number
end
--- Find matching entries under a parent in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByParent(Parent)
self:T(self.lid.."FindUUIDsByParent")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure under a parent.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByParent(Parent)
self:T(self.lid.."FindEntriesByParent")
local matches, objects, number = self:FindUUIDsByParent(Parent)
return objects, number
end
--- Alter the text of a leaf entry in the generic structure and push to one specific client's F10 menu.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The menu entry.
-- @param #string Text New Text of the F10 menu entry.
-- @param Wrapper.Client#CLIENT Client (optional) The client for whom to alter the entry, if nil done for all clients.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ChangeEntryText(Entry, Text, Client)
self:T(self.lid.."ChangeEntryText "..Text or "None")
local newentry = CLIENTMENU:NewEntry(nil,Text,Entry.Parent,Entry.Function,unpack(Entry.Functionargs))
self:DeleteF10Entry(Entry,Client)
self:DeleteGenericEntry(Entry)
if not Entry.Parent then
self.rootentries[self.entrycount] = newentry
end
local depth = #newentry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],newentry.UUID)
self.flattree[newentry.UUID] = newentry
self:AddEntry(newentry,Client)
return self
end
--- Push the complete menu structure to each of the clients in the set - refresh the menu tree of the clients.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, propagate only for this client.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:Propagate(Client)
self:T(self.lid.."Propagate")
--self:I(UTILS.PrintTableToLog(Client,1))
local knownunits = {} -- track so we can ID multi seated
local Set = self.clientset.Set
if Client then
Set = {Client}
end
self:ResetMenu(Client)
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playerunit = client:GetName()
--local playergroup = client:GetGroup()
local playername = client:GetPlayerName() or "none"
if not knownunits[playerunit] then
knownunits[playerunit] = true
else
self:I("Player in multi seat unit: "..playername)
break -- multi seat already build
end
if not self.playertree[playername] then
self.playertree[playername] = {}
end
for level,branch in pairs (self.menutree) do
self:T("Building branch:" .. level)
for _,leaf in pairs(branch) do
self:T("Building leaf:" .. leaf)
local entry = self:FindEntryByUUID(leaf)
if entry then
self:T("Found generic entry:" .. entry.UUID)
local parent = nil
if entry.Parent and entry.Parent.UUID then
parent = self.playertree[playername][entry.Parent.UUID] or self:FindEntryByUUID(entry.Parent.UUID)
end
self.playertree[playername][entry.UUID] = CLIENTMENU:NewEntry(client,entry.name,parent,entry.Function,unpack(entry.Functionargs))
self.playertree[playername][entry.UUID].Once = entry.Once
else
self:T("NO generic entry for:" .. leaf)
end
end
end
end
end
return self
end
--- Push a single previously created entry into the F10 menu structure of all clients.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to add.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:AddEntry(Entry,Client)
self:T(self.lid.."AddEntry")
local Set = self.clientset.Set
local knownunits = {}
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName() or "None"
local unitname = client:GetName()
if not knownunits[unitname] then
knownunits[unitname] = true
else
self:I("Player in multi seat unit: "..playername)
break
end
if Entry then
self:T("Adding generic entry:" .. Entry.UUID)
local parent = nil
if not self.playertree[playername] then
self.playertree[playername] = {}
end
if Entry.Parent and Entry.Parent.UUID then
parent = self.playertree[playername][Entry.Parent.UUID] or self:FindEntryByUUID(Entry.Parent.UUID)
end
self.playertree[playername][Entry.UUID] = CLIENTMENU:NewEntry(client,Entry.name,parent,Entry.Function,unpack(Entry.Functionargs))
self.playertree[playername][Entry.UUID].Once = Entry.Once
else
self:T("NO generic entry given")
end
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from the client's F10 menus, leaving the generic structure untouched.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, remove only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenu(Client)
self:T(self.lid.."ResetMenu")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry,Client)
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from all clients' F10 menus, and **delete** the generic structure.
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenuComplete()
self:T(self.lid.."ResetMenuComplete")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry)
end
end
self.playertree = nil
self.playertree = {}
self.rootentries = nil
self.rootentries = {}
self.menutree = nil
self.menutree = {}
return self
end
--- Remove the entry and all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteF10Entry(Entry,Client)
self:T(self.lid.."DeleteF10Entry")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
if centry then
--self:I("Match for "..Entry.UUID)
centry:Clear()
end
end
end
end
return self
end
--- Remove the entry and all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteGenericEntry(Entry)
self:T(self.lid.."DeleteGenericEntry")
if Entry.Children and #Entry.Children > 0 then
self:RemoveGenericSubEntries(Entry)
end
local depth = #Entry.path
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
--self:I("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) or _uuid == uuid then
--self:I("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveGenericSubEntries(Entry)
self:T(self.lid.."RemoveGenericSubEntries")
local depth = #Entry.path + 1
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
self:T("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) then
self:T("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client. In this case the generic structure will not be touched.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveF10SubEntries(Entry,Client)
self:T(self.lid.."RemoveSubEntries")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
centry:RemoveSubEntries()
end
end
end
return self
end
----------------------------------------------------------------------------------------------------------------
--
-- End ClientMenu
--
----------------------------------------------------------------------------------------------------------------

View File

@@ -37,8 +37,6 @@
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID. -- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
-- @field #table CLIENTS Clients. -- @field #table CLIENTS Clients.
-- @field #table STORAGES DCS warehouse storages. -- @field #table STORAGES DCS warehouse storages.
-- @field #table STNS Used Link16 octal numbers for F16/15/18/AWACS planes.
-- @field #table SADL Used Link16 octal numbers for A10/C-II planes.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator. --- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@@ -95,8 +93,6 @@ DATABASE = {
OPSZONES = {}, OPSZONES = {},
PATHLINES = {}, PATHLINES = {},
STORAGES = {}, STORAGES = {},
STNS={},
SADL={},
} }
local _DATABASECoalition = local _DATABASECoalition =
@@ -135,7 +131,7 @@ function DATABASE:New()
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM --self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
self:HandleEvent( EVENTS.Hit, self.AccountHits ) self:HandleEvent( EVENTS.Hit, self.AccountHits )
self:HandleEvent( EVENTS.NewCargo ) self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo ) self:HandleEvent( EVENTS.DeleteCargo )
@@ -170,11 +166,10 @@ end
--- Adds a Unit based on the Unit Name in the DATABASE. --- Adds a Unit based on the Unit Name in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string DCSUnitName Unit name. -- @param #string DCSUnitName Unit name.
-- @param #boolean force
-- @return Wrapper.Unit#UNIT The added unit. -- @return Wrapper.Unit#UNIT The added unit.
function DATABASE:AddUnit( DCSUnitName, force ) function DATABASE:AddUnit( DCSUnitName )
if not self.UNITS[DCSUnitName] or force == true then if not self.UNITS[DCSUnitName] then
-- Debug info. -- Debug info.
self:T( { "Add UNIT:", DCSUnitName } ) self:T( { "Add UNIT:", DCSUnitName } )
@@ -189,7 +184,6 @@ end
--- Deletes a Unit from the DATABASE based on the Unit Name. --- Deletes a Unit from the DATABASE based on the Unit Name.
-- @param #DATABASE self -- @param #DATABASE self
function DATABASE:DeleteUnit( DCSUnitName ) function DATABASE:DeleteUnit( DCSUnitName )
self:T("DeleteUnit "..tostring(DCSUnitName))
self.UNITS[DCSUnitName] = nil self.UNITS[DCSUnitName] = nil
end end
@@ -815,11 +809,10 @@ end
--- Adds a CLIENT based on the ClientName in the DATABASE. --- Adds a CLIENT based on the ClientName in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ClientName Name of the Client unit. -- @param #string ClientName Name of the Client unit.
-- @param #boolean Force (optional) Force registration of client.
-- @return Wrapper.Client#CLIENT The client object. -- @return Wrapper.Client#CLIENT The client object.
function DATABASE:AddClient( ClientName, Force ) function DATABASE:AddClient( ClientName )
if not self.CLIENTS[ClientName] or Force == true then if not self.CLIENTS[ClientName] then
self.CLIENTS[ClientName] = CLIENT:Register( ClientName ) self.CLIENTS[ClientName] = CLIENT:Register( ClientName )
end end
@@ -834,25 +827,15 @@ end
function DATABASE:FindGroup( GroupName ) function DATABASE:FindGroup( GroupName )
local GroupFound = self.GROUPS[GroupName] local GroupFound = self.GROUPS[GroupName]
if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then
-- see if the group exists in the API, maybe a dynamic slot
self:_RegisterDynamicGroup(GroupName)
return self.GROUPS[GroupName]
end
return GroupFound return GroupFound
end end
--- Adds a GROUP based on the GroupName in the DATABASE. --- Adds a GROUP based on the GroupName in the DATABASE.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string GroupName function DATABASE:AddGroup( GroupName )
-- @param #boolean force
-- @return Wrapper.Group#GROUP The Group
function DATABASE:AddGroup( GroupName, force )
if not self.GROUPS[GroupName] or force == true then if not self.GROUPS[GroupName] then
self:T( { "Add GROUP:", GroupName } ) self:T( { "Add GROUP:", GroupName } )
self.GROUPS[GroupName] = GROUP:Register( GroupName ) self.GROUPS[GroupName] = GROUP:Register( GroupName )
end end
@@ -945,7 +928,7 @@ function DATABASE:Spawn( SpawnTemplate )
SpawnTemplate.CountryID = nil SpawnTemplate.CountryID = nil
SpawnTemplate.CategoryID = nil SpawnTemplate.CategoryID = nil
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID, SpawnTemplate.name ) self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
self:T3( SpawnTemplate ) self:T3( SpawnTemplate )
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate ) coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
@@ -1022,7 +1005,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
self.Templates.Groups[GroupTemplateName].CountryID = CountryID self.Templates.Groups[GroupTemplateName].CountryID = CountryID
local UnitNames = {} local UnitNames = {}
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
@@ -1046,31 +1029,10 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end end
if UnitTemplate.AddPropAircraft then
if UnitTemplate.AddPropAircraft.STN_L16 then
local stn = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.STN_L16)
if stn == nil or stn < 1 then
self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
else
self.STNS[stn] = UnitTemplate.name
self:I("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
end
end
if UnitTemplate.AddPropAircraft.SADL_TN then
local sadl = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.SADL_TN)
if sadl == nil or sadl < 1 then
self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
else
self.SADL[sadl] = UnitTemplate.name
self:I("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
end
end
end
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end end
-- Debug info. -- Debug info.
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName, self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID, Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
@@ -1081,92 +1043,15 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
) )
end end
--- Get next (consecutive) free STN as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSTN(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.STNS[first] == unitname then return octal end
local nextoctal = 77777
local found = false
if 32767-first < 10 then
first = 0
end
for i=first+1,32767 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.STNS[i] = unitname
self:T("Register STN "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free STN past %05d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.STNS) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.STNS = nil
self.STNS = NewSTNS
end
return nextoctal
end
--- Get next (consecutive) free SADL as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSADL(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.SADL[first] == unitname then return octal end
local nextoctal = 7777
local found = false
if 4095-first < 10 then
first = 0
end
for i=first+1,4095 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.SADL[i] = unitname
self:T("Register SADL "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free SADL past %04d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.SADL) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.SADL = nil
self.SADL = NewSTNS
end
return nextoctal
end
--- Get group template. --- Get group template.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string GroupName Group name. -- @param #string GroupName Group name.
-- @return #table Group template table. -- @return #table Group template table.
function DATABASE:GetGroupTemplate( GroupName ) function DATABASE:GetGroupTemplate( GroupName )
local GroupTemplate=nil local GroupTemplate = self.Templates.Groups[GroupName].Template
if self.Templates.Groups[GroupName] then GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
GroupTemplate = self.Templates.Groups[GroupName].Template GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID
GroupTemplate.SpawnCategoryID = self.Templates.Groups[GroupName].CategoryID
GroupTemplate.SpawnCountryID = self.Templates.Groups[GroupName].CountryID
end
return GroupTemplate return GroupTemplate
end end
@@ -1211,43 +1096,6 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
return self return self
end end
--- Get a generic static cargo group template from scratch for dynamic cargo spawns register. Does not register the template!
-- @param #DATABASE self
-- @param #string Name Name of the static.
-- @param #string Typename Typename of the static. Defaults to "container_cargo".
-- @param #number Mass Mass of the static. Defaults to 0.
-- @param #number Coalition Coalition of the static. Defaults to coalition.side.BLUE.
-- @param #number Country Country of the static. Defaults to country.id.GERMANY.
-- @return #table Static template table.
function DATABASE:_GetGenericStaticCargoGroupTemplate(Name,Typename,Mass,Coalition,Country)
local StaticTemplate = {}
StaticTemplate.name = Name or "None"
StaticTemplate.units = { [1] = {
name = Name,
resourcePayload = {
["weapons"] = {},
["aircrafts"] = {},
["gasoline"] = 0,
["diesel"] = 0,
["methanol_mixture"] = 0,
["jet_fuel"] = 0,
},
["mass"] = Mass or 0,
["category"] = "Cargos",
["canCargo"] = true,
["type"] = Typename or "container_cargo",
["rate"] = 100,
["y"] = 0,
["x"] = 0,
["heading"] = 0,
}}
StaticTemplate.CategoryID = "static"
StaticTemplate.CoalitionID = Coalition or coalition.side.BLUE
StaticTemplate.CountryID = Country or country.id.GERMANY
UTILS.PrintTableToLog(StaticTemplate)
return StaticTemplate
end
--- Get static group template. --- Get static group template.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string StaticName Name of the static. -- @param #string StaticName Name of the static.
@@ -1321,11 +1169,7 @@ end
-- @param #string ClientName Name of the Client. -- @param #string ClientName Name of the Client.
-- @return #number Coalition ID. -- @return #number Coalition ID.
function DATABASE:GetCoalitionFromClientTemplate( ClientName ) function DATABASE:GetCoalitionFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then return self.Templates.ClientsByName[ClientName].CoalitionID
return self.Templates.ClientsByName[ClientName].CoalitionID
end
self:E("ERROR: Template does not exist for client "..tostring(ClientName))
return nil
end end
--- Get category ID from client name. --- Get category ID from client name.
@@ -1333,11 +1177,7 @@ end
-- @param #string ClientName Name of the Client. -- @param #string ClientName Name of the Client.
-- @return #number Category ID. -- @return #number Category ID.
function DATABASE:GetCategoryFromClientTemplate( ClientName ) function DATABASE:GetCategoryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then return self.Templates.ClientsByName[ClientName].CategoryID
return self.Templates.ClientsByName[ClientName].CategoryID
end
self:E("ERROR: Template does not exist for client "..tostring(ClientName))
return nil
end end
--- Get country ID from client name. --- Get country ID from client name.
@@ -1345,11 +1185,7 @@ end
-- @param #string ClientName Name of the Client. -- @param #string ClientName Name of the Client.
-- @return #number Country ID. -- @return #number Country ID.
function DATABASE:GetCountryFromClientTemplate( ClientName ) function DATABASE:GetCountryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then return self.Templates.ClientsByName[ClientName].CountryID
return self.Templates.ClientsByName[ClientName].CountryID
end
self:E("ERROR: Template does not exist for client "..tostring(ClientName))
return nil
end end
--- Airbase --- Airbase
@@ -1395,36 +1231,6 @@ function DATABASE:_RegisterPlayers()
return self return self
end end
--- Private method that registers a single dynamic slot Group and Units within in the mission.
-- @param #DATABASE self
-- @return #DATABASE self
function DATABASE:_RegisterDynamicGroup(Groupname)
local DCSGroup = Group.getByName(Groupname)
if DCSGroup and DCSGroup:isExist() then
-- Group name.
local DCSGroupName = DCSGroup:getName()
-- Add group.
self:I(string.format("Register Group: %s", tostring(DCSGroupName)))
self:AddGroup( DCSGroupName, true )
-- Loop over units in group.
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
-- Get unit name.
local DCSUnitName = DCSUnit:getName()
-- Add unit.
self:I(string.format("Register Unit: %s", tostring(DCSUnitName)))
self:AddUnit( DCSUnitName, true )
end
else
self:E({"Group does not exist: ", DCSGroup})
end
return self
end
--- Private method that registers all Groups and Units within in the mission. --- Private method that registers all Groups and Units within in the mission.
-- @param #DATABASE self -- @param #DATABASE self
@@ -1597,9 +1403,9 @@ function DATABASE:_EventOnBirth( Event )
end end
if Event.IniObjectCategory == Object.Category.UNIT then if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName ) Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
-- Client -- Client
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
@@ -1615,10 +1421,10 @@ function DATABASE:_EventOnBirth( Event )
-- Debug info. -- Debug info.
self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName))) self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already. -- Add client in case it does not exist already.
if client == nil or (client and client:CountPlayers() == 0) then if not client then
client=self:AddClient(Event.IniDCSUnitName, true) client=self:AddClient(Event.IniDCSUnitName)
end end
-- Add player. -- Add player.
@@ -1628,19 +1434,14 @@ function DATABASE:_EventOnBirth( Event )
if not self.PLAYERS[PlayerName] then if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName ) self:AddPlayer( Event.IniUnitName, PlayerName )
end end
local function SetPlayerSettings(self,PlayerName,IniUnit) -- Player settings.
-- Player settings. local Settings = SETTINGS:Set( PlayerName )
local Settings = SETTINGS:Set( PlayerName ) Settings:SetPlayerMenu(Event.IniUnit)
--Settings:SetPlayerMenu(Event.IniUnit)
Settings:SetPlayerMenu(IniUnit) -- Create an event.
-- Create an event. self:CreateEventPlayerEnterAircraft(Event.IniUnit)
self:CreateEventPlayerEnterAircraft(IniUnit)
--self:CreateEventPlayerEnterAircraft(Event.IniUnit)
end
self:ScheduleOnce(1,SetPlayerSettings,self,PlayerName,Event.IniUnit)
end end
end end
@@ -1654,6 +1455,7 @@ end
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnDeadOrCrash( Event ) function DATABASE:_EventOnDeadOrCrash( Event )
if Event.IniDCSUnit then if Event.IniDCSUnit then
local name=Event.IniDCSUnitName local name=Event.IniDCSUnitName
@@ -1661,7 +1463,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
if Event.IniObjectCategory == 3 then if Event.IniObjectCategory == 3 then
--- ---
-- STATICS -- STATICS
--- ---
if self.STATICS[Event.IniDCSUnitName] then if self.STATICS[Event.IniDCSUnitName] then
@@ -1671,7 +1473,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
--- ---
-- Maybe a UNIT? -- Maybe a UNIT?
--- ---
-- Delete unit. -- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then if self.UNITS[Event.IniDCSUnitName] then
self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName)) self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName))
@@ -1694,8 +1496,7 @@ function DATABASE:_EventOnDeadOrCrash( Event )
-- Delete unit. -- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then if self.UNITS[Event.IniDCSUnitName] then
self:ScheduleOnce(1,self.DeleteUnit,self,Event.IniDCSUnitName) self:DeleteUnit(Event.IniDCSUnitName)
--self:DeleteUnit(Event.IniDCSUnitName)
end end
-- Remove client players. -- Remove client players.
@@ -1785,7 +1586,7 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft! -- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniPlayerName or Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName) local PlayerName = Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
if PlayerName then if PlayerName then
@@ -1803,7 +1604,6 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
if client then if client then
client:RemovePlayer(PlayerName) client:RemovePlayer(PlayerName)
--self.PLAYERSETTINGS[PlayerName] = nil
end end
end end
@@ -2182,7 +1982,7 @@ function DATABASE:_RegisterTemplates()
for group_num, Template in pairs(obj_type_data.group) do for group_num, Template in pairs(obj_type_data.group) do
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID) self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
else else

View File

@@ -261,24 +261,17 @@ EVENTS = {
SimulationStart = world.event.S_EVENT_SIMULATION_START or -1, SimulationStart = world.event.S_EVENT_SIMULATION_START or -1,
WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1, WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1,
WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1, WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1,
-- Added with DCS 2.9.x -- Added with DCS 2.9.0
--UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1, UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
UnitTaskComplete = world.event.S_EVENT_UNIT_TASK_COMPLETE or -1,
UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1, UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1,
--MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1, MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1, MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1,
MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1, MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1,
MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1, MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1,
RunwayTakeoff = world.event.S_EVENT_RUNWAY_TAKEOFF or -1, PostponedTakeoff = world.event.S_EVENT_POSTPONED_TAKEOFF or -1,
RunwayTouch = world.event.S_EVENT_RUNWAY_TOUCH or -1, PostponedLand = world.event.S_EVENT_POSTPONED_LAND or -1,
MacLMSRestart = world.event.S_EVENT_MAC_LMS_RESTART or -1,
SimulationFreeze = world.event.S_EVENT_SIMULATION_FREEZE or -1,
SimulationUnfreeze = world.event.S_EVENT_SIMULATION_UNFREEZE or -1,
HumanAircraftRepairStart = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_START or -1,
HumanAircraftRepairFinish = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH or -1,
} }
--- The Event structure --- The Event structure
-- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event: -- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event:
-- --
@@ -653,24 +646,24 @@ local _EVENTMETA = {
Text = "S_EVENT_WEAPON_DROP" Text = "S_EVENT_WEAPON_DROP"
}, },
-- DCS 2.9 -- DCS 2.9
--[EVENTS.UnitTaskTimeout] = { [EVENTS.UnitTaskTimeout] = {
-- Order = 1, Order = 1,
-- Side = "I", Side = "I",
-- Event = "OnEventUnitTaskTimeout", Event = "OnEventUnitTaskTimeout",
-- Text = "S_EVENT_UNIT_TASK_TIMEOUT " Text = "S_EVENT_UNIT_TASK_TIMEOUT "
--}, },
[EVENTS.UnitTaskStage] = { [EVENTS.UnitTaskStage] = {
Order = 1, Order = 1,
Side = "I", Side = "I",
Event = "OnEventUnitTaskStage", Event = "OnEventUnitTaskStage",
Text = "S_EVENT_UNIT_TASK_STAGE " Text = "S_EVENT_UNIT_TASK_STAGE "
}, },
--[EVENTS.MacSubtaskScore] = { [EVENTS.MacSubtaskScore] = {
-- Order = 1, Order = 1,
--Side = "I", Side = "I",
--Event = "OnEventMacSubtaskScore", Event = "OnEventMacSubtaskScore",
--Text = "S_EVENT_MAC_SUBTASK_SCORE" Text = "S_EVENT_MAC_SUBTASK_SCORE"
--}, },
[EVENTS.MacExtraScore] = { [EVENTS.MacExtraScore] = {
Order = 1, Order = 1,
Side = "I", Side = "I",
@@ -689,51 +682,20 @@ local _EVENTMETA = {
Event = "OnEventMissionWinner", Event = "OnEventMissionWinner",
Text = "S_EVENT_MISSION_WINNER" Text = "S_EVENT_MISSION_WINNER"
}, },
[EVENTS.RunwayTakeoff] = { [EVENTS.PostponedTakeoff] = {
Order = 1, Order = 1,
Side = "I", Side = "I",
Event = "OnEventRunwayTakeoff", Event = "OnEventPostponedTakeoff",
Text = "S_EVENT_RUNWAY_TAKEOFF" Text = "S_EVENT_POSTPONED_TAKEOFF"
}, },
[EVENTS.RunwayTouch] = { [EVENTS.PostponedLand] = {
Order = 1, Order = 1,
Side = "I", Side = "I",
Event = "OnEventRunwayTouch", Event = "OnEventPostponedLand",
Text = "S_EVENT_RUNWAY_TOUCH" Text = "S_EVENT_POSTPONED_LAND"
},
[EVENTS.MacLMSRestart] = {
Order = 1,
Side = "I",
Event = "OnEventMacLMSRestart",
Text = "S_EVENT_MAC_LMS_RESTART"
},
[EVENTS.SimulationFreeze] = {
Order = 1,
Side = "I",
Event = "OnEventSimulationFreeze",
Text = "S_EVENT_SIMULATION_FREEZE"
},
[EVENTS.SimulationUnfreeze] = {
Order = 1,
Side = "I",
Event = "OnEventSimulationUnfreeze",
Text = "S_EVENT_SIMULATION_UNFREEZE"
},
[EVENTS.HumanAircraftRepairStart] = {
Order = 1,
Side = "I",
Event = "OnEventHumanAircraftRepairStart",
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_START"
},
[EVENTS.HumanAircraftRepairFinish] = {
Order = 1,
Side = "I",
Event = "OnEventHumanAircraftRepairFinish",
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH"
}, },
} }
--- The Events structure --- The Events structure
-- @type EVENT.Events -- @type EVENT.Events
-- @field #number IniUnit -- @field #number IniUnit
@@ -1339,7 +1301,7 @@ function EVENT:onEvent( Event )
-- STATIC -- STATIC
--- ---
Event.TgtDCSUnit = Event.target Event.TgtDCSUnit = Event.target
if Event.target.isExist and Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object, check that isExist exists (Kiowa Hellfire issue, Special K) if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
-- Workaround for borked target info on cruise missiles -- Workaround for borked target info on cruise missiles
if Event.TgtDCSUnitName and Event.TgtDCSUnitName ~= "" then if Event.TgtDCSUnitName and Event.TgtDCSUnitName ~= "" then
@@ -1382,15 +1344,15 @@ function EVENT:onEvent( Event )
end end
-- Weapon. -- Weapon.
if Event.weapon and type(Event.weapon) == "table" then if Event.weapon then
Event.Weapon = Event.weapon Event.Weapon = Event.weapon
Event.WeaponName = Event.weapon:isExist() and Event.weapon:getTypeName() or "Unknown Weapon" Event.WeaponName = Event.Weapon:getTypeName()
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit! Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon.getPlayerName and Event.Weapon:getPlayerName() Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon.getPlayerName and Event.Weapon:getPlayerName()
--Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName() --Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon.getCoalition and Event.Weapon:getCoalition() Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon.getDesc and Event.Weapon:getDesc().category Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon.getTypeName and Event.Weapon:getTypeName() Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget() --Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
end end
@@ -1416,7 +1378,6 @@ function EVENT:onEvent( Event )
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos) Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
Event.MarkText=Event.text Event.MarkText=Event.text
Event.MarkCoalition=Event.coalition Event.MarkCoalition=Event.coalition
Event.IniCoalition=Event.coalition
Event.MarkGroupID = Event.groupID Event.MarkGroupID = Event.groupID
end end

View File

@@ -79,7 +79,7 @@
do -- FSM do -- FSM
-- @type FSM --- @type FSM
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler. -- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler.
-- @field #table options Options. -- @field #table options Options.
@@ -949,7 +949,7 @@ end
do -- FSM_CONTROLLABLE do -- FSM_CONTROLLABLE
-- @type FSM_CONTROLLABLE --- @type FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable -- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@@ -1082,7 +1082,7 @@ end
do -- FSM_PROCESS do -- FSM_PROCESS
-- @type FSM_PROCESS --- @type FSM_PROCESS
-- @field Tasking.Task#TASK Task -- @field Tasking.Task#TASK Task
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE

View File

@@ -24,7 +24,7 @@
do -- Goal do -- Goal
-- @type GOAL --- @type GOAL
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized. --- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
@@ -71,10 +71,10 @@ do -- Goal
ClassName = "GOAL", ClassName = "GOAL",
} }
-- @field #table GOAL.Players --- @field #table GOAL.Players
GOAL.Players = {} GOAL.Players = {}
-- @field #number GOAL.TotalContributions --- @field #number GOAL.TotalContributions
GOAL.TotalContributions = 0 GOAL.TotalContributions = 0
--- GOAL Constructor. --- GOAL Constructor.
@@ -145,7 +145,7 @@ do -- Goal
self.TotalContributions = self.TotalContributions + 1 self.TotalContributions = self.TotalContributions + 1
end end
-- @param #GOAL self --- @param #GOAL self
-- @param #number Player contribution. -- @param #number Player contribution.
function GOAL:GetPlayerContribution( PlayerName ) function GOAL:GetPlayerContribution( PlayerName )
return self.Players[PlayerName] or 0 return self.Players[PlayerName] or 0

View File

@@ -17,7 +17,7 @@
-- ### Author: **Applevangelist** -- ### Author: **Applevangelist**
-- --
-- Date: 5 May 2021 -- Date: 5 May 2021
-- Last Update: Mar 2023 -- Last Update: Feb 2023
-- --
-- === -- ===
--- ---
@@ -50,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS", ClassName = "MARKEROPS",
Tag = "mytag", Tag = "mytag",
Keywords = {}, Keywords = {},
version = "0.1.3", version = "0.1.1",
debug = false, debug = false,
Casesensitive = true, Casesensitive = true,
} }
@@ -114,8 +114,6 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Text The text on the marker -- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text -- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker. -- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
--- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map. --- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged -- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged
@@ -126,8 +124,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Text The text on the marker -- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text -- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker. -- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number MarkerID Id of this marker -- @param #number idx DCS Marker ID
-- @param #number CoalitionNumber Coalition of the marker creator
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map. --- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted -- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
@@ -136,7 +133,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Event The Event called -- @param #string Event The Event called
-- @param #string To The To state -- @param #string To The To state
--- "Stop" trigger. Used to stop the function an unhandle events --- "Stop" trigger. Used to stop the function an unhandle events
-- @function [parent=#MARKEROPS_BASE] Stop -- @function [parent=#MARKEROPS_BASE] Stop
end end
@@ -158,30 +155,29 @@ function MARKEROPS_BASE:OnEventMark(Event)
local text = tostring(Event.text) local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll() local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end end
local coalition = Event.MarkCoalition
-- decision -- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then if Event.id==world.event.S_EVENT_MARK_ADDED then
self:T({event="S_EVENT_MARK_ADDED", carrier=Event.IniGroupName, vec3=Event.pos}) self:T({event="S_EVENT_MARK_ADDED", carrier=self.groupname, vec3=Event.pos})
-- Handle event -- Handle event
local Eventtext = tostring(Event.text) local Eventtext = tostring(Event.text)
if Eventtext~=nil then if Eventtext~=nil then
if self:_MatchTag(Eventtext) then if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext) local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition) self:MarkAdded(Eventtext,matchtable,coord)
end end
end end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
self:T({event="S_EVENT_MARK_CHANGE", carrier=Event.IniGroupName, vec3=Event.pos}) self:T({event="S_EVENT_MARK_CHANGE", carrier=self.groupname, vec3=Event.pos})
-- Handle event. -- Handle event.
local Eventtext = tostring(Event.text) local Eventtext = tostring(Event.text)
if Eventtext~=nil then if Eventtext~=nil then
if self:_MatchTag(Eventtext) then if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext) local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition) self:MarkChanged(Eventtext,matchtable,coord,Event.idx)
end end
end end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
self:T({event="S_EVENT_MARK_REMOVED", carrier=Event.IniGroupName, vec3=Event.pos}) self:T({event="S_EVENT_MARK_REMOVED", carrier=self.groupname, vec3=Event.pos})
-- Hande event. -- Hande event.
local Eventtext = tostring(Event.text) local Eventtext = tostring(Event.text)
if Eventtext~=nil then if Eventtext~=nil then
@@ -234,10 +230,8 @@ end
-- @param #string To The To state -- @param #string To The To state
-- @param #string Text The text on the marker -- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text -- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker. -- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber) function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()}) self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end end
@@ -248,10 +242,8 @@ end
-- @param #string To The To state -- @param #string To The To state
-- @param #string Text The text on the marker -- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text -- @param #table Keywords Table of matching keywords found in the Event text
-- @param #number MarkerID Id of this marker
-- @param #number CoalitionNumber Coalition of the marker creator
-- @param Core.Point#COORDINATE Coord Coordinate of the marker. -- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber) function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()}) self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end end

File diff suppressed because it is too large Load Diff

View File

@@ -177,22 +177,40 @@ end
-- --
-- -- Send the 2 messages created with the @{New} method to the Client Group. -- -- Send the 2 messages created with the @{New} method to the Client Group.
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1. -- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- Client = CLIENT:FindByName("NameOfClientUnit") -- ClientGroup = Group.getByName( "ClientGroup" )
-- --
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ):ToClient( Client ) -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score" ):ToClient( Client ) -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or -- or
-- MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score"):ToClient( Client ) -- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 ):ToClient( ClientGroup )
-- MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score"):ToClient( Client ) -- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 ):ToClient( ClientGroup )
-- or -- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score") -- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score") -- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 )
-- MessageClient1:ToClient( Client ) -- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( Client ) -- MessageClient2:ToClient( ClientGroup )
-- --
function MESSAGE:ToClient( Client, Settings ) function MESSAGE:ToClient( Client, Settings )
self:F( Client ) self:F( Client )
self:ToUnit(Client,Settings)
if Client and Client:GetClientGroupID() then
if self.MessageType then
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
local Unit = Client:GetClient()
if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
return self return self
end end
@@ -239,7 +257,6 @@ function MESSAGE:ToUnit( Unit, Settings )
if self.MessageDuration ~= 0 then if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration ) self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
local ID = Unit:GetID()
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen ) trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end end
end end
@@ -288,11 +305,11 @@ end
-- @usage -- @usage
-- --
-- -- Send a message created with the @{New} method to the BLUE coalition. -- -- Send a message created with the @{New} method to the BLUE coalition.
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue() -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25):ToBlue()
-- or -- or
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue() -- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToBlue()
-- or -- or
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty") -- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageBLUE:ToBlue() -- MessageBLUE:ToBlue()
-- --
function MESSAGE:ToBlue() function MESSAGE:ToBlue()
@@ -309,11 +326,11 @@ end
-- @usage -- @usage
-- --
-- -- Send a message created with the @{New} method to the RED coalition. -- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed() -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or -- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed() -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or -- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty") -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToRed() -- MessageRED:ToRed()
-- --
function MESSAGE:ToRed() function MESSAGE:ToRed()
@@ -332,11 +349,11 @@ end
-- @usage -- @usage
-- --
-- -- Send a message created with the @{New} method to the RED coalition. -- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED ) -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or -- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED ) -- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or -- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty") -- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToCoalition( coalition.side.RED ) -- MessageRED:ToCoalition( coalition.side.RED )
-- --
function MESSAGE:ToCoalition( CoalitionSide, Settings ) function MESSAGE:ToCoalition( CoalitionSide, Settings )
@@ -378,36 +395,29 @@ end
--- Sends a MESSAGE to all players. --- Sends a MESSAGE to all players.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param Core.Settings#Settings Settings (Optional) Settings for message display. -- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @param #number Delay (Optional) Delay in seconds before the message is send. Default instantly (`nil`). -- @return #MESSAGE
-- @return #MESSAGE self
-- @usage -- @usage
-- --
-- -- Send a message created to all players. -- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll() -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or -- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll() -- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or -- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission") -- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 )
-- MessageAll:ToAll() -- MessageAll:ToAll()
-- --
function MESSAGE:ToAll( Settings, Delay ) function MESSAGE:ToAll( Settings )
self:F() self:F()
if Delay and Delay>0 then if self.MessageType then
self:ScheduleOnce(Delay, MESSAGE.ToAll, self, Settings, 0) local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
else self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageType then if self.MessageDuration ~= 0 then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
self.MessageDuration = Settings:GetMessageTime( self.MessageType ) trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
end end
return self return self
@@ -499,10 +509,10 @@ function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,G
end end
_MESSAGESRS.label = Label or MSRS.Label or "MESSAGE" _MESSAGESRS.label = Label or MSRS.Label or "MESSAGE"
_MESSAGESRS.MSRS:SetLabel(_MESSAGESRS.label) _MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE")
_MESSAGESRS.port = Port or MSRS.port or 5002 _MESSAGESRS.port = Port or MSRS.port or 5002
_MESSAGESRS.MSRS:SetPort(_MESSAGESRS.port) _MESSAGESRS.MSRS:SetPort(Port or 5002)
_MESSAGESRS.volume = Volume or MSRS.volume or 1 _MESSAGESRS.volume = Volume or MSRS.volume or 1
_MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume) _MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume)

View File

@@ -73,7 +73,7 @@ PATHLINE = {
--- PATHLINE class version. --- PATHLINE class version.
-- @field #string version -- @field #string version
PATHLINE.version="0.1.1" PATHLINE.version="0.1.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -237,14 +237,13 @@ end
--- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often. --- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often.
-- @param #PATHLINE self -- @param #PATHLINE self
-- @return <Core.Point#COORDINATE> List of COORDINATES points. -- @return <Core.Point#COORDINATE> List of COORDINATES points.
function PATHLINE:GetCoordinates() function PATHLINE:GetCoordinats()
local vecs={} local vecs={}
for _,_point in pairs(self.points) do for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point local point=_point --#PATHLINE.Point
local coord=COORDINATE:NewFromVec3(point.vec3) local coord=COORDINATE:NewFromVec3(point.vec3)
table.insert(vecs,coord)
end end
return vecs return vecs
@@ -263,7 +262,7 @@ function PATHLINE:GetPointFromIndex(n)
local point=nil --#PATHLINE.Point local point=nil --#PATHLINE.Point
if n>=1 and n<=N then if n>=1 and n<=N then
point=self.points[n] point=self.point[n]
else else
self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n))) self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
end end
@@ -368,4 +367,4 @@ end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -702,9 +702,8 @@ do -- COORDINATE
-- @param #COORDINATE PointVec2Reference The reference @{#COORDINATE}. -- @param #COORDINATE PointVec2Reference The reference @{#COORDINATE}.
-- @return DCS#Distance The distance from the reference @{#COORDINATE} in meters. -- @return DCS#Distance The distance from the reference @{#COORDINATE} in meters.
function COORDINATE:DistanceFromPointVec2( PointVec2Reference ) function COORDINATE:DistanceFromPointVec2( PointVec2Reference )
self:F2( PointVec2Reference ) self:F2( PointVec2Reference )
if not PointVec2Reference then return math.huge end
local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5 local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5
self:T2( Distance ) self:T2( Distance )
@@ -2233,7 +2232,7 @@ do -- COORDINATE
-- local MarkGroup = GROUP:FindByName( "AttackGroup" ) -- local MarkGroup = GROUP:FindByName( "AttackGroup" )
-- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup ) -- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup )
-- <<< logic >>> -- <<< logic >>>
-- TargetCoord:RemoveMark( MarkID ) -- The mark is now removed -- RemoveMark( MarkID ) -- The mark is now removed
function COORDINATE:RemoveMark( MarkID ) function COORDINATE:RemoveMark( MarkID )
trigger.action.removeMark( MarkID ) trigger.action.removeMark( MarkID )
end end
@@ -2747,10 +2746,7 @@ do -- COORDINATE
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff) local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff) local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
if sunrise == "N/R" then return false end
if sunrise == "N/S" then return true end
local time=UTILS.ClockToSeconds(clock) local time=UTILS.ClockToSeconds(clock)
-- Check if time is between sunrise and sunset. -- Check if time is between sunrise and sunset.
@@ -3151,18 +3147,17 @@ do -- COORDINATE
-- @param #string Northing Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits. -- @param #string Northing Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits.
-- @return #COORDINATE self -- @return #COORDINATE self
function COORDINATE:NewFromMGRS( UTMZone, MGRSDigraph, Easting, Northing ) function COORDINATE:NewFromMGRS( UTMZone, MGRSDigraph, Easting, Northing )
if string.len(Easting) < 5 then Easting = tostring(Easting..string.rep("0",5-string.len(Easting) )) end if string.len(Easting) < 5 then Easting = Easting..string.rep("0",5-string.len(Easting) )end
if string.len(Northing) < 5 then Northing = tostring(Northing..string.rep("0",5-string.len(Northing) )) end if string.len(Northing) < 5 then Northing = Northing..string.rep("0",5-string.len(Northing) )end
local MGRS = { local MGRS = {
UTMZone = UTMZone, UTMZone = UTMZone,
MGRSDigraph = MGRSDigraph, MGRSDigraph = MGRSDigraph,
Easting = tostring(Easting), Easting = Easting,
Northing = tostring(Northing), Northing = Northing,
} }
local lat, lon = coord.MGRStoLL(MGRS) local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0) local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z}) local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
return coord
end end
--- Provides a coordinate string of the point, based on a coordinate format system: --- Provides a coordinate string of the point, based on a coordinate format system:
@@ -3414,7 +3409,7 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter) -- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters) -- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
-- @return #boolean IsSteep If true, area is steep -- @return #boolen IsSteep If true, area is steep
-- @return #number MaxElevation Elevation in meters measured over 100m -- @return #number MaxElevation Elevation in meters measured over 100m
function COORDINATE:IsInSteepArea(Radius,Minelevation) function COORDINATE:IsInSteepArea(Radius,Minelevation)
local steep = false local steep = false
@@ -3446,7 +3441,7 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter) -- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters) -- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
-- @return #boolean IsFlat If true, area is flat -- @return #boolen IsFlat If true, area is flat
-- @return #number MaxElevation Elevation in meters measured over 100m -- @return #number MaxElevation Elevation in meters measured over 100m
function COORDINATE:IsInFlatArea(Radius,Minelevation) function COORDINATE:IsInFlatArea(Radius,Minelevation)
local steep, elev = self:IsInSteepArea(Radius,Minelevation) local steep, elev = self:IsInSteepArea(Radius,Minelevation)

View File

@@ -15,8 +15,7 @@
-- @module Core.Report -- @module Core.Report
-- @image Core_Report.JPG -- @image Core_Report.JPG
--- --- @type REPORT
-- @type REPORT
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Provides a handy means to create messages and reports. --- Provides a handy means to create messages and reports.

View File

@@ -1,4 +1,4 @@
---- **Core** - SCHEDULEDISPATCHER dispatches the different schedules. --- **Core** - SCHEDULEDISPATCHER dispatches the different schedules.
-- --
-- === -- ===
-- --

View File

@@ -1097,7 +1097,6 @@ do
GroupPrefixes = nil, GroupPrefixes = nil,
Zones = nil, Zones = nil,
Functions = nil, Functions = nil,
Alive = nil,
}, },
FilterMeta = { FilterMeta = {
Coalitions = { Coalitions = {
@@ -1205,7 +1204,7 @@ do
if not DontSetCargoBayLimit then if not DontSetCargoBayLimit then
-- I set the default cargo bay weight limit each time a new group is added to the set. -- I set the default cargo bay weight limit each time a new group is added to the set.
-- TODO Why is this here in the first place? -- TODO Why is this here in the first place?
for UnitID, UnitData in pairs( group:GetUnits() or {} ) do for UnitID, UnitData in pairs( group:GetUnits() ) do
if UnitData and UnitData:IsAlive() then if UnitData and UnitData:IsAlive() then
UnitData:SetCargoBayWeightLimit() UnitData:SetCargoBayWeightLimit()
end end
@@ -1471,7 +1470,7 @@ do
end end
--- Builds a set of groups that are active, ie in the mission but not yet activated (false) or actived (true). --- Builds a set of groups that are only active.
-- Only the groups that are active will be included within the set. -- Only the groups that are active will be included within the set.
-- @param #SET_GROUP self -- @param #SET_GROUP self
-- @param #boolean Active (Optional) Include only active groups to the set. -- @param #boolean Active (Optional) Include only active groups to the set.
@@ -1496,14 +1495,6 @@ do
self.Filter.Active = Active self.Filter.Active = Active
return self return self
end end
--- Build a set of groups that are alive.
-- @param #SET_GROUP self
-- @return #SET_GROUP self
function SET_GROUP:FilterAlive()
self.Filter.Alive = true
return self
end
--- Starts the filtering. --- Starts the filtering.
-- @param #SET_GROUP self -- @param #SET_GROUP self
@@ -1516,8 +1507,6 @@ do
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnDeadOrCrash )
if self.Filter.Zones then if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self) self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30 local timing = self.ZoneTimerInterval or 30
@@ -1549,7 +1538,6 @@ do
self:UnHandleEvent(EVENTS.Dead) self:UnHandleEvent(EVENTS.Dead)
self:UnHandleEvent(EVENTS.Crash) self:UnHandleEvent(EVENTS.Crash)
self:UnHandleEvent(EVENTS.RemoveUnit) self:UnHandleEvent(EVENTS.RemoveUnit)
self:UnHandleEvent(EVENTS.UnitLost)
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
self.ZoneTimer:Stop() self.ZoneTimer:Stop()
@@ -2005,16 +1993,7 @@ do
function SET_GROUP:IsIncludeObject( MGroup ) function SET_GROUP:IsIncludeObject( MGroup )
self:F2( MGroup ) self:F2( MGroup )
local MGroupInclude = true local MGroupInclude = true
if self.Filter.Alive == true then
local MGroupAlive = false
self:F( { Active = self.Filter.Active } )
if MGroup and MGroup:IsAlive() then
MGroupAlive = true
end
MGroupInclude = MGroupInclude and MGroupAlive
end
if self.Filter.Active ~= nil then if self.Filter.Active ~= nil then
local MGroupActive = false local MGroupActive = false
self:F( { Active = self.Filter.Active } ) self:F( { Active = self.Filter.Active } )
@@ -2107,19 +2086,16 @@ do
if group and group:IsAlive() and (Coalitions==nil or UTILS.IsAnyInTable(Coalitions, group:GetCoalition())) then if group and group:IsAlive() and (Coalitions==nil or UTILS.IsAnyInTable(Coalitions, group:GetCoalition())) then
local coord=group:GetCoordinate() local coord=group:GetCoord()
local d -- Distance between ref. coordinate and group coordinate.
local d=UTILS.VecDist3D(Coordinate, coord)
if coord ~= nil then
-- Distance between ref. coordinate and group coordinate. if d<dmin then
d=UTILS.VecDist3D(Coordinate, coord) dmin=d
gmin=group
if d<dmin then
dmin=d
gmin=group
end
end end
end end
end end
@@ -2149,7 +2125,7 @@ end
do -- SET_UNIT do -- SET_UNIT
--- ---
-- @type SET_UNIT SET\_UNIT -- @type SET_UNIT
-- @field Core.Timer#TIMER ZoneTimer -- @field Core.Timer#TIMER ZoneTimer
-- @field #number ZoneTimerInterval -- @field #number ZoneTimerInterval
-- @extends Core.Set#SET_BASE -- @extends Core.Set#SET_BASE
@@ -2300,12 +2276,7 @@ do -- SET_UNIT
local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.UNITS ) ) -- #SET_UNIT local self = BASE:Inherit( self, SET_BASE:New( _DATABASE.UNITS ) ) -- #SET_UNIT
self:FilterActive( false ) self:FilterActive( false )
--- Count Alive Units
-- @function [parent=#SET_UNIT] CountAlive
-- @param #SET_UNIT self
-- @return #SET_UNIT self
return self return self
end end
@@ -2507,22 +2478,6 @@ do -- SET_UNIT
self.Filter.Active = Active self.Filter.Active = Active
return self return self
end end
--- Builds a set of units which exist and are alive.
-- @param #SET_UNIT self
-- @return #SET_UNIT self
function SET_UNIT:FilterAlive()
self:FilterFunction(
function(unit)
if unit and unit:IsExist() and unit:IsAlive() then
return true
else
return false
end
end
)
return self
end
--- Builds a set of units having a radar of give types. --- Builds a set of units having a radar of give types.
-- All the units having a radar of a given type will be included within the set. -- All the units having a radar of a given type will be included within the set.
@@ -2648,7 +2603,6 @@ do -- SET_UNIT
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
if self.Filter.Zones then if self.Filter.Zones then
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self) self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
local timing = self.ZoneTimerInterval or 30 local timing = self.ZoneTimerInterval or 30
@@ -3043,7 +2997,7 @@ do -- SET_UNIT
local velocity = self:GetVelocity() or 0 local velocity = self:GetVelocity() or 0
Coordinate:SetHeading( heading ) Coordinate:SetHeading( heading )
Coordinate:SetVelocity( velocity ) Coordinate:SetVelocity( velocity )
self:T(UTILS.PrintTableToLog(Coordinate)) self:I(UTILS.PrintTableToLog(Coordinate))
end end
return Coordinate return Coordinate
@@ -3505,7 +3459,7 @@ do -- SET_STATIC
--- Add STATIC(s) to SET_STATIC. --- Add STATIC(s) to SET_STATIC.
-- @param #SET_STATIC self -- @param #SET_STATIC self
-- @param Wrapper.Static#STATIC AddStatic A single STATIC. -- @param #string AddStatic A single STATIC.
-- @return #SET_STATIC self -- @return #SET_STATIC self
function SET_STATIC:AddStatic( AddStatic ) function SET_STATIC:AddStatic( AddStatic )
self:F2( AddStatic:GetName() ) self:F2( AddStatic:GetName() )
@@ -4416,8 +4370,8 @@ do -- SET_CLIENT
return self return self
end end
--- Builds a set of CLIENTs that contain the given string in their **unit/pilot** name and **NOT** the group name! --- Builds a set of CLIENTs that contain the given string in their unit/pilot name.
-- **Attention!** Bad naming convention as this **does not** filter only **prefixes** but all clients that **contain** the string. Pattern matching applies. -- **Attention!** Bad naming convention as this **does not** filter only **prefixes** but all clients that **contain** the string.
-- @param #SET_CLIENT self -- @param #SET_CLIENT self
-- @param #string Prefixes The string pattern(s) that needs to be contained in the unit/pilot name. Can also be passed as a `#table` of strings. -- @param #string Prefixes The string pattern(s) that needs to be contained in the unit/pilot name. Can also be passed as a `#table` of strings.
-- @return #SET_CLIENT self -- @return #SET_CLIENT self
@@ -4460,23 +4414,6 @@ do -- SET_CLIENT
return self return self
end end
--- Builds a set of units which exist and are alive.
-- @param #SET_CLIENT self
-- @return #SET_CLIENT self
function SET_CLIENT:FilterAlive()
self:FilterFunction(
function(unit)
if unit and unit:IsExist() and unit:IsAlive() then
return true
else
return false
end
end
)
return self
end
--- Builds a set of clients in zones. --- Builds a set of clients in zones.
-- @param #SET_CLIENT self -- @param #SET_CLIENT self
-- @param #table Zones Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE -- @param #table Zones Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
@@ -4584,7 +4521,7 @@ do -- SET_CLIENT
if Event.IniObjectCategory == Object.Category.UNIT and Event.IniGroup and Event.IniGroup:IsGround() then if Event.IniObjectCategory == Object.Category.UNIT and Event.IniGroup and Event.IniGroup:IsGround() then
-- CA Slot entered -- CA Slot entered
local ObjectName, Object = self:AddInDatabase( Event ) local ObjectName, Object = self:AddInDatabase( Event )
self:T( ObjectName, UTILS.PrintTableToLog(Object) ) self:I( ObjectName, UTILS.PrintTableToLog(Object) )
if Object and self:IsIncludeObject( Object ) then if Object and self:IsIncludeObject( Object ) then
self:Add( ObjectName, Object ) self:Add( ObjectName, Object )
end end
@@ -4773,34 +4710,22 @@ do -- SET_CLIENT
local MClientCoalition = false local MClientCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local ClientCoalitionID = _DATABASE:GetCoalitionFromClientTemplate( MClientName ) local ClientCoalitionID = _DATABASE:GetCoalitionFromClientTemplate( MClientName )
if ClientCoalitionID==nil and MClient:IsAlive()~=nil then
ClientCoalitionID=MClient:GetCoalition()
end
self:T3( { "Coalition:", ClientCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) self:T3( { "Coalition:", ClientCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and ClientCoalitionID and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then
MClientCoalition = true MClientCoalition = true
end end
end end
self:T( { "Evaluated Coalition", MClientCoalition } ) self:T( { "Evaluated Coalition", MClientCoalition } )
MClientInclude = MClientInclude and MClientCoalition MClientInclude = MClientInclude and MClientCoalition
end end
if self.Filter.Categories and MClientInclude then if self.Filter.Categories and MClientInclude then
local MClientCategory = false local MClientCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local ClientCategoryID = _DATABASE:GetCategoryFromClientTemplate( MClientName ) local ClientCategoryID = _DATABASE:GetCategoryFromClientTemplate( MClientName )
local UnitCategory = 0 self:T3( { "Category:", ClientCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } )
if ClientCategoryID==nil and MClient:IsExist() then if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then
ClientCategoryID,UnitCategory=MClient:GetCategory() MClientCategory = true
self:T3( { "Category:", UnitCategory, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and UnitCategory and self.FilterMeta.Categories[CategoryName] == UnitCategory then
MClientCategory = true
end
else
self:T3( { "Category:", ClientCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and ClientCategoryID and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then
MClientCategory = true
end
end end
end end
self:T( { "Evaluated Category", MClientCategory } ) self:T( { "Evaluated Category", MClientCategory } )
@@ -4823,11 +4748,8 @@ do -- SET_CLIENT
local MClientCountry = false local MClientCountry = false
for CountryID, CountryName in pairs( self.Filter.Countries ) do for CountryID, CountryName in pairs( self.Filter.Countries ) do
local ClientCountryID = _DATABASE:GetCountryFromClientTemplate( MClientName ) local ClientCountryID = _DATABASE:GetCountryFromClientTemplate( MClientName )
if ClientCountryID==nil and MClient:IsAlive()~=nil then
ClientCountryID=MClient:GetCountry()
end
self:T3( { "Country:", ClientCountryID, country.id[CountryName], CountryName } ) self:T3( { "Country:", ClientCountryID, country.id[CountryName], CountryName } )
if country.id[CountryName] and ClientCountryID and country.id[CountryName] == ClientCountryID then if country.id[CountryName] and country.id[CountryName] == ClientCountryID then
MClientCountry = true MClientCountry = true
end end
end end
@@ -5243,15 +5165,12 @@ do -- SET_PLAYER
if MClient then if MClient then
local MClientName = MClient.UnitName local MClientName = MClient.UnitName
if self.Filter.Coalitions and MClientInclude then if self.Filter.Coalitions then
local MClientCoalition = false local MClientCoalition = false
for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do for CoalitionID, CoalitionName in pairs( self.Filter.Coalitions ) do
local ClientCoalitionID = _DATABASE:GetCoalitionFromClientTemplate( MClientName ) local ClientCoalitionID = _DATABASE:GetCoalitionFromClientTemplate( MClientName )
if ClientCoalitionID==nil and MClient:IsAlive()~=nil then
ClientCoalitionID=MClient:GetCoalition()
end
self:T3( { "Coalition:", ClientCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } ) self:T3( { "Coalition:", ClientCoalitionID, self.FilterMeta.Coalitions[CoalitionName], CoalitionName } )
if self.FilterMeta.Coalitions[CoalitionName] and ClientCoalitionID and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then if self.FilterMeta.Coalitions[CoalitionName] and self.FilterMeta.Coalitions[CoalitionName] == ClientCoalitionID then
MClientCoalition = true MClientCoalition = true
end end
end end
@@ -5259,22 +5178,13 @@ do -- SET_PLAYER
MClientInclude = MClientInclude and MClientCoalition MClientInclude = MClientInclude and MClientCoalition
end end
if self.Filter.Categories and MClientInclude then if self.Filter.Categories then
local MClientCategory = false local MClientCategory = false
for CategoryID, CategoryName in pairs( self.Filter.Categories ) do for CategoryID, CategoryName in pairs( self.Filter.Categories ) do
local ClientCategoryID = _DATABASE:GetCategoryFromClientTemplate( MClientName ) local ClientCategoryID = _DATABASE:GetCategoryFromClientTemplate( MClientName )
local UnitCategory = 0 self:T3( { "Category:", ClientCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } )
if ClientCategoryID==nil and MClient:IsExist() then if self.FilterMeta.Categories[CategoryName] and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then
ClientCategoryID,UnitCategory=MClient:GetCategory() MClientCategory = true
self:T3( { "Category:", UnitCategory, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and UnitCategory and self.FilterMeta.Categories[CategoryName] == UnitCategory then
MClientCategory = true
end
else
self:T3( { "Category:", ClientCategoryID, self.FilterMeta.Categories[CategoryName], CategoryName } )
if self.FilterMeta.Categories[CategoryName] and ClientCategoryID and self.FilterMeta.Categories[CategoryName] == ClientCategoryID then
MClientCategory = true
end
end end
end end
self:T( { "Evaluated Category", MClientCategory } ) self:T( { "Evaluated Category", MClientCategory } )
@@ -7907,7 +7817,6 @@ do -- SET_OPSGROUP
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash )
end end
return self return self
@@ -8490,7 +8399,7 @@ do -- SET_SCENERY
--- Calculate current relative lifepoints of the SET objects, i.e. Life divided by Life0 as percentage value, eg 75 meaning 75% alive. --- Calculate current relative lifepoints of the SET objects, i.e. Life divided by Life0 as percentage value, eg 75 meaning 75% alive.
-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the Life0 value to 120% -- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the Life0 value to 120%
-- of the last life value if life exceeds life0 ata any point. -- of the last life value if life exceeds life0 ata any point.
-- Thus we will get a smooth percentage decrease, if you use this e.g. as success criteria for a bombing task. -- Thus will will get a smooth percentage decrease, if you use this e.g. as success criteria for a bombing task.
-- @param #SET_SCENERY self -- @param #SET_SCENERY self
-- @return #number LifePoints -- @return #number LifePoints
function SET_SCENERY:GetRelativeLife() function SET_SCENERY:GetRelativeLife()

View File

@@ -29,9 +29,7 @@
-- @module Core.Settings -- @module Core.Settings
-- @image Core_Settings.JPG -- @image Core_Settings.JPG
--- @type SETTINGS
---
-- @type SETTINGS
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework. --- Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
@@ -220,8 +218,7 @@ SETTINGS = {
SETTINGS.__Enum = {} SETTINGS.__Enum = {}
--- --- @type SETTINGS.__Enum.Era
-- @type SETTINGS.__Enum.Era
-- @field #number WWII -- @field #number WWII
-- @field #number Korea -- @field #number Korea
-- @field #number Cold -- @field #number Cold
@@ -494,7 +491,7 @@ do -- SETTINGS
return (self.A2ASystem and self.A2ASystem == "MGRS") or (not self.A2ASystem and _SETTINGS:IsA2A_MGRS()) return (self.A2ASystem and self.A2ASystem == "MGRS") or (not self.A2ASystem and _SETTINGS:IsA2A_MGRS())
end end
-- @param #SETTINGS self --- @param #SETTINGS self
-- @param Wrapper.Group#GROUP MenuGroup Group for which to add menus. -- @param Wrapper.Group#GROUP MenuGroup Group for which to add menus.
-- @param #table RootMenu Root menu table -- @param #table RootMenu Root menu table
-- @return #SETTINGS -- @return #SETTINGS
@@ -740,8 +737,8 @@ do -- SETTINGS
if _SETTINGS.ShowPlayerMenu == true then if _SETTINGS.ShowPlayerMenu == true then
local PlayerGroup = PlayerUnit:GetGroup() local PlayerGroup = PlayerUnit:GetGroup()
local PlayerName = PlayerUnit:GetPlayerName() or "None" local PlayerName = PlayerUnit:GetPlayerName()
--local PlayerNames = PlayerGroup:GetPlayerNames() local PlayerNames = PlayerGroup:GetPlayerNames()
local PlayerMenu = MENU_GROUP:New( PlayerGroup, 'Settings "' .. PlayerName .. '"' ) local PlayerMenu = MENU_GROUP:New( PlayerGroup, 'Settings "' .. PlayerName .. '"' )
@@ -948,49 +945,49 @@ do -- SETTINGS
return self return self
end end
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem ) function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem )
self.A2GSystem = A2GSystem self.A2GSystem = A2GSystem
MESSAGE:New( string.format( "Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll() MESSAGE:New( string.format( "Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem ) function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem )
self.A2ASystem = A2ASystem self.A2ASystem = A2ASystem
MESSAGE:New( string.format( "Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll() MESSAGE:New( string.format( "Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy ) function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format( "Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll() MESSAGE:New( string.format( "Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy ) function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format( "Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll() MESSAGE:New( string.format( "Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW ) function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW )
self.Metric = MW self.Metric = MW
MESSAGE:New( string.format( "Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll() MESSAGE:New( string.format( "Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu ) self:SetSystemMenu( MenuGroup, RootMenu )
end end
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuMessageTimingsSystem( MenuGroup, RootMenu, MessageType, MessageTime ) function SETTINGS:MenuMessageTimingsSystem( MenuGroup, RootMenu, MessageType, MessageTime )
self:SetMessageTime( MessageType, MessageTime ) self:SetMessageTime( MessageType, MessageTime )
MESSAGE:New( string.format( "Settings: Default message time set for %s to %d.", MessageType, MessageTime ), 5 ):ToAll() MESSAGE:New( string.format( "Settings: Default message time set for %s to %d.", MessageType, MessageTime ), 5 ):ToAll()
end end
do do
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem ) function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem )
--BASE:E( {PlayerUnit:GetName(), A2GSystem } ) --BASE:E( {PlayerUnit:GetName(), A2GSystem } )
self.A2GSystem = A2GSystem self.A2GSystem = A2GSystem
@@ -1001,7 +998,7 @@ do -- SETTINGS
end end
end end
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem ) function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem )
self.A2ASystem = A2ASystem self.A2ASystem = A2ASystem
MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
@@ -1011,7 +1008,7 @@ do -- SETTINGS
end end
end end
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy ) function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format( "Settings: LL format accuracy set to %d decimal places for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: LL format accuracy set to %d decimal places for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
@@ -1021,7 +1018,7 @@ do -- SETTINGS
end end
end end
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy ) function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format( "Settings: MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
@@ -1031,7 +1028,7 @@ do -- SETTINGS
end end
end end
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW ) function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW )
self.Metric = MW self.Metric = MW
MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup )
@@ -1041,7 +1038,7 @@ do -- SETTINGS
end end
end end
-- @param #SETTINGS self --- @param #SETTINGS self
function SETTINGS:MenuGroupMessageTimingsSystem( PlayerUnit, PlayerGroup, PlayerName, MessageType, MessageTime ) function SETTINGS:MenuGroupMessageTimingsSystem( PlayerUnit, PlayerGroup, PlayerName, MessageType, MessageTime )
self:SetMessageTime( MessageType, MessageTime ) self:SetMessageTime( MessageType, MessageTime )
MESSAGE:New( string.format( "Settings: Default message time set for %s to %d.", MessageType, MessageTime ), 5 ):ToGroup( PlayerGroup ) MESSAGE:New( string.format( "Settings: Default message time set for %s to %d.", MessageType, MessageTime ), 5 ):ToGroup( PlayerGroup )

View File

@@ -199,23 +199,6 @@
-- --
-- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed. -- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed.
-- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp. -- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp.
-- * @{#SPAWN.StopRepeat}(): This method is used to stop the repeater.
--
-- ### Link-16 Datalink STN and SADL IDs (limited at the moment to F15/16/18/AWACS/Tanker/B1B, but not the F15E for clients, SADL A10CII only)
--
-- * @{#SPAWN.InitSTN}(): Set the STN of the first unit in the group. All other units will have consecutive STNs, provided they have not been used yet.
-- * @{#SPAWN.InitSADL}(): Set the SADL of the first unit in the group. All other units will have consecutive SADLs, provided they have not been used yet.
--
-- ### Callsigns
--
-- * @{#SPAWN.InitRandomizeCallsign}(): Set a random callsign name per spawn.
-- * @{#SPAWN.SpawnInitCallSign}(): Set a specific callsign for a spawned group.
--
-- ### Speed
--
-- * @{#SPAWN.InitSpeedMps}(): Set the initial speed on spawning in meters per second.
-- * @{#SPAWN.InitSpeedKph}(): Set the initial speed on spawning in kilometers per hour.
-- * @{#SPAWN.InitSpeedKnots}(): Set the initial speed on spawning in knots.
-- --
-- ## SPAWN **Spawn** methods -- ## SPAWN **Spawn** methods
-- --
@@ -293,10 +276,9 @@ SPAWN = {
--- Enumerator for spawns at airbases --- Enumerator for spawns at airbases
-- @type SPAWN.Takeoff -- @type SPAWN.Takeoff
-- @field #number Air Take off happens in air. -- @extends Wrapper.Group#GROUP.Takeoff
-- @field #number Runway Spawn on runway. Does not work in MP!
-- @field #number Hot Spawn at parking with engines on. -- @field #SPAWN.Takeoff Takeoff
-- @field #number Cold Spawn at parking with engines off.
SPAWN.Takeoff = { SPAWN.Takeoff = {
Air = 1, Air = 1,
Runway = 2, Runway = 2,
@@ -538,7 +520,7 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
end end
if SpawnTemplate then if SpawnTemplate then
self.SpawnTemplate = UTILS.DeepCopy(SpawnTemplate) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!! self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnTemplatePrefix = SpawnTemplatePrefix self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.SpawnAliasPrefix = SpawnAliasPrefix or SpawnTemplatePrefix self.SpawnAliasPrefix = SpawnAliasPrefix or SpawnTemplatePrefix
self.SpawnTemplate.name = SpawnTemplatePrefix self.SpawnTemplate.name = SpawnTemplatePrefix
@@ -621,14 +603,12 @@ end
-- and any spaces before and after the resulting name are removed. -- and any spaces before and after the resulting name are removed.
-- IMPORTANT! This method MUST be the first used after :New !!! -- IMPORTANT! This method MUST be the first used after :New !!!
-- @param #SPAWN self -- @param #SPAWN self
-- @param #boolean KeepUnitNames (optional) If true, the unit names are kept, false or not provided create new unit names. -- @param #boolean KeepUnitNames (optional) If true, the unit names are kept, false or not provided to make new unit names.
-- @return #SPAWN self -- @return #SPAWN self
function SPAWN:InitKeepUnitNames( KeepUnitNames ) function SPAWN:InitKeepUnitNames( KeepUnitNames )
self:F() self:F()
self.SpawnInitKeepUnitNames = false self.SpawnInitKeepUnitNames = KeepUnitNames or true
if KeepUnitNames == true then self.SpawnInitKeepUnitNames = true end
return self return self
end end
@@ -744,7 +724,7 @@ end
-- @param #number Country Country id as number or enumerator: -- @param #number Country Country id as number or enumerator:
-- --
-- * @{DCS#country.id.RUSSIA} -- * @{DCS#country.id.RUSSIA}
-- * @{DCS#country.id.USA} -- * @{DCS#county.id.USA}
-- --
-- @return #SPAWN self -- @return #SPAWN self
function SPAWN:InitCountry( Country ) function SPAWN:InitCountry( Country )
@@ -800,82 +780,6 @@ function SPAWN:InitSkill( Skill )
return self return self
end end
--- [Airplane - F15/16/18/AWACS/B1B/Tanker only] Set the STN Link16 starting number of the Group; each unit of the spawned group will have a consecutive STN set.
-- @param #SPAWN self
-- @param #number Octal The octal number (digits 1..7, max 5 digits, i.e. 1..77777) to set the STN to. Every STN needs to be unique!
-- @return #SPAWN self
function SPAWN:InitSTN(Octal)
self:F( { Octal = Octal } )
self.SpawnInitSTN = Octal or 77777
local num = UTILS.OctalToDecimal(Octal)
if num == nil or num < 1 then
self:E("WARNING - STN "..tostring(Octal).." is not valid!")
return self
end
if _DATABASE.STNS[num] ~= nil then
self:E("WARNING - STN already assigned: "..tostring(Octal).." is used for ".._DATABASE.STNS[Octal])
end
return self
end
--- [Airplane - A10-C II only] Set the SADL TN starting number of the Group; each unit of the spawned group will have a consecutive SADL set.
-- @param #SPAWN self
-- @param #number Octal The octal number (digits 1..7, max 4 digits, i.e. 1..7777) to set the SADL to. Every SADL needs to be unique!
-- @return #SPAWN self
function SPAWN:InitSADL(Octal)
self:F( { Octal = Octal } )
self.SpawnInitSADL = Octal or 7777
local num = UTILS.OctalToDecimal(Octal)
if num == nil or num < 1 then
self:E("WARNING - SADL "..tostring(Octal).." is not valid!")
return self
end
if _DATABASE.SADL[num] ~= nil then
self:E("WARNING - SADL already assigned: "..tostring(Octal).." is used for ".._DATABASE.SADL[Octal])
end
return self
end
--- [Airplane] Set the initial speed on spawning in meters per second. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number MPS The speed in MPS to use.
-- @return #SPAWN self
function SPAWN:InitSpeedMps(MPS)
self:F( { MPS = MPS } )
if MPS == nil or tonumber(MPS)<0 then
MPS=125
end
self.InitSpeed = MPS
return self
end
--- [Airplane] Set the initial speed on spawning in knots. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number Knots The speed in knots to use.
-- @return #SPAWN self
function SPAWN:InitSpeedKnots(Knots)
self:F( { Knots = Knots } )
if Knots == nil or tonumber(Knots)<0 then
Knots=300
end
self.InitSpeed = UTILS.KnotsToMps(Knots)
return self
end
--- [Airplane] Set the initial speed on spawning in kilometers per hour. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number KPH The speed in KPH to use.
-- @return #SPAWN self
function SPAWN:InitSpeedKph(KPH)
self:F( { KPH = KPH } )
if KPH == nil or tonumber(KPH)<0 then
KPH=UTILS.KnotsToKmph(300)
end
self.InitSpeed = UTILS.KmphToMps(KPH)
return self
end
--- Sets the radio communication on or off. Same as checking/unchecking the COMM box in the mission editor. --- Sets the radio communication on or off. Same as checking/unchecking the COMM box in the mission editor.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #number switch If true (or nil), enables the radio communication. If false, disables the radio for the spawned group. -- @param #number switch If true (or nil), enables the radio communication. If false, disables the radio for the spawned group.
@@ -1054,7 +958,7 @@ end
-- but they will all follow the same Template route and have the same prefix name. -- but they will all follow the same Template route and have the same prefix name.
-- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group. -- In other words, this method randomizes between a defined set of groups the template to be used for each new spawn of a group.
-- @param #SPAWN self -- @param #SPAWN self
-- @param #list<#string> SpawnTemplatePrefixTable A table with the names of the groups defined within the mission editor, from which one will be chosen when a new group will be spawned. -- @param #string SpawnTemplatePrefixTable A table with the names of the groups defined within the mission editor, from which one will be chosen when a new group will be spawned.
-- @return #SPAWN -- @return #SPAWN
-- @usage -- @usage
-- --
@@ -1212,12 +1116,11 @@ end
-- @param #number Major Major number, i.e. the group number of this name, e.g. 1 - resulting in e.g. Texaco-2-1 -- @param #number Major Major number, i.e. the group number of this name, e.g. 1 - resulting in e.g. Texaco-2-1
-- @return #SPAWN self -- @return #SPAWN self
function SPAWN:InitCallSign(ID,Name,Minor,Major) function SPAWN:InitCallSign(ID,Name,Minor,Major)
local Name = Name or "Enfield"
self.SpawnInitCallSign = true self.SpawnInitCallSign = true
self.SpawnInitCallSignID = ID or 1 self.SpawnInitCallSignID = ID or 1
self.SpawnInitCallSignMinor = Minor or 1 self.SpawnInitCallSignMinor = Minor or 1
self.SpawnInitCallSignMajor = Major or 1 self.SpawnInitCallSignMajor = Major or 1
self.SpawnInitCallSignName=string.lower(Name):gsub("^%l", string.upper) self.SpawnInitCallSignName = string.lower(Name) or "enfield"
return self return self
end end
@@ -1239,7 +1142,7 @@ function SPAWN:InitPositionVec2(Vec2)
self:T( { self.SpawnTemplatePrefix, Vec2} ) self:T( { self.SpawnTemplatePrefix, Vec2} )
self.SpawnInitPosition = Vec2 self.SpawnInitPosition = Vec2
self.SpawnFromNewPosition = true self.SpawnFromNewPosition = true
self:T("MaxGroups:"..self.SpawnMaxGroups) self:I("MaxGroups:"..self.SpawnMaxGroups)
for SpawnGroupID = 1, self.SpawnMaxGroups do for SpawnGroupID = 1, self.SpawnMaxGroups do
self:_SetInitialPosition( SpawnGroupID ) self:_SetInitialPosition( SpawnGroupID )
end end
@@ -1391,10 +1294,9 @@ function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
self.SpawnGroups[SpawnGroupID].Visible = true self.SpawnGroups[SpawnGroupID].Visible = true
self:HandleEvent( EVENTS.Birth, self._OnBirth ) self:HandleEvent( EVENTS.Birth, self._OnBirth )
--self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash ) self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._OnDeadOrCrash )
if self.Repeat then if self.Repeat then
self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff ) self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff )
self:HandleEvent( EVENTS.Land, self._OnLand ) self:HandleEvent( EVENTS.Land, self._OnLand )
@@ -1412,30 +1314,6 @@ function SPAWN:InitArray( SpawnAngle, SpawnWidth, SpawnDeltaX, SpawnDeltaY )
return self return self
end end
--- Stop the SPAWN InitRepeat function (EVENT handler for takeoff, land and engine shutdown)
-- @param #SPAWN self
-- @return #SPAWN self
-- @usage
-- local spawn = SPAWN:New("Template Group")
-- :InitRepeatOnEngineShutDown()
-- local plane = spawn:Spawn() -- it is important that we keep the SPAWN object and do not overwrite it with the resulting GROUP object by just calling :Spawn()
--
-- -- later on
-- spawn:StopRepeat()
function SPAWN:StopRepeat()
if self.Repeat then
self:UnHandleEvent(EVENTS.Takeoff)
self:UnHandleEvent(EVENTS.Land)
end
if self.RepeatOnEngineShutDown then
self:UnHandleEvent(EVENTS.EngineShutdown)
end
self.Repeat = false
self.RepeatOnEngineShutDown = false
self.RepeatOnLanding = false
return self
end
do -- AI methods do -- AI methods
--- Turns the AI On or Off for the @{Wrapper.Group} when spawning. --- Turns the AI On or Off for the @{Wrapper.Group} when spawning.
@@ -1497,30 +1375,6 @@ do -- Delay methods
end -- Delay methods end -- Delay methods
--- Hide the group on the map view (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnMap()
self.SpawnHiddenOnMap = true
return self
end
--- Hide the group on MFDs (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnMFD()
self.SpawnHiddenOnMFD = true
return self
end
--- Hide the group on planner (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnPlanner()
self.SpawnHiddenOnPlanner = true
return self
end
--- Will spawn a group based on the internal index. --- Will spawn a group based on the internal index.
-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE. -- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self -- @param #SPAWN self
@@ -1565,11 +1419,11 @@ function SPAWN:ReSpawn( SpawnIndex )
SpawnGroup:WayPointExecute( 1, 5 ) SpawnGroup:WayPointExecute( 1, 5 )
end end
if SpawnGroup and SpawnGroup.ReSpawnFunction then if SpawnGroup.ReSpawnFunction then
SpawnGroup:ReSpawnFunction() SpawnGroup:ReSpawnFunction()
end end
if SpawnGroup then SpawnGroup:ResetEvents() end SpawnGroup:ResetEvents()
return SpawnGroup return SpawnGroup
end end
@@ -1590,24 +1444,8 @@ end
-- @param #string SpawnIndex The index of the group to be spawned. -- @param #string SpawnIndex The index of the group to be spawned.
-- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions. -- @return Wrapper.Group#GROUP The group that was spawned. You can use this group for further actions.
function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth ) function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
self:F2( { SpawnTemplatePrefix = self.SpawnTemplatePrefix, SpawnIndex = SpawnIndex, AliveUnits = self.AliveUnits, SpawnMaxGroups = self.SpawnMaxGroups } )
local set = SET_GROUP:New():FilterAlive():FilterPrefixes({self.SpawnTemplatePrefix, self.SpawnAliasPrefix}):FilterOnce()
local aliveunits = 0
set:ForEachGroupAlive(
function(grp)
aliveunits = aliveunits + grp:CountAliveUnits()
end
)
if aliveunits ~= self.AliveUnits then
self.AliveUnits = aliveunits
self:T("***** self.AliveUnits accounting failure! Corrected! *****")
end
set= nil
self:T( { SpawnTemplatePrefix = self.SpawnTemplatePrefix, SpawnIndex = SpawnIndex, AliveUnits = self.AliveUnits, SpawnMaxGroups = self.SpawnMaxGroups } )
if self:_GetSpawnIndex( SpawnIndex ) then if self:_GetSpawnIndex( SpawnIndex ) then
if self.SpawnFromNewPosition then if self.SpawnFromNewPosition then
@@ -1654,12 +1492,12 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius ) RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
numTries = numTries + 1 numTries = numTries + 1
inZone = SpawnZone:IsVec2InZone(RandomVec2) inZone = SpawnZone:IsVec2InZone(RandomVec2)
--self:T("Retrying " .. numTries .. "spawn " .. SpawnTemplate.name .. " in Zone " .. SpawnZone:GetName() .. "!") self:I("Retrying " .. numTries .. "spawn " .. SpawnTemplate.name .. " in Zone " .. SpawnZone:GetName() .. "!")
--self:T(SpawnZone) self:I(SpawnZone)
end end
end end
if (not inZone) then if (not inZone) then
self:T("Could not place unit within zone and within radius!") self:I("Could not place unit within zone and within radius!")
RandomVec2 = SpawnZone:GetRandomVec2() RandomVec2 = SpawnZone:GetRandomVec2()
end end
end end
@@ -1810,20 +1648,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if self.SpawnInitModu then if self.SpawnInitModu then
SpawnTemplate.modulation = self.SpawnInitModu SpawnTemplate.modulation = self.SpawnInitModu
end end
-- hiding options
if self.SpawnHiddenOnPlanner then
SpawnTemplate.hiddenOnPlanner=true
end
if self.SpawnHiddenOnMFD then
SpawnTemplate.hiddenOnMFD=true
end
if self.SpawnHiddenOnMap then
SpawnTemplate.hidden=true
end
-- Set country, coalition and category. -- Set country, coalition and category.
SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID
@@ -1839,9 +1664,8 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if not NoBirth then if not NoBirth then
self:HandleEvent( EVENTS.Birth, self._OnBirth ) self:HandleEvent( EVENTS.Birth, self._OnBirth )
end end
--self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash ) self:HandleEvent( EVENTS.Dead, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.UnitLost, self._OnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._OnDeadOrCrash )
if self.Repeat then if self.Repeat then
self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff ) self:HandleEvent( EVENTS.Takeoff, self._OnTakeOff )
@@ -1865,8 +1689,8 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
-- If there is a SpawnFunction hook defined, call it. -- If there is a SpawnFunction hook defined, call it.
if self.SpawnFunctionHook then if self.SpawnFunctionHook then
-- delay calling this for .3 seconds so that it hopefully comes after the BIRTH event of the group. -- delay calling this for .1 seconds so that it hopefully comes after the BIRTH event of the group.
self.SpawnHookScheduler:Schedule( nil, self.SpawnFunctionHook, { self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) }, 0.3 ) self.SpawnHookScheduler:Schedule( nil, self.SpawnFunctionHook, { self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) }, 0.1 )
end end
-- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats. -- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats.
-- if self.Repeat then -- if self.Repeat then
@@ -1875,7 +1699,6 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
end end
self.SpawnGroups[self.SpawnIndex].Spawned = true self.SpawnGroups[self.SpawnIndex].Spawned = true
self.SpawnGroups[self.SpawnIndex].Group.TemplateDonor = self.SpawnTemplatePrefix
return self.SpawnGroups[self.SpawnIndex].Group return self.SpawnGroups[self.SpawnIndex].Group
else else
-- self:E( { self.SpawnTemplatePrefix, "No more Groups to Spawn:", SpawnIndex, self.SpawnMaxGroups } ) -- self:E( { self.SpawnTemplatePrefix, "No more Groups to Spawn:", SpawnIndex, self.SpawnMaxGroups } )
@@ -3322,7 +3145,7 @@ end
--- Get the index from a given group. --- Get the index from a given group.
-- The function will search the name of the group for a #, and will return the number behind the #-mark. -- The function will search the name of the group for a #, and will return the number behind the #-mark.
function SPAWN:GetSpawnIndexFromGroup( SpawnGroup ) function SPAWN:GetSpawnIndexFromGroup( SpawnGroup )
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } ) self:F2( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
local IndexString = string.match( SpawnGroup:GetName(), "#(%d*)$" ):sub( 2 ) local IndexString = string.match( SpawnGroup:GetName(), "#(%d*)$" ):sub( 2 )
local Index = tonumber( IndexString ) local Index = tonumber( IndexString )
@@ -3334,7 +3157,7 @@ end
--- Return the last maximum index that can be used. --- Return the last maximum index that can be used.
function SPAWN:_GetLastIndex() function SPAWN:_GetLastIndex()
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } ) self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
return self.SpawnMaxGroups return self.SpawnMaxGroups
end end
@@ -3480,30 +3303,18 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end end
end end
end end
if self.SpawnInitKeepUnitNames == false then if self.SpawnInitKeepUnitNames == false then
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
if not string.find(SpawnTemplate.units[UnitID].name,"#IFF_",1,true) then --Razbam IFF hack for F15E etc SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
end
SpawnTemplate.units[UnitID].unitId = nil SpawnTemplate.units[UnitID].unitId = nil
end end
else else
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
local SpawnInitKeepUnitIFF = false local UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
if string.find(SpawnTemplate.units[UnitID].name,"#IFF_",1,true) then --Razbam IFF hack for F15E etc self:T( { UnitPrefix, Rest } )
SpawnInitKeepUnitIFF = true
end SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
local UnitPrefix, Rest
if SpawnInitKeepUnitIFF == false then
UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
self:T( { UnitPrefix, Rest } )
--else
--UnitPrefix=SpawnTemplate.units[UnitID].name
end
--SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
SpawnTemplate.units[UnitID].unitId = nil SpawnTemplate.units[UnitID].unitId = nil
end end
end end
@@ -3584,58 +3395,34 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex
end end
end end
-- Speed
if self.InitSpeed then
SpawnTemplate.units[UnitID].speed = self.InitSpeed
end
-- Link16 -- Link16
local AddProps = SpawnTemplate.units[UnitID].AddPropAircraft local AddProps = SpawnTemplate.units[UnitID].AddPropAircraft
if AddProps then if AddProps then
if SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 then if SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 then
if self.SpawnInitSTN then -- 4 digit octal with leading 0
local octal = self.SpawnInitSTN if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16) ~= nil then
if UnitID > 1 then local octal = SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16
octal = _DATABASE:GetNextSTN(self.SpawnInitSTN,SpawnTemplate.units[UnitID].name) local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
end SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",UTILS.DecimalToOctal(decimal))
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",octal) else -- ED bug - chars in here
else local STN = math.floor(UTILS.RandomGaussian(4088/2,nil,1000,4088))
-- 5 digit octal with leading 0 STN = STN+UnitID-1
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16) ~= nil then local OSTN = UTILS.DecimalToOctal(STN)
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",OSTN)
local num = UTILS.OctalToDecimal(octal)
if _DATABASE.STNS[num] ~= nil or UnitID > 1 then -- STN taken or next unit
octal = _DATABASE:GetNextSTN(octal,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",octal)
else -- ED bug - chars in here
local OSTN = _DATABASE:GetNextSTN(1,SpawnTemplate.units[UnitID].name)
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",OSTN)
end
end end
end end
-- A10CII -- A10CII
if SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN then if SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN then
-- 4 digit octal with leading 0 -- 3 digit octal with leading 0
if self.SpawnInitSADL then if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN) ~= nil then
local octal = self.SpawnInitSADL local octal = SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN
if UnitID > 1 then local decimal = UTILS.OctalToDecimal(octal)+UnitID-1
octal = _DATABASE:GetNextSADL(self.SpawnInitSADL,SpawnTemplate.units[UnitID].name) SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",UTILS.DecimalToOctal(decimal))
end else -- ED bug - chars in here
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",octal) local STN = math.floor(UTILS.RandomGaussian(504/2,nil,100,504))
else STN = STN+UnitID-1
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN) ~= nil then local OSTN = UTILS.DecimalToOctal(STN)
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",OSTN)
local num = UTILS.OctalToDecimal(octal)
self.SpawnInitSADL = num -- we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case
-- we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
if _DATABASE.SADL[num] ~= nil or UnitID > 1 then -- SADL taken or next unit
octal = _DATABASE:GetNextSADL(self.SpawnInitSADL,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",octal)
else -- ED bug - chars in here
local OSTN = _DATABASE:GetNextSADL(1,SpawnTemplate.units[UnitID].name)
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",OSTN)
end
end end
end end
-- VoiceCallsignNumber -- VoiceCallsignNumber
@@ -3896,11 +3683,11 @@ end
-- @param #number SpawnIndex Spawn index. -- @param #number SpawnIndex Spawn index.
-- @return #number self.SpawnIndex -- @return #number self.SpawnIndex
function SPAWN:_GetSpawnIndex( SpawnIndex ) function SPAWN:_GetSpawnIndex( SpawnIndex )
self:T( { template=self.SpawnTemplatePrefix, SpawnIndex=SpawnIndex, SpawnMaxGroups=self.SpawnMaxGroups, SpawnMaxUnitsAlive=self.SpawnMaxUnitsAlive, AliveUnits=self.AliveUnits, TemplateUnits=#self.SpawnTemplate.units } ) self:F2( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } )
if (self.SpawnMaxGroups == 0) or (SpawnIndex <= self.SpawnMaxGroups) then if (self.SpawnMaxGroups == 0) or (SpawnIndex <= self.SpawnMaxGroups) then
if (self.SpawnMaxUnitsAlive == 0) or (self.AliveUnits + #self.SpawnTemplate.units <= self.SpawnMaxUnitsAlive) or self.UnControlled == true then if (self.SpawnMaxUnitsAlive == 0) or (self.AliveUnits + #self.SpawnTemplate.units <= self.SpawnMaxUnitsAlive) or self.UnControlled == true then
self:T( { SpawnCount = self.SpawnCount, SpawnIndex = SpawnIndex } ) self:F( { SpawnCount = self.SpawnCount, SpawnIndex = SpawnIndex } )
if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then if SpawnIndex and SpawnIndex >= self.SpawnCount + 1 then
self.SpawnCount = self.SpawnCount + 1 self.SpawnCount = self.SpawnCount + 1
SpawnIndex = self.SpawnCount SpawnIndex = self.SpawnCount
@@ -3941,17 +3728,12 @@ function SPAWN:_OnBirth( EventData )
end end
---
-- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function SPAWN:_OnDeadOrCrash( EventData ) function SPAWN:_OnDeadOrCrash( EventData )
self:T( "Dead or crash event ID "..tostring(EventData.id or 0)) self:F( self.SpawnTemplatePrefix )
self:T( "Dead or crash event for "..tostring(EventData.IniUnitName or "none") )
--if EventData.id == EVENTS.Dead then return end
local unit=UNIT:FindByName(EventData.IniUnitName) local unit=UNIT:FindByName(EventData.IniUnitName)
--local group=GROUP:FindByName(EventData.IniGroupName)
if unit then if unit then
@@ -3959,11 +3741,14 @@ function SPAWN:_OnDeadOrCrash( EventData )
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group! if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
self:T( { "Dead event: " .. EventPrefix } ) self:T( { "Dead event: " .. EventPrefix } )
self:T(string.format("EventPrefix = %s | SpawnAliasPrefix = %s | Old AliveUnits = %d",EventPrefix or "",self.SpawnAliasPrefix or "",self.AliveUnits or 0))
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) and self.AliveUnits > 0 then if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
self.AliveUnits = self.AliveUnits - 1
self.AliveUnits = self.AliveUnits - 1
self:T( "Alive Units: " .. self.AliveUnits )
end end
self:T( "New Alive Units: " .. self.AliveUnits )
end end
end end
end end
@@ -4089,8 +3874,7 @@ function SPAWN:_SpawnCleanUpScheduler()
-- If the plane is not moving or dead , and is on the ground, assign it with a timestamp... -- If the plane is not moving or dead , and is on the ground, assign it with a timestamp...
if Stamp.Time + self.SpawnCleanUpInterval < timer.getTime() then if Stamp.Time + self.SpawnCleanUpInterval < timer.getTime() then
self:T( { "CleanUp Scheduler:", "ReSpawning:", SpawnGroup:GetName() } ) self:T( { "CleanUp Scheduler:", "ReSpawning:", SpawnGroup:GetName() } )
--self:ReSpawn( SpawnCursor ) self:ReSpawn( SpawnCursor )
SCHEDULER:New( nil, self.ReSpawn, { self, SpawnCursor }, 3 )
Stamp.Vec2 = nil Stamp.Vec2 = nil
Stamp.Time = nil Stamp.Time = nil
end end

View File

@@ -1,36 +1,36 @@
--- **Core** - Spawn statics. --- **Core** - Spawn statics.
-- --
-- === -- ===
-- --
-- ## Features: -- ## Features:
-- --
-- * Spawn new statics from a static already defined in the mission editor. -- * Spawn new statics from a static already defined in the mission editor.
-- * Spawn new statics from a given template. -- * Spawn new statics from a given template.
-- * Spawn new statics from a given type. -- * Spawn new statics from a given type.
-- * Spawn with a custom heading and location. -- * Spawn with a custom heading and location.
-- * Spawn within a zone. -- * Spawn within a zone.
-- * Spawn statics linked to units, .e.g on aircraft carriers. -- * Spawn statics linked to units, .e.g on aircraft carriers.
-- --
-- === -- ===
-- --
-- # Demo Missions -- # Demo Missions
--
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/SpawnStatic)
-- --
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/SpawnStatic) --
--
--
-- === -- ===
-- --
-- # YouTube Channel -- # YouTube Channel
-- --
-- ## No videos yet! -- ## No videos yet!
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky** -- ### Contributions: **funkyfranky**
-- --
-- === -- ===
-- --
-- @module Core.SpawnStatic -- @module Core.SpawnStatic
-- @image Core_Spawnstatic.JPG -- @image Core_Spawnstatic.JPG
@@ -58,37 +58,37 @@
--- Allows to spawn dynamically new @{Wrapper.Static}s into your mission. --- Allows to spawn dynamically new @{Wrapper.Static}s into your mission.
-- --
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), -- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
-- and "copy" these properties to create a new static object and place it at the desired coordinate. -- and "copy" these properties to create a new static object and place it at the desired coordinate.
-- --
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method. -- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
-- By default, spawned @{Wrapper.Static}s will follow a naming convention at run-time: -- By default, spawned @{Wrapper.Static}s will follow a naming convention at run-time:
-- --
-- * Spawned @{Wrapper.Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**. -- * Spawned @{Wrapper.Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
-- --
-- # SPAWNSTATIC Constructors -- # SPAWNSTATIC Constructors
-- --
-- Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this. -- Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this.
-- --
-- ## Use another Static -- ## Use another Static
-- --
-- A new SPAWNSTATIC object can be created using another static by the @{#SPAWNSTATIC.NewFromStatic}() function. All parameters such as position, heading, country will be initialized -- A new SPAWNSTATIC object can be created using another static by the @{#SPAWNSTATIC.NewFromStatic}() function. All parameters such as position, heading, country will be initialized
-- from the static. -- from the static.
-- --
-- ## From a Template -- ## From a Template
-- --
-- A SPAWNSTATIC object can also be created from a template table using the @{#SPAWNSTATIC.NewFromTemplate}(SpawnTemplate, CountryID) function. All parameters are taken from the template. -- A SPAWNSTATIC object can also be created from a template table using the @{#SPAWNSTATIC.NewFromTemplate}(SpawnTemplate, CountryID) function. All parameters are taken from the template.
-- --
-- ## From a Type -- ## From a Type
-- --
-- A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values -- A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values
-- are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map. -- are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map.
-- --
-- # Setting Parameters -- # Setting Parameters
-- --
-- Parameters such as the spawn position, heading, country etc. can be set via :Init*XYZ* functions. Note that these functions must be given before the actual spawn command! -- Parameters such as the spawn position, heading, country etc. can be set via :Init*XYZ* functions. Note that these functions must be given before the actual spawn command!
-- --
-- * @{#SPAWNSTATIC.InitCoordinate}(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground. -- * @{#SPAWNSTATIC.InitCoordinate}(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground.
-- * @{#SPAWNSTATIC.InitHeading}(Heading) sets the orientation of the static. -- * @{#SPAWNSTATIC.InitHeading}(Heading) sets the orientation of the static.
-- * @{#SPAWNSTATIC.InitLivery}(LiveryName) sets the livery of the static. Not all statics support this. -- * @{#SPAWNSTATIC.InitLivery}(LiveryName) sets the livery of the static. Not all statics support this.
@@ -99,17 +99,17 @@
-- * @{#SPAWNSTATIC.InitLinkToUnit}(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier. -- * @{#SPAWNSTATIC.InitLinkToUnit}(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier.
-- --
-- # Spawning the Statics -- # Spawning the Statics
-- --
-- Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters -- Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters
-- such as position and heading. -- such as position and heading.
-- --
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**! -- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**! -- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**! -- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**! -- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
-- --
-- @field #SPAWNSTATIC SPAWNSTATIC -- @field #SPAWNSTATIC SPAWNSTATIC
-- --
SPAWNSTATIC = { SPAWNSTATIC = {
ClassName = "SPAWNSTATIC", ClassName = "SPAWNSTATIC",
SpawnIndex = 0, SpawnIndex = 0,
@@ -139,9 +139,9 @@ SPAWNSTATIC = {
function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID) function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName) local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1]) self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
@@ -166,11 +166,11 @@ end
function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID) function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
self.TemplateStaticUnit = UTILS.DeepCopy(SpawnTemplate) self.TemplateStaticUnit = UTILS.DeepCopy(SpawnTemplate)
self.SpawnTemplatePrefix = SpawnTemplate.name self.SpawnTemplatePrefix = SpawnTemplate.name
self.CountryID = CountryID or country.id.USA self.CountryID = CountryID or country.id.USA
return self return self
end end
@@ -189,69 +189,13 @@ function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
self.InitStaticCategory=StaticCategory self.InitStaticCategory=StaticCategory
self.CountryID=CountryID or country.id.USA self.CountryID=CountryID or country.id.USA
self.SpawnTemplatePrefix=self.InitStaticType self.SpawnTemplatePrefix=self.InitStaticType
self.TemplateStaticUnit = {}
self.InitStaticCoordinate=COORDINATE:New(0, 0, 0) self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
self.InitStaticHeading=0 self.InitStaticHeading=0
return self return self
end end
--- (Internal/Cargo) Init the resource table for STATIC object that should be spawned containing storage objects.
-- NOTE that you have to init many other parameters as the resources.
-- @param #SPAWNSTATIC self
-- @param #number CombinedWeight The weight this cargo object should have (some have fixed weights!), defaults to 1kg.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:_InitResourceTable(CombinedWeight)
if not self.TemplateStaticUnit.resourcePayload then
self.TemplateStaticUnit.resourcePayload = {
["weapons"] = {},
["aircrafts"] = {},
["gasoline"] = 0,
["diesel"] = 0,
["methanol_mixture"] = 0,
["jet_fuel"] = 0,
}
end
self:InitCargo(true)
self:InitCargoMass(CombinedWeight or 1)
return self
end
--- (User/Cargo) Add to resource table for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
-- @param #SPAWNSTATIC self
-- @param #string Type Type of cargo. Known types are: STORAGE.Type.WEAPONS, STORAGE.Type.LIQUIDS, STORAGE.Type.AIRCRAFT. Liquids are fuel.
-- @param #string Name Name of the cargo type. Liquids can be STORAGE.LiquidName.JETFUEL, STORAGE.LiquidName.GASOLINE, STORAGE.LiquidName.MW50 and STORAGE.LiquidName.DIESEL. The currently available weapon items are available in the `ENUMS.Storage.weapons`, e.g. `ENUMS.Storage.weapons.bombs.Mk_82Y`. Aircraft go by their typename.
-- @param #number Amount of tons (liquids) or number (everything else) to add.
-- @param #number CombinedWeight Combined weight to be set to this static cargo object. NOTE - some static cargo objects have fixed weights!
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:AddCargoResource(Type,Name,Amount,CombinedWeight)
if not self.TemplateStaticUnit.resourcePayload then
self:_InitResourceTable(CombinedWeight)
end
if Type == STORAGE.Type.LIQUIDS and type(Name) == "string" then
self.TemplateStaticUnit.resourcePayload[Name] = Amount
else
self.TemplateStaticUnit.resourcePayload[Type] = {
[Name] = {
["amount"] = Amount,
}
}
end
UTILS.PrintTableToLog(self.TemplateStaticUnit)
return self
end
--- (User/Cargo) Resets resource table to zero for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
-- Handy if you spawn from cargo statics which have resources already set.
-- @param #SPAWNSTATIC self
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:ResetCargoResources()
self.TemplateStaticUnit.resourcePayload = nil
self:_InitResourceTable()
return self
end
--- Initialize heading of the spawned static. --- Initialize heading of the spawned static.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate Position where the static is spawned. -- @param Core.Point#COORDINATE Coordinate Position where the static is spawned.
@@ -347,7 +291,7 @@ function SPAWNSTATIC:InitCountry(CountryID)
return self return self
end end
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc. --- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param #string NamePrefix Name prefix of statics spawned. Will append #0001, etc to the name. -- @param #string NamePrefix Name prefix of statics spawned. Will append #0001, etc to the name.
-- @return #SPAWNSTATIC self -- @return #SPAWNSTATIC self
@@ -373,25 +317,6 @@ function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
return self return self
end end
--- Allows to place a CallFunction hook when a new static spawns.
-- The provided method will be called when a new group is spawned, including its given parameters.
-- The first parameter of the SpawnFunction is the @{Wrapper.Static#STATIC} that was spawned.
-- @param #SPAWNSTATIC self
-- @param #function SpawnCallBackFunction The function to be called when a group spawns.
-- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:OnSpawnStatic( SpawnCallBackFunction, ... )
self:F( "OnSpawnStatic" )
self.SpawnFunctionHook = SpawnCallBackFunction
self.SpawnFunctionArguments = {}
if arg then
self.SpawnFunctionArguments = arg
end
return self
end
--- Spawn a new STATIC object. --- Spawn a new STATIC object.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param #number Heading (Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template. -- @param #number Heading (Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template.
@@ -402,13 +327,13 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
if Heading then if Heading then
self.InitStaticHeading=Heading self.InitStaticHeading=Heading
end end
if NewName then if NewName then
self.InitStaticName=NewName self.InitStaticName=NewName
end end
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID) return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
end end
--- Creates a new @{Wrapper.Static} from a POINT_VEC2. --- Creates a new @{Wrapper.Static} from a POINT_VEC2.
@@ -422,7 +347,7 @@ function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
local vec2={x=PointVec2:GetX(), y=PointVec2:GetY()} local vec2={x=PointVec2:GetX(), y=PointVec2:GetY()}
local Coordinate=COORDINATE:NewFromVec2(vec2) local Coordinate=COORDINATE:NewFromVec2(vec2)
return self:SpawnFromCoordinate(Coordinate, Heading, NewName) return self:SpawnFromCoordinate(Coordinate, Heading, NewName)
end end
@@ -437,11 +362,11 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
-- Set up coordinate. -- Set up coordinate.
self.InitStaticCoordinate=Coordinate self.InitStaticCoordinate=Coordinate
if Heading then if Heading then
self.InitStaticHeading=Heading self.InitStaticHeading=Heading
end end
if NewName then if NewName then
self.InitStaticName=NewName self.InitStaticName=NewName
end end
@@ -460,7 +385,7 @@ function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone. -- Spawn the new static at the center of the zone.
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName ) local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
return Static return Static
end end
@@ -474,45 +399,45 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template=Template or {} Template=Template or {}
local CountryID=CountryID or self.CountryID local CountryID=CountryID or self.CountryID
if self.InitStaticType then if self.InitStaticType then
Template.type=self.InitStaticType Template.type=self.InitStaticType
end end
if self.InitStaticCategory then if self.InitStaticCategory then
Template.category=self.InitStaticCategory Template.category=self.InitStaticCategory
end end
if self.InitStaticCoordinate then if self.InitStaticCoordinate then
Template.x = self.InitStaticCoordinate.x Template.x = self.InitStaticCoordinate.x
Template.y = self.InitStaticCoordinate.z Template.y = self.InitStaticCoordinate.z
Template.alt = self.InitStaticCoordinate.y Template.alt = self.InitStaticCoordinate.y
end end
if self.InitStaticHeading then if self.InitStaticHeading then
Template.heading = math.rad(self.InitStaticHeading) Template.heading = math.rad(self.InitStaticHeading)
end end
if self.InitStaticShape then if self.InitStaticShape then
Template.shape_name=self.InitStaticShape Template.shape_name=self.InitStaticShape
end end
if self.InitStaticLivery then if self.InitStaticLivery then
Template.livery_id=self.InitStaticLivery Template.livery_id=self.InitStaticLivery
end end
if self.InitStaticDead~=nil then if self.InitStaticDead~=nil then
Template.dead=self.InitStaticDead Template.dead=self.InitStaticDead
end end
if self.InitStaticCargo~=nil then if self.InitStaticCargo~=nil then
Template.canCargo=self.InitStaticCargo Template.canCargo=self.InitStaticCargo
end end
if self.InitStaticCargoMass~=nil then if self.InitStaticCargoMass~=nil then
Template.mass=self.InitStaticCargoMass Template.mass=self.InitStaticCargoMass
end end
if self.InitLinkUnit then if self.InitLinkUnit then
Template.linkUnit=self.InitLinkUnit:GetID() Template.linkUnit=self.InitLinkUnit:GetID()
Template.linkOffset=true Template.linkOffset=true
@@ -521,49 +446,49 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template.offsets.x=self.InitOffsetX Template.offsets.x=self.InitOffsetX
Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0 Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0
end end
if self.InitFarp then if self.InitFarp then
Template.heliport_callsign_id = self.InitFarpCallsignID Template.heliport_callsign_id = self.InitFarpCallsignID
Template.heliport_frequency = self.InitFarpFreq Template.heliport_frequency = self.InitFarpFreq
Template.heliport_modulation = self.InitFarpModu Template.heliport_modulation = self.InitFarpModu
Template.unitId=nil Template.unitId=nil
end end
-- Increase spawn index counter. -- Increase spawn index counter.
self.SpawnIndex = self.SpawnIndex + 1 self.SpawnIndex = self.SpawnIndex + 1
-- Name of the spawned static. -- Name of the spawned static.
Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex) Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
-- Add and register the new static. -- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name) local mystatic=_DATABASE:AddStatic(Template.name)
-- Debug output. -- Debug output.
self:T(Template) self:T(Template)
-- Add static to the game. -- Add static to the game.
local Static=nil --DCS#StaticObject local Static=nil --DCS#StaticObject
if self.InitFarp then if self.InitFarp then
local TemplateGroup={} local TemplateGroup={}
TemplateGroup.units={} TemplateGroup.units={}
TemplateGroup.units[1]=Template TemplateGroup.units[1]=Template
TemplateGroup.visible=true TemplateGroup.visible=true
TemplateGroup.hidden=false TemplateGroup.hidden=false
TemplateGroup.x=Template.x TemplateGroup.x=Template.x
TemplateGroup.y=Template.y TemplateGroup.y=Template.y
TemplateGroup.name=Template.name TemplateGroup.name=Template.name
self:T("Spawning FARP") self:T("Spawning FARP")
self:T({Template=Template}) self:T({Template=Template})
self:T({TemplateGroup=TemplateGroup}) self:T({TemplateGroup=TemplateGroup})
-- ED's dirty way to spawn FARPS. -- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup) Static=coalition.addGroup(CountryID, -1, TemplateGroup)
-- Currently DCS 2.8 does not trigger birth events if FARPS are spawned! -- Currently DCS 2.8 does not trigger birth events if FAPRS are spawned!
-- We create such an event. The airbase is registered in Core.Event -- We create such an event. The airbase is registered in Core.Event
local Event = { local Event = {
id = EVENTS.Birth, id = EVENTS.Birth,
@@ -574,16 +499,10 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
world.onEvent(Event) world.onEvent(Event)
else else
self:T("Spawning Static") self:T("Spawning Static")
self:T2({Template=Template}) self:T2({Template=Template})
Static=coalition.addStaticObject(CountryID, Template) Static=coalition.addStaticObject(CountryID, Template)
end end
-- If there is a SpawnFunction hook defined, call it.
if self.SpawnFunctionHook then
-- delay calling this for .3 seconds so that it hopefully comes after the BIRTH event of the group.
self:ScheduleOnce(0.3,self.SpawnFunctionHook,mystatic, unpack(self.SpawnFunctionArguments))
end
return mystatic return mystatic
end end

View File

@@ -18,7 +18,7 @@
do -- UserFlag do -- UserFlag
-- @type USERFLAG --- @type USERFLAG
-- @field #string ClassName Name of the class -- @field #string ClassName Name of the class
-- @field #string UserFlagName Name of the flag. -- @field #string UserFlagName Name of the flag.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -58,7 +58,7 @@ do -- UserFlag
--- Set the userflag to a given Number. --- Set the userflag to a given Number.
-- @param #USERFLAG self -- @param #USERFLAG self
-- @param #number Number The number value to set the flag to. -- @param #number Number The number value to be checked if it is the same as the userflag.
-- @param #number Delay Delay in seconds, before the flag is set. -- @param #number Delay Delay in seconds, before the flag is set.
-- @return #USERFLAG The userflag instance. -- @return #USERFLAG The userflag instance.
-- @usage -- @usage
@@ -104,4 +104,4 @@ do -- UserFlag
end end
end end

View File

@@ -20,7 +20,7 @@
do -- Velocity do -- Velocity
-- @type VELOCITY --- @type VELOCITY
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -127,7 +127,7 @@ end
do -- VELOCITY_POSITIONABLE do -- VELOCITY_POSITIONABLE
-- @type VELOCITY_POSITIONABLE --- @type VELOCITY_POSITIONABLE
-- @extends Core.Base#BASE -- @extends Core.Base#BASE

View File

@@ -46,10 +46,6 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Zone)
--
-- ===
--
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: **Applevangelist**, **FunkyFranky**, **coconutcockpit** -- ### Contributions: **Applevangelist**, **FunkyFranky**, **coconutcockpit**
-- --
@@ -330,14 +326,14 @@ function ZONE_BASE:GetRandomVec2()
return nil return nil
end end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates. -- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_BASE:GetRandomPointVec2() function ZONE_BASE:GetRandomPointVec2()
return nil return nil
end end
--- Define a random @{Core.Point#POINT_VEC3} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table. --- Define a random @{Core.Point#POINT_VEC3} within the zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @return Core.Point#POINT_VEC3 The PointVec3 coordinates. -- @return Core.Point#POINT_VEC3 The PointVec3 coordinates.
function ZONE_BASE:GetRandomPointVec3() function ZONE_BASE:GetRandomPointVec3()
@@ -903,8 +899,7 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
local Point = {} local Point = {}
local Vec2 = self:GetVec2() local Vec2 = self:GetVec2()
local countryID = CountryID or country.id.USA
Points = Points and Points or 360 Points = Points and Points or 360
local Angle local Angle
@@ -915,7 +910,7 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
local CountryName = _DATABASE.COUNTRY_NAME[countryID] local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
local Tire = { local Tire = {
["country"] = CountryName, ["country"] = CountryName,
@@ -930,7 +925,7 @@ function ZONE_RADIUS:BoundZone( Points, CountryID, UnBound )
["heading"] = 0, ["heading"] = 0,
} -- end of ["group"] } -- end of ["group"]
local Group = coalition.addStaticObject( countryID, Tire ) local Group = coalition.addStaticObject( CountryID, Tire )
if UnBound and UnBound == true then if UnBound and UnBound == true then
Group:destroy() Group:destroy()
end end
@@ -1180,7 +1175,7 @@ function ZONE_RADIUS:RemoveJunk()
return n return n
end end
--- Get a table of scanned units. --- Count the number of different coalitions inside the zone.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @return #table Table of DCS units and DCS statics inside the zone. -- @return #table Table of DCS units and DCS statics inside the zone.
function ZONE_RADIUS:GetScannedUnits() function ZONE_RADIUS:GetScannedUnits()
@@ -1203,7 +1198,7 @@ function ZONE_RADIUS:GetScannedSetUnit()
if FoundUnit then if FoundUnit then
SetUnit:AddUnit( FoundUnit ) SetUnit:AddUnit( FoundUnit )
else else
local FoundStatic = STATIC:FindByName( UnitObject:getName(), false ) local FoundStatic = STATIC:FindByName( UnitObject:getName() )
if FoundStatic then if FoundStatic then
SetUnit:AddUnit( FoundStatic ) SetUnit:AddUnit( FoundStatic )
end end
@@ -1215,7 +1210,7 @@ function ZONE_RADIUS:GetScannedSetUnit()
return SetUnit return SetUnit
end end
--- Get a set of scanned groups. --- Get a set of scanned units.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @return Core.Set#SET_GROUP Set of groups. -- @return Core.Set#SET_GROUP Set of groups.
function ZONE_RADIUS:GetScannedSetGroup() function ZONE_RADIUS:GetScannedSetGroup()
@@ -1515,7 +1510,7 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
return point return point
end end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@@ -1546,7 +1541,7 @@ function ZONE_RADIUS:GetRandomVec3( inner, outer )
end end
--- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table. --- Returns a @{Core.Point#POINT_VEC3} object reflecting a random 3D location within the zone.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@@ -1990,7 +1985,7 @@ function ZONE_GROUP:GetRandomVec2()
return Point return Point
end end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
-- @param #ZONE_GROUP self -- @param #ZONE_GROUP self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.
@@ -2834,7 +2829,7 @@ function ZONE_POLYGON_BASE:GetRandomVec2()
end end
end end
--- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Return a @{Core.Point#POINT_VEC2} object representing a random 2D point at landheight within the zone.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC2} -- @return @{Core.Point#POINT_VEC2}
function ZONE_POLYGON_BASE:GetRandomPointVec2() function ZONE_POLYGON_BASE:GetRandomPointVec2()
@@ -2847,7 +2842,7 @@ function ZONE_POLYGON_BASE:GetRandomPointVec2()
return PointVec2 return PointVec2
end end
--- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table. --- Return a @{Core.Point#POINT_VEC3} object representing a random 3D point at landheight within the zone.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @return @{Core.Point#POINT_VEC3} -- @return @{Core.Point#POINT_VEC3}
function ZONE_POLYGON_BASE:GetRandomPointVec3() function ZONE_POLYGON_BASE:GetRandomPointVec3()
@@ -3076,25 +3071,9 @@ function ZONE_POLYGON:NewFromDrawing(DrawingName)
-- points for the drawings are saved in local space, so add the object's map x and y coordinates to get -- points for the drawings are saved in local space, so add the object's map x and y coordinates to get
-- world space points we can use -- world space points we can use
for _, point in UTILS.spairs(object["points"]) do for _, point in UTILS.spairs(object["points"]) do
-- check if we want to skip adding a point
local skip = false
local p = {x = object["mapX"] + point["x"], local p = {x = object["mapX"] + point["x"],
y = object["mapY"] + point["y"] } y = object["mapY"] + point["y"] }
table.add(points, p)
-- Check if the same coordinates already exist in the list, skip if they do
-- This can happen when drawing a Polygon in Free mode, DCS adds points on
-- top of each other that are in the `mission` file, but not visible in the
-- Mission Editor
for _, pt in pairs(points) do
if pt.x == p.x and pt.y == p.y then
skip = true
end
end
-- if it's a unique point, add it
if not skip then
table.add(points, p)
end
end end
elseif object["polygonMode"] == "rect" then elseif object["polygonMode"] == "rect" then
-- the points for a rect are saved as local coordinates with an angle. To get the world space points from this -- the points for a rect are saved as local coordinates with an angle. To get the world space points from this
@@ -3112,7 +3091,6 @@ function ZONE_POLYGON:NewFromDrawing(DrawingName)
points = {p1, p2, p3, p4} points = {p1, p2, p3, p4}
else else
-- bring the Arrow code over from Shape/Polygon
-- something else that might be added in the future -- something else that might be added in the future
end end
end end
@@ -3641,7 +3619,7 @@ do -- ZONE_ELASTIC
end end
--- Create a convex hull. --- Create a convec hull.
-- @param #ZONE_ELASTIC self -- @param #ZONE_ELASTIC self
-- @param #table pl Points -- @param #table pl Points
-- @return #table Points -- @return #table Points
@@ -3852,18 +3830,18 @@ function ZONE_OVAL:GetRandomVec2()
return {x=rx, y=ry} return {x=rx, y=ry}
end end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self -- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates. -- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec2() function ZONE_OVAL:GetRandomPointVec2()
return POINT_VEC2:NewFromVec2(self:GetRandomVec2()) return POINT_VEC2:NewFromVec2(self:GetRandomVec2())
end end
--- Define a random @{Core.Point#POINT_VEC2} within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec3 table. --- Define a random @{Core.Point#POINT_VEC2} within the zone.
-- @param #ZONE_OVAL self -- @param #ZONE_OVAL self
-- @return Core.Point#POINT_VEC2 The PointVec2 coordinates. -- @return Core.Point#POINT_VEC2 The PointVec2 coordinates.
function ZONE_OVAL:GetRandomPointVec3() function ZONE_OVAL:GetRandomPointVec3()
return POINT_VEC3:NewFromVec3(self:GetRandomVec2()) return POINT_VEC2:NewFromVec3(self:GetRandomVec2())
end end
--- Draw the zone on the F10 map. --- Draw the zone on the F10 map.
@@ -4003,7 +3981,7 @@ do -- ZONE_AIRBASE
return ZoneVec2 return ZoneVec2
end end
--- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone. Note that this is actually a @{Core.Point#COORDINATE} type object, and not a simple Vec2 table. --- Returns a @{Core.Point#POINT_VEC2} object reflecting a random 2D location within the zone.
-- @param #ZONE_AIRBASE self -- @param #ZONE_AIRBASE self
-- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0. -- @param #number inner (optional) Minimal distance from the center of the zone. Default is 0.
-- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone. -- @param #number outer (optional) Maximal distance from the outer edge of the zone. Default is the radius of the zone.

View File

@@ -2,8 +2,7 @@
-- @module Core.Zone_Detection -- @module Core.Zone_Detection
-- @image MOOSE.JPG -- @image MOOSE.JPG
--- --- @type ZONE_DETECTION
-- @type ZONE_DETECTION
-- @field DCS#Vec2 Vec2 The current location of the zone. -- @field DCS#Vec2 Vec2 The current location of the zone.
-- @field DCS#Distance Radius The radius of the zone. -- @field DCS#Distance Radius The radius of the zone.
-- @extends #ZONE_BASE -- @extends #ZONE_BASE

View File

@@ -25,68 +25,38 @@ do -- world
--- [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world) --- [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world)
-- @type world.event -- @type world.event
-- @field S_EVENT_INVALID = 0 -- @field S_EVENT_INVALID
-- @field S_EVENT_SHOT = 1 -- @field S_EVENT_SHOT [https://wiki.hoggitworld.com/view/DCS_event_shot](https://wiki.hoggitworld.com/view/DCS_event_shot)
-- @field S_EVENT_HIT = 2 -- @field S_EVENT_HIT [https://wiki.hoggitworld.com/view/DCS_event_hit](https://wiki.hoggitworld.com/view/DCS_event_hit)
-- @field S_EVENT_TAKEOFF = 3 -- @field S_EVENT_TAKEOFF [https://wiki.hoggitworld.com/view/DCS_event_takeoff](https://wiki.hoggitworld.com/view/DCS_event_takeoff)
-- @field S_EVENT_LAND = 4 -- @field S_EVENT_LAND [https://wiki.hoggitworld.com/view/DCS_event_land](https://wiki.hoggitworld.com/view/DCS_event_land)
-- @field S_EVENT_CRASH = 5 -- @field S_EVENT_CRASH [https://wiki.hoggitworld.com/view/DCS_event_crash](https://wiki.hoggitworld.com/view/DCS_event_crash)
-- @field S_EVENT_EJECTION = 6 -- @field S_EVENT_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_ejection](https://wiki.hoggitworld.com/view/DCS_event_ejection)
-- @field S_EVENT_REFUELING = 7 -- @field S_EVENT_REFUELING [https://wiki.hoggitworld.com/view/DCS_event_refueling](https://wiki.hoggitworld.com/view/DCS_event_refueling)
-- @field S_EVENT_DEAD = 8 -- @field S_EVENT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_dead](https://wiki.hoggitworld.com/view/DCS_event_dead)
-- @field S_EVENT_PILOT_DEAD = 9 -- @field S_EVENT_PILOT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_pilot_dead](https://wiki.hoggitworld.com/view/DCS_event_pilot_dead)
-- @field S_EVENT_BASE_CAPTURED = 10 -- @field S_EVENT_BASE_CAPTURED [https://wiki.hoggitworld.com/view/DCS_event_base_captured](https://wiki.hoggitworld.com/view/DCS_event_base_captured)
-- @field S_EVENT_MISSION_START = 11 -- @field S_EVENT_MISSION_START [https://wiki.hoggitworld.com/view/DCS_event_mission_start](https://wiki.hoggitworld.com/view/DCS_event_mission_start)
-- @field S_EVENT_MISSION_END = 12 -- @field S_EVENT_MISSION_END [https://wiki.hoggitworld.com/view/DCS_event_mission_end](https://wiki.hoggitworld.com/view/DCS_event_mission_end)
-- @field S_EVENT_TOOK_CONTROL = 13 -- @field S_EVENT_TOOK_CONTROL
-- @field S_EVENT_REFUELING_STOP = 14 -- @field S_EVENT_REFUELING_STOP [https://wiki.hoggitworld.com/view/DCS_event_refueling_stop](https://wiki.hoggitworld.com/view/DCS_event_refueling_stop)
-- @field S_EVENT_BIRTH = 15 -- @field S_EVENT_BIRTH [https://wiki.hoggitworld.com/view/DCS_event_birth](https://wiki.hoggitworld.com/view/DCS_event_birth)
-- @field S_EVENT_HUMAN_FAILURE = 16 -- @field S_EVENT_HUMAN_FAILURE [https://wiki.hoggitworld.com/view/DCS_event_human_failure](https://wiki.hoggitworld.com/view/DCS_event_human_failure)
-- @field S_EVENT_DETAILED_FAILURE = 17 -- @field S_EVENT_ENGINE_STARTUP [https://wiki.hoggitworld.com/view/DCS_event_engine_startup](https://wiki.hoggitworld.com/view/DCS_event_engine_startup)
-- @field S_EVENT_ENGINE_STARTUP = 18 -- @field S_EVENT_ENGINE_SHUTDOWN [https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown](https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown)
-- @field S_EVENT_ENGINE_SHUTDOWN = 19 -- @field S_EVENT_PLAYER_ENTER_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit](https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit)
-- @field S_EVENT_PLAYER_ENTER_UNIT = 20 -- @field S_EVENT_PLAYER_LEAVE_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit](https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit)
-- @field S_EVENT_PLAYER_LEAVE_UNIT = 21 -- @field S_EVENT_PLAYER_COMMENT
-- @field S_EVENT_PLAYER_COMMENT = 22 -- @field S_EVENT_SHOOTING_START [https://wiki.hoggitworld.com/view/DCS_event_shooting_start](https://wiki.hoggitworld.com/view/DCS_event_shooting_start)
-- @field S_EVENT_SHOOTING_START = 23 -- @field S_EVENT_SHOOTING_END [https://wiki.hoggitworld.com/view/DCS_event_shooting_end](https://wiki.hoggitworld.com/view/DCS_event_shooting_end)
-- @field S_EVENT_SHOOTING_END = 24 -- @field S_EVENT_MARK ADDED [https://wiki.hoggitworld.com/view/DCS_event_mark_added](https://wiki.hoggitworld.com/view/DCS_event_mark_added) DCS>=2.5.1
-- @field S_EVENT_MARK_ADDED = 25 -- @field S_EVENT_MARK CHANGE [https://wiki.hoggitworld.com/view/DCS_event_mark_change](https://wiki.hoggitworld.com/view/DCS_event_mark_change) DCS>=2.5.1
-- @field S_EVENT_MARK_CHANGE = 26 -- @field S_EVENT_MARK REMOVE [https://wiki.hoggitworld.com/view/DCS_event_mark_remove](https://wiki.hoggitworld.com/view/DCS_event_mark_remove) DCS>=2.5.1
-- @field S_EVENT_MARK_REMOVED = 27 -- @field S_EVENT_KILL [https://wiki.hoggitworld.com/view/DCS_event_kill](https://wiki.hoggitworld.com/view/DCS_event_kill) DCS>=2.5.6
-- @field S_EVENT_KILL = 28 -- @field S_EVENT_SCORE [https://wiki.hoggitworld.com/view/DCS_event_score](https://wiki.hoggitworld.com/view/DCS_event_score) DCS>=2.5.6
-- @field S_EVENT_SCORE = 29 -- @field S_EVENT_UNIT_LOST [https://wiki.hoggitworld.com/view/DCS_event_unit_lost](https://wiki.hoggitworld.com/view/DCS_event_unit_lost) DCS>=2.5.6
-- @field S_EVENT_UNIT_LOST = 30 -- @field S_EVENT_LANDING_AFTER_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection](https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection) DCS>=2.5.6
-- @field S_EVENT_LANDING_AFTER_EJECTION = 31 -- @field S_EVENT_MAX
-- @field S_EVENT_PARATROOPER_LENDING = 32 -- who's lending whom what? ;)
-- @field S_EVENT_DISCARD_CHAIR_AFTER_EJECTION = 33
-- @field S_EVENT_WEAPON_ADD = 34
-- @field S_EVENT_TRIGGER_ZONE = 35
-- @field S_EVENT_LANDING_QUALITY_MARK = 36
-- @field S_EVENT_BDA = 37 -- battle damage assessment
-- @field S_EVENT_AI_ABORT_MISSION = 38
-- @field S_EVENT_DAYNIGHT = 39
-- @field S_EVENT_FLIGHT_TIME = 40
-- @field S_EVENT_PLAYER_SELF_KILL_PILOT = 41
-- @field S_EVENT_PLAYER_CAPTURE_AIRFIELD = 42
-- @field S_EVENT_EMERGENCY_LANDING = 43
-- @field S_EVENT_UNIT_CREATE_TASK = 44
-- @field S_EVENT_UNIT_DELETE_TASK = 45
-- @field S_EVENT_SIMULATION_START = 46
-- @field S_EVENT_WEAPON_REARM = 47
-- @field S_EVENT_WEAPON_DROP = 48
-- @field S_EVENT_UNIT_TASK_COMPLETE = 49
-- @field S_EVENT_UNIT_TASK_STAGE = 50
-- @field S_EVENT_MAC_EXTRA_SCORE= 51 -- not sure what this is
-- @field S_EVENT_MISSION_RESTART= 52
-- @field S_EVENT_MISSION_WINNER = 53
-- @field S_EVENT_RUNWAY_TAKEOFF= 54
-- @field S_EVENT_RUNWAY_TOUCH= 55
-- @field S_EVENT_MAC_LMS_RESTART= 56 -- not sure what this is
-- @field S_EVENT_SIMULATION_FREEZE = 57
-- @field S_EVENT_SIMULATION_UNFREEZE = 58
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_START = 59
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH = 60
-- @field S_EVENT_MAX = 61
--- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events. --- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
-- @type world.BirthPlace -- @type world.BirthPlace
@@ -1695,7 +1665,6 @@ do -- AI
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE} -- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
-- @field ENGAGE_AIR_WEAPONS -- @field ENGAGE_AIR_WEAPONS
-- @field AC_ENGAGEMENT_RANGE_RESTRICTION -- @field AC_ENGAGEMENT_RANGE_RESTRICTION
-- @field EVASION_OF_ARM
--- ---
-- @type AI.Option.Ground.mid -- Moose added -- @type AI.Option.Ground.mid -- Moose added

File diff suppressed because it is too large Load Diff

View File

@@ -1,806 +0,0 @@
--- **Functional** -- Send a truck to supply artillery groups.
--
-- ===
--
-- **AMMOTRUCK** - Send a truck to supply artillery groups.
--
-- ===
--
-- ## Missions:
--
-- Demo missions can be found on [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Functional/AmmoTruck)
--
-- ===
--
-- ### Author : **applevangelist**
--
-- @module Functional.AmmoTruck
-- @image Artillery.JPG
--
-- Last update: July 2023
-------------------------------------------------------------------------
--- **AMMOTRUCK** class, extends Core.Fsm#FSM
-- @type AMMOTRUCK
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string alias Alias name
-- @field #boolean debug Debug flag
-- @field #table trucklist List of (alive) #AMMOTRUCK.data trucks
-- @field #table targetlist List of (alive) #AMMOTRUCK.data artillery
-- @field #number coalition Coalition this is for
-- @field Core.Set#SET_GROUP truckset SET of trucks
-- @field Core.Set#SET_GROUP targetset SET of artillery
-- @field #table remunitionqueue List of (alive) #AMMOTRUCK.data artillery to be reloaded
-- @field #table waitingtargets List of (alive) #AMMOTRUCK.data artillery waiting
-- @field #number ammothreshold Threshold (min) ammo before sending a truck
-- @field #number remunidist Max distance trucks will go
-- @field #number monitor Monitor interval in seconds
-- @field #number unloadtime Unload time in seconds
-- @field #number waitingtime Max waiting time in seconds
-- @field #boolean routeonroad Route truck on road if true (default)
-- @field #number reloads Number of reloads a single truck can do before he must return home
-- @extends Core.Fsm#FSM
--- *Amateurs talk about tactics, but professionals study logistics.* - General Robert H Barrow, USMC
--
-- Simple Class to re-arm your artillery with trucks.
--
-- #AMMOTRUCK
--
-- * Controls a SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition.
--
-- ## 1 The AMMOTRUCK concept
--
-- A SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition. They will be based on a
-- homebase and drive from there to the artillery groups and then back home.
-- Trucks are the **only known in-game mechanic** to re-arm artillery and other units in DCS. Working units are e.g.: M-939 (blue), Ural-375 and ZIL-135 (both red).
--
-- ## 2 Set-up
--
-- Define a set of trucks and a set of artillery:
--
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
--
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
--
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
--
-- ## 2 Options and their default values
--
-- ammotruck.ammothreshold = 5 -- send a truck when down to this many rounds
-- ammotruck.remunidist = 20000 -- 20km - send trucks max this far from home
-- ammotruck.unloadtime = 600 -- 10 minutes - min time to unload ammunition
-- ammotruck.waitingtime = 1800 -- 30 mintes - wait max this long until remunition is done
-- ammotruck.monitor = -60 -- 1 minute - AMMOTRUCK checks run every one minute
-- ammotruck.routeonroad = true -- Trucks will **try** to drive on roads
-- ammotruck.usearmygroup = false -- If true, will make use of ARMYGROUP in the background (if used in DEV branch)
-- ammotruck.reloads = 5 -- Maxn re-arms a truck can do before he needs to go home and restock. Set to -1 for unlimited
--
-- ## 3 FSM Events to shape mission
--
-- Truck has been sent off:
--
-- function ammotruck:OnAfterRouteTruck(From, Event, To, Truckdata, Aridata)
-- ...
-- end
--
-- Truck has arrived:
--
-- function ammotruck:OnAfterTruckArrived(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is unloading:
--
-- function ammotruck:OnAfterTruckUnloading(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is returning home:
--
-- function ammotruck:OnAfterTruckReturning(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is arrived at home:
--
-- function ammotruck:OnAfterTruckHome(From, Event, To, Truckdata)
-- ...
-- end
--
-- @field #AMMOTRUCK
AMMOTRUCK = {
ClassName = "AMMOTRUCK",
lid = "",
version = "0.0.12",
alias = "",
debug = false,
trucklist = {},
targetlist = {},
coalition = nil,
truckset = nil,
targetset = nil,
remunitionqueue = {},
waitingtargets = {},
ammothreshold = 5,
remunidist = 20000,
monitor = -60,
unloadtime = 600,
waitingtime = 1800,
routeonroad = true,
reloads = 5,
}
---
-- @type AMMOTRUCK.State
AMMOTRUCK.State = {
IDLE = "idle",
DRIVING = "driving",
ARRIVED = "arrived",
UNLOADING = "unloading",
RETURNING = "returning",
WAITING = "waiting",
RELOADING = "reloading",
OUTOFAMMO = "outofammo",
REQUESTED = "requested",
}
---
--@type AMMOTRUCK.data
--@field Wrapper.Group#GROUP group
--@field #string name
--@field #AMMOTRUCK.State statusquo
--@field #number timestamp
--@field #number ammo
--@field Core.Point#COORDINATE coordinate
--@field #string targetname
--@field Wrapper.Group#GROUP targetgroup
--@field Core.Point#COORDINATE targetcoordinate
--@field #number reloads
---
-- @param #AMMOTRUCK self
-- @param Core.Set#SET_GROUP Truckset Set of truck groups
-- @param Core.Set#SET_GROUP Targetset Set of artillery groups
-- @param #number Coalition Coalition
-- @param #string Alias Alias Name
-- @param Core.Zone#ZONE Homezone Home, return zone for trucks
-- @return #AMMOTRUCK self
-- @usage
-- Define a set of trucks and a set of artillery:
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
--
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
function AMMOTRUCK:New(Truckset,Targetset,Coalition,Alias,Homezone)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, FSM:New()) -- #AMMOTRUCK
self.truckset = Truckset -- Core.Set#SET_GROUP
self.targetset = Targetset -- Core.Set#SET_GROUP
self.coalition = Coalition -- #number
self.alias = Alias -- #string
self.debug = false
self.remunitionqueue = {}
self.trucklist = {}
self.targetlist = {}
self.ammothreshold = 5
self.remunidist = 20000
self.homezone = Homezone -- Core.Zone#ZONE
self.waitingtime = 1800
self.usearmygroup = false
self.hasarmygroup = false
-- Log id.
self.lid=string.format("AMMOTRUCK %s | %s | ", self.version, self.alias)
self:SetStartState("Stopped")
self:AddTransition("Stopped", "Start", "Running")
self:AddTransition("*", "Monitor", "*")
self:AddTransition("*", "RouteTruck", "*")
self:AddTransition("*", "TruckArrived", "*")
self:AddTransition("*", "TruckUnloading", "*")
self:AddTransition("*", "TruckReturning", "*")
self:AddTransition("*", "TruckHome", "*")
self:AddTransition("*", "Stop", "Stopped")
self:__Start(math.random(5,10))
self:I(self.lid .. "Started")
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Stop". Stops the AMMOTRUCK and all its event handlers.
-- @function [parent=#AMMOTRUCK] Stop
-- @param #AMMOTRUCK self
--- Triggers the FSM event "Stop" after a delay. Stops the AMMOTRUCK and all its event handlers.
-- @function [parent=#AMMOTRUCK] __Stop
-- @param #AMMOTRUCK self
-- @param #number delay Delay in seconds.
--- On after "RouteTruck" event.
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
-- @param #AMMOTRUCK.data Artillery
--- On after "TruckUnloading" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckUnloading
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "TruckReturning" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckReturning
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "RouteTruck" event.
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "TruckHome" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckHome
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckDrivingTrucks(dataset)
self:T(self.lid .. " CheckDrivingTrucks")
local data = dataset
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see if we arrived at destination
local coord = truck.group:GetCoordinate()
local tgtcoord = truck.targetcoordinate
local dist = coord:Get2DDistance(tgtcoord)
if dist <= 150 then
-- arrived
truck.statusquo = AMMOTRUCK.State.ARRIVED
truck.timestamp = timer.getAbsTime()
truck.coordinate = coord
self:__TruckArrived(1,truck)
end
-- still driving?
local Tnow = timer.getAbsTime()
if Tnow - truck.timestamp > 30 then
local group = truck.group
if self.usearmygroup then
group = truck.group:GetGroup()
end
local currspeed = group:GetVelocityKMH()
if truck.lastspeed then
if truck.lastspeed == 0 and currspeed == 0 then
self:T(truck.group:GetName().." Is not moving!")
-- try and move it
truck.timestamp = timer.getAbsTime()
if self.routeonroad then
group:RouteGroundOnRoad(truck.targetcoordinate,30,2,"Vee")
else
group:RouteGroundTo(truck.targetcoordinate,30,"Vee",2)
end
end
truck.lastspeed = currspeed
else
truck.lastspeed = currspeed
truck.timestamp = timer.getAbsTime()
end
self:I({truck=truck.group:GetName(),currspeed=currspeed,lastspeed=truck.lastspeed})
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param Wrapper.Group#GROUP Group
-- @return #AMMOTRUCK self
function AMMOTRUCK:GetAmmoStatus(Group)
local ammotot, shells, rockets, bombs, missiles, narti = Group:GetAmmunition()
return rockets+missiles+narti
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckWaitingTargets(dataset)
self:T(self.lid .. " CheckWaitingTargets")
local data = dataset
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see how long we're waiting - maybe ammo truck is dead?
local Tnow = timer.getAbsTime()
local Tdiff = Tnow - truck.timestamp
if Tdiff > self.waitingtime then
local hasammo = self:GetAmmoStatus(truck.group)
if hasammo <= self.ammothreshold then
truck.statusquo = AMMOTRUCK.State.OUTOFAMMO
else
truck.statusquo = AMMOTRUCK.State.IDLE
end
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckReturningTrucks(dataset)
self:T(self.lid .. " CheckReturningTrucks")
local data = dataset
local tgtcoord = self.homezone:GetCoordinate()
local radius = self.homezone:GetRadius()
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see if we arrived at destination
local coord = truck.group:GetCoordinate()
local dist = coord:Get2DDistance(tgtcoord)
self:T({name=truck.name,radius=radius,distance=dist})
if dist <= radius then
-- arrived
truck.statusquo = AMMOTRUCK.State.IDLE
truck.timestamp = timer.getAbsTime()
truck.coordinate = coord
truck.reloads = self.reloads or 5
self:__TruckHome(1,truck)
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string name Artillery group name to find
-- @return #AMMOTRUCK.data Data
function AMMOTRUCK:FindTarget(name)
self:T(self.lid .. " FindTarget")
local data = nil
local dataset = self.targetlist
for _,_entry in pairs(dataset) do
local entry = _entry -- #AMMOTRUCK.data
if entry.name == name then
data = entry
break
end
end
return data
end
---
-- @param #AMMOTRUCK self
-- @param #string name Truck group name to find
-- @return #AMMOTRUCK.data Data
function AMMOTRUCK:FindTruck(name)
self:T(self.lid .. " FindTruck")
local data = nil
local dataset = self.trucklist
for _,_entry in pairs(dataset) do
local entry = _entry -- #AMMOTRUCK.data
if entry.name == name then
data = entry
break
end
end
return data
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckArrivedTrucks(dataset)
self:T(self.lid .. " CheckArrivedTrucks")
local data = dataset
for _,_data in pairs (data) do
-- set to unloading
local truck = _data -- #AMMOTRUCK.data
truck.statusquo = AMMOTRUCK.State.UNLOADING
truck.timestamp = timer.getAbsTime()
self:__TruckUnloading(2,truck)
-- set target to reloading
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
if aridata then
aridata.statusquo = AMMOTRUCK.State.RELOADING
aridata.timestamp = timer.getAbsTime()
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckUnloadingTrucks(dataset)
self:T(self.lid .. " CheckUnloadingTrucks")
local data = dataset
for _,_data in pairs (data) do
-- check timestamp
local truck = _data -- #AMMOTRUCK.data
local Tnow = timer.getAbsTime()
local Tpassed = Tnow - truck.timestamp
local hasammo = self:GetAmmoStatus(truck.targetgroup)
if Tpassed > self.unloadtime and hasammo > self.ammothreshold then
truck.statusquo = AMMOTRUCK.State.RETURNING
truck.timestamp = timer.getAbsTime()
self:__TruckReturning(2,truck)
-- set target to reloaded
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
if aridata then
aridata.statusquo = AMMOTRUCK.State.IDLE
aridata.timestamp = timer.getAbsTime()
end
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckTargetsAlive()
self:T(self.lid .. " CheckTargetsAlive")
local arilist = self.targetlist
for _,_ari in pairs(arilist) do
local ari = _ari -- #AMMOTRUCK.data
if ari.group and ari.group:IsAlive() then
-- everything fine
else
-- ari dead
self.targetlist[ari.name] = nil
end
end
-- new arrivals?
local aritable = self.targetset:GetSetObjects() --#table
for _,_ari in pairs(aritable) do
local ari = _ari -- Wrapper.Group#GROUP
if ari and ari:IsAlive() and not self.targetlist[ari:GetName()] then
local name = ari:GetName()
local newari = {} -- #AMMOTRUCK.data
newari.name = name
newari.group = ari
newari.statusquo = AMMOTRUCK.State.IDLE
newari.timestamp = timer.getAbsTime()
newari.coordinate = ari:GetCoordinate()
local hasammo = self:GetAmmoStatus(ari)
--newari.ammo = ari:GetAmmunition()
newari.ammo = hasammo
self.targetlist[name] = newari
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckTrucksAlive()
self:T(self.lid .. " CheckTrucksAlive")
local trucklist = self.trucklist
for _,_truck in pairs(trucklist) do
local truck = _truck -- #AMMOTRUCK.data
if truck.group and truck.group:IsAlive() then
-- everything fine
else
-- truck dead
local tgtname = truck.targetname
local targetdata = self:FindTarget(tgtname) -- #AMMOTRUCK.data
if targetdata then
if targetdata.statusquo ~= AMMOTRUCK.State.IDLE then
targetdata.statusquo = AMMOTRUCK.State.IDLE
end
end
self.trucklist[truck.name] = nil
end
end
-- new arrivals?
local trucktable = self.truckset:GetSetObjects() --#table
for _,_truck in pairs(trucktable) do
local truck = _truck -- Wrapper.Group#GROUP
if truck and truck:IsAlive() and not self.trucklist[truck:GetName()] then
local name = truck:GetName()
local newtruck = {} -- #AMMOTRUCK.data
newtruck.name = name
newtruck.group = truck
if self.hasarmygroup then
-- is (not) already ARMYGROUP?
if truck.ClassName and truck.ClassName == "GROUP" then
local trucker = ARMYGROUP:New(truck)
trucker:Activate()
newtruck.group = trucker
end
end
newtruck.statusquo = AMMOTRUCK.State.IDLE
newtruck.timestamp = timer.getAbsTime()
newtruck.coordinate = truck:GetCoordinate()
newtruck.reloads = self.reloads or 5
self.trucklist[name] = newtruck
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterStart(From, Event, To)
self:T({From, Event, To})
if ARMYGROUP and self.usearmygroup then
self.hasarmygroup = true
else
self.hasarmygroup = false
end
if self.debug then
BASE:TraceOn()
BASE:TraceClass("AMMOTRUCK")
end
self:CheckTargetsAlive()
self:CheckTrucksAlive()
self:__Monitor(-30)
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterMonitor(From, Event, To)
self:T({From, Event, To})
self:CheckTargetsAlive()
self:CheckTrucksAlive()
-- update ammo state
local remunition = false
local remunitionqueue = {}
local waitingtargets = {}
for _,_ari in pairs(self.targetlist) do
local data = _ari -- #AMMOTRUCK.data
if data.group and data.group:IsAlive() then
data.ammo = self:GetAmmoStatus(data.group)
data.timestamp = timer.getAbsTime()
local text = string.format("Ari %s | Ammo %d | State %s",data.name,data.ammo,data.statusquo)
self:T(text)
if data.ammo <= self.ammothreshold and (data.statusquo == AMMOTRUCK.State.IDLE or data.statusquo == AMMOTRUCK.State.OUTOFAMMO) then
-- add to remu queue
data.statusquo = AMMOTRUCK.State.OUTOFAMMO
remunitionqueue[#remunitionqueue+1] = data
remunition = true
elseif data.statusquo == AMMOTRUCK.State.WAITING then
waitingtargets[#waitingtargets+1] = data
end
else
self.targetlist[data.name] = nil
end
end
-- sort trucks in buckets
local idletrucks = {}
local drivingtrucks = {}
local unloadingtrucks = {}
local arrivedtrucks = {}
local returningtrucks = {}
local found = false
for _,_truckdata in pairs(self.trucklist) do
local data = _truckdata -- #AMMOTRUCK.data
if data.group and data.group:IsAlive() then
-- check state
local text = string.format("Truck %s | State %s",data.name,data.statusquo)
self:T(text)
if data.statusquo == AMMOTRUCK.State.IDLE then
idletrucks[#idletrucks+1] = data
found = true
elseif data.statusquo == AMMOTRUCK.State.DRIVING then
drivingtrucks[#drivingtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.ARRIVED then
arrivedtrucks[#arrivedtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.UNLOADING then
unloadingtrucks[#unloadingtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.RETURNING then
returningtrucks[#returningtrucks+1] = data
if data.reloads > 0 or data.reloads == -1 then
idletrucks[#idletrucks+1] = data
found = true
end
end
else
self.truckset[data.name] = nil
end
end
-- see if we can/need route one
local n=0
if found and remunition then
-- match
--local match = false
for _,_truckdata in pairs(idletrucks) do
local truckdata = _truckdata -- #AMMOTRUCK.data
local truckcoord = truckdata.group:GetCoordinate() -- Core.Point#COORDINATE
for _,_aridata in pairs(remunitionqueue) do
local aridata = _aridata -- #AMMOTRUCK.data
local aricoord = aridata.coordinate
local distance = truckcoord:Get2DDistance(aricoord)
if distance <= self.remunidist and aridata.statusquo == AMMOTRUCK.State.OUTOFAMMO and n <= #idletrucks then
n = n + 1
aridata.statusquo = AMMOTRUCK.State.REQUESTED
self:__RouteTruck(n*5,truckdata,aridata)
break
end
end
end
end
-- check driving trucks
if #drivingtrucks > 0 then
self:CheckDrivingTrucks(drivingtrucks)
end
-- check arrived trucks
if #arrivedtrucks > 0 then
self:CheckArrivedTrucks(arrivedtrucks)
end
-- check unloading trucks
if #unloadingtrucks > 0 then
self:CheckUnloadingTrucks(unloadingtrucks)
end
-- check returningtrucks trucks
if #returningtrucks > 0 then
self:CheckReturningTrucks(returningtrucks)
end
-- check waiting targets
if #waitingtargets > 0 then
self:CheckWaitingTargets(waitingtargets)
end
self:__Monitor(self.monitor)
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truckdata
-- @param #AMMOTRUCK.data Aridata
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterRouteTruck(From, Event, To, Truckdata, Aridata)
self:T({From, Event, To, Truckdata.name, Aridata.name})
local truckdata = Truckdata -- #AMMOTRUCK.data
local aridata = Aridata -- #AMMOTRUCK.data
local tgtgrp = aridata.group
local tgtzone = ZONE_GROUP:New(aridata.name,tgtgrp,30)
local tgtcoord = tgtzone:GetRandomCoordinate(15)
if self.hasarmygroup then
local mission = AUFTRAG:NewONGUARD(tgtcoord)
local oldmission = truckdata.group:GetMissionCurrent()
if oldmission then oldmission:Cancel() end
mission:SetTime(5)
mission:SetTeleport(false)
truckdata.group:AddMission(mission)
elseif self.routeonroad then
truckdata.group:RouteGroundOnRoad(tgtcoord,30)
else
truckdata.group:RouteGroundTo(tgtcoord,30)
end
truckdata.statusquo = AMMOTRUCK.State.DRIVING
truckdata.targetgroup = tgtgrp
truckdata.targetname = aridata.name
truckdata.targetcoordinate = tgtcoord
aridata.statusquo = AMMOTRUCK.State.WAITING
aridata.timestamp = timer.getAbsTime()
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truckdata
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterTruckUnloading(From, Event, To, Truckdata)
local m = MESSAGE:New("Truck "..Truckdata.name.." unloading!",15,"AmmoTruck"):ToCoalitionIf(self.coalition,self.debug)
local truck = Truckdata -- Functional.AmmoTruck#AMMOTRUCK.data
local coord = truck.group:GetCoordinate()
local heading = truck.group:GetHeading()
heading = heading < 180 and (360-heading) or (heading - 180)
local cid = self.coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA
cid = self.coalition == coalition.side.NEUTRAL and country.id.UN_PEACEKEEPERS or cid
local ammo = {}
for i=1,5 do
ammo[i] = SPAWNSTATIC:NewFromType("ammo_cargo","Cargos",cid)
:InitCoordinate(coord:Translate((15+((i-1)*4)),heading))
:Spawn(0,"AmmoCrate-"..math.random(1,10000))
end
local function destroyammo(ammo)
for _,_crate in pairs(ammo) do
_crate:Destroy(false)
end
end
local scheduler = SCHEDULER:New(nil,destroyammo,{ammo},self.waitingtime)
-- one reload less
if truck.reloads ~= -1 then
truck.reloads = truck.reloads - 1
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truck
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterTruckReturning(From, Event, To, Truck)
self:T({From, Event, To, Truck.name})
-- route home
local truckdata = Truck -- #AMMOTRUCK.data
local tgtzone = self.homezone
local tgtcoord = tgtzone:GetRandomCoordinate()
if self.hasarmygroup then
local mission = AUFTRAG:NewONGUARD(tgtcoord)
local oldmission = truckdata.group:GetMissionCurrent()
if oldmission then oldmission:Cancel() end
mission:SetTime(5)
mission:SetTeleport(false)
truckdata.group:AddMission(mission)
elseif self.routeonroad then
truckdata.group:RouteGroundOnRoad(tgtcoord,30,1,"Cone")
else
truckdata.group:RouteGroundTo(tgtcoord,30,"Cone",1)
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterStop(From, Event, To)
self:T({From, Event, To})
return self
end

View File

@@ -45,7 +45,6 @@
-- @field #table currentMove Holds the current commanded move, if there is one assigned. -- @field #table currentMove Holds the current commanded move, if there is one assigned.
-- @field #number Nammo0 Initial amount total ammunition (shells+rockets+missiles) of the whole group. -- @field #number Nammo0 Initial amount total ammunition (shells+rockets+missiles) of the whole group.
-- @field #number Nshells0 Initial amount of shells of the whole group. -- @field #number Nshells0 Initial amount of shells of the whole group.
-- @field #number Narty0 Initial amount of artillery shells of the whole group.
-- @field #number Nrockets0 Initial amount of rockets of the whole group. -- @field #number Nrockets0 Initial amount of rockets of the whole group.
-- @field #number Nmissiles0 Initial amount of missiles of the whole group. -- @field #number Nmissiles0 Initial amount of missiles of the whole group.
-- @field #number Nukes0 Initial amount of tactical nukes of the whole group. Default is 0. -- @field #number Nukes0 Initial amount of tactical nukes of the whole group. Default is 0.
@@ -416,7 +415,7 @@
-- arty set, battery "Paladin Alpha", rearming place -- arty set, battery "Paladin Alpha", rearming place
-- --
-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type -- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M939" -- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
-- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor. -- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor.
-- --
-- ## Transporting -- ## Transporting
@@ -454,7 +453,7 @@
-- -- Creat a new ARTY object from a Paladin group. -- -- Creat a new ARTY object from a Paladin group.
-- paladin=ARTY:New(GROUP:FindByName("Blue Paladin")) -- paladin=ARTY:New(GROUP:FindByName("Blue Paladin"))
-- --
-- -- Define a rearming group. This is a Transport M939 truck. -- -- Define a rearming group. This is a Transport M818 truck.
-- paladin:SetRearmingGroup(GROUP:FindByName("Blue Ammo Truck")) -- paladin:SetRearmingGroup(GROUP:FindByName("Blue Ammo Truck"))
-- --
-- -- Set the max firing range. A Paladin unit has a range of 20 km. -- -- Set the max firing range. A Paladin unit has a range of 20 km.
@@ -695,7 +694,7 @@ ARTY.db={
--- Arty script version. --- Arty script version.
-- @field #string version -- @field #string version
ARTY.version="1.3.1" ARTY.version="1.3.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -708,7 +707,7 @@ ARTY.version="1.3.1"
-- DONE: Add user defined rearm weapon types. -- DONE: Add user defined rearm weapon types.
-- DONE: Check if target is in range. Maybe this requires a data base with the ranges of all arty units. <solved by user function> -- DONE: Check if target is in range. Maybe this requires a data base with the ranges of all arty units. <solved by user function>
-- DONE: Make ARTY move to rearming position. -- DONE: Make ARTY move to rearming position.
-- DONE: Check that right rearming vehicle is specified. Blue M939, Red Ural-375. Are there more? <user needs to know!> -- DONE: Check that right rearming vehicle is specified. Blue M818, Red Ural-375. Are there more? <user needs to know!>
-- DONE: Check if ARTY group is still alive. -- DONE: Check if ARTY group is still alive.
-- DONE: Handle dead events. -- DONE: Handle dead events.
-- DONE: Abort firing task if no shooting event occured with 5(?) minutes. Something went wrong then. Min/max range for example. -- DONE: Abort firing task if no shooting event occured with 5(?) minutes. Something went wrong then. Min/max range for example.
@@ -1533,7 +1532,7 @@ end
--- Assign a group, which is responsible for rearming the ARTY group. If the group is too far away from the ARTY group it will be guided towards the ARTY group. --- Assign a group, which is responsible for rearming the ARTY group. If the group is too far away from the ARTY group it will be guided towards the ARTY group.
-- @param #ARTY self -- @param #ARTY self
-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M939 transport whilst for red an unarmed Ural-375 transport can be used. -- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M818 transport whilst for red an unarmed Ural-375 transport can be used.
-- @return self -- @return self
function ARTY:SetRearmingGroup(group) function ARTY:SetRearmingGroup(group)
self:F({group=group}) self:F({group=group})
@@ -1888,7 +1887,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
MESSAGE:New(text, 5):ToAllIf(self.Debug) MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Get Ammo. -- Get Ammo.
self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0, self.Narty0=self:GetAmmo(self.Debug) self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0=self:GetAmmo(self.Debug)
-- Init nuclear explosion parameters if they were not set by user. -- Init nuclear explosion parameters if they were not set by user.
if self.nukerange==nil then if self.nukerange==nil then
@@ -2094,7 +2093,7 @@ function ARTY:_StatusReport(display)
end end
-- Get Ammo. -- Get Ammo.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo() local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local Nnukes=self.Nukes local Nnukes=self.Nukes
local Nillu=self.Nillu local Nillu=self.Nillu
local Nsmoke=self.Nsmoke local Nsmoke=self.Nsmoke
@@ -2107,7 +2106,7 @@ function ARTY:_StatusReport(display)
text=text..string.format("Clock = %s\n", Clock) text=text..string.format("Clock = %s\n", Clock)
text=text..string.format("FSM state = %s\n", self:GetState()) text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Total ammo count = %d\n", Nammo) text=text..string.format("Total ammo count = %d\n", Nammo)
text=text..string.format("Number of shells = %d\n", Narty) text=text..string.format("Number of shells = %d\n", Nshells)
text=text..string.format("Number of rockets = %d\n", Nrockets) text=text..string.format("Number of rockets = %d\n", Nrockets)
text=text..string.format("Number of missiles = %d\n", Nmissiles) text=text..string.format("Number of missiles = %d\n", Nmissiles)
text=text..string.format("Number of nukes = %d\n", Nnukes) text=text..string.format("Number of nukes = %d\n", Nnukes)
@@ -2294,19 +2293,19 @@ function ARTY:OnEventShot(EventData)
end end
-- Get current ammo. -- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo() local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
-- Decrease available nukes because we just fired one. -- Decrease available nukes because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes then if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes then
self.Nukes=self.Nukes-1 self.Nukes=self.Nukes-1
end end
-- Decrease available illumination shells because we just fired one. -- Decrease available illuminatin shells because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells then if self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells then
self.Nillu=self.Nillu-1 self.Nillu=self.Nillu-1
end end
-- Decrease available smoke shells because we just fired one. -- Decrease available illuminatin shells because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells then if self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells then
self.Nsmoke=self.Nsmoke-1 self.Nsmoke=self.Nsmoke-1
end end
@@ -2324,7 +2323,7 @@ function ARTY:OnEventShot(EventData)
-- Weapon type name for current target. -- Weapon type name for current target.
local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype) local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype)
self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _narty, _nrockets, _nmissiles)) self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _nshells, _nrockets, _nmissiles))
self:T(self.lid..string.format("Group %s uses weapontype %s for current target.", self.groupname, _weapontype)) self:T(self.lid..string.format("Group %s uses weapontype %s for current target.", self.groupname, _weapontype))
-- Default switches for cease fire and relocation. -- Default switches for cease fire and relocation.
@@ -2772,7 +2771,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
self:_EventFromTo("onafterStatus", Event, From, To) self:_EventFromTo("onafterStatus", Event, From, To)
-- Get ammo. -- Get ammo.
local nammo, nshells, nrockets, nmissiles, narty=self:GetAmmo() local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- We have a cargo group ==> check if group was loaded into a carrier. -- We have a cargo group ==> check if group was loaded into a carrier.
if self.iscargo and self.cargogroup then if self.iscargo and self.cargogroup then
@@ -2789,7 +2788,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
-- FSM state. -- FSM state.
local fsmstate=self:GetState() local fsmstate=self:GetState()
self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, narty, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles)) self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
if self.Controllable and self.Controllable:IsAlive() then if self.Controllable and self.Controllable:IsAlive() then
@@ -2872,19 +2871,20 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
if self.currentTarget then if self.currentTarget then
self:CeaseFire(self.currentTarget) self:CeaseFire(self.currentTarget)
end end
if self:is("CombatReady") then -- Open fire on timed target.
-- Open fire on timed target. self:OpenFire(_timedTarget)
self:OpenFire(_timedTarget)
end
elseif _normalTarget then elseif _normalTarget then
if self:is("CombatReady") then -- Open fire on normal target.
-- Open fire on normal target. self:OpenFire(_normalTarget)
self:OpenFire(_normalTarget)
end
end end
-- Get ammo.
--local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- Check if we have a target in the queue for which weapons are still available. -- Check if we have a target in the queue for which weapons are still available.
local gotsome=false local gotsome=false
if #self.targets>0 then if #self.targets>0 then
@@ -3045,14 +3045,14 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
local range=Controllable:GetCoordinate():Get2DDistance(target.coord) local range=Controllable:GetCoordinate():Get2DDistance(target.coord)
-- Get ammo. -- Get ammo.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo() local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
local nfire=Narty local nfire=Nammo
local _type="shots" local _type="shots"
if target.weapontype==ARTY.WeaponType.Auto then if target.weapontype==ARTY.WeaponType.Auto then
nfire=Narty nfire=Nammo
_type="shots" _type="shots"
elseif target.weapontype==ARTY.WeaponType.Cannon then elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Narty nfire=Nshells
_type="shells" _type="shells"
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes nfire=self.Nukes
@@ -3337,7 +3337,7 @@ function ARTY:_CheckRearmed()
self:F2() self:F2()
-- Get current ammo. -- Get current ammo.
local nammo,nshells,nrockets,nmissiles,narty=self:GetAmmo() local nammo,nshells,nrockets,nmissiles=self:GetAmmo()
-- Number of units still alive. -- Number of units still alive.
local units=self.Controllable:GetUnits() local units=self.Controllable:GetUnits()
@@ -3603,11 +3603,7 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then
weapontype=ARTY.WeaponType.Cannon weapontype=ARTY.WeaponType.Cannon
end end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free. -- Set ROE to weapon free.
group:OptionROEOpenFire() group:OptionROEOpenFire()
@@ -3618,7 +3614,7 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
local fire=group:TaskFireAtPoint(vec2, radius, nshells, weapontype) local fire=group:TaskFireAtPoint(vec2, radius, nshells, weapontype)
-- Execute task. -- Execute task.
group:SetTask(fire,1) group:SetTask(fire)
end end
--- Set task for attacking a group. --- Set task for attacking a group.
@@ -3635,11 +3631,7 @@ function ARTY:_AttackGroup(target)
if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then
weapontype=ARTY.WeaponType.Cannon weapontype=ARTY.WeaponType.Cannon
end end
if group:HasTask() then
group:ClearTasks()
end
-- Set ROE to weapon free. -- Set ROE to weapon free.
group:OptionROEOpenFire() group:OptionROEOpenFire()
@@ -3650,7 +3642,7 @@ function ARTY:_AttackGroup(target)
local fire=group:TaskAttackGroup(targetgroup, weapontype, AI.Task.WeaponExpend.ONE, 1) local fire=group:TaskAttackGroup(targetgroup, weapontype, AI.Task.WeaponExpend.ONE, 1)
-- Execute task. -- Execute task.
group:SetTask(fire,1) group:SetTask(fire)
end end
@@ -3717,6 +3709,51 @@ function ARTY:_NuclearBlast(_coord)
ignite(_fires) ignite(_fires)
end end
--[[
local ZoneNuke=ZONE_RADIUS:New("Nukezone", _coord:GetVec2(), 2000)
-- Scan for Scenery objects.
ZoneNuke:Scan(Object.Category.SCENERY)
-- Array with all possible hideouts, i.e. scenery objects in the vicinity of the group.
local scenery={}
for SceneryTypeName, SceneryData in pairs(ZoneNuke:GetScannedScenery()) do
for SceneryName, SceneryObject in pairs(SceneryData) do
local SceneryObject = SceneryObject -- Wrapper.Scenery#SCENERY
-- Position of the scenery object.
local spos=SceneryObject:GetCoordinate()
-- Distance from group to impact point.
local distance= spos:Get2DDistance(_coord)
-- Place markers on every possible scenery object.
if self.Debug then
local MarkerID=spos:MarkToAll(string.format("%s scenery object %s", self.Controllable:GetName(), SceneryObject:GetTypeName()))
local text=string.format("%s scenery: %s, Coord %s", self.Controllable:GetName(), SceneryObject:GetTypeName(), SceneryObject:GetCoordinate():ToStringLLDMS())
self:T2(SUPPRESSION.id..text)
end
-- Add to table.
table.insert(scenery, {object=SceneryObject, distance=distance})
--SceneryObject:Destroy()
end
end
-- Sort scenery wrt to distance from impact point.
-- local _sort = function(a,b) return a.distance < b.distance end
-- table.sort(scenery,_sort)
-- for _,object in pairs(scenery) do
-- local sobject=object -- Wrapper.Scenery#SCENERY
-- sobject:Destroy()
-- end
]]
end end
--- Route group to a certain point. --- Route group to a certain point.
@@ -3878,7 +3915,6 @@ end
-- @return #number Number of shells the group has left. -- @return #number Number of shells the group has left.
-- @return #number Number of rockets the group has left. -- @return #number Number of rockets the group has left.
-- @return #number Number of missiles the group has left. -- @return #number Number of missiles the group has left.
-- @return #number Number of artillery shells the group has left.
function ARTY:GetAmmo(display) function ARTY:GetAmmo(display)
self:F3({display=display}) self:F3({display=display})
@@ -3892,7 +3928,6 @@ function ARTY:GetAmmo(display)
local nshells=0 local nshells=0
local nrockets=0 local nrockets=0
local nmissiles=0 local nmissiles=0
local nartyshells=0
-- Get all units. -- Get all units.
local units=self.Controllable:GetUnits() local units=self.Controllable:GetUnits()
@@ -3995,8 +4030,7 @@ function ARTY:GetAmmo(display)
-- Add up all shells. -- Add up all shells.
nshells=nshells+Nammo nshells=nshells+Nammo
local _,_,_,_,_,shells = unit:GetAmmunition()
nartyshells=nartyshells+shells
-- Debug info. -- Debug info.
text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName) text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName)
@@ -4042,7 +4076,7 @@ function ARTY:GetAmmo(display)
-- Total amount of ammunition. -- Total amount of ammunition.
nammo=nshells+nrockets+nmissiles nammo=nshells+nrockets+nmissiles
return nammo, nshells, nrockets, nmissiles, nartyshells return nammo, nshells, nrockets, nmissiles
end end
--- Returns a name of a missile category. --- Returns a name of a missile category.
@@ -4793,10 +4827,7 @@ function ARTY:_CheckShootingStarted()
-- Check if we waited long enough and no shot was fired. -- Check if we waited long enough and no shot was fired.
--if dt > self.WaitForShotTime and self.Nshots==0 then --if dt > self.WaitForShotTime and self.Nshots==0 then
if dt > self.WaitForShotTime and (self.Nshots==0 or self.currentTarget.nshells >= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
self:T(string.format("dt = %d WaitTime = %d | shots = %d TargetShells = %d",dt,self.WaitForShotTime,self.Nshots,self.currentTarget.nshells))
if (dt > self.WaitForShotTime and self.Nshots==0) or (self.currentTarget.nshells <= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
-- Debug info. -- Debug info.
self:T(self.lid..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.groupname, self.WaitForShotTime, name)) self:T(self.lid..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.groupname, self.WaitForShotTime, name))
@@ -4858,7 +4889,7 @@ end
function ARTY:_CheckOutOfAmmo(targets) function ARTY:_CheckOutOfAmmo(targets)
-- Get current ammo. -- Get current ammo.
local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo() local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
-- Special weapon type requested ==> Check if corresponding ammo is empty. -- Special weapon type requested ==> Check if corresponding ammo is empty.
local _partlyoutofammo=false local _partlyoutofammo=false
@@ -4870,7 +4901,7 @@ function ARTY:_CheckOutOfAmmo(targets)
self:T(self.lid..string.format("Group %s, auto weapon requested for target %s but all ammo is empty.", self.groupname, Target.name)) self:T(self.lid..string.format("Group %s, auto weapon requested for target %s but all ammo is empty.", self.groupname, Target.name))
_partlyoutofammo=true _partlyoutofammo=true
elseif Target.weapontype==ARTY.WeaponType.Cannon and _narty==0 then elseif Target.weapontype==ARTY.WeaponType.Cannon and _nshells==0 then
self:T(self.lid..string.format("Group %s, cannons requested for target %s but shells empty.", self.groupname, Target.name)) self:T(self.lid..string.format("Group %s, cannons requested for target %s but shells empty.", self.groupname, Target.name))
_partlyoutofammo=true _partlyoutofammo=true
@@ -4914,14 +4945,14 @@ end
function ARTY:_CheckWeaponTypeAvailable(target) function ARTY:_CheckWeaponTypeAvailable(target)
-- Get current ammo of group. -- Get current ammo of group.
local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo() local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
-- Check if enough ammo is there for the selected weapon type. -- Check if enough ammo is there for the selected weapon type.
local nfire=Nammo local nfire=Nammo
if target.weapontype==ARTY.WeaponType.Auto then if target.weapontype==ARTY.WeaponType.Auto then
nfire=Nammo nfire=Nammo
elseif target.weapontype==ARTY.WeaponType.Cannon then elseif target.weapontype==ARTY.WeaponType.Cannon then
nfire=Narty nfire=Nshells
elseif target.weapontype==ARTY.WeaponType.TacticalNukes then elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
nfire=self.Nukes nfire=self.Nukes
elseif target.weapontype==ARTY.WeaponType.IlluminationShells then elseif target.weapontype==ARTY.WeaponType.IlluminationShells then

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@@ -52,13 +52,11 @@
-- @module Functional.CleanUp -- @module Functional.CleanUp
-- @image CleanUp_Airbases.JPG -- @image CleanUp_Airbases.JPG
--- --- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases. -- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- --- @type CLEANUP_AIRBASE
-- @type CLEANUP_AIRBASE
-- @extends #CLEANUP_AIRBASE.__ -- @extends #CLEANUP_AIRBASE.__
--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat. --- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
@@ -95,7 +93,7 @@ CLEANUP_AIRBASE = {
-- @field #CLEANUP_AIRBASE.__ -- @field #CLEANUP_AIRBASE.__
CLEANUP_AIRBASE.__ = {} CLEANUP_AIRBASE.__ = {}
-- @field #CLEANUP_AIRBASE.__.Airbases --- @field #CLEANUP_AIRBASE.__.Airbases
CLEANUP_AIRBASE.__.Airbases = {} CLEANUP_AIRBASE.__.Airbases = {}
--- Creates the main object which is handling the cleaning of the debris within the given Zone Names. --- Creates the main object which is handling the cleaning of the debris within the given Zone Names.
@@ -242,8 +240,7 @@ function CLEANUP_AIRBASE.__:DestroyMissile( MissileObject )
end end
end end
--- --- @param #CLEANUP_AIRBASE self
-- @param #CLEANUP_AIRBASE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function CLEANUP_AIRBASE.__:OnEventBirth( EventData ) function CLEANUP_AIRBASE.__:OnEventBirth( EventData )
self:F( { EventData } ) self:F( { EventData } )

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@@ -1,508 +0,0 @@
--- **Functional** - Manage and track client slots easily to add your own client-based menus and modules to.
--
-- The @{#CLIENTWATCH} class adds a simplified way to create scripts and menus for individual clients. Instead of creating large algorithms and juggling multiple event handlers, you can simply provide one or more prefixes to the class and use the callback functions on spawn, despawn, and any aircraft related events to script to your hearts content.
--
-- ===
--
-- ## Features:
--
-- * Find clients by prefixes or by providing a Wrapper.CLIENT object
-- * Trigger functions when the client spawns and despawns
-- * Create multiple client instances without overwriting event handlers between instances
-- * More reliable aircraft lost events for when DCS thinks the aircraft id dead but a dead event fails to trigger
-- * Easily manage clients spawned in dynamic slots
--
-- ====
--
-- ### Author: **Statua**
--
-- ### Contributions: **FlightControl**: Wrapper.CLIENT
--
-- ====
-- @module Functional.ClientWatch
-- @image ClientWatch.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- CLIENTWATCH class
-- @type CLIENTWATCH
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Write Debug messages to DCS log file and send Debug messages to all players.
-- @field #string lid String for DCS log file.
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Manage and track client slots easily to add your own client-based menus and modules to.
--
-- ## Creating a new instance
--
-- To start, you must first create a new instance of the client manager and provide it with either a Wrapper.Client#CLIENT object, a string prefix of the unit name, or a table of string prefixes for unit names. These are used to capture the client unit when it spawns and apply your scripted functions to it. Only fixed wing and rotary wing aircraft controlled by players can be used by this class.
-- **This will not work if the client aircraft is alive!**
--
-- ### Examples
--
-- -- Create an instance with a Wrapper.Client#CLIENT object
-- local heliClient = CLIENT:FindByName('Rotary1-1')
-- local clientInstance = CLIENTWATCH:New(heliClient)
--
-- -- Create an instance with part of the unit name in the Mission Editor
-- local clientInstance = CLIENTWATCH:New("Rotary")
--
-- -- Create an instance using prefixes for a few units as well as a FARP name for any dynamic spawns coming out of it
-- local clientInstance = CLIENTWATCH:New({"Rescue","UH-1H","FARP ALPHA"})
--
-- ## Applying functions and methods to client aircraft when they spawn
--
-- Once the instance is created, it will watch for birth events. If the unit name of the client aircraft matches the one provided in the instance, the callback method @{#CLIENTWATCH:OnAfterSpawn}() can be used to apply functions and methods to the client object.
--
-- In the OnAfterSpawn() callback method are four values. From, Event, To, and ClientObject. From,Event,To are standard FSM strings for the state changes. ClientObject is where the magic happens. This is a special object which you can use to access all the data of the client aircraft. The following entries in ClientObject are available for you to use:
--
-- * **ClientObject.Unit**: The Moose @{Wrapper.Unit#UNIT} of the client aircraft
-- * **ClientObject.Group**: The Moose @{Wrapper.Group#GRUP} of the client aircraft
-- * **ClientObject.Client**: The Moose @{Wrapper.Client#CLIENT} of the client aircraft
-- * **ClientObject.PlayerName**: A #string of the player controlling the aircraft
-- * **ClientObject.UnitName**: A #string of the client aircraft unit.
-- * **ClientObject.GroupName**: A #string of the client aircraft group.
--
-- ### Examples
--
-- -- Create an instance with a client unit prefix and send them a message when they spawn
-- local clientInstance = CLIENTWATCH:New("Rotary")
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject)
-- MESSAGE:New("Welcome to your aircraft!",10):ToUnit(ClientObject.Unit)
-- end
--
-- ## Using event callbacks
--
-- In a normal setting, you can only use a callback function for a specific option in one location. If you have multiple scripts that rely on the same callback from the same object, this can get quite messy. With the ClientWatch module, these callbacks are isolated t the instances and therefore open the possibility to use many instances with the same callback doing different things. ClientWatch instances subscribe to all events that are applicable to player controlled aircraft and provides callbacks for each, forwarding the EventData in the callback function.
--
-- The following event callbacks can be used inside the OnAfterSpawn() callback:
--
-- * **:OnAfterDespawn(From,Event,To)**: Triggers whenever DCS no longer sees the aircraft as 'alive'. No event data is given in this callback as it is derived from other events
-- * **:OnAfterHit(From,Event,To,EventData)**: Triggers every time the aircraft takes damage or is struck by a weapon/explosion
-- * **:OnAfterKill(From,Event,To,EventData)**: Triggers after the aircraft kills something with its weapons
-- * **:OnAfterScore(From,Event,To,EventData)**: Triggers after accumulating score
-- * **:OnAfterShot(From,Event,To,EventData)**: Triggers after a single-shot weapon is released
-- * **:OnAfterShootingStart(From,Event,To,EventData)**: Triggers when an automatic weapon begins firing
-- * **:OnAfterShootingEnd(From,Event,To,EventData)**: Triggers when an automatic weapon stops firing
-- * **:OnAfterLand(From,Event,To,EventData)**: Triggers when an aircraft transitions from being airborne to on the ground
-- * **:OnAfterTakeoff(From,Event,To,EventData)**: Triggers when an aircraft transitions from being on the ground to airborne
-- * **:OnAfterRunwayTakeoff(From,Event,To,EventData)**: Triggers after lifting off from a runway
-- * **:OnAfterRunwayTouch(From,Event,To,EventData)**: Triggers when an aircraft's gear makes contact with a runway
-- * **:OnAfterRefueling(From,Event,To,EventData)**: Triggers when an aircraft begins taking on fuel
-- * **:OnAfterRefuelingStop(From,Event,To,EventData)**: Triggers when an aircraft stops taking on fuel
-- * **:OnAfterPlayerLeaveUnit(From,Event,To,EventData)**: Triggers when a player leaves an operational aircraft
-- * **:OnAfterCrash(From,Event,To,EventData)**: Triggers when an aircraft is destroyed (may fail to trigger if the aircraft is only partially destroyed)
-- * **:OnAfterDead(From,Event,To,EventData)**: Triggers when an aircraft is considered dead (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterPilotDead(From,Event,To,EventData)**: Triggers when the pilot is killed (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterUnitLost(From,Event,To,EventData)**: Triggers when an aircraft is lost for any reason (may fail to trigger if the aircraft was partially destroyed first)
-- * **:OnAfterEjection(From,Event,To,EventData)**: Triggers when a pilot ejects from an aircraft
-- * **:OnAfterHumanFailure(From,Event,To,EventData)**: Triggers when an aircraft or system is damaged from any source or action by the player
-- * **:OnAfterHumanAircraftRepairStart(From,Event,To,EventData)**: Triggers when an aircraft repair is started
-- * **:OnAfterHumanAircraftRepairFinish(From,Event,To,EventData)**: Triggers when an aircraft repair is completed
-- * **:OnAfterEngineStartup(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a started state. Parameters vary by aircraft
-- * **:OnAfterEngineShutdown(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a stopped state. Parameters vary by aircraft
-- * **:OnAfterWeaponAdd(From,Event,To,EventData)**: Triggers when an item is added to an aircraft's payload
-- * **:OnAfterWeaponDrop(From,Event,To,EventData)**: Triggers when an item is jettisoned or dropped from an aircraft (unconfirmed)
-- * **:OnAfterWeaponRearm(From,Event,To,EventData)**: Triggers when an item with internal supply is restored (unconfirmed)
--
-- ### Examples
--
-- -- Show a message to player when they take damage from a weapon
-- local clientInstance = CLIENTWATCH:New("Rotary")
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject)
-- function ClientObject:OnAfterHit(From,Event,To,EventData)
-- local typeShooter = EventData.IniTypeName
-- local nameWeapon = EventData.weapon_name
-- MESSAGE:New("A "..typeShooter.." hit you with a "..nameWeapon,20):ToUnit(ClientObject.Unit)
-- end
-- end
--
-- @field #CLIENTWATCH
CLIENTWATCH = {}
CLIENTWATCH.ClassName = "CLIENTWATCH"
CLIENTWATCH.Debug = false
CLIENTWATCH.lid = nil
-- @type CLIENTWATCHTools
-- @field #table Unit Wrapper.UNIT of the cient object
-- @field #table Group Wrapper.GROUP of the cient object
-- @field #table Client Wrapper.CLIENT of the cient object
-- @field #string PlayerName Name of the player controlling the client object
-- @field #string UnitName Name of the unit that is the client object
-- @field #string GroupName Name of the group the client object belongs to
CLIENTWATCHTools = {}
--- CLIENTWATCH version
-- @field #string version
CLIENTWATCH.version="1.0.1"
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Creates a new instance of CLIENTWATCH to add scripts to. Can be used multiple times with the same client/prefixes if you need it for multiple scripts.
-- @param #CLIENTWATCH self
-- @param #string, #table, or Wrapper.Client#CLIENT client Takes multiple inputs. If provided a #string, it will watch for clients whos UNIT NAME or GROUP NAME matches part of the #string as a prefix. You can also provide it with a #table containing multiple #string prefixes. Lastly, you can provide it with a Wrapper.Client#CLIENT of the specific client you want to apply this to.
-- @return #CLIENTWATCH self
function CLIENTWATCH:New(client)
--Init FSM
local self=BASE:Inherit(self, FSM:New())
self:SetStartState( "Idle" )
self:AddTransition( "*", "Spawn", "*" )
--- User function for OnAfter "Spawn" event.
-- @function [parent=#CLIENTWATCH] OnAfterSpawn
-- @param #CLIENTWATCH self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #table clientObject Custom object that handles events and stores Moose object data. See top documentation for more details.
--Set up spawn tracking
if type(client) == "table" or type(client) == "string" then
if type(client) == "table" then
--CLIENT TABLE
if client.ClassName == "CLIENT" then
self.ClientName = client:GetName()
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if self.Debug then UTILS.PrintTableToLog(eventdata) end
if eventdata.IniCategory and eventdata.IniCategory <= 1 then
if self.ClientName == eventdata.IniUnitName then
local clientObject = CLIENTWATCHTools:_newClient(eventdata)
self:Spawn(clientObject)
end
end
end
--STRING TABLE
else
local tableValid = true
for _,entry in pairs(client) do
if type(entry) ~= "string" then
tableValid = false
self:E({"The base handler failed to start because at least one entry in param1's table is not a string!",InvalidEntry = entry})
return nil
end
end
if tableValid then
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if self.Debug then UTILS.PrintTableToLog(eventdata) end
for _,entry in pairs(client) do
if eventdata.IniCategory and eventdata.IniCategory <= 1 then
if string.match(eventdata.IniUnitName,entry) or string.match(eventdata.IniGroupName,entry) then
local clientObject = CLIENTWATCHTools:_newClient(eventdata)
self:Spawn(clientObject)
break
end
end
end
end
end
end
else
--SOLO STRING
self:HandleEvent(EVENTS.Birth)
function self:OnEventBirth(eventdata)
if self.Debug then UTILS.PrintTableToLog(eventdata) end
if eventdata.IniCategory and eventdata.IniCategory <= 1 then
if string.match(eventdata.IniUnitName,client) or string.match(eventdata.IniGroupName,client) then
local clientObject = CLIENTWATCHTools:_newClient(eventdata)
self:Spawn(clientObject)
end
end
end
end
else
self:E({"The base handler failed to start because param1 is not a CLIENT object or a prefix string!",param1 = client})
return nil
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Internal function for creating a new client on birth. Do not use!!!.
-- @param #CLIENTWATCHTools self
-- @param #EVENTS.Birth EventData
-- @return #CLIENTWATCHTools self
function CLIENTWATCHTools:_newClient(eventdata)
--Init FSM
local self=BASE:Inherit(self, FSM:New())
self:SetStartState( "Alive" )
self:AddTransition( "Alive", "Despawn", "Dead" )
self.Unit = eventdata.IniUnit
self.Group = self.Unit:GetGroup()
self.Client = self.Unit:GetClient()
self.PlayerName = self.Unit:GetPlayerName()
self.UnitName = self.Unit:GetName()
self.GroupName = self.Group:GetName()
--Event events
self:AddTransition( "*", "Hit", "*" )
self:AddTransition( "*", "Kill", "*" )
self:AddTransition( "*", "Score", "*" )
self:AddTransition( "*", "Shot", "*" )
self:AddTransition( "*", "ShootingStart", "*" )
self:AddTransition( "*", "ShootingEnd", "*" )
self:AddTransition( "*", "Land", "*" )
self:AddTransition( "*", "Takeoff", "*" )
self:AddTransition( "*", "RunwayTakeoff", "*" )
self:AddTransition( "*", "RunwayTouch", "*" )
self:AddTransition( "*", "Refueling", "*" )
self:AddTransition( "*", "RefuelingStop", "*" )
self:AddTransition( "*", "PlayerLeaveUnit", "*" )
self:AddTransition( "*", "Crash", "*" )
self:AddTransition( "*", "Dead", "*" )
self:AddTransition( "*", "PilotDead", "*" )
self:AddTransition( "*", "UnitLost", "*" )
self:AddTransition( "*", "Ejection", "*" )
self:AddTransition( "*", "HumanFailure", "*" )
self:AddTransition( "*", "HumanAircraftRepairFinish", "*" )
self:AddTransition( "*", "HumanAircraftRepairStart", "*" )
self:AddTransition( "*", "EngineShutdown", "*" )
self:AddTransition( "*", "EngineStartup", "*" )
self:AddTransition( "*", "WeaponAdd", "*" )
self:AddTransition( "*", "WeaponDrop", "*" )
self:AddTransition( "*", "WeaponRearm", "*" )
--Event Handlers
self:HandleEvent( EVENTS.Hit )
self:HandleEvent( EVENTS.Kill )
self:HandleEvent( EVENTS.Score )
self:HandleEvent( EVENTS.Shot )
self:HandleEvent( EVENTS.ShootingStart )
self:HandleEvent( EVENTS.ShootingEnd )
self:HandleEvent( EVENTS.Land )
self:HandleEvent( EVENTS.Takeoff )
self:HandleEvent( EVENTS.RunwayTakeoff )
self:HandleEvent( EVENTS.RunwayTouch )
self:HandleEvent( EVENTS.Refueling )
self:HandleEvent( EVENTS.RefuelingStop )
self:HandleEvent( EVENTS.PlayerLeaveUnit )
self:HandleEvent( EVENTS.Crash )
self:HandleEvent( EVENTS.Dead )
self:HandleEvent( EVENTS.PilotDead )
self:HandleEvent( EVENTS.UnitLost )
self:HandleEvent( EVENTS.Ejection )
self:HandleEvent( EVENTS.HumanFailure )
self:HandleEvent( EVENTS.HumanAircraftRepairFinish )
self:HandleEvent( EVENTS.HumanAircraftRepairStart )
self:HandleEvent( EVENTS.EngineShutdown )
self:HandleEvent( EVENTS.EngineStartup )
self:HandleEvent( EVENTS.WeaponAdd )
self:HandleEvent( EVENTS.WeaponDrop )
self:HandleEvent( EVENTS.WeaponRearm )
function self:OnEventHit(EventData)
if EventData.TgtUnitName == self.UnitName then
self:Hit(EventData)
end
end
function self:OnEventKill(EventData)
if EventData.IniUnitName == self.UnitName then
self:Kill(EventData)
end
end
function self:OnEventScore(EventData)
if EventData.IniUnitName == self.UnitName then
self:Score(EventData)
end
end
function self:OnEventShot(EventData)
if EventData.IniUnitName == self.UnitName then
self:Shot(EventData)
end
end
function self:OnEventShootingStart(EventData)
if EventData.IniUnitName == self.UnitName then
self:ShootingStart(EventData)
end
end
function self:OnEventShootingEnd(EventData)
if EventData.IniUnitName == self.UnitName then
self:ShootingEnd(EventData)
end
end
function self:OnEventLand(EventData)
if EventData.IniUnitName == self.UnitName then
self:Land(EventData)
end
end
function self:OnEventTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
self:Takeoff(EventData)
end
end
function self:OnEventRunwayTakeoff(EventData)
if EventData.IniUnitName == self.UnitName then
self:RunwayTakeoff(EventData)
end
end
function self:OnEventRunwayTouch(EventData)
if EventData.IniUnitName == self.UnitName then
self:RunwayTouch(EventData)
end
end
function self:OnEventRefueling(EventData)
if EventData.IniUnitName == self.UnitName then
self:Refueling(EventData)
end
end
function self:OnEventRefuelingStop(EventData)
if EventData.IniUnitName == self.UnitName then
self:RefuelingStop(EventData)
end
end
function self:OnEventPlayerLeaveUnit(EventData)
if EventData.IniUnitName == self.UnitName then
self:PlayerLeaveUnit(EventData)
self._deadRoutine()
end
end
function self:OnEventCrash(EventData)
if EventData.IniUnitName == self.UnitName then
self:Crash(EventData)
self._deadRoutine()
end
end
function self:OnEventDead(EventData)
if EventData.IniUnitName == self.UnitName then
self:Dead(EventData)
self._deadRoutine()
end
end
function self:OnEventPilotDead(EventData)
if EventData.IniUnitName == self.UnitName then
self:PilotDead(EventData)
self._deadRoutine()
end
end
function self:OnEventUnitLost(EventData)
if EventData.IniUnitName == self.UnitName then
self:UnitLost(EventData)
self._deadRoutine()
end
end
function self:OnEventEjection(EventData)
if EventData.IniUnitName == self.UnitName then
self:Ejection(EventData)
self._deadRoutine()
end
end
function self:OnEventHumanFailure(EventData)
if EventData.IniUnitName == self.UnitName then
self:HumanFailure(EventData)
if not self.Unit:IsAlive() then
self._deadRoutine()
end
end
end
function self:OnEventHumanAircraftRepairFinish(EventData)
if EventData.IniUnitName == self.UnitName then
self:HumanAircraftRepairFinish(EventData)
end
end
function self:OnEventHumanAircraftRepairStart(EventData)
if EventData.IniUnitName == self.UnitName then
self:HumanAircraftRepairStart(EventData)
end
end
function self:OnEventEngineShutdown(EventData)
if EventData.IniUnitName == self.UnitName then
self:EngineShutdown(EventData)
end
end
function self:OnEventEngineStartup(EventData)
if EventData.IniUnitName == self.UnitName then
self:EngineStartup(EventData)
end
end
function self:OnEventWeaponAdd(EventData)
if EventData.IniUnitName == self.UnitName then
self:WeaponAdd(EventData)
end
end
function self:OnEventWeaponDrop(EventData)
if EventData.IniUnitName == self.UnitName then
self:WeaponDrop(EventData)
end
end
function self:OnEventWeaponRearm(EventData)
if EventData.IniUnitName == self.UnitName then
self:WeaponRearm(EventData)
end
end
--Fallback timer
self.FallbackTimer = TIMER:New(function()
if not self.Unit:IsAlive() then
self._deadRoutine()
end
end)
self.FallbackTimer:Start(5,5)
--Stop event handlers and trigger Despawn
function self._deadRoutine()
self:UnHandleEvent( EVENTS.Hit )
self:UnHandleEvent( EVENTS.Kill )
self:UnHandleEvent( EVENTS.Score )
self:UnHandleEvent( EVENTS.Shot )
self:UnHandleEvent( EVENTS.ShootingStart )
self:UnHandleEvent( EVENTS.ShootingEnd )
self:UnHandleEvent( EVENTS.Land )
self:UnHandleEvent( EVENTS.Takeoff )
self:UnHandleEvent( EVENTS.RunwayTakeoff )
self:UnHandleEvent( EVENTS.RunwayTouch )
self:UnHandleEvent( EVENTS.Refueling )
self:UnHandleEvent( EVENTS.RefuelingStop )
self:UnHandleEvent( EVENTS.PlayerLeaveUnit )
self:UnHandleEvent( EVENTS.Crash )
self:UnHandleEvent( EVENTS.Dead )
self:UnHandleEvent( EVENTS.PilotDead )
self:UnHandleEvent( EVENTS.UnitLost )
self:UnHandleEvent( EVENTS.Ejection )
self:UnHandleEvent( EVENTS.HumanFailure )
self:UnHandleEvent( EVENTS.HumanAircraftRepairFinish )
self:UnHandleEvent( EVENTS.HumanAircraftRepairStart )
self:UnHandleEvent( EVENTS.EngineShutdown )
self:UnHandleEvent( EVENTS.EngineStartup )
self:UnHandleEvent( EVENTS.WeaponAdd )
self:UnHandleEvent( EVENTS.WeaponDrop )
self:UnHandleEvent( EVENTS.WeaponRearm )
self.FallbackTimer:Stop()
self:Despawn()
end
self:I({"CLIENT SPAWN EVENT", PlayerName = self.PlayerName, UnitName = self.UnitName, GroupName = self.GroupName})
return self
end

View File

@@ -184,7 +184,7 @@
do -- DESIGNATE do -- DESIGNATE
-- @type DESIGNATE --- @type DESIGNATE
-- @extends Core.Fsm#FSM_PROCESS -- @extends Core.Fsm#FSM_PROCESS
--- Manage the designation of detected targets. --- Manage the designation of detected targets.
@@ -525,7 +525,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive( self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP AttackGroup --- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup ) function( AttackGroup )
self.FlashStatusMenu[AttackGroup] = FlashMenu self.FlashStatusMenu[AttackGroup] = FlashMenu
end end
@@ -554,7 +554,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive( self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP AttackGroup --- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup ) function( AttackGroup )
self.FlashDetectionMessage[AttackGroup] = FlashDetectionMessage self.FlashDetectionMessage[AttackGroup] = FlashDetectionMessage
end end
@@ -826,7 +826,7 @@ do -- DESIGNATE
-- This Detection is obsolete, remove from the designate scope -- This Detection is obsolete, remove from the designate scope
self.Designating[DesignateIndex] = nil self.Designating[DesignateIndex] = nil
self.AttackSet:ForEachGroupAlive( self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP AttackGroup --- @param Wrapper.Group#GROUP AttackGroup
function( AttackGroup ) function( AttackGroup )
if AttackGroup:IsAlive() == true then if AttackGroup:IsAlive() == true then
local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " ) local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
@@ -903,7 +903,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive( self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP GroupReport --- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup ) function( AttackGroup )
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
@@ -1060,7 +1060,7 @@ do -- DESIGNATE
self.AttackSet:ForEachGroupAlive( self.AttackSet:ForEachGroupAlive(
-- @param Wrapper.Group#GROUP GroupReport --- @param Wrapper.Group#GROUP GroupReport
function( AttackGroup ) function( AttackGroup )
self:ScheduleOnce( Delay, self.SetMenu, self, AttackGroup ) self:ScheduleOnce( Delay, self.SetMenu, self, AttackGroup )
@@ -1198,7 +1198,7 @@ do -- DESIGNATE
--local ReportTypes = REPORT:New() --local ReportTypes = REPORT:New()
--local ReportLaserCodes = REPORT:New() --local ReportLaserCodes = REPORT:New()
--TargetSetUnit:Flush( self ) TargetSetUnit:Flush( self )
--self:F( { Recces = self.Recces } ) --self:F( { Recces = self.Recces } )
for TargetUnit, RecceData in pairs( self.Recces ) do for TargetUnit, RecceData in pairs( self.Recces ) do
@@ -1229,12 +1229,10 @@ do -- DESIGNATE
end end
end end
if TargetSetUnit == nil then return end
if self.AutoLase or ( not self.AutoLase and ( self.LaseStart + Duration >= timer.getTime() ) ) then if self.AutoLase or ( not self.AutoLase and ( self.LaseStart + Duration >= timer.getTime() ) ) then
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0, TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
-- @param Wrapper.Unit#UNIT SmokeUnit --- @param Wrapper.Unit#UNIT SmokeUnit
function( TargetUnit ) function( TargetUnit )
self:F( { TargetUnit = TargetUnit:GetName() } ) self:F( { TargetUnit = TargetUnit:GetName() } )
@@ -1255,7 +1253,7 @@ do -- DESIGNATE
local RecceUnit = UnitData -- Wrapper.Unit#UNIT local RecceUnit = UnitData -- Wrapper.Unit#UNIT
local RecceUnitDesc = RecceUnit:GetDesc() local RecceUnitDesc = RecceUnit:GetDesc()
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )x --self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )
if RecceUnit:IsLasing() == false then if RecceUnit:IsLasing() == false then
--self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } ) --self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } )
@@ -1277,10 +1275,9 @@ do -- DESIGNATE
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration ) local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
local AttackSet = self.AttackSet local AttackSet = self.AttackSet
local DesignateName = self.DesignateName local DesignateName = self.DesignateName
local typename = TargetUnit:GetTypeName()
function Spot:OnAfterDestroyed( From, Event, To ) function Spot:OnAfterDestroyed( From, Event, To )
self.Recce:MessageToSetGroup( "Target " ..typename .. " destroyed. " .. TargetSetUnit:CountAlive() .. " targets left.", self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.",
5, AttackSet, self.DesignateName ) 5, AttackSet, self.DesignateName )
end end
@@ -1288,7 +1285,7 @@ do -- DESIGNATE
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function. -- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
MarkingCount = MarkingCount + 1 MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName() local TargetUnitType = TargetUnit:GetTypeName()
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnitType .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.", RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
10, self.AttackSet, DesignateName ) 10, self.AttackSet, DesignateName )
if not MarkedTypes[TargetUnitType] then if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true MarkedTypes[TargetUnitType] = true
@@ -1395,7 +1392,7 @@ do -- DESIGNATE
local MarkedCount = 0 local MarkedCount = 0
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0, TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
-- @param Wrapper.Unit#UNIT SmokeUnit --- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit ) function( SmokeUnit )
if MarkedCount < self.MaximumMarkings then if MarkedCount < self.MaximumMarkings then
@@ -1460,10 +1457,9 @@ do -- DESIGNATE
-- @param #DESIGNATE self -- @param #DESIGNATE self
-- @return #DESIGNATE -- @return #DESIGNATE
function DESIGNATE:onafterDoneSmoking( From, Event, To, Index ) function DESIGNATE:onafterDoneSmoking( From, Event, To, Index )
if self.Designating[Index] ~= nil then
self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" ) self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
self:SetDesignateMenu() self:SetDesignateMenu()
end
end end
--- DoneIlluminating --- DoneIlluminating
@@ -1476,3 +1472,5 @@ do -- DESIGNATE
end end
end end

View File

@@ -545,7 +545,7 @@ do -- DETECTION_BASE
-- @param #string To The To State string. -- @param #string To The To State string.
function DETECTION_BASE:onafterDetect( From, Event, To ) function DETECTION_BASE:onafterDetect( From, Event, To )
local DetectDelay = 0.15 local DetectDelay = 0.1
self.DetectionCount = 0 self.DetectionCount = 0
self.DetectionRun = 0 self.DetectionRun = 0
self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table self:UnIdentifyAllDetectedObjects() -- Resets the DetectedObjectsIdentified table
@@ -604,7 +604,7 @@ do -- DETECTION_BASE
-- @param #number DetectionTimeStamp Time stamp of detection event. -- @param #number DetectionTimeStamp Time stamp of detection event.
function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp ) function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
self:T( { DetectedObjects = self.DetectedObjects } ) -- self:F( { DetectedObjects = self.DetectedObjects } )
self.DetectionRun = self.DetectionRun + 1 self.DetectionRun = self.DetectionRun + 1
@@ -612,14 +612,14 @@ do -- DETECTION_BASE
if Detection and Detection:IsAlive() then if Detection and Detection:IsAlive() then
self:T( { "DetectionGroup is Alive", Detection:GetName() } ) -- self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } )
local DetectionGroupName = Detection:GetName() local DetectionGroupName = Detection:GetName()
local DetectionUnit = Detection:GetUnit( 1 ) local DetectionUnit = Detection:GetUnit( 1 )
local DetectedUnits = {} local DetectedUnits = {}
local DetectedTargets = DetectionUnit:GetDetectedTargets( local DetectedTargets = Detection:GetDetectedTargets(
self.DetectVisual, self.DetectVisual,
self.DetectOptical, self.DetectOptical,
self.DetectRadar, self.DetectRadar,
@@ -628,10 +628,8 @@ do -- DETECTION_BASE
self.DetectDLINK self.DetectDLINK
) )
--self:T( { DetectedTargets = DetectedTargets } ) self:F( { DetectedTargets = DetectedTargets } )
--self:T(UTILS.PrintTableToLog(DetectedTargets))
for DetectionObjectID, Detection in pairs( DetectedTargets ) do for DetectionObjectID, Detection in pairs( DetectedTargets ) do
local DetectedObject = Detection.object -- DCS#Object local DetectedObject = Detection.object -- DCS#Object

View File

@@ -4,7 +4,7 @@
do -- DETECTION_ZONES do -- DETECTION_ZONES
-- @type DETECTION_ZONES --- @type DETECTION_ZONES
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. -- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange. -- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE -- @extends Functional.Detection#DETECTION_BASE
@@ -68,7 +68,7 @@ do -- DETECTION_ZONES
return self return self
end end
-- @param #DETECTION_ZONES self --- @param #DETECTION_ZONES self
-- @param #number The amount of alive recce. -- @param #number The amount of alive recce.
function DETECTION_ZONES:CountAliveRecce() function DETECTION_ZONES:CountAliveRecce()
@@ -76,7 +76,7 @@ do -- DETECTION_ZONES
end end
-- @param #DETECTION_ZONES self --- @param #DETECTION_ZONES self
function DETECTION_ZONES:ForEachAliveRecce( IteratorFunction, ... ) function DETECTION_ZONES:ForEachAliveRecce( IteratorFunction, ... )
self:F2( arg ) self:F2( arg )
@@ -352,7 +352,7 @@ do -- DETECTION_ZONES
--DetectedSet:Flush( self ) --DetectedSet:Flush( self )
DetectedSet:ForEachUnit( DetectedSet:ForEachUnit(
-- @param Wrapper.Unit#UNIT DetectedUnit --- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit ) function( DetectedUnit )
if DetectedUnit:IsAlive() then if DetectedUnit:IsAlive() then
--self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() ) --self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )
@@ -380,7 +380,7 @@ do -- DETECTION_ZONES
end end
-- @param #DETECTION_ZONES self --- @param #DETECTION_ZONES self
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.

File diff suppressed because it is too large Load Diff

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@@ -22,7 +22,7 @@
-- @module Functional.Mantis -- @module Functional.Mantis
-- @image Functional.Mantis.jpg -- @image Functional.Mantis.jpg
-- --
-- Last Update: July 2024 -- Last Update: Dec 2023
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE --- **MANTIS** class, extends Core.Base#BASE
@@ -58,8 +58,6 @@
-- @field #boolean ShoradLink If true, #MANTIS has #SHORAD enabled -- @field #boolean ShoradLink If true, #MANTIS has #SHORAD enabled
-- @field #number ShoradTime Timer in seconds, how long #SHORAD will be active after a detection inside of the defense range -- @field #number ShoradTime Timer in seconds, how long #SHORAD will be active after a detection inside of the defense range
-- @field #number ShoradActDistance Distance of an attacker in meters from a Mantis SAM site, on which Shorad will be switched on. Useful to not give away Shorad sites too early. Default 15km. Should be smaller than checkradius. -- @field #number ShoradActDistance Distance of an attacker in meters from a Mantis SAM site, on which Shorad will be switched on. Useful to not give away Shorad sites too early. Default 15km. Should be smaller than checkradius.
-- @field #boolean checkforfriendlies If true, do not activate a SAM installation if a friendly aircraft is in firing range.
-- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -189,34 +187,29 @@
-- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when -- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when
-- -- it is inside any AcceptZone. Then RejectZones are checked, which enforces both borders, but also overlaps of -- -- it is inside any AcceptZone. Then RejectZones are checked, which enforces both borders, but also overlaps of
-- -- Accept- and RejectZones. Last, if it is inside a conflict zone, it is accepted. -- -- Accept- and RejectZones. Last, if it is inside a conflict zone, it is accepted.
-- mybluemantis:AddZones(AcceptZones,RejectZones,ConflictZones) -- `mybluemantis:AddZones(AcceptZones,RejectZones,ConflictZones)`
-- --
-- --
-- ### 2.1.2 Change the number of long-, mid- and short-range systems going live on a detected target: -- ### 2.1.2 Change the number of long-, mid- and short-range systems going live on a detected target:
-- --
-- -- parameters are numbers. Defaults are 1,2,2,6 respectively -- -- parameters are numbers. Defaults are 1,2,2,6 respectively
-- mybluemantis:SetMaxActiveSAMs(Short,Mid,Long,Classic) -- `mybluemantis:SetMaxActiveSAMs(Short,Mid,Long,Classic)`
-- --
-- ### 2.1.3 SHORAD will automatically be added from SAM sites of type "short-range" -- ### 2.1.3 SHORAD will automatically be added from SAM sites of type "short-range"
-- --
-- ### 2.1.4 Advanced features -- ### 2.1.4 Advanced features
-- --
-- -- switch off auto mode **before** you start MANTIS. -- -- switch off auto mode **before** you start MANTIS.
-- mybluemantis.automode = false -- `mybluemantis.automode = false`
-- --
-- -- switch off auto shorad **before** you start MANTIS. -- -- switch off auto shorad **before** you start MANTIS.
-- mybluemantis.autoshorad = false -- `mybluemantis.autoshorad = false`
-- --
-- -- scale of the activation range, i.e. don't activate at the fringes of max range, defaults below. -- -- scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- -- also see engagerange below. -- -- also see engagerange below.
-- self.radiusscale[MANTIS.SamType.LONG] = 1.1 -- ` self.radiusscale[MANTIS.SamType.LONG] = 1.1`
-- self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2 -- ` self.radiusscale[MANTIS.SamType.MEDIUM] = 1.2`
-- self.radiusscale[MANTIS.SamType.SHORT] = 1.3 -- ` self.radiusscale[MANTIS.SamType.SHORT] = 1.3`
--
-- ### 2.1.5 Friendlies check in firing range
--
-- -- For some scenarios, like Cold War, it might be useful not to activate SAMs if friendly aircraft are around to avoid death by friendly fire.
-- mybluemantis.checkforfriendlies = true
-- --
-- # 3. Default settings [both modes unless stated otherwise] -- # 3. Default settings [both modes unless stated otherwise]
-- --
@@ -240,7 +233,7 @@
-- --
-- Use this option if you want to make use of or allow advanced SEAD tactics. -- Use this option if you want to make use of or allow advanced SEAD tactics.
-- --
-- # 5. Integrate SHORAD [classic mode, not necessary in automode] -- # 5. Integrate SHORAD [classic mode]
-- --
-- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in -- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
-- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so: -- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
@@ -328,7 +321,6 @@ MANTIS = {
automode = true, automode = true,
autoshorad = true, autoshorad = true,
ShoradGroupSet = nil, ShoradGroupSet = nil,
checkforfriendlies = false,
} }
--- Advanced state enumerator --- Advanced state enumerator
@@ -355,17 +347,17 @@ MANTIS.SamType = {
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range) -- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key) -- @field #string Radar Radar typename on unit level (used as key)
MANTIS.SamData = { MANTIS.SamData = {
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km ["Hawk"] = { Range=44, Blindspot=0, Height=9, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B ["NASAMS"] = { Range=14, Blindspot=0, Height=3, Type="Short", Radar="NSAMS" },
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot" }, ["Patriot"] = { Range=99, Blindspot=0, Height=9, Type="Long", Radar="Patriot" },
["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" }, ["Rapier"] = { Range=6, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" }, ["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" },
["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" }, ["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" },
["SA-5"] = { Range=250, Blindspot=7, Height=40, Type="Long", Radar="5N62V" }, ["SA-5"] = { Range=250, Blindspot=7, Height=40, Type="Long", Radar="5N62V" },
["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" }, ["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" },
["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"}, ["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"},
["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" }, ["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Short", Radar="Roland" }, ["Roland"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Roland" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" }, ["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" },
["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Strela" }, ["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Strela" },
["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" }, ["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" },
@@ -384,7 +376,7 @@ MANTIS.SamData = {
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" }, ["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" }, ["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" },
["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" }, ["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" }, ["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
} }
--- SAM data HDS --- SAM data HDS
@@ -510,8 +502,7 @@ do
-- DONE: Treat Awacs separately, since they might be >80km off site -- DONE: Treat Awacs separately, since they might be >80km off site
-- DONE: Allow tables of prefixes for the setup -- DONE: Allow tables of prefixes for the setup
-- DONE: Auto-Mode with range setups for various known SAM types. -- DONE: Auto-Mode with range setups for various known SAM types.
self.name = name or "mymantis"
self.SAM_Templates_Prefix = samprefix or "Red SAM" self.SAM_Templates_Prefix = samprefix or "Red SAM"
self.EWR_Templates_Prefix = ewrprefix or "Red EWR" self.EWR_Templates_Prefix = ewrprefix or "Red EWR"
self.HQ_Template_CC = hq or nil self.HQ_Template_CC = hq or nil
@@ -640,7 +631,7 @@ do
-- TODO Version -- TODO Version
-- @field #string version -- @field #string version
self.version="0.8.18" self.version="0.8.16"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version)) self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions --- --- FSM Functions ---
@@ -1231,10 +1222,10 @@ do
function MANTIS:_PreFilterHeight(height) function MANTIS:_PreFilterHeight(height)
self:T(self.lid.."_PreFilterHeight") self:T(self.lid.."_PreFilterHeight")
local set = {} local set = {}
local dlink = self.Detection -- Ops.Intel#INTEL_DLINK local dlink = self.Detection -- Ops.Intelligence#INTEL_DLINK
local detectedgroups = dlink:GetContactTable() local detectedgroups = dlink:GetContactTable()
for _,_contact in pairs(detectedgroups) do for _,_contact in pairs(detectedgroups) do
local contact = _contact -- Ops.Intel#INTEL.Contact local contact = _contact -- Ops.Intelligence#INTEL.Contact
local grp = contact.group -- Wrapper.Group#GROUP local grp = contact.group -- Wrapper.Group#GROUP
if grp:IsAlive() then if grp:IsAlive() then
if grp:GetHeight(true) < height then if grp:GetHeight(true) < height then
@@ -1264,10 +1255,6 @@ do
-- DEBUG -- DEBUG
set = self:_PreFilterHeight(height) set = self:_PreFilterHeight(height)
end end
local friendlyset -- Core.Set#SET_GROUP
if self.checkforfriendlies == true then
friendlyset = SET_GROUP:New():FilterCoalitions(self.Coalition):FilterCategories({"plane","helicopter"}):FilterFunction(function(grp) if grp and grp:InAir() then return true else return false end end):FilterOnce()
end
for _,_coord in pairs (set) do for _,_coord in pairs (set) do
local coord = _coord -- get current coord to check local coord = _coord -- get current coord to check
-- output for cross-check -- output for cross-check
@@ -1292,16 +1279,8 @@ do
local m = MESSAGE:New(text,10,"Check"):ToAllIf(self.debug) local m = MESSAGE:New(text,10,"Check"):ToAllIf(self.debug)
self:T(self.lid..text) self:T(self.lid..text)
end end
-- friendlies around?
local nofriendlies = true
if self.checkforfriendlies == true then
local closestfriend, distance = friendlyset:GetClosestGroup(samcoordinate)
if closestfriend and distance and distance < rad then
nofriendlies = false
end
end
-- end output to cross-check -- end output to cross-check
if targetdistance <= rad and zonecheck == true and nofriendlies == true then if targetdistance <= rad and zonecheck then
return true, targetdistance return true, targetdistance
end end
end end
@@ -1798,7 +1777,7 @@ do
-- @return #MANTIS self -- @return #MANTIS self
function MANTIS:_CheckDLinkState() function MANTIS:_CheckDLinkState()
self:T(self.lid .. "_CheckDLinkState") self:T(self.lid .. "_CheckDLinkState")
local dlink = self.Detection -- Ops.Intel#INTEL_DLINK local dlink = self.Detection -- Ops.Intelligence#INTEL_DLINK
local TS = timer.getAbsTime() local TS = timer.getAbsTime()
if not dlink:Is("Running") and (TS - self.DLTimeStamp > 29) then if not dlink:Is("Running") and (TS - self.DLTimeStamp > 29) then
self.DLink = false self.DLink = false

File diff suppressed because it is too large Load Diff

View File

@@ -7,7 +7,7 @@
-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated -- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated
-- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174). -- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174).
-- --
-- [476th - Air Weapons Range Objects mod](https://www.476vfightergroup.com/downloads.php?do=download&downloadid=482) is highly recommended for this class. -- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class.
-- --
-- **Main Features:** -- **Main Features:**
-- --
@@ -46,7 +46,7 @@
-- --
-- ### Contributions: FlightControl, Ciribob -- ### Contributions: FlightControl, Ciribob
-- ### SRS Additions: Applevangelist -- ### SRS Additions: Applevangelist
-- --
-- === -- ===
-- @module Functional.Range -- @module Functional.Range
-- @image Range.JPG -- @image Range.JPG
@@ -102,11 +102,10 @@
-- @field #string targetpath Path where to save the target sheets. -- @field #string targetpath Path where to save the target sheets.
-- @field #string targetprefix File prefix for target sheet files. -- @field #string targetprefix File prefix for target sheet files.
-- @field Sound.SRS#MSRS controlmsrs SRS wrapper for range controller. -- @field Sound.SRS#MSRS controlmsrs SRS wrapper for range controller.
-- @field Sound.SRS#MSRSQUEUE controlsrsQ SRS queue for range controller. -- @field Sound.SRS#MSRSQUEUE controlsrsQ SRS queue for range controller.
-- @field Sound.SRS#MSRS instructmsrs SRS wrapper for range instructor. -- @field Sound.SRS#MSRS instructmsrs SRS wrapper for range instructor.
-- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor. -- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor.
-- @field #number Coalition Coalition side for the menu, if any. -- @field #number Coalition Coalition side for the menu, if any.
-- @field Core.Menu#MENU_MISSION menuF10root Specific user defined root F10 menu.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven --- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven
@@ -170,7 +169,7 @@
-- --
-- ## Specifying Coordinates -- ## Specifying Coordinates
-- --
-- It is also possible to specify coordinates rather than unit or static objects as bombing target locations. This has the advantage, that even when the unit/static object is dead, the specified -- It is also possible to specify coordinates rather than unit or static objects as bombing target locations. This has the advantage, that even when the unit/static object is dead, the specified
-- coordinate will still be a valid impact point. This can be done via the @{#RANGE.AddBombingTargetCoordinate}(*coord*, *name*, *goodhitrange*) function. -- coordinate will still be a valid impact point. This can be done via the @{#RANGE.AddBombingTargetCoordinate}(*coord*, *name*, *goodhitrange*) function.
-- --
-- # Fine Tuning -- # Fine Tuning
@@ -232,8 +231,8 @@
-- By default, the sound files are placed in the "Range Soundfiles/" folder inside the mission (.miz) file. Another folder can be specified via the @{#RANGE.SetSoundfilesPath}(*path*) function. -- By default, the sound files are placed in the "Range Soundfiles/" folder inside the mission (.miz) file. Another folder can be specified via the @{#RANGE.SetSoundfilesPath}(*path*) function.
-- --
-- ## Voice output via SRS -- ## Voice output via SRS
-- --
-- Alternatively, the voice output can be fully done via SRS, **no sound file additions needed**. Set up SRS with @{#RANGE.SetSRS}(). -- Alternatively, the voice output can be fully done via SRS, **no sound file additions needed**. Set up SRS with @{#RANGE.SetSRS}().
-- Range control and instructor frequencies and voices can then be set via @{#RANGE.SetSRSRangeControl}() and @{#RANGE.SetSRSRangeInstructor}(). -- Range control and instructor frequencies and voices can then be set via @{#RANGE.SetSRSRangeControl}() and @{#RANGE.SetSRSRangeInstructor}().
-- --
-- # Persistence -- # Persistence
@@ -244,11 +243,11 @@
-- The next time you start the mission, these results are also automatically loaded. -- The next time you start the mission, these results are also automatically loaded.
-- --
-- Strafing results are currently **not** saved. -- Strafing results are currently **not** saved.
-- --
-- # FSM Events -- # FSM Events
-- --
-- This class creates additional events that can be used by mission designers for custom reactions -- This class creates additional events that can be used by mission designers for custom reactions
-- --
-- * `EnterRange` when a player enters a range zone. See @{#RANGE.OnAfterEnterRange} -- * `EnterRange` when a player enters a range zone. See @{#RANGE.OnAfterEnterRange}
-- * `ExitRange` when a player leaves a range zone. See @{#RANGE.OnAfterExitRange} -- * `ExitRange` when a player leaves a range zone. See @{#RANGE.OnAfterExitRange}
-- * `Impact` on impact of a player's weapon on a bombing target. See @{#RANGE.OnAfterImpact} -- * `Impact` on impact of a player's weapon on a bombing target. See @{#RANGE.OnAfterImpact}
@@ -372,7 +371,7 @@ RANGE = {
-- @param #number boxlength Length of strafe pit box in meters. -- @param #number boxlength Length of strafe pit box in meters.
-- @param #number boxwidth Width of strafe pit box in meters. -- @param #number boxwidth Width of strafe pit box in meters.
-- @param #number goodpass Number of hits for a good strafing pit pass. -- @param #number goodpass Number of hits for a good strafing pit pass.
-- @param #number foulline Distance of foul line in meters. -- @param #number foulline Distance of foul line in meters.
RANGE.Defaults = { RANGE.Defaults = {
goodhitrange = 25, goodhitrange = 25,
strafemaxalt = 914, strafemaxalt = 914,
@@ -594,14 +593,13 @@ RANGE.MenuF10Root = nil
--- Range script version. --- Range script version.
-- @field #string version -- @field #string version
RANGE.version = "2.8.0" RANGE.version = "2.7.3"
-- TODO list: -- TODO list:
-- TODO: Verbosity level for messages. -- TODO: Verbosity level for messages.
-- TODO: Add option for default settings such as smoke off. -- TODO: Add option for default settings such as smoke off.
-- TODO: Add custom weapons, which can be specified by the user. -- TODO: Add custom weapons, which can be specified by the user.
-- TODO: Check if units are still alive. -- TODO: Check if units are still alive.
-- TODO: Option for custom sound files.
-- DONE: Scenery as targets. -- DONE: Scenery as targets.
-- DONE: Add statics for strafe pits. -- DONE: Add statics for strafe pits.
-- DONE: Add missiles. -- DONE: Add missiles.
@@ -627,9 +625,9 @@ function RANGE:New( RangeName, Coalition )
-- Get range name. -- Get range name.
-- TODO: make sure that the range name is not given twice. This would lead to problems in the F10 radio menu. -- TODO: make sure that the range name is not given twice. This would lead to problems in the F10 radio menu.
self.rangename = RangeName or "Practice Range" self.rangename = RangeName or "Practice Range"
self.Coalition = Coalition self.Coalition = Coalition
-- Log id. -- Log id.
self.lid = string.format( "RANGE %s | ", self.rangename ) self.lid = string.format( "RANGE %s | ", self.rangename )
@@ -860,16 +858,16 @@ function RANGE:onafterStart()
self.rangecontrol.schedonce = true self.rangecontrol.schedonce = true
-- Init numbers. -- Init numbers.
self.rangecontrol:SetDigit( 0, self.Sound.RC0.filename, self.Sound.RC0.duration, self.soundpath ) self.rangecontrol:SetDigit( 0, RANGE.Sound.RC0.filename, RANGE.Sound.RC0.duration, self.soundpath )
self.rangecontrol:SetDigit( 1, self.Sound.RC1.filename, self.Sound.RC1.duration, self.soundpath ) self.rangecontrol:SetDigit( 1, RANGE.Sound.RC1.filename, RANGE.Sound.RC1.duration, self.soundpath )
self.rangecontrol:SetDigit( 2, self.Sound.RC2.filename, self.Sound.RC2.duration, self.soundpath ) self.rangecontrol:SetDigit( 2, RANGE.Sound.RC2.filename, RANGE.Sound.RC2.duration, self.soundpath )
self.rangecontrol:SetDigit( 3, self.Sound.RC3.filename, self.Sound.RC3.duration, self.soundpath ) self.rangecontrol:SetDigit( 3, RANGE.Sound.RC3.filename, RANGE.Sound.RC3.duration, self.soundpath )
self.rangecontrol:SetDigit( 4, self.Sound.RC4.filename, self.Sound.RC4.duration, self.soundpath ) self.rangecontrol:SetDigit( 4, RANGE.Sound.RC4.filename, RANGE.Sound.RC4.duration, self.soundpath )
self.rangecontrol:SetDigit( 5, self.Sound.RC5.filename, self.Sound.RC5.duration, self.soundpath ) self.rangecontrol:SetDigit( 5, RANGE.Sound.RC5.filename, RANGE.Sound.RC5.duration, self.soundpath )
self.rangecontrol:SetDigit( 6, self.Sound.RC6.filename, self.Sound.RC6.duration, self.soundpath ) self.rangecontrol:SetDigit( 6, RANGE.Sound.RC6.filename, RANGE.Sound.RC6.duration, self.soundpath )
self.rangecontrol:SetDigit( 7, self.Sound.RC7.filename, self.Sound.RC7.duration, self.soundpath ) self.rangecontrol:SetDigit( 7, RANGE.Sound.RC7.filename, RANGE.Sound.RC7.duration, self.soundpath )
self.rangecontrol:SetDigit( 8, self.Sound.RC8.filename, self.Sound.RC8.duration, self.soundpath ) self.rangecontrol:SetDigit( 8, RANGE.Sound.RC8.filename, RANGE.Sound.RC8.duration, self.soundpath )
self.rangecontrol:SetDigit( 9, self.Sound.RC9.filename, self.Sound.RC9.duration, self.soundpath ) self.rangecontrol:SetDigit( 9, RANGE.Sound.RC9.filename, RANGE.Sound.RC9.duration, self.soundpath )
-- Set location where the messages are transmitted from. -- Set location where the messages are transmitted from.
self.rangecontrol:SetSenderCoordinate( self.location ) self.rangecontrol:SetSenderCoordinate( self.location )
@@ -886,16 +884,16 @@ function RANGE:onafterStart()
self.instructor.schedonce = true self.instructor.schedonce = true
-- Init numbers. -- Init numbers.
self.instructor:SetDigit( 0, self.Sound.IR0.filename, self.Sound.IR0.duration, self.soundpath ) self.instructor:SetDigit( 0, RANGE.Sound.IR0.filename, RANGE.Sound.IR0.duration, self.soundpath )
self.instructor:SetDigit( 1, self.Sound.IR1.filename, self.Sound.IR1.duration, self.soundpath ) self.instructor:SetDigit( 1, RANGE.Sound.IR1.filename, RANGE.Sound.IR1.duration, self.soundpath )
self.instructor:SetDigit( 2, self.Sound.IR2.filename, self.Sound.IR2.duration, self.soundpath ) self.instructor:SetDigit( 2, RANGE.Sound.IR2.filename, RANGE.Sound.IR2.duration, self.soundpath )
self.instructor:SetDigit( 3, self.Sound.IR3.filename, self.Sound.IR3.duration, self.soundpath ) self.instructor:SetDigit( 3, RANGE.Sound.IR3.filename, RANGE.Sound.IR3.duration, self.soundpath )
self.instructor:SetDigit( 4, self.Sound.IR4.filename, self.Sound.IR4.duration, self.soundpath ) self.instructor:SetDigit( 4, RANGE.Sound.IR4.filename, RANGE.Sound.IR4.duration, self.soundpath )
self.instructor:SetDigit( 5, self.Sound.IR5.filename, self.Sound.IR5.duration, self.soundpath ) self.instructor:SetDigit( 5, RANGE.Sound.IR5.filename, RANGE.Sound.IR5.duration, self.soundpath )
self.instructor:SetDigit( 6, self.Sound.IR6.filename, self.Sound.IR6.duration, self.soundpath ) self.instructor:SetDigit( 6, RANGE.Sound.IR6.filename, RANGE.Sound.IR6.duration, self.soundpath )
self.instructor:SetDigit( 7, self.Sound.IR7.filename, self.Sound.IR7.duration, self.soundpath ) self.instructor:SetDigit( 7, RANGE.Sound.IR7.filename, RANGE.Sound.IR7.duration, self.soundpath )
self.instructor:SetDigit( 8, self.Sound.IR8.filename, self.Sound.IR8.duration, self.soundpath ) self.instructor:SetDigit( 8, RANGE.Sound.IR8.filename, RANGE.Sound.IR8.duration, self.soundpath )
self.instructor:SetDigit( 9, self.Sound.IR9.filename, self.Sound.IR9.duration, self.soundpath ) self.instructor:SetDigit( 9, RANGE.Sound.IR9.filename, RANGE.Sound.IR9.duration, self.soundpath )
-- Set location where the messages are transmitted from. -- Set location where the messages are transmitted from.
self.instructor:SetSenderCoordinate( self.location ) self.instructor:SetSenderCoordinate( self.location )
@@ -922,23 +920,13 @@ function RANGE:onafterStart()
self.rangezone:SmokeZone( SMOKECOLOR.White ) self.rangezone:SmokeZone( SMOKECOLOR.White )
end end
self:__Status( -10 ) self:__Status( -60 )
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions -- User Functions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set the root F10 menu under which the range F10 menu is created.
-- @param #RANGE self
-- @param Core.Menu#MENU_MISSION menu The root F10 menu.
-- @return #RANGE self
function RANGE:SetMenuRoot(menu)
self.menuF10root=menu
return self
end
--- Set maximal strafing altitude. Player entering a strafe pit above that altitude are not registered for a valid pass. --- Set maximal strafing altitude. Player entering a strafe pit above that altitude are not registered for a valid pass.
-- @param #RANGE self -- @param #RANGE self
-- @param #number maxalt Maximum altitude in meters AGL. Default is 914 m = 3000 ft. -- @param #number maxalt Maximum altitude in meters AGL. Default is 914 m = 3000 ft.
@@ -1005,9 +993,9 @@ end
-- @param #string Host Host. Default "127.0.0.1". -- @param #string Host Host. Default "127.0.0.1".
-- @return #RANGE self -- @return #RANGE self
function RANGE:SetFunkManOn(Port, Host) function RANGE:SetFunkManOn(Port, Host)
self.funkmanSocket=SOCKET:New(Port, Host) self.funkmanSocket=SOCKET:New(Port, Host)
return self return self
end end
@@ -1078,9 +1066,6 @@ end
-- @param Core.Zone#ZONE zone MOOSE zone defining the range perimeters. -- @param Core.Zone#ZONE zone MOOSE zone defining the range perimeters.
-- @return #RANGE self -- @return #RANGE self
function RANGE:SetRangeZone( zone ) function RANGE:SetRangeZone( zone )
if zone and type(zone)=="string" then
zone=ZONE:FindByName(zone)
end
self.rangezone = zone self.rangezone = zone
return self return self
end end
@@ -1215,7 +1200,7 @@ end
-- @param #string PathToSRS Path to SRS directory. -- @param #string PathToSRS Path to SRS directory.
-- @param #number Port SRS port. Default 5002. -- @param #number Port SRS port. Default 5002.
-- @param #number Coalition Coalition side, e.g. `coalition.side.BLUE` or `coalition.side.RED`. Default `coalition.side.BLUE`. -- @param #number Coalition Coalition side, e.g. `coalition.side.BLUE` or `coalition.side.RED`. Default `coalition.side.BLUE`.
-- @param #number Frequency Frequency to use. Default is 256 MHz for range control and 305 MHz for instructor. If given, both control and instructor get this frequency. -- @param #number Frequency Frequency to use. Default is 256 MHz for range control and 305 MHz for instructor. If given, both control and instructor get this frequency.
-- @param #number Modulation Modulation to use, defaults to radio.modulation.AM -- @param #number Modulation Modulation to use, defaults to radio.modulation.AM
-- @param #number Volume Volume, between 0.0 and 1.0. Defaults to 1.0 -- @param #number Volume Volume, between 0.0 and 1.0. Defaults to 1.0
-- @param #string PathToGoogleKey Path to Google TTS credentials. -- @param #string PathToGoogleKey Path to Google TTS credentials.
@@ -1223,9 +1208,9 @@ end
function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume, PathToGoogleKey) function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume, PathToGoogleKey)
if PathToSRS or MSRS.path then if PathToSRS or MSRS.path then
self.useSRS=true self.useSRS=true
self.controlmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 256, Modulation or radio.modulation.AM) self.controlmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 256, Modulation or radio.modulation.AM)
self.controlmsrs:SetPort(Port or MSRS.port) self.controlmsrs:SetPort(Port or MSRS.port)
self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE) self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE)
@@ -1241,12 +1226,10 @@ function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume,
self.instructsrsQ = MSRSQUEUE:New("INSTRUCT") self.instructsrsQ = MSRSQUEUE:New("INSTRUCT")
if PathToGoogleKey then if PathToGoogleKey then
self.controlmsrs:SetProviderOptionsGoogle(PathToGoogleKey,PathToGoogleKey) self.controlmsrs:SetGoogle(PathToGoogleKey)
self.controlmsrs:SetProvider(MSRS.Provider.GOOGLE) self.instructmsrs:SetGoogle(PathToGoogleKey)
self.instructmsrs:SetProviderOptionsGoogle(PathToGoogleKey,PathToGoogleKey)
self.instructmsrs:SetProvider(MSRS.Provider.GOOGLE)
end end
else else
self:E(self.lid..string.format("ERROR: No SRS path specified!")) self:E(self.lid..string.format("ERROR: No SRS path specified!"))
end end
@@ -1344,53 +1327,6 @@ function RANGE:SetSoundfilesPath( path )
return self return self
end end
--- Set the path to the csv file that contains information about the used sound files.
-- The parameter file has to be located on your local disk (**not** inside the miz file).
-- @param #RANGE self
-- @param #string csvfile Full path to the csv file on your local disk.
-- @return #RANGE self
function RANGE:SetSoundfilesInfo( csvfile )
--- Local function to return the ATIS.Soundfile for a given file name
local function getSound(filename)
for key,_soundfile in pairs(self.Sound) do
local soundfile=_soundfile --#RANGE.Soundfile
if filename==soundfile.filename then
return soundfile
end
end
return nil
end
-- Read csv file
local data=UTILS.ReadCSV(csvfile)
if data then
for i,sound in pairs(data) do
-- Get the ATIS.Soundfile
local soundfile=getSound(sound.filename..".ogg") --#RANGE.Soundfile
if soundfile then
-- Set duration
soundfile.duration=tonumber(sound.duration)
else
self:E(string.format("ERROR: Could not get info for sound file %s", sound.filename))
end
end
else
self:E(string.format("ERROR: Could not read sound csv file!"))
end
return self
end
--- Add new strafe pit. For a strafe pit, hits from guns are counted. One pit can consist of several units. --- Add new strafe pit. For a strafe pit, hits from guns are counted. One pit can consist of several units.
-- A strafe run approach is only valid if the player enters via a zone in front of the pit, which is defined by boxlength, boxwidth, and heading. -- A strafe run approach is only valid if the player enters via a zone in front of the pit, which is defined by boxlength, boxwidth, and heading.
-- Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach. -- Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach.
@@ -1729,16 +1665,12 @@ end
--- Add all units of a group as bombing targets. --- Add all units of a group as bombing targets.
-- @param #RANGE self -- @param #RANGE self
-- @param Wrapper.Group#GROUP group Group of bombing targets. Can also be given as group name. -- @param Wrapper.Group#GROUP group Group of bombing targets.
-- @param #number goodhitrange Max distance from unit which is considered as a good hit. -- @param #number goodhitrange Max distance from unit which is considered as a good hit.
-- @param #boolean randommove If true, unit will move randomly within the range. Default is false. -- @param #boolean randommove If true, unit will move randomly within the range. Default is false.
-- @return #RANGE self -- @return #RANGE self
function RANGE:AddBombingTargetGroup( group, goodhitrange, randommove ) function RANGE:AddBombingTargetGroup( group, goodhitrange, randommove )
self:F( { group = group, goodhitrange = goodhitrange, randommove = randommove } ) self:F( { group = group, goodhitrange = goodhitrange, randommove = randommove } )
if group and type(group)=="string" then
group=GROUP:FindByName(group)
end
if group then if group then
@@ -1807,9 +1739,9 @@ end
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function RANGE:OnEventBirth( EventData ) function RANGE:OnEventBirth( EventData )
self:F( { eventbirth = EventData } ) self:F( { eventbirth = EventData } )
if not EventData.IniPlayerName then return end if not EventData.IniPlayerName then return end
local _unitName = EventData.IniUnitName local _unitName = EventData.IniUnitName
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
@@ -1830,7 +1762,7 @@ function RANGE:OnEventBirth( EventData )
-- Reset current strafe status. -- Reset current strafe status.
self.strafeStatus[_uid] = nil self.strafeStatus[_uid] = nil
if self.Coalition then if self.Coalition then
if EventData.IniCoalition == self.Coalition then if EventData.IniCoalition == self.Coalition then
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName ) self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
@@ -1839,7 +1771,7 @@ function RANGE:OnEventBirth( EventData )
-- Add Menu commands after a delay of 0.1 seconds. -- Add Menu commands after a delay of 0.1 seconds.
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName ) self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
end end
-- By default, some bomb impact points and do not flare each hit on target. -- By default, some bomb impact points and do not flare each hit on target.
self.PlayerSettings[_playername] = {} -- #RANGE.PlayerData self.PlayerSettings[_playername] = {} -- #RANGE.PlayerData
self.PlayerSettings[_playername].smokebombimpact = self.defaultsmokebomb self.PlayerSettings[_playername].smokebombimpact = self.defaultsmokebomb
@@ -1973,21 +1905,21 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
local _distance = nil local _distance = nil
local _closeCoord = nil --Core.Point#COORDINATE local _closeCoord = nil --Core.Point#COORDINATE
local _hitquality = "POOR" local _hitquality = "POOR"
-- Get callsign. -- Get callsign.
local _callsign = self:_myname( playerData.unitname ) local _callsign = self:_myname( playerData.unitname )
local _playername=playerData.playername local _playername=playerData.playername
local _unit=playerData.unit local _unit=playerData.unit
-- Coordinate of impact point. -- Coordinate of impact point.
local impactcoord = weapon:GetImpactCoordinate() local impactcoord = weapon:GetImpactCoordinate()
-- Check if impact happened in range zone. -- Check if impact happened in range zone.
local insidezone = self.rangezone:IsCoordinateInZone( impactcoord ) local insidezone = self.rangezone:IsCoordinateInZone( impactcoord )
-- Smoke impact point of bomb. -- Smoke impact point of bomb.
if playerData.smokebombimpact and insidezone then if playerData.smokebombimpact and insidezone then
if playerData.delaysmoke then if playerData.delaysmoke then
@@ -1996,19 +1928,19 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
impactcoord:Smoke( playerData.smokecolor ) impactcoord:Smoke( playerData.smokecolor )
end end
end end
-- Loop over defined bombing targets. -- Loop over defined bombing targets.
for _, _bombtarget in pairs( self.bombingTargets ) do for _, _bombtarget in pairs( self.bombingTargets ) do
local bombtarget=_bombtarget --#RANGE.BombTarget local bombtarget=_bombtarget --#RANGE.BombTarget
-- Get target coordinate. -- Get target coordinate.
local targetcoord = self:_GetBombTargetCoordinate( _bombtarget ) local targetcoord = self:_GetBombTargetCoordinate( _bombtarget )
if targetcoord then if targetcoord then
-- Distance between bomb and target. -- Distance between bomb and target.
local _temp = impactcoord:Get2DDistance( targetcoord ) local _temp = impactcoord:Get2DDistance( targetcoord )
-- Find closest target to last known position of the bomb. -- Find closest target to last known position of the bomb.
if _distance == nil or _temp < _distance then if _distance == nil or _temp < _distance then
_distance = _temp _distance = _temp
@@ -2025,21 +1957,21 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
else else
_hitquality = "POOR" _hitquality = "POOR"
end end
end end
end end
end end
-- Count if bomb fell less than ~1 km away from the target. -- Count if bomb fell less than ~1 km away from the target.
if _distance and _distance <= self.scorebombdistance then if _distance and _distance <= self.scorebombdistance then
-- Init bomb player results. -- Init bomb player results.
if not self.bombPlayerResults[_playername] then if not self.bombPlayerResults[_playername] then
self.bombPlayerResults[_playername] = {} self.bombPlayerResults[_playername] = {}
end end
-- Local results. -- Local results.
local _results = self.bombPlayerResults[_playername] local _results = self.bombPlayerResults[_playername]
local result = {} -- #RANGE.BombResult local result = {} -- #RANGE.BombResult
result.command=SOCKET.DataType.BOMBRESULT result.command=SOCKET.DataType.BOMBRESULT
result.name = _closetTarget.name or "unknown" result.name = _closetTarget.name or "unknown"
@@ -2061,37 +1993,37 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
result.attackVel = attackVel result.attackVel = attackVel
result.attackAlt = attackAlt result.attackAlt = attackAlt
result.date=os and os.date() or "n/a" result.date=os and os.date() or "n/a"
-- Add to table. -- Add to table.
table.insert( _results, result ) table.insert( _results, result )
-- Call impact. -- Call impact.
self:Impact( result, playerData ) self:Impact( result, playerData )
elseif insidezone then elseif insidezone then
-- Send message. -- Send message.
-- DONE SRS message -- DONE SRS message
local _message = string.format( "%s, weapon impacted too far from nearest range target (>%.1f km). No score!", _callsign, self.scorebombdistance / 1000 ) local _message = string.format( "%s, weapon impacted too far from nearest range target (>%.1f km). No score!", _callsign, self.scorebombdistance / 1000 )
if self.useSRS then if self.useSRS then
local ttstext = string.format( "%s, weapon impacted too far from nearest range target, mor than %.1f kilometer. No score!", _callsign, self.scorebombdistance / 1000 ) local ttstext = string.format( "%s, weapon impacted too far from nearest range target, mor than %.1f kilometer. No score!", _callsign, self.scorebombdistance / 1000 )
self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2) self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,2)
end end
self:_DisplayMessageToGroup( _unit, _message, nil, false ) self:_DisplayMessageToGroup( _unit, _message, nil, false )
if self.rangecontrol then if self.rangecontrol then
-- weapon impacted too far from the nearest target! No Score! -- weapon impacted too far from the nearest target! No Score!
if self.useSRS then if self.useSRS then
self.controlsrsQ:NewTransmission(_message,nil,self.controlmsrs,nil,1) self.controlsrsQ:NewTransmission(_message,nil,self.controlmsrs,nil,1)
else else
self.rangecontrol:NewTransmission( self.Sound.RCWeaponImpactedTooFar.filename, self.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration ) self.rangecontrol:NewTransmission( RANGE.Sound.RCWeaponImpactedTooFar.filename, RANGE.Sound.RCWeaponImpactedTooFar.duration, self.soundpath, nil, nil, _message, self.subduration )
end end
end end
else else
self:T( self.lid .. "Weapon impacted outside range zone." ) self:T( self.lid .. "Weapon impacted outside range zone." )
end end
end end
--- Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun). --- Range event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun).
@@ -2104,7 +2036,7 @@ function RANGE:OnEventShot( EventData )
if EventData.Weapon == nil or EventData.IniDCSUnit == nil or EventData.IniPlayerName == nil then if EventData.Weapon == nil or EventData.IniDCSUnit == nil or EventData.IniPlayerName == nil then
return return
end end
-- Create weapon object. -- Create weapon object.
local weapon=WEAPON:New(EventData.weapon) local weapon=WEAPON:New(EventData.weapon)
@@ -2116,7 +2048,7 @@ function RANGE:OnEventShot( EventData )
-- Get player unit and name. -- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName ) local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
-- Distance Player-to-Range. Set this to larger value than the threshold. -- Distance Player-to-Range. Set this to larger value than the threshold.
local dPR = self.BombtrackThreshold * 2 local dPR = self.BombtrackThreshold * 2
@@ -2131,16 +2063,16 @@ function RANGE:OnEventShot( EventData )
-- Player data. -- Player data.
local playerData = self.PlayerSettings[_playername] -- #RANGE.PlayerData local playerData = self.PlayerSettings[_playername] -- #RANGE.PlayerData
-- Attack parameters. -- Attack parameters.
local attackHdg=_unit:GetHeading() local attackHdg=_unit:GetHeading()
local attackAlt=_unit:GetHeight() local attackAlt=_unit:GetHeight()
attackAlt = UTILS.MetersToFeet(attackAlt) attackAlt = UTILS.MetersToFeet(attackAlt)
local attackVel=_unit:GetVelocityKNOTS() local attackVel=_unit:GetVelocityKNOTS()
-- Tracking info and init of last bomb position. -- Tracking info and init of last bomb position.
self:T( self.lid .. string.format( "RANGE %s: Tracking %s - %s.", self.rangename, weapon:GetTypeName(), weapon:GetName())) self:T( self.lid .. string.format( "RANGE %s: Tracking %s - %s.", self.rangename, weapon:GetTypeName(), weapon:GetName()))
-- Set callback function on impact. -- Set callback function on impact.
weapon:SetFuncImpact(RANGE._OnImpact, self, playerData, attackHdg, attackAlt, attackVel) weapon:SetFuncImpact(RANGE._OnImpact, self, playerData, attackHdg, attackAlt, attackVel)
@@ -2212,34 +2144,34 @@ end
function RANGE:onafterEnterRange( From, Event, To, player ) function RANGE:onafterEnterRange( From, Event, To, player )
if self.instructor and self.rangecontrol then if self.instructor and self.rangecontrol then
if self.useSRS then if self.useSRS then
local text = string.format("You entered the bombing range. For hit assessment, contact the range controller at %.3f MHz", self.rangecontrolfreq) local text = string.format("You entered the bombing range. For hit assessment, contact the range controller at %.3f MHz", self.rangecontrolfreq)
local ttstext = string.format("You entered the bombing range. For hit assessment, contact the range controller at %.3f mega hertz.", self.rangecontrolfreq) local ttstext = string.format("You entered the bombing range. For hit assessment, contact the range controller at %.3f mega hertz.", self.rangecontrolfreq)
local group = player.client:GetGroup() local group = player.client:GetGroup()
self.instructsrsQ:NewTransmission(ttstext, nil, self.instructmsrs, nil, 1, {group}, text, 10) self.instructsrsQ:NewTransmission(ttstext, nil, self.instructmsrs, nil, 1, {group}, text, 10)
else else
-- Range control radio frequency split. -- Range control radio frequency split.
local RF = UTILS.Split( string.format( "%.3f", self.rangecontrolfreq ), "." ) local RF = UTILS.Split( string.format( "%.3f", self.rangecontrolfreq ), "." )
-- Radio message that player entered the range -- Radio message that player entered the range
-- You entered the bombing range. For hit assessment, contact the range controller at xy MHz -- You entered the bombing range. For hit assessment, contact the range controller at xy MHz
self.instructor:NewTransmission( self.Sound.IREnterRange.filename, self.Sound.IREnterRange.duration, self.soundpath ) self.instructor:NewTransmission( RANGE.Sound.IREnterRange.filename, RANGE.Sound.IREnterRange.duration, self.soundpath )
self.instructor:Number2Transmission( RF[1] ) self.instructor:Number2Transmission( RF[1] )
if tonumber( RF[2] ) > 0 then if tonumber( RF[2] ) > 0 then
self.instructor:NewTransmission( self.Sound.IRDecimal.filename, self.Sound.IRDecimal.duration, self.soundpath ) self.instructor:NewTransmission( RANGE.Sound.IRDecimal.filename, RANGE.Sound.IRDecimal.duration, self.soundpath )
self.instructor:Number2Transmission( RF[2] ) self.instructor:Number2Transmission( RF[2] )
end end
self.instructor:NewTransmission( self.Sound.IRMegaHertz.filename, self.Sound.IRMegaHertz.duration, self.soundpath ) self.instructor:NewTransmission( RANGE.Sound.IRMegaHertz.filename, RANGE.Sound.IRMegaHertz.duration, self.soundpath )
end end
end end
@@ -2256,11 +2188,11 @@ function RANGE:onafterExitRange( From, Event, To, player )
if self.instructor then if self.instructor then
-- You left the bombing range zone. Have a nice day! -- You left the bombing range zone. Have a nice day!
if self.useSRS then if self.useSRS then
local text = "You left the bombing range zone. " local text = "You left the bombing range zone. "
local r=math.random(5) local r=math.random(5)
if r==1 then if r==1 then
text=text.."Have a nice day!" text=text.."Have a nice day!"
elseif r==2 then elseif r==2 then
@@ -2270,12 +2202,12 @@ function RANGE:onafterExitRange( From, Event, To, player )
elseif r==4 then elseif r==4 then
text=text.."See you in two weeks!" text=text.."See you in two weeks!"
elseif r==5 then elseif r==5 then
text=text.."!" text=text.."!"
end end
self.instructsrsQ:NewTransmission(text, nil, self.instructmsrs, nil, 1, {player.client:GetGroup()}, text, 10) self.instructsrsQ:NewTransmission(text, nil, self.instructmsrs, nil, 1, {player.client:GetGroup()}, text, 10)
else else
self.instructor:NewTransmission( self.Sound.IRExitRange.filename, self.Sound.IRExitRange.duration, self.soundpath ) self.instructor:NewTransmission( RANGE.Sound.IRExitRange.filename, RANGE.Sound.IRExitRange.duration, self.soundpath )
end end
end end
@@ -2306,35 +2238,35 @@ function RANGE:onafterImpact( From, Event, To, result, player )
text = text .. string.format( " %s hit.", result.quality ) text = text .. string.format( " %s hit.", result.quality )
if self.rangecontrol then if self.rangecontrol then
if self.useSRS then if self.useSRS then
local group = player.client:GetGroup() local group = player.client:GetGroup()
self.controlsrsQ:NewTransmission(text,nil,self.controlmsrs,nil,1,{group},text,10) self.controlsrsQ:NewTransmission(text,nil,self.controlmsrs,nil,1,{group},text,10)
else else
self.rangecontrol:NewTransmission( self.Sound.RCImpact.filename, self.Sound.RCImpact.duration, self.soundpath, nil, nil, text, self.subduration ) self.rangecontrol:NewTransmission( RANGE.Sound.RCImpact.filename, RANGE.Sound.RCImpact.duration, self.soundpath, nil, nil, text, self.subduration )
self.rangecontrol:Number2Transmission( string.format( "%03d", result.radial ), nil, 0.1 ) self.rangecontrol:Number2Transmission( string.format( "%03d", result.radial ), nil, 0.1 )
self.rangecontrol:NewTransmission( self.Sound.RCDegrees.filename, self.Sound.RCDegrees.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCDegrees.filename, RANGE.Sound.RCDegrees.duration, self.soundpath )
self.rangecontrol:NewTransmission( self.Sound.RCFor.filename, self.Sound.RCFor.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCFor.filename, RANGE.Sound.RCFor.duration, self.soundpath )
self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.MetersToFeet( result.distance ) ) ) self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.MetersToFeet( result.distance ) ) )
self.rangecontrol:NewTransmission( self.Sound.RCFeet.filename, self.Sound.RCFeet.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCFeet.filename, RANGE.Sound.RCFeet.duration, self.soundpath )
if result.quality == "POOR" then if result.quality == "POOR" then
self.rangecontrol:NewTransmission( self.Sound.RCPoorHit.filename, self.Sound.RCPoorHit.duration, self.soundpath, nil, 0.5 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCPoorHit.filename, RANGE.Sound.RCPoorHit.duration, self.soundpath, nil, 0.5 )
elseif result.quality == "INEFFECTIVE" then elseif result.quality == "INEFFECTIVE" then
self.rangecontrol:NewTransmission( self.Sound.RCIneffectiveHit.filename, self.Sound.RCIneffectiveHit.duration, self.soundpath, nil, 0.5 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCIneffectiveHit.filename, RANGE.Sound.RCIneffectiveHit.duration, self.soundpath, nil, 0.5 )
elseif result.quality == "GOOD" then elseif result.quality == "GOOD" then
self.rangecontrol:NewTransmission( self.Sound.RCGoodHit.filename, self.Sound.RCGoodHit.duration, self.soundpath, nil, 0.5 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCGoodHit.filename, RANGE.Sound.RCGoodHit.duration, self.soundpath, nil, 0.5 )
elseif result.quality == "EXCELLENT" then elseif result.quality == "EXCELLENT" then
self.rangecontrol:NewTransmission( self.Sound.RCExcellentHit.filename, self.Sound.RCExcellentHit.duration, self.soundpath, nil, 0.5 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCExcellentHit.filename, RANGE.Sound.RCExcellentHit.duration, self.soundpath, nil, 0.5 )
end end
end end
end end
-- Unit. -- Unit.
if player.unitname and not self.useSRS then if player.unitname and not self.useSRS then
-- Get unit. -- Get unit.
local unit = UNIT:FindByName( player.unitname ) local unit = UNIT:FindByName( player.unitname )
-- Send message. -- Send message.
self:_DisplayMessageToGroup( unit, text, nil, true ) self:_DisplayMessageToGroup( unit, text, nil, true )
self:T( self.lid .. text ) self:T( self.lid .. text )
@@ -2344,7 +2276,7 @@ function RANGE:onafterImpact( From, Event, To, result, player )
if self.autosave then if self.autosave then
self:Save() self:Save()
end end
-- Send result to FunkMan, which creates fancy MatLab figures and sends them to Discord via a bot. -- Send result to FunkMan, which creates fancy MatLab figures and sends them to Discord via a bot.
if self.funkmanSocket then if self.funkmanSocket then
self.funkmanSocket:SendTable(result) self.funkmanSocket:SendTable(result)
@@ -2400,7 +2332,7 @@ function RANGE:onafterSave( From, Event, To )
end end
-- Path. -- Path.
local path = self.targetpath or lfs.writedir() .. [[Logs\]] local path = lfs.writedir() .. [[Logs\]]
-- Set file name. -- Set file name.
local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename ) local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename )
@@ -2465,7 +2397,7 @@ function RANGE:onafterLoad( From, Event, To )
end end
-- Path in DCS log file. -- Path in DCS log file.
local path = self.targetpath or lfs.writedir() .. [[Logs\]] local path = lfs.writedir() .. [[Logs\]]
-- Set file name. -- Set file name.
local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename ) local filename = path .. string.format( "RANGE-%s_BombingResults.csv", self.rangename )
@@ -2613,7 +2545,7 @@ function RANGE:_DisplayMyStrafePitResults( _unitName )
local _message = string.format( "My Top %d Strafe Pit Results:\n", self.ndisplayresult ) local _message = string.format( "My Top %d Strafe Pit Results:\n", self.ndisplayresult )
-- Get player results. -- Get player results.
local _results = self.strafePlayerResults[_playername] local _results = self.strafePlayerResults[_playername]
-- Create message. -- Create message.
if _results == nil then if _results == nil then
@@ -2919,7 +2851,7 @@ function RANGE:_DisplayRangeInfo( _unitname )
end end
end end
text = text .. string.format( "Instructor %.3f MHz (Relay=%s)\n", self.instructorfreq, alive ) text = text .. string.format( "Instructor %.3f MHz (Relay=%s)\n", self.instructorfreq, alive )
end end
if self.rangecontrol then if self.rangecontrol then
local alive = "N/A" local alive = "N/A"
if self.rangecontrolrelayname then if self.rangecontrolrelayname then
@@ -3147,10 +3079,10 @@ function RANGE:_CheckInZone( _unitName )
local unitheading = 0 -- RangeBoss local unitheading = 0 -- RangeBoss
if _unit and _playername then if _unit and _playername then
-- Player data. -- Player data.
local playerData=self.PlayerSettings[_playername] -- #RANGE.PlayerData local playerData=self.PlayerSettings[_playername] -- #RANGE.PlayerData
--- Function to check if unit is in zone and facing in the right direction and is below the max alt. --- Function to check if unit is in zone and facing in the right direction and is below the max alt.
local function checkme( targetheading, _zone ) local function checkme( targetheading, _zone )
local zone = _zone -- Core.Zone#ZONE local zone = _zone -- Core.Zone#ZONE
@@ -3164,7 +3096,7 @@ function RANGE:_CheckInZone( _unitName )
if towardspit then if towardspit then
local vec3 = _unit:GetVec3() local vec3 = _unit:GetVec3()
local vec2 = { x = vec3.x, y = vec3.z } -- DCS#Vec2 local vec2 = { x = vec3.x, y = vec3.z } -- DCS#Vec2
local landheight = land.getHeight( vec2 ) local landheight = land.getHeight( vec2 )
local unitalt = vec3.y - landheight local unitalt = vec3.y - landheight
@@ -3211,7 +3143,7 @@ function RANGE:_CheckInZone( _unitName )
-- Send message. -- Send message.
self:_DisplayMessageToGroup( _unit, _msg, nil, true ) self:_DisplayMessageToGroup( _unit, _msg, nil, true )
if self.rangecontrol then if self.rangecontrol then
if self.useSRS then if self.useSRS then
local group = _unit:GetGroup() local group = _unit:GetGroup()
@@ -3220,7 +3152,7 @@ function RANGE:_CheckInZone( _unitName )
self.controlsrsQ:NewTransmission(text,nil,self.controlmsrs,nil,1) self.controlsrsQ:NewTransmission(text,nil,self.controlmsrs,nil,1)
else else
-- You left the strafing zone too quickly! No score! -- You left the strafing zone too quickly! No score!
self.rangecontrol:NewTransmission( self.Sound.RCLeftStrafePitTooQuickly.filename, self.Sound.RCLeftStrafePitTooQuickly.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCLeftStrafePitTooQuickly.filename, RANGE.Sound.RCLeftStrafePitTooQuickly.duration, self.soundpath )
end end
end end
else else
@@ -3230,9 +3162,9 @@ function RANGE:_CheckInZone( _unitName )
-- Result. -- Result.
local _result = self.strafeStatus[_unitID] --#RANGE.StrafeStatus local _result = self.strafeStatus[_unitID] --#RANGE.StrafeStatus
local _sound = nil -- #RANGE.Soundfile local _sound = nil -- #RANGE.Soundfile
-- Calculate accuracy of run. Number of hits wrt number of rounds fired. -- Calculate accuracy of run. Number of hits wrt number of rounds fired.
local shots = _result.ammo - _ammo local shots = _result.ammo - _ammo
local accur = 0 local accur = 0
@@ -3242,28 +3174,28 @@ function RANGE:_CheckInZone( _unitName )
accur = 100 accur = 100
end end
end end
-- Results text and sound message. -- Results text and sound message.
local resulttext="" local resulttext=""
if _result.pastfoulline == true then -- if _result.pastfoulline == true then --
resulttext = "* INVALID - PASSED FOUL LINE *" resulttext = "* INVALID - PASSED FOUL LINE *"
_sound = self.Sound.RCPoorPass -- _sound = RANGE.Sound.RCPoorPass --
else else
if accur >= 90 then if accur >= 90 then
resulttext = "DEADEYE PASS" resulttext = "DEADEYE PASS"
_sound = self.Sound.RCExcellentPass _sound = RANGE.Sound.RCExcellentPass
elseif accur >= 75 then elseif accur >= 75 then
resulttext = "EXCELLENT PASS" resulttext = "EXCELLENT PASS"
_sound = self.Sound.RCExcellentPass _sound = RANGE.Sound.RCExcellentPass
elseif accur >= 50 then elseif accur >= 50 then
resulttext = "GOOD PASS" resulttext = "GOOD PASS"
_sound = self.Sound.RCGoodPass _sound = RANGE.Sound.RCGoodPass
elseif accur >= 25 then elseif accur >= 25 then
resulttext = "INEFFECTIVE PASS" resulttext = "INEFFECTIVE PASS"
_sound = self.Sound.RCIneffectivePass _sound = RANGE.Sound.RCIneffectivePass
else else
resulttext = "POOR PASS" resulttext = "POOR PASS"
_sound = self.Sound.RCPoorPass _sound = RANGE.Sound.RCPoorPass
end end
end end
@@ -3279,7 +3211,7 @@ function RANGE:_CheckInZone( _unitName )
-- Send message. -- Send message.
self:_DisplayMessageToGroup( _unit, _text ) self:_DisplayMessageToGroup( _unit, _text )
-- Strafe result. -- Strafe result.
local result = {} -- #RANGE.StrafeResult local result = {} -- #RANGE.StrafeResult
result.command=SOCKET.DataType.STRAFERESULT result.command=SOCKET.DataType.STRAFERESULT
@@ -3296,28 +3228,28 @@ function RANGE:_CheckInZone( _unitName )
result.rangename = self.rangename result.rangename = self.rangename
result.airframe=playerData.airframe result.airframe=playerData.airframe
result.invalid = _result.pastfoulline result.invalid = _result.pastfoulline
-- Griger Results. -- Griger Results.
self:StrafeResult(playerData, result) self:StrafeResult(playerData, result)
-- Save trap sheet. -- Save trap sheet.
if playerData and playerData.targeton and self.targetsheet then if playerData and playerData.targeton and self.targetsheet then
self:_SaveTargetSheet( _playername, result ) self:_SaveTargetSheet( _playername, result )
end end
-- Voice over. -- Voice over.
if self.rangecontrol then if self.rangecontrol then
if self.useSRS then if self.useSRS then
self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,1) self.controlsrsQ:NewTransmission(ttstext,nil,self.controlmsrs,nil,1)
else else
self.rangecontrol:NewTransmission( self.Sound.RCHitsOnTarget.filename, self.Sound.RCHitsOnTarget.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCHitsOnTarget.filename, RANGE.Sound.RCHitsOnTarget.duration, self.soundpath )
self.rangecontrol:Number2Transmission( string.format( "%d", _result.hits ) ) self.rangecontrol:Number2Transmission( string.format( "%d", _result.hits ) )
if shots and accur then if shots and accur then
self.rangecontrol:NewTransmission( self.Sound.RCTotalRoundsFired.filename, self.Sound.RCTotalRoundsFired.duration, self.soundpath, nil, 0.2 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCTotalRoundsFired.filename, RANGE.Sound.RCTotalRoundsFired.duration, self.soundpath, nil, 0.2 )
self.rangecontrol:Number2Transmission( string.format( "%d", shots ), nil, 0.2 ) self.rangecontrol:Number2Transmission( string.format( "%d", shots ), nil, 0.2 )
self.rangecontrol:NewTransmission( self.Sound.RCAccuracy.filename, self.Sound.RCAccuracy.duration, self.soundpath, nil, 0.2 ) self.rangecontrol:NewTransmission( RANGE.Sound.RCAccuracy.filename, RANGE.Sound.RCAccuracy.duration, self.soundpath, nil, 0.2 )
self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.Round( accur, 0 ) ) ) self.rangecontrol:Number2Transmission( string.format( "%d", UTILS.Round( accur, 0 ) ) )
self.rangecontrol:NewTransmission( self.Sound.RCPercent.filename, self.Sound.RCPercent.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCPercent.filename, RANGE.Sound.RCPercent.duration, self.soundpath )
end end
self.rangecontrol:NewTransmission( _sound.filename, _sound.duration, self.soundpath, nil, 0.5 ) self.rangecontrol:NewTransmission( _sound.filename, _sound.duration, self.soundpath, nil, 0.5 )
end end
@@ -3362,13 +3294,13 @@ function RANGE:_CheckInZone( _unitName )
if self.useSRS then if self.useSRS then
self.controlsrsQ:NewTransmission(_msg,nil,self.controlmsrs,nil,1) self.controlsrsQ:NewTransmission(_msg,nil,self.controlmsrs,nil,1)
else else
self.rangecontrol:NewTransmission( self.Sound.RCRollingInOnStrafeTarget.filename, self.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath ) self.rangecontrol:NewTransmission( RANGE.Sound.RCRollingInOnStrafeTarget.filename, RANGE.Sound.RCRollingInOnStrafeTarget.duration, self.soundpath )
end end
end end
-- Send message. -- Send message.
self:_DisplayMessageToGroup( _unit, _msg, 10, true ) self:_DisplayMessageToGroup( _unit, _msg, 10, true )
-- Trigger event that player is rolling in. -- Trigger event that player is rolling in.
self:RollingIn(playerData, target) self:RollingIn(playerData, target)
@@ -3411,23 +3343,16 @@ function RANGE:_AddF10Commands( _unitName )
self.MenuAddedTo[_gid] = true self.MenuAddedTo[_gid] = true
-- Range root menu path. -- Range root menu path.
local _rootMenu = nil local _rangePath = nil
if RANGE.MenuF10Root then
if self.menuF10root then
------------------- -------------------
-- MISSION LEVEL -- -- MISSION LEVEL --
------------------- -------------------
--_rootMenu = MENU_GROUP:New( group, self.rangename, self.menuF10root )
_rootMenu = self.menuF10root
self:T2(self.lid..string.format("Creating F10 menu for group %s", group:GetName()))
elseif RANGE.MenuF10Root then -- _rangePath = missionCommands.addSubMenuForGroup(_gid, self.rangename, RANGE.MenuF10Root)
_rangePath = MENU_GROUP:New( group, "On the Range" )
-- Main F10 menu: F10/<RANGE.MenuF10Root>/<Range Name>
--_rootMenu = MENU_GROUP:New( group, self.rangename, RANGE.MenuF10Root )
_rootMenu = RANGE.MenuF10Root
else else
@@ -3437,17 +3362,12 @@ function RANGE:_AddF10Commands( _unitName )
-- Main F10 menu: F10/On the Range/<Range Name>/ -- Main F10 menu: F10/On the Range/<Range Name>/
if RANGE.MenuF10[_gid] == nil then if RANGE.MenuF10[_gid] == nil then
self:T2(self.lid..string.format("Creating F10 menu 'On the Range' for group %s", group:GetName())) -- RANGE.MenuF10[_gid]=missionCommands.addSubMenuForGroup(_gid, "On the Range")
else RANGE.MenuF10[_gid] = MENU_GROUP:New( group, "On the Range" )
self:T2(self.lid..string.format("F10 menu 'On the Range' already EXISTS for group %s", group:GetName()))
end end
-- _rangePath = missionCommands.addSubMenuForGroup(_gid, self.rangename, RANGE.MenuF10[_gid])
_rootMenu=RANGE.MenuF10[_gid] or MENU_GROUP:New( group, "On the Range" ) _rangePath = MENU_GROUP:New( group, self.rangename, RANGE.MenuF10[_gid] )
end end
-- Range menu
local _rangePath = MENU_GROUP:New( group, self.rangename, _rootMenu )
local _statsPath = MENU_GROUP:New( group, "Statistics", _rangePath ) local _statsPath = MENU_GROUP:New( group, "Statistics", _rangePath )
local _markPath = MENU_GROUP:New( group, "Mark Targets", _rangePath ) local _markPath = MENU_GROUP:New( group, "Mark Targets", _rangePath )
@@ -3516,18 +3436,18 @@ function RANGE:_GetBombTargetCoordinate( target )
local coord = nil -- Core.Point#COORDINATE local coord = nil -- Core.Point#COORDINATE
if target.type == RANGE.TargetType.UNIT then if target.type == RANGE.TargetType.UNIT then
-- Check if alive -- Check if alive
if target.target and target.target:IsAlive() then if target.target and target.target:IsAlive() then
-- Get current position. -- Get current position.
coord = target.target:GetCoordinate() coord = target.target:GetCoordinate()
-- Save as last known position in case target dies. -- Save as last known position in case target dies.
target.coordinate=coord target.coordinate=coord
else else
-- Use stored position. -- Use stored position.
coord = target.coordinate coord = target.coordinate
end end
elseif target.type == RANGE.TargetType.STATIC then elseif target.type == RANGE.TargetType.STATIC then
-- Static targets dont move. -- Static targets dont move.
@@ -3537,11 +3457,11 @@ function RANGE:_GetBombTargetCoordinate( target )
-- Coordinates dont move. -- Coordinates dont move.
coord = target.coordinate coord = target.coordinate
elseif target.type == RANGE.TargetType.SCENERY then elseif target.type == RANGE.TargetType.SCENERY then
-- Coordinates dont move. -- Coordinates dont move.
coord = target.coordinate coord = target.coordinate
else else
self:E( self.lid .. "ERROR: Unknown target type." ) self:E( self.lid .. "ERROR: Unknown target type." )
@@ -3748,7 +3668,7 @@ function RANGE:_DisplayMessageToGroup( _unit, _text, _time, _clear, display, _to
local playermessage = self.PlayerSettings[playername].messages local playermessage = self.PlayerSettings[playername].messages
-- Send message to player if messages enabled and not only for the examiner. -- Send message to player if messages enabled and not only for the examiner.
if _gid and (playermessage == true or display) and (not self.examinerexclusive) then if _gid and (playermessage == true or display) and (not self.examinerexclusive) then
if _togroup and _grp then if _togroup and _grp then
local m = MESSAGE:New(_text,_time,nil,_clear):ToGroup(_grp) local m = MESSAGE:New(_text,_time,nil,_clear):ToGroup(_grp)
@@ -3856,13 +3776,13 @@ function RANGE:_TargetsheetOnOff( _unitname )
-- Inform player. -- Inform player.
if playerData and playerData.targeton == true then if playerData and playerData.targeton == true then
text = string.format( "Roger, your targetsheets are now SAVED." ) text = string.format( "roger, your targetsheets are now SAVED." )
else else
text = string.format( "Affirm, your targetsheets are NOT SAVED." ) text = string.format( "affirm, your targetsheets are NOT SAVED." )
end end
else else
text = "Negative, target sheet data recorder is broken on this range." text = "negative, target sheet data recorder is broken on this range."
end end
-- Message to player. -- Message to player.
@@ -4103,9 +4023,9 @@ function RANGE:_GetPlayerUnitAndName( _unitName )
self:F2( _unitName ) self:F2( _unitName )
if _unitName ~= nil then if _unitName ~= nil then
local multiplayer = false local multiplayer = false
-- Get DCS unit from its name. -- Get DCS unit from its name.
local DCSunit = Unit.getByName( _unitName ) local DCSunit = Unit.getByName( _unitName )
@@ -4144,7 +4064,7 @@ function RANGE:_myname( unitname )
if grp and grp:IsAlive() then if grp and grp:IsAlive() then
pname = grp:GetCustomCallSign(true,true) pname = grp:GetCustomCallSign(true,true)
end end
end end
return pname return pname
end end

View File

@@ -78,8 +78,7 @@
-- ### Authors: **FlightControl** -- ### Authors: **FlightControl**
-- --
-- ### Contributions: -- ### Contributions:
-- --
-- * **Applevangelist**: Additional functionality, fixes.
-- * **Wingthor (TAW)**: Testing & Advice. -- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice. -- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **Whisper**: Testing and Advice. -- * **Whisper**: Testing and Advice.
@@ -117,13 +116,11 @@
-- Special targets can be set that will give extra scores to the players when these are destroyed. -- Special targets can be set that will give extra scores to the players when these are destroyed.
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s. -- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Wrapper.Static}s. -- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Wrapper.Static}s.
-- Use the method @{#SCORING.AddScoreSetGroup}() to specify a special additional score for a specific @{Wrapper.Group}s gathered in a @{Core.Set#SET_GROUP}. -- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
-- --
-- local Scoring = SCORING:New( "Scoring File" ) -- local Scoring = SCORING:New( "Scoring File" )
-- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 ) -- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
-- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 ) -- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 )
-- local GroupSet = SET_GROUP:New():FilterPrefixes("RAT"):FilterStart()
-- Scoring:AddScoreSetGroup( GroupSet, 100)
-- --
-- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed. -- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed.
-- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over. -- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over.
@@ -229,7 +226,7 @@ SCORING = {
ClassID = 0, ClassID = 0,
Players = {}, Players = {},
AutoSave = true, AutoSave = true,
version = "1.18.4" version = "1.17.1"
} }
local _SCORINGCoalition = { local _SCORINGCoalition = {
@@ -248,15 +245,13 @@ local _SCORINGCategory = {
--- Creates a new SCORING object to administer the scoring achieved by players. --- Creates a new SCORING object to administer the scoring achieved by players.
-- @param #SCORING self -- @param #SCORING self
-- @param #string GameName The name of the game. This name is also logged in the CSV score file. -- @param #string GameName The name of the game. This name is also logged in the CSV score file.
-- @param #string SavePath (Optional) Path where to save the CSV file, defaults to your **<User>\\Saved Games\\DCS\\Logs** folder.
-- @param #boolean AutoSave (Optional) If passed as `false`, then swith autosave off.
-- @return #SCORING self -- @return #SCORING self
-- @usage -- @usage
-- --
-- -- Define a new scoring object for the mission Gori Valley. -- -- Define a new scoring object for the mission Gori Valley.
-- ScoringObject = SCORING:New( "Gori Valley" ) -- ScoringObject = SCORING:New( "Gori Valley" )
-- --
function SCORING:New( GameName, SavePath, AutoSave ) function SCORING:New( GameName )
-- Inherits from BASE -- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #SCORING local self = BASE:Inherit( self, BASE:New() ) -- #SCORING
@@ -319,8 +314,7 @@ function SCORING:New( GameName, SavePath, AutoSave )
end ) end )
-- Create the CSV file. -- Create the CSV file.
self.AutoSavePath = SavePath self.AutoSave = true
self.AutoSave = AutoSave or true
self:OpenCSV( GameName ) self:OpenCSV( GameName )
return self return self
@@ -434,31 +428,6 @@ function SCORING:AddScoreGroup( ScoreGroup, Score )
return self return self
end end
--- Specify a special additional score for a @{Core.Set#SET_GROUP}.
-- @param #SCORING self
-- @param Core.Set#SET_GROUP Set The @{Core.Set#SET_GROUP} for which each @{Wrapper.Unit} in each Group a Score is given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreSetGroup(Set, Score)
local set = Set:GetSetObjects()
for _,_group in pairs (set) do
if _group and _group:IsAlive() then
self:AddScoreGroup(_group,Score)
end
end
local function AddScore(group)
self:AddScoreGroup(group,Score)
end
function Set:OnAfterAdded(From,Event,To,ObjectName,Object)
AddScore(Object)
end
return self
end
--- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone. --- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced! -- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
-- This allows for a dynamic destruction zone evolution within your mission. -- This allows for a dynamic destruction zone evolution within your mission.
@@ -1061,11 +1030,11 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0 PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth -- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value -- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil or PlayerHit.ThreatType == "" then if PlayerHit.ThreatType == nil then
PlayerHit.ThreatLevel = 1 PlayerHit.ThreatLevel = 1
PlayerHit.ThreatType = "Unknown" PlayerHit.ThreatType = "Unknown"
end end
@@ -1172,7 +1141,7 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0 PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth -- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value -- if this fails for some reason, set a good default value
@@ -1319,17 +1288,17 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1 TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
--self:OnKillPvP(PlayerName, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty) self:OnKillPvP(Player, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
self:OnKillPvP(PlayerName, TargetPlayerName, true) self:OnKillPvP(Player, TargetPlayerName, true)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
self:OnKillPvE(PlayerName, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty) self:OnKillPvE(Player, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
@@ -1357,14 +1326,14 @@ function SCORING:_EventOnDeadOrCrash( Event )
else else
Player.PlayerKills = 1 Player.PlayerKills = 1
end end
self:OnKillPvP(PlayerName, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore) self:OnKillPvP(Player, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty, "Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
self:OnKillPvE(PlayerName, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore) self:OnKillPvE(Player, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty, "Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
@@ -1842,11 +1811,10 @@ end
function SCORING:OpenCSV( ScoringCSV ) function SCORING:OpenCSV( ScoringCSV )
self:F( ScoringCSV ) self:F( ScoringCSV )
if lfs and io and os and self.AutoSave == true then if lfs and io and os and self.AutoSave then
if ScoringCSV then if ScoringCSV then
self.ScoringCSV = ScoringCSV self.ScoringCSV = ScoringCSV
local path = self.AutoSavePath or lfs.writedir() .. [[Logs\]] local fdir = lfs.writedir() .. [[Logs\]] .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv"
local fdir = path .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv"
self.CSVFile, self.err = io.open( fdir, "w+" ) self.CSVFile, self.err = io.open( fdir, "w+" )
if not self.CSVFile then if not self.CSVFile then
@@ -1967,23 +1935,23 @@ end
--- Handles the event when one player kill another player --- Handles the event when one player kill another player
-- @param #SCORING self -- @param #SCORING self
-- @param #string PlayerName The attacking player -- @param #PLAYER Player the ataching player
-- @param #string TargetPlayerName The name of the killed player -- @param #string TargetPlayerName the name of the killed player
-- @param #boolean IsTeamKill true if this kill was a team kill -- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target -- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevel Threat level of the player -- @param #number PlayerThreatLevelThread level of the player
-- @param #number Score The score based on both threat levels -- @param #number Score The score based on both threat levels
function SCORING:OnKillPvP(PlayerName, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score) function SCORING:OnKillPvP(Player, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end end
--- Handles the event when one player kill another player --- Handles the event when one player kill another player
-- @param #SCORING self -- @param #SCORING self
-- @param #string PlayerName The attacking player -- @param #PLAYER Player the ataching player
-- @param #string TargetUnitName the name of the killed unit -- @param #string TargetUnitName the name of the killed unit
-- @param #boolean IsTeamKill true if this kill was a team kill -- @param #bool IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target -- @param #number TargetThreatLevel Thread level of the target
-- @param #number PlayerThreatLevel Threat level of the player -- @param #number PlayerThreatLevelThread level of the player
-- @param #number Score The score based on both threat levels -- @param #number Score The score based on both threat levels
function SCORING:OnKillPvE(PlayerName, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score) function SCORING:OnKillPvE(Player, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end end

View File

@@ -320,6 +320,9 @@ function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADG
end end
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce() local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
local tgtcoord = targetzone:GetRandomPointVec2()
--if tgtcoord and tgtcoord.ClassName == "COORDINATE" then
--local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp = seadset:GetRandom() local tgtgrp = seadset:GetRandom()
local _targetgroup = nil local _targetgroup = nil
local _targetgroupname = "none" local _targetgroupname = "none"

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@@ -1,591 +0,0 @@
--- **Functional** - TIRESIAS - manages AI behaviour.
--
-- ===
--
-- The @{#TIRESIAS} class is working in the back to keep your large-scale ground units in check.
--
-- ## Features:
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ===
--
-- ## Missions:
--
-- ### [TIRESIAS](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master)
--
-- ===
--
-- ### Author : **applevangelist **
--
-- @module Functional.Tiresias
-- @image Functional.Tiresias.jpg
--
-- Last Update: Dec 2023
-------------------------------------------------------------------------
--- **TIRESIAS** class, extends Core.Base#BASE
-- @type TIRESIAS
-- @field #string ClassName
-- @field #booelan debug
-- @field #string version
-- @field #number Interval
-- @field Core.Set#SET_GROUP GroundSet
-- @field #number Coalition
-- @field Core.Set#SET_GROUP VehicleSet
-- @field Core.Set#SET_GROUP AAASet
-- @field Core.Set#SET_GROUP SAMSet
-- @field Core.Set#SET_GROUP ExceptionSet
-- @field Core.Set#SET_OPSGROUP OpsGroupSet
-- @field #number AAARange
-- @field #number HeloSwitchRange
-- @field #number PlaneSwitchRange
-- @field Core.Set#SET_GROUP FlightSet
-- @field #boolean SwitchAAA
-- @extends Core.Fsm#FSM
---
-- @type TIRESIAS.Data
-- @field #string type
-- @field #number range
-- @field #boolean invisible
-- @field #boolean AIOff
-- @field #boolean exception
--- *Tiresias, Greek demi-god and shapeshifter, blinded by the Gods, works as oracle for you.* (Wiki)
--
-- ===
--
-- ## TIRESIAS Concept
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined in SET_GROUP objects to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ## Setup
--
-- Setup is a one-liner:
--
-- local blinder = TIRESIAS:New()
--
-- Optionally you can set up exceptions, e.g. for convoys driving around
--
-- local exceptionset = SET_GROUP:New():FilterCoalitions("red"):FilterPrefixes("Convoy"):FilterStart()
-- local blinder = TIRESIAS:New()
-- blinder:AddExceptionSet(exceptionset)
--
-- Options
--
-- -- Setup different radius for activation around helo and airplane groups (applies to AI and humans)
-- blinder:SetActivationRanges(10,25) -- defaults are 10, and 25
--
-- -- Setup engagement ranges for AAA (non-advanced SAM units like Flaks etc) and if you want them to be AIOff
-- blinder:SetAAARanges(60,true) -- defaults are 60, and true
--
-- @field #TIRESIAS
TIRESIAS = {
ClassName = "TIRESIAS",
debug = false,
version = "0.0.5",
Interval = 20,
GroundSet = nil,
VehicleSet = nil,
AAASet = nil,
SAMSet = nil,
ExceptionSet = nil,
AAARange = 60, -- 60%
HeloSwitchRange = 10, -- NM
PlaneSwitchRange = 25, -- NM
SwitchAAA = true,
}
--- [USER] Create a new Tiresias object and start it up.
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:New()
-- Inherit everything from FSM class.
local self = BASE:Inherit(self, FSM:New()) -- #TIRESIAS
--- FSM Functions ---
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
self:AddTransition("*", "Status", "*") -- TIRESIAS status update.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
self.ExceptionSet = SET_GROUP:New():Clear(false)
self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
self.lid = string.format("TIRESIAS %s | ",self.version)
self:I(self.lid.."Managing ground groups!")
--- Triggers the FSM event "Stop". Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] Stop
-- @param #TIRESIAS self
--- Triggers the FSM event "Stop" after a delay. Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] __Stop
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Start". Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] Start
-- @param #TIRESIAS self
--- Triggers the FSM event "Start" after a delay. Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] __Start
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
self:__Start(1)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- Helper Functions
--
-------------------------------------------------------------------------------------------------------------
---[USER] Set activation radius for Helos and Planes in Nautical Miles.
-- @param #TIRESIAS self
-- @param #number HeloMiles Radius around a Helicopter in which AI ground units will be activated. Defaults to 10NM.
-- @param #number PlaneMiles Radius around an Airplane in which AI ground units will be activated. Defaults to 25NM.
-- @return #TIRESIAS self
function TIRESIAS:SetActivationRanges(HeloMiles,PlaneMiles)
self.HeloSwitchRange = HeloMiles or 10
self.PlaneSwitchRange = PlaneMiles or 25
return self
end
---[USER] Set AAA Ranges - AAA equals non-SAM systems which qualify as AAA in DCS world.
-- @param #TIRESIAS self
-- @param #number FiringRange The engagement range that AAA units will be set to. Can be 0 to 100 (percent). Defaults to 60.
-- @param #boolean SwitchAAA Decide if these system will have their AI switched off, too. Defaults to true.
-- @return #TIRESIAS self
function TIRESIAS:SetAAARanges(FiringRange,SwitchAAA)
self.AAARange = FiringRange or 60
self.SwitchAAA = (SwitchAAA == false) and false or true
return self
end
--- [USER] Add a SET_GROUP of GROUP objects as exceptions. Can be done multiple times. Does **not** work work for GROUP objects spawned into the SET after start, i.e. the groups need to exist in the game already.
-- @param #TIRESIAS self
-- @param Core.Set#SET_GROUP Set to add to the exception list.
-- @return #TIRESIAS self
function TIRESIAS:AddExceptionSet(Set)
self:T(self.lid.."AddExceptionSet")
local exceptions = self.ExceptionSet
Set:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
exceptions:AddGroup(grp,true)
end
BASE:T("TIRESIAS: Added exception group: "..grp:GetName())
end
)
return self
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Init Groups
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:_InitGroups()
self:T(self.lid.."_InitGroups")
-- Set all groups invisible/motionless
local EngageRange = self.AAARange
local SwitchAAA = self.SwitchAAA
--- AAA
self.AAASet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:OptionEngageRange(EngageRange)
grp:SetCommandInvisible(true)
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
end
grp.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
grp.Tiresias.AIOff = true
end
end
end
--BASE:I(string.format("Init/Switch off AAA %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- Vehicles
self.VehicleSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetAIOff()
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp:SetAIOff()
grp.Tiresias.invisible = true
end
end
--BASE:I(string.format("Init/Switch off Vehicle %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- SAM
self.SAMSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
end
end
--BASE:I(string.format("Init/Switch off SAM %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
return self
end
--- [INTERNAL] Event handler function
-- @param #TIRESIAS self
-- @param Core.Event#EVENTDATA EventData
-- @return #TIRESIAS self
function TIRESIAS:_EventHandler(EventData)
self:T(string.format("%s Event = %d",self.lid, EventData.id))
local event = EventData -- Core.Event#EVENTDATA
if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then
--local _coalition = event.IniCoalition
--if _coalition ~= self.Coalition then
-- return --ignore!
--end
local unitname = event.IniUnitName or "none"
local _unit = event.IniUnit
local _group = event.IniGroup
if _group and _group:IsAlive() then
local radius = self.PlaneSwitchRange
if _group:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_group,radius)
end
end
return self
end
--- [INTERNAL] Switch Groups Behaviour
-- @param #TIRESIAS self
-- @param Wrapper.Group#GROUP group
-- @param #number radius Radius in NM
-- @return #TIRESIAS self
function TIRESIAS:_SwitchOnGroups(group,radius)
self:T(self.lid.."_SwitchOnGroups "..group:GetName().." Radius "..radius.." NM")
local zone = ZONE_GROUP:New("Zone-"..group:GetName(),group,UTILS.NMToMeters(radius))
local ground = SET_GROUP:New():FilterCategoryGround():FilterZones({zone}):FilterOnce()
local count = ground:CountAlive()
if self.debug then
local text = string.format("There are %d groups around this plane or helo!",count)
self:I(text)
end
local SwitchAAA = self.SwitchAAA
if ground:CountAlive() > 0 then
ground:ForEachGroupAlive(
function(grp)
local name = grp:GetName()
if grp.Tiresias and grp.Tiresias.type and (not grp.Tiresias.exception == true ) then
if grp.Tiresias.invisible == true then
grp:SetCommandInvisible(false)
grp.Tiresias.invisible = false
end
if grp.Tiresias.type == "Vehicle" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp.Tiresias.AIOff = false
end
if SwitchAAA and grp.Tiresias.type == "AAA" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp:EnableEmission(true)
grp.Tiresias.AIOff = false
end
--BASE:I(string.format("TIRESIAS - Switch on %s %s (Exception %s)",tostring(grp.Tiresias.type),grp:GetName(),tostring(grp.Tiresias.exception)))
else
BASE:T("TIRESIAS - This group "..tostring(name).. " has not been initialized or is an exception!")
end
end
)
end
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- FSM Functions
--
-------------------------------------------------------------------------------------------------------------
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStart(From, Event, To)
self:T({From, Event, To})
local VehicleSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterNotAAA):FilterFunction(TIRESIAS._FilterNotSAM):FilterStart()
local AAASet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterAAA):FilterStart()
local SAMSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterSAM):FilterStart()
local OpsGroupSet = SET_OPSGROUP:New():FilterActive(true):FilterStart()
self.FlightSet = SET_GROUP:New():FilterCategories({"plane","helicopter"}):FilterStart()
local EngageRange = self.AAARange
local ExceptionSet = self.ExceptionSet
if self.ExceptionSet then
function ExceptionSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: EXCEPTION Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
Object:SetAIOn()
Object:SetCommandInvisible(false)
Object:EnableEmission(true)
end
end
local OGS = OpsGroupSet:GetAliveSet()
for _,_OG in pairs(OGS or {}) do
local OG = _OG -- Ops.OpsGroup#OPSGROUP
local grp = OG:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
function OpsGroupSet:OnAfterAdded(From,Event,To,ObjectName,Object)
local grp = Object:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
end
function VehicleSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: VEHCILE Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object:SetAIOff()
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
end
local SwitchAAA = self.SwitchAAA
function AAASet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: AAA Object Added: "..Object:GetName())
Object:OptionEngageRange(EngageRange)
Object:SetCommandInvisible(true)
if SwitchAAA then
Object:SetAIOff()
Object:EnableEmission(false)
end
Object.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
end
function SAMSet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: SAM Object Added: "..Object:GetName())
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
end
self.VehicleSet = VehicleSet
self.AAASet = AAASet
self.SAMSet = SAMSet
self.OpsGroupSet = OpsGroupSet
self:_InitGroups()
self:__Status(1)
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onbeforeStatus(From, Event, To)
self:T({From, Event, To})
if self:GetState() == "Stopped" then
return false
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStatus(From, Event, To)
self:T({From, Event, To})
if self.debug then
local count = self.VehicleSet:CountAlive()
local AAAcount = self.AAASet:CountAlive()
local SAMcount = self.SAMSet:CountAlive()
local text = string.format("Overall: %d | Vehicles: %d | AAA: %d | SAM: %d",count+AAAcount+SAMcount,count,AAAcount,SAMcount)
self:I(text)
end
self:_InitGroups()
if self.FlightSet:CountAlive() > 0 then
local Set = self.FlightSet:GetAliveSet()
for _,_plane in pairs(Set) do
local plane = _plane -- Wrapper.Group#GROUP
local radius = self.PlaneSwitchRange
if plane:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_plane,radius)
end
end
if self:GetState() ~= "Stopped" then
self:__Status(self.Interval)
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStop(From, Event, To)
self:T({From, Event, To})
self:UnHandleEvent(EVENTS.PlayerEnterAircraft)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- End
--
-------------------------------------------------------------------------------------------------------------

View File

@@ -1629,7 +1629,7 @@ WAREHOUSE = {
-- @field #boolean arrived If true, asset arrived at its destination. -- @field #boolean arrived If true, asset arrived at its destination.
-- --
-- @field #number damage Damage of asset group in percent. -- @field #number damage Damage of asset group in percent.
-- @field Ops.Airwing#AIRWING.Payload payload The payload of the asset. -- @field Ops.AirWing#AIRWING.Payload payload The payload of the asset.
-- @field Ops.OpsGroup#OPSGROUP flightgroup The flightgroup object. -- @field Ops.OpsGroup#OPSGROUP flightgroup The flightgroup object.
-- @field Ops.Cohort#COHORT cohort The cohort this asset belongs to. -- @field Ops.Cohort#COHORT cohort The cohort this asset belongs to.
-- @field Ops.Legion#LEGION legion The legion this asset belonts to. -- @field Ops.Legion#LEGION legion The legion this asset belonts to.
@@ -3414,7 +3414,7 @@ end
-- FSM states -- FSM states
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the warehouse. Adds event handlers and schedules status updates of reqests and queue. --- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue.
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
@@ -3595,7 +3595,6 @@ function WAREHOUSE:onafterStatus(From, Event, To)
local Trepair=self:GetRunwayRepairtime() local Trepair=self:GetRunwayRepairtime()
self:I(self.lid..string.format("Runway destroyed! Will be repaired in %d sec", Trepair)) self:I(self.lid..string.format("Runway destroyed! Will be repaired in %d sec", Trepair))
if Trepair==0 then if Trepair==0 then
self.runwaydestroyed = nil
self:RunwayRepaired() self:RunwayRepaired()
end end
end end
@@ -5393,8 +5392,7 @@ function WAREHOUSE:onafterRunwayDestroyed(From, Event, To)
self:_InfoMessage(text) self:_InfoMessage(text)
self.runwaydestroyed=timer.getAbsTime() self.runwaydestroyed=timer.getAbsTime()
return self
end end
--- On after "RunwayRepaired" event. --- On after "RunwayRepaired" event.
@@ -5409,8 +5407,7 @@ function WAREHOUSE:onafterRunwayRepaired(From, Event, To)
self:_InfoMessage(text) self:_InfoMessage(text)
self.runwaydestroyed=nil self.runwaydestroyed=nil
return self
end end
@@ -7946,12 +7943,10 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
local clients=_DATABASE.CLIENTS local clients=_DATABASE.CLIENTS
for clientname, client in pairs(clients) do for clientname, client in pairs(clients) do
local template=_DATABASE:GetGroupTemplateFromUnitName(clientname) local template=_DATABASE:GetGroupTemplateFromUnitName(clientname)
if template then local units=template.units
local units=template.units for i,unit in pairs(units) do
for i,unit in pairs(units) do local coord=COORDINATE:New(unit.x, unit.alt, unit.y)
local coord=COORDINATE:New(unit.x, unit.alt, unit.y) coords[unit.name]=coord
coords[unit.name]=coord
end
end end
end end
end end

View File

@@ -48,7 +48,7 @@
do -- ZONE_CAPTURE_COALITION do -- ZONE_CAPTURE_COALITION
-- @type ZONE_CAPTURE_COALITION --- @type ZONE_CAPTURE_COALITION
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field #number MarkBlue ID of blue F10 mark. -- @field #number MarkBlue ID of blue F10 mark.
-- @field #number MarkRed ID of red F10 mark. -- @field #number MarkRed ID of red F10 mark.
@@ -161,7 +161,7 @@ do -- ZONE_CAPTURE_COALITION
-- The mission designer can use these values to alter the logic. -- The mission designer can use these values to alter the logic.
-- For example: -- For example:
-- --
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self -- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To ) -- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= "Empty" then -- if From ~= "Empty" then
-- -- Display a message -- -- Display a message
@@ -172,7 +172,7 @@ do -- ZONE_CAPTURE_COALITION
-- --
-- ## Example Event Handler. -- ## Example Event Handler.
-- --
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self -- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To ) -- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= To then -- if From ~= To then
-- local Coalition = self:GetCoalition() -- local Coalition = self:GetCoalition()
@@ -273,7 +273,7 @@ do -- ZONE_CAPTURE_COALITION
-- Depending on the zone ownership, different messages are sent. -- Depending on the zone ownership, different messages are sent.
-- Note the methods `ZoneCaptureCoalition:GetZoneName()`. -- Note the methods `ZoneCaptureCoalition:GetZoneName()`.
-- --
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self -- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To ) -- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= To then -- if From ~= To then
-- local Coalition = self:GetCoalition() -- local Coalition = self:GetCoalition()
@@ -294,7 +294,7 @@ do -- ZONE_CAPTURE_COALITION
-- Next is the Event Handler when the **Empty** state transition is triggered. -- Next is the Event Handler when the **Empty** state transition is triggered.
-- Now we smoke the ZoneCaptureCoalition with a green color, using `self:Smoke( SMOKECOLOR.Green )`. -- Now we smoke the ZoneCaptureCoalition with a green color, using `self:Smoke( SMOKECOLOR.Green )`.
-- --
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterEmpty() -- function ZoneCaptureCoalition:OnEnterEmpty()
-- self:Smoke( SMOKECOLOR.Green ) -- self:Smoke( SMOKECOLOR.Green )
-- US_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information ) -- US_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
@@ -304,7 +304,7 @@ do -- ZONE_CAPTURE_COALITION
-- The next Event Handlers speak for itself. -- The next Event Handlers speak for itself.
-- When the zone is Attacked, we smoke the zone white and send some messages to each coalition. -- When the zone is Attacked, we smoke the zone white and send some messages to each coalition.
-- --
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterAttacked() -- function ZoneCaptureCoalition:OnEnterAttacked()
-- ZoneCaptureCoalition:Smoke( SMOKECOLOR.White ) -- ZoneCaptureCoalition:Smoke( SMOKECOLOR.White )
-- local Coalition = self:GetCoalition() -- local Coalition = self:GetCoalition()
@@ -321,7 +321,7 @@ do -- ZONE_CAPTURE_COALITION
-- When the zone is Captured, we send some victory or loss messages to the correct coalition. -- When the zone is Captured, we send some victory or loss messages to the correct coalition.
-- And we add some score. -- And we add some score.
-- --
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterCaptured() -- function ZoneCaptureCoalition:OnEnterCaptured()
-- local Coalition = self:GetCoalition() -- local Coalition = self:GetCoalition()
-- self:E({Coalition = Coalition}) -- self:E({Coalition = Coalition})
@@ -641,7 +641,7 @@ do -- ZONE_CAPTURE_COALITION
-- --
-- @usage -- @usage
-- -- For example, one could stop the monitoring when the zone was captured! -- -- For example, one could stop the monitoring when the zone was captured!
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self -- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterCaptured() -- function ZoneCaptureCoalition:OnEnterCaptured()
-- local Coalition = self:GetCoalition() -- local Coalition = self:GetCoalition()
-- self:E({Coalition = Coalition}) -- self:E({Coalition = Coalition})

View File

@@ -17,7 +17,7 @@
do -- Zone do -- Zone
-- @type ZONE_GOAL --- @type ZONE_GOAL
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field Core.Goal#GOAL Goal The goal object. -- @field Core.Goal#GOAL Goal The goal object.
-- @field #number SmokeTime Time stamp in seconds when the last smoke of the zone was triggered. -- @field #number SmokeTime Time stamp in seconds when the last smoke of the zone was triggered.
@@ -178,7 +178,7 @@ do -- Zone
end end
-- @param #ZONE_GOAL self --- @param #ZONE_GOAL self
-- @param Core.Event#EVENTDATA EventData Event data table. -- @param Core.Event#EVENTDATA EventData Event data table.
function ZONE_GOAL:__Destroyed( EventData ) function ZONE_GOAL:__Destroyed( EventData )
self:F( { "EventDead", EventData } ) self:F( { "EventDead", EventData } )

View File

@@ -21,7 +21,7 @@
do -- ZoneGoal do -- ZoneGoal
-- @type ZONE_GOAL_CARGO --- @type ZONE_GOAL_CARGO
-- @extends Functional.ZoneGoal#ZONE_GOAL -- @extends Functional.ZoneGoal#ZONE_GOAL
@@ -55,7 +55,7 @@ do -- ZoneGoal
ClassName = "ZONE_GOAL_CARGO", ClassName = "ZONE_GOAL_CARGO",
} }
-- @field #table ZONE_GOAL_CARGO.States --- @field #table ZONE_GOAL_CARGO.States
ZONE_GOAL_CARGO.States = {} ZONE_GOAL_CARGO.States = {}
--- ZONE_GOAL_CARGO Constructor. --- ZONE_GOAL_CARGO Constructor.

View File

@@ -1,4 +1,4 @@
--- **Functional (WIP)** - Base class modeling processes to achieve goals involving coalition zones. --- **Functional** - Base class that models processes to achieve goals involving a Zone for a Coalition.
-- --
-- === -- ===
-- --
@@ -16,7 +16,7 @@
do -- ZoneGoal do -- ZoneGoal
-- @type ZONE_GOAL_COALITION --- @type ZONE_GOAL_COALITION
-- @field #string ClassName Name of the Class. -- @field #string ClassName Name of the Class.
-- @field #number Coalition The current coalition ID of the zone owner. -- @field #number Coalition The current coalition ID of the zone owner.
-- @field #number PreviousCoalition The previous owner of the zone. -- @field #number PreviousCoalition The previous owner of the zone.
@@ -48,7 +48,7 @@ do -- ZoneGoal
ObjectCategories = nil, ObjectCategories = nil,
} }
-- @field #table ZONE_GOAL_COALITION.States --- @field #table ZONE_GOAL_COALITION.States
ZONE_GOAL_COALITION.States = {} ZONE_GOAL_COALITION.States = {}
--- ZONE_GOAL_COALITION Constructor. --- ZONE_GOAL_COALITION Constructor.

View File

@@ -2,7 +2,7 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Enums.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Utils.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Utils.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Profiler.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Profiler.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Templates.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Templates.lua' )
--__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/STTS.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/STTS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/FiFo.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/FiFo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Socket.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Socket.lua' )
@@ -33,7 +33,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Spot.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/MarkerOps_Base.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/TextAndSound.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/TextAndSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Pathline.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Pathline.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/ClientMenu.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' )
@@ -78,13 +77,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Warehouse.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Fox.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Fox.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Mantis.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Mantis.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Shorad.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Shorad.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AICSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AmmoTruck.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Autolase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneGoalCargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Tiresias.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Stratego.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ClientWatch.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' )
@@ -92,31 +84,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RescueHelo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ATIS.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ATIS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CTLD.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CTLD.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CSAR.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/AirWing.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ArmyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Auftrag.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Awacs.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Brigade.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Chief.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Cohort.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Commander.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Fleet.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightControl.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Flotilla.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Intelligence.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Legion.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/NavyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Operation.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsTransport.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsZone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Platoon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerTask.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerRecce.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Squadron.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Target.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/EasyGCICAP.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Balancer.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Balancer.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air.lua' )
@@ -155,14 +122,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Route.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Account.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Account.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assist.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assist.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/ShapeBase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Circle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Cube.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Line.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Oval.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Polygon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Triangle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/UserSound.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/UserSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SoundOutput.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SoundOutput.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/Radio.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/Radio.lua' )

View File

@@ -1,179 +0,0 @@
__Moose.Include( 'Utilities\\Enums.lua' )
__Moose.Include( 'Utilities\\Utils.lua' )
__Moose.Include( 'Utilities\\Profiler.lua' )
--__Moose.Include( 'Utilities\\STTS.lua' )
__Moose.Include( 'Utilities\\FiFo.lua' )
__Moose.Include( 'Utilities\\Socket.lua' )
__Moose.Include( 'Core\\Base.lua' )
__Moose.Include( 'Core\\Beacon.lua' )
__Moose.Include( 'Core\\UserFlag.lua' )
__Moose.Include( 'Core\\Report.lua' )
__Moose.Include( 'Core\\Scheduler.lua' )
__Moose.Include( 'Core\\ScheduleDispatcher.lua' )
__Moose.Include( 'Core\\Event.lua' )
__Moose.Include( 'Core\\Settings.lua' )
__Moose.Include( 'Core\\Menu.lua' )
__Moose.Include( 'Core\\Zone.lua' )
__Moose.Include( 'Core\\Velocity.lua' )
__Moose.Include( 'Core\\Database.lua' )
__Moose.Include( 'Core\\Set.lua' )
__Moose.Include( 'Core\\Point.lua' )
__Moose.Include( 'Core\\Pathline.lua' )
__Moose.Include( 'Core\\Message.lua' )
__Moose.Include( 'Core\\Fsm.lua' )
__Moose.Include( 'Core\\Spawn.lua' )
__Moose.Include( 'Core\\SpawnStatic.lua' )
__Moose.Include( 'Core\\Timer.lua' )
__Moose.Include( 'Core\\Goal.lua' )
__Moose.Include( 'Core\\Spot.lua' )
__Moose.Include( 'Core\\Astar.lua' )
__Moose.Include( 'Core\\MarkerOps_Base.lua' )
__Moose.Include( 'Core\\TextAndSound.lua' )
__Moose.Include( 'Core\\Condition.lua' )
__Moose.Include( 'Core\\ClientMenu.lua' )
__Moose.Include( 'Wrapper\\Object.lua' )
__Moose.Include( 'Wrapper\\Identifiable.lua' )
__Moose.Include( 'Wrapper\\Positionable.lua' )
__Moose.Include( 'Wrapper\\Controllable.lua' )
__Moose.Include( 'Wrapper\\Group.lua' )
__Moose.Include( 'Wrapper\\Unit.lua' )
__Moose.Include( 'Wrapper\\Client.lua' )
__Moose.Include( 'Wrapper\\Static.lua' )
__Moose.Include( 'Wrapper\\Airbase.lua' )
__Moose.Include( 'Wrapper\\Scenery.lua' )
__Moose.Include( 'Wrapper\\Marker.lua' )
__Moose.Include( 'Wrapper\\Net.lua' )
__Moose.Include( 'Wrapper\\Weapon.lua' )
__Moose.Include( 'Wrapper\\Storage.lua' )
__Moose.Include( 'Cargo\\Cargo.lua' )
__Moose.Include( 'Cargo\\CargoUnit.lua' )
__Moose.Include( 'Cargo\\CargoSlingload.lua' )
__Moose.Include( 'Cargo\\CargoCrate.lua' )
__Moose.Include( 'Cargo\\CargoGroup.lua' )
__Moose.Include( 'Functional\\Scoring.lua' )
__Moose.Include( 'Functional\\CleanUp.lua' )
__Moose.Include( 'Functional\\Movement.lua' )
__Moose.Include( 'Functional\\Sead.lua' )
__Moose.Include( 'Functional\\Escort.lua' )
__Moose.Include( 'Functional\\MissileTrainer.lua' )
__Moose.Include( 'Functional\\ATC_Ground.lua' )
__Moose.Include( 'Functional\\Detection.lua' )
__Moose.Include( 'Functional\\DetectionZones.lua' )
__Moose.Include( 'Functional\\Designate.lua' )
__Moose.Include( 'Functional\\RAT.lua' )
__Moose.Include( 'Functional\\Range.lua' )
__Moose.Include( 'Functional\\ZoneGoal.lua' )
__Moose.Include( 'Functional\\ZoneGoalCoalition.lua' )
__Moose.Include( 'Functional\\ZoneCaptureCoalition.lua' )
__Moose.Include( 'Functional\\Artillery.lua' )
__Moose.Include( 'Functional\\Suppression.lua' )
__Moose.Include( 'Functional\\PseudoATC.lua' )
__Moose.Include( 'Functional\\Warehouse.lua' )
__Moose.Include( 'Functional\\Fox.lua' )
__Moose.Include( 'Functional\\Mantis.lua' )
__Moose.Include( 'Functional\\Shorad.lua' )
__Moose.Include( 'Functional\\Autolase.lua' )
__Moose.Include( 'Functional\\AICSAR.lua' )
__Moose.Include( 'Functional\\AmmoTruck.lua' )
__Moose.Include( 'Functional\\Tiresias.lua' )
__Moose.Include( 'Functional\\Stratego.lua' )
__Moose.Include( 'Ops\\Airboss.lua' )
__Moose.Include( 'Ops\\RecoveryTanker.lua' )
__Moose.Include( 'Ops\\RescueHelo.lua' )
__Moose.Include( 'Ops\\ATIS.lua' )
__Moose.Include( 'Ops\\Auftrag.lua' )
__Moose.Include( 'Ops\\Target.lua' )
__Moose.Include( 'Ops\\OpsGroup.lua' )
__Moose.Include( 'Ops\\FlightGroup.lua' )
__Moose.Include( 'Ops\\NavyGroup.lua' )
__Moose.Include( 'Ops\\ArmyGroup.lua' )
__Moose.Include( 'Ops\\Cohort.lua' )
__Moose.Include( 'Ops\\Squadron.lua' )
__Moose.Include( 'Ops\\Platoon.lua' )
__Moose.Include( 'Ops\\Legion.lua' )
__Moose.Include( 'Ops\\AirWing.lua' )
__Moose.Include( 'Ops\\Brigade.lua' )
__Moose.Include( 'Ops\\Intelligence.lua' )
__Moose.Include( 'Ops\\Commander.lua' )
__Moose.Include( 'Ops\\OpsTransport.lua' )
__Moose.Include( 'Ops\\CSAR.lua' )
__Moose.Include( 'Ops\\CTLD.lua' )
__Moose.Include( 'Ops\\OpsZone.lua' )
__Moose.Include( 'Ops\\Chief.lua' )
__Moose.Include( 'Ops\\Flotilla.lua' )
__Moose.Include( 'Ops\\Fleet.lua' )
__Moose.Include( 'Ops\\Awacs.lua' )
__Moose.Include( 'Ops\\PlayerTask.lua' )
__Moose.Include( 'Ops\\Operation.lua' )
__Moose.Include( 'Ops\\FlightControl.lua' )
__Moose.Include( 'Ops\\PlayerRecce.lua' )
__Moose.Include( 'Ops\\EasyGCICAP.lua' )
__Moose.Include( 'Ops\\EasyA2G.lua' )
__Moose.Include( 'AI\\AI_Balancer.lua' )
__Moose.Include( 'AI\\AI_Air.lua' )
__Moose.Include( 'AI\\AI_Air_Patrol.lua' )
__Moose.Include( 'AI\\AI_Air_Engage.lua' )
__Moose.Include( 'AI\\AI_A2A_Patrol.lua' )
__Moose.Include( 'AI\\AI_A2A_Cap.lua' )
__Moose.Include( 'AI\\AI_A2A_Gci.lua' )
__Moose.Include( 'AI\\AI_A2A_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_A2G_BAI.lua' )
__Moose.Include( 'AI\\AI_A2G_CAS.lua' )
__Moose.Include( 'AI\\AI_A2G_SEAD.lua' )
__Moose.Include( 'AI\\AI_A2G_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Patrol.lua' )
__Moose.Include( 'AI\\AI_Cap.lua' )
__Moose.Include( 'AI\\AI_Cas.lua' )
__Moose.Include( 'AI\\AI_Bai.lua' )
__Moose.Include( 'AI\\AI_Formation.lua' )
__Moose.Include( 'AI\\AI_Escort.lua' )
__Moose.Include( 'AI\\AI_Escort_Request.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher_Request.lua' )
__Moose.Include( 'AI\\AI_Cargo.lua' )
__Moose.Include( 'AI\\AI_Cargo_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Ship.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( 'Actions\\Act_Assign.lua' )
__Moose.Include( 'Actions\\Act_Route.lua' )
__Moose.Include( 'Actions\\Act_Account.lua' )
__Moose.Include( 'Actions\\Act_Assist.lua' )
__Moose.Include( 'Sound\\UserSound.lua' )
__Moose.Include( 'Sound\\SoundOutput.lua' )
__Moose.Include( 'Sound\\Radio.lua' )
__Moose.Include( 'Sound\\RadioQueue.lua' )
__Moose.Include( 'Sound\\RadioSpeech.lua' )
__Moose.Include( 'Sound\\SRS.lua' )
__Moose.Include( 'Tasking\\CommandCenter.lua' )
__Moose.Include( 'Tasking\\Mission.lua' )
__Moose.Include( 'Tasking\\Task.lua' )
__Moose.Include( 'Tasking\\TaskInfo.lua' )
__Moose.Include( 'Tasking\\Task_Manager.lua' )
__Moose.Include( 'Tasking\\DetectionManager.lua' )
__Moose.Include( 'Tasking\\Task_A2G_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2G.lua' )
__Moose.Include( 'Tasking\\Task_A2A_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2A.lua' )
__Moose.Include( 'Tasking\\Task_Cargo.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Transport.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_CSAR.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Zone.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Globals.lua' )

View File

@@ -63,8 +63,6 @@
-- @field #number power Radio power in Watts. Default 100 W. -- @field #number power Radio power in Watts. Default 100 W.
-- @field Sound.RadioQueue#RADIOQUEUE radioqueue Radio queue for broadcasing messages. -- @field Sound.RadioQueue#RADIOQUEUE radioqueue Radio queue for broadcasing messages.
-- @field #string soundpath Path to sound files. -- @field #string soundpath Path to sound files.
-- @field #string soundpathAirports Path to airport names sound files.
-- @field #string soundpathNato Path to NATO alphabet sound files.
-- @field #string relayunitname Name of the radio relay unit. -- @field #string relayunitname Name of the radio relay unit.
-- @field #table towerfrequency Table with tower frequencies. -- @field #table towerfrequency Table with tower frequencies.
-- @field #string activerunway The active runway specified by the user. -- @field #string activerunway The active runway specified by the user.
@@ -317,18 +315,18 @@
-- atis:Start() -- atis:Start()
-- --
-- This uses a male voice with US accent. It requires SRS to be installed in the `D:\DCS\_SRS\` directory. Note that backslashes need to be escaped or simply use slashes (as in linux). -- This uses a male voice with US accent. It requires SRS to be installed in the `D:\DCS\_SRS\` directory. Note that backslashes need to be escaped or simply use slashes (as in linux).
-- --
-- ### SRS can use multiple frequencies: -- ### SRS can use multiple frequencies:
-- --
-- atis=ATIS:New("Batumi", {305,103.85}, {radio.modulation.AM,radio.modulation.FM}) -- atis=ATIS:New("Batumi", {305,103.85}, {radio.modulation.AM,radio.modulation.FM})
-- atis:SetSRS("D:\\DCS\\_SRS\\", "male", "en-US") -- atis:SetSRS("D:\\DCS\\_SRS\\", "male", "en-US")
-- atis:Start() -- atis:Start()
-- --
-- ### SRS Localization -- ### SRS Localization
-- --
-- You can localize the SRS output, all you need is to provide a table of translations and set the `locale` of your instance. You need to provide the translations in your script **before you instantiate your ATIS**. -- You can localize the SRS output, all you need is to provide a table of translations and set the `locale` of your instance. You need to provide the translations in your script **before you instantiate your ATIS**.
-- The German localization (already provided in the code) e.g. looks like follows: -- The German localization (already provided in the code) e.g. looks like follows:
-- --
-- ATIS.Messages.DE = -- ATIS.Messages.DE =
-- { -- {
-- HOURS = "Uhr", -- HOURS = "Uhr",
@@ -389,13 +387,13 @@
-- FARP = "Farp", -- FARP = "Farp",
-- DELIMITER = "Komma", -- decimal delimiter -- DELIMITER = "Komma", -- decimal delimiter
-- } -- }
-- --
-- Then set up your ATIS and set the locale: -- Then set up your ATIS and set the locale:
-- --
-- atis=ATIS:New("Batumi", 305, radio.modulation.AM) -- atis=ATIS:New("Batumi", 305, radio.modulation.AM)
-- atis:SetSRS("D:\\DCS\\_SRS\\", "female", "de_DE") -- atis:SetSRS("D:\\DCS\\_SRS\\", "female", "de_DE")
-- atis:SetLocale("de") -- available locales from source are "en", "de" and "es" -- atis:SetLocale("de") -- available locales from source are "en", "de" and "es"
-- atis:Start() -- atis:Start()
-- --
-- ## FARPS -- ## FARPS
-- --
@@ -497,7 +495,7 @@ ATIS.Alphabet = {
-- @field #number TheChannel -10° (West). -- @field #number TheChannel -10° (West).
-- @field #number Syria +5° (East). -- @field #number Syria +5° (East).
-- @field #number MarianaIslands +2° (East). -- @field #number MarianaIslands +2° (East).
-- @field #number SinaiMap +5° (East). -- @field #number SinaiMao +5° (East).
ATIS.RunwayM2T = { ATIS.RunwayM2T = {
Caucasus = 0, Caucasus = 0,
Nevada = 12, Nevada = 12,
@@ -620,8 +618,6 @@ ATIS.ICAOPhraseology = {
-- @field #ATIS.Soundfile VORFrequency -- @field #ATIS.Soundfile VORFrequency
ATIS.Sound = { ATIS.Sound = {
ActiveRunway = { filename = "ActiveRunway.ogg", duration = 0.99 }, ActiveRunway = { filename = "ActiveRunway.ogg", duration = 0.99 },
ActiveRunwayDeparture = { filename = "ActiveRunwayDeparture.ogg", duration = 0.99 },
ActiveRunwayArrival = { filename = "ActiveRunwayArrival.ogg", duration = 0.99 },
AdviceOnInitial = { filename = "AdviceOnInitial.ogg", duration = 3.00 }, AdviceOnInitial = { filename = "AdviceOnInitial.ogg", duration = 3.00 },
Airport = { filename = "Airport.ogg", duration = 0.66 }, Airport = { filename = "Airport.ogg", duration = 0.66 },
Altimeter = { filename = "Altimeter.ogg", duration = 0.68 }, Altimeter = { filename = "Altimeter.ogg", duration = 0.68 },
@@ -901,7 +897,6 @@ ATIS.version = "1.0.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Correct fog for elevation. -- TODO: Correct fog for elevation.
-- TODO: Generalize sound files input to be able to use custom made sounds.
-- DONE: Option to add multiple frequencies for SRS -- DONE: Option to add multiple frequencies for SRS
-- DONE: Zulu time --> Zulu in output. -- DONE: Zulu time --> Zulu in output.
-- DONE: Fix for AB not having a runway - Helopost like Naqoura -- DONE: Fix for AB not having a runway - Helopost like Naqoura
@@ -1083,74 +1078,16 @@ function ATIS:SetLocale(locale)
return self return self
end end
--- Set sound files folder within miz file (not your local hard drive!). --- Set sound files folder within miz file.
-- @param #ATIS self -- @param #ATIS self
-- @param #string pathMain Path to folder containing main sound files. Default "ATIS Soundfiles/". Mind the slash "/" at the end! -- @param #string path Path for sound files. Default "ATIS Soundfiles/". Mind the slash "/" at the end!
-- @param #string pathAirports Path folder containing the airport names sound files. Default is `"ATIS Soundfiles/<Map Name>"`, *e.g.* `"ATIS Soundfiles/Caucasus/"`.
-- @param #string pathNato Path folder containing the NATO alphabet sound files. Default is "ATIS Soundfiles/NATO Alphabet/".
-- @return #ATIS self -- @return #ATIS self
function ATIS:SetSoundfilesPath( pathMain, pathAirports, pathNato ) function ATIS:SetSoundfilesPath( path )
self.soundpath = tostring( pathMain or "ATIS Soundfiles/" ) self.soundpath = tostring( path or "ATIS Soundfiles/" )
if pathAirports==nil then
self.soundpathAirports=self.soundpath..env.mission.theatre.."/"
else
self.soundpathAirports=pathAirports
end
if pathNato==nil then
self.soundpathNato=self.soundpath.."NATO Alphabet/"
else
self.soundpathNato=pathNato
end
self:T( self.lid .. string.format( "Setting sound files path to %s", self.soundpath ) ) self:T( self.lid .. string.format( "Setting sound files path to %s", self.soundpath ) )
return self return self
end end
--- Set the path to the csv file that contains information about the used sound files.
-- The parameter file has to be located on your local disk (**not** inside the miz file).
-- @param #ATIS self
-- @param #string csvfile Full path to the csv file on your local disk.
-- @return #ATIS self
function ATIS:SetSoundfilesInfo( csvfile )
--- Local function to return the ATIS.Soundfile for a given file name
local function getSound(filename)
for key,_soundfile in pairs(self.Sound) do
local soundfile=_soundfile --#ATIS.Soundfile
if filename==soundfile.filename then
return soundfile
end
end
return nil
end
-- Read csv file
local data=UTILS.ReadCSV(csvfile)
if data then
for i,sound in pairs(data) do
-- Get the ATIS.Soundfile
local soundfile=getSound(sound.filename..".ogg") --#ATIS.Soundfile
if soundfile then
-- Set duration
soundfile.duration=tonumber(sound.duration)
else
self:E(string.format("ERROR: Could not get info for sound file %s", sound.filename))
end
end
else
self:E(string.format("ERROR: Could not read sound csv file!"))
end
return self
end
--- Set airborne unit (airplane or helicopter), used to transmit radio messages including subtitles. --- Set airborne unit (airplane or helicopter), used to transmit radio messages including subtitles.
-- Best is to place the unit on a parking spot of the airbase and set it to *uncontrolled* in the mission editor. -- Best is to place the unit on a parking spot of the airbase and set it to *uncontrolled* in the mission editor.
-- @param #ATIS self -- @param #ATIS self
@@ -1601,13 +1538,13 @@ end
function ATIS:SetSRS(PathToSRS, Gender, Culture, Voice, Port, GoogleKey) function ATIS:SetSRS(PathToSRS, Gender, Culture, Voice, Port, GoogleKey)
--if PathToSRS or MSRS.path then --if PathToSRS or MSRS.path then
self.useSRS=true self.useSRS=true
local path = PathToSRS or MSRS.path local path = PathToSRS or MSRS.path
local gender = Gender or MSRS.gender local gender = Gender or MSRS.gender
local culture = Culture or MSRS.culture local culture = Culture or MSRS.culture
local voice = Voice or MSRS.voice local voice = Voice or MSRS.voice
local port = Port or MSRS.port or 5002 local port = Port or MSRS.port or 5002
self.msrs=MSRS:New(path, self.frequency, self.modulation) self.msrs=MSRS:New(path, self.frequency, self.modulation)
self.msrs:SetGender(gender) self.msrs:SetGender(gender)
self.msrs:SetCulture(culture) self.msrs:SetCulture(culture)
@@ -1716,16 +1653,16 @@ function ATIS:onafterStart( From, Event, To )
self.radioqueue:SetRadioPower( self.power ) self.radioqueue:SetRadioPower( self.power )
-- Init numbers. -- Init numbers.
self.radioqueue:SetDigit( 0, self.Sound.N0.filename, self.Sound.N0.duration, self.soundpath ) self.radioqueue:SetDigit( 0, ATIS.Sound.N0.filename, ATIS.Sound.N0.duration, self.soundpath )
self.radioqueue:SetDigit( 1, self.Sound.N1.filename, self.Sound.N1.duration, self.soundpath ) self.radioqueue:SetDigit( 1, ATIS.Sound.N1.filename, ATIS.Sound.N1.duration, self.soundpath )
self.radioqueue:SetDigit( 2, self.Sound.N2.filename, self.Sound.N2.duration, self.soundpath ) self.radioqueue:SetDigit( 2, ATIS.Sound.N2.filename, ATIS.Sound.N2.duration, self.soundpath )
self.radioqueue:SetDigit( 3, self.Sound.N3.filename, self.Sound.N3.duration, self.soundpath ) self.radioqueue:SetDigit( 3, ATIS.Sound.N3.filename, ATIS.Sound.N3.duration, self.soundpath )
self.radioqueue:SetDigit( 4, self.Sound.N4.filename, self.Sound.N4.duration, self.soundpath ) self.radioqueue:SetDigit( 4, ATIS.Sound.N4.filename, ATIS.Sound.N4.duration, self.soundpath )
self.radioqueue:SetDigit( 5, self.Sound.N5.filename, self.Sound.N5.duration, self.soundpath ) self.radioqueue:SetDigit( 5, ATIS.Sound.N5.filename, ATIS.Sound.N5.duration, self.soundpath )
self.radioqueue:SetDigit( 6, self.Sound.N6.filename, self.Sound.N6.duration, self.soundpath ) self.radioqueue:SetDigit( 6, ATIS.Sound.N6.filename, ATIS.Sound.N6.duration, self.soundpath )
self.radioqueue:SetDigit( 7, self.Sound.N7.filename, self.Sound.N7.duration, self.soundpath ) self.radioqueue:SetDigit( 7, ATIS.Sound.N7.filename, ATIS.Sound.N7.duration, self.soundpath )
self.radioqueue:SetDigit( 8, self.Sound.N8.filename, self.Sound.N8.duration, self.soundpath ) self.radioqueue:SetDigit( 8, ATIS.Sound.N8.filename, ATIS.Sound.N8.duration, self.soundpath )
self.radioqueue:SetDigit( 9, self.Sound.N9.filename, self.Sound.N9.duration, self.soundpath ) self.radioqueue:SetDigit( 9, ATIS.Sound.N9.filename, ATIS.Sound.N9.duration, self.soundpath )
-- Start radio queue. -- Start radio queue.
self.radioqueue:Start( 1, 0.1 ) self.radioqueue:Start( 1, 0.1 )
@@ -1972,7 +1909,7 @@ function ATIS:onafterBroadcast( From, Event, To )
-------------------------- --------------------------
--- Sunrise and Sunset --- --- Sunrise and Sunset ---
-------------------------- --------------------------
local hours = self.gettext:GetEntry("HOURS",self.locale) local hours = self.gettext:GetEntry("HOURS",self.locale)
local sunrise = coord:GetSunrise() local sunrise = coord:GetSunrise()
sunrise = UTILS.Split( sunrise, ":" ) sunrise = UTILS.Split( sunrise, ":" )
@@ -2076,39 +2013,7 @@ function ATIS:onafterBroadcast( From, Event, To )
-- Precepitation: 0=None, 1=Rain, 2=Thunderstorm, 3=Snow, 4=Snowstorm. -- Precepitation: 0=None, 1=Rain, 2=Thunderstorm, 3=Snow, 4=Snowstorm.
local precepitation = 0 local precepitation = 0
if cloudspreset:find( "RainyPreset1" ) then if cloudspreset:find( "Preset10" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset2" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset3" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "Preset10" ) then
-- Scattered 5 -- Scattered 5
clouddens = 4 clouddens = 4
elseif cloudspreset:find( "Preset11" ) then elseif cloudspreset:find( "Preset11" ) then
@@ -2189,8 +2094,38 @@ function ATIS:onafterBroadcast( From, Event, To )
elseif cloudspreset:find( "Preset9" ) then elseif cloudspreset:find( "Preset9" ) then
-- Scattered 4 -- Scattered 4
clouddens = 4 clouddens = 4
else elseif cloudspreset:find( "RainyPreset" ) then
self:E(string.format("WARNING! Unknown weather preset: %s", tostring(cloudspreset))) -- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset1" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset2" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
elseif cloudspreset:find( "RainyPreset3" ) then
-- Overcast + Rain
clouddens = 9
if temperature > 5 then
precepitation = 1 -- rain
else
precepitation = 3 -- snow
end
end end
local CLOUDBASE = string.format( "%d", UTILS.MetersToFeet( cloudbase ) ) local CLOUDBASE = string.format( "%d", UTILS.MetersToFeet( cloudbase ) )
@@ -2212,36 +2147,36 @@ function ATIS:onafterBroadcast( From, Event, To )
-- No cloud info for dynamic weather. -- No cloud info for dynamic weather.
local CloudCover = {} -- #ATIS.Soundfile local CloudCover = {} -- #ATIS.Soundfile
CloudCover = self.Sound.CloudsNotAvailable CloudCover = ATIS.Sound.CloudsNotAvailable
--local CLOUDSsub = "Cloud coverage information not available" --local CLOUDSsub = "Cloud coverage information not available"
local CLOUDSsub = self.gettext:GetEntry("NOCLOUDINFO",self.locale) local CLOUDSsub = self.gettext:GetEntry("NOCLOUDINFO",self.locale)
-- Only valid for static weather. -- Only valid for static weather.
if static then if static then
if clouddens >= 9 then if clouddens >= 9 then
-- Overcast 9,10 -- Overcast 9,10
CloudCover = self.Sound.CloudsOvercast CloudCover = ATIS.Sound.CloudsOvercast
--CLOUDSsub = "Overcast" --CLOUDSsub = "Overcast"
CLOUDSsub = self.gettext:GetEntry("OVERCAST",self.locale) CLOUDSsub = self.gettext:GetEntry("OVERCAST",self.locale)
elseif clouddens >= 7 then elseif clouddens >= 7 then
-- Broken 7,8 -- Broken 7,8
CloudCover = self.Sound.CloudsBroken CloudCover = ATIS.Sound.CloudsBroken
--CLOUDSsub = "Broken clouds" --CLOUDSsub = "Broken clouds"
CLOUDSsub = self.gettext:GetEntry("BROKEN",self.locale) CLOUDSsub = self.gettext:GetEntry("BROKEN",self.locale)
elseif clouddens >= 4 then elseif clouddens >= 4 then
-- Scattered 4,5,6 -- Scattered 4,5,6
CloudCover = self.Sound.CloudsScattered CloudCover = ATIS.Sound.CloudsScattered
--CLOUDSsub = "Scattered clouds" --CLOUDSsub = "Scattered clouds"
CLOUDSsub = self.gettext:GetEntry("SCATTERED",self.locale) CLOUDSsub = self.gettext:GetEntry("SCATTERED",self.locale)
elseif clouddens >= 1 then elseif clouddens >= 1 then
-- Few 1,2,3 -- Few 1,2,3
CloudCover = self.Sound.CloudsFew CloudCover = ATIS.Sound.CloudsFew
--CLOUDSsub = "Few clouds" --CLOUDSsub = "Few clouds"
CLOUDSsub = self.gettext:GetEntry("FEWCLOUDS",self.locale) CLOUDSsub = self.gettext:GetEntry("FEWCLOUDS",self.locale)
else else
-- No clouds -- No clouds
CLOUDBASE = nil CLOUDBASE = nil
CLOUDCEIL = nil CLOUDCEIL = nil
CloudCover = self.Sound.CloudsNo CloudCover = ATIS.Sound.CloudsNo
--CLOUDSsub = "No clouds" --CLOUDSsub = "No clouds"
CLOUDSsub = self.gettext:GetEntry("NOCLOUDS",self.locale) CLOUDSsub = self.gettext:GetEntry("NOCLOUDS",self.locale)
end end
@@ -2265,7 +2200,7 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
if not self.useSRS then if not self.useSRS then
--self:I(string.format( "%s/%s.ogg", self.theatre, self.airbasename )) --self:I(string.format( "%s/%s.ogg", self.theatre, self.airbasename ))
self.radioqueue:NewTransmission( string.format( "%s.ogg", self.airbasename ), 3.0, self.soundpathAirports, nil, nil, subtitle, self.subduration ) self.radioqueue:NewTransmission( string.format( "%s/%s.ogg", self.theatre, self.airbasename ), 3.0, self.soundpath, nil, nil, subtitle, self.subduration )
end end
local alltext = subtitle local alltext = subtitle
@@ -2275,8 +2210,8 @@ function ATIS:onafterBroadcast( From, Event, To )
subtitle = string.format( "%s %s", information, NATO ) subtitle = string.format( "%s %s", information, NATO )
local _INFORMATION = subtitle local _INFORMATION = subtitle
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.Information, 0.5, subtitle ) self:Transmission( ATIS.Sound.Information, 0.5, subtitle )
self.radioqueue:NewTransmission( string.format( "%s.ogg", NATO ), 0.75, self.soundpathNato ) self.radioqueue:NewTransmission( string.format( "NATO Alphabet/%s.ogg", NATO ), 0.75, self.soundpath )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2284,7 +2219,7 @@ function ATIS:onafterBroadcast( From, Event, To )
subtitle = string.format( "%s Zulu", ZULU ) subtitle = string.format( "%s Zulu", ZULU )
if not self.useSRS then if not self.useSRS then
self.radioqueue:Number2Transmission( ZULU, nil, 0.5 ) self.radioqueue:Number2Transmission( ZULU, nil, 0.5 )
self:Transmission( self.Sound.Zulu, 0.2, subtitle ) self:Transmission( ATIS.Sound.Zulu, 0.2, subtitle )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2295,9 +2230,9 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Sunrise at %s local time", SUNRISE ) --subtitle = string.format( "Sunrise at %s local time", SUNRISE )
subtitle = string.format( sunrise, SUNRISE ) subtitle = string.format( sunrise, SUNRISE )
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.SunriseAt, 0.5, subtitle ) self:Transmission( ATIS.Sound.SunriseAt, 0.5, subtitle )
self.radioqueue:Number2Transmission( SUNRISE, nil, 0.2 ) self.radioqueue:Number2Transmission( SUNRISE, nil, 0.2 )
self:Transmission( self.Sound.TimeLocal, 0.2 ) self:Transmission( ATIS.Sound.TimeLocal, 0.2 )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2306,9 +2241,9 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Sunset at %s local time", SUNSET ) --subtitle = string.format( "Sunset at %s local time", SUNSET )
subtitle = string.format( sunset, SUNSET ) subtitle = string.format( sunset, SUNSET )
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.SunsetAt, 0.5, subtitle ) self:Transmission( ATIS.Sound.SunsetAt, 0.5, subtitle )
self.radioqueue:Number2Transmission( SUNSET, nil, 0.5 ) self.radioqueue:Number2Transmission( SUNSET, nil, 0.5 )
self:Transmission( self.Sound.TimeLocal, 0.2 ) self:Transmission( ATIS.Sound.TimeLocal, 0.2 )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
end end
@@ -2333,17 +2268,17 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
local _WIND = subtitle local _WIND = subtitle
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.WindFrom, 1.0, subtitle ) self:Transmission( ATIS.Sound.WindFrom, 1.0, subtitle )
self.radioqueue:Number2Transmission( WINDFROM ) self.radioqueue:Number2Transmission( WINDFROM )
self:Transmission( self.Sound.At, 0.2 ) self:Transmission( ATIS.Sound.At, 0.2 )
self.radioqueue:Number2Transmission( WINDSPEED ) self.radioqueue:Number2Transmission( WINDSPEED )
if self.metric then if self.metric then
self:Transmission( self.Sound.MetersPerSecond, 0.2 ) self:Transmission( ATIS.Sound.MetersPerSecond, 0.2 )
else else
self:Transmission( self.Sound.Knots, 0.2 ) self:Transmission( ATIS.Sound.Knots, 0.2 )
end end
if turbulence > 0 then if turbulence > 0 then
self:Transmission( self.Sound.Gusting, 0.2 ) self:Transmission( ATIS.Sound.Gusting, 0.2 )
end end
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2359,12 +2294,12 @@ function ATIS:onafterBroadcast( From, Event, To )
subtitle = string.format( visi, VISIBILITY ) subtitle = string.format( visi, VISIBILITY )
end end
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.Visibilty, 1.0, subtitle ) self:Transmission( ATIS.Sound.Visibilty, 1.0, subtitle )
self.radioqueue:Number2Transmission( VISIBILITY ) self.radioqueue:Number2Transmission( VISIBILITY )
if self.metric then if self.metric then
self:Transmission( self.Sound.Kilometers, 0.2 ) self:Transmission( ATIS.Sound.Kilometers, 0.2 )
else else
self:Transmission( self.Sound.StatuteMiles, 0.2 ) self:Transmission( ATIS.Sound.StatuteMiles, 0.2 )
end end
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2415,21 +2350,21 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Weather phenomena: %s", wpsub ) --subtitle = string.format( "Weather phenomena: %s", wpsub )
subtitle = string.format( "%s: %s", phenos, wpsub ) subtitle = string.format( "%s: %s", phenos, wpsub )
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.WeatherPhenomena, 1.0, subtitle ) self:Transmission( ATIS.Sound.WeatherPhenomena, 1.0, subtitle )
if precepitation == 1 then if precepitation == 1 then
self:Transmission( self.Sound.Rain, 0.5 ) self:Transmission( ATIS.Sound.Rain, 0.5 )
elseif precepitation == 2 then elseif precepitation == 2 then
self:Transmission( self.Sound.ThunderStorm, 0.5 ) self:Transmission( ATIS.Sound.ThunderStorm, 0.5 )
elseif precepitation == 3 then elseif precepitation == 3 then
self:Transmission( self.Sound.Snow, 0.5 ) self:Transmission( ATIS.Sound.Snow, 0.5 )
elseif precepitation == 4 then elseif precepitation == 4 then
self:Transmission( self.Sound.SnowStorm, 0.5 ) self:Transmission( ATIS.Sound.SnowStorm, 0.5 )
end end
if fog then if fog then
self:Transmission( self.Sound.Fog, 0.5 ) self:Transmission( ATIS.Sound.Fog, 0.5 )
end end
if dust then if dust then
self:Transmission( self.Sound.Dust, 0.5 ) self:Transmission( ATIS.Sound.Dust, 0.5 )
end end
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2455,29 +2390,29 @@ function ATIS:onafterBroadcast( From, Event, To )
subtitle = string.format( cloudbase, cbase, cceil ) subtitle = string.format( cloudbase, cbase, cceil )
end end
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.CloudBase, 1.0, subtitle ) self:Transmission( ATIS.Sound.CloudBase, 1.0, subtitle )
if tonumber( CLOUDBASE1000 ) > 0 then if tonumber( CLOUDBASE1000 ) > 0 then
self.radioqueue:Number2Transmission( CLOUDBASE1000 ) self.radioqueue:Number2Transmission( CLOUDBASE1000 )
self:Transmission( self.Sound.Thousand, 0.1 ) self:Transmission( ATIS.Sound.Thousand, 0.1 )
end end
if tonumber( CLOUDBASE0100 ) > 0 then if tonumber( CLOUDBASE0100 ) > 0 then
self.radioqueue:Number2Transmission( CLOUDBASE0100 ) self.radioqueue:Number2Transmission( CLOUDBASE0100 )
self:Transmission( self.Sound.Hundred, 0.1 ) self:Transmission( ATIS.Sound.Hundred, 0.1 )
end end
-- Ceiling -- Ceiling
self:Transmission( self.Sound.CloudCeiling, 0.5 ) self:Transmission( ATIS.Sound.CloudCeiling, 0.5 )
if tonumber( CLOUDCEIL1000 ) > 0 then if tonumber( CLOUDCEIL1000 ) > 0 then
self.radioqueue:Number2Transmission( CLOUDCEIL1000 ) self.radioqueue:Number2Transmission( CLOUDCEIL1000 )
self:Transmission( self.Sound.Thousand, 0.1 ) self:Transmission( ATIS.Sound.Thousand, 0.1 )
end end
if tonumber( CLOUDCEIL0100 ) > 0 then if tonumber( CLOUDCEIL0100 ) > 0 then
self.radioqueue:Number2Transmission( CLOUDCEIL0100 ) self.radioqueue:Number2Transmission( CLOUDCEIL0100 )
self:Transmission( self.Sound.Hundred, 0.1 ) self:Transmission( ATIS.Sound.Hundred, 0.1 )
end end
if self.metric then if self.metric then
self:Transmission( self.Sound.Meters, 0.1 ) self:Transmission( ATIS.Sound.Meters, 0.1 )
else else
self:Transmission( self.Sound.Feet, 0.1 ) self:Transmission( ATIS.Sound.Feet, 0.1 )
end end
end end
end end
@@ -2505,15 +2440,15 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
local _TEMPERATURE = subtitle local _TEMPERATURE = subtitle
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.Temperature, 1.0, subtitle ) self:Transmission( ATIS.Sound.Temperature, 1.0, subtitle )
if temperature < 0 then if temperature < 0 then
self:Transmission( self.Sound.Minus, 0.2 ) self:Transmission( ATIS.Sound.Minus, 0.2 )
end end
self.radioqueue:Number2Transmission( TEMPERATURE ) self.radioqueue:Number2Transmission( TEMPERATURE )
if self.TDegF then if self.TDegF then
self:Transmission( self.Sound.DegreesFahrenheit, 0.2 ) self:Transmission( ATIS.Sound.DegreesFahrenheit, 0.2 )
else else
self:Transmission( self.Sound.DegreesCelsius, 0.2 ) self:Transmission( ATIS.Sound.DegreesCelsius, 0.2 )
end end
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2539,15 +2474,15 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
local _DEWPOINT = subtitle local _DEWPOINT = subtitle
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.DewPoint, 1.0, subtitle ) self:Transmission( ATIS.Sound.DewPoint, 1.0, subtitle )
if dewpoint < 0 then if dewpoint < 0 then
self:Transmission( self.Sound.Minus, 0.2 ) self:Transmission( ATIS.Sound.Minus, 0.2 )
end end
self.radioqueue:Number2Transmission( DEWPOINT ) self.radioqueue:Number2Transmission( DEWPOINT )
if self.TDegF then if self.TDegF then
self:Transmission( self.Sound.DegreesFahrenheit, 0.2 ) self:Transmission( ATIS.Sound.DegreesFahrenheit, 0.2 )
else else
self:Transmission( self.Sound.DegreesCelsius, 0.2 ) self:Transmission( ATIS.Sound.DegreesCelsius, 0.2 )
end end
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2594,33 +2529,33 @@ function ATIS:onafterBroadcast( From, Event, To )
local _ALTIMETER = subtitle local _ALTIMETER = subtitle
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.Altimeter, 1.0, subtitle ) self:Transmission( ATIS.Sound.Altimeter, 1.0, subtitle )
if not self.qnhonly then if not self.qnhonly then
self:Transmission( self.Sound.QNH, 0.5 ) self:Transmission( ATIS.Sound.QNH, 0.5 )
end end
self.radioqueue:Number2Transmission( QNH[1] ) self.radioqueue:Number2Transmission( QNH[1] )
if ATIS.ICAOPhraseology[UTILS.GetDCSMap()] then if ATIS.ICAOPhraseology[UTILS.GetDCSMap()] then
self:Transmission( self.Sound.Decimal, 0.2 ) self:Transmission( ATIS.Sound.Decimal, 0.2 )
end end
self.radioqueue:Number2Transmission( QNH[2] ) self.radioqueue:Number2Transmission( QNH[2] )
if not self.qnhonly then if not self.qnhonly then
self:Transmission( self.Sound.QFE, 0.75 ) self:Transmission( ATIS.Sound.QFE, 0.75 )
self.radioqueue:Number2Transmission( QFE[1] ) self.radioqueue:Number2Transmission( QFE[1] )
if ATIS.ICAOPhraseology[UTILS.GetDCSMap()] then if ATIS.ICAOPhraseology[UTILS.GetDCSMap()] then
self:Transmission( self.Sound.Decimal, 0.2 ) self:Transmission( ATIS.Sound.Decimal, 0.2 )
end end
self.radioqueue:Number2Transmission( QFE[2] ) self.radioqueue:Number2Transmission( QFE[2] )
end end
if self.PmmHg then if self.PmmHg then
self:Transmission( self.Sound.MillimetersOfMercury, 0.1 ) self:Transmission( ATIS.Sound.MillimetersOfMercury, 0.1 )
else else
if self.metric then if self.metric then
self:Transmission( self.Sound.HectoPascal, 0.1 ) self:Transmission( ATIS.Sound.HectoPascal, 0.1 )
else else
self:Transmission( self.Sound.InchesOfMercury, 0.1 ) self:Transmission( ATIS.Sound.InchesOfMercury, 0.1 )
end end
end end
end end
@@ -2631,55 +2566,41 @@ function ATIS:onafterBroadcast( From, Event, To )
if not self.ATISforFARPs then if not self.ATISforFARPs then
-- Active runway. -- Active runway.
local subtitle = "" local subtitle = ""
if runwayLanding and runwayLanding ~= runwayTakeoff then if runwayLanding then
local actrun = self.gettext:GetEntry("ACTIVELANDING",self.locale) local actrun = self.gettext:GetEntry("ACTIVELANDING",self.locale)
--subtitle=string.format("Active runway landing %s", runwayLanding)
subtitle=string.format("%s %s", actrun, runwayLanding) subtitle=string.format("%s %s", actrun, runwayLanding)
if rwyLandingLeft==true then if rwyLandingLeft==true then
--subtitle=subtitle.." Left"
subtitle=subtitle.." "..self.gettext:GetEntry("LEFT",self.locale) subtitle=subtitle.." "..self.gettext:GetEntry("LEFT",self.locale)
elseif rwyLandingLeft==false then elseif rwyLandingLeft==false then
--subtitle=subtitle.." Right"
subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale) subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale)
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
end
if not self.useSRS then
self:Transmission(self.Sound.ActiveRunwayArrival, 1.0, subtitle)
self.radioqueue:Number2Transmission(runwayLanding)
if rwyLandingLeft==true then
self:Transmission(self.Sound.Left, 0.2)
elseif rwyLandingLeft==false then
self:Transmission(self.Sound.Right, 0.2)
end
end
end
if runwayTakeoff then if runwayTakeoff then
local actrun = self.gettext:GetEntry("ACTIVERUN",self.locale) local actrun = self.gettext:GetEntry("ACTIVERUN",self.locale)
--subtitle=string.format("Active runway %s", runwayLanding)
subtitle=string.format("%s %s", actrun, runwayTakeoff) subtitle=string.format("%s %s", actrun, runwayTakeoff)
if rwyTakeoffLeft==true then if rwyTakeoffLeft==true then
--subtitle=subtitle.." Left"
subtitle=subtitle.." "..self.gettext:GetEntry("LEFT",self.locale) subtitle=subtitle.." "..self.gettext:GetEntry("LEFT",self.locale)
elseif rwyTakeoffLeft==false then elseif rwyTakeoffLeft==false then
--subtitle=subtitle.." Right"
subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale) subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale)
end end
alltext = alltext .. ";\n" .. subtitle
if not self.useSRS then
self:Transmission(self.Sound.ActiveRunwayDeparture, 1.0, subtitle)
self.radioqueue:Number2Transmission(runwayTakeoff)
if rwyTakeoffLeft==true then
self:Transmission(self.Sound.Left, 0.2)
elseif rwyTakeoffLeft==false then
self:Transmission(self.Sound.Right, 0.2)
end
end
end end
_RUNACT = subtitle _RUNACT = subtitle
if not self.useSRS then
self:Transmission(ATIS.Sound.ActiveRunway, 1.0, subtitle)
self.radioqueue:Number2Transmission(runwayLanding)
if rwyLandingLeft==true then
self:Transmission(ATIS.Sound.Left, 0.2)
elseif rwyLandingLeft==false then
self:Transmission(ATIS.Sound.Right, 0.2)
end
end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
-- Runway length. -- Runway length.
@@ -2708,32 +2629,31 @@ function ATIS:onafterBroadcast( From, Event, To )
-- Transmit. -- Transmit.
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.RunwayLength, 1.0, subtitle ) self:Transmission( ATIS.Sound.RunwayLength, 1.0, subtitle )
if tonumber( L1000 ) > 0 then if tonumber( L1000 ) > 0 then
self.radioqueue:Number2Transmission( L1000 ) self.radioqueue:Number2Transmission( L1000 )
self:Transmission( self.Sound.Thousand, 0.1 ) self:Transmission( ATIS.Sound.Thousand, 0.1 )
end end
if tonumber( L0100 ) > 0 then if tonumber( L0100 ) > 0 then
self.radioqueue:Number2Transmission( L0100 ) self.radioqueue:Number2Transmission( L0100 )
self:Transmission( self.Sound.Hundred, 0.1 ) self:Transmission( ATIS.Sound.Hundred, 0.1 )
end end
if self.metric then if self.metric then
self:Transmission( self.Sound.Meters, 0.1 ) self:Transmission( ATIS.Sound.Meters, 0.1 )
else else
self:Transmission( self.Sound.Feet, 0.1 ) self:Transmission( ATIS.Sound.Feet, 0.1 )
end end
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
end end
end end
-- Airfield elevation -- Airfield elevation
if self.elevation then if self.elevation then
local elev = self.gettext:GetEntry("ELEVATION",self.locale) local elev = self.gettext:GetEntry("ELEVATION",self.locale)
local meters = self.gettext:GetEntry("METERS",self.locale) local meters = self.gettext:GetEntry("METERS",self.locale)
local feet = self.gettext:GetEntry("FEET",self.locale) local feet = self.gettext:GetEntry("FEET",self.locale)
local elevation = self.airbase:GetHeight() local elevation = self.airbase:GetHeight()
if not self.metric then if not self.metric then
elevation = UTILS.MetersToFeet( elevation ) elevation = UTILS.MetersToFeet( elevation )
@@ -2753,19 +2673,19 @@ function ATIS:onafterBroadcast( From, Event, To )
-- Transmit. -- Transmit.
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.Elevation, 1.0, subtitle ) self:Transmission( ATIS.Sound.Elevation, 1.0, subtitle )
if tonumber( L1000 ) > 0 then if tonumber( L1000 ) > 0 then
self.radioqueue:Number2Transmission( L1000 ) self.radioqueue:Number2Transmission( L1000 )
self:Transmission( self.Sound.Thousand, 0.1 ) self:Transmission( ATIS.Sound.Thousand, 0.1 )
end end
if tonumber( L0100 ) > 0 then if tonumber( L0100 ) > 0 then
self.radioqueue:Number2Transmission( L0100 ) self.radioqueue:Number2Transmission( L0100 )
self:Transmission( self.Sound.Hundred, 0.1 ) self:Transmission( ATIS.Sound.Hundred, 0.1 )
end end
if self.metric then if self.metric then
self:Transmission( self.Sound.Meters, 0.1 ) self:Transmission( ATIS.Sound.Meters, 0.1 )
else else
self:Transmission( self.Sound.Feet, 0.1 ) self:Transmission( ATIS.Sound.Feet, 0.1 )
end end
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2784,16 +2704,16 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Tower frequency %s", freqs ) --subtitle = string.format( "Tower frequency %s", freqs )
subtitle = string.format( "%s %s", twrfrq, freqs ) subtitle = string.format( "%s %s", twrfrq, freqs )
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.TowerFrequency, 1.0, subtitle ) self:Transmission( ATIS.Sound.TowerFrequency, 1.0, subtitle )
for _, freq in pairs( self.towerfrequency ) do for _, freq in pairs( self.towerfrequency ) do
local f = string.format( "%.3f", freq ) local f = string.format( "%.3f", freq )
f = UTILS.Split( f, "." ) f = UTILS.Split( f, "." )
self.radioqueue:Number2Transmission( f[1], nil, 0.5 ) self.radioqueue:Number2Transmission( f[1], nil, 0.5 )
if tonumber( f[2] ) > 0 then if tonumber( f[2] ) > 0 then
self:Transmission( self.Sound.Decimal, 0.2 ) self:Transmission( ATIS.Sound.Decimal, 0.2 )
self.radioqueue:Number2Transmission( f[2] ) self.radioqueue:Number2Transmission( f[2] )
end end
self:Transmission( self.Sound.MegaHertz, 0.2 ) self:Transmission( ATIS.Sound.MegaHertz, 0.2 )
end end
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2806,15 +2726,15 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "ILS frequency %.2f MHz", ils.frequency ) --subtitle = string.format( "ILS frequency %.2f MHz", ils.frequency )
subtitle = string.format( "%s %.2f MHz", ilstxt, ils.frequency ) subtitle = string.format( "%s %.2f MHz", ilstxt, ils.frequency )
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.ILSFrequency, 1.0, subtitle ) self:Transmission( ATIS.Sound.ILSFrequency, 1.0, subtitle )
local f = string.format( "%.2f", ils.frequency ) local f = string.format( "%.2f", ils.frequency )
f = UTILS.Split( f, "." ) f = UTILS.Split( f, "." )
self.radioqueue:Number2Transmission( f[1], nil, 0.5 ) self.radioqueue:Number2Transmission( f[1], nil, 0.5 )
if tonumber( f[2] ) > 0 then if tonumber( f[2] ) > 0 then
self:Transmission( self.Sound.Decimal, 0.2 ) self:Transmission( ATIS.Sound.Decimal, 0.2 )
self.radioqueue:Number2Transmission( f[2] ) self.radioqueue:Number2Transmission( f[2] )
end end
self:Transmission( self.Sound.MegaHertz, 0.2 ) self:Transmission( ATIS.Sound.MegaHertz, 0.2 )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
end end
@@ -2826,15 +2746,15 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Outer NDB frequency %.2f MHz", ndb.frequency ) --subtitle = string.format( "Outer NDB frequency %.2f MHz", ndb.frequency )
subtitle = string.format( "%s %.2f MHz", ndbtxt, ndb.frequency ) subtitle = string.format( "%s %.2f MHz", ndbtxt, ndb.frequency )
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.OuterNDBFrequency, 1.0, subtitle ) self:Transmission( ATIS.Sound.OuterNDBFrequency, 1.0, subtitle )
local f = string.format( "%.2f", ndb.frequency ) local f = string.format( "%.2f", ndb.frequency )
f = UTILS.Split( f, "." ) f = UTILS.Split( f, "." )
self.radioqueue:Number2Transmission( f[1], nil, 0.5 ) self.radioqueue:Number2Transmission( f[1], nil, 0.5 )
if tonumber( f[2] ) > 0 then if tonumber( f[2] ) > 0 then
self:Transmission( self.Sound.Decimal, 0.2 ) self:Transmission( ATIS.Sound.Decimal, 0.2 )
self.radioqueue:Number2Transmission( f[2] ) self.radioqueue:Number2Transmission( f[2] )
end end
self:Transmission( self.Sound.MegaHertz, 0.2 ) self:Transmission( ATIS.Sound.MegaHertz, 0.2 )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
end end
@@ -2846,15 +2766,15 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Inner NDB frequency %.2f MHz", ndb.frequency ) --subtitle = string.format( "Inner NDB frequency %.2f MHz", ndb.frequency )
subtitle = string.format( "%s %.2f MHz", ndbtxt, ndb.frequency ) subtitle = string.format( "%s %.2f MHz", ndbtxt, ndb.frequency )
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.InnerNDBFrequency, 1.0, subtitle ) self:Transmission( ATIS.Sound.InnerNDBFrequency, 1.0, subtitle )
local f = string.format( "%.2f", ndb.frequency ) local f = string.format( "%.2f", ndb.frequency )
f = UTILS.Split( f, "." ) f = UTILS.Split( f, "." )
self.radioqueue:Number2Transmission( f[1], nil, 0.5 ) self.radioqueue:Number2Transmission( f[1], nil, 0.5 )
if tonumber( f[2] ) > 0 then if tonumber( f[2] ) > 0 then
self:Transmission( self.Sound.Decimal, 0.2 ) self:Transmission( ATIS.Sound.Decimal, 0.2 )
self.radioqueue:Number2Transmission( f[2] ) self.radioqueue:Number2Transmission( f[2] )
end end
self:Transmission( self.Sound.MegaHertz, 0.2 ) self:Transmission( ATIS.Sound.MegaHertz, 0.2 )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
end end
@@ -2870,15 +2790,15 @@ function ATIS:onafterBroadcast( From, Event, To )
subtitle = string.format( "%s %.2f MHz", vorttstxt, self.vor ) subtitle = string.format( "%s %.2f MHz", vorttstxt, self.vor )
end end
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.VORFrequency, 1.0, subtitle ) self:Transmission( ATIS.Sound.VORFrequency, 1.0, subtitle )
local f = string.format( "%.2f", self.vor ) local f = string.format( "%.2f", self.vor )
f = UTILS.Split( f, "." ) f = UTILS.Split( f, "." )
self.radioqueue:Number2Transmission( f[1], nil, 0.5 ) self.radioqueue:Number2Transmission( f[1], nil, 0.5 )
if tonumber( f[2] ) > 0 then if tonumber( f[2] ) > 0 then
self:Transmission( self.Sound.Decimal, 0.2 ) self:Transmission( ATIS.Sound.Decimal, 0.2 )
self.radioqueue:Number2Transmission( f[2] ) self.radioqueue:Number2Transmission( f[2] )
end end
self:Transmission( self.Sound.MegaHertz, 0.2 ) self:Transmission( ATIS.Sound.MegaHertz, 0.2 )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
end end
@@ -2889,9 +2809,9 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle=string.format("TACAN channel %dX Ray", self.tacan) --subtitle=string.format("TACAN channel %dX Ray", self.tacan)
subtitle=string.format(tactxt, self.tacan) subtitle=string.format(tactxt, self.tacan)
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.TACANChannel, 1.0, subtitle ) self:Transmission( ATIS.Sound.TACANChannel, 1.0, subtitle )
self.radioqueue:Number2Transmission( tostring( self.tacan ), nil, 0.2 ) self.radioqueue:Number2Transmission( tostring( self.tacan ), nil, 0.2 )
self.radioqueue:NewTransmission( "Xray.ogg", 0.75, self.soundpathNato, nil, 0.2 ) self.radioqueue:NewTransmission( "NATO Alphabet/Xray.ogg", 0.75, self.soundpath, nil, 0.2 )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
end end
@@ -2902,7 +2822,7 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "RSBN channel %d", self.rsbn ) --subtitle = string.format( "RSBN channel %d", self.rsbn )
subtitle = string.format( "%s %d", rsbntxt, self.rsbn ) subtitle = string.format( "%s %d", rsbntxt, self.rsbn )
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.RSBNChannel, 1.0, subtitle ) self:Transmission( ATIS.Sound.RSBNChannel, 1.0, subtitle )
self.radioqueue:Number2Transmission( tostring( self.rsbn ), nil, 0.2 ) self.radioqueue:Number2Transmission( tostring( self.rsbn ), nil, 0.2 )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2915,7 +2835,7 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "PRMG channel %d", ndb.frequency ) --subtitle = string.format( "PRMG channel %d", ndb.frequency )
subtitle = string.format( "%s %d", prmtxt, ndb.frequency ) subtitle = string.format( "%s %d", prmtxt, ndb.frequency )
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.PRMGChannel, 1.0, subtitle ) self:Transmission( ATIS.Sound.PRMGChannel, 1.0, subtitle )
self.radioqueue:Number2Transmission( tostring( ndb.frequency ), nil, 0.5 ) self.radioqueue:Number2Transmission( tostring( ndb.frequency ), nil, 0.5 )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2931,8 +2851,8 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle = string.format( "Advise on initial contact, you have information %s", NATO ) --subtitle = string.format( "Advise on initial contact, you have information %s", NATO )
subtitle = string.format( "%s %s", advtxt, NATO ) subtitle = string.format( "%s %s", advtxt, NATO )
if not self.useSRS then if not self.useSRS then
self:Transmission( self.Sound.AdviceOnInitial, 0.5, subtitle ) self:Transmission( ATIS.Sound.AdviceOnInitial, 0.5, subtitle )
self.radioqueue:NewTransmission( string.format( "%s.ogg", NATO ), 0.75, self.soundpathNato ) self.radioqueue:NewTransmission( string.format( "NATO Alphabet/%s.ogg", NATO ), 0.75, self.soundpath )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
@@ -2971,8 +2891,8 @@ function ATIS:onafterReport( From, Event, To, Text )
local emes = self.gettext:GetEntry("METERSPER",self.locale) local emes = self.gettext:GetEntry("METERSPER",self.locale)
local tacan = self.gettext:GetEntry("TACAN",self.locale) local tacan = self.gettext:GetEntry("TACAN",self.locale)
local farp = self.gettext:GetEntry("FARP",self.locale) local farp = self.gettext:GetEntry("FARP",self.locale)
local text = string.gsub( text, "SM", statute ) local text = string.gsub( text, "SM", statute )
text = string.gsub( text, "°C", degc ) text = string.gsub( text, "°C", degc )
text = string.gsub( text, "°F", degf ) text = string.gsub( text, "°F", degf )
@@ -2982,13 +2902,13 @@ function ATIS:onafterReport( From, Event, To, Text )
text = string.gsub( text, "m/s", emes ) text = string.gsub( text, "m/s", emes )
text = string.gsub( text, "TACAN", tacan ) text = string.gsub( text, "TACAN", tacan )
text = string.gsub( text, "FARP", farp ) text = string.gsub( text, "FARP", farp )
local delimiter = self.gettext:GetEntry("DELIMITER",self.locale) local delimiter = self.gettext:GetEntry("DELIMITER",self.locale)
if string.lower(self.locale) ~= "en" then if string.lower(self.locale) ~= "en" then
text = string.gsub(text,"(%d+)(%.)(%d+)","%1 "..delimiter.." %3") text = string.gsub(text,"(%d+)(%.)(%d+)","%1 "..delimiter.." %3")
end end
-- Replace ";" by "." -- Replace ";" by "."
local text = string.gsub( text, ";", " . " ) local text = string.gsub( text, ";", " . " )
@@ -2996,7 +2916,7 @@ function ATIS:onafterReport( From, Event, To, Text )
self:T( "SRS TTS: " .. text ) self:T( "SRS TTS: " .. text )
-- Play text-to-speech report. -- Play text-to-speech report.
local duration = MSRS.getSpeechTime(text,0.95) local duration = STTS.getSpeechTime(text,0.95)
self.msrsQ:NewTransmission(text,duration,self.msrs,nil,2) self.msrsQ:NewTransmission(text,duration,self.msrs,nil,2)
--self.msrs:PlayText( text ) --self.msrs:PlayText( text )
self.SRSText = text self.SRSText = text
@@ -3187,7 +3107,7 @@ end
-- @param #ATIS.Soundfile sound ATIS sound object. -- @param #ATIS.Soundfile sound ATIS sound object.
-- @param #number interval Interval in seconds after the last transmission finished. -- @param #number interval Interval in seconds after the last transmission finished.
-- @param #string subtitle Subtitle of the transmission. -- @param #string subtitle Subtitle of the transmission.
-- @param #string path Path to sound file. Default `self.soundpath`. -- @param #string path Path to sound file. Default self.soundpath.
function ATIS:Transmission( sound, interval, subtitle, path ) function ATIS:Transmission( sound, interval, subtitle, path )
self.radioqueue:NewTransmission( sound.filename, sound.duration, path or self.soundpath, nil, interval, subtitle, self.subduration ) self.radioqueue:NewTransmission( sound.filename, sound.duration, path or self.soundpath, nil, interval, subtitle, self.subduration )
end end

File diff suppressed because it is too large Load Diff

View File

@@ -255,7 +255,6 @@
-- @field #boolean skipperUturn U-turn on/off via menu. -- @field #boolean skipperUturn U-turn on/off via menu.
-- @field #number skipperOffset Holding offset angle in degrees for Case II/III manual recoveries. -- @field #number skipperOffset Holding offset angle in degrees for Case II/III manual recoveries.
-- @field #number skipperTime Recovery time in min for manual recovery. -- @field #number skipperTime Recovery time in min for manual recovery.
-- @field #boolean intowindold If true, use old into wind calculation.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- Be the boss! --- Be the boss!
@@ -2725,18 +2724,6 @@ function AIRBOSS:SetLSOCallInterval( TimeInterval )
return self return self
end end
--- Set if old into wind calculation is used when carrier turns into the wind for a recovery.
-- @param #AIRBOSS self
-- @param #boolean SwitchOn If `true` or `nil`, use old into wind calculation.
-- @return #AIRBOSS self
function AIRBOSS:SetIntoWindLegacy( SwitchOn )
if SwitchOn==nil then
SwitchOn=true
end
self.intowindold=SwitchOn
return self
end
--- Airboss is a rather nice guy and not strictly following the rules. Fore example, he does allow you into the landing pattern if you are not coming from the Marshal stack. --- Airboss is a rather nice guy and not strictly following the rules. Fore example, he does allow you into the landing pattern if you are not coming from the Marshal stack.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #boolean Switch If true or nil, Airboss bends the rules a bit. -- @param #boolean Switch If true or nil, Airboss bends the rules a bit.
@@ -3088,8 +3075,7 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
self.SRS:SetVolume(Volume or 1) self.SRS:SetVolume(Volume or 1)
--self.SRS:SetModulations(Modulations) --self.SRS:SetModulations(Modulations)
if GoogleCreds then if GoogleCreds then
self.SRS:SetProviderOptionsGoogle(GoogleCreds,GoogleCreds) self.SRS:SetGoogle(GoogleCreds)
self.SRS:SetProvider(MSRS.Provider.GOOGLE)
end end
if Voice then if Voice then
self.SRS:SetVoice(Voice) self.SRS:SetVoice(Voice)
@@ -3623,7 +3609,6 @@ function AIRBOSS:onafterStart( From, Event, To )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft ) self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft )
self:HandleEvent( EVENTS.MissionEnd ) self:HandleEvent( EVENTS.MissionEnd )
self:HandleEvent( EVENTS.RemoveUnit ) self:HandleEvent( EVENTS.RemoveUnit )
self:HandleEvent( EVENTS.UnitLost, self.OnEventRemoveUnit )
-- self.StatusScheduler=SCHEDULER:New(self) -- self.StatusScheduler=SCHEDULER:New(self)
-- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5) -- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5)
@@ -3656,12 +3641,6 @@ function AIRBOSS:onafterStatus( From, Event, To )
local pos = self:GetCoordinate() local pos = self:GetCoordinate()
local speed = self.carrier:GetVelocityKNOTS() local speed = self.carrier:GetVelocityKNOTS()
-- Update magnetic variation if we can get it from DCS.
if require then
self.magvar=pos:GetMagneticDeclination()
--env.info(string.format("FF magvar=%.1f", self.magvar))
end
-- Check water is ahead. -- Check water is ahead.
local collision = false -- self:_CheckCollisionCoord(pos:Translate(self.collisiondist, hdg)) local collision = false -- self:_CheckCollisionCoord(pos:Translate(self.collisiondist, hdg))
@@ -5221,7 +5200,6 @@ function AIRBOSS:_InitVoiceOvers()
TOMCAT = { file = "PILOT-Tomcat", suffix = "ogg", loud = false, subtitle = "", duration = 0.66, subduration = 5 }, TOMCAT = { file = "PILOT-Tomcat", suffix = "ogg", loud = false, subtitle = "", duration = 0.66, subduration = 5 },
HORNET = { file = "PILOT-Hornet", suffix = "ogg", loud = false, subtitle = "", duration = 0.56, subduration = 5 }, HORNET = { file = "PILOT-Hornet", suffix = "ogg", loud = false, subtitle = "", duration = 0.56, subduration = 5 },
VIKING = { file = "PILOT-Viking", suffix = "ogg", loud = false, subtitle = "", duration = 0.61, subduration = 5 }, VIKING = { file = "PILOT-Viking", suffix = "ogg", loud = false, subtitle = "", duration = 0.61, subduration = 5 },
GREYHOUND = { file = "PILOT-Greyhound", suffix = "ogg", loud = false, subtitle = "", duration = 0.61, subduration = 5 },
BALL = { file = "PILOT-Ball", suffix = "ogg", loud = false, subtitle = "", duration = 0.50, subduration = 5 }, BALL = { file = "PILOT-Ball", suffix = "ogg", loud = false, subtitle = "", duration = 0.50, subduration = 5 },
BINGOFUEL = { file = "PILOT-BingoFuel", suffix = "ogg", loud = false, subtitle = "", duration = 0.80 }, BINGOFUEL = { file = "PILOT-BingoFuel", suffix = "ogg", loud = false, subtitle = "", duration = 0.80 },
GASATDIVERT = { file = "PILOT-GasAtDivert", suffix = "ogg", loud = false, subtitle = "", duration = 1.80 }, GASATDIVERT = { file = "PILOT-GasAtDivert", suffix = "ogg", loud = false, subtitle = "", duration = 1.80 },
@@ -6496,7 +6474,7 @@ function AIRBOSS:_LandAI( flight )
or flight.actype == AIRBOSS.AircraftCarrier.RHINOF or flight.actype == AIRBOSS.AircraftCarrier.RHINOF
or flight.actype == AIRBOSS.AircraftCarrier.GROWLER then or flight.actype == AIRBOSS.AircraftCarrier.GROWLER then
Speed = UTILS.KnotsToKmph( 200 ) Speed = UTILS.KnotsToKmph( 200 )
elseif flight.actype == AIRBOSS.AircraftCarrier.E2D or flight.actype == AIRBOSS.AircraftCarrier.C2A then elseif flight.actype == AIRBOSS.AircraftCarrier.E2D then
Speed = UTILS.KnotsToKmph( 150 ) Speed = UTILS.KnotsToKmph( 150 )
elseif flight.actype == AIRBOSS.AircraftCarrier.F14A_AI or flight.actype == AIRBOSS.AircraftCarrier.F14A or flight.actype == AIRBOSS.AircraftCarrier.F14B then elseif flight.actype == AIRBOSS.AircraftCarrier.F14A_AI or flight.actype == AIRBOSS.AircraftCarrier.F14A or flight.actype == AIRBOSS.AircraftCarrier.F14B then
Speed = UTILS.KnotsToKmph( 175 ) Speed = UTILS.KnotsToKmph( 175 )
@@ -9776,7 +9754,7 @@ function AIRBOSS:_Groove( playerData )
local glideslopeError = groovedata.GSE local glideslopeError = groovedata.GSE
local AoA = groovedata.AoA local AoA = groovedata.AoA
if rho <= RXX and playerData.step == AIRBOSS.PatternStep.GROOVE_XX and (math.abs( groovedata.Roll ) <= 4.0 and playerData.unit:IsInZone( self:_GetZoneLineup() )) then if rho <= RXX and playerData.step == AIRBOSS.PatternStep.GROOVE_XX and (math.abs( groovedata.Roll ) <= 4.0 or playerData.unit:IsInZone( self:_GetZoneLineup() )) then
-- Start time in groove -- Start time in groove
playerData.TIG0 = timer.getTime() playerData.TIG0 = timer.getTime()
@@ -11497,7 +11475,7 @@ end
--- Get wind direction and speed at carrier position. --- Get wind direction and speed at carrier position.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #number alt Altitude ASL in meters. Default 18 m. -- @param #number alt Altitude ASL in meters. Default 15 m.
-- @param #boolean magnetic Direction including magnetic declination. -- @param #boolean magnetic Direction including magnetic declination.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate at which to get the wind. Default is current carrier position. -- @param Core.Point#COORDINATE coord (Optional) Coordinate at which to get the wind. Default is current carrier position.
-- @return #number Direction the wind is blowing **from** in degrees. -- @return #number Direction the wind is blowing **from** in degrees.
@@ -11569,31 +11547,10 @@ end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway. --- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #number vdeck Desired wind velocity over deck in knots.
-- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned. -- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position. -- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees. -- @return #number Carrier heading in degrees.
-- @return #number Carrier speed in knots to reach desired wind speed on deck. function AIRBOSS:GetHeadingIntoWind_old( magnetic, coord )
function AIRBOSS:GetHeadingIntoWind(vdeck, magnetic, coord )
if self.intowindold then
--env.info("FF use OLD into wind")
return self:GetHeadingIntoWind_old(vdeck, magnetic, coord)
else
--env.info("FF use NEW into wind")
return self:GetHeadingIntoWind_new(vdeck, magnetic, coord)
end
end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
-- @param #AIRBOSS self
-- @param #number vdeck Desired wind velocity over deck in knots.
-- @param #boolean magnetic If true, calculate magnetic heading. By default true heading is returned.
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees.
function AIRBOSS:GetHeadingIntoWind_old( vdeck, magnetic, coord )
local function adjustDegreesForWindSpeed(windSpeed) local function adjustDegreesForWindSpeed(windSpeed)
local degreesAdjustment = 0 local degreesAdjustment = 0
@@ -11650,13 +11607,7 @@ function AIRBOSS:GetHeadingIntoWind_old( vdeck, magnetic, coord )
intowind = intowind + 360 intowind = intowind + 360
end end
-- Wind speed. return intowind
--local _, vwind = self:GetWind()
-- Speed of carrier in m/s but at least 4 knots.
local vtot = math.max(vdeck-UTILS.MpsToKnots(vwind), 4)
return intowind, vtot
end end
--- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway. --- Get true (or magnetic) heading of carrier into the wind. This accounts for the angled runway.
@@ -11667,7 +11618,7 @@ end
-- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position. -- @param Core.Point#COORDINATE coord (Optional) Coordinate from which heading is calculated. Default is current carrier position.
-- @return #number Carrier heading in degrees. -- @return #number Carrier heading in degrees.
-- @return #number Carrier speed in knots to reach desired wind speed on deck. -- @return #number Carrier speed in knots to reach desired wind speed on deck.
function AIRBOSS:GetHeadingIntoWind_new( vdeck, magnetic, coord ) function AIRBOSS:GetHeadingIntoWind( vdeck, magnetic, coord )
-- Default offset angle. -- Default offset angle.
local Offset=self.carrierparam.rwyangle or 0 local Offset=self.carrierparam.rwyangle or 0
@@ -12171,18 +12122,16 @@ function AIRBOSS:_LSOgrade( playerData )
local GIC, nIC = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.IC ) local GIC, nIC = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.IC )
local GAR, nAR = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.AR ) local GAR, nAR = self:_Flightdata2Text( playerData, AIRBOSS.GroovePos.AR )
-- VTOL approach, which is graded differently (currently only Harrier).
local vtol=playerData.actype==AIRBOSS.AircraftCarrier.AV8B
-- Put everything together. -- Put everything together.
local G = GXX .. " " .. GIM .. " " .. " " .. GIC .. " " .. GAR local G = GXX .. " " .. GIM .. " " .. " " .. GIC .. " " .. GAR
-- Count number of minor/small nS, normal nN and major/large deviations nL. -- Count number of minor, normal and major deviations.
local N=nXX+nIM+nIC+nAR local N=nXX+nIM+nIC+nAR
local Nv=nXX+nIM
local nL=count(G, '_')/2 local nL=count(G, '_')/2
local nS=count(G, '%(') local nS=count(G, '%(')
local nN=N-nS-nL local nN=N-nS-nL
local nNv=Nv-nS-nL
-- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn. -- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn.
local Tgroove=playerData.Tgroove local Tgroove=playerData.Tgroove
@@ -12198,64 +12147,34 @@ function AIRBOSS:_LSOgrade( playerData )
G = "Unicorn" G = "Unicorn"
else else
if vtol then -- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe.--Pene testing
-- Add AV-8B Harrier devation allowances due to lower groundspeed and 3x conventional groove time, this allows to maintain LSO tolerances while respecting the deviations are not unsafe.--Pene testing
-- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation. -- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation.
if nL > 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
elseif nNv >= 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
elseif nNv < 1 and playerData.actype==AIRBOSS.AircraftCarrier.AV8B then
-- Only minor average deviations ==> "OK" Pass with minor deviations and corrections. (test nNv<=1 and)
grade="OK"
points=4.0
elseif nL > 0 then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
elseif nN> 0 then
-- No larger but average deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
else
-- Only minor corrections
grade="OK"
points=4.0
end
-- Normal laning part at the beginning
local Gb = GXX .. " " .. GIM
-- Number of deviations that occurred at the the beginning of the landing (XX or IM). These are graded like in non-VTOL landings, i.e. on deviations is
local N=nXX+nIM
local nL=count(Gb, '_')/2
local nS=count(Gb, '%(')
local nN=N-nS-nL
-- VTOL part of the landing
local Gv = GIC .. " " .. GAR
-- Number of deviations that occurred at the the end (VTOL part) of the landing (IC or AR).
local Nv=nIC+nAR
local nLv=count(Gv, '_')/2
local nSv=count(Gv, '%(')
local nNv=Nv-nSv-nLv
if nL>0 or nLv>1 then
-- Larger deviations at XX or IM or at least one larger deviation IC or AR==> "No grade" 2.0 points.
-- In other words, we allow one larger deviation at IC+AR
grade="--"
points=2.0
elseif nN>0 or nNv>1 or nLv==1 then
-- Average deviations at XX+IM or more than one normal deviation IC or AR ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
else
-- Only minor corrections
grade="OK"
points=4.0
end
else
-- This is a normal (non-VTOL) landing.
if nL > 0 then
-- Larger deviations ==> "No grade" 2.0 points.
grade="--"
points=2.0
elseif nN> 0 then
-- No larger but average/normal deviations ==> "Fair Pass" Pass with average deviations and corrections.
grade="(OK)"
points=3.0
else
-- Only minor corrections ==> "Okay pass" 4.0 points.
grade="OK"
points=4.0
end
end
end end
-- Replace" )"( and "__" -- Replace" )"( and "__"
@@ -14328,8 +14247,6 @@ function AIRBOSS:_GetACNickname( actype )
nickname = "Harrier" nickname = "Harrier"
elseif actype == AIRBOSS.AircraftCarrier.E2D then elseif actype == AIRBOSS.AircraftCarrier.E2D then
nickname = "Hawkeye" nickname = "Hawkeye"
elseif actype == AIRBOSS.AircraftCarrier.C2A then
nickname = "Greyhound"
elseif actype == AIRBOSS.AircraftCarrier.F14A_AI or actype == AIRBOSS.AircraftCarrier.F14A or actype == AIRBOSS.AircraftCarrier.F14B then elseif actype == AIRBOSS.AircraftCarrier.F14A_AI or actype == AIRBOSS.AircraftCarrier.F14A or actype == AIRBOSS.AircraftCarrier.F14B then
nickname = "Tomcat" nickname = "Tomcat"
elseif actype == AIRBOSS.AircraftCarrier.FA18C or actype == AIRBOSS.AircraftCarrier.HORNET then elseif actype == AIRBOSS.AircraftCarrier.FA18C or actype == AIRBOSS.AircraftCarrier.HORNET then
@@ -14367,56 +14284,33 @@ function AIRBOSS:_GetOnboardNumbers( group, playeronly )
-- Debug text. -- Debug text.
local text = string.format( "Onboard numbers of group %s:", groupname ) local text = string.format( "Onboard numbers of group %s:", groupname )
local template=group:GetTemplate() -- Units of template group.
local units = group:GetTemplate().units
-- Get numbers.
local numbers = {} local numbers = {}
if template then for _, unit in pairs( units ) do
-- Units of template group. -- Onboard number and unit name.
local units = template.units local n = tostring( unit.onboard_num )
local name = unit.name
local skill = unit.skill or "Unknown"
-- Get numbers. -- Debug text.
for _, unit in pairs( units ) do text = text .. string.format( "\n- unit %s: onboard #=%s skill=%s", name, n, tostring( skill ) )
-- Onboard number and unit name.
local n = tostring( unit.onboard_num )
local name = unit.name
local skill = unit.skill or "Unknown"
-- Debug text.
text = text .. string.format( "\n- unit %s: onboard #=%s skill=%s", name, n, tostring( skill ) )
if playeronly and skill == "Client" or skill == "Player" then
-- There can be only one player in the group, so we skip everything else.
return n
end
-- Table entry.
numbers[name] = n
end
-- Debug info.
self:T2( self.lid .. text )
else
if playeronly then
return 101
else
local units=group:GetUnits()
for i,_unit in pairs(units) do
local name=_unit:GetName()
numbers[name]=100+i
end
if playeronly and skill == "Client" or skill == "Player" then
-- There can be only one player in the group, so we skip everything else.
return n
end end
-- Table entry.
numbers[name] = n
end end
-- Debug info.
self:T2( self.lid .. text )
return numbers return numbers
end end

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File diff suppressed because it is too large Load Diff

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View File

@@ -1,624 +0,0 @@
--- **Ops** - Brigade Warehouse.
--
-- **Main Features:**
--
-- * Manage platoons
-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
-- * Define rearming zones
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/Brigade).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Brigade
-- @image OPS_Brigade_.png
--- BRIGADE class.
-- @type BRIGADE
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table rearmingZones Rearming zones. Each element is of type `#BRIGADE.SupplyZone`.
-- @field #table refuellingZones Refuelling zones. Each element is of type `#BRIGADE.SupplyZone`.
-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
-- @extends Ops.Legion#LEGION
--- *I am not afraid of an Army of lions lead by a sheep; I am afraid of sheep lead by a lion* -- Alexander the Great
--
-- ===
--
-- # The BRIGADE Concept
--
-- A BRIGADE consists of one or multiple PLATOONs. These platoons "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
--
-- @field #BRIGADE
BRIGADE = {
ClassName = "BRIGADE",
verbose = 0,
rearmingZones = {},
refuellingZones = {},
}
--- Supply Zone.
-- @type BRIGADE.SupplyZone
-- @field Core.Zone#ZONE zone The zone.
-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
-- @field #boolean markerOn If `true`, marker is on.
-- @field Wrapper.Marker#MARKER marker F10 marker.
--- BRIGADE class version.
-- @field #string version
BRIGADE.version="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Spawn when hosting warehouse is a ship or oil rig or gas platform.
-- TODO: Rearming zones.
-- TODO: Retreat zones.
-- DONE: Add weapon range.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new BRIGADE class object.
-- @param #BRIGADE self
-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
-- @param #string BrigadeName Name of the brigade.
-- @return #BRIGADE self
function BRIGADE:New(WarehouseName, BrigadeName)
-- Inherit everything from LEGION class.
local self=BASE:Inherit(self, LEGION:New(WarehouseName, BrigadeName)) -- #BRIGADE
-- Nil check.
if not self then
BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("BRIGADE %s | ", self.alias)
-- Defaults
self:SetRetreatZones()
-- Turn ship into NAVYGROUP.
if self:IsShip() then
local wh=self.warehouse --Wrapper.Unit#UNIT
local group=wh:GetGroup()
self.warehouseOpsGroup=NAVYGROUP:New(group) --Ops.NavyGroup#NAVYGROUP
self.warehouseOpsElement=self.warehouseOpsGroup:GetElementByName(wh:GetName())
end
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "ArmyOnMission", "*") -- An ARMYGROUP was send on a Mission (AUFTRAG).
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the BRIGADE. Initializes parameters and starts event handlers.
-- @function [parent=#BRIGADE] Start
-- @param #BRIGADE self
--- Triggers the FSM event "Start" after a delay. Starts the BRIGADE. Initializes parameters and starts event handlers.
-- @function [parent=#BRIGADE] __Start
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the BRIGADE and all its event handlers.
-- @param #BRIGADE self
--- Triggers the FSM event "Stop" after a delay. Stops the BRIGADE and all its event handlers.
-- @function [parent=#BRIGADE] __Stop
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "ArmyOnMission".
-- @function [parent=#BRIGADE] ArmyOnMission
-- @param #BRIGADE self
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "ArmyOnMission" after a delay.
-- @function [parent=#BRIGADE] __ArmyOnMission
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "ArmyOnMission" event.
-- @function [parent=#BRIGADE] OnAfterArmyOnMission
-- @param #BRIGADE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a platoon to the brigade.
-- @param #BRIGADE self
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
-- @return #BRIGADE self
function BRIGADE:AddPlatoon(Platoon)
-- Add platoon to brigade.
table.insert(self.cohorts, Platoon)
-- Add assets to platoon.
self:AddAssetToPlatoon(Platoon, Platoon.Ngroups)
-- Set brigade of platoon.
Platoon:SetBrigade(self)
-- Start platoon.
if Platoon:IsStopped() then
Platoon:Start()
end
return self
end
--- Add asset group(s) to platoon.
-- @param #BRIGADE self
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
-- @param #number Nassets Number of asset groups to add.
-- @return #BRIGADE self
function BRIGADE:AddAssetToPlatoon(Platoon, Nassets)
if Platoon then
-- Get the template group of the platoon.
local Group=GROUP:FindByName(Platoon.templatename)
if Group then
-- Debug text.
local text=string.format("Adding asset %s to platoon %s", Group:GetName(), Platoon.name)
self:T(self.lid..text)
-- Add assets to airwing warehouse.
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Platoon.skill, Platoon.livery, Platoon.name)
else
self:E(self.lid.."ERROR: Group does not exist!")
end
else
self:E(self.lid.."ERROR: Platoon does not exit!")
end
return self
end
--- Define a set of retreat zones.
-- @param #BRIGADE self
-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
-- @return #BRIGADE self
function BRIGADE:SetRetreatZones(RetreatZoneSet)
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
return self
end
--- Add a retreat zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RetreatZone Retreat zone.
-- @return #BRIGADE self
function BRIGADE:AddRetreatZone(RetreatZone)
self.retreatZones:AddZone(RetreatZone)
return self
end
--- Get retreat zones.
-- @param #BRIGADE self
-- @return Core.Set#SET_ZONE Set of retreat zones.
function BRIGADE:GetRetreatZones()
return self.retreatZones
end
--- Add a rearming zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RearmingZone Rearming zone.
-- @return #BRIGADE.SupplyZone The rearming zone data.
function BRIGADE:AddRearmingZone(RearmingZone)
local rearmingzone={} --#BRIGADE.SupplyZone
rearmingzone.zone=RearmingZone
rearmingzone.mission=nil
rearmingzone.marker=MARKER:New(rearmingzone.zone:GetCoordinate(), "Rearming Zone"):ToCoalition(self:GetCoalition())
table.insert(self.rearmingZones, rearmingzone)
return rearmingzone
end
--- Add a refuelling zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RefuellingZone Refuelling zone.
-- @return #BRIGADE.SupplyZone The refuelling zone data.
function BRIGADE:AddRefuellingZone(RefuellingZone)
local supplyzone={} --#BRIGADE.SupplyZone
supplyzone.zone=RefuellingZone
supplyzone.mission=nil
supplyzone.marker=MARKER:New(supplyzone.zone:GetCoordinate(), "Refuelling Zone"):ToCoalition(self:GetCoalition())
table.insert(self.refuellingZones, supplyzone)
return supplyzone
end
--- Get platoon by name.
-- @param #BRIGADE self
-- @param #string PlatoonName Name of the platoon.
-- @return Ops.Platoon#PLATOON The Platoon object.
function BRIGADE:GetPlatoon(PlatoonName)
local platoon=self:_GetCohort(PlatoonName)
return platoon
end
--- Get platoon of an asset.
-- @param #BRIGADE self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
-- @return Ops.Platoon#PLATOON The platoon object.
function BRIGADE:GetPlatoonOfAsset(Asset)
local platoon=self:GetPlatoon(Asset.squadname)
return platoon
end
--- Remove asset from platoon.
-- @param #BRIGADE self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
function BRIGADE:RemoveAssetFromPlatoon(Asset)
local platoon=self:GetPlatoonOfAsset(Asset)
if platoon then
platoon:DelAsset(Asset)
end
end
--- [ GROUND ] Function to load back an asset in the field that has been filed before.
-- @param #BRIGADE self
-- @param #string Templatename e.g."1 PzDv LogRg I\_AID-976" - that's the alias (name) of an platoon spawned as `"platoon - alias"_AID-"asset-ID"`
-- @param Core.Point#COORDINATE Position where to spawn the platoon
-- @return #BRIGADE self
-- @usage
-- Prerequisites:
-- Save the assets spawned by BRIGADE/CHIEF regularly (~every 5 mins) into a file, e.g. like this:
--
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- local BlueSaveOps = SET_OPSGROUP:New():FilterCoalitions("blue"):FilterCategoryGround():FilterOnce()
-- UTILS.SaveSetOfOpsGroups(BlueSaveOps,Path,BlueOpsFilename)
--
-- where Path and Filename are strings, as chosen by you.
-- You can then load back the assets at the start of your next mission run. Be aware that it takes a couple of seconds for the
-- platoon data to arrive in brigade, so make this an action after ~20 seconds, e.g. like so:
--
-- function LoadBackAssets()
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- if UTILS.CheckFileExists(Path,BlueOpsFilename) then
-- local loadback = UTILS.LoadSetOfOpsGroups(Path,BlueOpsFilename,false)
-- for _,_platoondata in pairs (loadback) do
-- local groupname = _platoondata.groupname -- #string
-- local coordinate = _platoondata.coordinate -- Core.Point#COORDINATE
-- Your_Brigade:LoadBackAssetInPosition(groupname,coordinate)
-- end
-- end
-- end
--
-- local AssetLoader = TIMER:New(LoadBackAssets)
-- AssetLoader:Start(20)
--
-- The assets loaded back into the mission will be considered for AUFTRAG type missions from CHIEF and BRIGADE.
function BRIGADE:LoadBackAssetInPosition(Templatename,Position)
self:T(self.lid .. "LoadBackAssetInPosition: " .. tostring(Templatename))
-- get Platoon alias from Templatename
local nametbl = UTILS.Split(Templatename,"_")
local name = nametbl[1]
self:T(string.format("*** Target Platoon = %s ***",name))
-- find a matching asset table from BRIGADE
local cohorts = self.cohorts or {}
local thisasset = nil --Functional.Warehouse#WAREHOUSE.Assetitem
local found = false
for _,_cohort in pairs(cohorts) do
local asset = _cohort:GetName()
self:T(string.format("*** Looking at Platoon = %s ***",asset))
if asset == name then
self:T("**** Found Platoon ****")
local cohassets = _cohort.assets or {}
for _,_zug in pairs (cohassets) do
local zug = _zug -- Functional.Warehouse#WAREHOUSE.Assetitem
if zug.assignment == name and zug.requested == false then
self:T("**** Found Asset ****")
found = true
thisasset = zug --Functional.Warehouse#WAREHOUSE.Assetitem
break
end
end
end
end
if found then
-- prep asset
thisasset.rid = thisasset.uid
thisasset.requested = false
thisasset.score=100
thisasset.missionTask="CAS"
thisasset.spawned = true
local template = thisasset.templatename
local alias = thisasset.spawngroupname
-- Spawn group
local spawnasset = SPAWN:NewWithAlias(template,alias)
:InitDelayOff()
:SpawnFromCoordinate(Position)
-- build a new self request
local request = {} --Functional.Warehouse#WAREHOUSE.Pendingitem
request.assignment = name
request.warehouse = self
request.assets = {thisasset}
request.ntransporthome = 0
request.ndelivered = 0
request.ntransport = 0
request.cargoattribute = thisasset.attribute
request.category = thisasset.category
request.cargoassets = {thisasset}
request.assetdesc = WAREHOUSE.Descriptor.ASSETLIST
request.cargocategory = thisasset.category
request.toself = true
request.transporttype = WAREHOUSE.TransportType.SELFPROPELLED
request.assetproblem = {}
request.born = true
request.prio = 50
request.uid = thisasset.uid
request.airbase = nil
request.timestamp = timer.getAbsTime()
request.assetdescval = {thisasset}
request.nasset = 1
request.cargogroupset = SET_GROUP:New()
request.cargogroupset:AddGroup(spawnasset)
request.iscargo = true
-- Call Brigade self
self:__AssetSpawned(2, spawnasset, thisasset, request)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start BRIGADE FSM.
-- @param #BRIGADE self
function BRIGADE:onafterStart(From, Event, To)
-- Start parent Warehouse.
self:GetParent(self, BRIGADE).onafterStart(self, From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting BRIGADE v%s", BRIGADE.version))
end
--- Update status.
-- @param #BRIGADE self
function BRIGADE:onafterStatus(From, Event, To)
-- Status of parent Warehouse.
self:GetParent(self).onafterStatus(self, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
----------------
-- Transport ---
----------------
self:CheckTransportQueue()
--------------
-- Mission ---
--------------
-- Check if any missions should be cancelled.
self:CheckMissionQueue()
---------------------
-- Rearming Zones ---
---------------------
for _,_rearmingzone in pairs(self.rearmingZones) do
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
if (not rearmingzone.mission) or rearmingzone.mission:IsOver() then
rearmingzone.mission=AUFTRAG:NewAMMOSUPPLY(rearmingzone.zone)
self:AddMission(rearmingzone.mission)
end
end
-----------------------
-- Refuelling Zones ---
-----------------------
-- Check refuelling zones.
for _,_supplyzone in pairs(self.refuellingZones) do
local supplyzone=_supplyzone --#BRIGADE.SupplyZone
-- Check if mission is nil or over.
if (not supplyzone.mission) or supplyzone.mission:IsOver() then
supplyzone.mission=AUFTRAG:NewFUELSUPPLY(supplyzone.zone)
self:AddMission(supplyzone.mission)
end
end
-----------
-- Info ---
-----------
-- Display tactival overview.
self:_TacticalOverview()
-- General info:
if self.verbose>=1 then
-- Count missions not over yet.
local Nmissions=self:CountMissionsInQueue()
-- Asset count.
local Npq, Np, Nq=self:CountAssetsOnMission()
-- Asset string.
local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
-- Output.
local text=string.format("%s: Missions=%d, Platoons=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
self:I(self.lid..text)
end
------------------
-- Mission Info --
------------------
if self.verbose>=2 then
local text=string.format("Missions Total=%d:", #self.missionqueue)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
end
self:I(self.lid..text)
end
--------------------
-- Transport Info --
--------------------
if self.verbose>=2 then
local text=string.format("Transports Total=%d:", #self.transportqueue)
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
end
self:I(self.lid..text)
end
-------------------
-- Platoon Info --
-------------------
if self.verbose>=3 then
local text="Platoons:"
for i,_platoon in pairs(self.cohorts) do
local platoon=_platoon --Ops.Platoon#PLATOON
local callsign=platoon.callsignName and UTILS.GetCallsignName(platoon.callsignName) or "N/A"
local modex=platoon.modex and platoon.modex or -1
local skill=platoon.skill and tostring(platoon.skill) or "N/A"
-- Platoon text.
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", platoon.name, platoon:GetState(), platoon.aircrafttype, platoon:CountAssets(true), #platoon.assets, callsign, modex, skill)
end
self:I(self.lid..text)
end
-------------------
-- Rearming Info --
-------------------
if self.verbose>=4 then
local text="Rearming Zones:"
for i,_rearmingzone in pairs(self.rearmingZones) do
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
-- Info text.
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", rearmingzone.zone:GetName(), rearmingzone.mission:GetState(), rearmingzone.mission:CountOpsGroups())
end
self:I(self.lid..text)
end
---------------------
-- Refuelling Info --
---------------------
if self.verbose>=4 then
local text="Refuelling Zones:"
for i,_refuellingzone in pairs(self.refuellingZones) do
local refuellingzone=_refuellingzone --#BRIGADE.SupplyZone
-- Info text.
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", refuellingzone.zone:GetName(), refuellingzone.mission:GetState(), refuellingzone.mission:CountOpsGroups())
end
self:I(self.lid..text)
end
----------------
-- Asset Info --
----------------
if self.verbose>=5 then
local text="Assets in stock:"
for i,_asset in pairs(self.stock) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- Info text.
text=text..string.format("\n* %s: spawned=%s", asset.spawngroupname, tostring(asset.spawned))
end
self:I(self.lid..text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ArmyOnMission".
-- @param #BRIGADE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function BRIGADE:onafterArmyOnMission(From, Event, To, ArmyGroup, Mission)
-- Debug info.
self:T(self.lid..string.format("Group %s on %s mission %s", ArmyGroup:GetName(), Mission:GetType(), Mission:GetName()))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -30,8 +30,8 @@
-- @module Ops.CSAR -- @module Ops.CSAR
-- @image OPS_CSAR.jpg -- @image OPS_CSAR.jpg
--- -- Date: May 2023
-- Last Update July 2024 -- Last: Update Dec 2024
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM --- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -290,14 +290,10 @@ CSAR.AircraftType["Bell-47"] = 2
CSAR.AircraftType["UH-60L"] = 10 CSAR.AircraftType["UH-60L"] = 10
CSAR.AircraftType["AH-64D_BLK_II"] = 2 CSAR.AircraftType["AH-64D_BLK_II"] = 2
CSAR.AircraftType["Bronco-OV-10A"] = 2 CSAR.AircraftType["Bronco-OV-10A"] = 2
CSAR.AircraftType["MH-60R"] = 10
CSAR.AircraftType["OH-6A"] = 2
CSAR.AircraftType["OH-58D"] = 2
CSAR.AircraftType["CH-47Fbl1"] = 31
--- CSAR class version. --- CSAR class version.
-- @field #string version -- @field #string version
CSAR.version="1.0.26" CSAR.version="1.0.19"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@@ -466,7 +462,7 @@ function CSAR:New(Coalition, Template, Alias)
self.SRSModulation = radio.modulation.AM -- modulation self.SRSModulation = radio.modulation.AM -- modulation
self.SRSport = 5002 -- port self.SRSport = 5002 -- port
self.SRSCulture = "en-GB" self.SRSCulture = "en-GB"
self.SRSVoice = MSRS.Voices.Google.Standard.en_GB_Standard_B self.SRSVoice = nil
self.SRSGPathToCredentials = nil self.SRSGPathToCredentials = nil
self.SRSVolume = 1.0 -- volume 0.0 to 1.0 self.SRSVolume = 1.0 -- volume 0.0 to 1.0
self.SRSGender = "male" -- male or female self.SRSGender = "male" -- male or female
@@ -737,7 +733,7 @@ function CSAR:_SpawnPilotInField(country,point,frequency,wetfeet)
:NewWithAlias(template,alias) :NewWithAlias(template,alias)
:InitCoalition(coalition) :InitCoalition(coalition)
:InitCountry(country) :InitCountry(country)
--:InitAIOnOff(pilotcacontrol) :InitAIOnOff(pilotcacontrol)
:InitDelayOff() :InitDelayOff()
:SpawnFromCoordinate(point) :SpawnFromCoordinate(point)
@@ -1193,7 +1189,7 @@ function CSAR:_EventHandler(EventData)
if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then if _place:GetCoalition() == self.coalition or _place:GetCoalition() == coalition.side.NEUTRAL then
self:__Landed(2,_event.IniUnitName, _place) self:__Landed(2,_event.IniUnitName, _place)
self:_ScheduledSARFlight(_event.IniUnitName,_event.IniGroupName,true,true) self:_ScheduledSARFlight(_event.IniUnitName,_event.IniGroupName,true)
else else
self:T(string.format("Airfield %d, Unit %d", _place:GetCoalition(), _unit:GetCoalition())) self:T(string.format("Airfield %d, Unit %d", _place:GetCoalition(), _unit:GetCoalition()))
end end
@@ -1241,24 +1237,10 @@ function CSAR:_InitSARForPilot(_downedGroup, _GroupName, _freq, _nomessage, _pla
if not _nomessage then if not _nomessage then
if _freq ~= 0 then --shagrat if _freq ~= 0 then --shagrat
local _text = string.format("%s requests SAR at %s, beacon at %.2f KHz", _groupName, _coordinatesText, _freqk)--shagrat _groupName to prevent 'f15_Pilot_Parachute' local _text = string.format("%s requests SAR at %s, beacon at %.2f KHz", _groupName, _coordinatesText, _freqk)--shagrat _groupName to prevent 'f15_Pilot_Parachute'
if self.coordtype ~= 2 then --not MGRS self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
else
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,false,true)
local coordtext = UTILS.MGRSStringToSRSFriendly(_coordinatesText,true)
local _text = string.format("%s requests SAR at %s, beacon at %.2f kilo hertz", _groupName, coordtext, _freqk)
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,true,false)
end
else --shagrat CASEVAC msg else --shagrat CASEVAC msg
local _text = string.format("Pickup Zone at %s.", _coordinatesText ) local _text = string.format("Pickup Zone at %s.", _coordinatesText )
if self.coordtype ~= 2 then --not MGRS self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime)
else
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,false,true)
local coordtext = UTILS.MGRSStringToSRSFriendly(_coordinatesText,true)
local _text = string.format("Pickup Zone at %s.", coordtext )
self:_DisplayToAllSAR(_text,self.coalition,self.messageTime,true,false)
end
end end
end end
@@ -1546,7 +1528,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
local _reset = true local _reset = true
if (_distance < 500) then if (_distance < 500) then
self:T(self.lid .. "[Pickup Debug] Helo closer than 500m: ".._lookupKeyHeli)
if self.heliCloseMessage[_lookupKeyHeli] == nil then if self.heliCloseMessage[_lookupKeyHeli] == nil then
if self.autosmoke == true then if self.autosmoke == true then
self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land or hover at the smoke.", self:_GetCustomCallSign(_heliName), _pilotName), self.messageTime,false,true) self:_DisplayMessageToSAR(_heliUnit, string.format("%s: %s. You\'re close now! Land or hover at the smoke.", self:_GetCustomCallSign(_heliName), _pilotName), self.messageTime,false,true)
@@ -1555,16 +1537,14 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
end end
self.heliCloseMessage[_lookupKeyHeli] = true self.heliCloseMessage[_lookupKeyHeli] = true
end end
self:T(self.lid .. "[Pickup Debug] Checking landed vs Hover for ".._lookupKeyHeli)
-- have we landed close enough? -- have we landed close enough?
if not _heliUnit:InAir() then if not _heliUnit:InAir() then
self:T(self.lid .. "[Pickup Debug] Helo landed: ".._lookupKeyHeli)
if self.pilotRuntoExtractPoint == true then if self.pilotRuntoExtractPoint == true then
if (_distance < self.extractDistance) then if (_distance < self.extractDistance) then
local _time = self.landedStatus[_lookupKeyHeli] local _time = self.landedStatus[_lookupKeyHeli]
self:T(self.lid .. "[Pickup Debug] Check pilot running or arrived ".._lookupKeyHeli)
if _time == nil then if _time == nil then
self:T(self.lid .. "[Pickup Debug] Pilot running not arrived yet ".._lookupKeyHeli)
self.landedStatus[_lookupKeyHeli] = math.floor( (_distance - self.loadDistance) / 3.6 ) self.landedStatus[_lookupKeyHeli] = math.floor( (_distance - self.loadDistance) / 3.6 )
_time = self.landedStatus[_lookupKeyHeli] _time = self.landedStatus[_lookupKeyHeli]
_woundedGroup:OptionAlarmStateGreen() _woundedGroup:OptionAlarmStateGreen()
@@ -1575,15 +1555,11 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
self.landedStatus[_lookupKeyHeli] = _time self.landedStatus[_lookupKeyHeli] = _time
end end
--if _time <= 0 or _distance < self.loadDistance then --if _time <= 0 or _distance < self.loadDistance then
self:T(self.lid .. "[Pickup Debug] Pilot close enough? ".._lookupKeyHeli)
if _distance < self.loadDistance + 5 or _distance <= 13 then if _distance < self.loadDistance + 5 or _distance <= 13 then
self:T(self.lid .. "[Pickup Debug] Pilot close enough - YES ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true) self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
return false return false
else else
self:T(self.lid .. "[Pickup Debug] Pick up Pilot ".._lookupKeyHeli)
self.landedStatus[_lookupKeyHeli] = nil self.landedStatus[_lookupKeyHeli] = nil
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
return true return true
@@ -1591,32 +1567,28 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
end end
end end
else else
self:T(self.lid .. "[Pickup Debug] Helo landed, pilot NOT set to run to helo ".._lookupKeyHeli)
if (_distance < self.loadDistance) then if (_distance < self.loadDistance) then
self:T(self.lid .. "[Pickup Debug] Helo close enough, door check ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true) self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
return false return false
else else
self:T(self.lid .. "[Pickup Debug] Pick up Pilot ".._lookupKeyHeli)
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
return true return true
end end
end end
end end
else else
self:T(self.lid .. "[Pickup Debug] Helo hovering".._lookupKeyHeli)
local _unitsInHelicopter = self:_PilotsOnboard(_heliName) local _unitsInHelicopter = self:_PilotsOnboard(_heliName)
local _maxUnits = self.AircraftType[_heliUnit:GetTypeName()] local _maxUnits = self.AircraftType[_heliUnit:GetTypeName()]
if _maxUnits == nil then if _maxUnits == nil then
_maxUnits = self.max_units _maxUnits = self.max_units
end end
self:T(self.lid .. "[Pickup Debug] Check capacity and close enough for winching ".._lookupKeyHeli)
if _heliUnit:InAir() and _unitsInHelicopter + 1 <= _maxUnits then if _heliUnit:InAir() and _unitsInHelicopter + 1 <= _maxUnits then
-- DONE - make variable -- DONE - make variable
if _distance < self.rescuehoverdistance then if _distance < self.rescuehoverdistance then
self:T(self.lid .. "[Pickup Debug] Helo hovering close enough ".._lookupKeyHeli)
--check height! --check height!
local leaderheight = _woundedLeader:GetHeight() local leaderheight = _woundedLeader:GetHeight()
if leaderheight < 0 then leaderheight = 0 end if leaderheight < 0 then leaderheight = 0 end
@@ -1624,7 +1596,7 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
-- DONE - make variable -- DONE - make variable
if _height <= self.rescuehoverheight then if _height <= self.rescuehoverheight then
self:T(self.lid .. "[Pickup Debug] Helo hovering low enough ".._lookupKeyHeli)
local _time = self.hoverStatus[_lookupKeyHeli] local _time = self.hoverStatus[_lookupKeyHeli]
if _time == nil then if _time == nil then
@@ -1634,28 +1606,22 @@ function CSAR:_CheckCloseWoundedGroup(_distance, _heliUnit, _heliName, _woundedG
_time = self.hoverStatus[_lookupKeyHeli] - 10 _time = self.hoverStatus[_lookupKeyHeli] - 10
self.hoverStatus[_lookupKeyHeli] = _time self.hoverStatus[_lookupKeyHeli] = _time
end end
self:T(self.lid .. "[Pickup Debug] Check hover timer ".._lookupKeyHeli)
if _time > 0 then if _time > 0 then
self:T(self.lid .. "[Pickup Debug] Helo hovering not long enough ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Hovering above " .. _pilotName .. ". \n\nHold hover for " .. _time .. " seconds to winch them up. \n\nIf the countdown stops you\'re too far away!", self.messageTime, true) self:_DisplayMessageToSAR(_heliUnit, "Hovering above " .. _pilotName .. ". \n\nHold hover for " .. _time .. " seconds to winch them up. \n\nIf the countdown stops you\'re too far away!", self.messageTime, true)
else else
self:T(self.lid .. "[Pickup Debug] Helo hovering long enough - door check ".._lookupKeyHeli)
if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then if self.pilotmustopendoors and (self:_IsLoadingDoorOpen(_heliName) == false) then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true) self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me in!", self.messageTime, true, true)
self:T(self.lid .. "[Pickup Debug] Door closed, try again next loop ".._lookupKeyHeli)
return false return false
else else
self.hoverStatus[_lookupKeyHeli] = nil self.hoverStatus[_lookupKeyHeli] = nil
self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName) self:_PickupUnit(_heliUnit, _pilotName, _woundedGroup, _woundedGroupName)
self:T(self.lid .. "[Pickup Debug] Pilot picked up ".._lookupKeyHeli)
return true return true
end end
end end
_reset = false _reset = false
else else
self:T(self.lid .. "[Pickup Debug] Helo hovering too high ".._lookupKeyHeli)
self:_DisplayMessageToSAR(_heliUnit, "Too high to winch " .. _pilotName .. " \nReduce height and hover for 10 seconds!", self.messageTime, true,true) self:_DisplayMessageToSAR(_heliUnit, "Too high to winch " .. _pilotName .. " \nReduce height and hover for 10 seconds!", self.messageTime, true,true)
self:T(self.lid .. "[Pickup Debug] Hovering too high, try again next loop ".._lookupKeyHeli)
return false return false
end end
end end
@@ -1680,8 +1646,7 @@ end
-- @param #string heliname Heli name -- @param #string heliname Heli name
-- @param #string groupname Group name -- @param #string groupname Group name
-- @param #boolean isairport If true, EVENT.Landing took place at an airport or FARP -- @param #boolean isairport If true, EVENT.Landing took place at an airport or FARP
-- @param #boolean noreschedule If true, do not try to reschedule this is distances are not ok (coming from landing event) function CSAR:_ScheduledSARFlight(heliname,groupname, isairport)
function CSAR:_ScheduledSARFlight(heliname,groupname, isairport, noreschedule)
self:T(self.lid .. " _ScheduledSARFlight") self:T(self.lid .. " _ScheduledSARFlight")
self:T({heliname,groupname}) self:T({heliname,groupname})
local _heliUnit = self:_GetSARHeli(heliname) local _heliUnit = self:_GetSARHeli(heliname)
@@ -1701,29 +1666,20 @@ function CSAR:_ScheduledSARFlight(heliname,groupname, isairport, noreschedule)
local _dist = self:_GetClosestMASH(_heliUnit) local _dist = self:_GetClosestMASH(_heliUnit)
if _dist == -1 then if _dist == -1 then
self:T(self.lid.."[Drop off debug] Check distance to MASH for "..heliname.." Distance can not be determined!") return
return
end end
self:T(self.lid.."[Drop off debug] Check distance to MASH for "..heliname.." Distance km: "..math.floor(_dist/1000))
if ( _dist < self.FARPRescueDistance or isairport ) and _heliUnit:InAir() == false then if ( _dist < self.FARPRescueDistance or isairport ) and _heliUnit:InAir() == false then
self:T(self.lid.."[Drop off debug] Distance ok, door check")
if self.pilotmustopendoors and self:_IsLoadingDoorOpen(heliname) == false then if self.pilotmustopendoors and self:_IsLoadingDoorOpen(heliname) == false then
self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me out!", self.messageTime, true, true) self:_DisplayMessageToSAR(_heliUnit, "Open the door to let me out!", self.messageTime, true, true)
self:T(self.lid.."[Drop off debug] Door closed, try again next loop")
else else
self:T(self.lid.."[Drop off debug] Rescued!")
self:_RescuePilots(_heliUnit) self:_RescuePilots(_heliUnit)
return return
end end
end end
--queue up --queue up
if not noreschedule then self:__Returning(-5,heliname,_woundedGroupName, isairport)
self:__Returning(5,heliname,_woundedGroupName, isairport)
self:ScheduleOnce(5,self._ScheduledSARFlight,self,heliname,groupname, isairport, noreschedule)
end
return self return self
end end
@@ -1795,7 +1751,7 @@ function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak, _overrid
_text = string.gsub(_text,"nm"," nautical miles") _text = string.gsub(_text,"nm"," nautical miles")
--self.msrs:SetVoice(self.SRSVoice) --self.msrs:SetVoice(self.SRSVoice)
--self.SRSQueue:NewTransmission(_text,nil,self.msrs,nil,1) --self.SRSQueue:NewTransmission(_text,nil,self.msrs,nil,1)
--self:I("Voice = "..self.SRSVoice) self:I("Voice = "..self.SRSVoice)
self.SRSQueue:NewTransmission(_text,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,self.SRSVoice,volume,label,coord) self.SRSQueue:NewTransmission(_text,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,self.SRSVoice,volume,label,coord)
end end
return self return self
@@ -1962,28 +1918,23 @@ end
--- (Internal) Display info to all SAR groups. --- (Internal) Display info to all SAR groups.
-- @param #CSAR self -- @param #CSAR self
-- @param #string _message Message to display. -- @param #string _message Message to display.
-- @param #number _side Coalition of message. -- @param #number _side Coalition of message.
-- @param #number _messagetime How long to show. -- @param #number _messagetime How long to show.
-- @param #boolean ToSRS If true or nil, send to SRS TTS function CSAR:_DisplayToAllSAR(_message, _side, _messagetime)
-- @param #boolean ToScreen If true or nil, send to Screen
function CSAR:_DisplayToAllSAR(_message, _side, _messagetime,ToSRS,ToScreen)
self:T(self.lid .. " _DisplayToAllSAR") self:T(self.lid .. " _DisplayToAllSAR")
local messagetime = _messagetime or self.messageTime local messagetime = _messagetime or self.messageTime
self:T({_message,ToSRS=ToSRS,ToScreen=ToScreen}) if self.msrs then
if self.msrs and (ToSRS == true or ToSRS == nil) then
local voice = self.CSARVoice or MSRS.Voices.Google.Standard.en_GB_Standard_F local voice = self.CSARVoice or MSRS.Voices.Google.Standard.en_GB_Standard_F
if self.msrs:GetProvider() == MSRS.Provider.WINDOWS then if self.msrs:GetProvider() == MSRS.Provider.WINDOWS then
voice = self.CSARVoiceMS or MSRS.Voices.Microsoft.Hedda voice = self.CSARVoiceMS or MSRS.Voices.Microsoft.Hedda
end end
self:F("Voice = "..voice) self:I("Voice = "..voice)
self.SRSQueue:NewTransmission(_message,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,voice,volume,label,self.coordinate) self.SRSQueue:NewTransmission(_message,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,voice,volume,label,self.coordinate)
end end
if ToScreen == true or ToScreen == nil then for _, _unitName in pairs(self.csarUnits) do
for _, _unitName in pairs(self.csarUnits) do local _unit = self:_GetSARHeli(_unitName)
local _unit = self:_GetSARHeli(_unitName) if _unit and not self.suppressmessages then
if _unit and not self.suppressmessages then self:_DisplayMessageToSAR(_unit, _message, _messagetime)
self:_DisplayMessageToSAR(_unit, _message, _messagetime)
end
end end
end end
return self return self
@@ -2029,7 +1980,7 @@ end
--- (Internal) Determine distance to closest MASH. --- (Internal) Determine distance to closest MASH.
-- @param #CSAR self -- @param #CSAR self
-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT -- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT
-- @return #CSAR self -- @retunr
function CSAR:_GetClosestMASH(_heli) function CSAR:_GetClosestMASH(_heli)
self:T(self.lid .. " _GetClosestMASH") self:T(self.lid .. " _GetClosestMASH")
local _mashset = self.mash -- Core.Set#SET_GROUP local _mashset = self.mash -- Core.Set#SET_GROUP
@@ -2112,12 +2063,12 @@ function CSAR:_AddMedevacMenuItem()
local coalition = self.coalition local coalition = self.coalition
local allheligroupset = self.allheligroupset -- Core.Set#SET_GROUP local allheligroupset = self.allheligroupset -- Core.Set#SET_GROUP
local _allHeliGroups = allheligroupset:GetSetObjects() local _allHeliGroups = allheligroupset:GetSetObjects()
-- rebuild units table -- rebuild units table
local _UnitList = {} local _UnitList = {}
for _key, _group in pairs (_allHeliGroups) do for _key, _group in pairs (_allHeliGroups) do
local _unit = _group:GetFirstUnitAlive() -- Asume that there is only one unit in the flight for players local _unit = _group:GetUnit(1) -- Asume that there is only one unit in the flight for players
if _unit then if _unit then
--self:T("Unitname ".._unit:GetName().." IsAlive "..tostring(_unit:IsAlive()).." IsPlayer "..tostring(_unit:IsPlayer()))
if _unit:IsAlive() and _unit:IsPlayer() then if _unit:IsAlive() and _unit:IsPlayer() then
local unitName = _unit:GetName() local unitName = _unit:GetName()
_UnitList[unitName] = unitName _UnitList[unitName] = unitName
@@ -2267,7 +2218,7 @@ function CSAR:_RefreshRadioBeacons()
if self:_CountActiveDownedPilots() > 0 then if self:_CountActiveDownedPilots() > 0 then
local PilotTable = self.downedPilots local PilotTable = self.downedPilots
for _,_pilot in pairs (PilotTable) do for _,_pilot in pairs (PilotTable) do
self:T({_pilot.name}) self:T({_pilot})
local pilot = _pilot -- #CSAR.DownedPilot local pilot = _pilot -- #CSAR.DownedPilot
local group = pilot.group local group = pilot.group
local frequency = pilot.frequency or 0 -- thanks to @Thrud local frequency = pilot.frequency or 0 -- thanks to @Thrud
@@ -2549,7 +2500,7 @@ end
-- @param #boolean IsAirport True if heli has landed on an AFB (from event land). -- @param #boolean IsAirport True if heli has landed on an AFB (from event land).
function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname, IsAirPort) function CSAR:onbeforeReturning(From, Event, To, Heliname, Woundedgroupname, IsAirPort)
self:T({From, Event, To, Heliname, Woundedgroupname}) self:T({From, Event, To, Heliname, Woundedgroupname})
--self:_ScheduledSARFlight(Heliname,Woundedgroupname, IsAirPort) self:_ScheduledSARFlight(Heliname,Woundedgroupname, IsAirPort)
return self return self
end end

View File

@@ -24,7 +24,7 @@
-- @module Ops.CTLD -- @module Ops.CTLD
-- @image OPS_CTLD.jpg -- @image OPS_CTLD.jpg
-- Last Update Aug 2024 -- Last Update December 2023
do do
@@ -44,9 +44,6 @@ do
-- @field #number PerCrateMass Mass in kg. -- @field #number PerCrateMass Mass in kg.
-- @field #number Stock Number of builds available, -1 for unlimited. -- @field #number Stock Number of builds available, -1 for unlimited.
-- @field #string Subcategory Sub-category name. -- @field #string Subcategory Sub-category name.
-- @field #boolean DontShowInMenu Show this item in menu or not.
-- @field Core.Zone#ZONE Location Location (if set) where to get this cargo item.
-- @field #table ResourceMap Resource Map information table if it has been set for static cargo items.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- ---
@@ -65,8 +62,6 @@ CTLD_CARGO = {
PerCrateMass = 0, PerCrateMass = 0,
Stock = nil, Stock = nil,
Mark = nil, Mark = nil,
DontShowInMenu = false,
Location = nil,
} }
--- Define cargo types. --- Define cargo types.
@@ -102,10 +97,8 @@ CTLD_CARGO = {
-- @param #number PerCrateMass Mass in kg -- @param #number PerCrateMass Mass in kg
-- @param #number Stock Number of builds available, nil for unlimited -- @param #number Stock Number of builds available, nil for unlimited
-- @param #string Subcategory Name of subcategory, handy if using > 10 types to load. -- @param #string Subcategory Name of subcategory, handy if using > 10 types to load.
-- @param #boolean DontShowInMenu Show this item in menu or not (default: false == show it).
-- @param Core.Zone#ZONE Location (optional) Where the cargo is available (one location only).
-- @return #CTLD_CARGO self -- @return #CTLD_CARGO self
function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory, DontShowInMenu, Location) function CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory)
-- Inherit everything from BASE class. -- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CTLD_CARGO local self=BASE:Inherit(self, BASE:New()) -- #CTLD_CARGO
self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped}) self:T({ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped})
@@ -122,38 +115,9 @@ CTLD_CARGO = {
self.Stock = Stock or nil --#number self.Stock = Stock or nil --#number
self.Mark = nil self.Mark = nil
self.Subcategory = Subcategory or "Other" self.Subcategory = Subcategory or "Other"
self.DontShowInMenu = DontShowInMenu or false
self.ResourceMap = nil
if type(Location) == "string" then
Location = ZONE:New(Location)
end
self.Location = Location
return self return self
end end
--- Add Resource Map information table
-- @param #CTLD_CARGO self
-- @param #table ResourceMap
-- @return #CTLD_CARGO self
function CTLD_CARGO:SetStaticResourceMap(ResourceMap)
self.ResourceMap = ResourceMap
return self
end
--- Get Resource Map information table
-- @param #CTLD_CARGO self
-- @return #table ResourceMap
function CTLD_CARGO:GetStaticResourceMap()
return self.ResourceMap
end
--- Query Location.
-- @param #CTLD_CARGO self
-- @return Core.Zone#ZONE location or `nil` if not set
function CTLD_CARGO:GetLocation()
return self.Location
end
--- Query ID. --- Query ID.
-- @param #CTLD_CARGO self -- @param #CTLD_CARGO self
-- @return #number ID -- @return #number ID
@@ -692,8 +656,6 @@ do
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775) -- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775)
-- -- if you want to limit your stock, add a number (here: 10) as parameter after weight. No parameter / nil means unlimited stock. -- -- if you want to limit your stock, add a number (here: 10) as parameter after weight. No parameter / nil means unlimited stock.
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10) -- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10)
-- -- additionally, you can limit **where** the stock is available (one location only!) - this one is available in a zone called "Vehicle Store".
-- my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10,nil,nil,"Vehicle Store")
-- --
-- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build: -- -- add infantry unit called "Forward Ops Base" using template "FOB", of type FOB, size 4, i.e. needs four crates to be build:
-- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4) -- my_ctld:AddCratesCargo("Forward Ops Base",{"FOB"},CTLD_CARGO.Enum.FOB,4)
@@ -770,39 +732,10 @@ do
-- my_ctld.nobuildmenu = false -- if set to true effectively enforces to have engineers build/repair stuff for you. -- my_ctld.nobuildmenu = false -- if set to true effectively enforces to have engineers build/repair stuff for you.
-- my_ctld.RadioSound = "beacon.ogg" -- -- this sound will be hearable if you tune in the beacon frequency. Add the sound file to your miz. -- my_ctld.RadioSound = "beacon.ogg" -- -- this sound will be hearable if you tune in the beacon frequency. Add the sound file to your miz.
-- my_ctld.RadioSoundFC3 = "beacon.ogg" -- this sound will be hearable by FC3 users (actually all UHF radios); change to something like "beaconsilent.ogg" and add the sound file to your miz if you don't want to annoy FC3 pilots. -- my_ctld.RadioSoundFC3 = "beacon.ogg" -- this sound will be hearable by FC3 users (actually all UHF radios); change to something like "beaconsilent.ogg" and add the sound file to your miz if you don't want to annoy FC3 pilots.
-- my_ctld.enableChinookGCLoading = true -- this will effectively suppress the crate load and drop menus for CTLD for the Chinook
--
-- ## 2.1 CH-47 Chinook support
--
-- The Chinook comes with the option to use the ground crew menu to load and unload cargo into the Helicopter itself for better immersion. As well, it can sling-load cargo from ground. The cargo you can actually **create**
-- from this menu is limited to contain items from the airbase or FARP's resources warehouse and can take a number of shapes (static shapes in the category of cargo) independent of their contents. If you unload this
-- kind of cargo with the ground crew, the contents will be "absorbed" into the airbase or FARP you landed at, and the cargo static will be removed after ca 2 mins.
--
-- ## 2.1.1 Moose CTLD created crate cargo
--
-- Given the correct shape, Moose created cargo can be either loaded with the ground crew or via the F10 CTLD menu. **It is strongly recommend to either use the ground crew or CTLD to load/unload cargo**. Mix and match will not work here.
-- Static shapes loadable *into* the Chinook are at the time of writing:
--
-- * Ammo crate (type "ammo_cargo")
-- * M117 bomb crate (type name "m117_cargo")
-- * Dual shell fuel barrels (type name "barrels")
-- * UH-1H net (type name "uh1h_cargo")
--
-- All other kinds of cargo can be sling-loaded.
--
-- ## 2.1.2 Recommended settings
-- --
-- my_ctld.basetype = "ammo_cargo" -- ## 2.1 User functions
-- my_ctld.forcehoverload = false -- no hover autoload, leads to cargo complications with ground crew created cargo items
-- my_ctld.pilotmustopendoors = true -- crew must open back loading door 50% (horizontal) or more
-- my_ctld.enableslingload = true -- will set cargo items as sling-loadable
-- my_ctld.enableChinookGCLoading = true -- will effectively suppress the crate load and drop menus for CTLD for the Chinook
-- my_ctld.movecratesbeforebuild = false -- cannot detect movement of crates at the moment
-- my_ctld.nobuildinloadzones = true -- don't build where you load.
--
-- ## 2.2 User functions
-- --
-- ### 2.2.1 Adjust or add chopper unit-type capabilities -- ### 2.1.1 Adjust or add chopper unit-type capabilities
-- --
-- Use this function to adjust what a heli type can or cannot do: -- Use this function to adjust what a heli type can or cannot do:
-- --
@@ -824,15 +757,8 @@ do
-- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000}, -- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000},
-- ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500},
-- ["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200}, -- ["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200},
-- ["MH-60R"] = {type="MH-60R", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
-- ["SH-60B"] = {type="SH-60B", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
-- ["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
-- ["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
-- ["OH-6A"] = {type="OH-6A", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 7, cargoweightlimit = 550},
-- ["OH-58D"] = {type="OH58D", crates=false, troops=false, cratelimit = 0, trooplimit = 0, length = 14, cargoweightlimit = 400},
-- ["CH-47Fbl1"] = {type="CH-47Fbl1", crates=true, troops=true, cratelimit = 4, trooplimit = 31, length = 20, cargoweightlimit = 8000},
-- --
-- ### 2.2.2 Activate and deactivate zones -- ### 2.1.2 Activate and deactivate zones
-- --
-- Activate a zone: -- Activate a zone:
-- --
@@ -844,7 +770,7 @@ do
-- -- Deactivate zone called Name of type #CTLD.CargoZoneType ZoneType: -- -- Deactivate zone called Name of type #CTLD.CargoZoneType ZoneType:
-- my_ctld:DeactivateZone(Name,CTLD.CargoZoneType.DROP) -- my_ctld:DeactivateZone(Name,CTLD.CargoZoneType.DROP)
-- --
-- ## 2.2.3 Limit and manage available resources -- ## 2.1.3 Limit and manage available resources
-- --
-- When adding generic cargo types, you can effectively limit how many units can be dropped/build by the players, e.g. -- When adding generic cargo types, you can effectively limit how many units can be dropped/build by the players, e.g.
-- --
@@ -1296,18 +1222,13 @@ CTLD.UnitTypeCapabilities = {
["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000}, -- 19t cargo, 64 paratroopers. ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000}, -- 19t cargo, 64 paratroopers.
--Actually it's longer, but the center coord is off-center of the model. --Actually it's longer, but the center coord is off-center of the model.
["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["MH-60R"] = {type="MH-60R", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["SH-60B"] = {type="SH-60B", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500}, -- 4t cargo, 20 (unsec) seats
["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200}, -- 2 ppl **outside** the helo ["AH-64D_BLK_II"] = {type="AH-64D_BLK_II", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 17, cargoweightlimit = 200}, -- 2 ppl **outside** the helo
["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450}, ["Bronco-OV-10A"] = {type="Bronco-OV-10A", crates= false, troops=true, cratelimit = 0, trooplimit = 5, length = 13, cargoweightlimit = 1450},
["OH-6A"] = {type="OH-6A", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 7, cargoweightlimit = 550},
["OH-58D"] = {type="OH58D", crates=false, troops=false, cratelimit = 0, trooplimit = 0, length = 14, cargoweightlimit = 400},
["CH-47Fbl1"] = {type="CH-47Fbl1", crates=true, troops=true, cratelimit = 4, trooplimit = 31, length = 20, cargoweightlimit = 8000},
} }
--- CTLD class version. --- CTLD class version.
-- @field #string version -- @field #string version
CTLD.version="1.0.58" CTLD.version="1.0.45"
--- Instantiate a new CTLD. --- Instantiate a new CTLD.
-- @param #CTLD self -- @param #CTLD self
@@ -1486,9 +1407,6 @@ function CTLD:New(Coalition, Prefixes, Alias)
self.movecratesbeforebuild = true self.movecratesbeforebuild = true
self.surfacetypes = {land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.RUNWAY,land.SurfaceType.SHALLOW_WATER} self.surfacetypes = {land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.RUNWAY,land.SurfaceType.SHALLOW_WATER}
-- Chinook
self.enableChinookGCLoading = true
local AliaS = string.gsub(self.alias," ","_") local AliaS = string.gsub(self.alias," ","_")
self.filename = string.format("CTLD_%s_Persist.csv",AliaS) self.filename = string.format("CTLD_%s_Persist.csv",AliaS)
@@ -1515,7 +1433,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
--- Pseudo Functions --- --- Pseudo Functions ---
------------------------ ------------------------
--- Triggers the FSM event "Start". Starts the CTLD. Initializes parameters and starts event handlers. --- Triggers the FSM event "Start". Starts the CTLD. Initializes parameters and starts event handlers.
-- @function [parent=#CTLD] Start -- @function [parent=#CTLD] Start
-- @param #CTLD self -- @param #CTLD self
@@ -1645,8 +1563,6 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param #string To State. -- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object. -- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object. -- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #string ZoneName Name of the Zone where the Troops have been RTB'd.
-- @param Core.Zone#ZONE_Radius ZoneObject of the Zone where the Troops have been RTB'd.
--- FSM Function OnAfterTroopsPickedUp. --- FSM Function OnAfterTroopsPickedUp.
-- @function [parent=#CTLD] OnAfterTroopsPickedUp -- @function [parent=#CTLD] OnAfterTroopsPickedUp
@@ -1879,7 +1795,7 @@ end
-- @param #CTLD self -- @param #CTLD self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function CTLD:_EventHandler(EventData) function CTLD:_EventHandler(EventData)
self:I(string.format("%s Event = %d",self.lid, EventData.id)) self:T(string.format("%s Event = %d",self.lid, EventData.id))
local event = EventData -- Core.Event#EVENTDATA local event = EventData -- Core.Event#EVENTDATA
if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then
local _coalition = event.IniCoalition local _coalition = event.IniCoalition
@@ -1903,37 +1819,12 @@ function CTLD:_EventHandler(EventData)
self:_RefreshF10Menus() self:_RefreshF10Menus()
end end
return return
elseif event.id == EVENTS.PlayerLeaveUnit or event.id == EVENTS.UnitLost then elseif event.id == EVENTS.PlayerLeaveUnit then
-- remove from pilot table -- remove from pilot table
local unitname = event.IniUnitName or "none" local unitname = event.IniUnitName or "none"
self.CtldUnits[unitname] = nil self.CtldUnits[unitname] = nil
self.Loaded_Cargo[unitname] = nil self.Loaded_Cargo[unitname] = nil
self.MenusDone[unitname] = nil self.MenusDone[unitname] = nil
elseif event.id == EVENTS.Birth and event.IniObjectCategory == 6 and string.match(event.IniUnitName,".+|%d%d:%d%d|PKG%d+") then
--UTILS.PrintTableToLog(event)
---------------
-- New dynamic cargo system Handling
--------------
local function RegisterDynamicCargo()
local static = _DATABASE:AddStatic(event.IniUnitName)
if static then
static.DCSCargoObject = event.IniDCSUnit
local Mass = event.IniDCSUnit:getCargoWeight()
local country = event.IniDCSUnit:getCountry()
local template = _DATABASE:_GetGenericStaticCargoGroupTemplate(event.IniUnitName,event.IniTypeName,Mass,event.IniCoalition,country)
_DATABASE:_RegisterStaticTemplate(template,event.IniCoalition,"static",country)
self:I("**** Ground crew created static cargo added: "..event.IniUnitName .." | Weight in kgs: "..Mass)
local cargotype = self:AddStaticsCargo(event.IniUnitName,Mass,1,nil,true)
self.CrateCounter = self.CrateCounter + 1
self.Spawned_Crates[self.CrateCounter] = static
cargotype.Positionable = static
table.insert(self.Spawned_Cargo, cargotype)
end
end
self:ScheduleOnce(0.5,RegisterDynamicCargo)
---------------
-- End new dynamic cargo system Handling
--------------
end end
return self return self
end end
@@ -2324,9 +2215,7 @@ end
local extractdistance = self.CrateDistance * self.ExtractFactor local extractdistance = self.CrateDistance * self.ExtractFactor
for k,v in pairs(self.DroppedTroops) do for k,v in pairs(self.DroppedTroops) do
local distance = self:_GetDistance(v:GetCoordinate(),unitcoord) local distance = self:_GetDistance(v:GetCoordinate(),unitcoord)
local TNow = timer.getTime() if distance <= extractdistance and distance ~= -1 then
local vtime = v.ExtractTime or TNow-310
if distance <= extractdistance and distance ~= -1 and (TNow - vtime > 300) then
nearestGroup = v nearestGroup = v
nearestGroupIndex = k nearestGroupIndex = k
nearestDistance = distance nearestDistance = distance
@@ -2346,7 +2235,7 @@ end
local secondarygroups = {} local secondarygroups = {}
for i=1,#distancekeys do for i=1,#distancekeys do
local nearestGroup = nearestList[distancekeys[i]] -- Wrapper.Group#GROUP local nearestGroup = nearestList[distancekeys[i]]
-- find matching cargo type -- find matching cargo type
local groupType = string.match(nearestGroup:GetName(), "(.+)-(.+)$") local groupType = string.match(nearestGroup:GetName(), "(.+)-(.+)$")
local Cargotype = nil local Cargotype = nil
@@ -2377,38 +2266,25 @@ end
end end
if troopsize + numberonboard > trooplimit then if troopsize + numberonboard > trooplimit then
self:_SendMessage("Sorry, we\'re crammed already!", 10, false, Group) self:_SendMessage("Sorry, we\'re crammed already!", 10, false, Group)
nearestGroup.ExtractTime = 0
--return self --return self
else else
self.CargoCounter = self.CargoCounter + 1 self.CargoCounter = self.CargoCounter + 1
nearestGroup.ExtractTime = timer.getTime()
local loadcargotype = CTLD_CARGO:New(self.CargoCounter, Cargotype.Name, Cargotype.Templates, Cargotype.CargoType, true, true, Cargotype.CratesNeeded,nil,nil,Cargotype.PerCrateMass) local loadcargotype = CTLD_CARGO:New(self.CargoCounter, Cargotype.Name, Cargotype.Templates, Cargotype.CargoType, true, true, Cargotype.CratesNeeded,nil,nil,Cargotype.PerCrateMass)
self:T({cargotype=loadcargotype}) self:T({cargotype=loadcargotype})
local running = math.floor(nearestDistance / 4)+10 -- time run to helo plus boarding
loaded.Troopsloaded = loaded.Troopsloaded + troopsize loaded.Troopsloaded = loaded.Troopsloaded + troopsize
table.insert(loaded.Cargo,loadcargotype) table.insert(loaded.Cargo,loadcargotype)
self.Loaded_Cargo[unitname] = loaded self.Loaded_Cargo[unitname] = loaded
self:ScheduleOnce(running,self._SendMessage,self,"Troops boarded!", 10, false, Group) self:_SendMessage("Troops boarded!", 10, false, Group)
self:_SendMessage("Troops boarding!", 10, false, Group)
self:_UpdateUnitCargoMass(Unit) self:_UpdateUnitCargoMass(Unit)
self:__TroopsExtracted(running,Group, Unit, nearestGroup) self:__TroopsExtracted(1,Group, Unit, nearestGroup)
local coord = Unit:GetCoordinate() or Group:GetCoordinate() -- Core.Point#COORDINATE
local Point
if coord then
local heading = unit:GetHeading() or 0
local Angle = math.floor((heading+160)%360)
Point = coord:Translate(8,Angle):GetVec2()
if Point then
nearestGroup:RouteToVec2(Point,4)
end
end
-- clean up: -- clean up:
if type(Cargotype.Templates) == "table" and Cargotype.Templates[2] then if type(Cargotype.Templates) == "table" and Cargotype.Templates[2] then
for _,_key in pairs (Cargotype.Templates) do for _,_key in pairs (Cargotype.Templates) do
table.insert(secondarygroups,_key) table.insert(secondarygroups,_key)
end end
end end
nearestGroup:Destroy(false,running) nearestGroup:Destroy(false)
end end
end end
end end
@@ -2418,7 +2294,7 @@ end
if _group and _group:IsAlive() then if _group and _group:IsAlive() then
local groupname = string.match(_group:GetName(), "(.+)-(.+)$") local groupname = string.match(_group:GetName(), "(.+)-(.+)$")
if _name == groupname then if _name == groupname then
_group:Destroy(false,15) _group:Destroy(false)
end end
end end
end end
@@ -2474,21 +2350,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
self:_SendMessage("You are not close enough to a logistics zone!", 10, false, Group) self:_SendMessage("You are not close enough to a logistics zone!", 10, false, Group)
if not self.debug then return self end if not self.debug then return self end
end end
-- Check cargo location if available
local location = Cargo:GetLocation()
if location then
local unitcoord = Unit:GetCoordinate() or Group:GetCoordinate()
if unitcoord then
if not location:IsCoordinateInZone(unitcoord) then
-- no we're not at the right spot
self:_SendMessage("The requested cargo is not available in this zone!", 10, false, Group)
if not self.debug then return self end
end
end
end
-- avoid crate spam -- avoid crate spam
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitTypeCapabilities
local canloadcratesno = capabilities.cratelimit local canloadcratesno = capabilities.cratelimit
@@ -2499,8 +2361,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
return self return self
end end
-- spawn crates in front of helicopter -- spawn crates in front of helicopter
local IsHerc = self:IsHercules(Unit) -- Herc, Bronco and Hook load from behind local IsHerc = self:IsHercules(Unit) -- Herc
local IsHook = self:IsHook(Unit) -- Herc, Bronco and Hook load from behind
local cargotype = Cargo -- Ops.CTLD#CTLD_CARGO local cargotype = Cargo -- Ops.CTLD#CTLD_CARGO
local number = number or cargotype:GetCratesNeeded() --#number local number = number or cargotype:GetCratesNeeded() --#number
local cratesneeded = cargotype:GetCratesNeeded() --#number local cratesneeded = cargotype:GetCratesNeeded() --#number
@@ -2522,7 +2383,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
local rheading = 0 local rheading = 0
local angleOffNose = 0 local angleOffNose = 0
local addon = 0 local addon = 0
if IsHerc or IsHook then if IsHerc then
-- spawn behind the Herc -- spawn behind the Herc
addon = 180 addon = 180
end end
@@ -2572,25 +2433,17 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
dist = dist - (20 + math.random(1,10)) dist = dist - (20 + math.random(1,10))
local width = width / 2 local width = width / 2
local Offy = math.random(-width,width) local Offy = math.random(-width,width)
local spawnstatic = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry) self.Spawned_Crates[self.CrateCounter] = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry)
:InitCargoMass(cgomass) :InitCargoMass(cgomass)
:InitCargo(self.enableslingload) :InitCargo(self.enableslingload)
:InitLinkToUnit(Ship,dist,Offy,0) :InitLinkToUnit(Ship,dist,Offy,0)
if isstatic then :Spawn(270,cratealias)
local map=cargotype:GetStaticResourceMap()
spawnstatic.TemplateStaticUnit.resourcePayload = map
end
self.Spawned_Crates[self.CrateCounter] = spawnstatic:Spawn(270,cratealias)
else else
local spawnstatic = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry) self.Spawned_Crates[self.CrateCounter] = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry)
:InitCoordinate(cratecoord) :InitCoordinate(cratecoord)
:InitCargoMass(cgomass) :InitCargoMass(cgomass)
:InitCargo(self.enableslingload) :InitCargo(self.enableslingload)
if isstatic then :Spawn(270,cratealias)
local map=cargotype:GetStaticResourceMap()
spawnstatic.TemplateStaticUnit.resourcePayload = map
end
self.Spawned_Crates[self.CrateCounter] = spawnstatic:Spawn(270,cratealias)
end end
local templ = cargotype:GetTemplates() local templ = cargotype:GetTemplates()
local sorte = cargotype:GetType() local sorte = cargotype:GetType()
@@ -2600,13 +2453,9 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
if drop then if drop then
--CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory) --CTLD_CARGO:New(ID, Name, Templates, Sorte, HasBeenMoved, LoadDirectly, CratesNeeded, Positionable, Dropped, PerCrateMass, Stock, Subcategory)
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,true,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],true,cargotype.PerCrateMass,nil,subcat) realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,true,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],true,cargotype.PerCrateMass,nil,subcat)
local map=cargotype:GetStaticResourceMap()
realcargo:SetStaticResourceMap(map)
table.insert(droppedcargo,realcargo) table.insert(droppedcargo,realcargo)
else else
realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],false,cargotype.PerCrateMass,nil,subcat) realcargo = CTLD_CARGO:New(self.CargoCounter,cratename,templ,sorte,false,false,cratesneeded,self.Spawned_Crates[self.CrateCounter],false,cargotype.PerCrateMass,nil,subcat)
local map=cargotype:GetStaticResourceMap()
realcargo:SetStaticResourceMap(map)
end end
table.insert(self.Spawned_Cargo, realcargo) table.insert(self.Spawned_Cargo, realcargo)
end end
@@ -2656,18 +2505,14 @@ function CTLD:InjectStatics(Zone, Cargo, RandomCoord)
basetype = cratetemplate basetype = cratetemplate
end end
self.CrateCounter = self.CrateCounter + 1 self.CrateCounter = self.CrateCounter + 1
local spawnstatic = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry) self.Spawned_Crates[self.CrateCounter] = SPAWNSTATIC:NewFromType(basetype,"Cargos",self.cratecountry)
:InitCargoMass(cgomass) :InitCargoMass(cgomass)
:InitCargo(self.enableslingload) :InitCargo(self.enableslingload)
:InitCoordinate(cratecoord) :InitCoordinate(cratecoord)
if isstatic then :Spawn(270,cratealias)
local map = cargotype:GetStaticResourceMap()
spawnstatic.TemplateStaticUnit.resourcePayload = map
end
self.Spawned_Crates[self.CrateCounter] = spawnstatic:Spawn(270,cratealias)
local templ = cargotype:GetTemplates() local templ = cargotype:GetTemplates()
local sorte = cargotype:GetType() local sorte = cargotype:GetType()
--self.CargoCounter = self.CargoCounter + 1 self.CargoCounter = self.CargoCounter + 1
cargotype.Positionable = self.Spawned_Crates[self.CrateCounter] cargotype.Positionable = self.Spawned_Crates[self.CrateCounter]
table.insert(self.Spawned_Cargo, cargotype) table.insert(self.Spawned_Cargo, cargotype)
return self return self
@@ -2694,8 +2539,8 @@ end
function CTLD:_ListCratesNearby( _group, _unit) function CTLD:_ListCratesNearby( _group, _unit)
self:T(self.lid .. " _ListCratesNearby") self:T(self.lid .. " _ListCratesNearby")
local finddist = self.CrateDistance or 35 local finddist = self.CrateDistance or 35
local crates,number,loadedbygc,indexgc = self:_FindCratesNearby(_group,_unit, finddist,true) -- #table local crates,number = self:_FindCratesNearby(_group,_unit, finddist,true) -- #table
if number > 0 or indexgc > 0 then if number > 0 then
local text = REPORT:New("Crates Found Nearby:") local text = REPORT:New("Crates Found Nearby:")
text:Add("------------------------------------------------------------") text:Add("------------------------------------------------------------")
for _,_entry in pairs (crates) do for _,_entry in pairs (crates) do
@@ -2712,19 +2557,6 @@ function CTLD:_ListCratesNearby( _group, _unit)
text:Add(" N O N E") text:Add(" N O N E")
end end
text:Add("------------------------------------------------------------") text:Add("------------------------------------------------------------")
if indexgc > 0 then
text:Add("Probably ground crew loaded (F8)")
for _,_entry in pairs (loadedbygc) do
local entry = _entry -- #CTLD_CARGO
local name = entry:GetName() --#string
local dropped = entry:WasDropped()
if dropped then
text:Add(string.format("Dropped crate for %s, %dkg",name, entry.PerCrateMass))
else
text:Add(string.format("Crate for %s, %dkg",name, entry.PerCrateMass))
end
end
end
self:_SendMessage(text:Text(), 30, true, _group) self:_SendMessage(text:Text(), 30, true, _group)
else else
self:_SendMessage(string.format("No (loadable) crates within %d meters!",finddist), 10, false, _group) self:_SendMessage(string.format("No (loadable) crates within %d meters!",finddist), 10, false, _group)
@@ -2798,10 +2630,8 @@ end
-- @param Wrapper.Unit#UNIT _unit Unit -- @param Wrapper.Unit#UNIT _unit Unit
-- @param #number _dist Distance -- @param #number _dist Distance
-- @param #boolean _ignoreweight Find everything in range, ignore loadable weight -- @param #boolean _ignoreweight Find everything in range, ignore loadable weight
-- @return #table Crates Table of crates -- @return #table Table of crates
-- @return #number Number Number of crates found -- @return #number Number Number of crates found
-- @return #table CratesGC Table of crates possibly loaded by GC
-- @return #number NumberGC Number of crates possibly loaded by GC
function CTLD:_FindCratesNearby( _group, _unit, _dist, _ignoreweight) function CTLD:_FindCratesNearby( _group, _unit, _dist, _ignoreweight)
self:T(self.lid .. " _FindCratesNearby") self:T(self.lid .. " _FindCratesNearby")
local finddist = _dist local finddist = _dist
@@ -2809,9 +2639,7 @@ function CTLD:_FindCratesNearby( _group, _unit, _dist, _ignoreweight)
local existingcrates = self.Spawned_Cargo -- #table local existingcrates = self.Spawned_Cargo -- #table
-- cycle -- cycle
local index = 0 local index = 0
local indexg = 0
local found = {} local found = {}
local LoadedbyGC = {}
local loadedmass = 0 local loadedmass = 0
local unittype = "none" local unittype = "none"
local capabilities = {} local capabilities = {}
@@ -2824,47 +2652,20 @@ function CTLD:_FindCratesNearby( _group, _unit, _dist, _ignoreweight)
for _,_cargoobject in pairs (existingcrates) do for _,_cargoobject in pairs (existingcrates) do
local cargo = _cargoobject -- #CTLD_CARGO local cargo = _cargoobject -- #CTLD_CARGO
local static = cargo:GetPositionable() -- Wrapper.Static#STATIC -- crates local static = cargo:GetPositionable() -- Wrapper.Static#STATIC -- crates
local weight = cargo:GetMass() -- weight in kgs of this cargo
local staticid = cargo:GetID() local staticid = cargo:GetID()
local weight = cargo:GetMass() -- weight in kgs of this cargo
self:T(self.lid .. " Found cargo mass: " .. weight) self:T(self.lid .. " Found cargo mass: " .. weight)
local cargoalive = false -- TODO dyn cargo spawn workaround if static and static:IsAlive() then
local dcsunit = nil local staticpos = static:GetCoordinate()
local dcsunitpos = nil
if static.DCSCargoObject then
dcsunit = Unit.getByName(static.StaticName)
if dcsunit then
cargoalive = dcsunit:isExist() ~= nil and true or false
end
if cargoalive == true then
local dcsvec3 = dcsunit:getPoint() or dcsunit:getPosition().p or {x=0,y=0,z=0}
self:I({dcsvec3 = dcsunit:getPoint(), dcspos = dcsunit:getPosition().p})
if dcsvec3 then
dcsunitpos = COORDINATE:New(dcsvec3.x,dcsvec3.z,dcsvec3.y)
end
end
end
if static and (static:IsAlive() or cargoalive) then
local staticpos = static:GetCoordinate() or dcsunitpos
--- Testing
local landheight = staticpos:GetLandHeight()
local agl = staticpos.y-landheight
agl = UTILS.Round(agl,2)
local GCloaded = agl > 0 and true or false
--- Testing
local distance = self:_GetDistance(location,staticpos) local distance = self:_GetDistance(location,staticpos)
self:I({name=static:GetName(),agl=agl,GCloaded=GCloaded,distance=string.format("%.2f",distance or 0)}) if distance <= finddist and static and (weight <= maxloadable or _ignoreweight) then
if (not GCloaded) and distance <= finddist and static and (weight <= maxloadable or _ignoreweight) then
index = index + 1 index = index + 1
table.insert(found, staticid, cargo) table.insert(found, staticid, cargo)
maxloadable = maxloadable - weight maxloadable = maxloadable - weight
end end
if GCloaded == true and distance < 10 and static then
indexg = indexg + 1
table.insert(LoadedbyGC,staticid, cargo)
end
end end
end end
return found, index, LoadedbyGC, indexg return found, index
end end
--- (Internal) Function to get and load nearby crates. --- (Internal) Function to get and load nearby crates.
@@ -2886,13 +2687,6 @@ function CTLD:_LoadCratesNearby(Group, Unit)
local cratelimit = capabilities.cratelimit -- #number local cratelimit = capabilities.cratelimit -- #number
local grounded = not self:IsUnitInAir(Unit) local grounded = not self:IsUnitInAir(Unit)
local canhoverload = self:CanHoverLoad(Unit) local canhoverload = self:CanHoverLoad(Unit)
-- Door check
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to load cargo!", 10, false, Group)
if not self.debug then return self end
end
--- cases ------------------------------- --- cases -------------------------------
-- Chopper can\'t do crates - bark & return -- Chopper can\'t do crates - bark & return
-- Chopper can do crates - -- Chopper can do crates -
@@ -3070,9 +2864,7 @@ function CTLD:_ListCargo(Group, Unit)
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
local loadedmass = self:_GetUnitCargoMass(Unit) -- #number local loadedmass = self:_GetUnitCargoMass(Unit) -- #number
local maxloadable = self:_GetMaxLoadableMass(Unit) local maxloadable = self:_GetMaxLoadableMass(Unit)
local finddist = self.CrateDistance or 35 if self.Loaded_Cargo[unitname] then
local _,_,loadedgc,loadedno = self:_FindCratesNearby(Group,Unit,finddist,true)
if self.Loaded_Cargo[unitname] or loadedno > 0 then
local no_troops = loadedcargo.Troopsloaded or 0 local no_troops = loadedcargo.Troopsloaded or 0
local no_crates = loadedcargo.Cratesloaded or 0 local no_crates = loadedcargo.Cratesloaded or 0
local cargotable = loadedcargo.Cargo or {} -- #table local cargotable = loadedcargo.Cargo or {} -- #table
@@ -3094,7 +2886,7 @@ function CTLD:_ListCargo(Group, Unit)
report:Add("------------------------------------------------------------") report:Add("------------------------------------------------------------")
report:Add(" -- CRATES --") report:Add(" -- CRATES --")
local cratecount = 0 local cratecount = 0
for _,_cargo in pairs(cargotable or {}) do for _,_cargo in pairs(cargotable) do
local cargo = _cargo -- #CTLD_CARGO local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum local type = cargo:GetType() -- #CTLD_CARGO.Enum
if (type ~= CTLD_CARGO.Enum.TROOPS and type ~= CTLD_CARGO.Enum.ENGINEERS) and (not cargo:WasDropped() or self.allowcratepickupagain) then if (type ~= CTLD_CARGO.Enum.TROOPS and type ~= CTLD_CARGO.Enum.ENGINEERS) and (not cargo:WasDropped() or self.allowcratepickupagain) then
@@ -3105,18 +2897,6 @@ function CTLD:_ListCargo(Group, Unit)
if cratecount == 0 then if cratecount == 0 then
report:Add(" N O N E") report:Add(" N O N E")
end end
if loadedno > 0 then
report:Add("------------------------------------------------------------")
report:Add(" -- CRATES loaded via F8 --")
for _,_cargo in pairs(loadedgc or {}) do
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
if (type ~= CTLD_CARGO.Enum.TROOPS and type ~= CTLD_CARGO.Enum.ENGINEERS) then
report:Add(string.format("Crate: %s size 1",cargo:GetName()))
loadedmass = loadedmass + cargo:GetMass()
end
end
end
report:Add("------------------------------------------------------------") report:Add("------------------------------------------------------------")
report:Add("Total Mass: ".. loadedmass .. " kg. Loadable: "..maxloadable.." kg.") report:Add("Total Mass: ".. loadedmass .. " kg. Loadable: "..maxloadable.." kg.")
local text = report:Text() local text = report:Text()
@@ -3221,7 +3001,7 @@ function CTLD:_ListInventory(Group, Unit)
return self return self
end end
--- (Internal) Function to check if a unit is a Hercules C-130 or a Bronco. --- (Internal) Function to check if a unit is a Hercules C-130.
-- @param #CTLD self -- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit -- @param Wrapper.Unit#UNIT Unit
-- @return #boolean Outcome -- @return #boolean Outcome
@@ -3233,17 +3013,6 @@ function CTLD:IsHercules(Unit)
end end
end end
--- (Internal) Function to check if a unit is a CH-47
-- @param #CTLD self
-- @param Wrapper.Unit#UNIT Unit
-- @return #boolean Outcome
function CTLD:IsHook(Unit)
if string.find(Unit:GetTypeName(),"CH.47") then
return true
else
return false
end
end
--- (Internal) Function to set troops positions of a template to a nice circle --- (Internal) Function to set troops positions of a template to a nice circle
-- @param #CTLD self -- @param #CTLD self
@@ -3255,10 +3024,9 @@ end
function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template) function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
local Positions = {} local Positions = {}
local template = _DATABASE:GetGroupTemplate(Template) local template = _DATABASE:GetGroupTemplate(Template)
--UTILS.PrintTableToLog(template) UTILS.PrintTableToLog(template)
local numbertroops = #template.units local numbertroops = #template.units
local slightshift = math.abs(math.random(0,200)/100) local newcenter = Coordinate:Translate(Radius,((Heading+270)%360))
local newcenter = Coordinate:Translate(Radius+slightshift,((Heading+270)%360))
for i=1,360,math.floor(360/numbertroops) do for i=1,360,math.floor(360/numbertroops) do
local phead = ((Heading+270+i)%360) local phead = ((Heading+270+i)%360)
local post = newcenter:Translate(Radius,phead) local post = newcenter:Translate(Radius,phead)
@@ -3270,7 +3038,7 @@ function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
} }
table.insert(Positions,p1t) table.insert(Positions,p1t)
end end
--UTILS.PrintTableToLog(Positions) UTILS.PrintTableToLog(Positions)
return Positions return Positions
end end
@@ -3296,9 +3064,8 @@ function CTLD:_UnloadTroops(Group, Unit)
end end
-- check for hover unload -- check for hover unload
local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters
local IsHerc = self:IsHercules(Unit) local IsHerc = self:IsHercules(Unit)
local IsHook = self:IsHook(Unit) if IsHerc then
if IsHerc and (not IsHook) then
-- no hover but airdrop here -- no hover but airdrop here
hoverunload = self:IsCorrectFlightParameters(Unit) hoverunload = self:IsCorrectFlightParameters(Unit)
end end
@@ -3365,7 +3132,7 @@ function CTLD:_UnloadTroops(Group, Unit)
end -- cargotable loop end -- cargotable loop
else -- droppingatbase else -- droppingatbase
self:_SendMessage("Troops have returned to base!", 10, false, Group) self:_SendMessage("Troops have returned to base!", 10, false, Group)
self:__TroopsRTB(1, Group, Unit, zonename, zone) self:__TroopsRTB(1, Group, Unit)
end end
-- cleanup load list -- cleanup load list
local loaded = {} -- #CTLD.LoadedCargo local loaded = {} -- #CTLD.LoadedCargo
@@ -3427,16 +3194,10 @@ function CTLD:_UnloadCrates(Group, Unit)
end end
end end
end end
-- Door check
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to drop cargo!", 10, false, Group)
if not self.debug then return self end
end
-- check for hover unload -- check for hover unload
local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters
local IsHerc = self:IsHercules(Unit) local IsHerc = self:IsHercules(Unit)
local IsHook = self:IsHook(Unit) if IsHerc then
if IsHerc and (not IsHook) then
-- no hover but airdrop here -- no hover but airdrop here
hoverunload = self:IsCorrectFlightParameters(Unit) hoverunload = self:IsCorrectFlightParameters(Unit)
end end
@@ -3791,7 +3552,7 @@ function CTLD:_MoveGroupToZone(Group)
local groupcoord = Group:GetCoordinate() local groupcoord = Group:GetCoordinate()
-- Get closest zone of type -- Get closest zone of type
local outcome, name, zone, distance = self:IsUnitInZone(Group,CTLD.CargoZoneType.MOVE) local outcome, name, zone, distance = self:IsUnitInZone(Group,CTLD.CargoZoneType.MOVE)
if (distance <= self.movetroopsdistance) and outcome == true and zone~= nil then if (distance <= self.movetroopsdistance) and zone then
-- yes, we can ;) -- yes, we can ;)
local groupname = Group:GetName() local groupname = Group:GetName()
local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE
@@ -3852,7 +3613,7 @@ function CTLD:_RefreshF10Menus()
-- rebuild units table -- rebuild units table
local _UnitList = {} local _UnitList = {}
for _key, _group in pairs (PlayerTable) do for _key, _group in pairs (PlayerTable) do
local _unit = _group:GetFirstUnitAlive() -- Wrapper.Unit#UNIT Asume that there is only one unit in the flight for players local _unit = _group:GetUnit(1) -- Wrapper.Unit#UNIT Asume that there is only one unit in the flight for players
if _unit then if _unit then
if _unit:IsAlive() and _unit:IsPlayer() then if _unit:IsAlive() and _unit:IsPlayer() then
if _unit:IsHelicopter() or (self:IsHercules(_unit) and self.enableHercules) then --ensure no stupid unit entries here if _unit:IsHelicopter() or (self:IsHercules(_unit) and self.enableHercules) then --ensure no stupid unit entries here
@@ -3903,8 +3664,6 @@ function CTLD:_RefreshF10Menus()
local capabilities = self:_GetUnitCapabilities(_unit) -- #CTLD.UnitTypeCapabilities local capabilities = self:_GetUnitCapabilities(_unit) -- #CTLD.UnitTypeCapabilities
local cantroops = capabilities.troops local cantroops = capabilities.troops
local cancrates = capabilities.crates local cancrates = capabilities.crates
local isHook = self:IsHook(_unit)
local nohookswitch = not (isHook and self.enableChinookGCLoading)
-- top menu -- top menu
local topmenu = MENU_GROUP:New(_group,"CTLD",nil) local topmenu = MENU_GROUP:New(_group,"CTLD",nil)
local toptroops = nil local toptroops = nil
@@ -3941,30 +3700,22 @@ function CTLD:_RefreshF10Menus()
for _,_entry in pairs(self.Cargo_Troops) do for _,_entry in pairs(self.Cargo_Troops) do
local entry = _entry -- #CTLD_CARGO local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory local subcat = entry.Subcategory
local noshow = entry.DontShowInMenu menucount = menucount + 1
if not noshow then menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,subcatmenus[subcat],self._LoadTroops, self, _group, _unit, entry)
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,subcatmenus[subcat],self._LoadTroops, self, _group, _unit, entry)
end
end end
else else
for _,_entry in pairs(self.Cargo_Troops) do for _,_entry in pairs(self.Cargo_Troops) do
local entry = _entry -- #CTLD_CARGO local entry = _entry -- #CTLD_CARGO
local noshow = entry.DontShowInMenu menucount = menucount + 1
if not noshow then menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,troopsmenu,self._LoadTroops, self, _group, _unit, entry)
menucount = menucount + 1
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,troopsmenu,self._LoadTroops, self, _group, _unit, entry)
end
end end
end end
local unloadmenu1 = MENU_GROUP_COMMAND:New(_group,"Drop troops",toptroops, self._UnloadTroops, self, _group, _unit):Refresh() local unloadmenu1 = MENU_GROUP_COMMAND:New(_group,"Drop troops",toptroops, self._UnloadTroops, self, _group, _unit):Refresh()
local extractMenu1 = MENU_GROUP_COMMAND:New(_group, "Extract troops", toptroops, self._ExtractTroops, self, _group, _unit):Refresh() local extractMenu1 = MENU_GROUP_COMMAND:New(_group, "Extract troops", toptroops, self._ExtractTroops, self, _group, _unit):Refresh()
end end
-- sub menu crates management -- sub menu crates management
if cancrates then if cancrates then
if nohookswitch then local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
end
local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates) local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates)
local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit) local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit)
local removecratesmenu = MENU_GROUP:New(_group, "Remove crates", topcrates) local removecratesmenu = MENU_GROUP:New(_group, "Remove crates", topcrates)
@@ -3977,69 +3728,38 @@ function CTLD:_RefreshF10Menus()
for _,_entry in pairs(self.Cargo_Crates) do for _,_entry in pairs(self.Cargo_Crates) do
local entry = _entry -- #CTLD_CARGO local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory local subcat = entry.Subcategory
local noshow = entry.DontShowInMenu menucount = menucount + 1
local zone = entry.Location local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if not noshow then menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
end
end end
for _,_entry in pairs(self.Cargo_Statics) do for _,_entry in pairs(self.Cargo_Statics) do
local entry = _entry -- #CTLD_CARGO local entry = _entry -- #CTLD_CARGO
local subcat = entry.Subcategory local subcat = entry.Subcategory
local noshow = entry.DontShowInMenu menucount = menucount + 1
local zone = entry.Location local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if not noshow then menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,subcatmenus[subcat],self._GetCrates, self, _group, _unit, entry)
end
end end
else else
for _,_entry in pairs(self.Cargo_Crates) do for _,_entry in pairs(self.Cargo_Crates) do
local entry = _entry -- #CTLD_CARGO local entry = _entry -- #CTLD_CARGO
local noshow = entry.DontShowInMenu menucount = menucount + 1
local zone = entry.Location local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if not noshow then menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
end
end end
for _,_entry in pairs(self.Cargo_Statics) do for _,_entry in pairs(self.Cargo_Statics) do
local entry = _entry -- #CTLD_CARGO local entry = _entry -- #CTLD_CARGO
local noshow = entry.DontShowInMenu menucount = menucount + 1
local zone = entry.Location local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if not noshow then menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
menucount = menucount + 1
local menutext = string.format("Crate %s (%dkg)",entry.Name,entry.PerCrateMass or 0)
if zone then
menutext = string.format("Crate %s (%dkg)[R]",entry.Name,entry.PerCrateMass or 0)
end
menus[menucount] = MENU_GROUP_COMMAND:New(_group,menutext,cratesmenu,self._GetCrates, self, _group, _unit, entry)
end
end end
end end
listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit) listmenu = MENU_GROUP_COMMAND:New(_group,"List crates nearby",topcrates, self._ListCratesNearby, self, _group, _unit)
local removecrates = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",removecratesmenu, self._RemoveCratesNearby, self, _group, _unit) removecrates = MENU_GROUP_COMMAND:New(_group,"Remove crates nearby",removecratesmenu, self._RemoveCratesNearby, self, _group, _unit)
local unloadmenu local unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
if nohookswitch then
unloadmenu = MENU_GROUP_COMMAND:New(_group,"Drop crates",topcrates, self._UnloadCrates, self, _group, _unit)
end
if not self.nobuildmenu then if not self.nobuildmenu then
local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit) local buildmenu = MENU_GROUP_COMMAND:New(_group,"Build crates",topcrates, self._BuildCrates, self, _group, _unit)
local repairmenu = MENU_GROUP_COMMAND:New(_group,"Repair",topcrates, self._RepairCrates, self, _group, _unit):Refresh() local repairmenu = MENU_GROUP_COMMAND:New(_group,"Repair",topcrates, self._RepairCrates, self, _group, _unit):Refresh()
elseif unloadmenu then else
unloadmenu:Refresh() unloadmenu:Refresh()
end end
end end
@@ -4109,9 +3829,7 @@ end
-- @param #number PerCrateMass Mass in kg of each crate -- @param #number PerCrateMass Mass in kg of each crate
-- @param #number Stock Number of buildable groups in stock. Nil for unlimited. -- @param #number Stock Number of buildable groups in stock. Nil for unlimited.
-- @param #string SubCategory Name of sub-category (optional). -- @param #string SubCategory Name of sub-category (optional).
-- @param #boolean DontShowInMenu (optional) If set to "true" this won't show up in the menu. function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,SubCategory)
-- @param Core.Zone#ZONE Location (optional) If set, the cargo item is **only** available here. Can be a #ZONE object or the name of a zone as #string.
function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
self:T(self.lid .. " AddCratesCargo") self:T(self.lid .. " AddCratesCargo")
if not self:_CheckTemplates(Templates) then if not self:_CheckTemplates(Templates) then
self:E(self.lid .. "Crates Cargo for " .. Name .. " has missing template(s)!" ) self:E(self.lid .. "Crates Cargo for " .. Name .. " has missing template(s)!" )
@@ -4119,7 +3837,7 @@ function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates,PerCrateMass,Stock,Sub
end end
self.CargoCounter = self.CargoCounter + 1 self.CargoCounter = self.CargoCounter + 1
-- Crates are not directly loadable -- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location) local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Templates,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory)
table.insert(self.Cargo_Crates,cargo) table.insert(self.Cargo_Crates,cargo)
return self return self
end end
@@ -4130,24 +3848,15 @@ end
-- @param #number Mass Mass in kg of each static in kg, e.g. 100. -- @param #number Mass Mass in kg of each static in kg, e.g. 100.
-- @param #number Stock Number of groups in stock. Nil for unlimited. -- @param #number Stock Number of groups in stock. Nil for unlimited.
-- @param #string SubCategory Name of sub-category (optional). -- @param #string SubCategory Name of sub-category (optional).
-- @param #boolean DontShowInMenu (optional) If set to "true" this won't show up in the menu. function CTLD:AddStaticsCargo(Name,Mass,Stock,SubCategory)
-- @param Core.Zone#ZONE Location (optional) If set, the cargo item is **only** available here. Can be a #ZONE object or the name of a zone as #string.
-- @return #CTLD_CARGO CargoObject
function CTLD:AddStaticsCargo(Name,Mass,Stock,SubCategory,DontShowInMenu,Location)
self:T(self.lid .. " AddStaticsCargo") self:T(self.lid .. " AddStaticsCargo")
self.CargoCounter = self.CargoCounter + 1 self.CargoCounter = self.CargoCounter + 1
local type = CTLD_CARGO.Enum.STATIC local type = CTLD_CARGO.Enum.STATIC
local template = STATIC:FindByName(Name,true):GetTypeName() local template = STATIC:FindByName(Name,true):GetTypeName()
local unittemplate = _DATABASE:GetStaticUnitTemplate(Name)
local ResourceMap = nil
if unittemplate and unittemplate.resourcePayload then
ResourceMap = UTILS.DeepCopy(unittemplate.resourcePayload)
end
-- Crates are not directly loadable -- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,template,type,false,false,1,nil,nil,Mass,Stock,SubCategory,DontShowInMenu,Location) local cargo = CTLD_CARGO:New(self.CargoCounter,Name,template,type,false,false,1,nil,nil,Mass,Stock,SubCategory)
cargo:SetStaticResourceMap(ResourceMap)
table.insert(self.Cargo_Statics,cargo) table.insert(self.Cargo_Statics,cargo)
return cargo return self
end end
--- User function - Get a *generic* static-type loadable as #CTLD_CARGO object. --- User function - Get a *generic* static-type loadable as #CTLD_CARGO object.
@@ -4160,14 +3869,8 @@ function CTLD:GetStaticsCargoFromTemplate(Name,Mass)
self.CargoCounter = self.CargoCounter + 1 self.CargoCounter = self.CargoCounter + 1
local type = CTLD_CARGO.Enum.STATIC local type = CTLD_CARGO.Enum.STATIC
local template = STATIC:FindByName(Name,true):GetTypeName() local template = STATIC:FindByName(Name,true):GetTypeName()
local unittemplate = _DATABASE:GetStaticUnitTemplate(Name)
local ResourceMap = nil
if unittemplate and unittemplate.resourcePayload then
ResourceMap = UTILS.DeepCopy(unittemplate.resourcePayload)
end
-- Crates are not directly loadable -- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,template,type,false,false,1,nil,nil,Mass,1) local cargo = CTLD_CARGO:New(self.CargoCounter,Name,template,type,false,false,1,nil,nil,Mass,1)
cargo:SetStaticResourceMap(ResourceMap)
--table.insert(self.Cargo_Statics,cargo) --table.insert(self.Cargo_Statics,cargo)
return cargo return cargo
end end
@@ -4181,9 +3884,7 @@ end
-- @param #number PerCrateMass Mass in kg of each crate -- @param #number PerCrateMass Mass in kg of each crate
-- @param #number Stock Number of groups in stock. Nil for unlimited. -- @param #number Stock Number of groups in stock. Nil for unlimited.
-- @param #string SubCategory Name of the sub-category (optional). -- @param #string SubCategory Name of the sub-category (optional).
-- @param #boolean DontShowInMenu (optional) If set to "true" this won't show up in the menu. function CTLD:AddCratesRepair(Name,Template,Type,NoCrates, PerCrateMass,Stock,SubCategory)
-- @param Core.Zone#ZONE Location (optional) If set, the cargo item is **only** available here. Can be a #ZONE object or the name of a zone as #string.
function CTLD:AddCratesRepair(Name,Template,Type,NoCrates, PerCrateMass,Stock,SubCategory,DontShowInMenu,Location)
self:T(self.lid .. " AddCratesRepair") self:T(self.lid .. " AddCratesRepair")
if not self:_CheckTemplates(Template) then if not self:_CheckTemplates(Template) then
self:E(self.lid .. "Repair Cargo for " .. Name .. " has a missing template!" ) self:E(self.lid .. "Repair Cargo for " .. Name .. " has a missing template!" )
@@ -4191,7 +3892,7 @@ function CTLD:AddCratesRepair(Name,Template,Type,NoCrates, PerCrateMass,Stock,Su
end end
self.CargoCounter = self.CargoCounter + 1 self.CargoCounter = self.CargoCounter + 1
-- Crates are not directly loadable -- Crates are not directly loadable
local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Template,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory,DontShowInMenu,Location) local cargo = CTLD_CARGO:New(self.CargoCounter,Name,Template,Type,false,false,NoCrates,nil,nil,PerCrateMass,Stock,SubCategory)
table.insert(self.Cargo_Crates,cargo) table.insert(self.Cargo_Crates,cargo)
return self return self
end end
@@ -4668,9 +4369,10 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
zonewidth = zoneradius zonewidth = zoneradius
end end
local distance = self:_GetDistance(zonecoord,unitcoord) local distance = self:_GetDistance(zonecoord,unitcoord)
self:T("Distance Zone: "..distance) if zone:IsVec2InZone(unitVec2) and active then
if (zone:IsVec2InZone(unitVec2) or Zonetype == CTLD.CargoZoneType.MOVE) and active == true and maxdist > distance then
outcome = true outcome = true
end
if maxdist > distance then
maxdist = distance maxdist = distance
zoneret = zone zoneret = zone
zonenameret = zonename zonenameret = zonename
@@ -5533,9 +5235,7 @@ end
-- Events -- Events
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler) self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler) self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler) self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler)
self:HandleEvent(EVENTS.UnitLost, self._EventHandler)
self:HandleEvent(EVENTS.Birth, self._EventHandler)
self:__Status(-5) self:__Status(-5)
-- AutoSave -- AutoSave
@@ -5657,19 +5357,19 @@ end
return self return self
end end
--- (Internal) FSM Function onbeforeTroopsExtracted. --- (Internal) FSM Function onbeforeTroopsExtracted.
-- @param #CTLD self -- @param #CTLD self
-- @param #string From State. -- @param #string From State.
-- @param #string Event Trigger. -- @param #string Event Trigger.
-- @param #string To State. -- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object. -- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object. -- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object. -- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @return #CTLD self -- @return #CTLD self
function CTLD:onbeforeTroopsExtracted(From, Event, To, Group, Unit, Troops) function CTLD:onbeforeTroopsExtracted(From, Event, To, Group, Unit, Troops)
self:T({From, Event, To}) self:T({From, Event, To})
return self return self
end end
--- (Internal) FSM Function onbeforeTroopsDeployed. --- (Internal) FSM Function onbeforeTroopsDeployed.
@@ -5798,10 +5498,8 @@ end
-- @param #string To State. -- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object. -- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object. -- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #string ZoneName Name of the Zone where the Troops have been RTB'd.
-- @param Core.Zone#ZONE_Radius ZoneObject of the Zone where the Troops have been RTB'd.
-- @return #CTLD self -- @return #CTLD self
function CTLD:onbeforeTroopsRTB(From, Event, To, Group, Unit, ZoneName, ZoneObject) function CTLD:onbeforeTroopsRTB(From, Event, To, Group, Unit)
self:T({From, Event, To}) self:T({From, Event, To})
return self return self
end end
@@ -6147,9 +5845,7 @@ end
cargotemplates = UTILS.Split(cargotemplates,";") cargotemplates = UTILS.Split(cargotemplates,";")
injectstatic = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass) injectstatic = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass)
elseif cargotype == CTLD_CARGO.Enum.STATIC or cargotype == CTLD_CARGO.Enum.REPAIR then elseif cargotype == CTLD_CARGO.Enum.STATIC or cargotype == CTLD_CARGO.Enum.REPAIR then
injectstatic = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass) injectstatic = CTLD_CARGO:New(nil,cargoname,cargotemplates,cargotype,true,true,size,nil,true,mass)
local map=cargotype:GetStaticResourceMap()
injectstatic:SetStaticResourceMap(map)
end end
if injectstatic then if injectstatic then
self:InjectStatics(dropzone,injectstatic) self:InjectStatics(dropzone,injectstatic)
@@ -6505,8 +6201,6 @@ function CTLD_HERCULES:Cargo_SpawnDroppedAsCargo(_name, _pos)
self.CTLD.Spawned_Crates[self.CTLD.CrateCounter] = theStatic self.CTLD.Spawned_Crates[self.CTLD.CrateCounter] = theStatic
local newCargo = CTLD_CARGO:New(self.CTLD.CargoCounter, theCargo.Name, theCargo.Templates, theCargo.CargoType, true, false, theCargo.CratesNeeded, self.CTLD.Spawned_Crates[self.CTLD.CrateCounter], true, theCargo.PerCrateMass, nil, theCargo.Subcategory) local newCargo = CTLD_CARGO:New(self.CTLD.CargoCounter, theCargo.Name, theCargo.Templates, theCargo.CargoType, true, false, theCargo.CratesNeeded, self.CTLD.Spawned_Crates[self.CTLD.CrateCounter], true, theCargo.PerCrateMass, nil, theCargo.Subcategory)
local map=theCargo:GetStaticResourceMap()
newCargo:SetStaticResourceMap(map)
table.insert(self.CTLD.Spawned_Cargo, newCargo) table.insert(self.CTLD.Spawned_Cargo, newCargo)
newCargo:SetWasDropped(true) newCargo:SetWasDropped(true)
@@ -6537,6 +6231,8 @@ function CTLD_HERCULES:Cargo_SpawnObjects(Cargo_Drop_initiator,Cargo_Drop_Direct
if offload_cargo == true or ParatrooperGroupSpawn == true then if offload_cargo == true or ParatrooperGroupSpawn == true then
if ParatrooperGroupSpawn == true then if ParatrooperGroupSpawn == true then
--self:Soldier_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 0)
--self:Soldier_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 5)
self:Soldier_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 10) self:Soldier_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country, 10)
else else
self:Cargo_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country) self:Cargo_SpawnGroup(Cargo_Drop_initiator,Cargo_Content_position, Cargo_Type_name, CargoHeading, Cargo_Country)

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