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23 Commits

Author SHA1 Message Date
Frank
e3cee8dafe VECTOR 2025-10-28 23:07:59 +01:00
Frank
3686e0de63 Vector 2025-10-26 23:00:32 +01:00
Frank
2931b32ce6 Vector 0.0.3 2025-10-26 20:54:52 +01:00
Frank
42221f406a Update Radios.lua 2025-10-26 15:19:34 +01:00
Frank
654f752ca0 Merge branch 'develop' into FF/Ops 2025-10-25 21:17:01 +02:00
Frank
5a92fb1f65 Merge branch 'develop' into FF/Ops 2025-09-28 20:48:52 +02:00
Frank
1ddb2aaec0 Merge branch 'develop' into FF/Ops 2025-08-25 20:53:40 +02:00
Frank
8d6d4b3765 Merge branch 'FF/MasterDevel' into FF/Ops 2025-06-23 22:29:30 +02:00
Frank
7ddb72885d Merge branch 'develop' into FF/Ops 2025-06-23 22:29:20 +02:00
Frank
1d04f7c945 Merge branch 'develop' into FF/Ops 2025-06-10 21:58:38 +02:00
Frank
baa3f3234e Merge branch 'develop' into FF/Ops 2025-04-18 22:04:07 +02:00
Frank
ab5a4c43c3 Merge branch 'develop' into FF/Ops 2025-04-17 21:40:58 +02:00
Frank
ce61f454bf Update Beacons.lua
- Added excludelist to GetClosestBeacon function
2025-04-17 20:34:46 +02:00
Frank
4772dafe7f Update Beacons.lua
- Fixed bug in counting beacons
- Added option to mark certain beacon types
- Improved maker text
2025-04-15 22:06:53 +02:00
Frank
629925e2d8 Update Towns.lua 2025-04-14 22:42:29 +02:00
Frank
17f672dad4 Towns
- Added new Class for towns
2025-04-14 15:49:39 +02:00
Frank
0a9717a8c2 RADIOS
- Added new class RADIOS
2025-04-13 23:14:19 +02:00
Frank
e0049bea2b Update Beacons.lua
- Added channel
- Added scenery
2025-04-12 21:18:19 +02:00
Frank
73525feb68 Update Beacons.lua
- Added user functions
- Fixed bug with incorrect position
2025-04-12 11:14:01 +02:00
Frank
7d3bffcfef Naviation
- Added beacons class
- Added navpoints class
- Added vector class
2025-04-09 22:36:26 +02:00
Frank
5b76ec6b99 Merge branch 'develop' into FF/Ops 2025-04-09 21:17:49 +02:00
Frank
eeca95c77f Merge branch 'develop' into FF/Ops 2025-01-02 20:49:06 +01:00
Frank
e406fb0c88 Update Brigade.lua 2024-12-29 21:02:56 +01:00
16 changed files with 3202 additions and 57 deletions

View File

@@ -1637,7 +1637,6 @@ do -- COORDINATE
if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then
RoutePoint.linkUnit = AirbaseID
RoutePoint.helipadId = AirbaseID
RoutePoint.airdromeId = airbase:IsAirdrome() and AirbaseID or nil
elseif AirbaseCategory == Airbase.Category.AIRDROME then
RoutePoint.airdromeId = AirbaseID
else

File diff suppressed because it is too large Load Diff

View File

@@ -320,8 +320,8 @@ function SCORING:New( GameName, SavePath, AutoSave )
-- Create the CSV file.
self.AutoSavePath = SavePath
self.AutoSave = (AutoSave == nil or AutoSave == true) and true or false
if self.AutoSavePath and self.AutoSave == true then
self.AutoSave = AutoSave or true
if self.AutoSave == true then
self:OpenCSV( GameName )
end

View File

@@ -20,6 +20,13 @@ _DATABASE:_RegisterCargos()
_DATABASE:_RegisterZones()
_DATABASE:_RegisterAirbases()
--- Function that writes to DCS log file
-- @param #string text Formatted text.
-- @param ... Format passed to string.format().
function printf(text, ...)
env.info(string.format(text, ...))
end
--- Check if os etc is available.
BASE:I("Checking de-sanitization of os, io and lfs:")
local __na = false

View File

@@ -32,6 +32,7 @@ __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/Pathline.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/ClientMenu.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Vector.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' )
@@ -186,4 +187,9 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_Dispatcher
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Zone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Point.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Beacons.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Radios.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Towns.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Globals.lua' )

View File

@@ -32,6 +32,7 @@ __Moose.Include( 'Core\\MarkerOps_Base.lua' )
__Moose.Include( 'Core\\TextAndSound.lua' )
__Moose.Include( 'Core\\Condition.lua' )
__Moose.Include( 'Core\\ClientMenu.lua' )
__Moose.Include( 'Core\\Vector.lua' )
__Moose.Include( 'Wrapper\\Object.lua' )
__Moose.Include( 'Wrapper\\Identifiable.lua' )
@@ -177,4 +178,9 @@ __Moose.Include( 'Tasking\\Task_Cargo_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Zone.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Navigation\\Point.lua' )
__Moose.Include( 'Navigation\\Beacons.lua' )
__Moose.Include( 'Navigation\\Radios.lua' )
__Moose.Include( 'Navigation\\Towns.lua' )
__Moose.Include( 'Globals.lua' )

View File

@@ -0,0 +1,395 @@
--- **NAVIGATION** - Beacons of the map/theatre.
--
-- **Main Features:**
--
-- * Access beacons of the map
-- * Find closest beacon
-- * Get frequencies and channels
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Beacons).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Beacons
-- @image NAVIGATION_Beacons.png
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- BEACONS class.
-- @type BEACONS
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table beacons Beacons.
--
-- @extends Core.Base#BASE
--- *Hope is the beacon that guides lost ships back to the shore.*
--
-- ===
--
-- # The BEACONS Concept
--
-- This class is desinged to make information about beacons of a map/theatre easier accessible. The information contains location, type and frequencies of all or specific beacons of the map.
--
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `beacons.lua` that can be
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
--
-- # Basic Setup
--
-- A new `BEACONS` object can be created with the @{#BEACONS.NewFromFile}(*beacons_lua_file*) function.
--
-- local beacons=BEACONS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\beacons.lua")
-- beacons:MarkerShow()
--
-- This will load the beacons from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
-- you provided is correct and all relevant beacons are present.
--
-- # User Functions
--
-- ## F10 Map Markers
--
-- ## Position
--
-- ## Get Closest Beacon
--
--
-- @field #BEACONS
BEACONS = {
ClassName = "BEACONS",
verbose = 1,
beacons = {},
}
--- Mission capability.
-- @type BEACONS.Beacon
-- @field #function display_name Function that returns the localized name.
-- @field #number type Beacon type.
-- @field #string beaconId Beacon ID.
-- @field #string callsign Call sign.
-- @field #number frequency Frequency in Hz.
-- @field #number channel TACAN, RSBN or PRMG channel depending on type.
-- @field #table position Position table.
-- @field #number direction Direction in degrees.
-- @field #table positionGeo Table with latitude and longitude.
-- @field #table sceneObjects Table with scenery objects, e.g. `{t:393396742}`.
-- @field #number chartOffsetX No idea what this offset is?!
-- @field DCS#Vec3 vec3 Position vector 3D.
-- @field #number markerID ID for the F10 marker.
-- @field #string typeName Name of becon type.
-- @field Wrapper.Scenery#SCENERY scenery The scenery object.
--- BEACONS class version.
-- @field #string version
BEACONS.version="0.0.4"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- DONE: TACAN channel from frequency (was already in beacon.lua as channel)
-- DONE: Scenery object
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new BECAONS class instance from a given table.
-- @param #BEACONS self
-- @param #table BeaconTable Table with beacon info.
-- @return #BEACONS self
function BEACONS:NewFromTable(BeaconTable)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #BEACONS
for _,_beacon in pairs(BeaconTable) do
local beacon=_beacon --#BEACONS.Beacon
-- Get 3D vector
beacon.vec3={x=beacon.position[1], y=beacon.position[2], z=beacon.position[3]}
-- Get coordinate
beacon.coordinate=COORDINATE:NewFromVec3(beacon.vec3)
-- Get type name
beacon.typeName=self:_GetTypeName(beacon.type)
-- Find closest scenery object from scan
beacon.scenery=beacon.coordinate:FindClosestScenery(20)
-- Debug stuff for scenery object
if false then
if beacon.scenery then
env.info(string.format("FF Beacon %s %s %s got scenery object %s, %s", beacon.callsign, beacon.beaconId, beacon.typeName, beacon.scenery:GetName(), beacon.scenery:GetTypeName() ))
UTILS.PrintTableToLog(beacon.scenery.SceneryObject)
UTILS.PrintTableToLog(beacon.sceneObjects)
else
env.info(string.format("FF NO scenery object %s %s %s ", beacon.callsign, beacon.beaconId, beacon.typeName))
end
end
-- Add to table
table.insert(self.beacons, beacon)
end
-- Debug output
self:I(string.format("Added %d beacons", #self.beacons))
if self.verbose > 0 then
local text="Beacon types:"
for typeName,typeID in pairs(BEACON.Type) do
local n=self:CountBeacons(typeID)
text=text..string.format("\n%s = %d", typeName, n)
end
self:I(text)
end
return self
end
--- Create a new BECAONS class instance from a given file.
-- @param #BEACONS self
-- @param #string FileName Full path to the file containing the map beacons.
-- @return #BEACONS self
function BEACONS:NewFromFile(FileName)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #BEACONS
local exists=UTILS.FileExists(FileName)
if exists==false then
self:E(string.format("ERROR: file with beacon info does not exist!"))
return nil
end
-- This will create a global table `beacons`
dofile(FileName)
-- Get beacons from table.
self=self:NewFromTable(beacons)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D position vector of a specific beacon.
-- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return DCS#Vec3 Position vector.
function BEACONS:GetVec3(beacon)
return beacon.vec3
end
--- Get COORDINATE of a specific beacon.
-- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return Core.Point#COORDINATE The coordinate.
function BEACONS:GetCoordinate(beacon)
local coordinate=COORDINATE:NewFromVec3(beacon.vec3)
return coordinate
end
--- Find closest beacon to a given coordinate.
-- @param #BEACONS self
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
-- @param #number TypeID (Optional) Only search for specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @param #number DistMax (Optional) Max search distance in meters.
-- @param #table ExcludeList (Optional) List of beacons to exclude.
-- @return #BEACONS.Beacon The closest beacon.
function BEACONS:GetClosestBeacon(Coordinate, TypeID, DistMax, ExcludeList)
local beacon=nil --#BEACONS.Beacon
local distmin=math.huge
ExcludeList=ExcludeList or {}
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if (TypeID==nil or TypeID==bc.type) and (not UTILS.IsInTable(ExcludeList, bc, "beaconId")) then
local dist=Coordinate:Get2DDistance(bc.vec3)
if dist<distmin and (DistMax==nil or dist<=DistMax) then
distmin=dist
beacon=bc
end
end
end
return beacon
end
--- Get table of all beacons, optionally of a given type.
-- @param #BEACONS self
-- @param #number TypeID (Optional) Only return specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #table Table of beacons. Each element is of type #BEACON.Beacon.
function BEACONS:GetBeacons(TypeID)
local beacons={}
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if TypeID==nil or TypeID==bc.type then
table.insert(beacons, bc)
end
end
return beacons
end
--- Count beacons, optionally of a given type.
-- @param #BEACONS self
-- @param #number TypeID (Optional) Only count specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #number Number of beacons.
function BEACONS:CountBeacons(TypeID)
local n=0
if TypeID then
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if TypeID==bc.type then
n=n+1
end
end
else
n=#self.beacons
end
return n
end
--- Add markers for all beacons on the F10 map. Optionally, only a specific beacon or a certain beacon type can be marked.
-- @param #BEACONS self
-- @param #BEACONS.Beacon Beacon (Optional) Only this specifc beacon.
-- @param #number TypeID (Optional) Only show specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #BEACONS self
function BEACONS:MarkerShow(Beacon, TypeID)
for _,_beacon in pairs(self.beacons) do
local beacon=_beacon --#BEACONS.Beacon
if Beacon==nil or Beacon.beaconId==beacon.beaconId then
if TypeID==nil or beacon.type==TypeID then
local text=self:_GetMarkerText(beacon)
local coord=COORDINATE:NewFromVec3(beacon.vec3)
if beacon.markerID then
UTILS.RemoveMark(beacon.markerID)
end
beacon.markerID=coord:MarkToAll(text)
end
end
end
return self
end
--- Remove markers of all beacons from the F10 map. Optionally, remove only marker of a specific beacon or a certain beacon type.
-- @param #BEACONS self
-- @param #BEACONS.Beacon Beacon (Optional) Only this specifc beacon.
-- @param #number TypeID (Optional) Only show specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #BEACONS self
function BEACONS:MarkerRemove(Beacon, TypeID)
for _,_beacon in pairs(self.beacons) do
local beacon=_beacon --#BEACONS.Beacon
if Beacon==nil or Beacon.beaconId==beacon.beaconId then
if TypeID==nil or beacon.type==TypeID then
if beacon.markerID then
UTILS.RemoveMark(beacon.markerID)
beacon.markerID=nil
end
end
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return #string Marker text.
function BEACONS:_GetMarkerText(beacon)
local frequency, funit=self:_GetFrequency(beacon.frequency)
local direction=beacon.direction~=nil and beacon.direction or -1
local text=string.format("Beacon %s [ID=%s]", tostring(beacon.typeName), tostring(beacon.beaconId))
text=text..string.format("\nCallsign: %s", tostring(beacon.callsign))
if UTILS.IsInTable({BEACON.Type.TACAN, BEACON.Type.RSBN, BEACON.Type.PRMG_GLIDESLOPE, BEACON.Type.PRMG_LOCALIZER}, beacon.type) then
text=text..string.format("\nChannel: %s", tostring(beacon.channel))
end
text=text..string.format("\nFrequency: %.3f %s", frequency, funit)
text=text..string.format("\nDirection: %.1f°", direction)
return text
end
--- Get converted frequency.
-- @param #BEACONS self
-- @param #number freq Frequency in Hz.
-- @return #number Frequency in better unit.
-- @return #string Unit ("Hz", "kHz", "MHz").
function BEACONS:_GetFrequency(freq)
freq=freq or 0
local unit="Hz"
if freq>=1e6 then
freq=freq/1e6
unit="MHz"
elseif freq>=1e3 then
freq=freq/1e3
unit="kHz"
end
return freq, unit
end
--- Get name of beacon type.
-- @param #BEACONS self
-- @param #number typeID Beacon type number.
-- @return #string Type name.
function BEACONS:_GetTypeName(typeID)
if typeID~=nil then
for typeName,_typeID in pairs(BEACON.Type) do
if _typeID==typeID then
return typeName
end
end
end
return "Unknown"
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -0,0 +1,587 @@
--- **NAVIGATION** - Navigation Airspace Points, Fixes and Aids.
--
-- **Main Features:**
--
-- * Stuff
-- * More Stuff
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20NavFix).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Point
-- @image NAVIGATION_Point.png
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- NAVFIX class.
-- @type NAVFIX
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #string name Name of the point.
-- @field #string typePoint Type of the point, *e.g. "Intersection", "VOR", "Airport".
-- @field Core.Vector#VECTOR vector Position vector of the fix.
-- @field Wrapper.Marker#MARKER marker Marker on F10 map.
-- @field #number altMin Minimum altitude in meters.
-- @field #number altMax Maximum altitude in meters.
-- @field #number speedMin Minimum speed in knots.
-- @field #number speedMax Maximum speed in knots.
--
-- @field #boolean isCompulsory Is this a compulsory fix.
-- @field #boolean isFlyover Is this a flyover fix (`true`) or turning point otherwise.
-- @field #boolean isFAF Is this a final approach fix.
-- @field #boolean isIAF Is this an initial approach fix.
-- @field #boolean isIF Is this an initial fix.
-- @field #boolean isMAF Is this an initial fix.
--
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The NAVFIX Concept
--
-- The NAVFIX class has a great concept!
--
-- A NAVFIX describes a geo position and can, *e.g.*, be part of a FLIGHTPLAN. It has a unique name and is of a certain type, *e.g.* "Intersection", "VOR", "Airbase" etc.
-- It can also have further properties as min/max altitudes and speeds that aircraft need to obey when they pass the point.
--
-- # Basic Setup
--
-- A new `NAVFIX` object can be created with the @{#NAVFIX.New}() function.
--
-- myNavPoint=NAVFIX:New()
-- myTemplate:SetXYZ(X, Y, Z)
--
-- This is how it works.
--
-- @field #NAVFIX
NAVFIX = {
ClassName = "NAVFIX",
verbose = 0,
}
--- Type of point.
-- @type NAVFIX.Type
-- @field #string POINT Waypoint.
-- @field #string INTERSECTION Intersection of airway.
-- @field #string AIRPORT Airport.
-- @field #string VOR Very High Frequency Omnidirectional Range Station.
-- @field #string DME Distance Measuring Equipment.
-- @field #string NDB Non-Directional Beacon.
-- @field #string VORDME Combined VHF omnidirectional range (VOR) with a distance-measuring equipment (DME).
-- @field #string LOC Localizer.
-- @field #string ILS Instrument Landing System.
-- @field #string TACAN TACtical Air Navigation System (TACAN).
NAVFIX.Type={
POINT="Point",
INTERSECTION="Intersection",
AIRPORT="Airport",
NDB="NDB",
VOR="VOR",
DME="DME",
VORDME="VOR/DME",
LOC="Localizer",
ILS="ILS",
TACAN="TACAN"
}
--- NAVFIX class version.
-- @field #string version
NAVFIX.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new NAVFIX class instance from a given VECTOR.
-- @param #NAVFIX self
-- @param #string Name Name/ident of the point. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param Core.Vector#VECTOR Vector Position vector of the navpoint.
-- @return #NAVFIX self
function NAVFIX:NewFromVector(Name, Type, Vector)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #NAVFIX
-- Vector of point.
self.vector=Vector
-- Name of point.
self.name=Name
-- Type of the point.
self.typePoint=Type or NAVFIX.Type.POINT
local coord=COORDINATE:NewFromVec3(self.vector)
-- Marker on F10.
self.marker=MARKER:New(coord, self:_GetMarkerText())
-- Log ID string.
self.lid=string.format("NAVFIX %s [%s] | ", tostring(self.name), tostring(self.typePoint))
-- Debug info.
self:I(self.lid..string.format("Created NAVFIX"))
return self
end
--- Create a new NAVFIX class instance from a given COORDINATE.
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param Core.Point#COORDINATE Coordinate Coordinate of the point.
-- @return #NAVFIX self
function NAVFIX:NewFromCoordinate(Name, Type, Coordinate)
-- Create a VECTOR from the coordinate.
local Vector=VECTOR:NewFromVec(Coordinate)
-- Create NAVFIX.
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
--- Create a new NAVFIX instance from given latitude and longitude in degrees, minutes and seconds (DMS).
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param #string Latitude Latitude in DMS as string.
-- @param #string Longitude Longitude in DMS as string.
-- @return #NAVFIX self
function NAVFIX:NewFromLLDMS(Name, Type, Latitude, Longitude)
-- Create a VECTOR from the coordinate.
local Vector=VECTOR:NewFromLLDMS(Latitude, Longitude)
-- Create NAVFIX.
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
--- Create a new NAVFIX instance from given latitude and longitude in decimal degrees (DD).
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param #number Latitude Latitude in DD.
-- @param #number Longitude Longitude in DD.
-- @return #NAVFIX self
function NAVFIX:NewFromLLDD(Name, Type, Latitude, Longitude)
-- Create a VECTOR from the coordinate.
local Vector=VECTOR:NewFromLLDD(Latitude, Longitude)
-- Create NAVFIX.
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
--- Create a new NAVFIX class instance relative to a given other NAVFIX.
-- You have to specify the distance and bearing from the new point to the given point. *E.g.*, for a distance of 5 NM and a bearing of 090° (West), the
-- new nav point is created 5 NM East of the given nav point. The reason is that this corresponts to convention used in most maps.
-- You can, however, use the `Reciprocal` switch to create the new point in the direction you specify.
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of navfix.
-- @param #NAVFIX NavFix The given/existing navigation fix relative to which the new fix is created.
-- @param #number Distance Distance from the given to the new point in nautical miles.
-- @param #number Bearing Bearing [Deg] from the new point to the given one.
-- @param #boolean Reciprocal If `true` the reciprocal `Bearing` is taken so it specifies the direction from the given point to the new one.
-- @return #NAVFIX self
function NAVFIX:NewFromNavFix(Name, Type, NavFix, Distance, Bearing, Reciprocal)
-- Convert magnetic to true bearing by adding magnetic declination, e.g. mag. bearing 10°M ==> true bearing 16°M (for 6° variation on Caucasus map)
Bearing=Bearing+UTILS.GetMagneticDeclination()
if Reciprocal then
Bearing=Bearing-180
end
-- Translate.
local Vector=NavFix.vector:Translate(UTILS.NMToMeters(Distance), Bearing, true)
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set whether this is the intermediate fix (IF).
-- @param #NAVFIX self
-- @return #NAVFIX self
function NAVFIX:SetIntermediateFix(IntermediateFix)
self.isIF=IntermediateFix
return self
end
--- Set whether this is an initial approach fix (IAF).
-- The IAF is the point where the initial approach segment of an instrument approach begins.
-- It is usually a designated intersection, VHF omidirectional range (VOR) non-directional beacon (NDB)
-- or distance measuring equipment (DME) fix.
-- The IAF may be collocated with the intermediate fix (IF) of the instrument apprach an in such case they designate the
-- beginning of the intermediate segment of the approach. When the IAF and the IF are combined, there is no inital approach segment.
-- @param #NAVFIX self
-- @param #boolean IntermediateFix If `true`, this is an intermediate fix.
-- @return #NAVFIX self
function NAVFIX:SetInitialApproachFix(IntermediateFix)
self.isIAF=IntermediateFix
return self
end
--- Set whether this is the final approach fix (FAF).
-- @param #NAVFIX self
-- @param #boolean FinalApproachFix If `true`, this is a final approach fix.
-- @return #NAVFIX self
function NAVFIX:SetFinalApproachFix(FinalApproachFix)
self.isFAF=FinalApproachFix
return self
end
--- Set whether this is the final approach fix (FAF).
-- @param #NAVFIX self
-- @param #boolean FinalApproachFix If `true`, this is a final approach fix.
-- @return #NAVFIX self
function NAVFIX:SetMissedApproachFix(MissedApproachFix)
self.isMAF=MissedApproachFix
return self
end
--- Set minimum altitude.
-- @param #NAVFIX self
-- @param #number Altitude Min altitude in feet.
-- @return #NAVFIX self
function NAVFIX:SetAltMin(Altitude)
self.altMin=Altitude
return self
end
--- Set maximum altitude.
-- @param #NAVFIX self
-- @param #number Altitude Max altitude in feet.
-- @return #NAVFIX self
function NAVFIX:SetAltMax(Altitude)
self.altMax=Altitude
return self
end
--- Set mandatory altitude (min alt = max alt).
-- @param #NAVFIX self
-- @param #number Altitude Altitude in feet.
-- @return #NAVFIX self
function NAVFIX:SetAltMandatory(Altitude)
self.altMin=Altitude
self.altMax=Altitude
return self
end
--- Set minimum allowed speed at this fix.
-- @param #NAVFIX self
-- @param #number Speed Min speed in knots.
-- @return #NAVFIX self
function NAVFIX:SetSpeedMin(Speed)
self.speedMin=Speed
return self
end
--- Set maximum allowed speed at this fix.
-- @param #NAVFIX self
-- @param #number Speed Max speed in knots.
-- @return #NAVFIX self
function NAVFIX:SetSpeedMax(Speed)
self.speedMax=Speed
return self
end
--- Set mandatory speed (min speed = max speed) at this fix.
-- @param #NAVFIX self
-- @param #number Speed Mandatory speed in knots.
-- @return #NAVFIX self
function NAVFIX:SetSpeedMandatory(Speed)
self.speedMin=Speed
self.speedMax=Speed
return self
end
--- Set whether this fix is compulsory.
-- @param #NAVFIX self
-- @param #boolean Compulsory If `true`, this is a compusory fix. If `false` or nil, it is non-compulsory.
-- @return #NAVFIX self
function NAVFIX:SetCompulsory(Compulsory)
self.isCompulsory=Compulsory
return self
end
--- Set whether this is a fly-over fix fix.
-- @param #NAVFIX self
-- @param #boolean FlyOver If `true`, this is a fly over fix. If `false` or nil, it is not.
-- @return #NAVFIX self
function NAVFIX:SetFlyOver(FlyOver)
self.isFlyover=FlyOver
return self
end
--- Get the altitude in feet MSL. If min and max altitudes are set, it will return a random altitude between min and max.
-- @param #NAVFIX self
-- @return #number Altitude in feet MSL. Can be `nil`, if neither min nor max altitudes have beeen set.
function NAVFIX:GetAltitude()
local alt=nil
if self.altMin and self.altMax and self.altMin~=self.altMax then
alt=math.random(self.altMin, self.altMax)
elseif self.altMin then
alt=self.altMin
elseif self.altMax then
alt=self.altMax
end
return alt
end
--- Get the speed. If min and max speeds are set, it will return a random speed between min and max.
-- @param #NAVFIX self
-- @return #number Speed in knots. Can be `nil`, if neither min nor max speeds have beeen set.
function NAVFIX:GetSpeed()
local speed=nil
if self.speedMin and self.speedMax and self.speedMin~=self.speedMax then
speed=math.random(self.speedMin, self.speedMax)
elseif self.speedMin then
speed=self.speedMin
elseif self.speedMax then
speed=self.speedMax
end
return speed
end
--- Add marker the NAVFIX on the F10 map.
-- @param #NAVFIX self
-- @return #NAVFIX self
function NAVFIX:MarkerShow()
self.marker:ToAll()
return self
end
--- Remove marker of the NAVFIX from the F10 map.
-- @param #NAVFIX self
-- @return #NAVFIX self
function NAVFIX:MarkerRemove()
self.marker:Remove()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #NAVFIX self
-- @return #string Marker text.
function NAVFIX:_GetMarkerText()
local altmin=self.altMin and tostring(self.altMin) or ""
local altmax=self.altMax and tostring(self.altMax) or ""
local speedmin=self.speedMin and tostring(self.speedMin) or ""
local speedmax=self.speedMax and tostring(self.speedMax) or ""
local text=string.format("NAVFIX %s", self.name)
if self.isIAF then
text=text..string.format(" (IAF)")
end
if self.isIF then
text=text..string.format(" (IF)")
end
text=text..string.format("\nAltitude [ft]: %s - %s", altmin, altmax)
text=text..string.format("\nSpeed [knots]: %s - %s", speedmin, speedmax)
text=text..string.format("\nCompulsory: %s", tostring(self.isCompulsory))
text=text..string.format("\nFly Over: %s", tostring(self.isFlyover))
return text
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- NAVAID class.
-- @type NAVAID
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @extends Navigation.Point#NAVFIX
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The NAVAID Concept
--
-- A NAVAID consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
-- # Basic Setup
--
-- A new `NAVAID` object can be created with the @{#NAVAID.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
--
-- myFleet=NAVAID:New("myWarehouseName", "1st Fleet")
-- myFleet:SetPortZone(ZonePort1stFleet)
-- myFleet:Start()
--
-- A fleet needs a *port zone*, which is set via the @{#NAVAID.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
--
-- Finally, the fleet needs to be started using the @{#NAVAID.Start}() function. If the fleet is not started, it will not process any requests.
--
-- @field #NAVAID
NAVAID = {
ClassName = "NAVAID",
verbose = 0,
}
--- NAVAID class version.
-- @field #string version
NAVAID.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add frequencies. Which unit MHz, kHz, Hz?
-- TODO: Add radial function
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new NAVAID class instance.
-- @param #NAVAID self
-- @param #string Name Name/ident of this navaid.
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param #string ZoneName Name of the zone to scan the scenery.
-- @param #string SceneryName Name of the scenery object.
-- @return #NAVAID self
function NAVAID:NewFromScenery(Name, Type, ZoneName, SceneryName)
-- Get the zone.
local zone=ZONE:FindByName(ZoneName)
-- Get coordinate.
local Coordinate=zone:GetCoordinate()
-- Inherit everything from NAVFIX class.
self=BASE:Inherit(self, NAVFIX:NewFromCoordinate(Name, Type, Coordinate)) -- #NAVAID
-- Set zone.
self.zone=ZONE:FindByName(ZoneName)
-- Try to get the scenery object. Note not all can be found unfortunately.
if SceneryName then
self.scenery=SCENERY:FindByNameInZone(SceneryName, ZoneName)
if not self.scenery then
self:E(string.format("ERROR: Could not find scenery object %s in zone %s", SceneryName, ZoneName))
end
end
-- Alias.
self.alias=string.format("%s %s %s", tostring(ZoneName), tostring(SceneryName), tostring(Type))
-- Set some string id for output to DCS.log file.
self.lid=string.format("NAVAID %s | ", self.alias)
-- Debug info.
self:I(self.lid..string.format("Created NAVAID!"))
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set frequency the beacon transmits on.
-- @param #NAVAID self
-- @param #number Frequency Frequency in Hz.
-- @return #NAVAID self
function NAVAID:SetFrequency(Frequency)
self.frequency=Frequency
return self
end
--- Set channel of, *e.g.*, TACAN beacons.
-- @param #NAVAID self
-- @param #number Channel The channel.
-- @param #string Band The band either `"X"` (default) or `"Y"`.
-- @return #NAVAID self
function NAVAID:SetChannel(Channel, Band)
self.channel=Channel
self.band=Band or "X"
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Add private CLASS functions here.
-- No private NAVAID functions yet.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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@@ -0,0 +1,330 @@
--- **NAVIGATION** - Airbase radios.
--
-- **Main Features:**
--
-- * Get radio frequencies of airbases
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Radios).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Radios
-- @image NAVIGATION_Radios.png
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- RADIOS class.
-- @type RADIOS
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table radios Radios.
--
-- @extends Core.Base#BASE
--- *It's not true I had nothing on, I had the radio on.* -- *Marilyn Monroe*
--
-- ===
--
-- # The RADIOS Concept
--
-- This class is desinged to make information about radios of a map/theatre easier accessible. The information contains mostly the frequencies of airbases of the map.
--
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `radio.lua` that can be
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
--
-- # Basic Setup
--
-- A new `RADIOS` object can be created with the @{#RADIOS.NewFromFile}(*radio_lua_file*) function.
--
-- local radios=RADIOS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\radios.lua")
-- radios:MarkerShow()
--
-- This will load the radios from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
-- you provided is correct and all relevant radios are present.
--
-- # User Functions
--
-- ## F10 Map Markers
--
-- ## Position
--
-- ## Closest Radio
--
--
-- @field #RADIOS
RADIOS = {
ClassName = "RADIOS",
verbose = 0,
radios = {},
}
--- Radio item data structure.
-- @type RADIOS.Radio
-- @field #string radioId Radio ID.
-- @field #table role Roles of the radio (usually {"ground", "tower", "approach"}).
-- @field #table callsign Callsigns of the radio (usually the airbase name).
-- @field #table frequency Frequencies of the radios.
-- @field #table position Position table.
-- @field #table sceneObjects Scenery objects.
-- @field #string name Name of the airbase.
-- @field Wrapper.Airbase#AIRBASE airbase Airbase.
--- Radio item data structure.
-- @type RADIOS.Frequency
-- @field #number modu Modulation type.
-- @field #number freq Frequency in Hz.
--- RADIOS class version.
-- @field #string version
RADIOS.version="0.0.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new RADIOS class instance from a given table.
-- @param #RADIOS self
-- @param #table RadioTable Table with radios info.
-- @return #RADIOS self
function RADIOS:NewFromTable(RadioTable)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #RADIOS
local airbasenames=AIRBASE.GetAllAirbaseNames()
for _,_radio in pairs(RadioTable) do
local radio=_radio --#RADIOS.Radio
--UTILS.PrintTableToLog(radio)
--UTILS.PrintTableToLog(radio.callsign)
-- The table structure of callsign is a bit awkward. We need to get the airbase name.
local cs=radio.callsign[1]
if cs and cs.common then
radio.name=cs.common[1]
elseif cs and cs.nato then
radio.name=cs.nato[1]
else
radio.name="Unknown"
end
--UTILS.PrintTableToLog(radio.callsign)
radio.name=self:_GetAirbaseName(airbasenames, radio.name)
radio.airbase=AIRBASE:FindByName(radio.name)
if radio.airbase then
radio.coordinate=radio.airbase:GetCoordinate()
end
-- Add to table
table.insert(self.radios, radio)
end
-- Debug output
self:I(string.format("Added %d radios", #self.radios))
return self
end
--- Create a new RADIOS class instance from a given file.
-- @param #RADIOS self
-- @param #string FileName Full path to the file containing the map radios.
-- @return #RADIOS self
function RADIOS:NewFromFile(FileName)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #RADIOS
local exists=UTILS.FileExists(FileName)
if exists==false then
self:E(string.format("ERROR: file with radios info does not exist! File=%s", tostring(FileName)))
return nil
end
-- Backup DCS radio table
local radiobak=UTILS.DeepCopy(radio)
-- This will create a global table `radio`
dofile(FileName)
-- Get radios from table.
self=self:NewFromTable(radio)
-- Restore DCS radio table
radio=UTILS.DeepCopy(radiobak)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D position vector of a specific radio.
-- @param #RADIOS self
-- @param #RADIOS.Radio radio The radio data structure.
-- @return DCS#Vec3 Position vector.
function RADIOS:GetVec3(radio)
return radio.vec3
end
--- Get COORDINATE of a specific radio.
-- @param #RADIOS self
-- @param #RADIOS.Radio radio The radio data structure.
-- @return Core.Point#COORDINATE The coordinate.
function RADIOS:GetCoordinate(radio)
return radio.coordinate
end
--- Add markers for all radios on the F10 map.
-- @param #RADIOS self
-- @param #RADIOS.Radio Radio (Optional) Only this specifc radio.
-- @return #RADIOS self
function RADIOS:MarkerShow(Radio)
for _,_radio in pairs(self.radios) do
local radio=_radio --#RADIOS.Radio
if Radio==nil or Radio.radioId==radio.radioId then
local coord=self:GetCoordinate(radio)
if coord then
local text=self:_GetMarkerText(radio)
if radio.markerID then
UTILS.RemoveMark(radio.markerID)
end
radio.markerID=coord:MarkToAll(text)
end
end
end
return self
end
--- Remove markers of all radios from the F10 map.
-- @param #RADIOS self
-- @param #RADIOS.Radio Radio (Optional) Only this specifc radio.
-- @return #RADIOS self
function RADIOS:MarkerRemove(Radio)
for _,_radio in pairs(self.radios) do
local radio=_radio --#RADIOS.Radio
if Radio==nil or Radio.radioId==radio.radioId then
if radio.markerID then
UTILS.RemoveMark(radio.markerID)
radio.markerID=nil
end
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #RADIOS self
-- @param #RADIOS.Radio radio The radio data structure.
-- @return #string Marker text.
function RADIOS:_GetMarkerText(radio)
local text=string.format("Radio %s", tostring(radio.name))
for b,f in pairs(radio.frequency) do
local frequency=f --#RADIOS.Frequency
local mod=frequency[1]
local fre=frequency[2]
local freq, funit=self:_GetFrequency(fre)
--UTILS.PrintTableToLog(frequency)
local band=self:_GetBandName(b)
text=text..string.format("\n%s: %.3f %s", band, freq, funit)
end
return text
end
--- Get converted frequency.
-- @param #RADIOS self
-- @param #number freq Frequency in Hz.
-- @return #number Frequency in better unit.
-- @return #string Unit ("Hz", "kHz", "MHz").
function RADIOS:_GetFrequency(freq)
freq=freq or 0
local unit="Hz"
if freq>=1e6 then
freq=freq/1e6
unit="MHz"
elseif freq>=1e3 then
freq=freq/1e3
unit="kHz"
end
return freq, unit
end
--- Get name of frequency band.
-- @param #RADIOS self
-- @param #number BandNumber Band as number.
-- @return #string Band name.
function RADIOS:_GetBandName(BandNumber)
if BandNumber~=nil then
for bandName,bandNumber in pairs(ENUMS.FrequencyBand) do
if bandNumber==BandNumber then
return bandName
end
end
end
return "Unknown"
end
--- Get name of frequency band.
-- @param #RADIOS self
-- @param #table airbasenames Names of all airbases.
-- @param #string name Name of airbase.
-- @return #string Name of airbase
function RADIOS:_GetAirbaseName(airbasenames, name)
local airbase=AIRBASE:FindByName(name)
if airbase then
return name
else
for _,airbasename in pairs(airbasenames) do
if string.find(airbasename, name) then
return airbasename
end
end
end
return "Unknown"
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -0,0 +1,296 @@
--- **NAVIGATION** - Beacons of the map/theatre.
--
-- **Main Features:**
--
-- * Find towns of map
-- * Road and rail connections
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Towns).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Towns
-- @image NAVIGATION_Towns.png
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- TOWNS class.
-- @type TOWNS
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table towns Towns.
--
-- @extends Core.Base#BASE
--- *Hope is the beacon that guides lost ships back to the shore.*
--
-- ===
--
-- # The TOWNS Concept
--
-- This class is desinged to make information about towns of a map/theatre easier accessible. The information contains location and road/rail connections of the towns.
--
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `towns.lua` that can be
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
--
-- # Basic Setup
--
-- A new `TOWNS` object can be created with the @{#TOWNS.NewFromFile}(*towns_lua_file*) function.
--
-- local towns=TOWNS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\towns.lua")
-- towns:MarkerShow()
--
-- This will load the towns from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
-- you provided is correct and all relevant towns are present.
--
-- # User Functions
--
-- ## F10 Map Markers
--
-- ## Position
--
-- ## Get Closest Town
--
--
-- @field #TOWNS
TOWNS = {
ClassName = "TOWNS",
verbose = 0,
towns = {},
}
--- Town data.
-- @type TOWNS.Town
-- @field #string display_name Displayed name.
-- @field #string name Name of the town.
-- @field #number latitude Latitude.
-- @field #number longitude Longitude
-- @field DCS#Vec3 vec3 Position vector 3D.
-- @field Core.Point#COORDINATE coordinate The coordinate.
-- @field Core.Point#COORDINATE coordRoad The coordinate of the closest road.
-- @field Core.Point#COORDINATE coordRail The coordinate of the closest railway.
-- @field #number markerID ID for the F10 marker.
--- TOWNS class version.
-- @field #string version
TOWNS.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- TODO: Road connection
-- TODO: Rail connection
-- TODO: Connection between towns
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new TOWNS class instance from a given table.
-- @param #TOWNS self
-- @param #table TownTable Table with all towns data.
-- @return #TOWNS self
function TOWNS:NewFromTable(TownTable)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #TOWNS
for TownName,_town in pairs(TownTable) do
local town=_town --#TOWNS.Town
town.name=TownName
-- Get coordinate
town.coordinate=COORDINATE:NewFromLLDD(town.latitude, town.longitude)
-- Get coordinate of closest road
town.coordRoad=town.coordinate:GetClosestPointToRoad()
-- Get coordinate of closest rail
town.coordRail=town.coordinate:GetClosestPointToRoad(true)
-- Add to table
table.insert(self.towns, town)
end
-- Debug output
self:I(string.format("Added %d towns", #self.towns))
return self
end
--- Create a new TOWNS class instance from a given file.
-- @param #TOWNS self
-- @param #string FileName Full path to the file containing the towns data.
-- @return #TOWNS self
function TOWNS:NewFromFile(FileName)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #TOWNS
local exists=UTILS.FileExists(FileName)
if exists==false then
self:E(string.format("ERROR: file with towns info does not exist!"))
return nil
end
-- This will create a global table `towns`
dofile(FileName)
-- Get towns from table.
self=self:NewFromTable(towns)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D position vector of a specific town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return DCS#Vec3 Position vector.
function TOWNS:GetVec3(town)
return town.vec3
end
--- Get COORDINATE of a specific town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return Core.Point#COORDINATE The coordinate.
function TOWNS:GetCoordinate(town)
return town.coordinate
end
--- Get closest road coordinate of a town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return Core.Point#COORDINATE The closest road coordinate.
function TOWNS:GetCoordRoad(town)
return town.coordRoad
end
--- Get closest rail coordinate of a town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return Core.Point#COORDINATE The closest rail coordinate.
function TOWNS:GetCoordRail(town)
return town.coordRail
end
--- Get road connection between two towns.
-- @param #TOWNS self
-- @param #TOWNS.Town townA The town data structure.
-- @param #TOWNS.Town townB The town data structure.
-- @return #table Table containing path coordinates.
function TOWNS:GetConnectionRoad(townA, townB)
local path=townA.coordRoad:GetPathOnRoad(townB.coordRoad)
return path
end
--- Find closest town to a given coordinate.
-- @param #TOWNS self
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
-- @return #TOWNS.Town The closest town.
function TOWNS:GetClosestTown(Coordinate)
local Town=nil --#TOWNS.Town
local distmin=math.huge
for _,_town in pairs(self.towns) do
local town=_town --#TOWNS.Town
local dist=Coordinate:Get2DDistance(town.coordinate)
if dist<distmin then
distmin=dist
Town=town
end
end
return Town
end
--- Get table of all towns, optionally of a given type.
-- @param #TOWNS self
-- @return #table Table of towns. Each element is of type #TOWN.Town.
function TOWNS:GetTowns()
return self.towns
end
--- Add markers for all towns on the F10 map.
-- @param #TOWNS self
-- @param #TOWNS.Town Town (Optional) Only this specifc town.
-- @return #TOWNS self
function TOWNS:MarkerShow(Town)
for _,_town in pairs(self.towns) do
local town=_town --#TOWNS.Town
if Town==nil or Town.name==town.name then
local text=self:_GetMarkerText(town)
local coord=town.coordinate
if town.markerID then
UTILS.RemoveMark(town.markerID)
end
town.markerID=coord:MarkToAll(text)
end
end
return self
end
--- Remove markers of all towns from the F10 map.
-- @param #TOWNS self
-- @param #TOWNS.Town Town (Optional) Only this specifc town.
-- @return #TOWNS self
function TOWNS:MarkerRemove(Town)
for _,_town in pairs(self.towns) do
local town=_town --#TOWNS.Town
if Town==nil or Town.name==town.name then
if town.markerID then
UTILS.RemoveMark(town.markerID)
town.markerID=nil
end
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return #string Marker text.
function TOWNS:_GetMarkerText(town)
local text=string.format("Town %s", town.name)
--text=text..string.format("\nCallsign: %s", tostring(beacon.callsign))
return text
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@@ -12229,8 +12229,8 @@ function AIRBOSS:GetHeadingIntoWind_new( vdeck, magnetic, coord )
local magvar= magnetic and self.magvar or 0
-- Ship heading so cross wind is min for the given wind.
local intowind = (540 + (windto - magvar + math.deg(theta) )) % 360
-- local intowind = (540 + (windto - magvar + math.deg(theta) )) % 360 -- VNAO Edit: Using old heading into wind algorithm
local intowind = self:GetHeadingIntoWind_old(vdeck,magnetic) -- VNAO Edit: Using old heading into wind algorithm
return intowind, v
end
@@ -12682,8 +12682,7 @@ function AIRBOSS:_LSOgrade( playerData )
local nL=count(G, '_')/2
local nS=count(G, '%(')
local nN=N-nS-nL
if TIG=="_OK_" then nL = nL -1 end --Circuit added to prevent grade deduction for perfect groove
-- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn.
local Tgroove=playerData.Tgroove
@@ -12713,6 +12712,7 @@ function AIRBOSS:_LSOgrade( playerData )
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
-- Large devaitions still result in a No Grade, A Unicorn still requires a clean pass with no deviation.

View File

@@ -599,7 +599,80 @@ function BRIGADE:onafterStatus(From, Event, To)
text=text..string.format("\n* %s: spawned=%s", asset.spawngroupname, tostring(asset.spawned))
end
self:I(self.lid..text)
end
end
if self.verbose>=3 then
-- Count numbers
local Ntotal=0
local Nspawned=0
local Nrequested=0
local Nreserved=0
local Nstock=0
local text="\n===========================================\n"
text=text.."Assets:"
local legion=self --Ops.Legion#LEGION
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
for _,_asset in pairs(cohort.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
local state="In Stock"
if asset.flightgroup then
state=asset.flightgroup:GetState()
local mission=legion:GetAssetCurrentMission(asset)
if mission then
state=state..string.format(", Mission \"%s\" [%s]", mission:GetName(), mission:GetType())
end
else
if asset.spawned then
env.info("FF ERROR: asset has opsgroup but is NOT spawned!")
end
if asset.requested and asset.isReserved then
env.info("FF ERROR: asset is requested and reserved. Should not be both!")
state="Reserved+Requested!"
elseif asset.isReserved then
state="Reserved"
elseif asset.requested then
state="Requested"
end
end
-- Text.
text=text..string.format("\n[UID=%03d] %s Legion=%s [%s]: State=%s [RID=%s]",
asset.uid, asset.spawngroupname, legion.alias, cohort.name, state, tostring(asset.rid))
if asset.spawned then
Nspawned=Nspawned+1
end
if asset.requested then
Nrequested=Nrequested+1
end
if asset.isReserved then
Nreserved=Nreserved+1
end
if not (asset.spawned or asset.requested or asset.isReserved) then
Nstock=Nstock+1
end
Ntotal=Ntotal+1
end
end
text=text.."\n-------------------------------------------"
text=text..string.format("\nNstock = %d", Nstock)
text=text..string.format("\nNreserved = %d", Nreserved)
text=text..string.format("\nNrequested = %d", Nrequested)
text=text..string.format("\nNspawned = %d", Nspawned)
text=text..string.format("\nNtotal = %d (=%d)", Ntotal, Nstock+Nspawned+Nrequested+Nreserved)
text=text.."\n==========================================="
self:I(self.lid..text)
end
end

View File

@@ -1386,3 +1386,28 @@ ENUMS.FARPObjectTypeNamesAndShape ={
[ENUMS.FARPType.PADSINGLE] = { TypeName="FARP_SINGLE_01", ShapeName="FARP_SINGLE_01"},
}
--- Radio frequency bands (HF, VHF, UHF)
-- @type ENUMS.FrequencyBand
-- @field #number HF High frequency
-- @field #number VHF_LOW Very high frequency
-- @field #number VHF_HI Very high frequency
-- @field #number UHF Ultra high frequency
ENUMS.FrequencyBand = {
HF = 0,
VHF_LOW = 1,
VHF_HI = 2,
UHF = 3,
}
--- Radio modulation types (AM, FM)
-- @type ENUMS.ModulationType
-- @field #number AM Amplitude modulation
-- @field #number FM Frequency modulation
-- @field #number AMFM Amplitude and frequency modulation
-- @field #number DISCARD Discard modulation
ENUMS.ModulationType = {
AM = 0,
FM = 1,
AMFM = 2,
DISCARD = -1,
}

View File

@@ -3227,6 +3227,22 @@ function UTILS.BearingToCardinal(Heading)
end
end
--- Adjust given heading so that is is in [0, 360).
-- @param #number Heading The heading in degrees.
-- @return #number Adjust heading in [0,360).
function UTILS.AdjustHeading360(Heading)
while Heading>=360 or Heading<0 do
if Heading>=360 then
Heading=Heading-360
elseif Heading<0 then
Heading=Heading+360
end
end
return Heading
end
--- Create a BRAA NATO call string BRAA between two GROUP objects
-- @param Wrapper.Group#GROUP FromGrp GROUP object
-- @param Wrapper.Group#GROUP ToGrp GROUP object
@@ -4255,56 +4271,18 @@ function UTILS.SpawnFARPAndFunctionalStatics(Name,Coordinate,FARPType,Coalition,
local FarpVec2 = Coordinate:GetVec2()
if NumberPads > 1 then
local Grid = UTILS.GenerateGridPoints(FarpVec2, NumberPads, SpacingX, SpacingY)
local groupData = {
["visible"] = true,
["hidden"] = false,
["units"] = {},
["y"] = 0, -- Group center latitude
["x"] = 0, -- Group center longitude
["name"] = Name,
}
local unitData = {
["category"] = "Heliports",
["type"] = STypeName, -- FARP type
["y"] = 0, -- Latitude coordinate (meters)
["x"] = 0, -- Longitude coordinate (meters)
["name"] = Name,
["heading"] = 0, -- Heading in radians
["heliport_modulation"] = mod, -- 0 = AM, 1 = FM
["heliport_frequency"] = freq, -- Radio frequency in MHz
["heliport_callsign_id"] = callsign, -- Callsign ID
["dead"] = false,
["shape_name"] = SShapeName,
["dynamicSpawn"] = DynamicSpawns,
["allowHotStart"] = HotStart,
}
local Grid = UTILS.GenerateGridPoints(FarpVec2, NumberPads, SpacingX, SpacingY)
for id,gridpoint in ipairs(Grid) do
-- Spawn FARP
local UnitTemplate = UTILS.DeepCopy(unitData)
UnitTemplate.x = gridpoint.x
UnitTemplate.y = gridpoint.y
if id > 1 then UnitTemplate.name = Name.."-"..id end
table.insert(groupData.units,UnitTemplate)
if id==1 then
groupData.x = gridpoint.x
groupData.y = gridpoint.y
end
end
--BASE:I("Spawning FARP")
--UTILS.PrintTableToLog(groupData,1)
local Static=coalition.addGroup(Country, -1, groupData)
-- Currently DCS >= 2.8 does not trigger birth events if FARPS are spawned!
-- We create such an event. The airbase is registered in Core.Event
local Event = {
id = EVENTS.Birth,
time = timer.getTime(),
initiator = Static
}
-- Create BIRTH event.
world.onEvent(Event)
PopulateStorage(Name.."-1",liquids,equip,airframes)
local location = COORDINATE:NewFromVec2(gridpoint)
local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"
newfarp:InitShape(SShapeName) -- "invisiblefarp" "FARPS"
newfarp:InitFARP(callsign,freq,mod,DynamicSpawns,HotStart)
local spawnedfarp = newfarp:SpawnFromCoordinate(location,0,Name.."-"..id)
table.insert(ReturnObjects,spawnedfarp)
PopulateStorage(Name.."-"..id,liquids,equip,airframes)
end
else
-- Spawn FARP
local newfarp = SPAWNSTATIC:NewFromType(STypeName,"Heliports",Country) -- "Invisible FARP" "FARP"

View File

@@ -1152,6 +1152,23 @@ function GROUP:GetVec3()
return nil
end
--- Returns the current {@Core.Vector#VECTOR} of the first Unit in the GROUP.
-- @param #GROUP self
-- @return Core.Vector#VECTOR Vector of the first Unit of the GROUP or nil if cannot be found.
function GROUP:GetVector()
-- Get first unit.
local unit=self:GetUnit(1)
if unit then
local vector=unit:GetVector()
return vector
end
self:E("ERROR: Cannot get Vector of group "..tostring(self.GroupName))
return nil
end
--- Returns the average Vec3 vector of the Units in the GROUP.
-- @param #GROUP self
-- @return DCS#Vec3 Current Vec3 of the GROUP or nil if cannot be found.

View File

@@ -219,6 +219,25 @@ function POSITIONABLE:GetOrientationZ()
end
end
--- Returns the vectors of the orientation of the object:
-- X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation.
-- @param #POSITIONABLE self
-- @return Core.Vector#VECTOR X orientation, i.e. parallel to the direction of movement.
-- @return Core.Vector#VECTOR Y orientation, i.e. vertical.
-- @return Core.Vector#VECTOR Z orientation, i.e. perpendicular to the direction of movement.
function POSITIONABLE:GetOrientationVectors()
local position = self:GetPosition()
if position then
local vecx=VECTOR:NewFromVec(position.x)
local vecy=VECTOR:NewFromVec(position.y)
local vecz=VECTOR:NewFromVec(position.z)
return vecx, vecy, vecz
else
BASE:E( { "Cannot GetOrientation", Positionable = self, Alive = self:IsAlive() } )
return nil, nil, nil
end
end
--- Returns the @{DCS#Position3} position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
-- @param #POSITIONABLE self
-- @return DCS#Position The 3D position vectors of the POSITIONABLE.
@@ -286,6 +305,27 @@ function POSITIONABLE:GetVec2()
return nil
end
--- Returns the @{Core.Vector#VECTOR} indicating the 3D position of the object on the map.
-- @param #POSITIONABLE self
-- @return Core.Vector#VECTOR The 3D vector.
function POSITIONABLE:GetVector()
local DCSPositionable = self:GetDCSObject()
if DCSPositionable then
local Vec3 = DCSPositionable:getPoint() -- DCS#Vec3
local vector=VECTOR:NewFromVec(Vec3)
return vector
end
self:E( { "Cannot GetVec2", Positionable = self, Alive = self:IsAlive() } )
return nil
end
--- Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
-- @param #POSITIONABLE self
-- @return Core.Point#COORDINATE The 3D point vector of the POSITIONABLE.
@@ -914,6 +954,24 @@ function POSITIONABLE:GetVelocityVec3()
return nil
end
--- Returns the velocity vector.
-- @param #POSITIONABLE self
-- @return Core.Vector#VECTOR The velocity vector or `nil` if the object does not exist.
function POSITIONABLE:GetVelocityVector()
local DCSPositionable = self:GetDCSObject()
if DCSPositionable and DCSPositionable:isExist() then
local vec3 = DCSPositionable:getVelocity()
local vector=VECTOR:NewFromVec(vec3)
return vector
end
BASE:E( { "Cannot GetVelocityVector", Positionable = self, Alive = self:IsAlive() } )
return nil
end
--- Get relative velocity with respect to another POSITIONABLE.
-- @param #POSITIONABLE self
-- @param #POSITIONABLE Positionable Other POSITIONABLE.
@@ -1865,7 +1923,6 @@ do -- Cargo
["HL_DSHK"] = 6*POSITIONABLE.DefaultInfantryWeight,
["CCKW_353"] = 16*POSITIONABLE.DefaultInfantryWeight, --GMC CCKW 2½-ton 6×6 truck, estimating 16 soldiers,
["MaxxPro_MRAP"] = 7*POSITIONABLE.DefaultInfantryWeight,
["Sd_Kfz_251"] = 10*POSITIONABLE.DefaultInfantryWeight,
}
}