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Merge pull request #2565 from FlightControl-Master/master-ng
Merge from master
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@@ -197,6 +197,7 @@ do
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-- my_ctld.onestepmenu = false -- When set to true, the menu will create Drop and build, Get and load, Pack and remove, Pack and load, Pack. it will be a 1 step solution.
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-- my_ctld.VehicleMoveFormation = AI.Task.VehicleFormation.VEE -- When a group moves to a MOVE zone, then it takes this formation. Can be a table of formations, which are then randomly chosen. Defaults to "Vee".
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-- my_ctld.validateAndRepositionUnits = false -- Uses Disposition and other logic to find better ground positions for ground units avoiding trees, water, roads, runways, map scenery, statics and other units in the area. (Default is false)
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-- my_ctld.maxUnloadTroopsAllowed = -1 -- Max troops allowed to be unloaded at once. Set to -1 for unlimited (Default). This is a soft limit, that is, if you have more troops in the heli, it will still unload them. Ex. prevent players from spamming troops on the ground and causing performance issues.
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-- my_ctld.loadSavedCrates = true -- Load back crates (STATIC) from the save file. Useful for mission restart cleanup. (Default is true)
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-- my_ctld.UseC130LoadAndUnload = false -- When set to true, forces the C-130 player to use the C-130J built system to load the cargo onboard and to unload. (Default is false)
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-- my_ctld.UseC130DynamicCargoAutoBuild = false -- When true (and UseC130LoadAndUnload is true), C-130 DynamicCargo unload completion is bridged to CTLD engineer-path auto-build.
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@@ -1028,6 +1029,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
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self.FixedMaxSpeed = 77 -- 280 kph or 150kn eq 77 mps
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self.validateAndRepositionUnits = false -- 280 kph or 150kn eq 77 mps
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self.maxUnloadTroopsAllowed = -1
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-- message suppression
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self.suppressmessages = false
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@@ -4994,6 +4996,18 @@ function CTLD:_GetUnitPositions(Coordinate,Radius,Heading,Template)
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return Positions
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end
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--- Override this function to check if troops can be unloaded. This does not prevent returning troops to base.
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-- @param #CTLD self
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-- @param Wrapper.Group#GROUP The group trying to unload
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-- @param Wrapper.Unit#UNIT The unit trying to unload
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-- @param #table LoadedCargo Table of loaded cargo, see #CTLD.LoadedCargo
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-- @param #boolean IsGrounded Is the unit on the ground
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-- @param #boolean IsHoverUnload Is the unit hovering in parameters for hover unload
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-- @return #boolean True if troops can be unloaded, false to prevent unloading
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function CTLD:CanUnloadAllTroops(Group, Unit, LoadedCargo, IsGrounded, IsHoverUnload)
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return true
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end
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--- (Internal) Function to unload troops from heli.
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-- @param #CTLD self
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-- @param Wrapper.Group#GROUP Group
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@@ -5029,8 +5043,13 @@ function CTLD:_UnloadTroops(Group, Unit)
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-- Get what we have loaded
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local unitname = Unit:GetName()
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if self.Loaded_Cargo[unitname] and (grounded or hoverunload) then
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local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
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if not self:CanUnloadAllTroops(Group, Unit, loadedcargo, grounded, hoverunload) then
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-- User can post their own message in the function
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return self
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end
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if not droppingatbase or self.debug then
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local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
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-- looking for troops
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local cargotable = loadedcargo.Cargo
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local deployedTroopsByName = {}
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@@ -6374,8 +6393,11 @@ function CTLD:_RefreshF10Menus()
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end
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end
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local dropTroopsMenu=MENU_GROUP:New(_group,self.gettext:GetEntry("MENU_DROP_TROOPS",self.locale),toptroops):Refresh()
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MENU_GROUP_COMMAND:New(_group,self.gettext:GetEntry("MENU_DROP_ALL_TROOPS",self.locale),dropTroopsMenu,self._UnloadTroops,self,_group,_unit):Refresh()
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if self.maxUnloadTroopsAllowed == -1 then
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MENU_GROUP_COMMAND:New(_group,self.gettext:GetEntry("MENU_DROP_ALL_TROOPS",self.locale),dropTroopsMenu,self._UnloadTroops,self,_group,_unit):Refresh()
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end
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MENU_GROUP_COMMAND:New(_group,self.gettext:GetEntry("MENU_EXTRACT_TROOPS",self.locale),toptroops,self._ExtractTroops,self,_group,_unit):Refresh()
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local uName=_unit:GetName()
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local loadedData=self.Loaded_Cargo[uName]
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if loadedData and loadedData.Cargo then
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@@ -7300,6 +7322,19 @@ function CTLD:_RefreshDropCratesMenu(Group, Unit)
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end
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end
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--- Override this function to check if we can unload a single Troop group by ID.
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-- @param #CTLD self
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-- @param Wrapper.Group#GROUP Group The aircraft group.
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-- @param Wrapper.Unit#UNIT Unit The aircraft unit.
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-- @param #number ChunkID the Cargo ID
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-- @param #number Quantity the quantity to unload
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-- @param #table LoadedCargo the current loaded cargo table for this unit
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-- @param #boolean IsGrounded whether the unit is currently grounded
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-- @param #boolean IsHoverUnload whether the unit is currently in hover-unload state
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-- @return #boolean true if we can unload, false if not
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function CTLD:CanUnloadSingleTroopByID(Group, Unit, ChunkID, Quantity, LoadedCargo, IsGrounded, IsHoverUnload)
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return true
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end
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--- (Internal) Function to unload a single Troop group by ID.
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-- @param #CTLD self
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@@ -7338,6 +7373,11 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID, qty)
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local unitName = Unit:GetName()
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if self.Loaded_Cargo[unitName] and (grounded or hoverunload) then
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local loadedcargo = self.Loaded_Cargo[unitName] or {} -- #CTLD.LoadedCargo
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if not self:CanUnloadSingleTroopByID(Group, Unit, chunkID, qty, loadedcargo, grounded, hoverunload) then
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-- User can post their own message in the function
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return self
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end
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if not droppingatbase or self.debug then
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if not self.TroopsIDToChunk or not self.TroopsIDToChunk[chunkID] then
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local msg = self.gettext:GetEntry("NO_TROOP_CHUNK",self.locale)
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@@ -7532,7 +7572,9 @@ function CTLD:_RefreshDropTroopsMenu(Group, Unit)
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dropTroopsMenu = MENU_GROUP:New(theGroup, self.gettext:GetEntry("MENU_DROP_TROOPS",self.locale), topTroops)
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topTroops.DropTroopsMenu = dropTroopsMenu
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end
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MENU_GROUP_COMMAND:New(theGroup, self.gettext:GetEntry("MENU_DROP_ALL_TROOPS",self.locale), dropTroopsMenu, self._UnloadTroops, self, theGroup, theUnit)
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if self.maxUnloadTroopsAllowed == -1 then
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MENU_GROUP_COMMAND:New(theGroup, self.gettext:GetEntry("MENU_DROP_ALL_TROOPS",self.locale), dropTroopsMenu, self._UnloadTroops, self, theGroup, theUnit)
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end
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local loadedData = self.Loaded_Cargo[theUnit:GetName()]
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if not loadedData or not loadedData.Cargo then return end
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@@ -7565,6 +7607,7 @@ function CTLD:_RefreshDropTroopsMenu(Group, Unit)
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else
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local parentMenu = MENU_GROUP:New(theGroup, label, dropTroopsMenu)
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for q = 1, count do
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if q > self.maxUnloadTroopsAllowed then break end
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MENU_GROUP_COMMAND:New(theGroup, string.format(self.gettext:GetEntry("MENU_DROP_N_TROOPS",self.locale), q, tName), parentMenu, self._UnloadSingleTroopByID, self, theGroup, theUnit, chunkID, q)
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--MENU_GROUP_COMMAND:New(theGroup, string.format("Drop (%d) %s", q, tName), parentMenu, self._UnloadSingleTroopByID, self, theGroup, theUnit, chunkID, q)
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end
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@@ -257,6 +257,7 @@ CHIEF = {
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tacview = false,
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Nsuccess = 0,
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Nfailure = 0,
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LegionRecruitMinRange = {}
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}
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--- Defence condition.
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@@ -2465,9 +2466,9 @@ function CHIEF:CheckTargetQueue()
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-- Debug info.
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self:T2(self.lid..string.format("Recruiting assets for mission type %s [performance=%d] of target %s", mp.MissionType, mp.Performance, target:GetName()))
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local minRange = self.LegionRecruitMinRange[target.category]
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-- Recruit assets.
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local recruited, assets, legions=self.commander:RecruitAssetsForTarget(target, mp.MissionType, NassetsMin, NassetsMax)
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local recruited, assets, legions=self.commander:RecruitAssetsForTarget(target, mp.MissionType, NassetsMin, NassetsMax, minRange)
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if recruited then
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@@ -3369,6 +3370,15 @@ function CHIEF:CanMission(Mission)
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return self.commander and self.commander:CanMission(Mission)
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end
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--- Exclude legion recruitment that are below a minimum range to target based on the target category.
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--- Ex. Prevent intercepts from spawning too close to the target.
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-- @param #CHIEF self
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-- @param #string TargetCategory The target category.
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-- @param #number MinRange Minimum range in meters.
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function CHIEF:AddLegionRecruitMinRange(TargetCategory, MinRange)
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self.LegionRecruitMinRange[TargetCategory] = MinRange
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@@ -1914,10 +1914,11 @@ end
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-- @param #string MissionType Mission Type.
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-- @param #number NassetsMin Min number of required assets.
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-- @param #number NassetsMax Max number of required assets.
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-- @param #number (optional) RangeMin Minimum range to target. (Default is 0, which means no minimum range)
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-- @return #boolean If `true` enough assets could be recruited.
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-- @return #table Assets that have been recruited from all legions.
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-- @return #table Legions that have recruited assets.
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function COMMANDER:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMax)
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function COMMANDER:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMax, RangeMin)
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-- Cohorts.
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local Cohorts=self:_GetCohorts()
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@@ -1926,7 +1927,7 @@ function COMMANDER:RecruitAssetsForTarget(Target, MissionType, NassetsMin, Nasse
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local TargetVec2=Target:GetVec2()
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-- Recruite assets.
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local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, MissionType, nil, NassetsMin, NassetsMax, TargetVec2)
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local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, MissionType, nil, NassetsMin, NassetsMax, TargetVec2, nil, nil, nil , nil, nil, nil, nil, nil, nil, nil, RangeMin)
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return recruited, assets, legions
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@@ -2577,8 +2577,11 @@ end
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-- @param #number RefuelSystem Refueling system (boom or probe).
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-- @param #number CargoWeight Cargo weight [kg]. This checks the cargo bay of the cohort assets and ensures that it is large enough to carry the given cargo weight.
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-- @param #number MaxWeight Max weight [kg]. This checks whether the cohort asset group is not too heavy.
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-- @param RangeMin Min range in meters. (Default is 0, i.e. no minimum range.)
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-- @return #boolean Returns `true` if given cohort can meet all requirements.
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function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properties, WeaponTypes, TargetVec2, RangeMax, RefuelSystem, CargoWeight, MaxWeight)
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function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properties, WeaponTypes, TargetVec2, RangeMax, RefuelSystem, CargoWeight, MaxWeight, RangeMin)
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RangeMin = RangeMin or 0
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--- Function to check category.
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local function CheckCategory(_cohort)
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@@ -2656,8 +2659,8 @@ function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properti
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-- Is in range?
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local Rmax=cohort:GetMissionRange(WeaponTypes)
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local RangeMax = RangeMax or 0
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local InRange=(RangeMax and math.max(RangeMax, Rmax) or Rmax) >= TargetDistance
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local InRange=(RangeMax and math.max(RangeMax, Rmax) or Rmax) >= TargetDistance and TargetDistance > RangeMin
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--env.info(string.format("Range TargetDist=%.1f Rmax=%.1f RangeMax=%.1f InRange=%s", TargetDistance, Rmax, RangeMax, tostring(InRange)))
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return InRange
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@@ -2803,10 +2806,11 @@ end
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-- @param #table Attributes Group attributes. See `GROUP.Attribute.`
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-- @param #table Properties DCS attributes.
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-- @param #table WeaponTypes Bit of weapon types.
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-- @param #number RangeMin Min range in meters. (Default is 0, i.e. no minimum range.)
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-- @return #boolean If `true` enough assets could be recruited.
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-- @return #table Recruited assets. **NOTE** that we set the `asset.isReserved=true` flag so it cant be recruited by anyone else.
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-- @return #table Legions of recruited assets.
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function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt, NreqMin, NreqMax, TargetVec2, Payloads, RangeMax, RefuelSystem, CargoWeight, TotalWeight, MaxWeight, Categories, Attributes, Properties, WeaponTypes)
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function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt, NreqMin, NreqMax, TargetVec2, Payloads, RangeMax, RefuelSystem, CargoWeight, TotalWeight, MaxWeight, Categories, Attributes, Properties, WeaponTypes, RangeMin)
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-- The recruited assets.
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local Assets={}
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@@ -2824,7 +2828,7 @@ function LEGION.RecruitCohortAssets(Cohorts, MissionTypeRecruit, MissionTypeOpt,
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local cohort=_cohort --Ops.Cohort#COHORT
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-- Check if cohort can do the mission.
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local can=LEGION._CohortCan(cohort, MissionTypeRecruit, Categories, Attributes, Properties, WeaponTypes, TargetVec2, RangeMax, RefuelSystem, CargoWeight, MaxWeight)
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local can=LEGION._CohortCan(cohort, MissionTypeRecruit, Categories, Attributes, Properties, WeaponTypes, TargetVec2, RangeMax, RefuelSystem, CargoWeight, MaxWeight, RangeMin)
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--env.info(string.format("RecruitCohortAssets %s Cohort=%s can=%s", MissionTypeRecruit, cohort:GetName(), tostring(can)))
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