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https://github.com/FlightControl-Master/MOOSE.git
synced 2026-08-12 15:32:43 +00:00
Refactoring
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@@ -196,17 +196,6 @@ FLIGHTGROUP.Attribute = {
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-- @field #number damage Damage of element in percent.
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-- @field Wrapper.Airbase#AIRBASE.ParkingSpot parking The parking spot table the element is parking on.
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--- Ammo data.
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-- @type FLIGHTGROUP.Ammo
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-- @field #number Total Total amount of ammo.
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-- @field #number Guns Amount of gun shells.
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-- @field #number Bombs Amount of bombs.
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-- @field #number Rockets Amount of rockets.
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-- @field #number Missiles Amount of missiles.
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-- @field #number MissilesAA Amount of air-to-air missiles.
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-- @field #number MissilesAG Amount of air-to-ground missiles.
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-- @field #number MissilesAS Amount of anti-ship missiles.
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--- FLIGHTGROUP class version.
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-- @field #string version
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@@ -1054,67 +1043,7 @@ function FLIGHTGROUP:onafterStatus(From, Event, To)
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end
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Queue Update: Missions & Tasks
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- On after "QueueUpdate" event.
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-- @param #FLIGHTGROUP self
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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function FLIGHTGROUP:onafterQueueUpdate(From, Event, To)
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---
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-- Mission
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---
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-- First check if group is alive? Late activated groups are activated and uncontrolled units are started automatically.
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if self:IsAlive()~=nil then
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local mission=self:_GetNextMission()
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if mission then
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local currentmission=self:GetMissionCurrent()
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if currentmission then
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-- Current mission but new mission is urgent with higher prio.
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if mission.urgent and mission.prio<currentmission.prio then
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self:MissionCancel(currentmission)
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self:__MissionStart(1, mission)
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end
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else
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-- No current mission.
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self:MissionStart(mission)
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end
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end
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end
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---
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-- Tasks
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---
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-- Check no current task.
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if self:IsAirborne() and self.taskcurrent<=0 then
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-- Get task from queue.
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local task=self:_GetNextTask()
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-- Execute task if any.
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if task then
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self:TaskExecute(task)
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end
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end
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-- Update queue every ~5 sec.
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if not self:IsStopped() then
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self:__QueueUpdate(-5)
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end
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end
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- Events
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@@ -1553,7 +1482,6 @@ end
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--- On after "Spawned" event. Sets the template, initializes the waypoints.
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-- @param #FLIGHTGROUP self
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-- @param Wrapper.Group#GROUP Group Flight group.
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-- @param #string From From state.
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-- @param #string Event Event.
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-- @param #string To To state.
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@@ -1563,8 +1491,8 @@ function FLIGHTGROUP:onafterSpawned(From, Event, To)
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if self.ai then
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-- Set default ROE and ROT options.
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self:SetOptionROE()
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self:SetOptionROT()
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self:SetOptionROE(self.roe)
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self:SetOptionROT(self.rot)
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-- TODO: make this input.
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self.group:SetOption(AI.Option.Air.id.PROHIBIT_JETT, true)
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@@ -1887,7 +1815,7 @@ function FLIGHTGROUP:onafterUpdateRoute(From, Event, To, n)
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-- No waypoints left
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---
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self:_CheckFlightDone()
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self:_CheckGroupDone()
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end
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@@ -1977,7 +1905,7 @@ function FLIGHTGROUP:onafterPassingWaypoint(From, Event, To, n, N)
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-- Check if all tasks/mission are done? If so, RTB or WAIT.
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-- Note, we delay it for a second to let the OnAfterPassingwaypoint function to be executed in case someone wants to add another waypoint there.
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if #taskswp==0 then
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self:_CheckFlightDone(1)
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self:_CheckGroupDone(1)
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end
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end
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@@ -1994,13 +1922,13 @@ end
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--
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-- @param #FLIGHTGROUP self
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-- @param #number delay Delay in seconds.
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function FLIGHTGROUP:_CheckFlightDone(delay)
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function FLIGHTGROUP:_CheckGroupDone(delay)
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if self:IsAlive() and self.ai then
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if delay and delay>0 then
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-- Delayed call.
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self:ScheduleOnce(delay, FLIGHTGROUP._CheckFlightDone, self)
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self:ScheduleOnce(delay, FLIGHTGROUP._CheckGroupDone, self)
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else
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-- First check if there is a paused mission that
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@@ -2424,7 +2352,7 @@ function FLIGHTGROUP:onafterRefueled(From, Event, To)
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self:I(self.lid..text)
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-- Check if flight is done.
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self:_CheckFlightDone(1)
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self:_CheckGroupDone(1)
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end
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@@ -3209,7 +3137,7 @@ function FLIGHTGROUP:InitWaypoints(waypoints)
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end
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-- Update route (when airborne).
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--self:_CheckFlightDone(1)
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--self:_CheckGroupDone(1)
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self:__UpdateRoute(-1)
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end
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@@ -3271,7 +3199,7 @@ function FLIGHTGROUP:AddWaypointAir(coordinate, wpnumber, speed, updateroute)
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-- Update route.
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if updateroute==nil or updateroute==true then
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self:_CheckFlightDone(1)
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self:_CheckGroupDone(1)
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--self:__UpdateRoute(-1)
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end
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@@ -3366,211 +3294,6 @@ function FLIGHTGROUP:_GetOnboardNumber(unitname)
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return nil
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end
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--- Get the number of shells a unit or group currently has. For a group the ammo count of all units is summed up.
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-- @param #FLIGHTGROUP self
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-- @param #FLIGHTGROUP.Element element The element.
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-- @return #FLIGHTGROUP.Ammo Ammo data.
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function FLIGHTGROUP:GetAmmoElement(element)
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return self:GetAmmoUnit(element.unit)
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end
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--- Get total amount of ammunition of the whole group.
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-- @param #FLIGHTGROUP self
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-- @return #FLIGHTGROUP.Ammo Ammo data.
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function FLIGHTGROUP:GetAmmoTot()
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local units=self.group:GetUnits()
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local Ammo={} --#FLIGHTGROUP.Ammo
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Ammo.Total=0
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Ammo.Guns=0
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Ammo.Rockets=0
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Ammo.Bombs=0
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Ammo.Missiles=0
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Ammo.MissilesAA=0
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Ammo.MissilesAG=0
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Ammo.MissilesAS=0
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for _,_unit in pairs(units) do
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local unit=_unit --Wrapper.Unit#UNIT
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if unit and unit:IsAlive()~=nil then
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-- Get ammo of the unit.
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local ammo=self:GetAmmoUnit(unit)
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-- Add up total.
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Ammo.Total=Ammo.Total+ammo.Total
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Ammo.Guns=Ammo.Guns+ammo.Guns
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Ammo.Rockets=Ammo.Rockets+ammo.Rockets
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Ammo.Bombs=Ammo.Bombs+ammo.Bombs
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Ammo.Missiles=Ammo.Missiles+ammo.Missiles
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Ammo.MissilesAA=Ammo.MissilesAA+ammo.MissilesAA
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Ammo.MissilesAG=Ammo.MissilesAG+ammo.MissilesAG
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Ammo.MissilesAS=Ammo.MissilesAS+ammo.MissilesAS
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end
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end
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return Ammo
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end
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--- Get the number of shells a unit or group currently has. For a group the ammo count of all units is summed up.
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-- @param #FLIGHTGROUP self
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-- @param Wrapper.Unit#UNIT unit The unit object.
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-- @param #boolean display Display ammo table as message to all. Default false.
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-- @return #FLIGHTGROUP.Ammo Ammo data.
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function FLIGHTGROUP:GetAmmoUnit(unit, display)
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-- Default is display false.
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if display==nil then
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display=false
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end
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-- Init counter.
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local nammo=0
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local nshells=0
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local nrockets=0
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local nmissiles=0
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local nmissilesAA=0
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local nmissilesAG=0
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local nmissilesAS=0
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local nbombs=0
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-- Output.
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local text=string.format("FLIGHTGROUP group %s - unit %s:\n", self.groupname, unit:GetName())
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-- Get ammo table.
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local ammotable=unit:GetAmmo()
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if ammotable then
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local weapons=#ammotable
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-- Loop over all weapons.
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for w=1,weapons do
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-- Number of current weapon.
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local Nammo=ammotable[w]["count"]
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-- Type name of current weapon.
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local Tammo=ammotable[w]["desc"]["typeName"]
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local _weaponString = UTILS.Split(Tammo,"%.")
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local _weaponName = _weaponString[#_weaponString]
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-- Get the weapon category: shell=0, missile=1, rocket=2, bomb=3
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local Category=ammotable[w].desc.category
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-- Get missile category: Weapon.MissileCategory AAM=1, SAM=2, BM=3, ANTI_SHIP=4, CRUISE=5, OTHER=6
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local MissileCategory=nil
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if Category==Weapon.Category.MISSILE then
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MissileCategory=ammotable[w].desc.missileCategory
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end
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-- We are specifically looking for shells or rockets here.
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if Category==Weapon.Category.SHELL then
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-- Add up all shells.
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nshells=nshells+Nammo
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-- Debug info.
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text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName)
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elseif Category==Weapon.Category.ROCKET then
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-- Add up all rockets.
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nrockets=nrockets+Nammo
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-- Debug info.
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text=text..string.format("- %d rockets of type %s\n", Nammo, _weaponName)
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elseif Category==Weapon.Category.BOMB then
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-- Add up all rockets.
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nbombs=nbombs+Nammo
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-- Debug info.
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text=text..string.format("- %d bombs of type %s\n", Nammo, _weaponName)
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elseif Category==Weapon.Category.MISSILE then
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-- Add up all cruise missiles (category 5)
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if MissileCategory==Weapon.MissileCategory.AAM then
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nmissiles=nmissiles+Nammo
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nmissilesAA=nmissilesAA+Nammo
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elseif MissileCategory==Weapon.MissileCategory.ANTI_SHIP then
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nmissiles=nmissiles+Nammo
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nmissilesAS=nmissilesAS+Nammo
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elseif MissileCategory==Weapon.MissileCategory.BM then
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nmissiles=nmissiles+Nammo
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nmissilesAG=nmissilesAG+Nammo
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elseif MissileCategory==Weapon.MissileCategory.OTHER then
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nmissiles=nmissiles+Nammo
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nmissilesAG=nmissilesAG+Nammo
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end
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-- Debug info.
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text=text..string.format("- %d %s missiles of type %s\n", Nammo, self:_MissileCategoryName(MissileCategory), _weaponName)
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else
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-- Debug info.
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text=text..string.format("- %d unknown ammo of type %s (category=%d, missile category=%s)\n", Nammo, Tammo, Category, tostring(MissileCategory))
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end
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end
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end
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-- Debug text and send message.
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if display then
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self:I(self.lid..text)
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else
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self:T3(self.lid..text)
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end
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MESSAGE:New(text, 10):ToAllIf(display)
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-- Total amount of ammunition.
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nammo=nshells+nrockets+nmissiles+nbombs
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local ammo={} --#FLIGHTGROUP.Ammo
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ammo.Total=nammo
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ammo.Guns=nshells
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ammo.Rockets=nrockets
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ammo.Bombs=nbombs
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ammo.Missiles=nmissiles
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ammo.MissilesAA=nmissilesAA
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ammo.MissilesAG=nmissilesAG
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ammo.MissilesAS=nmissilesAS
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return ammo
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end
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--- Returns a name of a missile category.
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-- @param #FLIGHTGROUP self
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-- @param #number categorynumber Number of missile category from weapon missile category enumerator. See https://wiki.hoggitworld.com/view/DCS_Class_Weapon
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-- @return #string Missile category name.
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function FLIGHTGROUP:_MissileCategoryName(categorynumber)
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local cat="unknown"
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if categorynumber==Weapon.MissileCategory.AAM then
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cat="air-to-air"
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elseif categorynumber==Weapon.MissileCategory.SAM then
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cat="surface-to-air"
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elseif categorynumber==Weapon.MissileCategory.BM then
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cat="ballistic"
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elseif categorynumber==Weapon.MissileCategory.ANTI_SHIP then
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cat="anti-ship"
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elseif categorynumber==Weapon.MissileCategory.CRUISE then
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cat="cruise"
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elseif categorynumber==Weapon.MissileCategory.OTHER then
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cat="other"
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end
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return cat
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end
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--- Checks if a human player sits in the unit.
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-- @param #FLIGHTGROUP self
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-- @param Wrapper.Unit#UNIT unit Aircraft unit.
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