mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2026-08-11 03:43:38 +00:00
Merge remote-tracking branch 'origin/develop' into branch
# Conflicts: # Moose Development/Moose/Core/Fsm.lua # Moose Development/Moose/Modules.lua # Moose Development/Moose/Modules_local.lua
This commit is contained in:
@@ -839,8 +839,8 @@ function ARMYGROUP:Status()
|
||||
local ammo=self:GetAmmoElement(element)
|
||||
|
||||
-- Output text for element.
|
||||
text=text..string.format("\n[%d] %s: status=%s, life=%.1f/%.1f, guns=%d, rockets=%d, bombs=%d, missiles=%d, cargo=%d/%d kg",
|
||||
i, name, status, life, life0, ammo.Guns, ammo.Rockets, ammo.Bombs, ammo.Missiles, element.weightCargo, element.weightMaxCargo)
|
||||
text=text..string.format("\n[%d] %s: status=%s, life=%.1f/%.1f, guns=%d, cannons=%d, rockets=%d, missiles=%d, cargo=%d/%d kg",
|
||||
i, name, status, life, life0, ammo.Guns, ammo.Cannons, ammo.Rockets, ammo.Missiles, element.weightCargo, element.weightMaxCargo)
|
||||
end
|
||||
if #self.elements==0 then
|
||||
text=text.." none!"
|
||||
@@ -1571,7 +1571,7 @@ end
|
||||
-- @param Core.Zone#ZONE Zone The zone to return to.
|
||||
-- @param #number Formation Formation of the group.
|
||||
function ARMYGROUP:onafterRTZ(From, Event, To, Zone, Formation)
|
||||
self:T2(self.lid.."onafterRTZ")
|
||||
self:T(self.lid.."onafterRTZ")
|
||||
|
||||
-- Zone.
|
||||
local zone=Zone or self.homezone
|
||||
@@ -1841,8 +1841,6 @@ function ARMYGROUP:_UpdateEngageTarget()
|
||||
-- Check if target moved more than 100 meters or we do not have line of sight.
|
||||
if dist>100 or los==false then
|
||||
|
||||
--env.info("FF Update Engage Target Moved "..self.engage.Target:GetName())
|
||||
|
||||
-- Update new position.
|
||||
self.engage.Coordinate:UpdateFromVec3(vec3)
|
||||
|
||||
@@ -1852,13 +1850,14 @@ function ARMYGROUP:_UpdateEngageTarget()
|
||||
-- Remove current waypoint
|
||||
self:RemoveWaypointByID(self.engage.Waypoint.uid)
|
||||
|
||||
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.9)
|
||||
-- Get new coordinate where to go.
|
||||
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.95)
|
||||
|
||||
-- Add waypoint after current.
|
||||
self.engage.Waypoint=self:AddWaypoint(intercoord, self.engage.Speed, uid, self.engage.Formation, true)
|
||||
|
||||
-- Set if we want to resume route after reaching the detour waypoint.
|
||||
self.engage.Waypoint.detour=0
|
||||
self.engage.Waypoint.detour=1
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -324,6 +324,10 @@
|
||||
--
|
||||
-- A ground attack mission can be created with the @{#AUFTRAG.NewGROUNDATTACK}() function.
|
||||
--
|
||||
-- ## NAVALENGAGEMENT
|
||||
--
|
||||
-- A naval engagement mission can be created with the @{#AUFTRAG.NewNAVALENGAGEMENT}() function.
|
||||
--
|
||||
-- # Assigning Missions
|
||||
--
|
||||
-- An AUFTRAG can be assigned to groups (FLIGHTGROUP, ARMYGROUP, NAVYGROUP), legions (AIRWING, BRIGADE, FLEET) or to a COMMANDER.
|
||||
@@ -443,6 +447,7 @@ _AUFTRAGSNR=0
|
||||
-- @field #string HOVER Hover.
|
||||
-- @field #string LANDATCOORDINATE Land at coordinate.
|
||||
-- @field #string GROUNDATTACK Ground attack.
|
||||
-- @field #string NAVALENGAGEMENT Naval engagement (similar to GROUNDATTACK).
|
||||
-- @field #string CARGOTRANSPORT Cargo transport.
|
||||
-- @field #string RELOCATECOHORT Relocate a cohort from one legion to another.
|
||||
-- @field #string AIRDEFENSE Air defense.
|
||||
@@ -491,6 +496,7 @@ AUFTRAG.Type={
|
||||
HOVER="Hover",
|
||||
LANDATCOORDINATE="Land at Coordinate",
|
||||
GROUNDATTACK="Ground Attack",
|
||||
NAVALENGAGEMENT="Naval Engagement",
|
||||
CARGOTRANSPORT="Cargo Transport",
|
||||
RELOCATECOHORT="Relocate Cohort",
|
||||
AIRDEFENSE="Air Defence",
|
||||
@@ -515,6 +521,7 @@ AUFTRAG.Type={
|
||||
-- @field #string BARRAGE Barrage.
|
||||
-- @field #string HOVER Hover.
|
||||
-- @field #string GROUNDATTACK Ground attack.
|
||||
-- @field #string NAVALENGAGEMENT Naval engagement.
|
||||
-- @field #string FERRY Ferry mission.
|
||||
-- @field #string RELOCATECOHORT Relocate cohort.
|
||||
-- @field #string AIRDEFENSE Air defense.
|
||||
@@ -537,6 +544,7 @@ AUFTRAG.SpecialTask={
|
||||
ARMORATTACK="AmorAttack",
|
||||
HOVER="Hover",
|
||||
GROUNDATTACK="Ground Attack",
|
||||
NAVALENGAGEMENT="Naval Engagement",
|
||||
FERRY="Ferry",
|
||||
RELOCATECOHORT="Relocate Cohort",
|
||||
AIRDEFENSE="Air Defense",
|
||||
@@ -666,7 +674,7 @@ AUFTRAG.Category={
|
||||
|
||||
--- AUFTRAG class version.
|
||||
-- @field #string version
|
||||
AUFTRAG.version="1.2.1"
|
||||
AUFTRAG.version="1.3.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
@@ -2210,7 +2218,7 @@ end
|
||||
-- **Note** that it is recommended to set the weapon range via the `OPSGROUP:AddWeaponRange()` function as this cannot be retrieved from the DCS API.
|
||||
-- @param #AUFTRAG self
|
||||
-- @param Core.Point#COORDINATE Target Center of the firing solution.
|
||||
-- @param #number Nshots Number of shots to be fired. Default `#nil`.
|
||||
-- @param #number Nshots Number of shots to be fired. Default `#nil`. If value is in (0,1), it is interpreted as per cent of available ammo.
|
||||
-- @param #number Radius Radius of the shells in meters. Default 100 meters.
|
||||
-- @param #number Altitude Altitude in meters. Can be used to setup a Barrage. Default `#nil`.
|
||||
-- @return #AUFTRAG self
|
||||
@@ -2382,11 +2390,13 @@ function AUFTRAG:NewARMORATTACK(Target, Speed, Formation)
|
||||
return mission
|
||||
end
|
||||
|
||||
--- **[GROUND]** Create a GROUNDATTACK mission. Ground group(s) will go to a target object and attack.
|
||||
--- **[GROUND]** Create a GROUNDATTACK mission. Ground group(s) will go to a target object and attack at their own discretion.
|
||||
-- Unfortunately, the "Attack Group" and "Attack Unit" tasks do not work for ground and naval groups (only for aircraft).
|
||||
-- Therefore, we resort to this workaround, which guides the attacking group to the vicinity of the target. Then they start shooting on their own, once they detect the target.
|
||||
-- @param #AUFTRAG self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be a GROUP, UNIT or STATIC object.
|
||||
-- @param #number Speed Speed in knots. Default max.
|
||||
-- @param #string Formation The attack formation, e.g. "Wedge", "Vee" etc. Default `ENUMS.Formation.Vehicle.Vee`.
|
||||
-- @param #string Formation The attack formation, e.g. "Wedge", "Vee" etc. Default `ENUMS.Formation.Vehicle.Vee`. Only working for ground, not naval!
|
||||
-- @return #AUFTRAG self
|
||||
function AUFTRAG:NewGROUNDATTACK(Target, Speed, Formation)
|
||||
|
||||
@@ -2413,6 +2423,38 @@ function AUFTRAG:NewGROUNDATTACK(Target, Speed, Formation)
|
||||
return mission
|
||||
end
|
||||
|
||||
--- **[NAVAL]** Create a NAVALENGAGEMENT mission. Naval group(s) will go to a target object and attack at their own discretion.
|
||||
-- Unfortunately, the "Attack Group" and "Attack Unit" tasks do not work for ground and naval groups (only for aircraft).
|
||||
-- Therefore, we resort to this workaround, which guides the attacking group to the vicinity of the target. Then they start shooting on their own, once they detect the target.
|
||||
-- @param #AUFTRAG self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be a GROUP, UNIT or STATIC object.
|
||||
-- @param #number Speed Speed in knots. Default max.
|
||||
-- @param #number Depth The attack depth in meters. Only for submarines!
|
||||
-- @return #AUFTRAG self
|
||||
function AUFTRAG:NewNAVALENGAGEMENT(Target, Speed, Depth)
|
||||
|
||||
local mission=AUFTRAG:New(AUFTRAG.Type.NAVALENGAGEMENT)
|
||||
|
||||
mission:_TargetFromObject(Target)
|
||||
|
||||
mission.missionTask=mission:GetMissionTaskforMissionType(AUFTRAG.Type.NAVALENGAGEMENT)
|
||||
|
||||
-- Defaults.
|
||||
mission.optionROE=ENUMS.ROE.OpenFire
|
||||
mission.optionAlarm=ENUMS.AlarmState.Auto
|
||||
mission.missionFraction=0.70
|
||||
mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
|
||||
mission.missionAltitude=Depth or 0
|
||||
|
||||
mission.categories={AUFTRAG.Category.NAVAL}
|
||||
|
||||
mission.DCStask=mission:GetDCSMissionTask()
|
||||
|
||||
mission.DCStask.params.speed=mission.missionSpeed and UTILS.KmphToMps(mission.missionSpeed) or nil
|
||||
|
||||
return mission
|
||||
end
|
||||
|
||||
--- **[AIR, GROUND, NAVAL]** Create a RECON mission.
|
||||
-- @param #AUFTRAG self
|
||||
-- @param Core.Set#SET_ZONE ZoneSet The recon zones.
|
||||
@@ -2705,33 +2747,35 @@ function AUFTRAG:NewFromTarget(Target, MissionType)
|
||||
local mission=nil --#AUFTRAG
|
||||
|
||||
if MissionType==AUFTRAG.Type.ANTISHIP then
|
||||
mission=self:NewANTISHIP(Target, Altitude)
|
||||
mission=self:NewANTISHIP(Target)
|
||||
elseif MissionType==AUFTRAG.Type.ARTY then
|
||||
mission=self:NewARTY(Target, Nshots, Radius)
|
||||
mission=self:NewARTY(Target, 0.3) -- use 30% of the available ammo
|
||||
elseif MissionType==AUFTRAG.Type.BAI then
|
||||
mission=self:NewBAI(Target, Altitude)
|
||||
mission=self:NewBAI(Target)
|
||||
elseif MissionType==AUFTRAG.Type.BOMBCARPET then
|
||||
mission=self:NewBOMBCARPET(Target, Altitude, CarpetLength)
|
||||
mission=self:NewBOMBCARPET(Target)
|
||||
elseif MissionType==AUFTRAG.Type.BOMBING then
|
||||
mission=self:NewBOMBING(Target, Altitude)
|
||||
mission=self:NewBOMBING(Target)
|
||||
elseif MissionType==AUFTRAG.Type.BOMBRUNWAY then
|
||||
mission=self:NewBOMBRUNWAY(Target, Altitude)
|
||||
mission=self:NewBOMBRUNWAY(Target)
|
||||
elseif MissionType==AUFTRAG.Type.STRAFING then
|
||||
mission=self:NewSTRAFING(Target, Altitude)
|
||||
mission=self:NewSTRAFING(Target)
|
||||
elseif MissionType==AUFTRAG.Type.CAS then
|
||||
mission=self:NewCAS(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000), Altitude, Speed, Target:GetAverageCoordinate(), Heading, Leg, TargetTypes)
|
||||
mission=self:NewCAS(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000), nil, nil, Target:GetAverageCoordinate())
|
||||
elseif MissionType==AUFTRAG.Type.CASENHANCED then
|
||||
mission=self:NewCASENHANCED(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000), Altitude, Speed, RangeMax, NoEngageZoneSet, TargetTypes)
|
||||
mission=self:NewCASENHANCED(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000))
|
||||
elseif MissionType==AUFTRAG.Type.INTERCEPT then
|
||||
mission=self:NewINTERCEPT(Target)
|
||||
elseif MissionType==AUFTRAG.Type.SEAD then
|
||||
mission=self:NewSEAD(Target, Altitude)
|
||||
mission=self:NewSEAD(Target)
|
||||
elseif MissionType==AUFTRAG.Type.STRIKE then
|
||||
mission=self:NewSTRIKE(Target, Altitude)
|
||||
mission=self:NewSTRIKE(Target)
|
||||
elseif MissionType==AUFTRAG.Type.ARMORATTACK then
|
||||
mission=self:NewARMORATTACK(Target, Speed)
|
||||
mission=self:NewARMORATTACK(Target)
|
||||
elseif MissionType==AUFTRAG.Type.GROUNDATTACK then
|
||||
mission=self:NewGROUNDATTACK(Target, Speed, Formation)
|
||||
mission=self:NewGROUNDATTACK(Target)
|
||||
elseif MissionType==AUFTRAG.Type.NAVALENGAGEMENT then
|
||||
mission=self:NewNAVALENGAGEMENT(Target)
|
||||
else
|
||||
return nil
|
||||
end
|
||||
@@ -2848,7 +2892,7 @@ function AUFTRAG:NewAUTO(EngageGroup)
|
||||
if auftrag==AUFTRAG.Type.ANTISHIP then
|
||||
mission=AUFTRAG:NewANTISHIP(Target)
|
||||
elseif auftrag==AUFTRAG.Type.ARTY then
|
||||
mission=AUFTRAG:NewARTY(Target)
|
||||
mission=AUFTRAG:NewARTY(Target, 0.2)
|
||||
elseif auftrag==AUFTRAG.Type.AWACS then
|
||||
mission=AUFTRAG:NewAWACS(Coordinate, Altitude,Speed,Heading,Leg)
|
||||
elseif auftrag==AUFTRAG.Type.BAI then
|
||||
@@ -4399,7 +4443,7 @@ function AUFTRAG:onafterStatus(From, Event, To)
|
||||
-- Group info.
|
||||
if self.verbose>=3 then
|
||||
-- Data on assigned groups.
|
||||
local text=string.format("Assets [N=%d,Nassigned=%s, Ndead=%s]:", self.Nassets or 0, self.Nassigned or 0, self.Ndead or 0)
|
||||
local text=string.format("Assets [N=%d, Nassigned=%s, Ndead=%s]:", self.Nassets or 0, self.Nassigned or 0, self.Ndead or 0)
|
||||
for i,_asset in pairs(self.assets or {}) do
|
||||
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
text=text..string.format("\n[%d] %s: spawned=%s, requested=%s, reserved=%s", i, asset.spawngroupname, tostring(asset.spawned), tostring(asset.requested), tostring(asset.reserved))
|
||||
@@ -4440,7 +4484,7 @@ function AUFTRAG:Evaluate()
|
||||
local owndamage=self.Ncasualties/self.Nelements*100
|
||||
|
||||
-- Current number of mission targets.
|
||||
local Ntargets=self:CountMissionTargets()
|
||||
local Ntargets=self:CountMissionTargets(true)
|
||||
local Ntargets0=self:GetTargetInitialNumber()
|
||||
|
||||
local Life=self:GetTargetLife()
|
||||
@@ -4891,16 +4935,25 @@ function AUFTRAG:CheckGroupsDone()
|
||||
self:T2(self.lid..string.format("CheckGroupsDone: Mission is still in state %s [FSM=%s] and reinfoce=%d. Mission NOT DONE!", self.status, self:GetState(), self.reinforce))
|
||||
return false
|
||||
end
|
||||
|
||||
local NopsgroupsAlive=self:CountOpsGroups()
|
||||
local NopsgroupsDone=self:CountOpsGroupsInStatus(AUFTRAG.GroupStatus.DONE)+self:CountOpsGroupsInStatus(AUFTRAG.GroupStatus.CANCELLED)
|
||||
|
||||
-- It could be that all groups were destroyed on the way to the mission execution waypoint.
|
||||
-- TODO: would be better to check if everybody is dead by now.
|
||||
if self:IsStarted() and self:CountOpsGroups()==0 then
|
||||
if self:IsStarted() and NopsgroupsAlive==0 then
|
||||
self:T(self.lid..string.format("CheckGroupsDone: Mission is STARTED state %s [FSM=%s] but count of alive OPSGROUP is zero. Mission DONE!", self.status, self:GetState()))
|
||||
return true
|
||||
end
|
||||
|
||||
if (self:IsStarted() or self:IsExecuting()) and (fsmState == AUFTRAG.Status.STARTED or fsmState == AUFTRAG.Status.EXECUTING) and self:CountOpsGroups()>0 then
|
||||
self:T(self.lid..string.format("CheckGroupsDone: Mission is STARTED state %s [FSM=%s] and count of alive OPSGROUP > zero. Mission NOT DONE!", self.status, self:GetState()))
|
||||
-- Every group alive is done or cancelled
|
||||
if NopsgroupsAlive==NopsgroupsDone then
|
||||
self:T(self.lid..string.format("CheckGroupsDone: Mission is in state %s [FSM=%s] but all groups [=%d] are done or cancelled. Mission DONE!", self.status, self:GetState(), NopsgroupsAlive))
|
||||
return true
|
||||
end
|
||||
|
||||
if (self:IsStarted() or self:IsExecuting()) and (fsmState == AUFTRAG.Status.STARTED or fsmState == AUFTRAG.Status.EXECUTING) and NopsgroupsAlive>0 then
|
||||
self:T(self.lid..string.format("CheckGroupsDone: Mission is in state %s [FSM=%s] and count of alive OPSGROUP > zero. Mission NOT DONE!", self.status, self:GetState()))
|
||||
return false
|
||||
end
|
||||
|
||||
@@ -5494,8 +5547,9 @@ end
|
||||
|
||||
--- Count alive mission targets.
|
||||
-- @param #AUFTRAG self
|
||||
-- @param #boolean OnlyReallyAlive (Optional) If `true`, count only really alive targets (units, groups) but not coordinates or zones.
|
||||
-- @return #number Number of alive target units.
|
||||
function AUFTRAG:CountMissionTargets()
|
||||
function AUFTRAG:CountMissionTargets(OnlyReallyAlive)
|
||||
|
||||
local N=0
|
||||
|
||||
@@ -5503,7 +5557,7 @@ function AUFTRAG:CountMissionTargets()
|
||||
local Coalitions=self.coalition and UTILS.GetCoalitionEnemy(self.coalition, true) or nil
|
||||
|
||||
if self.engageTarget then
|
||||
N=self.engageTarget:CountTargets(Coalitions)
|
||||
N=self.engageTarget:CountTargets(Coalitions, OnlyReallyAlive)
|
||||
end
|
||||
|
||||
return N
|
||||
@@ -6642,6 +6696,26 @@ function AUFTRAG:GetDCSMissionTask()
|
||||
|
||||
table.insert(DCStasks, DCStask)
|
||||
|
||||
elseif self.type==AUFTRAG.Type.NAVALENGAGEMENT then
|
||||
|
||||
---------------------------
|
||||
-- NAVAL ENGAGEMENT Mission --
|
||||
---------------------------
|
||||
|
||||
local DCStask={}
|
||||
|
||||
DCStask.id=AUFTRAG.SpecialTask.NAVALENGAGEMENT
|
||||
|
||||
-- We create a "fake" DCS task and pass the parameters to the NAVYGROUP.
|
||||
local param={}
|
||||
param.target=self:GetTargetData()
|
||||
param.speed=self.missionSpeed and UTILS.KmphToMps(self.missionSpeed) or nil
|
||||
param.altitude=self.missionAltitude or 0
|
||||
|
||||
DCStask.params=param
|
||||
|
||||
table.insert(DCStasks, DCStask)
|
||||
|
||||
elseif self.type==AUFTRAG.Type.AMMOSUPPLY then
|
||||
|
||||
-------------------------
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -35,7 +35,7 @@
|
||||
-- @field #number Nsuccess Number of successful missions.
|
||||
-- @field #number Nfailure Number of failed mission.
|
||||
-- @field #table assetNumbers Asset numbers. Each entry is a table of data type `#CHIEF.AssetNumber`.
|
||||
-- @extends Ops.Intel#INTEL
|
||||
-- @extends Ops.Intelligence#INTEL
|
||||
|
||||
--- *In preparing for battle I have always found that plans are useless, but planning is indispensable* -- Dwight D Eisenhower
|
||||
--
|
||||
@@ -48,7 +48,7 @@
|
||||
--
|
||||
-- # Territory
|
||||
--
|
||||
-- The chief class allows you to define boarder zones, conflict zones and attack zones.
|
||||
-- The chief class allows you to define border zones, conflict zones and attack zones.
|
||||
--
|
||||
-- ## Border Zones
|
||||
--
|
||||
@@ -332,7 +332,7 @@ CHIEF.Strategy = {
|
||||
|
||||
--- CHIEF class version.
|
||||
-- @field #string version
|
||||
CHIEF.version="0.6.1"
|
||||
CHIEF.version="0.7.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
@@ -2897,6 +2897,8 @@ function CHIEF:_GetMissionPerformanceFromTarget(Target)
|
||||
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
|
||||
|
||||
else
|
||||
|
||||
-- Everything else
|
||||
|
||||
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
|
||||
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50))
|
||||
@@ -2912,6 +2914,8 @@ function CHIEF:_GetMissionPerformanceFromTarget(Target)
|
||||
---
|
||||
|
||||
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ANTISHIP, 100))
|
||||
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.NAVALENGAGEMENT, 50))
|
||||
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
|
||||
|
||||
else
|
||||
self:E(self.lid.."ERROR: Unknown Group category!")
|
||||
|
||||
@@ -629,32 +629,42 @@ end
|
||||
--- Remove assets from pool. Not that assets must not be spawned or already reserved or requested.
|
||||
-- @param #COHORT self
|
||||
-- @param #number N Number of assets to be removed. Default 1.
|
||||
-- @param #number Delay Delay in seconds before assets are removed.
|
||||
-- @return #COHORT self
|
||||
function COHORT:RemoveAssets(N)
|
||||
function COHORT:RemoveAssets(N, Delay)
|
||||
self:T2(self.lid..string.format("Remove %d assets of Cohort", N))
|
||||
|
||||
N=N or 1
|
||||
|
||||
local n=0
|
||||
for i=#self.assets,1,-1 do
|
||||
local asset=self.assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
if Delay and Delay>0 then
|
||||
-- Delayed call
|
||||
self:ScheduleOnce(Delay, COHORT.RemoveAssets, self, N, 0)
|
||||
else
|
||||
|
||||
self:T2(self.lid..string.format("Checking removing asset %s", asset.spawngroupname))
|
||||
if not (asset.requested or asset.spawned or asset.isReserved) then
|
||||
self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
|
||||
table.remove(self.assets, i)
|
||||
n=n+1
|
||||
else
|
||||
self:T2(self.lid..string.format("Could NOT Remove asset %s", asset.spawngroupname))
|
||||
N=N or 1
|
||||
|
||||
local n=0
|
||||
for i=#self.assets,1,-1 do
|
||||
local asset=self.assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
|
||||
self:T2(self.lid..string.format("Checking removing asset %s", asset.spawngroupname))
|
||||
if not (asset.requested or asset.spawned or asset.isReserved) then
|
||||
self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
|
||||
-- Remove from warehouse and warehouse DB
|
||||
asset.legion:_DeleteStockItem(asset)
|
||||
table.remove(self.assets, i)
|
||||
n=n+1
|
||||
else
|
||||
self:T2(self.lid..string.format("Could NOT Remove asset %s", asset.spawngroupname))
|
||||
end
|
||||
|
||||
if n>=N then
|
||||
break
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
if n>=N then
|
||||
break
|
||||
end
|
||||
self:T(self.lid..string.format("Removed %d/%d assets. New asset count=%d", n, N, #self.assets))
|
||||
|
||||
end
|
||||
|
||||
self:T(self.lid..string.format("Removed %d/%d assets. New asset count=%d", n, N, #self.assets))
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -1901,7 +1901,7 @@ function LEGION:_TacticalOverview()
|
||||
for _,mtype in pairs(AUFTRAG.Type) do
|
||||
local n=self:CountMissionsInQueue(mtype)
|
||||
if n>0 then
|
||||
local N=self:CountMissionsInQueue(mtype)
|
||||
local N=self:CountMissionsInQueue(mtype, true)
|
||||
text=text..string.format(" - %s: %d [Running=%d]\n", mtype, n, N)
|
||||
end
|
||||
end
|
||||
@@ -2057,18 +2057,23 @@ end
|
||||
--- Count missions in mission queue.
|
||||
-- @param #LEGION self
|
||||
-- @param #table MissionTypes Types on mission to be checked. Default *all* possible types `AUFTRAG.Type`.
|
||||
-- @param #boolean OnlyRunning If `true`, only count running missions.
|
||||
-- @return #number Number of missions that are not over yet.
|
||||
function LEGION:CountMissionsInQueue(MissionTypes)
|
||||
function LEGION:CountMissionsInQueue(MissionTypes, OnlyRunning)
|
||||
|
||||
MissionTypes=MissionTypes or AUFTRAG.Type
|
||||
|
||||
local N=0
|
||||
for _,_mission in pairs(self.missionqueue) do
|
||||
local mission=_mission --Ops.Auftrag#AUFTRAG
|
||||
|
||||
if (not OnlyRunning) or (mission.statusLegion~=AUFTRAG.Status.PLANNED) then
|
||||
|
||||
-- Check if this mission type is requested.
|
||||
if mission:IsNotOver() and AUFTRAG.CheckMissionType(mission.type, MissionTypes) then
|
||||
N=N+1
|
||||
-- Check if this mission type is requested.
|
||||
if mission:IsNotOver() and AUFTRAG.CheckMissionType(mission.type, MissionTypes) then
|
||||
N=N+1
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -86,12 +86,14 @@ NAVYGROUP = {
|
||||
-- @field Ops.Target#TARGET Target The target.
|
||||
-- @field Core.Point#COORDINATE Coordinate Last known coordinate of the target.
|
||||
-- @field Ops.OpsGroup#OPSGROUP.Waypoint Waypoint the waypoint created to go to the target.
|
||||
-- @field #number Speed Speed in knots.
|
||||
-- @field #number Depth Depth of the engagement (submarines).
|
||||
-- @field #number roe ROE backup.
|
||||
-- @field #number alarmstate Alarm state backup.
|
||||
|
||||
--- NavyGroup version.
|
||||
-- @field #string version
|
||||
NAVYGROUP.version="1.0.3"
|
||||
NAVYGROUP.version="1.0.4"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
@@ -1081,7 +1083,7 @@ function NAVYGROUP:onafterSpawned(From, Event, To)
|
||||
text=text..string.format("Elements = %d\n", #self.elements)
|
||||
text=text..string.format("Waypoints = %d\n", #self.waypoints)
|
||||
text=text..string.format("Radio = %.1f MHz %s %s\n", self.radio.Freq, UTILS.GetModulationName(self.radio.Modu), tostring(self.radio.On))
|
||||
text=text..string.format("Ammo = %d (G=%d/R=%d/M=%d/T=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Rockets, self.ammo.Missiles, self.ammo.Torpedos)
|
||||
text=text..string.format("Ammo = %d (G=%d/C=%d/R=%d/M=%d/T=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Cannons, self.ammo.Rockets, self.ammo.Missiles, self.ammo.Torpedos)
|
||||
text=text..string.format("FSM state = %s\n", self:GetState())
|
||||
text=text..string.format("Is alive = %s\n", tostring(self:IsAlive()))
|
||||
text=text..string.format("LateActivate = %s\n", tostring(self:IsLateActivated()))
|
||||
@@ -1602,8 +1604,10 @@ end
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Wrapper.Group#GROUP Group the group to be engaged.
|
||||
function NAVYGROUP:onafterEngageTarget(From, Event, To, Target)
|
||||
-- @param Ops.Target#TARGET Target The target to be engaged. Can also be a GROUP or UNIT object.
|
||||
-- @param #number Speed Attack speed in knots.
|
||||
-- @param #number Depth The depth in meters. Only for submarins.
|
||||
function NAVYGROUP:onafterEngageTarget(From, Event, To, Target, Speed, Depth)
|
||||
self:T(self.lid.."Engaging Target")
|
||||
|
||||
if Target:IsInstanceOf("TARGET") then
|
||||
@@ -1615,11 +1619,9 @@ function NAVYGROUP:onafterEngageTarget(From, Event, To, Target)
|
||||
-- Target coordinate.
|
||||
self.engage.Coordinate=UTILS.DeepCopy(self.engage.Target:GetCoordinate())
|
||||
|
||||
|
||||
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.9)
|
||||
-- Get a coordinate close to the target.
|
||||
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.8)
|
||||
|
||||
|
||||
|
||||
-- Backup ROE and alarm state.
|
||||
self.engage.roe=self:GetROE()
|
||||
self.engage.alarmstate=self:GetAlarmstate()
|
||||
@@ -1629,11 +1631,17 @@ function NAVYGROUP:onafterEngageTarget(From, Event, To, Target)
|
||||
self:SwitchROE(ENUMS.ROE.OpenFire)
|
||||
|
||||
-- ID of current waypoint.
|
||||
local uid=self:GetWaypointCurrent().uid
|
||||
local uid=self:GetWaypointCurrentUID()
|
||||
|
||||
-- Set formation.
|
||||
self.engage.Depth=Depth or 0
|
||||
|
||||
-- Set speed.
|
||||
self.engage.Speed=Speed
|
||||
|
||||
-- Add waypoint after current.
|
||||
self.engage.Waypoint=self:AddWaypoint(intercoord, nil, uid, Formation, true)
|
||||
|
||||
self.engage.Waypoint=self:AddWaypoint(intercoord, Speed, uid, Depth, true)
|
||||
|
||||
-- Set if we want to resume route after reaching the detour waypoint.
|
||||
self.engage.Waypoint.detour=1
|
||||
|
||||
@@ -1656,24 +1664,22 @@ function NAVYGROUP:_UpdateEngageTarget()
|
||||
-- Check if target moved more than 100 meters.
|
||||
if dist>100 then
|
||||
|
||||
--env.info("FF Update Engage Target Moved "..self.engage.Target:GetName())
|
||||
|
||||
-- Update new position.
|
||||
self.engage.Coordinate:UpdateFromVec3(vec3)
|
||||
|
||||
-- ID of current waypoint.
|
||||
local uid=self:GetWaypointCurrent().uid
|
||||
local uid=self:GetWaypointCurrentUID()
|
||||
|
||||
-- Remove current waypoint
|
||||
self:RemoveWaypointByID(self.engage.Waypoint.uid)
|
||||
|
||||
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.9)
|
||||
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.8)
|
||||
|
||||
-- Add waypoint after current.
|
||||
self.engage.Waypoint=self:AddWaypoint(intercoord, nil, uid, Formation, true)
|
||||
self.engage.Waypoint=self:AddWaypoint(intercoord, self.engage.Speed, uid, self.engage.Depth, true)
|
||||
|
||||
-- Set if we want to resume route after reaching the detour waypoint.
|
||||
self.engage.Waypoint.detour=0
|
||||
self.engage.Waypoint.detour=1
|
||||
|
||||
end
|
||||
|
||||
@@ -1709,8 +1715,8 @@ function NAVYGROUP:onafterDisengage(From, Event, To)
|
||||
local task=self:GetTaskCurrent()
|
||||
|
||||
-- Get if current task is ground attack.
|
||||
if task and task.dcstask.id==AUFTRAG.SpecialTask.GROUNDATTACK then
|
||||
self:T(self.lid.."Disengage with current task GROUNDATTACK ==> Task Done!")
|
||||
if task and (task.dcstask.id==AUFTRAG.SpecialTask.GROUNDATTACK or task.dcstask.id==AUFTRAG.SpecialTask.NAVALENGAGEMENT) then
|
||||
self:T(self.lid.."Disengage with current task GROUNDATTACK/NAVALENGAGEMENT ==> Task Done!")
|
||||
self:TaskDone(task)
|
||||
end
|
||||
|
||||
|
||||
@@ -405,7 +405,9 @@ OPSGROUP.TaskType={
|
||||
--- Ammo data.
|
||||
-- @type OPSGROUP.Ammo
|
||||
-- @field #number Total Total amount of ammo.
|
||||
-- @field #number Guns Amount of gun shells.
|
||||
-- @field #number Shells Amount of shells (guns + cannons).
|
||||
-- @field #number Guns Amount of gun shells (caliber < 25).
|
||||
-- @field #number Cannons Amount of cannon shells (caliber >= 25).
|
||||
-- @field #number Bombs Amount of bombs.
|
||||
-- @field #number Rockets Amount of rockets.
|
||||
-- @field #number Torpedos Amount of torpedos.
|
||||
@@ -1189,8 +1191,8 @@ function OPSGROUP:GetDCSObject()
|
||||
return self.dcsgroup
|
||||
end
|
||||
|
||||
--- Set detection on or off.
|
||||
-- If detection is on, detected targets of the group will be evaluated and FSM events triggered.
|
||||
--- Make a target (unit, group, opsgroup) known to this group.
|
||||
-- This is useing the DCS function `controller.knowTarget`.
|
||||
-- @param #OPSGROUP self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE TargetObject The target object.
|
||||
-- @param #boolean KnowType Make type known.
|
||||
@@ -4513,6 +4515,25 @@ function OPSGROUP:_UpdateTask(Task, Mission)
|
||||
if target then
|
||||
self:EngageTarget(target, speed, Task.dcstask.params.formation)
|
||||
end
|
||||
|
||||
elseif Task.dcstask.id==AUFTRAG.SpecialTask.NAVALENGAGEMENT then
|
||||
|
||||
---
|
||||
-- Task "Naval Engagement" Mission.
|
||||
---
|
||||
|
||||
-- Engage target.
|
||||
local target=Task.dcstask.params.target --Ops.Target#TARGET
|
||||
|
||||
-- Set speed. Default max.
|
||||
local speed=self.speedMax and UTILS.KmphToKnots(self.speedMax) or nil
|
||||
if Task.dcstask.params.speed then
|
||||
speed=UTILS.MpsToKnots(Task.dcstask.params.speed)
|
||||
end
|
||||
|
||||
if target then
|
||||
self:EngageTarget(target, speed, Task.dcstask.params.altitude)
|
||||
end
|
||||
|
||||
elseif Task.dcstask.id==AUFTRAG.SpecialTask.PATROLRACETRACK then
|
||||
|
||||
@@ -4739,7 +4760,7 @@ function OPSGROUP:_UpdateTask(Task, Mission)
|
||||
elseif weaponType==ENUMS.WeaponFlag.AnyRocket then
|
||||
nAmmo=ammo.Rockets
|
||||
elseif weaponType==ENUMS.WeaponFlag.Cannons then
|
||||
nAmmo=ammo.Guns
|
||||
nAmmo=ammo.Cannons
|
||||
end
|
||||
|
||||
--TODO: Update target location while we're at it anyway.
|
||||
@@ -4886,7 +4907,7 @@ function OPSGROUP:onafterTaskCancel(From, Event, To, Task)
|
||||
done=true
|
||||
elseif Task.dcstask.id==AUFTRAG.SpecialTask.ONGUARD or Task.dcstask.id==AUFTRAG.SpecialTask.ARMOREDGUARD then
|
||||
done=true
|
||||
elseif Task.dcstask.id==AUFTRAG.SpecialTask.GROUNDATTACK or Task.dcstask.id==AUFTRAG.SpecialTask.ARMORATTACK then
|
||||
elseif Task.dcstask.id==AUFTRAG.SpecialTask.GROUNDATTACK or Task.dcstask.id==AUFTRAG.SpecialTask.ARMORATTACK or Task.dcstask.id==AUFTRAG.SpecialTask.NAVALENGAGEMENT then
|
||||
done=true
|
||||
elseif Task.dcstask.id==AUFTRAG.SpecialTask.NOTHING then
|
||||
done=true
|
||||
@@ -5718,7 +5739,7 @@ end
|
||||
function OPSGROUP:onafterMissionDone(From, Event, To, Mission)
|
||||
|
||||
-- Debug info.
|
||||
local text=string.format("Mission %s DONE!", Mission.name)
|
||||
local text=string.format("Mission DONE %s!", Mission.name)
|
||||
self:T(self.lid..text)
|
||||
|
||||
-- Set group status.
|
||||
@@ -6231,11 +6252,12 @@ function OPSGROUP:RouteToMission(mission, delay)
|
||||
self:T(self.lid.."Already in mission zone ==> TaskExecute()")
|
||||
self:TaskExecute(waypointtask)
|
||||
-- TODO: Calling PassingWaypoint here is probably better as it marks the mission waypoint as passed!
|
||||
--self:PassingWaypoint(waypoint)
|
||||
self:PassingWaypoint(waypoint)
|
||||
return
|
||||
elseif d<25 then
|
||||
self:T(self.lid.."Already within 25 meters of mission waypoint ==> TaskExecute()")
|
||||
self:TaskExecute(waypointtask)
|
||||
self:PassingWaypoint(waypoint)
|
||||
return
|
||||
end
|
||||
|
||||
@@ -7850,7 +7872,7 @@ function OPSGROUP:_Spawn(Delay, Template)
|
||||
self:ScheduleOnce(Delay, OPSGROUP._Spawn, self, 0, Template)
|
||||
else
|
||||
-- Debug output.
|
||||
self:T2({Template=Template})
|
||||
--self:T2({Template=Template})
|
||||
|
||||
if self:IsArmygroup() and self.ValidateAndRepositionGroundUnits then
|
||||
UTILS.ValidateAndRepositionGroundUnits(Template.units)
|
||||
@@ -11190,11 +11212,11 @@ function OPSGROUP:_CheckAmmoStatus()
|
||||
self:OutOfAmmo()
|
||||
end
|
||||
|
||||
-- Guns.
|
||||
if self.outofGuns and ammo.Guns>0 then
|
||||
-- Guns (changed to shells)
|
||||
if self.outofGuns and ammo.Shells>0 then
|
||||
self.outofGuns=false
|
||||
end
|
||||
if ammo.Guns==0 and self.ammo.Guns>0 and not self.outofGuns then
|
||||
if ammo.Shells==0 and self.ammo.Shells>0 and not self.outofGuns then
|
||||
self.outofGuns=true
|
||||
self:OutOfGuns()
|
||||
end
|
||||
@@ -13370,7 +13392,9 @@ function OPSGROUP:GetAmmoTot()
|
||||
|
||||
local Ammo={} --#OPSGROUP.Ammo
|
||||
Ammo.Total=0
|
||||
Ammo.Shells=0
|
||||
Ammo.Guns=0
|
||||
Ammo.Cannons=0
|
||||
Ammo.Rockets=0
|
||||
Ammo.Bombs=0
|
||||
Ammo.Torpedos=0
|
||||
@@ -13391,7 +13415,9 @@ function OPSGROUP:GetAmmoTot()
|
||||
|
||||
-- Add up total.
|
||||
Ammo.Total=Ammo.Total+ammo.Total
|
||||
Ammo.Shells=Ammo.Shells+ammo.Shells
|
||||
Ammo.Guns=Ammo.Guns+ammo.Guns
|
||||
Ammo.Cannons=Ammo.Cannons+ammo.Cannons
|
||||
Ammo.Rockets=Ammo.Rockets+ammo.Rockets
|
||||
Ammo.Bombs=Ammo.Bombs+ammo.Bombs
|
||||
Ammo.Torpedos=Ammo.Torpedos+ammo.Torpedos
|
||||
@@ -13424,6 +13450,8 @@ function OPSGROUP:GetAmmoUnit(unit, display)
|
||||
-- Init counter.
|
||||
local nammo=0
|
||||
local nshells=0
|
||||
local nguns=0
|
||||
local ncannons=0
|
||||
local nrockets=0
|
||||
local nmissiles=0
|
||||
local nmissilesAA=0
|
||||
@@ -13446,10 +13474,10 @@ function OPSGROUP:GetAmmoUnit(unit, display)
|
||||
local ammotable=unit:GetAmmo()
|
||||
|
||||
if ammotable then
|
||||
|
||||
local weapons=#ammotable
|
||||
|
||||
--self:I(ammotable)
|
||||
--self:I(ammotable)
|
||||
--UTILS.PrintTableToLog(ammotable)
|
||||
|
||||
-- Loop over all weapons.
|
||||
for w=1,weapons do
|
||||
@@ -13457,9 +13485,9 @@ function OPSGROUP:GetAmmoUnit(unit, display)
|
||||
-- Number of current weapon.
|
||||
local Nammo=ammotable[w]["count"]
|
||||
|
||||
-- Range in meters. Seems only to exist for missiles (not shells).
|
||||
local rmin=ammotable[w]["desc"]["rangeMin"] or 0
|
||||
local rmax=ammotable[w]["desc"]["rangeMaxAltMin"] or 0
|
||||
-- Range in meters. Seems only to exist for missiles (not shells).
|
||||
local rmin=ammotable[w]["desc"]["rangeMin"] or 0
|
||||
local rmax=ammotable[w]["desc"]["rangeMaxAltMin"] or 0
|
||||
|
||||
-- Type name of current weapon.
|
||||
local Tammo=ammotable[w]["desc"]["typeName"]
|
||||
@@ -13481,6 +13509,16 @@ function OPSGROUP:GetAmmoUnit(unit, display)
|
||||
|
||||
-- Add up all shells.
|
||||
nshells=nshells+Nammo
|
||||
|
||||
-- Add small and large caliber shells for guns and cannons
|
||||
if ammotable[w]["desc"]["warhead"] and ammotable[w]["desc"]["warhead"]["caliber"] then
|
||||
local caliber=ammotable[w]["desc"]["warhead"]["caliber"]
|
||||
if caliber<25 then
|
||||
nguns=nguns+Nammo
|
||||
else
|
||||
ncannons=ncannons+Nammo
|
||||
end
|
||||
end
|
||||
|
||||
-- Debug info.
|
||||
text=text..string.format("- %d shells of type %s, range=%d - %d meters\n", Nammo, _weaponName, rmin, rmax)
|
||||
@@ -13559,7 +13597,9 @@ function OPSGROUP:GetAmmoUnit(unit, display)
|
||||
|
||||
local ammo={} --#OPSGROUP.Ammo
|
||||
ammo.Total=nammo
|
||||
ammo.Guns=nshells
|
||||
ammo.Shells=nshells
|
||||
ammo.Guns=nguns
|
||||
ammo.Cannons=ncannons
|
||||
ammo.Rockets=nrockets
|
||||
ammo.Bombs=nbombs
|
||||
ammo.Torpedos=ntorps
|
||||
|
||||
@@ -2006,9 +2006,10 @@ end
|
||||
--- Count alive objects.
|
||||
-- @param #TARGET self
|
||||
-- @param #TARGET.Object Target Target objective.
|
||||
-- @param #table Coalitions (Optional) Only count targets of the given coalition(s).
|
||||
-- @param #table Coalitions (Optional) Only count targets of the given coalition(s).
|
||||
-- @param #boolean OnlyReallyAlive (Optional) If `true`, count only really alive targets (units, groups) but not coordinates or zones.
|
||||
-- @return #number Number of alive target objects.
|
||||
function TARGET:CountObjectives(Target, Coalitions)
|
||||
function TARGET:CountObjectives(Target, Coalitions, OnlyReallyAlive)
|
||||
|
||||
local N=0
|
||||
|
||||
@@ -2067,13 +2068,17 @@ function TARGET:CountObjectives(Target, Coalitions)
|
||||
|
||||
-- No target, where we can check the alive status, so we assume it is alive. Changed this because otherwise target count is 0 if we pass a coordinate.
|
||||
-- This is also more consitent with the life and is alive status.
|
||||
N=N+1
|
||||
if not OnlyReallyAlive then
|
||||
N=N+1
|
||||
end
|
||||
|
||||
elseif Target.Type==TARGET.ObjectType.ZONE then
|
||||
|
||||
-- No target, where we can check the alive status, so we assume it is alive. Changed this because otherwise target count is 0 if we pass a coordinate.
|
||||
-- This is also more consitent with the life and is alive status.
|
||||
N=N+1
|
||||
if not OnlyReallyAlive then
|
||||
N=N+1
|
||||
end
|
||||
|
||||
elseif Target.Type==TARGET.ObjectType.OPSZONE then
|
||||
|
||||
@@ -2093,15 +2098,16 @@ end
|
||||
--- Count alive targets.
|
||||
-- @param #TARGET self
|
||||
-- @param #table Coalitions (Optional) Only count targets of the given coalition(s).
|
||||
-- @param #boolean OnlyReallyAlive (Optional) If `true`, count only really alive targets (units, groups) but not coordinates or zones.
|
||||
-- @return #number Number of alive target objects.
|
||||
function TARGET:CountTargets(Coalitions)
|
||||
function TARGET:CountTargets(Coalitions, OnlyReallyAlive)
|
||||
|
||||
local N=0
|
||||
|
||||
for _,_target in pairs(self.targets) do
|
||||
local Target=_target --#TARGET.Object
|
||||
|
||||
N=N+self:CountObjectives(Target, Coalitions)
|
||||
N=N+self:CountObjectives(Target, Coalitions, OnlyReallyAlive)
|
||||
|
||||
end
|
||||
|
||||
|
||||
Reference in New Issue
Block a user