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147 Commits

Author SHA1 Message Date
Applevangelist 63b3807cf6 Added Init Methods to set Unit Positions on Spawn 2023-03-30 12:22:04 +02:00
Applevangelist f3b6b27521 Small fix for SET_UNIT if used in capture zone coalition with a polygon zone 2023-03-30 09:24:08 +02:00
Applevangelist ff656182e8 SET_STATIC - Added GetClosestStatic() 2023-03-28 11:03:00 +02:00
Applevangelist a85ef6e769 Merge remote-tracking branch 'origin/master' 2023-03-23 09:21:46 +01:00
Applevangelist 0bb8c56ea9 Typo fix 2023-03-23 09:21:42 +01:00
Applevangelist 5f108aec23 Typo fix 2023-03-23 09:21:20 +01:00
Applevangelist bf6683f993 Merge remote-tracking branch 'origin/master' 2023-03-23 08:47:07 +01:00
Applevangelist b7a5e8dd85 Add'l check in UNIT:GetLife() 2023-03-23 08:47:04 +01:00
Applevangelist 57294aeaf5 Add'l check in UNIT:GetLife() 2023-03-23 08:45:54 +01:00
Applevangelist 20bfb8b08f #AIRBASE
* Added/changed South Atlantic Map:
  ["Hipico_Flying_Club"] = "Hipico Flying Club",
  ["Aeropuerto_de_Gobernador_Gregores"] = "Aeropuerto de Gobernador Gregores",
  ["Aerodromo_O_Higgins"] = "Aerodromo O'Higgins",
  ["Cullen_Airport"] = "Cullen Airport",
  ["Gull_Point"] = "Gull Point",
2023-03-16 08:44:16 +01:00
UglySkyfire 5585a8992c Drop crates from herc as CTLD_Cargo (#1929)
Adds option to drop crates from a herc via parachute drop as CTLD_Cargo that needs proper unpacking - can be picked up be a helo.
2023-03-15 20:12:30 +01:00
Applevangelist d92a20050c #CTLD
* Added/completed add/get/set functions for stock
2023-03-10 10:09:08 +01:00
Applevangelist c9a91d0683 #GROUP
* Fix for GetMaxHeight()
2023-03-09 08:49:07 +01:00
Applevangelist ae6716ac01 #GROUP
* Callsign translation refactor
2023-03-05 11:03:26 +01:00
Applevangelist 34285b26ae #SPAWN
* clarified docu for SpawnScheduled()
* Added parameter to SpawnScheduled() for a delayed spawn
2023-02-28 08:00:06 +01:00
Thomas 5341e5faee Update Enums.lua 2023-02-26 19:03:33 +01:00
Applevangelist a6224b484e dcs 2023-02-23 10:33:11 +01:00
Applevangelist e95c1ad3aa #Fixes from dev 2023-02-23 10:30:59 +01:00
Applevangelist 9cfed56847 #CTLD logic correction for loading 2023-02-21 11:38:40 +01:00
Applevangelist 6c1abddb1e #NET added a couple of functions 2023-02-19 17:16:00 +01:00
Applevangelist 7dc239f506 Added CLIENT:FindByPlayerName(Name)
NET - slot blocker comments in log removed
2023-02-19 12:31:32 +01:00
Applevangelist 3e8413c6b7 #NET - further ado 2023-02-18 15:03:53 +01:00
Applevangelist ff86bfb91d #NET Event blocker fix 2023-02-17 16:41:38 +01:00
Applevangelist 66494b7b5a NET 2023-02-17 16:23:02 +01:00
Applevangelist 973127aa8c #NET Fixes 2023-02-17 15:42:06 +01:00
Applevangelist 83866c3dd3 #NET Fixes 2023-02-17 15:02:11 +01:00
Applevangelist 4797abc287 #NET Bugfix 2023-02-17 14:32:48 +01:00
Applevangelist 50f73f1be2 #NET extended block to UCID 2023-02-17 13:22:10 +01:00
Applevangelist 2ebbc8f466 #NET - added docu 2023-02-17 08:54:15 +01:00
Frank 1a96b30a45 Merge pull request #1922 from FlightControl-Master/FF/MasterDevel
Airspeed
2023-02-16 17:28:13 +01:00
Frank 3b1b57a33e Update Positionable.lua
- Added GetGroundSpeed
2023-02-16 17:20:53 +01:00
Frank f85c0320ec Airspeed
**POSITIONABLE**
- Added function `GetAirspeedIndicated` to return IAS
- Added function `GetAirspeedTrue` to return TAS

**UTILS**
- Added function `UTILS.IasToTas` to convert IAS to TAS
- Added function `TasToIas` to convert TAS to IAS.

**POINT**
- Added function `COORDINATE:GetWindVec3`
2023-02-16 17:09:12 +01:00
Applevangelist bae7edb914 #NET
* Added event management for clients and block/unblock functions
2023-02-16 11:41:45 +01:00
Applevangelist 35322399e9 #SPOT - minor fixes 2023-02-15 12:23:31 +01:00
Applevangelist 5d4c0f3c87 Bugfix 2023-02-15 10:31:52 +01:00
Frank 92c5c32e8c Merge pull request #1921 from FlightControl-Master/FF/MasterDevel
Update Range.lua
2023-02-12 13:03:08 +01:00
Frank c8780b2d5f Update Range.lua
- Coordinate of bomb target is now always updated (not only for moving targets)
- If the target is not alive any more, the last known position is used for its coordinate
2023-02-12 13:00:19 +01:00
Frank f11dbfa367 Merge branch 'FF/MasterDevel' 2023-02-12 11:49:13 +01:00
Frank 54fb9deb3e Polygon and line drawings 2023-02-12 11:38:46 +01:00
Thomas d3c34ef04d Update MarkerOps_Base.lua (#1919) 2023-02-11 22:11:21 +01:00
Applevangelist 3d5470eb22 #NET
* Initial release
2023-02-10 11:00:14 +01:00
Applevangelist 2a3d69d0d5 #DETECTION
* Docu fixes
2023-02-09 16:11:45 +01:00
Frank 9862c32378 Update settings.json 2023-02-08 16:30:44 +01:00
Frank 9f02232589 Update settings.json 2023-02-08 16:29:25 +01:00
Frank ffc86bf046 Unwanted changes 2023-02-08 16:28:04 +01:00
Frank e4c8ca34ed Update Pathline.lua 2023-02-08 16:11:47 +01:00
Frank f02b7036a9 PATHLINE 2023-02-08 12:37:18 +01:00
Frank 6adef47340 PATHLINE
Added new class PATHLINE
2023-02-07 22:47:55 +01:00
Thomas 5b044cc036 Update CSAR.lua (#1917) 2023-02-07 07:28:00 +01:00
Mr.Alien 03ba7524b2 Comment out code for scoring hits (#1911) 2023-02-06 08:15:45 +01:00
Frank 772921c6b8 WEAPON
- Added new class WEAPON
2023-02-04 23:31:55 +01:00
Mr.Alien d4d305d53b Fix confusing hit and kill messages with incorrect math (#1913) 2023-02-04 23:02:36 +01:00
Mr.Alien c58918e002 Add missing part of code in previous commit (#1910) 2023-02-04 22:36:16 +01:00
Mr.Alien dec7854476 Fix issue with getting thread level after a kill (#1908) 2023-02-04 22:01:55 +01:00
Mr.Alien 8ca102f584 Scoring credits a kill to player who hit the same unit before it spawned (#1905) 2023-02-04 21:46:34 +01:00
Applevangelist 4748c66d9c #CTLD
* Added method `CTLD:PreloadCrates(Unit,Cratesname,NumberOfCrates)`
2023-02-04 17:21:16 +01:00
Frank bf486b9f44 Merge pull request #1901 from MrAlien753/patch-1
fix nil error message in dcs.log
2023-02-03 22:34:01 +01:00
MrAlien753 6ff433ed7a fix nil error message in dcs.log
When instant killing a target in a capture zone nil error message is printed in the dcs.log. This fixes this issue.
2023-02-03 22:14:14 +01:00
Applevangelist f9aa392c6d #CTLD_HERCULES
* Fixed an issue spawning 90 paratroopers instead of 30
2023-02-02 09:35:53 +01:00
Applevangelist 48721859fa #CTLD
* Added Subcategories for static cargo objects
2023-01-31 11:27:12 +01:00
Applevangelist ee59d999f5 #POINT
* Added COORDINATE:SetAtLandheight()
2023-01-30 18:00:16 +01:00
Applevangelist 2f4f98cfe0 #CTLD - nobuildmenu option 2023-01-29 18:36:44 +01:00
Frank ac1f202c19 Update Airboss.lua
- Added CJS Superhornet Mod
2023-01-29 12:53:50 +01:00
Frank 3f97ba3bd7 Database
- Polygon drawings are registered as polygon zones
2023-01-28 18:42:29 +01:00
Frank 819912cfd3 Database
- Polygon drawings are adde as polygon zones to DB
2023-01-28 15:39:42 +01:00
Frank 50ee1ae922 Merge branch 'master' into FF/MasterDevel 2023-01-28 11:09:08 +01:00
grandpaSam c0442fca68 Changed documentation for Marker.lua and MarkerOps_Base.lua (#1891) 2023-01-28 09:02:15 +01:00
Thomas c20927b6d7 Update Marker.lua 2023-01-27 18:34:53 +01:00
Jason du Plessis 0d5b6d4c3e #CSAR - Add Persistence (#1889)
* Adds a modified version of ops.CTLD's Persistence to ops.CSAR
2023-01-26 21:11:15 +01:00
Applevangelist bdc08a530d #AB 2023-01-25 17:54:13 +01:00
Applevangelist 6ab1632b4b #RANGE
* Set Google Key if given

#AIRBASE
* Added 3 Falklands AB to the enumerator
2023-01-25 17:53:29 +01:00
Thomas cec865b9fb UTILS - exclude 243 MHz and 121.5 MHz 2023-01-25 13:37:56 +01:00
Thomas d763e924a9 Update Utils.lua (#1886) 2023-01-24 20:16:46 +01:00
Applevangelist 57a30621e1 #CTLD added documentation 2023-01-24 15:26:32 +01:00
Applevangelist f344084791 #1885
#PSEUDOATC - Menu shows Waypoint name if it has been set
2023-01-24 10:06:05 +01:00
Applevangelist be68314c3a #CONTROLLABLE
* Added CommandActivateACLS()
* Added CommandDeactivateACLS()
2023-01-23 17:11:18 +01:00
Applevangelist 53cff8229b #CTLD
* Added option movecratesbeforebuild
* Added option surfacetypes for build-in reloads
* Inject function can optionally take surfacetypes
* Inject function can use the center of the zone instead of a random position

#EVENT
* Handle landing event if the place is a SCENERY object (helopad on a map, but not an airbase)

#ZONE
* docu corrections
2023-01-22 13:10:27 +01:00
Frank 1d52e27668 Update Controllable.lua
- Added enroute task SEAD
2023-01-19 19:10:56 +01:00
Applevangelist 6ec867196c #UTILS - make LoadSetOfGroups save(r) for groups spawned with SpawnScheduled 2023-01-19 14:59:54 +01:00
Applevangelist 80798f278c #Controllable - docu changes 2023-01-17 12:09:13 +01:00
Applevangelist 4e61bbb92e Merge remote-tracking branch 'origin/master' 2023-01-17 09:26:16 +01:00
Applevangelist fabab9bfbb #ATIS docu fix 2023-01-17 09:25:01 +01:00
Applevangelist 4ae0089e4f #CSAR
* Docu corrections
2023-01-15 17:40:03 +01:00
Applevangelist d82bce79c9 #CSAR
* Docu corrections
2023-01-15 17:38:54 +01:00
Applevangelist 55fcaf1c05 #CTLD - Adde Shark III typename 2023-01-12 13:20:12 +01:00
Applevangelist e83df502ed #AIRBASE - docu fixes 2023-01-10 13:08:05 +01:00
Applevangelist 6501e89fa2 #PSEUDOATC
* Fix for debug messages
2023-01-10 07:47:56 +01:00
Applevangelist 91801d441f #GROUP
* Improve functionality of GetUnit(x)
* Added GetFirstUnit()
2023-01-09 17:07:21 +01:00
Frank dd2a4ee7ff COORDINATE
- Added `GetMagneticDeclination` function
2023-01-08 19:32:38 +01:00
Applevangelist 8cedd88ce2 #SCENERY - explain destroy doesn't work 2023-01-05 10:58:40 +01:00
Applevangelist c3fde2b698 Merge remote-tracking branch 'origin/master' 2023-01-05 10:48:55 +01:00
Applevangelist 59e8aed445 #CSAR fix for beacons 2023-01-05 10:48:50 +01:00
Applevangelist e47b8f377c #CTLD/CSAR
* Small fix for
2023-01-05 10:45:37 +01:00
Applevangelist 793c0d988e Changes from dev 2023-01-03 10:22:10 +01:00
Applevangelist b0eef34146 #CONTROLLABLE
* Docu fix

#WAREHOUSE
* Changes from dev

#ZONE
* Additions to ZONE_POLYGON
2023-01-03 10:15:16 +01:00
Applevangelist 3fbfb8b528 #UNIT
* Fix #1865
2023-01-02 17:27:01 +01:00
Thomas cdd240abb7 PseudoATC - Option to display playername (#1870)
Use `myatc:SetReportPlayername()` to switch this on #1864
2023-01-02 14:28:35 +01:00
Applevangelist 5d802f0e16 #TIMER
* Added `StartIf()`
2023-01-01 12:34:02 +01:00
Applevangelist 8661d07e1e #ATIS
* Make SRS say TACAN and FARP and not spell the single characters
2022-12-29 16:33:13 +01:00
Thomas 41eec658e0 UTILS - Update Load/Save Groups and Statics (#1857)
Addresses #1855 and #1856 

Added options to save groups in a structrued manner, allowing to despawn specific unit-types on a reload. Optionally, cinematic effects like smoke and fires can be put in place of despawned units. For statics, an option to replace them with dead statics has been added, and also cinematic effects.
2022-12-28 15:40:40 +01:00
Thomas 9facf07955 ATIS - added basic FARP support (#1854)
ATIS - added basic FARP support, only works with SRS
2022-12-25 14:18:53 +01:00
Applevangelist cd4844d26c #EVENT
* Small fix for hit event on coordinates
2022-12-24 12:03:04 +01:00
Applevangelist 9619b11c58 #CTLD
* add sound folder path option
2022-12-23 13:42:14 +01:00
Thomas 535060153a CTLD #1851 Add variable for a sound path (#1852)
CTLD #1851 Add variable for a sound path - defaults to  `self.RadioPath = "l10n/DEFAULT/"`
2022-12-23 13:39:00 +01:00
Applevangelist f26ff52712 #UNIT
* Docu fix
2022-12-21 14:09:47 +01:00
Applevangelist 4a299ea53f #CTLD
* Added option to inject troops into helos
2022-12-21 14:05:58 +01:00
Applevangelist 6f0ba337c4 #SET_SCENERY
* Added GetAliveSet()
2022-12-21 12:55:01 +01:00
Applevangelist 8df6e2dd57 #UNIT
* Improve GetGroup() as after Dec/22 patch geGroup() might be nil
# SET_UNIT
* Improved Docu
2022-12-19 16:12:09 +01:00
Applevangelist 5010cdff71 #CTLD
* Fix to also save crates which have not been moved
2022-12-19 14:04:30 +01:00
Applevangelist fea1839c06 #AIRBASE
* Added Rio Chico Airfield
2022-12-16 18:43:50 +01:00
Applevangelist 80e3b157ca #UTILS
* UTILS.LoadSetOfStatics(Path,Filename) ignore statics which do not exist
2022-12-15 18:28:06 +01:00
Applevangelist d5028d86df #SET_CLIENT
* small addition
2022-12-15 11:49:28 +01:00
Applevangelist 1fac6b7c93 #SET_CLIENT
* Added `FilterCallsigns()` and `FilterPlayernames()`
2022-12-14 14:48:20 +01:00
Applevangelist 089467c15a #AI\_A2A\_GCICAP
* Fix demo mission link
2022-12-14 09:41:35 +01:00
Applevangelist 77e7f767d8 #AIRBASE
* docu correction
2022-12-12 16:23:47 +01:00
Applevangelist 324739aeb9 #SET
* Improve GetRandom() a bit
2022-12-11 15:49:50 +01:00
Applevangelist 84d301c676 #CTLD
* Added disallow building in loadzones: my_ctld.nobuildinloadzones = true
2022-12-09 12:37:39 +01:00
Applevangelist dcfce8b619 #CTLD - enforce modulation on beacons 2022-12-07 18:50:26 +01:00
Frank 813d4edc97 CONDITION v0.3.0
- Added methods to remove condition functions
- Added option to define output if no condition functions at all were given
-
2022-12-07 18:35:12 +01:00
Applevangelist 9ea4a5dbd4 #CTLD less log noise 2022-12-06 12:49:27 +01:00
Applevangelist 508e36d327 #CTLD Fix for Beacon Zone disappearing too fast 2022-12-03 14:37:01 +01:00
Applevangelist 37b1e7366c *smaller fixes 2022-12-02 16:39:09 +01:00
Thomas b29b9f1b2c Update README.md 2022-12-01 21:32:19 +01:00
Applevangelist 7865be43bb * Minor fixes 2022-12-01 13:27:58 +01:00
Frank f17f688a20 Condition and Message 2022-11-30 18:37:14 +01:00
Applevangelist df2a6a6902 #ATIS
* Added `ATIS:GetSRSText()`
2022-11-29 17:53:41 +01:00
Applevangelist df0c0ec21e #CTLD
* Small fix for BEACON Zones
2022-11-29 15:39:58 +01:00
Thomas 53d71d9766 Update RAT.lua
Fix #1848
2022-11-28 17:42:09 +01:00
Applevangelist eb5a72fc27 * less noise 2022-11-27 17:35:13 +01:00
Applevangelist cec045045e * Less noise 2022-11-27 17:35:13 +01:00
Applevangelist 33f30101d9 Merge remote-tracking branch 'origin/master' 2022-11-23 09:55:50 +01:00
Applevangelist 1e139a6005 #SPAWN
* Fix callsign dupplication of numbers introduced with 2.8
2022-11-23 09:55:47 +01:00
Applevangelist eacfbad729 #SPAWN
* Fix for unit callsign number duplication since 2.8 release (ED saving callsign.name now as "Texaco11" instead of "Texaco" for the F10 Map overview
2022-11-23 09:48:06 +01:00
Frank 6834a2e083 Spawning FARPS
**SPAWNSTATIC**
- Added event birth when static FARPS are spawned

**EVENT**
- Unknown airbases as inititiator are registered
2022-11-20 20:55:34 +01:00
Frank 2538d583ad Update Suppression.lua
- Fixed routing of group (passing waypoint function was triggered too early due to changed DCS behaviour)
2022-11-19 19:36:55 +01:00
Frank c9ccc28251 Merge branch 'master' into FF/MasterDevel 2022-11-19 11:44:46 +01:00
Applevangelist 0f1ad9d811 # TaskRecoveryTanker 2022-11-18 11:28:52 +01:00
Applevangelist 93c986f00a #GROUP
* Added additional push of tanker task to GROUP:SetAsRecoveryTanker() for a working setup
2022-11-18 11:23:56 +01:00
Applevangelist 239e2ef86d #GROUP/CONTROLLABLE
* Added RecoveryTanker Task
2022-11-18 09:58:48 +01:00
Applevangelist 5a7a23552d #AIRBASE
* Added enumerators for
-- * AIRBASE.SouthAtlantic.Puerto_Santa_Cruz
-- * AIRBASE.SouthAtlantic.Comandante_Luis_Piedrabuena
-- * AIRBASE.SouthAtlantic.Aerodromo_De_Tolhuin
-- * AIRBASE.SouthAtlantic.Porvenir_Airfield
-- * AIRBASE.SouthAtlantic.Almirante_Schroeders
-- * AIRBASE.SouthAtlantic.Rio_Turbio
2022-11-17 17:13:33 +01:00
Applevangelist 4fb98cf72b #CSAR
* Make rescued pilot's weight configureable
2022-11-17 13:54:43 +01:00
Applevangelist a125497fe7 #SPAWN
* Ensure we have a numbered table for InitRandomizeTemplate/Zone so math.random actually works
* Also, pre-shuffle tables
2022-11-16 11:12:47 +01:00
Applevangelist ae2196585e #MESSAGE
* added to country
* added a couple of countries to country.id. enumerator
2022-11-16 09:39:54 +01:00
Applevangelist fbad50973f # Bug fixes 2022-11-14 18:15:55 +01:00
Applevangelist 782cfd1fd0 #ATIS
* Added honor Stop() functionality
2022-11-14 17:36:34 +01:00
Applevangelist d4a06089c9 #CTLD
* Change call order to move troops, vehicle on `onafter..` internally
* added pseudo-function for "OnBefore..."
2022-11-13 13:37:25 +01:00
Frank 2157f8e8cd Airboss
Take animation for determining the wire
2022-09-26 23:34:00 +02:00
49 changed files with 7053 additions and 1863 deletions
@@ -3940,11 +3940,7 @@ do
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ### [AI\_A2A\_GCICAP for Caucasus](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-200%20-%20AI_A2A%20-%20GCICAP%20Demonstration) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching)
-- ### [AI\_A2A\_GCICAP for NTTR](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-210%20-%20NTTR%20AI_A2A_GCICAP%20Demonstration)
-- ### [AI\_A2A\_GCICAP for Normandy](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-220%20-%20NORMANDY%20AI_A2A_GCICAP%20Demonstration)
--
-- ### [AI\_A2A\_GCICAP for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching)
-- --
-- === -- ===
-- --
+187 -18
View File
@@ -23,11 +23,15 @@
-- @type CONDITION -- @type CONDITION
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file. -- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the condition.
-- @field #boolean isAny General functions are evaluated as any condition. -- @field #boolean isAny General functions are evaluated as any condition.
-- @field #boolean negateResult Negeate result of evaluation. -- @field #boolean negateResult Negate result of evaluation.
-- @field #boolean noneResult Boolean that is returned if no condition functions at all were specified.
-- @field #table functionsGen General condition functions. -- @field #table functionsGen General condition functions.
-- @field #table functionsAny Any condition functions. -- @field #table functionsAny Any condition functions.
-- @field #table functionsAll All condition functions. -- @field #table functionsAll All condition functions.
-- @field #number functionCounter Running number to determine the unique ID of condition functions.
-- @field #boolean defaultPersist Default persistence of condition functions.
-- --
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -46,22 +50,29 @@ CONDITION = {
functionsGen = {}, functionsGen = {},
functionsAny = {}, functionsAny = {},
functionsAll = {}, functionsAll = {},
functionCounter = 0,
defaultPersist = false,
} }
--- Condition function. --- Condition function.
-- @type CONDITION.Function -- @type CONDITION.Function
-- @field #function func Callback function to check for a condition. Should return a `#boolean`. -- @field #number uid Unique ID of the condition function.
-- @field #string type Type of the condition function: "gen", "any", "all".
-- @field #boolean persistence If `true`, this is persistent.
-- @field #function func Callback function to check for a condition. Must return a `#boolean`.
-- @field #table arg (Optional) Arguments passed to the condition callback function if any. -- @field #table arg (Optional) Arguments passed to the condition callback function if any.
--- CONDITION class version. --- CONDITION class version.
-- @field #string version -- @field #string version
CONDITION.version="0.1.0" CONDITION.version="0.3.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Make FSM. -- TODO: Make FSM. No sure if really necessary.
-- DONE: Option to remove condition functions.
-- DONE: Persistence option for condition functions.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor -- Constructor
@@ -78,6 +89,8 @@ function CONDITION:New(Name)
self.name=Name or "Condition X" self.name=Name or "Condition X"
self:SetNoneResult(false)
self.lid=string.format("%s | ", self.name) self.lid=string.format("%s | ", self.name)
return self return self
@@ -101,6 +114,28 @@ function CONDITION:SetNegateResult(Negate)
return self return self
end end
--- Set whether `true` or `false` is returned, if no conditions at all were specified. By default `false` is returned.
-- @param #CONDITION self
-- @param #boolean ReturnValue Returns this boolean.
-- @return #CONDITION self
function CONDITION:SetNoneResult(ReturnValue)
if not ReturnValue then
self.noneResult=false
else
self.noneResult=true
end
return self
end
--- Set whether condition functions are persistent, *i.e.* are removed.
-- @param #CONDITION self
-- @param #boolean IsPersistent If `true`, condition functions are persistent.
-- @return #CONDITION self
function CONDITION:SetDefaultPersistence(IsPersistent)
self.defaultPersist=IsPersistent
return self
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`). --- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self -- @param #CONDITION self
-- @param #function Function The function to call. -- @param #function Function The function to call.
@@ -113,47 +148,109 @@ end
-- --
-- myCondition:AddFunction(isAequalB, a, b) -- myCondition:AddFunction(isAequalB, a, b)
-- --
-- @return #CONDITION self -- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunction(Function, ...) function CONDITION:AddFunction(Function, ...)
-- Condition function. -- Condition function.
local condition=self:_CreateCondition(Function, ...) local condition=self:_CreateCondition(0, Function, ...)
-- Add to table. -- Add to table.
table.insert(self.functionsGen, condition) table.insert(self.functionsGen, condition)
return self return condition
end end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`). --- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self -- @param #CONDITION self
-- @param #function Function The function to call. -- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any). -- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION self -- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunctionAny(Function, ...) function CONDITION:AddFunctionAny(Function, ...)
-- Condition function. -- Condition function.
local condition=self:_CreateCondition(Function, ...) local condition=self:_CreateCondition(1, Function, ...)
-- Add to table. -- Add to table.
table.insert(self.functionsAny, condition) table.insert(self.functionsAny, condition)
return self return condition
end end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`). --- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self -- @param #CONDITION self
-- @param #function Function The function to call. -- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any). -- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION self -- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunctionAll(Function, ...) function CONDITION:AddFunctionAll(Function, ...)
-- Condition function. -- Condition function.
local condition=self:_CreateCondition(Function, ...) local condition=self:_CreateCondition(2, Function, ...)
-- Add to table. -- Add to table.
table.insert(self.functionsAll, condition) table.insert(self.functionsAll, condition)
return condition
end
--- Remove a condition function.
-- @param #CONDITION self
-- @param #CONDITION.Function ConditionFunction The condition function to be removed.
-- @return #CONDITION self
function CONDITION:RemoveFunction(ConditionFunction)
if ConditionFunction then
local data=nil
if ConditionFunction.type==0 then
data=self.functionsGen
elseif ConditionFunction.type==1 then
data=self.functionsAny
elseif ConditionFunction.type==2 then
data=self.functionsAll
end
if data then
for i=#data,1,-1 do
local cf=data[i] --#CONDITION.Function
if cf.uid==ConditionFunction.uid then
self:T(self.lid..string.format("Removed ConditionFunction UID=%d", cf.uid))
table.remove(data, i)
return self
end
end
end
end
return self
end
--- Remove all non-persistant condition functions.
-- @param #CONDITION self
-- @return #CONDITION self
function CONDITION:RemoveNonPersistant()
for i=#self.functionsGen,1,-1 do
local cf=self.functionsGen[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsGen, i)
end
end
for i=#self.functionsAll,1,-1 do
local cf=self.functionsAll[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsAll, i)
end
end
for i=#self.functionsAny,1,-1 do
local cf=self.functionsAny[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsAny, i)
end
end
return self return self
end end
@@ -166,11 +263,7 @@ function CONDITION:Evaluate(AnyTrue)
-- Check if at least one function was given. -- Check if at least one function was given.
if #self.functionsAll + #self.functionsAny + #self.functionsAll == 0 then if #self.functionsAll + #self.functionsAny + #self.functionsAll == 0 then
if self.negateResult then return self.noneResult
return true
else
return false
end
end end
-- Any condition for gen. -- Any condition for gen.
@@ -206,6 +299,10 @@ function CONDITION:Evaluate(AnyTrue)
return result return result
end end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check if all given condition are true. --- Check if all given condition are true.
-- @param #CONDITION self -- @param #CONDITION self
-- @param #table functions Functions to evaluate. -- @param #table functions Functions to evaluate.
@@ -275,13 +372,20 @@ end
--- Create conditon function object. --- Create conditon function object.
-- @param #CONDITION self -- @param #CONDITION self
-- @param #number Ftype Function type: 0=Gen, 1=All, 2=Any.
-- @param #function Function The function to call. -- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any). -- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION.Function Condition function. -- @return #CONDITION.Function Condition function.
function CONDITION:_CreateCondition(Function, ...) function CONDITION:_CreateCondition(Ftype, Function, ...)
-- Increase counter.
self.functionCounter=self.functionCounter+1
local condition={} --#CONDITION.Function local condition={} --#CONDITION.Function
condition.uid=self.functionCounter
condition.type=Ftype or 0
condition.persistence=self.defaultPersist
condition.func=Function condition.func=Function
condition.arg={} condition.arg={}
if arg then if arg then
@@ -290,6 +394,71 @@ function CONDITION:_CreateCondition(Function, ...)
return condition return condition
end end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Global Condition Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Condition to check if time is greater than a given threshold time.
-- @param #number Time Time in seconds.
-- @param #boolean Absolute If `true`, abs. mission time from `timer.getAbsTime()` is checked. Default is relative mission time from `timer.getTime()`.
-- @return #boolean Returns `true` if time is greater than give the time.
function CONDITION.IsTimeGreater(Time, Absolute)
local Tnow=nil
if Absolute then
Tnow=timer.getAbsTime()
else
Tnow=timer.getTime()
end
if Tnow>Time then
return true
else
return false
end
return nil
end
--- Function that returns `true` (success) with a certain probability. For example, if you specify `Probability=80` there is an 80% chance that `true` is returned.
-- Technically, a random number between 0 and 100 is created. If the given success probability is less then this number, `true` is returned.
-- @param #number Probability Success probability in percent. Default 50 %.
-- @return #boolean Returns `true` for success and `false` otherwise.
function CONDITION.IsRandomSuccess(Probability)
Probability=Probability or 50
-- Create some randomness.
math.random()
math.random()
math.random()
-- Number between 0 and 100.
local N=math.random()*100
if N<Probability then
return true
else
return false
end
end
--- Function that returns always `true`
-- @return #boolean Returns `true` unconditionally.
function CONDITION.ReturnTrue()
return true
end
--- Function that returns always `false`
-- @return #boolean Returns `false` unconditionally.
function CONDITION.ReturnFalse()
return false
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+196 -8
View File
@@ -88,6 +88,7 @@ DATABASE = {
WAREHOUSES = {}, WAREHOUSES = {},
FLIGHTGROUPS = {}, FLIGHTGROUPS = {},
FLIGHTCONTROLS = {}, FLIGHTCONTROLS = {},
PATHLINES = {},
} }
local _DATABASECoalition = local _DATABASECoalition =
@@ -244,7 +245,7 @@ function DATABASE:FindAirbase( AirbaseName )
end end
do -- Zones do -- Zones and Pathlines
--- Finds a @{Core.Zone} based on the zone name. --- Finds a @{Core.Zone} based on the zone name.
-- @param #DATABASE self -- @param #DATABASE self
@@ -267,7 +268,6 @@ do -- Zones
end end
end end
--- Deletes a @{Core.Zone} from the DATABASE based on the zone name. --- Deletes a @{Core.Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string ZoneName The name of the zone. -- @param #string ZoneName The name of the zone.
@@ -277,6 +277,39 @@ do -- Zones
end end
--- Adds a @{Core.Pathline} based on its name in the DATABASE.
-- @param #DATABASE self
-- @param #string PathlineName The name of the pathline
-- @param Core.Pathline#PATHLINE Pathline The pathline.
function DATABASE:AddPathline( PathlineName, Pathline )
if not self.PATHLINES[PathlineName] then
self.PATHLINES[PathlineName]=Pathline
end
end
--- Finds a @{Core.Pathline} by its name.
-- @param #DATABASE self
-- @param #string PathlineName The name of the Pathline.
-- @return Core.Pathline#PATHLINE The found PATHLINE.
function DATABASE:FindPathline( PathlineName )
local pathline = self.PATHLINES[PathlineName]
return pathline
end
--- Deletes a @{Core.Pathline} from the DATABASE based on its name.
-- @param #DATABASE self
-- @param #string PathlineName The name of the PATHLINE.
function DATABASE:DeletePathline( PathlineName )
self.PATHLINES[PathlineName]=nil
return self
end
--- Private method that registers new ZONE_BASE derived objects within the DATABASE Object. --- Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
-- @param #DATABASE self -- @param #DATABASE self
-- @return #DATABASE self -- @return #DATABASE self
@@ -370,10 +403,147 @@ do -- Zones
-- Add zone to DB. -- Add zone to DB.
self:AddZone( ZoneName, Zone_Polygon ) self:AddZone( ZoneName, Zone_Polygon )
end end
end
-- Drawings as zones
if env.mission.drawings and env.mission.drawings.layers then
-- Loop over layers.
for layerID, layerData in pairs(env.mission.drawings.layers or {}) do
-- Loop over objects in layers.
for objectID, objectData in pairs(layerData.objects or {}) do
-- Check for polygon which has at least 4 points (we would need 3 but the origin seems to be there twice)
if objectData.polygonMode and (objectData.polygonMode=="free") and objectData.points and #objectData.points>=4 then
---
-- Drawing: Polygon free
---
-- Name of the zone.
local ZoneName=objectData.name or "Unknown free Polygon Drawing"
-- Reference point. All other points need to be translated by this.
local vec2={x=objectData.mapX, y=objectData.mapY}
-- Debug stuff.
--local vec3={x=objectData.mapX, y=0, z=objectData.mapY}
--local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY")
--trigger.action.markToAll(id, "mapXY", vec3)
-- Copy points array.
local points=UTILS.DeepCopy(objectData.points)
-- Translate points.
for i,_point in pairs(points) do
local point=_point --DCS#Vec2
points[i]=UTILS.Vec2Add(point, vec2)
end
-- Remove last point.
table.remove(points, #points)
-- Debug output
self:I(string.format("Register ZONE: %s (Polygon (free) drawing with %d vertices)", ZoneName, #points))
-- Create new polygon zone.
local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points)
-- Set color.
Zone:SetColor({1, 0, 0}, 0.15)
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone.
self:AddZone(ZoneName, Zone)
-- Check for polygon which has at least 4 points (we would need 3 but the origin seems to be there twice)
elseif objectData.polygonMode and objectData.polygonMode=="rect" then
---
-- Drawing: Polygon rect
---
-- Name of the zone.
local ZoneName=objectData.name or "Unknown rect Polygon Drawing"
-- Reference point (center of the rectangle).
local vec2={x=objectData.mapX, y=objectData.mapY}
-- For a rectangular polygon drawing, we have the width (y) and height (x).
local w=objectData.width
local h=objectData.height
-- Create points from center using with and height (width for y and height for x is a bit confusing, but this is how ED implemented it).
local points={}
points[1]={x=vec2.x-h/2, y=vec2.y+w/2} --Upper left
points[2]={x=vec2.x+h/2, y=vec2.y+w/2} --Upper right
points[3]={x=vec2.x+h/2, y=vec2.y-w/2} --Lower right
points[4]={x=vec2.x-h/2, y=vec2.y-w/2} --Lower left
--local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY")
-- Debug output
self:I(string.format("Register ZONE: %s (Polygon (rect) drawing with %d vertices)", ZoneName, #points))
-- Create new polygon zone.
local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points)
-- Set color.
Zone:SetColor({1, 0, 0}, 0.15)
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone.
self:AddZone(ZoneName, Zone)
elseif objectData.lineMode and (objectData.lineMode=="segments" or objectData.lineMode=="segment" or objectData.lineMode=="free") and objectData.points and #objectData.points>=2 then
---
-- Drawing: Line (segments, segment or free)
---
-- Name of the zone.
local Name=objectData.name or "Unknown Line Drawing"
-- Reference point. All other points need to be translated by this.
local vec2={x=objectData.mapX, y=objectData.mapY}
-- Copy points array.
local points=UTILS.DeepCopy(objectData.points)
-- Translate points.
for i,_point in pairs(points) do
local point=_point --DCS#Vec2
points[i]=UTILS.Vec2Add(point, vec2)
end
-- Debug output
self:I(string.format("Register PATHLINE: %s (Line drawing with %d points)", Name, #points))
-- Create new polygon zone.
local Pathline=PATHLINE:NewFromVec2Array(Name, points)
-- Set color.
--Zone:SetColor({1, 0, 0}, 0.15)
-- Add zone.
self:AddPathline(Name,Pathline)
end
end end
end end
end
end
end -- zone end -- zone
@@ -1027,11 +1197,26 @@ function DATABASE:_RegisterAirbases()
for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
self:_RegisterAirbase(DCSAirbase)
end
return self
end
--- Register a DCS airbase.
-- @param #DATABASE self
-- @param DCS#Airbase airbase Airbase.
-- @return #DATABASE self
function DATABASE:_RegisterAirbase(airbase)
if airbase then
-- Get the airbase name. -- Get the airbase name.
local DCSAirbaseName = DCSAirbase:getName() local DCSAirbaseName = airbase:getName()
-- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now. -- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now.
local airbaseID=DCSAirbase:getID() local airbaseID=airbase:getID()
-- Add and register airbase. -- Add and register airbase.
local airbase=self:AddAirbase( DCSAirbaseName ) local airbase=self:AddAirbase( DCSAirbaseName )
@@ -1065,20 +1250,23 @@ function DATABASE:_EventOnBirth( Event )
if Event.IniDCSUnit then if Event.IniDCSUnit then
if Event.IniObjectCategory == 3 then if Event.IniObjectCategory == Object.Category.STATIC then
-- Add static object to DB.
self:AddStatic( Event.IniDCSUnitName ) self:AddStatic( Event.IniDCSUnitName )
else else
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == Object.Category.UNIT then
-- Add unit and group to DB.
self:AddUnit( Event.IniDCSUnitName ) self:AddUnit( Event.IniDCSUnitName )
self:AddGroup( Event.IniDCSGroupName ) self:AddGroup( Event.IniDCSGroupName )
-- Add airbase if it was spawned later in the mission. -- A unit can also be an airbase (e.g. ships).
local DCSAirbase = Airbase.getByName(Event.IniDCSUnitName) local DCSAirbase = Airbase.getByName(Event.IniDCSUnitName)
if DCSAirbase then if DCSAirbase then
-- Add airbase if it was spawned later in the mission.
self:I(string.format("Adding airbase %s", tostring(Event.IniDCSUnitName))) self:I(string.format("Adding airbase %s", tostring(Event.IniDCSUnitName)))
self:AddAirbase(Event.IniDCSUnitName) self:AddAirbase(Event.IniDCSUnitName)
end end
@@ -1086,7 +1274,7 @@ function DATABASE:_EventOnBirth( Event )
end end
end end
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName ) Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName ) Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
+11 -4
View File
@@ -305,8 +305,8 @@ EVENTS = {
-- @field Wrapper.Airbase#AIRBASE Place The MOOSE airbase object. -- @field Wrapper.Airbase#AIRBASE Place The MOOSE airbase object.
-- @field #string PlaceName The name of the airbase. -- @field #string PlaceName The name of the airbase.
-- --
-- @field #table weapon The weapon used during the event. -- @field DCS#Weapon weapon The weapon used during the event.
-- @field #table Weapon -- @field DCS#Weapon Weapon The weapon used during the event.
-- @field #string WeaponName Name of the weapon. -- @field #string WeaponName Name of the weapon.
-- @field DCS#Unit WeaponTgtDCSUnit Target DCS unit of the weapon. -- @field DCS#Unit WeaponTgtDCSUnit Target DCS unit of the weapon.
-- --
@@ -1166,7 +1166,6 @@ function EVENT:onEvent( Event )
--- ---
-- Scenery -- Scenery
--- ---
Event.IniDCSUnit = Event.initiator Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName() Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName Event.IniUnitName = Event.IniDCSUnitName
@@ -1186,6 +1185,12 @@ function EVENT:onEvent( Event )
Event.IniCoalition = Event.IniDCSUnit:getCoalition() Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName() Event.IniTypeName = Event.IniDCSUnit:getTypeName()
-- If the airbase does not exist in the DB, we add it (e.g. when FARPS are spawned).
if not Event.IniUnit then
_DATABASE:_RegisterAirbase(Event.initiator)
Event.IniUnit = AIRBASE:FindByName(Event.IniDCSUnitName)
end
end end
end end
@@ -1219,7 +1224,7 @@ function EVENT:onEvent( Event )
if Event.TgtObjectCategory == Object.Category.STATIC then if Event.TgtObjectCategory == Object.Category.STATIC then
-- get base data -- get base data
Event.TgtDCSUnit = Event.target Event.TgtDCSUnit = Event.target
if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object if Event.target:isExist() and Event.id ~= 33 and not Event.TgtObjectCategory == Object.Category.COORDINATE then -- leave out ejected seat object
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false ) Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
@@ -1276,10 +1281,12 @@ function EVENT:onEvent( Event )
-- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground. -- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground.
--Event.Place=UNIT:Find(Event.place) --Event.Place=UNIT:Find(Event.place)
else else
if Event.place:isExist() and Event.place:getCategory() ~= Object.Category.SCENERY then
Event.Place=AIRBASE:Find(Event.place) Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName() Event.PlaceName=Event.Place:GetName()
end end
end end
end
-- Mark points. -- Mark points.
if Event.idx then if Event.idx then
@@ -5,13 +5,19 @@
-- * Create an easy way to tap into markers added to the F10 map by users. -- * Create an easy way to tap into markers added to the F10 map by users.
-- * Recognize own tag and list of keywords. -- * Recognize own tag and list of keywords.
-- * Matched keywords are handed down to functions. -- * Matched keywords are handed down to functions.
-- ##Listen for your tag
-- myMarker = MARKEROPS_BASE:New("tag", {}, false)
-- function myMarker:OnAfterMarkChanged(From, Event, To, Text, Keywords, Coord, idx)
--
-- end
-- Make sure to use the "MarkChanged" event as "MarkAdded" comes in right after the user places a blank marker and your callback will never be called.
-- --
-- === -- ===
-- --
-- ### Author: **Applevangelist** -- ### Author: **Applevangelist**
-- --
-- Date: 5 May 2021 -- Date: 5 May 2021
-- Last Update: Sep 2022 -- Last Update: Feb 2023
-- --
-- === -- ===
--- ---
@@ -44,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS", ClassName = "MARKEROPS",
Tag = "mytag", Tag = "mytag",
Keywords = {}, Keywords = {},
version = "0.1.0", version = "0.1.1",
debug = false, debug = false,
Casesensitive = true, Casesensitive = true,
} }
@@ -118,6 +124,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @param #string Text The text on the marker -- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text -- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker. -- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number idx DCS Marker ID
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map. --- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted -- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
@@ -166,7 +173,7 @@ function MARKEROPS_BASE:OnEventMark(Event)
if Eventtext~=nil then if Eventtext~=nil then
if self:_MatchTag(Eventtext) then if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext) local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord) self:MarkChanged(Eventtext,matchtable,coord,Event.idx)
end end
end end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
+59
View File
@@ -217,6 +217,7 @@ end
--- Sends a MESSAGE to a Group. --- Sends a MESSAGE to a Group.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param Wrapper.Group#GROUP Group to which the message is displayed. -- @param Wrapper.Group#GROUP Group to which the message is displayed.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object. -- @return #MESSAGE Message object.
function MESSAGE:ToGroup( Group, Settings ) function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName ) self:F( Group.GroupName )
@@ -241,6 +242,7 @@ end
--- Sends a MESSAGE to a Unit. --- Sends a MESSAGE to a Unit.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed. -- @param Wrapper.Unit#UNIT Unit to which the message is displayed.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object. -- @return #MESSAGE Message object.
function MESSAGE:ToUnit( Unit, Settings ) function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName ) self:F( Unit.IdentifiableName )
@@ -262,6 +264,41 @@ function MESSAGE:ToUnit( Unit, Settings )
return self return self
end end
--- Sends a MESSAGE to a Country.
-- @param #MESSAGE self
-- @param #number Country to which the message is displayed, e.g. country.id.GERMANY. For all country numbers see here: [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_country)
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToCountry( Country, Settings )
self:F(Country )
if Country then
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForCountry( Country, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to a Country.
-- @param #MESSAGE self
-- @param #number Country to which the message is displayed, , e.g. country.id.GERMANY. For all country numbers see here: [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_country)
-- @param #boolean Condition Sends the message only if the condition is true.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToCountryIf( Country, Condition, Settings )
self:F(Country )
if Country and Condition == true then
self:ToCountry( Country, Settings )
end
return self
end
--- Sends a MESSAGE to the Blue coalition. --- Sends a MESSAGE to the Blue coalition.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @return #MESSAGE -- @return #MESSAGE
@@ -386,6 +423,7 @@ end
--- Sends a MESSAGE to all players if the given Condition is true. --- Sends a MESSAGE to all players if the given Condition is true.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param #boolean Condition
-- @return #MESSAGE -- @return #MESSAGE
function MESSAGE:ToAllIf( Condition ) function MESSAGE:ToAllIf( Condition )
@@ -395,3 +433,24 @@ function MESSAGE:ToAllIf( Condition )
return self return self
end end
--- Sends a MESSAGE to DCS log file.
-- @param #MESSAGE self
-- @return #MESSAGE self
function MESSAGE:ToLog()
env.info(self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ))
return self
end
--- Sends a MESSAGE to DCS log file if the given Condition is true.
-- @param #MESSAGE self
-- @return #MESSAGE self
function MESSAGE:ToLogIf( Condition )
if Condition and Condition == true then
env.info(self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ))
end
return self
end
+370
View File
@@ -0,0 +1,370 @@
--- **Core** - Path from A to B.
--
-- **Main Features:**
--
-- * Path from A to B
-- * Arbitrary number of points
-- * Automatically from lines drawtool
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Pathline
-- @image CORE_Pathline.png
--- PATHLINE class.
-- @type PATHLINE
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the path line.
-- @field #table points List of 3D points defining the path.
-- @extends Core.Base#BASE
--- *The shortest distance between two points is a straight line.* -- Archimedes
--
-- ===
--
-- # The PATHLINE Concept
--
-- List of points defining a path from A to B. The pathline can consist of multiple points. Each point holds the information of its position, the surface type, the land height
-- and the water depth (if over sea).
--
-- Line drawings created in the mission editor are automatically registered as pathlines and stored in the MOOSE database.
-- They can be accessed with the @{#PATHLINE.FindByName) function.
--
-- # Constructor
--
-- The @{PATHLINE.New) function creates a new PATHLINE object. This does not hold any points. Points can be added with the @{#PATHLINE.AddPointFromVec2} and @{#PATHLINE.AddPointFromVec3}
--
-- For a given table of 2D or 3D positions, a new PATHLINE object can be created with the @{#PATHLINE.NewFromVec2Array} or @{#PATHLINE.NewFromVec3Array}, respectively.
--
-- # Line Drawings
--
-- The most convenient way to create a pathline is the draw panel feature in the DCS mission editor. You can select "Line" and then "Segments", "Segment" or "Free" to draw your lines.
-- These line drawings are then automatically added to the MOOSE database as PATHLINE objects and can be retrieved with the @{#PATHLINE.FindByName) function, where the name is the one
-- you specify in the draw panel.
--
-- # Mark on F10 map
--
-- The ponints of the PATHLINE can be marked on the F10 map with the @{#PATHLINE.MarkPoints}(`true`) function. The mark points contain information of the surface type, land height and
-- water depth.
--
-- To remove the marks, use @{#PATHLINE.MarkPoints}(`false`).
--
-- @field #PATHLINE
PATHLINE = {
ClassName = "PATHLINE",
lid = nil,
points = {},
}
--- Point of line.
-- @type PATHLINE.Point
-- @field DCS#Vec3 vec3 3D position.
-- @field DCS#Vec2 vec2 2D position.
-- @field #number surfaceType Surface type.
-- @field #number landHeight Land height in meters.
-- @field #number depth Water depth in meters.
-- @field #number markerID Marker ID.
--- PATHLINE class version.
-- @field #string version
PATHLINE.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new PATHLINE object. Points need to be added later.
-- @param #PATHLINE self
-- @param #string Name Name of the path.
-- @return #PATHLINE self
function PATHLINE:New(Name)
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, BASE:New()) --#PATHLINE
self.name=Name or "Unknown Path"
self.lid=string.format("PATHLINE %s | ", Name)
return self
end
--- Create a new PATHLINE object from a given list of 2D points.
-- @param #PATHLINE self
-- @param #string Name Name of the pathline.
-- @param #table Vec2Array List of DCS#Vec2 points.
-- @return #PATHLINE self
function PATHLINE:NewFromVec2Array(Name, Vec2Array)
local self=PATHLINE:New(Name)
for i=1,#Vec2Array do
self:AddPointFromVec2(Vec2Array[i])
end
return self
end
--- Create a new PATHLINE object from a given list of 3D points.
-- @param #PATHLINE self
-- @param #string Name Name of the pathline.
-- @param #table Vec3Array List of DCS#Vec3 points.
-- @return #PATHLINE self
function PATHLINE:NewFromVec3Array(Name, Vec3Array)
local self=PATHLINE:New(Name)
for i=1,#Vec3Array do
self:AddPointFromVec3(Vec3Array[i])
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Find a pathline in the database.
-- @param #PATHLINE self
-- @param #string Name The name of the pathline.
-- @return #PATHLINE self
function PATHLINE:FindByName(Name)
local pathline = _DATABASE:FindPathline(Name)
return pathline
end
--- Add a point to the path from a given 2D position. The third dimension is determined from the land height.
-- @param #PATHLINE self
-- @param DCS#Vec2 Vec2 The 2D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec2(Vec2)
if Vec2 then
local point=self:_CreatePoint(Vec2)
table.insert(self.points, point)
end
return self
end
--- Add a point to the path from a given 3D position.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec3 The 3D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec3(Vec3)
if Vec3 then
local point=self:_CreatePoint(Vec3)
table.insert(self.points, point)
end
return self
end
--- Get name of pathline.
-- @param #PATHLINE self
-- @return #string Name of the pathline.
function PATHLINE:GetName()
return self.name
end
--- Get number of points.
-- @param #PATHLINE self
-- @return #number Number of points.
function PATHLINE:GetNumberOfPoints()
local N=#self.points
return N
end
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
-- @param #PATHLINE self
-- @return <#PATHLINE.Point> List of points.
function PATHLINE:GetPoints()
return self.points
end
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:GetPoints3D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec3)
end
return vecs
end
--- Get 2D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec2> List of DCS#Vec2 points.
function PATHLINE:GetPoints2D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec2)
end
return vecs
end
--- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often.
-- @param #PATHLINE self
-- @return <Core.Point#COORDINATE> List of COORDINATES points.
function PATHLINE:GetCoordinats()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
local coord=COORDINATE:NewFromVec3(point.vec3)
end
return vecs
end
--- Get the n-th point of the pathline.
-- @param #PATHLINE self
-- @param #number n The index of the point. Default is the first point.
-- @return #PATHLINE.Point Point.
function PATHLINE:GetPointFromIndex(n)
local N=self:GetNumberOfPoints()
n=n or 1
local point=nil --#PATHLINE.Point
if n>=1 and n<=N then
point=self.point[n]
else
self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
end
return point
end
--- Get the 3D position of the n-th point.
-- @param #PATHLINE self
-- @param #number n The n-th point.
-- @return DCS#VEC3 Position in 3D.
function PATHLINE:GetPoint3DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec3
end
return nil
end
--- Get the 2D position of the n-th point.
-- @param #PATHLINE self
-- @param #number n The n-th point.
-- @return DCS#VEC2 Position in 3D.
function PATHLINE:GetPoint2DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec2
end
return nil
end
--- Mark points on F10 map.
-- @param #PATHLINE self
-- @param #boolean Switch If `true` or nil, set marks. If `false`, remove marks.
-- @return <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:MarkPoints(Switch)
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if Switch==false then
if point.markerID then
UTILS.RemoveMark(point.markerID, Delay)
end
else
if point.markerID then
UTILS.RemoveMark(point.markerID)
end
point.markerID=UTILS.GetMarkID()
local text=string.format("Pathline %s: Point #%d\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.surfaceType, point.landHeight, point.depth)
trigger.action.markToAll(point.markerID, text, point.vec3, "")
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec Position vector. Can also be a DCS#Vec2 in which case the altitude at landheight is taken.
-- @return #PATHLINE.Point
function PATHLINE:_CreatePoint(Vec)
local point={} --#PATHLINE.Point
if Vec.z then
-- Given vec is 3D
point.vec3=UTILS.DeepCopy(Vec)
point.vec2={x=Vec.x, y=Vec.z}
else
-- Given vec is 2D
point.vec2=UTILS.DeepCopy(Vec)
point.vec3={x=Vec.x, y=land.getHeight(Vec), z=Vec.y}
end
-- Get surface type.
point.surfaceType=land.getSurfaceType(point.vec2)
-- Get land height and depth.
point.landHeight, point.depth=land.getSurfaceHeightWithSeabed(point.vec2)
point.markerID=nil
return point
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+93 -20
View File
@@ -406,6 +406,42 @@ do -- COORDINATE
return self return self
end end
--- Returns the magnetic declination at the given coordinate.
-- NOTE that this needs `require` to be available so you need to desanitize the `MissionScripting.lua` file in your DCS/Scrips folder.
-- If `require` is not available, a constant value for the whole map.
-- @param #COORDINATE self
-- @param #number Month (Optional) The month at which the declination is calculated. Default is the mission month.
-- @param #number Year (Optional) The year at which the declination is calculated. Default is the mission year.
-- @return #number Magnetic declination in degrees.
function COORDINATE:GetMagneticDeclination(Month, Year)
local decl=UTILS.GetMagneticDeclination()
if require then
local magvar = require('magvar')
if magvar then
local date, year, month, day=UTILS.GetDCSMissionDate()
magvar.init(Month or month, Year or year)
local lat, lon=self:GetLLDDM()
decl=magvar.get_mag_decl(lat, lon)
if decl then
decl=math.deg(decl)
end
end
else
self:T("The require package is not available. Using constant value for magnetic declination")
end
return decl
end
--- Returns the coordinate from the latitude and longitude given in decimal degrees. --- Returns the coordinate from the latitude and longitude given in decimal degrees.
-- @param #COORDINATE self -- @param #COORDINATE self
@@ -504,7 +540,7 @@ do -- COORDINATE
local gotscenery=false local gotscenery=false
local function EvaluateZone(ZoneObject) local function EvaluateZone(ZoneObject)
BASE:T({ZoneObject})
if ZoneObject then if ZoneObject then
-- Get category of scanned object. -- Get category of scanned object.
@@ -1018,28 +1054,55 @@ do -- COORDINATE
return heading return heading
end end
--- Returns the 3D wind direction vector. Note that vector points into the direction the wind in blowing to.
-- @param #COORDINATE self
-- @param #number height (Optional) parameter specifying the height ASL in meters. The minimum height will be always be the land height since the wind is zero below the ground.
-- @param #boolean turbulence (Optional) If `true`, include turbulence.
-- @return DCS#Vec3 Wind 3D vector. Components in m/s.
function COORDINATE:GetWindVec3(height, turbulence)
-- We at 0.1 meters to be sure to be above ground since wind is zero below ground level.
local landheight=self:GetLandHeight()+0.1
local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z}
-- Get wind velocity vector.
local wind = nil --DCS#Vec3
if turbulence then
wind = atmosphere.getWindWithTurbulence(point)
else
wind = atmosphere.getWind(point)
end
return wind
end
--- Returns the wind direction (from) and strength. --- Returns the wind direction (from) and strength.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground. -- @param #number height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
-- @return Direction the wind is blowing from in degrees. -- @param #boolean turbulence If `true`, include turbulence. If `false` or `nil`, wind without turbulence.
-- @return Wind strength in m/s. -- @return #number Direction the wind is blowing from in degrees.
function COORDINATE:GetWind(height) -- @return #number Wind strength in m/s.
local landheight=self:GetLandHeight()+0.1 -- we at 0.1 meters to be sure to be above ground since wind is zero below ground level. function COORDINATE:GetWind(height, turbulence)
local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z}
-- get wind velocity vector -- Get wind velocity vector
local wind = atmosphere.getWind(point) local wind = self:GetWindVec3(height, turbulence)
local direction = math.deg(math.atan2(wind.z, wind.x))
if direction < 0 then -- Calculate the direction of the vector.
direction = 360 + direction local direction=UTILS.VecHdg(wind)
end
-- Convert to direction to from direction -- Invert "to" direction to "from" direction.
if direction > 180 then if direction > 180 then
direction = direction-180 direction = direction-180
else else
direction = direction+180 direction = direction+180
end end
local strength=math.sqrt((wind.x)^2+(wind.z)^2)
-- Return wind direction and strength km/h. -- Wind strength in m/s.
local strength=UTILS.VecNorm(wind) -- math.sqrt((wind.x)^2+(wind.z)^2)
-- Return wind direction and strength.
return direction, strength return direction, strength
end end
@@ -1097,12 +1160,15 @@ do -- COORDINATE
--- Return the 3D distance in meters between the target COORDINATE and the COORDINATE. --- Return the 3D distance in meters between the target COORDINATE and the COORDINATE.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE TargetCoordinate The target COORDINATE. -- @param #COORDINATE TargetCoordinate The target COORDINATE. Can also be a DCS#Vec3.
-- @return DCS#Distance Distance The distance in meters. -- @return DCS#Distance Distance The distance in meters.
function COORDINATE:Get3DDistance( TargetCoordinate ) function COORDINATE:Get3DDistance( TargetCoordinate )
local TargetVec3 = TargetCoordinate:GetVec3() --local TargetVec3 = TargetCoordinate:GetVec3()
local TargetVec3 = {x=TargetCoordinate.x, y=TargetCoordinate.y, z=TargetCoordinate.z}
local SourceVec3 = self:GetVec3() local SourceVec3 = self:GetVec3()
return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.y - SourceVec3.y ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5 --local dist=( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.y - SourceVec3.y ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
local dist=UTILS.VecDist3D(TargetVec3, SourceVec3)
return dist
end end
@@ -1286,6 +1352,14 @@ do -- COORDINATE
return self return self
end end
--- Set altitude to be at land height (i.e. on the ground!)
-- @param #COORDINATE self
function COORDINATE:SetAtLandheight()
local alt=self:GetLandHeight()
self.y=alt
return self
end
--- Build an air type route point. --- Build an air type route point.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #COORDINATE.WaypointAltType AltType The altitude type. -- @param #COORDINATE.WaypointAltType AltType The altitude type.
@@ -1911,7 +1985,6 @@ do -- COORDINATE
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #string name (Optional) Name of the fire to stop it, if not using the same COORDINATE object. -- @param #string name (Optional) Name of the fire to stop it, if not using the same COORDINATE object.
function COORDINATE:StopBigSmokeAndFire( name ) function COORDINATE:StopBigSmokeAndFire( name )
self:F2( { name = name } )
name = name or self.firename name = name or self.firename
trigger.action.effectSmokeStop( name ) trigger.action.effectSmokeStop( name )
end end
File diff suppressed because it is too large Load Diff
+1 -1
View File
@@ -335,7 +335,7 @@ do -- SETTINGS
--- Sets the SETTINGS MGRS accuracy. --- Sets the SETTINGS MGRS accuracy.
-- @param #SETTINGS self -- @param #SETTINGS self
-- @param #number MGRS_Accuracy -- @param #number MGRS_Accuracy 0 to 5
-- @return #SETTINGS -- @return #SETTINGS
function SETTINGS:SetMGRS_Accuracy( MGRS_Accuracy ) function SETTINGS:SetMGRS_Accuracy( MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy self.MGRS_Accuracy = MGRS_Accuracy
+100 -18
View File
@@ -389,7 +389,7 @@ end
-- @param #SPAWN self -- @param #SPAWN self
-- @param #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure! -- @param #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure!
-- @param #string SpawnTemplatePrefix is the name of the Group that will be given at each spawn. -- @param #string SpawnTemplatePrefix is the name of the Group that will be given at each spawn.
-- @param #string SpawnAliasPrefix (optional) is the name that will be given to the Group at runtime. -- @param #string SpawnAliasPrefix is the name that will be given to the Group at runtime.
-- @return #SPAWN -- @return #SPAWN
-- @usage -- @usage
-- -- Create a new SPAWN object based on a Group Template defined from scratch. -- -- Create a new SPAWN object based on a Group Template defined from scratch.
@@ -403,7 +403,7 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
local self = BASE:Inherit( self, BASE:New() ) local self = BASE:Inherit( self, BASE:New() )
self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } ) self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } )
if SpawnAliasPrefix == nil or SpawnAliasPrefix == "" then if SpawnAliasPrefix == nil or SpawnAliasPrefix == "" then
BASE:I( "ERROR: in function NewFromTemplate, required paramter SpawnAliasPrefix is not set" ) BASE:I( "ERROR: in function NewFromTemplate, required parameter SpawnAliasPrefix is not set" )
return nil return nil
end end
@@ -772,10 +772,8 @@ end
-- @usage -- @usage
-- --
-- -- NATO helicopters engaging in the battle field. -- -- NATO helicopters engaging in the battle field.
-- -- The KA-50 has waypoints Start point ( =0 or SP ), 1, 2, 3, 4, End point (= 5 or DP). -- -- UNIT positions of this group will be randomized around the base unit #1 in a circle of 50 to 500 meters.
-- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter. -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeUnits( true, 500, 50 )
-- -- The randomization of waypoint 2 and 3 will take place within a radius of 2000 meters.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeRoute( 2, 2, 2000 )
-- --
function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius ) function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )
self:F( { self.SpawnTemplatePrefix, RandomizeUnits, OuterRadius, InnerRadius } ) self:F( { self.SpawnTemplatePrefix, RandomizeUnits, OuterRadius, InnerRadius } )
@@ -791,6 +789,46 @@ function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )
return self return self
end end
--- Spawn the UNITs of this group with individual relative positions to unit #1 and individual headings.
-- @param #SPAWN self
-- @param #table Positions Table of positions, needs to one entry per unit in the group(!). The table contains one table each for each unit, with x,y, and optionally z
-- relative positions, and optionally an individual heading.
-- @return #SPAWN
-- @usage
--
-- -- NATO helicopter group of three units engaging in the battle field.
-- local Positions = { [1] = {x = 0, y = 0, heading = 0}, [2] = {x = 50, y = 50, heading = 90}, [3] = {x = -50, y = 50, heading = 180} }
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitSetUnitRelativePositions(Positions)
--
function SPAWN:InitSetUnitRelativePositions(Positions)
self:F({self.SpawnTemplatePrefix, Positions})
self.SpawnUnitsWithRelativePositions = true
self.UnitsRelativePositions = Positions
return self
end
--- Spawn the UNITs of this group with individual absolute positions and individual headings.
-- @param #SPAWN self
-- @param #table Positions Table of positions, needs to one entry per unit in the group(!). The table contains one table each for each unit, with x,y, and optionally z
-- absolute positions, and optionally an individual heading.
-- @return #SPAWN
-- @usage
--
-- -- NATO helicopter group of three units engaging in the battle field.
-- local Positions = { [1] = {x = 0, y = 0, heading = 0}, [2] = {x = 50, y = 50, heading = 90}, [3] = {x = -50, y = 50, heading = 180} }
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitSetUnitAbsolutePositions(Positions)
--
function SPAWN:InitSetUnitAbsolutePositions(Positions)
self:F({self.SpawnTemplatePrefix, Positions})
self.SpawnUnitsWithAbsolutePositions = true
self.UnitsAbsolutePositions = Positions
return self
end
--- This method is rather complicated to understand. But I'll try to explain. --- This method is rather complicated to understand. But I'll try to explain.
-- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor, -- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor,
-- but they will all follow the same Template route and have the same prefix name. -- but they will all follow the same Template route and have the same prefix name.
@@ -814,7 +852,12 @@ end
function SPAWN:InitRandomizeTemplate( SpawnTemplatePrefixTable ) function SPAWN:InitRandomizeTemplate( SpawnTemplatePrefixTable )
self:F( { self.SpawnTemplatePrefix, SpawnTemplatePrefixTable } ) self:F( { self.SpawnTemplatePrefix, SpawnTemplatePrefixTable } )
self.SpawnTemplatePrefixTable = SpawnTemplatePrefixTable local temptable = {}
for _,_temp in pairs(SpawnTemplatePrefixTable) do
temptable[#temptable+1] = _temp
end
self.SpawnTemplatePrefixTable = UTILS.ShuffleTable(temptable)
self.SpawnRandomizeTemplate = true self.SpawnRandomizeTemplate = true
for SpawnGroupID = 1, self.SpawnMaxGroups do for SpawnGroupID = 1, self.SpawnMaxGroups do
@@ -848,15 +891,11 @@ end
-- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Middle = SPAWN:New( 'US Tank Platoon Middle' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 ) -- Spawn_US_Platoon_Right = SPAWN:New( 'US Tank Platoon Right' ):InitLimit( 12, 150 ):SpawnScheduled( 200, 0.4 ):InitRandomizeTemplateSet( Spawn_US_PlatoonSet ):InitRandomizeRoute( 3, 3, 2000 )
-- --
function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet ) -- R2.3 function SPAWN:InitRandomizeTemplateSet( SpawnTemplateSet )
self:F( { self.SpawnTemplatePrefix } ) self:F( { self.SpawnTemplatePrefix } )
self.SpawnTemplatePrefixTable = SpawnTemplateSet:GetSetNames() local setnames = SpawnTemplateSet:GetSetNames()
self.SpawnRandomizeTemplate = true self:InitRandomizeTemplate(setnames)
for SpawnGroupID = 1, self.SpawnMaxGroups do
self:_RandomizeTemplate( SpawnGroupID )
end
return self return self
end end
@@ -922,7 +961,12 @@ end
function SPAWN:InitRandomizeZones( SpawnZoneTable ) function SPAWN:InitRandomizeZones( SpawnZoneTable )
self:F( { self.SpawnTemplatePrefix, SpawnZoneTable } ) self:F( { self.SpawnTemplatePrefix, SpawnZoneTable } )
self.SpawnZoneTable = SpawnZoneTable local temptable = {}
for _,_temp in pairs(SpawnZoneTable) do
temptable[#temptable+1] = _temp
end
self.SpawnZoneTable = UTILS.ShuffleTable(temptable)
self.SpawnRandomizeZones = true self.SpawnRandomizeZones = true
for SpawnGroupID = 1, self.SpawnMaxGroups do for SpawnGroupID = 1, self.SpawnMaxGroups do
@@ -1140,7 +1184,8 @@ do -- Delay methods
return self return self
end end
--- Turns the Delay On for the @{Wrapper.Group} when spawning. --- Turns the Delay On for the @{Wrapper.Group} when spawning with @{SpawnScheduled}(). In effect then the 1st group will only be spawned
-- after the number of seconds given in SpawnScheduled as arguments, and not immediately.
-- @param #SPAWN self -- @param #SPAWN self
-- @return #SPAWN The SPAWN object -- @return #SPAWN The SPAWN object
function SPAWN:InitDelayOn() function SPAWN:InitDelayOn()
@@ -1337,6 +1382,37 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
end end
end end
-- Individual relative unit positions + heading
if self.SpawnUnitsWithRelativePositions and self.UnitsRelativePositions then
local BaseX = SpawnTemplate.units[1].x or 0
local BaseY = SpawnTemplate.units[1].y or 0
local BaseZ = SpawnTemplate.units[1].z or 0
for UnitID = 1, #SpawnTemplate.units do
if self.UnitsRelativePositions[UnitID].heading then
SpawnTemplate.units[UnitID].heading = math.rad(self.UnitsRelativePositions[UnitID].heading or 0)
end
SpawnTemplate.units[UnitID].x = BaseX + (self.UnitsRelativePositions[UnitID].x or 0)
SpawnTemplate.units[UnitID].y = BaseY + (self.UnitsRelativePositions[UnitID].y or 0)
if self.UnitsRelativePositions[UnitID].z then
SpawnTemplate.units[UnitID].z = BaseZ + (self.UnitsRelativePositions[UnitID].z or 0)
end
end
end
-- Individual asbolute unit positions + heading
if self.SpawnUnitsWithAbsolutePositions and self.UnitsAbsolutePositions then
for UnitID = 1, #SpawnTemplate.units do
if self.UnitsAbsolutePositions[UnitID].heading then
SpawnTemplate.units[UnitID].heading = math.rad(self.UnitsAbsolutePositions[UnitID].heading or 0)
end
SpawnTemplate.units[UnitID].x = self.UnitsAbsolutePositions[UnitID].x or 0
SpawnTemplate.units[UnitID].y = self.UnitsAbsolutePositions[UnitID].y or 0
if self.UnitsAbsolutePositions[UnitID].z then
SpawnTemplate.units[UnitID].z = self.UnitsAbsolutePositions[UnitID].z or 0
end
end
end
-- Set livery. -- Set livery.
if self.SpawnInitLivery then if self.SpawnInitLivery then
for UnitID = 1, #SpawnTemplate.units do for UnitID = 1, #SpawnTemplate.units do
@@ -1437,6 +1513,8 @@ end
-- @param #number SpawnTime The time interval defined in seconds between each new spawn of new groups. -- @param #number SpawnTime The time interval defined in seconds between each new spawn of new groups.
-- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn. -- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn.
-- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval. -- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval.
-- @param #boolen WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below.
-- Effectively the same as @{InitDelayOn}().
-- @return #SPAWN self -- @return #SPAWN self
-- @usage -- @usage
-- -- NATO helicopters engaging in the battle field. -- -- NATO helicopters engaging in the battle field.
@@ -1447,12 +1525,15 @@ end
-- -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750 -- -- High limit: 600 * ( 1 + 0.5 / 2 ) = 750
-- -- Between these two values, a random amount of seconds will be chosen for each new spawn of the helicopters. -- -- Between these two values, a random amount of seconds will be chosen for each new spawn of the helicopters.
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600, 0.5 ) -- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):SpawnScheduled( 600, 0.5 )
function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation ) function SPAWN:SpawnScheduled( SpawnTime, SpawnTimeVariation, WithDelay )
self:F( { SpawnTime, SpawnTimeVariation } ) self:F( { SpawnTime, SpawnTimeVariation } )
local SpawnTime = SpawnTime or 60
local SpawnTimeVariation = SpawnTimeVariation or 0.5
if SpawnTime ~= nil and SpawnTimeVariation ~= nil then if SpawnTime ~= nil and SpawnTimeVariation ~= nil then
local InitialDelay = 0 local InitialDelay = 0
if self.DelayOnOff == true then if WithDelay or self.DelayOnOff == true then
InitialDelay = math.random( SpawnTime - SpawnTime * SpawnTimeVariation, SpawnTime + SpawnTime * SpawnTimeVariation ) InitialDelay = math.random( SpawnTime - SpawnTime * SpawnTimeVariation, SpawnTime + SpawnTime * SpawnTimeVariation )
end end
self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, InitialDelay, SpawnTime, SpawnTimeVariation ) self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, InitialDelay, SpawnTime, SpawnTimeVariation )
@@ -3032,6 +3113,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
if type( Callsign ) ~= "number" then -- blue callsign if type( Callsign ) ~= "number" then -- blue callsign
Callsign[2] = ((SpawnIndex - 1) % 10) + 1 Callsign[2] = ((SpawnIndex - 1) % 10) + 1
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local CallsignLen = CallsignName:len() local CallsignLen = CallsignName:len()
SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3] SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
else else
+13 -2
View File
@@ -275,7 +275,7 @@ end
--- Initialize as dead. --- Initialize as dead.
-- @param #SPAWNSTATIC self -- @param #SPAWNSTATIC self
-- @param #boolean IsCargo If true, this static is dead. -- @param #boolean IsDead If true, this static is dead.
-- @return #SPAWNSTATIC self -- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitDead(IsDead) function SPAWNSTATIC:InitDead(IsDead)
self.InitStaticDead=IsDead self.InitStaticDead=IsDead
@@ -467,7 +467,7 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
self:T(Template) self:T(Template)
-- Add static to the game. -- Add static to the game.
local Static=nil local Static=nil --DCS#StaticObject
if self.InitFarp then if self.InitFarp then
@@ -487,6 +487,17 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- ED's dirty way to spawn FARPS. -- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup) Static=coalition.addGroup(CountryID, -1, TemplateGroup)
-- Currently DCS 2.8 does not trigger birth events if FAPRS 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)
else else
self:T("Spawning Static") self:T("Spawning Static")
self:T2({Template=Template}) self:T2({Template=Template})
+17 -16
View File
@@ -5,7 +5,7 @@
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to: -- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
-- --
-- * Spot for a defined duration. -- * Spot for a defined duration.
-- * Updates of laer spot position every 0.2 seconds for moving targets. -- * Updates of laser spot position every 0.2 seconds for moving targets.
-- * Wiggle the spot at the target. -- * Wiggle the spot at the target.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point. -- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff. -- * Implement a status machine, LaseOn, LaseOff.
@@ -14,17 +14,7 @@
-- --
-- # Demo Missions -- # Demo Missions
-- --
-- ### [SPOT Demo Missions source code]() -- ### [Demo Missions on GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS)
--
-- ### [SPOT Demo Missions, only for beta testers]()
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ===
--
-- # YouTube Channel
--
-- ### [SPOT YouTube Channel]()
-- --
-- === -- ===
-- --
@@ -50,14 +40,14 @@ do
--- Implements the target spotting or marking functionality, but adds additional luxury to be able to: --- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
-- --
-- * Mark targets for a defined duration. -- * Mark targets for a defined duration.
-- * Updates of laer spot position every 0.2 seconds for moving targets. -- * Updates of laser spot position every 0.25 seconds for moving targets.
-- * Wiggle the spot at the target. -- * Wiggle the spot at the target.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point. -- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff. -- * Implement a status machine, LaseOn, LaseOff.
-- --
-- ## 1. SPOT constructor -- ## 1. SPOT constructor
-- --
-- * @{#SPOT.New}(..\Presentations\SPOT\Dia2.JPG): Creates a new SPOT object. -- * @{#SPOT.New}(): Creates a new SPOT object.
-- --
-- ## 2. SPOT is a FSM -- ## 2. SPOT is a FSM
-- --
@@ -218,6 +208,8 @@ do
self.Recce = Recce self.Recce = Recce
self.RecceName = self.Recce:GetName()
self.LaseScheduler = SCHEDULER:New( self ) self.LaseScheduler = SCHEDULER:New( self )
self:SetEventPriority( 5 ) self:SetEventPriority( 5 )
@@ -243,6 +235,9 @@ do
end end
self.Target = Target self.Target = Target
self.TargetName = Target:GetName()
self.LaserCode = LaserCode self.LaserCode = LaserCode
self.Lasing = true self.Lasing = true
@@ -302,12 +297,18 @@ do
function SPOT:OnEventDead(EventData) function SPOT:OnEventDead(EventData)
self:F( { Dead = EventData.IniDCSUnitName, Target = self.Target } ) self:F( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
if self.Target then if self.Target then
if EventData.IniDCSUnitName == self.Target:GetName() then if EventData.IniDCSUnitName == self.TargetName then
self:F( {"Target dead ", self.Target:GetName() } ) self:F( {"Target dead ", self.TargetName } )
self:Destroyed() self:Destroyed()
self:LaseOff() self:LaseOff()
end end
end end
if self.Recce then
if EventData.IniDCSUnitName == self.RecceName then
self:F( {"Recce dead ", self.RecceName } )
self:LaseOff()
end
end
end end
--- @param #SPOT self --- @param #SPOT self
+15 -1
View File
@@ -155,7 +155,7 @@ function TIMER:New(Function, ...)
return self return self
end end
--- Create a new TIMER object. --- Start TIMER object.
-- @param #TIMER self -- @param #TIMER self
-- @param #number Tstart Relative start time in seconds. -- @param #number Tstart Relative start time in seconds.
-- @param #number dT Interval between function calls in seconds. If not specified `nil`, the function is called only once. -- @param #number dT Interval between function calls in seconds. If not specified `nil`, the function is called only once.
@@ -192,6 +192,20 @@ function TIMER:Start(Tstart, dT, Duration)
return self return self
end end
--- Start TIMER object if a condition is met. Useful for e.g. debugging.
-- @param #TIMER self
-- @param #boolean Condition Must be true for the TIMER to start
-- @param #number Tstart Relative start time in seconds.
-- @param #number dT Interval between function calls in seconds. If not specified `nil`, the function is called only once.
-- @param #number Duration Time in seconds for how long the timer is running. If not specified `nil`, the timer runs forever or until stopped manually by the `TIMER:Stop()` function.
-- @return #TIMER self
function TIMER:StartIf(Condition,Tstart, dT, Duration)
if Condition then
self:Start(Tstart, dT, Duration)
end
return self
end
--- Stop the timer by removing the timer function. --- Stop the timer by removing the timer function.
-- @param #TIMER self -- @param #TIMER self
-- @param #number Delay (Optional) Delay in seconds, before the timer is stopped. -- @param #number Delay (Optional) Delay in seconds, before the timer is stopped.
+88 -5
View File
@@ -555,7 +555,7 @@ function ZONE_BASE:GetZoneMaybe()
end end
end end
-- Returns the Value of the zone with the given PropertyName, or nil if no matching property exists. --- Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param #string PropertyName The name of a the TriggerZone Property to be retrieved. -- @param #string PropertyName The name of a the TriggerZone Property to be retrieved.
-- @return #string The Value of the TriggerZone Property with the given PropertyName, or nil if absent. -- @return #string The Value of the TriggerZone Property with the given PropertyName, or nil if absent.
@@ -569,7 +569,7 @@ function ZONE_BASE:GetProperty(PropertyName)
return self.Properties[PropertyName] return self.Properties[PropertyName]
end end
-- Returns the zone Properties table. --- Returns the zone Properties table.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @return #table The Key:Value table of TriggerZone properties of the zone. -- @return #table The Key:Value table of TriggerZone properties of the zone.
function ZONE_BASE:GetAllProperties() function ZONE_BASE:GetAllProperties()
@@ -927,7 +927,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
local ZoneCoord = self:GetCoordinate() local ZoneCoord = self:GetCoordinate()
local ZoneRadius = self:GetRadius() local ZoneRadius = self:GetRadius()
self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()}) --self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
local SphereSearch = { local SphereSearch = {
id = world.VolumeType.SPHERE, id = world.VolumeType.SPHERE,
@@ -1387,7 +1387,7 @@ end
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number inner (Optional) Minimal distance from the center of the zone in meters. Default is 0 m. -- @param #number inner (Optional) Minimal distance from the center of the zone in meters. Default is 0 m.
-- @param #number outer (Optional) Maximal distance from the outer edge of the zone in meters. Default is the radius of the zone. -- @param #number outer (Optional) Maximal distance from the outer edge of the zone in meters. Default is the radius of the zone.
-- @param #table surfacetypes (Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type! -- @param #table surfacetypes (Optional) Table of surface types. Can also be a single surface type. We will try max 100 times to find the right type!
-- @return Core.Point#COORDINATE The random coordinate. -- @return Core.Point#COORDINATE The random coordinate.
function ZONE_RADIUS:GetRandomCoordinate(inner, outer, surfacetypes) function ZONE_RADIUS:GetRandomCoordinate(inner, outer, surfacetypes)
@@ -2084,6 +2084,63 @@ function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlph
return self return self
end end
--- Get the smallest radius encompassing all points of the polygon zone.
-- @param #ZONE_POLYGON_BASE self
-- @return #number Radius of the zone in meters.
function ZONE_POLYGON_BASE:GetRadius()
local center=self:GetVec2()
local radius=0
for _,_vec2 in pairs(self._.Polygon) do
local vec2=_vec2 --DCS#Vec2
local r=UTILS.VecDist2D(center, vec2)
if r>radius then
radius=r
end
end
return radius
end
--- Get the smallest circular zone encompassing all points of the polygon zone.
-- @param #ZONE_POLYGON_BASE self
-- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone.
-- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered.
-- @return #ZONE_RADIUS The circular zone.
function ZONE_POLYGON_BASE:GetZoneRadius(ZoneName, DoNotRegisterZone)
local center=self:GetVec2()
local radius=self:GetRadius()
local zone=ZONE_RADIUS:New(ZoneName or self.ZoneName, center, radius, DoNotRegisterZone)
return zone
end
--- Get the smallest rectangular zone encompassing all points points of the polygon zone.
-- @param #ZONE_POLYGON_BASE self
-- @param #string ZoneName (Optional) Name of the zone. Default is the name of the polygon zone.
-- @param #boolean DoNotRegisterZone (Optional) If `true`, zone is not registered.
-- @return #ZONE_POLYGON The rectangular zone.
function ZONE_POLYGON_BASE:GetZoneQuad(ZoneName, DoNotRegisterZone)
local vec1, vec3=self:GetBoundingVec2()
local vec2={x=vec1.x, y=vec3.y}
local vec4={x=vec3.x, y=vec1.y}
local zone=ZONE_POLYGON_BASE:New(ZoneName or self.ZoneName, {vec1, vec2, vec3, vec4})
return zone
end
--- Smokes the zone boundaries in a color. --- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color. -- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
@@ -2286,6 +2343,32 @@ function ZONE_POLYGON_BASE:GetBoundingSquare()
return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 } return { x1 = x1, y1 = y1, x2 = x2, y2 = y2 }
end end
--- Get the bounding 2D vectors of the polygon.
-- @param #ZONE_POLYGON_BASE self
-- @return DCS#Vec2 Coordinates of western-southern-lower vertex of the box.
-- @return DCS#Vec2 Coordinates of eastern-northern-upper vertex of the box.
function ZONE_POLYGON_BASE:GetBoundingVec2()
local x1 = self._.Polygon[1].x
local y1 = self._.Polygon[1].y
local x2 = self._.Polygon[1].x
local y2 = self._.Polygon[1].y
for i = 2, #self._.Polygon do
self:T2( { self._.Polygon[i], x1, y1, x2, y2 } )
x1 = ( x1 > self._.Polygon[i].x ) and self._.Polygon[i].x or x1
x2 = ( x2 < self._.Polygon[i].x ) and self._.Polygon[i].x or x2
y1 = ( y1 > self._.Polygon[i].y ) and self._.Polygon[i].y or y1
y2 = ( y2 < self._.Polygon[i].y ) and self._.Polygon[i].y or y2
end
local vec1={x=x1, y=y1}
local vec2={x=x2, y=y2}
return vec1, vec2
end
--- Draw a frontier on the F10 map with small filled circles. --- Draw a frontier on the F10 map with small filled circles.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All. -- @param #number Coalition (Optional) Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1= All.
@@ -2841,7 +2924,7 @@ do -- ZONE_ELASTIC
--- Add a set of groups. Positions of the group will be considered as polygon vertices when contructing the convex hull. --- Add a set of groups. Positions of the group will be considered as polygon vertices when contructing the convex hull.
-- @param #ZONE_ELASTIC self -- @param #ZONE_ELASTIC self
-- @param Core.Set#SET_GROUP SetGroup Set of groups. -- @param Core.Set#SET_GROUP GroupSet Set of groups.
-- @return #ZONE_ELASTIC self -- @return #ZONE_ELASTIC self
function ZONE_ELASTIC:AddSetGroup(GroupSet) function ZONE_ELASTIC:AddSetGroup(GroupSet)
+85 -21
View File
@@ -193,21 +193,29 @@ do -- land
--- [Type of surface enumerator](https://wiki.hoggitworld.com/view/DCS_singleton_land) --- [Type of surface enumerator](https://wiki.hoggitworld.com/view/DCS_singleton_land)
-- @type land.SurfaceType -- @type land.SurfaceType
-- @field LAND -- @field LAND Land=1
-- @field SHALLOW_WATER -- @field SHALLOW_WATER Shallow water=2
-- @field WATER -- @field WATER Water=3
-- @field ROAD -- @field ROAD Road=4
-- @field RUNWAY -- @field RUNWAY Runway=5
--- Returns altitude MSL of the point. --- Returns the distance from sea level (y-axis) of a given vec2 point.
-- @function [parent=#land] getHeight -- @function [parent=#land] getHeight
-- @param #Vec2 point point on the ground. -- @param #Vec2 point Point on the ground.
-- @return #Distance -- @return #number Height in meters.
--- returns surface type at the given point. --- Returns the surface height and depth of a point. Useful for checking if the path is deep enough to support a given ship.
-- Both values are positive. When checked over water at sea level the first value is always zero.
-- When checked over water at altitude, for example the reservoir of the Inguri Dam, the first value is the corresponding altitude the water level is at.
-- @function [parent=#land] getSurfaceHeightWithSeabed
-- @param #Vec2 point Position where to check.
-- @return #number Height in meters.
-- @return #number Depth in meters.
--- Returns surface type at the given point.
-- @function [parent=#land] getSurfaceType -- @function [parent=#land] getSurfaceType
-- @param #Vec2 point Point on the land. -- @param #Vec2 point Point on the land.
-- @return #land.SurfaceType -- @return #number Enumerator value from `land.SurfaceType` (LAND=1, SHALLOW_WATER=2, WATER=3, ROAD=4, RUNWAY=5)
--- [DCS Singleton land](https://wiki.hoggitworld.com/view/DCS_singleton_land) --- [DCS Singleton land](https://wiki.hoggitworld.com/view/DCS_singleton_land)
land = {} --#land land = {} --#land
@@ -308,6 +316,11 @@ do -- country
-- @field Argentinia -- @field Argentinia
-- @field Cyprus -- @field Cyprus
-- @field Slovenia -- @field Slovenia
-- @field BOLIVIA
-- @field GHANA
-- @field NIGERIA
-- @field PERU
-- @field ECUADOR
country = {} --#country country = {} --#country
@@ -336,9 +349,23 @@ do -- coalition
-- @field RED -- @field RED
-- @field BLUE -- @field BLUE
--- @function [parent=#coalition] getCountryCoalition --- Get country coalition.
-- @param #number countryId -- @function [parent=#coalition] getCountryCoalition
-- @return #number coalitionId -- @param #number countryId Country ID.
-- @return #number coalitionId Coalition ID.
--- Dynamically spawns a group. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addGroup)
-- @function [parent=#coalition] addGroup
-- @param #number countryId Id of the country.
-- @param #number groupCategory Group category. Set -1 for spawning FARPS.
-- @param #table groupData Group data table.
-- @return DCS#Group The spawned Group object.
--- Dynamically spawns a static object. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addGroup)
-- @function [parent=#coalition] addStaticObject
-- @param #number countryId Id of the country.
-- @param #table groupData Group data table.
-- @return DCS#Static The spawned static object.
coalition = {} -- #coalition coalition = {} -- #coalition
@@ -408,8 +435,8 @@ do -- Types
--- Vec3 type is a 3D-vector. --- Vec3 type is a 3D-vector.
-- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain. -- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.
-- @type Vec3 -- @type Vec3
-- @field #Distance x is directed to the north -- @field #Distance x is directed to the North
-- @field #Distance z is directed to the east -- @field #Distance z is directed to the East
-- @field #Distance y is directed up -- @field #Distance y is directed up
--- Vec2 is a 2D-vector for the ground plane as a reference plane. --- Vec2 is a 2D-vector for the ground plane as a reference plane.
@@ -660,10 +687,11 @@ do -- Weapon
--- Weapon.Category enum that stores weapon categories. --- Weapon.Category enum that stores weapon categories.
-- @type Weapon.Category -- @type Weapon.Category
-- @field SHELL -- @field #number SHELL Shell.
-- @field MISSILE -- @field #number MISSILE Missile
-- @field ROCKET -- @field #number ROCKET Rocket.
-- @field BOMB -- @field #number BOMB Bomb.
-- @field #number TORPEDO Torpedo.
--- Weapon.GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB). --- Weapon.GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB).
@@ -982,8 +1010,8 @@ do -- Unit
--- Enum that stores aircraft refueling system types. --- Enum that stores aircraft refueling system types.
-- @type Unit.RefuelingSystem -- @type Unit.RefuelingSystem
-- @field BOOM_AND_RECEPTACLE -- @field BOOM_AND_RECEPTACLE Tanker with a boom.
-- @field PROBE_AND_DROGUE -- @field PROBE_AND_DROGUE Tanker with a probe.
--- Enum that stores sensor types. --- Enum that stores sensor types.
-- @type Unit.SensorType -- @type Unit.SensorType
@@ -1289,6 +1317,42 @@ do -- Group
end -- Group end -- Group
do -- StaticObject
--- Represents a static object.
-- @type StaticObject
-- @extends DCS#Object
--- Returns the static object.
-- @function [parent=#StaticObject] getByName
-- @param #string name Name of the static object.
-- @return #StaticObject
StaticObject = {} --#StaticObject
end
do --Event
--- Event structure. Note that present fields depend on type of event.
-- @type Event
-- @field #number id Event ID.
-- @field #number time Mission time in seconds.
-- @field DCS#Unit initiator Unit initiating the event.
-- @field DCS#Unit target Target unit.
-- @field DCS#Airbase place Airbase.
-- @field number subPlace Subplace. Unknown and often just 0.
-- @field #string weapon_name Weapoin name.
-- @field #number idx Mark ID.
-- @field #number coalition Coalition ID.
-- @field #number groupID Group ID, *e.g.* of group that added mark point.
-- @field #string text Text, *e.g.* of mark point.
-- @field DCS#Vec3 pos Position vector, *e.g.* of mark point.
-- @field #string comment Comment, *e.g.* LSO score.
Event={} --#Event
end
do -- AI do -- AI
+123 -116
View File
@@ -103,6 +103,7 @@
-- @field #number coalition The coalition of the arty group. -- @field #number coalition The coalition of the arty group.
-- @field #boolean respawnafterdeath Respawn arty group after all units are dead. -- @field #boolean respawnafterdeath Respawn arty group after all units are dead.
-- @field #number respawndelay Respawn delay in seconds. -- @field #number respawndelay Respawn delay in seconds.
-- @field #number dtTrack Time interval in seconds for weapon tracking.
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
--- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can --- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
@@ -693,7 +694,7 @@ ARTY.db={
--- Arty script version. --- Arty script version.
-- @field #string version -- @field #string version
ARTY.version="1.2.0" ARTY.version="1.3.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -802,6 +803,9 @@ function ARTY:New(group, alias)
self.ismobile=false self.ismobile=false
end end
-- Set track time interval.
self.dtTrack=0.2
-- Set speed to 0.7 of maximum. -- Set speed to 0.7 of maximum.
self.Speed=self.SpeedMax * 0.7 self.Speed=self.SpeedMax * 0.7
@@ -1497,6 +1501,15 @@ function ARTY:SetStatusInterval(interval)
return self return self
end end
--- Set time interval for weapon tracking.
-- @param #ARTY self
-- @param #number interval Time interval in seconds. Default 0.2 seconds.
-- @return self
function ARTY:SetTrackInterval(interval)
self.dtTrack=interval or 0.2
return self
end
--- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed. --- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed.
-- @param #ARTY self -- @param #ARTY self
-- @param #number waittime Time in seconds. Default 300 seconds. -- @param #number waittime Time in seconds. Default 300 seconds.
@@ -2129,6 +2142,95 @@ end
-- Event Handling -- Event Handling
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Function called during tracking of weapon.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #ARTY self ARTY object.
-- @param #ARTY.Target target Target of the weapon.
function ARTY._FuncTrack(weapon, self, target)
-- Coordinate and distance to target.
local _coord=weapon.coordinate
local _dist=_coord:Get2DDistance(target.coord)
local _destroyweapon=false
-- Debug
self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
if target.weapontype==ARTY.WeaponType.IlluminationShells then
-- Check if within distace.
if _dist<target.radius then
-- Get random coordinate within certain radius of the target.
local _cr=target.coord:GetRandomCoordinateInRadius(target.radius)
-- Get random altitude over target.
local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
-- Adjust explosion height of coordinate.
local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
-- Create illumination flare.
_ci:IlluminationBomb(self.illuPower)
-- Destroy actual shell.
_destroyweapon=true
end
elseif target.weapontype==ARTY.WeaponType.SmokeShells then
if _dist<target.radius then
-- Get random coordinate within a certain radius.
local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Fire smoke at this coordinate.
_cr:Smoke(self.smokeColor)
-- Destroy actual shell.
_destroyweapon=true
end
end
if _destroyweapon then
self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
-- Destroy weapon and stop timer.
weapon:Destroy()
-- No more tracking.
weapon.tracking=false
end
end
--- Function called after impact of weapon.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #ARTY self ARTY object.
-- @param #ARTY.Target target Target of the weapon.
function ARTY._FuncImpact(weapon, self, target)
-- Debug info.
self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
-- Get impact coordinate.
local _impactcoord=weapon:GetImpactCoordinate()
-- Create a "nuclear" explosion and blast at the impact point.
if target.weapontype==ARTY.WeaponType.TacticalNukes then
self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
--SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
self:ScheduleOnce(1.0, ARTY._NuclearBlast, self, _impactcoord)
end
end
--- Eventhandler for shot event. --- Eventhandler for shot event.
-- @param #ARTY self -- @param #ARTY self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
@@ -2162,128 +2264,32 @@ function ARTY:OnEventShot(EventData)
self:T(self.lid..text) self:T(self.lid..text)
MESSAGE:New(text, 5):Clear():ToAllIf(self.report or self.Debug) MESSAGE:New(text, 5):Clear():ToAllIf(self.report or self.Debug)
-- Last known position of the weapon fired.
local _lastpos={x=0, y=0, z=0}
--- Track the position of the weapon if it is supposed to model a tac nuke, illumination or smoke shell.
-- @param #table _weapon
local function _TrackWeapon(_data)
-- When the pcall status returns false the weapon has hit.
local _weaponalive,_currpos = pcall(
function()
return _data.weapon:getPoint()
end)
-- Debug
self:T3(self.lid..string.format("ARTY %s: Weapon still in air: %s", self.groupname, tostring(_weaponalive)))
-- Destroy weapon before impact.
local _destroyweapon=false
if _weaponalive then
-- Update last position.
_lastpos={x=_currpos.x, y=_currpos.y, z=_currpos.z}
-- Coordinate and distance to target.
local _coord=COORDINATE:NewFromVec3(_lastpos)
local _dist=_coord:Get2DDistance(_data.target.coord)
-- Debug
self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
if _data.target.weapontype==ARTY.WeaponType.IlluminationShells then
-- Check if within distace.
if _dist<_data.target.radius then
-- Get random coordinate within certain radius of the target.
local _cr=_data.target.coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Get random altitude over target.
local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
-- Adjust explosion height of coordinate.
local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
-- Create illumination flare.
_ci:IlluminationBomb(self.illuPower)
-- Destroy actual shell.
_destroyweapon=true
end
elseif _data.target.weapontype==ARTY.WeaponType.SmokeShells then
if _dist<_data.target.radius then
-- Get random coordinate within a certain radius.
local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Fire smoke at this coordinate.
_cr:Smoke(self.smokeColor)
-- Destroy actual shell.
_destroyweapon=true
end
end
if _destroyweapon then
self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
-- Destroy weapon and stop timer.
_data.weapon:destroy()
return nil
else
-- TODO: Make dt input parameter.
local dt=0.02
self:T3(self.lid..string.format("ARTY %s tracking weapon again in %.3f seconds", self.groupname, dt))
-- Check again in 0.05 seconds.
return timer.getTime() + dt
end
else
-- Get impact coordinate.
local _impactcoord=COORDINATE:NewFromVec3(_lastpos)
self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
-- Create a "nuclear" explosion and blast at the impact point.
if _data.target.weapontype==ARTY.WeaponType.TacticalNukes then
self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
end
-- Stop timer.
return nil
end
end
-- Start track the shell if we want to model a tactical nuke. -- Start track the shell if we want to model a tactical nuke.
local _tracknuke = self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes>0 local _tracknuke = self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes>0
local _trackillu = self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells and self.Nillu>0 local _trackillu = self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells and self.Nillu>0
local _tracksmoke = self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells and self.Nsmoke>0 local _tracksmoke = self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells and self.Nsmoke>0
if _tracknuke or _trackillu or _tracksmoke then if _tracknuke or _trackillu or _tracksmoke then
-- Debug info.
self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname)) self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
local _peter={} -- Create a weapon object.
_peter.weapon=EventData.weapon local weapon=WEAPON:New(EventData.weapon)
_peter.target=UTILS.DeepCopy(self.currentTarget)
timer.scheduleFunction(_TrackWeapon, _peter, timer.getTime() + 2.0) -- Set time step for tracking.
weapon:SetTimeStepTrack(self.dtTrack)
-- Copy target. We need a copy because it might already be overwritten with the next target during flight of weapon.
local target=UTILS.DeepCopy(self.currentTarget)
-- Set callback functions.
weapon:SetFuncTrack(ARTY._FuncTrack, self, target)
weapon:SetFuncImpact(ARTY._FuncImpact, self, target)
-- Start tracking in 2 sec (arty ammo should fly a bit).
weapon:StartTrack(2)
end end
-- Get current ammo. -- Get current ammo.
@@ -3931,9 +3937,10 @@ function ARTY:GetAmmo(display)
return nammo, nshells, nrockets, nmissiles return nammo, nshells, nrockets, nmissiles
end end
for _,unit in pairs(units) do for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then if unit then
-- Output. -- Output.
local text=string.format("ARTY group %s - unit %s:\n", self.groupname, unit:GetName()) local text=string.format("ARTY group %s - unit %s:\n", self.groupname, unit:GetName())
@@ -474,7 +474,7 @@ do -- DETECTION_BASE
-- @param #string From The From State string. -- @param #string From The From State string.
-- @param #string Event The Event string. -- @param #string Event The Event string.
-- @param #string To The To State string. -- @param #string To The To State string.
-- @param #table DetectedItem The DetectedItem. -- @param #DetectedItem DetectedItem The DetectedItem data structure.
self:AddTransition( "*", "Stop", "Stopped" ) self:AddTransition( "*", "Stop", "Stopped" )
@@ -2478,14 +2478,14 @@ do -- DETECTION_AREAS
--- DETECTION_AREAS constructor. --- DETECTION_AREAS constructor.
-- @param #DETECTION_AREAS self -- @param #DETECTION_AREAS self
-- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role. -- @param Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
-- @param DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target. -- @param #number DetectionZoneRange The range in meters within which targets are grouped upon the first detected target. Default 5000m.
-- @return #DETECTION_AREAS -- @return #DETECTION_AREAS
function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange ) function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange )
-- Inherits from DETECTION_BASE -- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup ) ) local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup ) )
self.DetectionZoneRange = DetectionZoneRange self.DetectionZoneRange = DetectionZoneRange or 5000
self._SmokeDetectedUnits = false self._SmokeDetectedUnits = false
self._FlareDetectedUnits = false self._FlareDetectedUnits = false
@@ -2988,4 +2988,3 @@ do -- DETECTION_AREAS
end end
end end
+143 -134
View File
@@ -26,6 +26,7 @@
--- FOX class. --- FOX class.
-- @type FOX -- @type FOX
-- @field #string ClassName Name of the class. -- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #boolean Debug Debug mode. Messages to all about status. -- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file. -- @field #string lid Class id string for output to DCS log file.
-- @field #table menuadded Table of groups the menu was added for. -- @field #table menuadded Table of groups the menu was added for.
@@ -124,6 +125,7 @@
-- @field #FOX -- @field #FOX
FOX = { FOX = {
ClassName = "FOX", ClassName = "FOX",
verbose = 0,
Debug = false, Debug = false,
lid = nil, lid = nil,
menuadded = {}, menuadded = {},
@@ -168,7 +170,7 @@ FOX = {
--- Missile data table. --- Missile data table.
-- @type FOX.MissileData -- @type FOX.MissileData
-- @field Wrapper.Unit#UNIT weapon Missile weapon unit. -- @field DCS#Weapon weapon Missile weapon object.
-- @field #boolean active If true the missile is active. -- @field #boolean active If true the missile is active.
-- @field #string missileType Type of missile. -- @field #string missileType Type of missile.
-- @field #string missileName Name of missile. -- @field #string missileName Name of missile.
@@ -185,6 +187,8 @@ FOX = {
-- @field #string targetName Name of the target unit or "unknown". -- @field #string targetName Name of the target unit or "unknown".
-- @field #string targetOrig Name of the "original" target, i.e. the one right after launched. -- @field #string targetOrig Name of the "original" target, i.e. the one right after launched.
-- @field #FOX.PlayerData targetPlayer Player that was targeted or nil. -- @field #FOX.PlayerData targetPlayer Player that was targeted or nil.
-- @field Core.Point#COORDINATE missileCoord Missile coordinate during tracking.
-- @field Wrapper.Weapon#WEAPON Weapon Weapon object.
--- Main radio menu on group level. --- Main radio menu on group level.
-- @field #table MenuF10 Root menu table on group level. -- @field #table MenuF10 Root menu table on group level.
@@ -196,7 +200,7 @@ FOX.MenuF10Root=nil
--- FOX class version. --- FOX class version.
-- @field #string version -- @field #string version
FOX.version="0.6.1" FOX.version="0.8.0"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@@ -500,6 +504,7 @@ function FOX:SetDisableF10Menu()
return self return self
end end
--- Enable F10 menu for all players. --- Enable F10 menu for all players.
-- @param #FOX self -- @param #FOX self
-- @return #FOX self -- @return #FOX self
@@ -510,6 +515,15 @@ function FOX:SetEnableF10Menu()
return self return self
end end
--- Set verbosity level.
-- @param #FOX self
-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
-- @return #FOX self
function FOX:SetVerbosity(VerbosityLevel)
self.verbose=VerbosityLevel or 0
return self
end
--- Set default player setting for missile destruction. --- Set default player setting for missile destruction.
-- @param #FOX self -- @param #FOX self
-- @param #boolean switch If true missiles are destroyed. If false/nil missiles are not destroyed. -- @param #boolean switch If true missiles are destroyed. If false/nil missiles are not destroyed.
@@ -605,7 +619,9 @@ function FOX:onafterStatus(From, Event, To)
local clock=UTILS.SecondsToClock(time) local clock=UTILS.SecondsToClock(time)
-- Status. -- Status.
if self.verbose>=1 then
self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate)) self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
end
-- Check missile status. -- Check missile status.
self:_CheckMissileStatus() self:_CheckMissileStatus()
@@ -713,7 +729,9 @@ function FOX:_CheckMissileStatus()
if #self.missiles==0 then if #self.missiles==0 then
text=text.." none" text=text.." none"
end end
if self.verbose>=2 then
self:I(self.lid..text) self:I(self.lid..text)
end
-- Remove inactive missiles. -- Remove inactive missiles.
for i=#self.missiles,1,-1 do for i=#self.missiles,1,-1 do
@@ -743,7 +761,7 @@ function FOX:_IsProtected(targetunit)
if targetgroup then if targetgroup then
local targetname=targetgroup:GetName() local targetname=targetgroup:GetName()
for _,_group in pairs(self.protectedset:GetSetObjects()) do for _,_group in pairs(self.protectedset:GetSet()) do
local group=_group --Wrapper.Group#GROUP local group=_group --Wrapper.Group#GROUP
if group then if group then
@@ -762,101 +780,25 @@ function FOX:_IsProtected(targetunit)
return false return false
end end
--- Missle launch event.
-- @param #FOX self --- Function called from weapon tracking.
-- @param #string From From state. -- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #string Event Event. -- @param #FOX self FOX object.
-- @param #string To To state.
-- @param #FOX.MissileData missile Fired missile -- @param #FOX.MissileData missile Fired missile
function FOX:onafterMissileLaunch(From, Event, To, missile) function FOX._FuncTrack(weapon, self, missile)
-- Tracking info and init of last bomb position.
local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName)
self:I(FOX.lid..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
-- Loop over players.
for _,_player in pairs(self.players) do
local player=_player --#FOX.PlayerData
-- Player position.
local playerUnit=player.unit
-- Check that player is alive and of the opposite coalition.
if playerUnit and playerUnit:IsAlive() and player.coalition~=missile.shooterCoalition then
-- Player missile distance.
local distance=playerUnit:GetCoordinate():Get3DDistance(missile.shotCoord)
-- Player bearing to missile.
local bearing=playerUnit:GetCoordinate():HeadingTo(missile.shotCoord)
-- Alert that missile has been launched.
if player.launchalert then
-- Alert directly targeted players or players that are within missile max range.
if (missile.targetPlayer and player.unitname==missile.targetPlayer.unitname) or (distance<missile.missileRange) then
-- Inform player.
local text=string.format("Missile launch detected! Distance %.1f NM, bearing %03d°.", UTILS.MetersToNM(distance), bearing)
-- Say notching headings.
self:ScheduleOnce(5, FOX._SayNotchingHeadings, self, player, missile.weapon)
--TODO: ALERT or INFO depending on whether this is a direct target.
--TODO: lauchalertall option.
MESSAGE:New(text, 5, "ALERT"):ToClient(player.client)
end
end
-- Mark coordinate.
if player.marklaunch then
local text=string.format("Missile launch coordinates:\n%s\n%s", missile.shotCoord:ToStringLLDMS(), missile.shotCoord:ToStringBULLS(player.coalition))
missile.shotCoord:MarkToGroup(text, player.group)
end
end
end
-- Init missile position.
local _lastBombPos = {x=0,y=0,z=0}
-- Missile coordinate. -- Missile coordinate.
local missileCoord = nil --Core.Point#COORDINATE local missileCoord= missile.missileCoord:UpdateFromVec3(weapon.vec3) --COORDINATE:NewFromVec3(_lastBombPos)
-- Target unit of the missile.
local target=nil --Wrapper.Unit#UNIT
--- Function monitoring the position of a bomb until impact.
local function trackMissile(_ordnance)
-- When the pcall returns a failure the weapon has hit.
local _status,_bombPos = pcall(
function()
return _ordnance:getPoint()
end)
-- Check if status is not nil. If so, we have a valid point.
if _status then
----------------------------------------------
-- Still in the air. Remember this position --
----------------------------------------------
-- Missile position.
_lastBombPos = {x=_bombPos.x, y=_bombPos.y, z=_bombPos.z}
-- Missile coordinate.
missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
-- Missile velocity in m/s. -- Missile velocity in m/s.
local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity()) local missileVelocity=weapon:GetSpeed() --UTILS.VecNorm(_ordnance:getVelocity())
-- Update missile target if necessary. -- Update missile target if necessary.
self:GetMissileTarget(missile) self:GetMissileTarget(missile)
-- Target unit of the missile.
local target=nil --Wrapper.Unit#UNIT
if missile.targetUnit then if missile.targetUnit then
----------------------------------- -----------------------------------
@@ -947,13 +889,13 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
if unit:GetName()~=missile.shooterName then if unit:GetName()~=missile.shooterName then
-- Player position. -- Player position.
local playerCoord=unit:GetCoordinate() local playerVec3=unit:GetVec3()
-- Distance. -- Distance.
local dist=missileCoord:Get3DDistance(playerCoord) local dist=missileCoord:Get3DDistance(playerVec3)
-- Distance from shooter to player. -- Distance from shooter to player.
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord) local Dshooter2player=missile.shotCoord:Get3DDistance(playerVec3)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin. -- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
@@ -977,23 +919,22 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
if target then if target then
-- Target coordinate. -- Target coordinate.
local targetCoord=target:GetCoordinate() local targetVec3=target:GetVec3() --target:GetCoordinate()
-- Distance from missile to target. -- Distance from missile to target.
local distance=missileCoord:Get3DDistance(targetCoord) local distance=missileCoord:Get3DDistance(targetVec3)
-- Distance missile to shooter. -- Distance missile to shooter.
local distShooter=nil local distShooter=nil
if missile.shooterUnit and missile.shooterUnit:IsAlive() then if missile.shooterUnit and missile.shooterUnit:IsAlive() then
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetCoordinate()) distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetVec3())
end end
-- Debug output. -- Debug output.
if self.Debug then if self.Debug then
local bearing=targetCoord:HeadingTo(missileCoord) local bearing=missileCoord:HeadingTo(targetVec3)
local eta=distance/missileVelocity local eta=distance/missileVelocity
-- Debug distance check. -- Debug distance check.
self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta)) self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta))
end end
@@ -1007,12 +948,12 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
end end
-- If missile is 150 m from target ==> destroy missile if in safe zone. -- If missile is 150 m from target ==> destroy missile if in safe zone.
if destroymissile and self:_CheckCoordSafe(targetCoord) then if destroymissile and self:_CheckCoordSafe(targetVec3) then
-- Destroy missile. -- Destroy missile.
self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m", self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance)) missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
_ordnance:destroy() weapon:Destroy()
-- Missile is not active any more. -- Missile is not active any more.
missile.active=false missile.active=false
@@ -1020,7 +961,6 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
-- Debug smoke. -- Debug smoke.
if self.Debug then if self.Debug then
missileCoord:SmokeRed() missileCoord:SmokeRed()
targetCoord:SmokeGreen()
end end
-- Create event. -- Create event.
@@ -1042,8 +982,8 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
missile.targetPlayer.dead=missile.targetPlayer.dead+1 missile.targetPlayer.dead=missile.targetPlayer.dead+1
end end
-- Terminate timer. -- We could disable the tracking here but then the impact function would not be called.
return nil --weapon.tracking=false
else else
@@ -1066,30 +1006,30 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
dt=self.dt00 --0.01 dt=self.dt00 --0.01
end end
-- Check again in dt seconds. -- Set time step.
return timer.getTime()+dt weapon:SetTimeStepTrack(dt)
end end
else else
-- Destroy missile. -- No current target.
self:T(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName)) self:T(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName))
return timer.getTime()+0.1 weapon:SetTimeStepTrack(0.1)
-- No target ==> terminate timer.
--return nil
end end
else end
------------------------------------- --- Callback function on impact or destroy otherwise.
-- Missile does not exist any more -- -- @param Wrapper.Weapon#WEAPON weapon Weapon object.
------------------------------------- -- @param #FOX self FOX object.
-- @param #FOX.MissileData missile Fired missile.
function FOX._FuncImpact(weapon, self, missile)
if target then if missile.targetPlayer then
-- Get human player. -- Get human player.
local player=self:_GetPlayerFromUnit(target) local player=missile.targetPlayer
-- Check for player and distance < 10 km. -- Check for player and distance < 10 km.
if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
@@ -1107,15 +1047,79 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
--Terminate the timer. --Terminate the timer.
self:T(FOX.lid..string.format("Terminating missile track timer.")) self:T(FOX.lid..string.format("Terminating missile track timer."))
return nil weapon.tracking=false
end -- _status check end
--- Missle launch event.
-- @param #FOX self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #FOX.MissileData missile Fired missile
function FOX:onafterMissileLaunch(From, Event, To, missile)
-- Tracking info and init of last bomb position.
local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName)
self:I(FOX.lid..text)
MESSAGE:New(text, 10):ToAllIf(self.Debug)
-- Loop over players.
for _,_player in pairs(self.players) do
local player=_player --#FOX.PlayerData
-- Player position.
local playerUnit=player.unit
-- Check that player is alive and of the opposite coalition.
if playerUnit and playerUnit:IsAlive() and player.coalition~=missile.shooterCoalition then
-- Player missile distance.
local distance=playerUnit:GetCoordinate():Get3DDistance(missile.shotCoord)
-- Player bearing to missile.
local bearing=playerUnit:GetCoordinate():HeadingTo(missile.shotCoord)
-- Alert that missile has been launched.
if player.launchalert then
-- Alert directly targeted players or players that are within missile max range.
if (missile.targetPlayer and player.unitname==missile.targetPlayer.unitname) or (distance<missile.missileRange) then
-- Inform player.
local text=string.format("Missile launch detected! Distance %.1f NM, bearing %03d°.", UTILS.MetersToNM(distance), bearing)
-- Say notching headings.
self:ScheduleOnce(5, FOX._SayNotchingHeadings, self, player, missile.weapon)
--TODO: ALERT or INFO depending on whether this is a direct target.
--TODO: lauchalertall option.
MESSAGE:New(text, 5, "ALERT"):ToClient(player.client)
end
end
-- Mark coordinate.
if player.marklaunch then
local text=string.format("Missile launch coordinates:\n%s\n%s", missile.shotCoord:ToStringLLDMS(), missile.shotCoord:ToStringBULLS(player.coalition))
missile.shotCoord:MarkToGroup(text, player.group)
end
end
end
-- Set callback function for tracking.
missile.Weapon:SetFuncTrack(FOX._FuncTrack, self, missile)
-- Set callback function for impact.
missile.Weapon:SetFuncImpact(FOX._FuncImpact, self, missile)
end -- end function trackBomb
-- Weapon is not yet "alife" just yet. Start timer with a little delay. -- Weapon is not yet "alife" just yet. Start timer with a little delay.
self:T(FOX.lid..string.format("Tracking of missile starts in 0.0001 seconds.")) self:T(FOX.lid..string.format("Tracking of missile starts in 0.0001 seconds."))
timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001) --timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
missile.Weapon:StartTrack(0.0001)
end end
@@ -1247,29 +1251,28 @@ end
function FOX:OnEventShot(EventData) function FOX:OnEventShot(EventData)
self:T2({eventshot=EventData}) self:T2({eventshot=EventData})
if EventData.Weapon==nil then -- Nil checks.
return if EventData.Weapon==nil or EventData.IniDCSUnit==nil or EventData.weapon==nil then
end
if EventData.IniDCSUnit==nil then
return return
end end
-- Create a weapon object.
local weapon=WEAPON:New(EventData.weapon)
-- Weapon data. -- Weapon data.
local _weapon = EventData.WeaponName local _weapon = weapon:GetTypeName()
local _target = EventData.Weapon:getTarget() local _target = EventData.Weapon:getTarget()
local _targetName = "unknown" local _targetName = "unknown"
local _targetUnit = nil --Wrapper.Unit#UNIT local _targetUnit = nil --Wrapper.Unit#UNIT
-- Weapon descriptor. -- Weapon descriptor.
local desc=EventData.Weapon:getDesc() local desc=weapon.desc
self:T2({desc=desc}) self:T2({desc=desc})
-- Weapon category: 0=Shell, 1=Missile, 2=Rocket, 3=BOMB
local weaponcategory=desc.category
-- Missile category: 1=AAM, 2=SAM, 6=OTHER -- Missile category: 1=AAM, 2=SAM, 6=OTHER
local missilecategory=desc.missileCategory local missilecategory=desc.missileCategory
-- Missile range.
local missilerange=nil local missilerange=nil
if missilecategory then if missilecategory then
missilerange=desc.rangeMaxAltMax missilerange=desc.rangeMaxAltMax
@@ -1279,8 +1282,8 @@ function FOX:OnEventShot(EventData)
self:T2(FOX.lid.."EVENT SHOT: FOX") self:T2(FOX.lid.."EVENT SHOT: FOX")
self:T2(FOX.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName))) self:T2(FOX.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName)))
self:T2(FOX.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName))) self:T2(FOX.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName)))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(_weapon))) self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(weapon:GetTypeName())))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weaponcategory))) self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weapon:GetCategory())))
self:T2(FOX.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory))) self:T2(FOX.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory)))
self:T2(FOX.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange))) self:T2(FOX.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange)))
@@ -1292,7 +1295,7 @@ function FOX:OnEventShot(EventData)
end end
-- Track missiles of type AAM=1, SAM=2 or OTHER=6 -- Track missiles of type AAM=1, SAM=2 or OTHER=6
local _track = weaponcategory==1 and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6) local _track = weapon:IsMissile() and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
-- Only track missiles -- Only track missiles
if _track then if _track then
@@ -1301,6 +1304,7 @@ function FOX:OnEventShot(EventData)
missile.active=true missile.active=true
missile.weapon=EventData.weapon missile.weapon=EventData.weapon
missile.Weapon=weapon
missile.missileType=_weapon missile.missileType=_weapon
missile.missileRange=missilerange missile.missileRange=missilerange
missile.missileName=EventData.weapon:getName() missile.missileName=EventData.weapon:getName()
@@ -1313,6 +1317,7 @@ function FOX:OnEventShot(EventData)
missile.fuseDist=desc.fuseDist missile.fuseDist=desc.fuseDist
missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass
missile.targetOrig=missile.targetName missile.targetOrig=missile.targetName
missile.missileCoord=COORDINATE:New(0,0,0)
-- Set missile target name, unit and player. -- Set missile target name, unit and player.
self:GetMissileTarget(missile) self:GetMissileTarget(missile)
@@ -1631,7 +1636,7 @@ end
--- Check if a coordinate lies within a safe training zone. --- Check if a coordinate lies within a safe training zone.
-- @param #FOX self -- @param #FOX self
-- @param Core.Point#COORDINATE coord Coordinate to check. -- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec3.
-- @return #boolean True if safe. -- @return #boolean True if safe.
function FOX:_CheckCoordSafe(coord) function FOX:_CheckCoordSafe(coord)
@@ -1643,7 +1648,9 @@ function FOX:_CheckCoordSafe(coord)
-- Loop over all zones. -- Loop over all zones.
for _,_zone in pairs(self.safezones) do for _,_zone in pairs(self.safezones) do
local zone=_zone --Core.Zone#ZONE local zone=_zone --Core.Zone#ZONE
local inzone=zone:IsCoordinateInZone(coord) local Vec2={x=coord.x, y=coord.z}
local inzone=zone:IsVec2InZone(Vec2)
--local inzone=zone:IsCoordinateInZone(coord)
if inzone then if inzone then
return true return true
end end
@@ -1654,7 +1661,7 @@ end
--- Check if a coordinate lies within a launch zone. --- Check if a coordinate lies within a launch zone.
-- @param #FOX self -- @param #FOX self
-- @param Core.Point#COORDINATE coord Coordinate to check. -- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec2.
-- @return #boolean True if in launch zone. -- @return #boolean True if in launch zone.
function FOX:_CheckCoordLaunch(coord) function FOX:_CheckCoordLaunch(coord)
@@ -1666,7 +1673,9 @@ function FOX:_CheckCoordLaunch(coord)
-- Loop over all zones. -- Loop over all zones.
for _,_zone in pairs(self.launchzones) do for _,_zone in pairs(self.launchzones) do
local zone=_zone --Core.Zone#ZONE local zone=_zone --Core.Zone#ZONE
local inzone=zone:IsCoordinateInZone(coord) local Vec2={x=coord.x, y=coord.z}
local inzone=zone:IsVec2InZone(Vec2)
--local inzone=zone:IsCoordinateInZone(coord)
if inzone then if inzone then
return true return true
end end
@@ -45,6 +45,7 @@
-- @field #number talt Interval in seconds between reporting altitude until touchdown. Default 3 sec. -- @field #number talt Interval in seconds between reporting altitude until touchdown. Default 3 sec.
-- @field #boolean chatty Display some messages on events like take-off and touchdown. -- @field #boolean chatty Display some messages on events like take-off and touchdown.
-- @field #boolean eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. -- @field #boolean eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
-- @field #boolean reportplayername If true, use playername not callsign on callouts
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Adds some rudimentary ATC functionality via the radio menu. --- Adds some rudimentary ATC functionality via the radio menu.
@@ -88,6 +89,7 @@ PSEUDOATC={
talt=3, talt=3,
chatty=true, chatty=true,
eventsmoose=true, eventsmoose=true,
reportplayername = false,
} }
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -98,7 +100,7 @@ PSEUDOATC.id="PseudoATC | "
--- PSEUDOATC version. --- PSEUDOATC version.
-- @field #number version -- @field #number version
PSEUDOATC.version="0.9.2" PSEUDOATC.version="0.9.5"
----------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------
@@ -183,6 +185,13 @@ function PSEUDOATC:SetMessageDuration(duration)
self.mdur=duration or 30 self.mdur=duration or 30
end end
--- Use player name, not call sign, in callouts
-- @param #PSEUDOATC self
function PSEUDOATC:SetReportPlayername()
self.reportplayername = true
return self
end
--- Set time interval after which the F10 radio menu is refreshed. --- Set time interval after which the F10 radio menu is refreshed.
-- @param #PSEUDOATC self -- @param #PSEUDOATC self
-- @param #number interval Interval in seconds. Default is every 120 sec. -- @param #number interval Interval in seconds. Default is every 120 sec.
@@ -441,14 +450,18 @@ function PSEUDOATC:PlayerLanded(unit, place)
local group=unit:GetGroup() local group=unit:GetGroup()
local GID=group:GetID() local GID=group:GetID()
local UID=unit:GetDCSObject():getID() local UID=unit:GetDCSObject():getID()
local PlayerName=self.group[GID].player[UID].playername --local PlayerName=self.group[GID].player[UID].playername
local UnitName=self.group[GID].player[UID].unitname --local UnitName=self.group[GID].player[UID].unitname
local GroupName=self.group[GID].player[UID].groupname --local GroupName=self.group[GID].player[UID].groupname
local PlayerName = unit:GetPlayerName() or "Ghost"
local UnitName = unit:GetName() or "Ghostplane"
local GroupName = group:GetName() or "Ghostgroup"
if self.Debug then
-- Debug message. -- Debug message.
local text=string.format("Player %s in unit %s of group %s (id=%d) landed at %s.", PlayerName, UnitName, GroupName, GID, place) local text=string.format("Player %s in unit %s of group %s landed at %s.", PlayerName, UnitName, GroupName, place)
self:T(PSEUDOATC.id..text) self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug) MESSAGE:New(text, 30):ToAllIf(self.Debug)
end
-- Stop altitude reporting timer if its activated. -- Stop altitude reporting timer if its activated.
self:AltitudeTimerStop(GID,UID) self:AltitudeTimerStop(GID,UID)
@@ -470,21 +483,28 @@ function PSEUDOATC:PlayerTakeOff(unit, place)
-- Gather some information. -- Gather some information.
local group=unit:GetGroup() local group=unit:GetGroup()
local GID=group:GetID() --local GID=group:GetID()
local UID=unit:GetDCSObject():getID() --local UID=unit:GetDCSObject():getID()
local PlayerName=self.group[GID].player[UID].playername --local PlayerName=self.group[GID].player[UID].playername
local CallSign=self.group[GID].player[UID].callsign --local CallSign=self.group[GID].player[UID].callsign
local UnitName=self.group[GID].player[UID].unitname --local UnitName=self.group[GID].player[UID].unitname
local GroupName=self.group[GID].player[UID].groupname --local GroupName=self.group[GID].player[UID].groupname
local PlayerName = unit:GetPlayerName() or "Ghost"
local UnitName = unit:GetName() or "Ghostplane"
local GroupName = group:GetName() or "Ghostgroup"
local CallSign = unit:GetCallsign() or "Ghost11"
if self.Debug then
-- Debug message. -- Debug message.
local text=string.format("Player %s in unit %s of group %s (id=%d) took off at %s.", PlayerName, UnitName, GroupName, GID, place) local text=string.format("Player %s in unit %s of group %s took off at %s.", PlayerName, UnitName, GroupName, place)
self:T(PSEUDOATC.id..text) self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug) MESSAGE:New(text, 30):ToAllIf(self.Debug)
end
-- Bye-Bye message. -- Bye-Bye message.
if place and self.chatty then if place and self.chatty then
local text=string.format("%s, %s, you are airborne. Have a safe trip!", place, CallSign) local text=string.format("%s, %s, you are airborne. Have a safe trip!", place, CallSign)
if self.reportplayername then
text=string.format("%s, %s, you are airborne. Have a safe trip!", place, PlayerName)
end
MESSAGE:New(text, self.mdur):ToGroup(group) MESSAGE:New(text, self.mdur):ToGroup(group)
end end
@@ -501,7 +521,7 @@ function PSEUDOATC:PlayerLeft(unit)
local GID=group:GetID() local GID=group:GetID()
local UID=unit:GetDCSObject():getID() local UID=unit:GetDCSObject():getID()
if self.group[GID].player[UID] then if self.group[GID] and self.group[GID].player and self.group[GID].player[UID] then
local PlayerName=self.group[GID].player[UID].playername local PlayerName=self.group[GID].player[UID].playername
local CallSign=self.group[GID].player[UID].callsign local CallSign=self.group[GID].player[UID].callsign
local UnitName=self.group[GID].player[UID].unitname local UnitName=self.group[GID].player[UID].unitname
@@ -687,7 +707,9 @@ function PSEUDOATC:MenuWaypoints(GID, UID)
-- Position of Waypoint -- Position of Waypoint
local pos=COORDINATE:New(wp.x, wp.alt, wp.y) local pos=COORDINATE:New(wp.x, wp.alt, wp.y)
local name=string.format("Waypoint %d", i-1) local name=string.format("Waypoint %d", i-1)
if wp.name and wp.name ~= "" then
name = string.format("Waypoint %s",wp.name)
end
-- "F10/PseudoATC/Waypoints/Waypoint X" -- "F10/PseudoATC/Waypoints/Waypoint X"
local submenu=missionCommands.addSubMenuForGroup(GID, name, self.group[GID].player[UID].menu_waypoints) local submenu=missionCommands.addSubMenuForGroup(GID, name, self.group[GID].player[UID].menu_waypoints)
@@ -844,6 +866,7 @@ function PSEUDOATC:ReportHeight(GID, UID, dt, _clear)
local position=unit:GetCoordinate() local position=unit:GetCoordinate()
local height=get_AGL(position) local height=get_AGL(position)
local callsign=unit:GetCallsign() local callsign=unit:GetCallsign()
local PlayerName=self.group[GID].player[UID].playername
-- Settings. -- Settings.
local settings=_DATABASE:GetPlayerSettings(self.group[GID].player[UID].playername) or _SETTINGS --Core.Settings#SETTINGS local settings=_DATABASE:GetPlayerSettings(self.group[GID].player[UID].playername) or _SETTINGS --Core.Settings#SETTINGS
@@ -856,7 +879,9 @@ function PSEUDOATC:ReportHeight(GID, UID, dt, _clear)
-- Message text. -- Message text.
local _text=string.format("%s, your altitude is %s AGL.", callsign, Hs) local _text=string.format("%s, your altitude is %s AGL.", callsign, Hs)
if self.reportplayername then
_text=string.format("%s, your altitude is %s AGL.", PlayerName, Hs)
end
-- Append flight level. -- Append flight level.
if _clear==false then if _clear==false then
_text=_text..string.format(" FL%03d.", position.y/30.48) _text=_text..string.format(" FL%03d.", position.y/30.48)
+7 -1
View File
@@ -3492,7 +3492,7 @@ function RAT:Status(message, forID)
local fuel=group:GetFuel()*100.0 local fuel=group:GetFuel()*100.0
local airborne=group:InAir() local airborne=group:InAir()
local coords=group:GetCoordinate() local coords=group:GetCoordinate()
local alt=coords.y local alt=coords.y or 1000
--local vel=group:GetVelocityKMH() --local vel=group:GetVelocityKMH()
local departure=ratcraft.departure:GetName() local departure=ratcraft.departure:GetName()
local destination=ratcraft.destination:GetName() local destination=ratcraft.destination:GetName()
@@ -5671,6 +5671,9 @@ function RAT:_ATCClearForLanding(airport, flight)
-- Debug message. -- Debug message.
local text1=string.format("ATC %s: Flight %s cleared for landing (flag=%d).", airport, flight, flagvalue) local text1=string.format("ATC %s: Flight %s cleared for landing (flag=%d).", airport, flight, flagvalue)
if string.find(flight,"#") then
flight = string.match(flight,"^(.+)#")
end
local text2=string.format("ATC %s: Flight %s you are cleared for landing.", airport, flight) local text2=string.format("ATC %s: Flight %s you are cleared for landing.", airport, flight)
BASE:T( RAT.id..text1) BASE:T( RAT.id..text1)
MESSAGE:New(text2, 10):ToAllIf(RAT.ATC.messages) MESSAGE:New(text2, 10):ToAllIf(RAT.ATC.messages)
@@ -5713,6 +5716,9 @@ function RAT:_ATCFlightLanded(name)
local text1=string.format("ATC %s: Flight %s landed. Tholding = %i:%02d, Tfinal = %i:%02d.", dest, name, Thold/60, Thold%60, Tfinal/60, Tfinal%60) local text1=string.format("ATC %s: Flight %s landed. Tholding = %i:%02d, Tfinal = %i:%02d.", dest, name, Thold/60, Thold%60, Tfinal/60, Tfinal%60)
local text2=string.format("ATC %s: Number of flights still on final %d.", dest, RAT.ATC.airport[dest].Nonfinal) local text2=string.format("ATC %s: Number of flights still on final %d.", dest, RAT.ATC.airport[dest].Nonfinal)
local text3=string.format("ATC %s: Traffic report: Number of planes landed in total %d. Flights/hour = %3.2f.", dest, RAT.ATC.airport[dest].traffic, TrafficPerHour) local text3=string.format("ATC %s: Traffic report: Number of planes landed in total %d. Flights/hour = %3.2f.", dest, RAT.ATC.airport[dest].traffic, TrafficPerHour)
if string.find(name,"#") then
name = string.match(name,"^(.+)#")
end
local text4=string.format("ATC %s: Flight %s landed. Welcome to %s.", dest, name, dest) local text4=string.format("ATC %s: Flight %s landed. Welcome to %s.", dest, name, dest)
BASE:T(RAT.id..text1) BASE:T(RAT.id..text1)
BASE:T(RAT.id..text2) BASE:T(RAT.id..text2)
File diff suppressed because it is too large Load Diff
+47 -17
View File
@@ -873,8 +873,10 @@ end
function SCORING:OnEventBirth( Event ) function SCORING:OnEventBirth( Event )
if Event.IniUnit then if Event.IniUnit then
Event.IniUnit.ThreatLevel, Event.IniUnit.ThreatType = Event.IniUnit:GetThreatLevel()
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == 1 then
local PlayerName = Event.IniUnit:GetPlayerName() local PlayerName = Event.IniUnit:GetPlayerName()
Event.IniUnit.BirthTime = timer.getTime()
if PlayerName then if PlayerName then
self:_AddPlayerFromUnit( Event.IniUnit ) self:_AddPlayerFromUnit( Event.IniUnit )
self:SetScoringMenu( Event.IniGroup ) self:SetScoringMenu( Event.IniGroup )
@@ -1005,7 +1007,18 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0 PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil then
PlayerHit.ThreatLevel = 1
PlayerHit.ThreatType = "Unknown"
end
else
PlayerHit.ThreatLevel = PlayerHit.UNIT.ThreatLevel
PlayerHit.ThreatType = PlayerHit.UNIT.ThreatType
end
-- Only grant hit scores if there was more than one second between the last hit. -- Only grant hit scores if there was more than one second between the last hit.
if timer.getTime() - PlayerHit.TimeStamp > 1 then if timer.getTime() - PlayerHit.TimeStamp > 1 then
@@ -1021,27 +1034,30 @@ function SCORING:_EventOnHit( Event )
if InitCoalition then -- A coalition object was hit. if InitCoalition then -- A coalition object was hit.
if InitCoalition == TargetCoalition then if InitCoalition == TargetCoalition then
Player.Penalty = Player.Penalty + 10 local Penalty = 10
PlayerHit.Penalty = PlayerHit.Penalty + 10 Player.Penalty = Player.Penalty + Penalty
PlayerHit.Penalty = PlayerHit.Penalty + Penalty
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
if TargetPlayerName ~= nil then -- It is a player hitting another player ... if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, "Penalty: -" .. Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else else
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit friendly target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.PenaltyHit .. " times. " ..
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty, "Penalty: -" .. Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
end end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else else
Player.Score = Player.Score + 1 -- Hitting a target multiple times before destoying it should not result in a higger score
PlayerHit.Score = PlayerHit.Score + 1 -- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
-- Player.Score = Player.Score + 1
-- PlayerHit.Score = PlayerHit.Score + 1
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
if TargetPlayerName ~= nil then -- It is a player hitting another player ... if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
@@ -1104,7 +1120,18 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0 PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0 PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel() PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil then
PlayerHit.ThreatLevel = 1
PlayerHit.ThreatType = "Unknown"
end
else
PlayerHit.ThreatLevel = PlayerHit.UNIT.ThreatLevel
PlayerHit.ThreatType = PlayerHit.UNIT.ThreatType
end
-- Only grant hit scores if there was more than one second between the last hit. -- Only grant hit scores if there was more than one second between the last hit.
if timer.getTime() - PlayerHit.TimeStamp > 1 then if timer.getTime() - PlayerHit.TimeStamp > 1 then
@@ -1115,25 +1142,28 @@ function SCORING:_EventOnHit( Event )
if InitCoalition then -- A coalition object was hit, probably a static. if InitCoalition then -- A coalition object was hit, probably a static.
if InitCoalition == TargetCoalition then if InitCoalition == TargetCoalition then
-- TODO: Penalty according scale -- TODO: Penalty according scale
Player.Penalty = Player.Penalty + 10 --* self.ScaleDestroyPenalty local Penalty = 10
PlayerHit.Penalty = PlayerHit.Penalty + 10 --* self.ScaleDestroyPenalty Player.Penalty = Player.Penalty + Penalty --* self.ScaleDestroyPenalty
PlayerHit.Penalty = PlayerHit.Penalty + Penalty --* self.ScaleDestroyPenalty
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 * self.ScaleDestroyPenalty PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 * self.ScaleDestroyPenalty
MESSAGE MESSAGE
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " .. :NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Penalty: -" .. PlayerHit.Penalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Update MESSAGE.Type.Update
) )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else else
Player.Score = Player.Score + 1 -- Hitting a target multiple times before destoying it should not result in a higger score
PlayerHit.Score = PlayerHit.Score + 1 -- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
-- Player.Score = Player.Score + 1
-- PlayerHit.Score = PlayerHit.Score + 1
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1 PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Score: +" .. PlayerHit.Score .. " = " .. Player.Score - Player.Penalty, "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@@ -1211,7 +1241,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
local Destroyed = false local Destroyed = false
-- What is the player destroying? -- What is the player destroying?
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 then -- Was there a hit for this unit for this player before registered??? if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 and (TargetUnit.BirthTime == nil or Player.Hit[TargetCategory][TargetUnitName].TimeStamp > TargetUnit.BirthTime) then -- Was there a hit for this unit for this player before registered???
local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel
local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType
@@ -1240,13 +1270,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. TargetDestroy.Penalty .. " = " .. Player.Score - Player.Penalty, "Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
@@ -1268,13 +1298,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1 TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, "Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else else
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. TargetDestroy.Score .. " = " .. Player.Score - Player.Penalty, "Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information ) MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
@@ -85,6 +85,7 @@
-- @field #boolean eventmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true. -- @field #boolean eventmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true.
-- @field Core.Zone#ZONE BattleZone -- @field Core.Zone#ZONE BattleZone
-- @field #boolean AutoEngage -- @field #boolean AutoEngage
-- @field #table waypoints Waypoints of the group as defined in the ME.
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
-- --
@@ -265,6 +266,7 @@ SUPPRESSION={
DefaultAlarmState = "Auto", DefaultAlarmState = "Auto",
DefaultROE = "Weapon Free", DefaultROE = "Weapon Free",
eventmoose = true, eventmoose = true,
waypoints = {},
} }
--- Enumerator of possible rules of engagement. --- Enumerator of possible rules of engagement.
@@ -295,7 +297,7 @@ SUPPRESSION.MenuF10=nil
--- PSEUDOATC version. --- PSEUDOATC version.
-- @field #number version -- @field #number version
SUPPRESSION.version="0.9.3" SUPPRESSION.version="0.9.4"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -309,7 +311,7 @@ SUPPRESSION.version="0.9.3"
--- Creates a new AI_suppression object. --- Creates a new AI_suppression object.
-- @param #SUPPRESSION self -- @param #SUPPRESSION self
-- @param Wrapper.Group#GROUP group The GROUP object for which suppression should be applied. -- @param Wrapper.Group#GROUP group The GROUP object for which suppression should be applied.
-- @return #SUPPRESSION SUPPRESSION object or *nil* if group does not exist or is not a ground group. -- @return #SUPPRESSION self
function SUPPRESSION:New(group) function SUPPRESSION:New(group)
-- Inherits from FSM_CONTROLLABLE -- Inherits from FSM_CONTROLLABLE
@@ -320,7 +322,7 @@ function SUPPRESSION:New(group)
self.lid=string.format("SUPPRESSION %s | ", tostring(group:GetName())) self.lid=string.format("SUPPRESSION %s | ", tostring(group:GetName()))
self:T(self.lid..string.format("SUPPRESSION version %s. Activating suppressive fire for group %s", SUPPRESSION.version, group:GetName())) self:T(self.lid..string.format("SUPPRESSION version %s. Activating suppressive fire for group %s", SUPPRESSION.version, group:GetName()))
else else
self:E(self.lid.."SUPPRESSION | Requested group does not exist! (Has to be a MOOSE group.)") self:E("SUPPRESSION | Requested group does not exist! (Has to be a MOOSE group)")
return nil return nil
end end
@@ -1186,6 +1188,16 @@ function SUPPRESSION:onafterFightBack(Controllable, From, Event, To)
-- Set ROE and alarm state back to default. -- Set ROE and alarm state back to default.
self:_SetROE() self:_SetROE()
self:_SetAlarmState() self:_SetAlarmState()
local group=Controllable --Wrapper.Group#GROUP
local Waypoints = group:GetTemplateRoutePoints()
-- env.info("FF waypoints",showMessageBox)
-- self:I(Waypoints)
group:Route(Waypoints, 5)
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -1251,7 +1263,7 @@ function SUPPRESSION:onafterFallBack(Controllable, From, Event, To, AttackUnit)
self:_SetROE(SUPPRESSION.ROE.Hold) self:_SetROE(SUPPRESSION.ROE.Hold)
-- Set alarm state to GREEN and let the unit run away. -- Set alarm state to GREEN and let the unit run away.
self:_SetAlarmState(SUPPRESSION.AlarmState.Green) self:_SetAlarmState(SUPPRESSION.AlarmState.Auto)
-- Make the group run away. -- Make the group run away.
self:_Run(Coord, self.Speed, self.Formation, self.FallbackWait) self:_Run(Coord, self.Speed, self.Formation, self.FallbackWait)
@@ -1537,7 +1549,7 @@ end
-- @param #SUPPRESSION self -- @param #SUPPRESSION self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
function SUPPRESSION:_OnEventHit(EventData) function SUPPRESSION:_OnEventHit(EventData)
self:F(EventData) self:F3(EventData)
local GroupNameSelf=self.Controllable:GetName() local GroupNameSelf=self.Controllable:GetName()
local GroupNameTgt=EventData.TgtGroupName local GroupNameTgt=EventData.TgtGroupName
@@ -1676,15 +1688,15 @@ end
function SUPPRESSION:_Run(fin, speed, formation, wait) function SUPPRESSION:_Run(fin, speed, formation, wait)
speed=speed or 20 speed=speed or 20
formation=formation or "Off road" formation=formation or ENUMS.Formation.Vehicle.OffRoad
wait=wait or 30 wait=wait or 30
local group=self.Controllable -- Wrapper.Controllable#CONTROLLABLE local group=self.Controllable -- Wrapper.Group#GROUP
if group and group:IsAlive() then if group and group:IsAlive() then
-- Clear all tasks. -- Clear all tasks.
group:ClearTasks() --group:ClearTasks()
-- Current coordinates of group. -- Current coordinates of group.
local ini=group:GetCoordinate() local ini=group:GetCoordinate()
@@ -1695,56 +1707,17 @@ function SUPPRESSION:_Run(fin, speed, formation, wait)
-- Heading from ini to fin. -- Heading from ini to fin.
local heading=self:_Heading(ini, fin) local heading=self:_Heading(ini, fin)
-- Number of waypoints.
local nx
if dist <= 50 then
nx=2
elseif dist <= 100 then
nx=3
elseif dist <= 500 then
nx=4
else
nx=5
end
-- Number of intermediate waypoints.
local dx=dist/(nx-1)
-- Waypoint and task arrays. -- Waypoint and task arrays.
local wp={} local wp={}
local tasks={} local tasks={}
-- First waypoint is the current position of the group. -- First waypoint is the current position of the group.
wp[1]=ini:WaypointGround(speed, formation) wp[1]=ini:WaypointGround(speed, formation)
tasks[1]=group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, 1, false)
if self.Debug then if self.Debug then
local MarkerID=ini:MarkToAll(string.format("Waypoing %d of group %s (initial)", #wp, self.Controllable:GetName())) local MarkerID=ini:MarkToAll(string.format("Waypoing %d of group %s (initial)", #wp, self.Controllable:GetName()))
end end
self:T2(self.lid..string.format("Number of waypoints %d", nx))
for i=1,nx-2 do
local x=dx*i
local coord=ini:Translate(x, heading)
wp[#wp+1]=coord:WaypointGround(speed, formation)
tasks[#tasks+1]=group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, #wp, false)
self:T2(self.lid..string.format("%d x = %4.1f", i, x))
if self.Debug then
local MarkerID=coord:MarkToAll(string.format("Waypoing %d of group %s", #wp, self.Controllable:GetName()))
end
end
self:T2(self.lid..string.format("Total distance: %4.1f", dist))
-- Final waypoint.
wp[#wp+1]=fin:WaypointGround(speed, formation)
if self.Debug then
local MarkerID=fin:MarkToAll(string.format("Waypoing %d of group %s (final)", #wp, self.Controllable:GetName()))
end
-- Task to hold. -- Task to hold.
local ConditionWait=group:TaskCondition(nil, nil, nil, nil, wait, nil) local ConditionWait=group:TaskCondition(nil, nil, nil, nil, wait, nil)
local TaskHold = group:TaskHold() local TaskHold = group:TaskHold()
@@ -1754,24 +1727,14 @@ function SUPPRESSION:_Run(fin, speed, formation, wait)
TaskComboFin[#TaskComboFin+1] = group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, #wp, true) TaskComboFin[#TaskComboFin+1] = group:TaskFunction("SUPPRESSION._Passing_Waypoint", self, #wp, true)
TaskComboFin[#TaskComboFin+1] = group:TaskControlled(TaskHold, ConditionWait) TaskComboFin[#TaskComboFin+1] = group:TaskControlled(TaskHold, ConditionWait)
-- Add final task. -- Final waypoint.
tasks[#tasks+1]=group:TaskCombo(TaskComboFin) wp[#wp+1]=fin:WaypointGround(speed, formation, TaskComboFin)
if self.Debug then
-- Original waypoints of the group. local MarkerID=fin:MarkToAll(string.format("Waypoing %d of group %s (final)", #wp, self.Controllable:GetName()))
local Waypoints = group:GetTemplateRoutePoints()
-- New points are added to the default route.
for i,p in ipairs(wp) do
table.insert(Waypoints, i, wp[i])
end
-- Set task for all waypoints.
for i,wp in ipairs(Waypoints) do
group:SetTaskWaypoint(Waypoints[i], tasks[i])
end end
-- Submit task and route group along waypoints. -- Submit task and route group along waypoints.
group:Route(Waypoints) group:Route(wp)
else else
self:E(self.lid..string.format("ERROR: Group is not alive!")) self:E(self.lid..string.format("ERROR: Group is not alive!"))
@@ -1790,7 +1753,7 @@ function SUPPRESSION._Passing_Waypoint(group, Fsm, i, final)
local text=string.format("Group %s passing waypoint %d (final=%s)", group:GetName(), i, tostring(final)) local text=string.format("Group %s passing waypoint %d (final=%s)", group:GetName(), i, tostring(final))
MESSAGE:New(text,10):ToAllIf(Fsm.Debug) MESSAGE:New(text,10):ToAllIf(Fsm.Debug)
if Fsm.Debug then if Fsm.Debug then
env.info(self.lid..text) env.info(Fsm.lid..text)
end end
if final then if final then
@@ -1891,7 +1854,7 @@ function SUPPRESSION:_GetLife()
local groupstrength=#units/self.IniGroupStrength*100 local groupstrength=#units/self.IniGroupStrength*100
self.T2(self.lid..string.format("Group %s _GetLife nunits = %d", self.Controllable:GetName(), #units)) self:T2(self.lid..string.format("Group %s _GetLife nunits = %d", self.Controllable:GetName(), #units))
for _,unit in pairs(units) do for _,unit in pairs(units) do
@@ -2647,6 +2647,13 @@ function WAREHOUSE:SetWarehouseZone(zone)
return self return self
end end
--- Get the warehouse zone.
-- @param #WAREHOUSE self
-- @return Core.Zone#ZONE The warehouse zone.
function WAREHOUSE:GetWarehouseZone()
return self.zone
end
--- Set auto defence on. When the warehouse is under attack, all ground assets are spawned automatically and will defend the warehouse zone. --- Set auto defence on. When the warehouse is under attack, all ground assets are spawned automatically and will defend the warehouse zone.
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @return #WAREHOUSE self -- @return #WAREHOUSE self
@@ -5810,6 +5817,7 @@ function WAREHOUSE:_SpawnAssetRequest(Request)
-- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning. -- Now we try to find all parking spots for all cargo groups in advance. Due to the for loop, the parking spots do not get updated while spawning.
local Parking={} local Parking={}
if Request.cargocategory==Group.Category.AIRPLANE or Request.cargocategory==Group.Category.HELICOPTER then if Request.cargocategory==Group.Category.AIRPLANE or Request.cargocategory==Group.Category.HELICOPTER then
--TODO: Check for airstart. Should be a request property.
Parking=self:_FindParkingForAssets(self.airbase, cargoassets) or {} Parking=self:_FindParkingForAssets(self.airbase, cargoassets) or {}
end end
@@ -6069,7 +6077,9 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
end end
if self.Debug then if self.Debug then
coord:MarkToAll(string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)) local text=string.format("Spawnplace unit %s terminal %d.", unit.name, terminal)
coord:MarkToAll(text)
env.info(text)
end end
unit.x=coord.x unit.x=coord.x
@@ -7374,6 +7384,7 @@ function WAREHOUSE:_CheckRequestNow(request)
local _transports local _transports
local _assetattribute local _assetattribute
local _assetcategory local _assetcategory
local _assetairstart=false
-- Check if at least one (cargo) asset is available. -- Check if at least one (cargo) asset is available.
if _nassets>0 then if _nassets>0 then
@@ -7381,22 +7392,29 @@ function WAREHOUSE:_CheckRequestNow(request)
-- Get the attibute of the requested asset. -- Get the attibute of the requested asset.
_assetattribute=_assets[1].attribute _assetattribute=_assets[1].attribute
_assetcategory=_assets[1].category _assetcategory=_assets[1].category
_assetairstart=_assets[1].takeoffType and _assets[1].takeoffType==COORDINATE.WaypointType.TurningPoint or false
-- Check available parking for air asset units. -- Check available parking for air asset units.
if _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then if _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
if self.airbase and self.airbase:GetCoalition()==self:GetCoalition() then if self.airbase and self.airbase:GetCoalition()==self:GetCoalition() then
if self:IsRunwayOperational() then if self:IsRunwayOperational() or _assetairstart then
if _assetairstart then
-- Airstart no need to check parking
else
-- Check parking.
local Parking=self:_FindParkingForAssets(self.airbase,_assets) local Parking=self:_FindParkingForAssets(self.airbase,_assets)
--if Parking==nil and not (self.category==Airbase.Category.HELIPAD) then -- No parking?
if Parking==nil then if Parking==nil then
local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias) local text=string.format("Warehouse %s: Request denied! Not enough free parking spots for all requested assets at the moment.", self.alias)
self:_InfoMessage(text, 5) self:_InfoMessage(text, 5)
return false return false
end end
end
else else
-- Runway destroyed. -- Runway destroyed.
@@ -7970,6 +7988,8 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
for _,asset in pairs(assets) do for _,asset in pairs(assets) do
local _asset=asset --#WAREHOUSE.Assetitem local _asset=asset --#WAREHOUSE.Assetitem
if not _asset.spawned then
-- Get terminal type of this asset -- Get terminal type of this asset
local terminaltype=asset.terminalType or self:_GetTerminal(asset.attribute, self:GetAirbaseCategory()) local terminaltype=asset.terminalType or self:_GetTerminal(asset.attribute, self:GetAirbaseCategory())
@@ -7987,8 +8007,35 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
for _,_parkingspot in pairs(parkingdata) do for _,_parkingspot in pairs(parkingdata) do
local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
-- Parking valid?
local valid=true
if asset.parkingIDs then
-- If asset has assigned parking spots, we take these no matter what.
valid=self:_CheckParkingAsset(parkingspot, asset)
else
-- Valid terminal type depending on attribute.
local validTerminal=AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype)
-- Valid parking list.
local validParking=self:_CheckParkingValid(parkingspot)
-- Black and white list.
local validBWlist=airbase:_CheckParkingLists(parkingspot.TerminalID)
-- Debug info.
--env.info(string.format("FF validTerminal = %s", tostring(validTerminal)))
--env.info(string.format("FF validParking = %s", tostring(validParking)))
--env.info(string.format("FF validBWlist = %s", tostring(validBWlist)))
-- Check if all are true
valid=validTerminal and validParking and validBWlist
end
-- Check correct terminal type for asset. We don't want helos in shelters etc. -- Check correct terminal type for asset. We don't want helos in shelters etc.
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) and self:_CheckParkingValid(parkingspot) and self:_CheckParkingAsset(parkingspot, asset) and airbase:_CheckParkingLists(parkingspot.TerminalID) then if valid then
-- Coordinate of the parking spot. -- Coordinate of the parking spot.
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
@@ -8056,6 +8103,7 @@ function WAREHOUSE:_FindParkingForAssets(airbase, assets)
return nil return nil
end end
end -- loop over asset units end -- loop over asset units
end -- Asset spawned check
end -- loop over asset groups end -- loop over asset groups
return parking return parking
@@ -715,7 +715,7 @@ do -- ZONE_CAPTURE_COALITION
local UnitHit = EventData.TgtUnit local UnitHit = EventData.TgtUnit
if UnitHit.ClassName ~= "SCENERY" then if UnitHit and UnitHit.ClassName ~= "SCENERY" then
-- Check if unit is inside the capture zone and that it is of the defending coalition. -- Check if unit is inside the capture zone and that it is of the defending coalition.
if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.Coalition then if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.Coalition then
+3
View File
@@ -33,6 +33,7 @@ __Moose.Include( 'Scripts/Moose/Core/Goal.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spot.lua' ) __Moose.Include( 'Scripts/Moose/Core/Spot.lua' )
__Moose.Include( 'Scripts/Moose/Core/MarkerOps_Base.lua' ) __Moose.Include( 'Scripts/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/TextAndSound.lua' ) __Moose.Include( 'Scripts/Moose/Core/TextAndSound.lua' )
__Moose.Include( 'Scripts/Moose/Core/Pathline.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Object.lua' ) __Moose.Include( 'Scripts/Moose/Wrapper/Object.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Identifiable.lua' ) __Moose.Include( 'Scripts/Moose/Wrapper/Identifiable.lua' )
@@ -45,6 +46,8 @@ __Moose.Include( 'Scripts/Moose/Wrapper/Static.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' ) __Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Scenery.lua' ) __Moose.Include( 'Scripts/Moose/Wrapper/Scenery.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Marker.lua' ) __Moose.Include( 'Scripts/Moose/Wrapper/Marker.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Weapon.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Net.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/Cargo.lua' ) __Moose.Include( 'Scripts/Moose/Cargo/Cargo.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoUnit.lua' ) __Moose.Include( 'Scripts/Moose/Cargo/CargoUnit.lua' )
+58 -24
View File
@@ -93,6 +93,8 @@
-- @field #number dTQueueCheck Time interval to check the radio queue. Default 5 sec or 90 sec if SRS is used. -- @field #number dTQueueCheck Time interval to check the radio queue. Default 5 sec or 90 sec if SRS is used.
-- @field #boolean ReportmBar Report mBar/hpa even if not metric, i.e. for Mirage flights -- @field #boolean ReportmBar Report mBar/hpa even if not metric, i.e. for Mirage flights
-- @field #boolean TransmitOnlyWithPlayers For SRS - If true, only transmit if there are alive Players. -- @field #boolean TransmitOnlyWithPlayers For SRS - If true, only transmit if there are alive Players.
-- @field #string SRSText Text of the complete SRS message (if done at least once, else nil)
-- @field #boolean ATISforFARPs Will be set to true if the base given is a FARP/Helipad
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- *It is a very sad thing that nowadays there is so little useless information.* - Oscar Wilde --- *It is a very sad thing that nowadays there is so little useless information.* - Oscar Wilde
@@ -268,6 +270,8 @@
-- Unfortunately, it is not possible to determine the duration of the complete transmission. So once the transmission is finished, there might be some radio silence before -- Unfortunately, it is not possible to determine the duration of the complete transmission. So once the transmission is finished, there might be some radio silence before
-- the next iteration begins. You can fine tune the time interval between transmissions with the @{#ATIS.SetQueueUpdateTime}() function. The default interval is 90 seconds. -- the next iteration begins. You can fine tune the time interval between transmissions with the @{#ATIS.SetQueueUpdateTime}() function. The default interval is 90 seconds.
-- --
-- An SRS Setup-Guide can be found here: [Moose TTS Setup Guide](https://github.com/FlightControl-Master/MOOSE_GUIDES/blob/master/documents/Moose%20TTS%20Setup%20Guide.pdf)
--
-- # Examples -- # Examples
-- --
-- ## Caucasus: Batumi -- ## Caucasus: Batumi
@@ -307,6 +311,19 @@
-- --
-- This uses a male voice with US accent. It requires SRS to be installed in the `D:\DCS\_SRS\` directory. Not that backslashes need to be escaped or simply use slashes (as in linux). -- This uses a male voice with US accent. It requires SRS to be installed in the `D:\DCS\_SRS\` directory. Not that backslashes need to be escaped or simply use slashes (as in linux).
-- --
-- ## FARPS
--
-- ATIS is working with FARPS, but this requires the usage of SRS. The airbase name for the `New()-method` is the UNIT name of the FARP:
--
-- atis = ATIS:New("FARP Gold",119,radio.modulation.AM)
-- atis:SetMetricUnits()
-- atis:SetTransmitOnlyWithPlayers(true)
-- atis:SetReportmBar(true)
-- atis:SetTowerFrequencies(127.50)
-- atis:SetSRS("D:\\DCS\\_SRS\\", "male", "en-US",nil,5002)
-- atis:SetAdditionalInformation("Welcome to the Jungle!")
-- atis:__Start(3)
--
-- @field #ATIS -- @field #ATIS
ATIS = { ATIS = {
ClassName = "ATIS", ClassName = "ATIS",
@@ -348,6 +365,7 @@ ATIS = {
relHumidity = nil, relHumidity = nil,
ReportmBar = false, ReportmBar = false,
TransmitOnlyWithPlayers = false, TransmitOnlyWithPlayers = false,
ATISforFARPs = false,
} }
--- NATO alphabet. --- NATO alphabet.
@@ -590,7 +608,7 @@ _ATIS = {}
--- ATIS class version. --- ATIS class version.
-- @field #string version -- @field #string version
ATIS.version = "0.9.10" ATIS.version = "0.9.14"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -616,7 +634,7 @@ ATIS.version = "0.9.10"
-- Constructor -- Constructor
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new ATIS class object for a specific aircraft carrier unit. --- Create a new ATIS class object for a specific airbase.
-- @param #ATIS self -- @param #ATIS self
-- @param #string AirbaseName Name of the airbase. -- @param #string AirbaseName Name of the airbase.
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. -- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz.
@@ -878,6 +896,13 @@ function ATIS:SetMapMarks( switch )
return self return self
end end
--- Return the complete SRS Text block, if at least generated once. Else nil.
-- @param #ATIS self
-- @return #string SRSText
function ATIS:GetSRSText()
return self.SRSText
end
--- Set magnetic runway headings as depicted on the runway, *e.g.* "13" for 130° or "25L" for the left runway with magnetic heading 250°. --- Set magnetic runway headings as depicted on the runway, *e.g.* "13" for 130° or "25L" for the left runway with magnetic heading 250°.
-- @param #ATIS self -- @param #ATIS self
-- @param #table headings Magnetic headings. Inverse (-180°) headings are added automatically. You only need to specify one heading per runway direction. "L"eft and "R" right can also be appended. -- @param #table headings Magnetic headings. Inverse (-180°) headings are added automatically. You only need to specify one heading per runway direction. "L"eft and "R" right can also be appended.
@@ -1039,7 +1064,7 @@ end
-- --
-- * 186° on the Caucaus map -- * 186° on the Caucaus map
-- * 192° on the Nevada map -- * 192° on the Nevada map
-- * 170° on the Normany map -- * 170° on the Normandy map
-- * 182° on the Persian Gulf map -- * 182° on the Persian Gulf map
-- --
-- Likewise, to convert *true* into *magnetic* heading, one has to substract easterly and add westerly variation. -- Likewise, to convert *true* into *magnetic* heading, one has to substract easterly and add westerly variation.
@@ -1247,11 +1272,18 @@ end
function ATIS:onafterStart( From, Event, To ) function ATIS:onafterStart( From, Event, To )
-- Check that this is an airdrome. -- Check that this is an airdrome.
if self.airbase:GetAirbaseCategory() ~= Airbase.Category.AIRDROME then if self.airbase:GetAirbaseCategory() == Airbase.Category.SHIP then
self:E( self.lid .. string.format( "ERROR: Cannot start ATIS for airbase %s! Only AIRDROMES are supported but NOT FARPS or SHIPS.", self.airbasename ) ) self:E( self.lid .. string.format( "ERROR: Cannot start ATIS for airbase %s! Only AIRDROMES are supported but NOT SHIPS.", self.airbasename ) )
return return
end end
-- Check that if is a Helipad.
if self.airbase:GetAirbaseCategory() == Airbase.Category.HELIPAD then
self:E( self.lid .. string.format( "EXPERIMENTAL: Starting ATIS for Helipad %s! SRS must be ON", self.airbasename ) )
self.ATISforFARPs = true
self.useSRS = true
end
-- Info. -- Info.
self:I( self.lid .. string.format( "Starting ATIS v%s for airbase %s on %.3f MHz Modulation=%d", ATIS.version, self.airbasename, self.frequency, self.modulation ) ) self:I( self.lid .. string.format( "Starting ATIS v%s for airbase %s on %.3f MHz Modulation=%d", ATIS.version, self.airbasename, self.frequency, self.modulation ) )
@@ -1320,7 +1352,9 @@ function ATIS:onafterStatus( From, Event, To )
end end
self:T( self.lid .. text ) self:T( self.lid .. text )
if not self:Is("Stopped") then
self:__Status( -60 ) self:__Status( -60 )
end
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -1349,8 +1383,10 @@ function ATIS:onafterCheckQueue( From, Event, To )
end end
if not self:Is("Stopped") then
-- Check back in 5 seconds. -- Check back in 5 seconds.
self:__CheckQueue( -math.abs( self.dTQueueCheck ) ) self:__CheckQueue( -math.abs( self.dTQueueCheck ) )
end
end end
--- Broadcast ATIS radio message. --- Broadcast ATIS radio message.
@@ -1460,8 +1496,17 @@ function ATIS:onafterBroadcast( From, Event, To )
--- Runway --- --- Runway ---
-------------- --------------
local runwayLanding, rwyLandingLeft=self:GetActiveRunway()
local runwayTakeoff, rwyTakeoffLeft=self:GetActiveRunway(true) local runwayLanding, rwyLandingLeft
local runwayTakeoff, rwyTakeoffLeft
if self.airbase:GetAirbaseCategory() == Airbase.Category.HELIPAD then
runwayLanding, rwyLandingLeft="PAD 01",false
runwayTakeoff, rwyTakeoffLeft="PAD 02",false
else
runwayLanding, rwyLandingLeft=self:GetActiveRunway()
runwayTakeoff, rwyTakeoffLeft=self:GetActiveRunway(true)
end
------------ ------------
--- Time --- --- Time ---
@@ -1776,7 +1821,7 @@ function ATIS:onafterBroadcast( From, Event, To )
-- Airbase name -- Airbase name
subtitle = string.format( "%s", self.airbasename ) subtitle = string.format( "%s", self.airbasename )
if self.airbasename:find( "AFB" ) == nil and self.airbasename:find( "Airport" ) == nil and self.airbasename:find( "Airstrip" ) == nil and self.airbasename:find( "airfield" ) == nil and self.airbasename:find( "AB" ) == nil then if (not self.ATISforFARPs) and self.airbasename:find( "AFB" ) == nil and self.airbasename:find( "Airport" ) == nil and self.airbasename:find( "Airstrip" ) == nil and self.airbasename:find( "airfield" ) == nil and self.airbasename:find( "AB" ) == nil then
subtitle = subtitle .. " Airport" subtitle = subtitle .. " Airport"
end end
if not self.useSRS then if not self.useSRS then
@@ -1851,8 +1896,6 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
--self:I("Line 1811")
--self:I(alltext)
-- Visibility -- Visibility
if self.metric then if self.metric then
@@ -1870,8 +1913,6 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
--self:I("Line 1830")
--self:I(alltext)
subtitle = "" subtitle = ""
-- Weather phenomena -- Weather phenomena
@@ -1973,10 +2014,8 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
end end
end end
--self:I("Line 1932")
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
--self:I(alltext)
subtitle = "" subtitle = ""
-- Temperature -- Temperature
if self.TDegF then if self.TDegF then
@@ -2005,9 +2044,7 @@ function ATIS:onafterBroadcast( From, Event, To )
self:Transmission( ATIS.Sound.DegreesCelsius, 0.2 ) self:Transmission( ATIS.Sound.DegreesCelsius, 0.2 )
end end
end end
--self:I("Line 1962")
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
--self:I(alltext)
-- Dew point -- Dew point
if self.TDegF then if self.TDegF then
@@ -2036,8 +2073,6 @@ function ATIS:onafterBroadcast( From, Event, To )
self:Transmission( ATIS.Sound.DegreesCelsius, 0.2 ) self:Transmission( ATIS.Sound.DegreesCelsius, 0.2 )
end end
end end
--self:I("Line 1992")
--self:I(alltext)
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
-- Altimeter QNH/QFE. -- Altimeter QNH/QFE.
@@ -2103,10 +2138,9 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
end end
end end
--self:I("Line 2049")
--self:I(alltext)
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
if not self.ATISforFARPs then
-- Active runway. -- Active runway.
local subtitle=string.format("Active runway %s", runwayLanding) local subtitle=string.format("Active runway %s", runwayLanding)
if rwyLandingLeft==true then if rwyLandingLeft==true then
@@ -2165,7 +2199,7 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
end end
end
-- Airfield elevation -- Airfield elevation
if self.elevation then if self.elevation then
@@ -2232,9 +2266,7 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
-- ILS -- ILS
--self:I({ils=self.ils})
local ils=self:GetNavPoint(self.ils, runwayLanding, rwyLandingLeft) local ils=self:GetNavPoint(self.ils, runwayLanding, rwyLandingLeft)
--self:I({ils=ils,runwayLanding=runwayLanding, rwyLandingLeft=rwyLandingLeft})
if ils then if ils then
subtitle = string.format( "ILS frequency %.2f MHz", ils.frequency ) subtitle = string.format( "ILS frequency %.2f MHz", ils.frequency )
if not self.useSRS then if not self.useSRS then
@@ -2249,7 +2281,6 @@ function ATIS:onafterBroadcast( From, Event, To )
self:Transmission( ATIS.Sound.MegaHertz, 0.2 ) self:Transmission( ATIS.Sound.MegaHertz, 0.2 )
end end
alltext = alltext .. ";\n" .. subtitle alltext = alltext .. ";\n" .. subtitle
--self:I(alltext)
end end
-- Outer NDB -- Outer NDB
@@ -2385,6 +2416,8 @@ function ATIS:onafterReport( From, Event, To, Text )
local text = string.gsub( text, "mmHg", "millimeters of Mercury" ) local text = string.gsub( text, "mmHg", "millimeters of Mercury" )
local text = string.gsub( text, "hPa", "hectopascals" ) local text = string.gsub( text, "hPa", "hectopascals" )
local text = string.gsub( text, "m/s", "meters per second" ) local text = string.gsub( text, "m/s", "meters per second" )
local text = string.gsub( text, "TACAN", "tackan" )
local text = string.gsub( text, "FARP", "farp" )
-- Replace ";" by "." -- Replace ";" by "."
local text = string.gsub( text, ";", " . " ) local text = string.gsub( text, ";", " . " )
@@ -2396,6 +2429,7 @@ function ATIS:onafterReport( From, Event, To, Text )
local duration = STTS.getSpeechTime(text,0.95) local duration = STTS.getSpeechTime(text,0.95)
self.msrsQ:NewTransmission(text,duration,self.msrs,nil,2) self.msrsQ:NewTransmission(text,duration,self.msrs,nil,2)
--self.msrs:PlayText( text ) --self.msrs:PlayText( text )
self.SRSText = text
end end
+72 -14
View File
@@ -32,20 +32,21 @@
-- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_(CVN-73\)) (CVN-73) [Super Carrier Module] -- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_(CVN-73\)) (CVN-73) [Super Carrier Module]
-- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module] -- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module]
-- * [USS Forrestal](https://en.wikipedia.org/wiki/USS_Forrestal_(CV-59\)) (CV-59) [Heatblur Carrier Module] -- * [USS Forrestal](https://en.wikipedia.org/wiki/USS_Forrestal_(CV-59\)) (CV-59) [Heatblur Carrier Module]
-- * [HMS Hermes](https://en.wikipedia.org/wiki/HMS_Hermes_(R12\)) (R12) [**WIP**] -- * [HMS Hermes](https://en.wikipedia.org/wiki/HMS_Hermes_(R12\)) (R12)
-- * [HMS Invincible](https://en.wikipedia.org/wiki/HMS_Invincible_(R05\)) (R05) [**WIP**] -- * [HMS Invincible](https://en.wikipedia.org/wiki/HMS_Invincible_(R05\)) (R05)
-- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_(LHA-1\)) (LHA-1) [**WIP**] -- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_(LHA-1\)) (LHA-1)
-- * [USS America](https://en.wikipedia.org/wiki/USS_America_(LHA-6\)) (LHA-6) [**WIP**] -- * [USS America](https://en.wikipedia.org/wiki/USS_America_(LHA-6\)) (LHA-6)
-- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61) [**WIP**] -- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61)
-- * [HMAS Canberra](https://en.wikipedia.org/wiki/HMAS_Canberra_(L02\)) (L02) [**WIP**] -- * [HMAS Canberra](https://en.wikipedia.org/wiki/HMAS_Canberra_(L02\)) (L02)
-- --
-- **Supported Aircraft:** -- **Supported Aircraft:**
-- --
-- * [F/A-18C Hornet Lot 20](https://forums.eagle.ru/forumdisplay.php?f=557) (Player & AI) -- * [F/A-18C Hornet Lot 20](https://forums.eagle.ru/forumdisplay.php?f=557) (Player & AI)
-- * [F-14A/B Tomcat](https://forums.eagle.ru/forumdisplay.php?f=395) (Player & AI) -- * [F-14A/B Tomcat](https://forums.eagle.ru/forumdisplay.php?f=395) (Player & AI)
-- * [A-4E Skyhawk Community Mod](https://forums.eagle.ru/showthread.php?t=224989) (Player & AI) -- * [A-4E Skyhawk Community Mod](https://forums.eagle.ru/showthread.php?t=224989) (Player & AI)
-- * [AV-8B N/A Harrier](https://forums.eagle.ru/forumdisplay.php?f=555) (Player & AI) [**WIP**] -- * [AV-8B N/A Harrier](https://forums.eagle.ru/forumdisplay.php?f=555) (Player & AI)
-- * [T-45C Goshawk](https://www.vnao-cvw-7.com/t-45-goshawk) (VNAO)(Player & AI) [**WIP**] -- * [T-45C Goshawk](https://www.vnao-cvw-7.com/t-45-goshawk) (VNAO mod) (Player & AI)
-- * [FE/A-18E/F/G Superhornet](https://forum.dcs.world/topic/316971-cjs-super-hornet-community-mod-v20-official-thread/) (CJS mod) (Player & AI)
-- * F/A-18C Hornet (AI) -- * F/A-18C Hornet (AI)
-- * F-14A Tomcat (AI) -- * F-14A Tomcat (AI)
-- * E-2D Hawkeye (AI) -- * E-2D Hawkeye (AI)
@@ -1278,7 +1279,10 @@ AIRBOSS = {
-- @field #string S3BTANKER Lockheed S-3B Viking tanker. -- @field #string S3BTANKER Lockheed S-3B Viking tanker.
-- @field #string E2D Grumman E-2D Hawkeye AWACS. -- @field #string E2D Grumman E-2D Hawkeye AWACS.
-- @field #string C2A Grumman C-2A Greyhound from Military Aircraft Mod. -- @field #string C2A Grumman C-2A Greyhound from Military Aircraft Mod.
-- @field #string T45C T-45C by VNAO -- @field #string T45C T-45C by VNAO.
-- @field #string RHINOE F/A-18E Superhornet (mod).
-- @field #string RHINOF F/A-18F Superhornet (mod).
-- @field #string GROWLER FEA-18G Superhornet (mod).
AIRBOSS.AircraftCarrier={ AIRBOSS.AircraftCarrier={
AV8B="AV8BNA", AV8B="AV8BNA",
HORNET="FA-18C_hornet", HORNET="FA-18C_hornet",
@@ -1292,6 +1296,9 @@ AIRBOSS.AircraftCarrier={
S3BTANKER="S-3B Tanker", S3BTANKER="S-3B Tanker",
E2D="E-2C", E2D="E-2C",
C2A="C2A_Greyhound", C2A="C2A_Greyhound",
RHINOE="FA-18E",
RHINOF="FA-18F",
GROWLER="EA-18G",
} }
--- Carrier types. --- Carrier types.
@@ -1302,7 +1309,7 @@ AIRBOSS.AircraftCarrier={
-- @field #string STENNIS USS John C. Stennis (CVN-74) -- @field #string STENNIS USS John C. Stennis (CVN-74)
-- @field #string TRUMAN USS Harry S. Truman (CVN-75) [Super Carrier Module] -- @field #string TRUMAN USS Harry S. Truman (CVN-75) [Super Carrier Module]
-- @field #string FORRESTAL USS Forrestal (CV-59) [Heatblur Carrier Module] -- @field #string FORRESTAL USS Forrestal (CV-59) [Heatblur Carrier Module]
-- @field #string VINSON USS Carl Vinson (CVN-70) [Obsolete] -- @field #string VINSON USS Carl Vinson (CVN-70) [Deprecated!]
-- @field #string HERMES HMS Hermes (R12) [V/STOL Carrier] -- @field #string HERMES HMS Hermes (R12) [V/STOL Carrier]
-- @field #string INVINCIBLE HMS Invincible (R05) [V/STOL Carrier] -- @field #string INVINCIBLE HMS Invincible (R05) [V/STOL Carrier]
-- @field #string TARAWA USS Tarawa (LHA-1) [V/STOL Carrier] -- @field #string TARAWA USS Tarawa (LHA-1) [V/STOL Carrier]
@@ -5178,6 +5185,9 @@ function AIRBOSS:_GetAircraftAoA( playerData )
-- Get AC type. -- Get AC type.
local hornet = playerData.actype == AIRBOSS.AircraftCarrier.HORNET local hornet = playerData.actype == AIRBOSS.AircraftCarrier.HORNET
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER
local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C
local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC
local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B
@@ -5341,6 +5351,9 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
-- Get AC type. -- Get AC type.
local hornet = playerData.actype == AIRBOSS.AircraftCarrier.HORNET local hornet = playerData.actype == AIRBOSS.AircraftCarrier.HORNET
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER
local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B
local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B
@@ -6251,6 +6264,9 @@ function AIRBOSS:_RefuelAI( flight )
actype==AIRBOSS.AircraftCarrier.F14B or actype==AIRBOSS.AircraftCarrier.F14B or
actype==AIRBOSS.AircraftCarrier.F14A_AI or actype==AIRBOSS.AircraftCarrier.F14A_AI or
actype==AIRBOSS.AircraftCarrier.HORNET or actype==AIRBOSS.AircraftCarrier.HORNET or
actype==AIRBOSS.AircraftCarrier.RHINOE or
actype==AIRBOSS.AircraftCarrier.RHINOF or
actype==AIRBOSS.AircraftCarrier.GROWLER or
actype==AIRBOSS.AircraftCarrier.FA18C or actype==AIRBOSS.AircraftCarrier.FA18C or
actype==AIRBOSS.AircraftCarrier.S3B or actype==AIRBOSS.AircraftCarrier.S3B or
actype==AIRBOSS.AircraftCarrier.S3BTANKER then actype==AIRBOSS.AircraftCarrier.S3BTANKER then
@@ -6348,7 +6364,11 @@ function AIRBOSS:_LandAI( flight )
-- Aircraft speed when flying the pattern. -- Aircraft speed when flying the pattern.
local Speed = UTILS.KnotsToKmph( 200 ) local Speed = UTILS.KnotsToKmph( 200 )
if flight.actype == AIRBOSS.AircraftCarrier.HORNET or flight.actype == AIRBOSS.AircraftCarrier.FA18C then if flight.actype == AIRBOSS.AircraftCarrier.HORNET
or flight.actype == AIRBOSS.AircraftCarrier.FA18C
or flight.actype == AIRBOSS.AircraftCarrier.RHINOE
or flight.actype == AIRBOSS.AircraftCarrier.RHINOF
or flight.actype == AIRBOSS.AircraftCarrier.GROWLER then
Speed = UTILS.KnotsToKmph( 200 ) Speed = UTILS.KnotsToKmph( 200 )
elseif flight.actype == AIRBOSS.AircraftCarrier.E2D then elseif flight.actype == AIRBOSS.AircraftCarrier.E2D then
Speed = UTILS.KnotsToKmph( 150 ) Speed = UTILS.KnotsToKmph( 150 )
@@ -9172,7 +9192,13 @@ function AIRBOSS:_DirtyUp( playerData )
self:_PlayerHint( playerData ) self:_PlayerHint( playerData )
-- Radio call "Say/Fly needles". Delayed by 10/15 seconds. -- Radio call "Say/Fly needles". Delayed by 10/15 seconds.
if playerData.actype == AIRBOSS.AircraftCarrier.HORNET or playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B then if playerData.actype == AIRBOSS.AircraftCarrier.HORNET
or playerData.actype == AIRBOSS.AircraftCarrier.F14A
or playerData.actype == AIRBOSS.AircraftCarrier.F14B
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER
then
local callsay = self:_NewRadioCall( self.MarshalCall.SAYNEEDLES, nil, nil, 5, playerData.onboard ) local callsay = self:_NewRadioCall( self.MarshalCall.SAYNEEDLES, nil, nil, 5, playerData.onboard )
local callfly = self:_NewRadioCall( self.MarshalCall.FLYNEEDLES, nil, nil, 5, playerData.onboard ) local callfly = self:_NewRadioCall( self.MarshalCall.FLYNEEDLES, nil, nil, 5, playerData.onboard )
self:RadioTransmission( self.MarshalRadio, callsay, false, 55, nil, true ) self:RadioTransmission( self.MarshalRadio, callsay, false, 55, nil, true )
@@ -10154,6 +10180,28 @@ function AIRBOSS:_GetSternCoord()
return self.sterncoord return self.sterncoord
end end
--- Get wire from draw argument.
-- @param #AIRBOSS self
-- @param Core.Point#COORDINATE Lcoord Landing position.
-- @return #number Trapped wire (1-4) or 99 if no wire was trapped.
function AIRBOSS:_GetWireFromDrawArg()
local wireArgs={}
wireArgs[1]=141
wireArgs[2]=142
wireArgs[3]=143
wireArgs[4]=144
for wire,drawArg in pairs(wireArgs) do
local value=self.carrier:GetDrawArgumentValue(drawArg)
if math.abs(value)>0.001 then
return wire
end
end
return 99
end
--- Get wire from landing position. --- Get wire from landing position.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param Core.Point#COORDINATE Lcoord Landing position. -- @param Core.Point#COORDINATE Lcoord Landing position.
@@ -10263,7 +10311,10 @@ function AIRBOSS:_Trapped( playerData )
-- Get current wire (estimate). This now based on the position where the player comes to a standstill which should reflect the trapped wire better. -- Get current wire (estimate). This now based on the position where the player comes to a standstill which should reflect the trapped wire better.
local dcorr = 100 local dcorr = 100
if playerData.actype == AIRBOSS.AircraftCarrier.HORNET then if playerData.actype == AIRBOSS.AircraftCarrier.HORNET
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER then
dcorr = 100 dcorr = 100
elseif playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B then elseif playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B then
-- TODO: Check Tomcat. -- TODO: Check Tomcat.
@@ -12463,7 +12514,10 @@ function AIRBOSS:_PlayerHint( playerData, delay, soundoff )
if playerData.step == AIRBOSS.PatternStep.BULLSEYE then if playerData.step == AIRBOSS.PatternStep.BULLSEYE then
-- Hint follow the needles. -- Hint follow the needles.
if playerData.difficulty == AIRBOSS.Difficulty.EASY then if playerData.difficulty == AIRBOSS.Difficulty.EASY then
if playerData.actype == AIRBOSS.AircraftCarrier.HORNET then if playerData.actype == AIRBOSS.AircraftCarrier.HORNET
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER then
hint = hint .. string.format( "\nIntercept glideslope and follow the needles." ) hint = hint .. string.format( "\nIntercept glideslope and follow the needles." )
else else
hint = hint .. string.format( "\nIntercept glideslope." ) hint = hint .. string.format( "\nIntercept glideslope." )
@@ -13957,6 +14011,10 @@ function AIRBOSS:_GetACNickname( actype )
nickname = "Tomcat" nickname = "Tomcat"
elseif actype == AIRBOSS.AircraftCarrier.FA18C or actype == AIRBOSS.AircraftCarrier.HORNET then elseif actype == AIRBOSS.AircraftCarrier.FA18C or actype == AIRBOSS.AircraftCarrier.HORNET then
nickname = "Hornet" nickname = "Hornet"
elseif actype == AIRBOSS.AircraftCarrier.RHINOE or actype == AIRBOSS.AircraftCarrier.RHINOF then
nickname = "Rhino"
elseif actype == AIRBOSS.AircraftCarrier.GROWLER then
nickname = "Growler"
elseif actype == AIRBOSS.AircraftCarrier.S3B or actype == AIRBOSS.AircraftCarrier.S3BTANKER then elseif actype == AIRBOSS.AircraftCarrier.S3B or actype == AIRBOSS.AircraftCarrier.S3BTANKER then
nickname = "Viking" nickname = "Viking"
end end
+328 -11
View File
@@ -26,11 +26,11 @@
-- --
-- === -- ===
-- --
-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing) -- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), The Chosen One (Persistence)
-- @module Ops.CSAR -- @module Ops.CSAR
-- @image OPS_CSAR.jpg -- @image OPS_CSAR.jpg
-- Date: October 2022 -- Date: January 2023
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM --- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -114,6 +114,7 @@
-- mycsar.countryneutral = country.id.UN_PEACEKEEPERS -- mycsar.countryneutral = country.id.UN_PEACEKEEPERS
-- mycsar.topmenuname = "CSAR" -- set the menu entry name -- mycsar.topmenuname = "CSAR" -- set the menu entry name
-- mycsar.ADFRadioPwr = 1000 -- ADF Beacons sending with 1KW as default -- mycsar.ADFRadioPwr = 1000 -- ADF Beacons sending with 1KW as default
-- mycsar.PilotWeight = 80 -- Loaded pilots weigh 80kgs each
-- --
-- ## 2.1 Experimental Features -- ## 2.1 Experimental Features
-- --
@@ -197,6 +198,26 @@
-- --Create a casualty and CASEVAC request from a "Point" (VEC2) for the blue coalition --shagrat -- --Create a casualty and CASEVAC request from a "Point" (VEC2) for the blue coalition --shagrat
-- my_csar:SpawnCASEVAC(Point, coalition.side.BLUE) -- my_csar:SpawnCASEVAC(Point, coalition.side.BLUE)
-- --
-- ## 6. Save and load downed pilots - Persistance
--
-- You can save and later load back downed pilots to make your mission persistent.
-- For this to work, you need to de-sanitize **io** and **lfs** in your MissionScripting.lua, which is located in your DCS installtion folder under Scripts.
-- There is a risk involved in doing that; if you do not know what that means, this is possibly not for you.
--
-- Use the following options to manage your saves:
--
-- mycsar.enableLoadSave = true -- allow auto-saving and loading of files
-- mycsar.saveinterval = 600 -- save every 10 minutes
-- mycsar.filename = "missionsave.csv" -- example filename
-- mycsar.filepath = "C:\\Users\\myname\\Saved Games\\DCS\Missions\\MyMission" -- example path
--
-- Then use an initial load at the beginning of your mission:
--
-- mycsar:__Load(10)
--
-- **Caveat:**
-- Dropped troop noMessage and forcedesc parameters aren't saved.
--
-- @field #CSAR -- @field #CSAR
CSAR = { CSAR = {
ClassName = "CSAR", ClassName = "CSAR",
@@ -233,6 +254,7 @@ CSAR = {
allheligroupset = nil, allheligroupset = nil,
topmenuname = "CSAR", topmenuname = "CSAR",
ADFRadioPwr = 1000, ADFRadioPwr = 1000,
PilotWeight = 80,
} }
--- Downed pilots info. --- Downed pilots info.
@@ -270,7 +292,7 @@ CSAR.AircraftType["Bronco-OV-10A"] = 2
--- CSAR class version. --- CSAR class version.
-- @field #string version -- @field #string version
CSAR.version="1.0.15" CSAR.version="1.0.17"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@@ -278,7 +300,7 @@ CSAR.version="1.0.15"
-- DONE: SRS Integration (to be tested) -- DONE: SRS Integration (to be tested)
-- TODO: Maybe - add option to smoke/flare closest MASH -- TODO: Maybe - add option to smoke/flare closest MASH
-- TODO: shagrat Add cargoWeight to helicopter when pilot boarded -- DONE: shagrat Add cargoWeight to helicopter when pilot boarded
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor -- Constructor
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -294,6 +316,8 @@ function CSAR:New(Coalition, Template, Alias)
-- Inherit everything from FSM class. -- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #CSAR local self=BASE:Inherit(self, FSM:New()) -- #CSAR
BASE:T({Coalition, Prefixes, Alias})
--set Coalition --set Coalition
if Coalition and type(Coalition)=="string" then if Coalition and type(Coalition)=="string" then
if Coalition=="blue" then if Coalition=="blue" then
@@ -344,6 +368,8 @@ function CSAR:New(Coalition, Template, Alias)
self:AddTransition("*", "Returning", "*") -- CSAR able to return to base. self:AddTransition("*", "Returning", "*") -- CSAR able to return to base.
self:AddTransition("*", "Rescued", "*") -- Pilot at MASH. self:AddTransition("*", "Rescued", "*") -- Pilot at MASH.
self:AddTransition("*", "KIA", "*") -- Pilot killed in action. self:AddTransition("*", "KIA", "*") -- Pilot killed in action.
self:AddTransition("*", "Load", "*") -- CSAR load event.
self:AddTransition("*", "Save", "*") -- CSAR save event.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM. self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
-- tables, mainly for tracking actions -- tables, mainly for tracking actions
@@ -418,11 +444,14 @@ function CSAR:New(Coalition, Template, Alias)
self.wetfeettemplate = nil self.wetfeettemplate = nil
self.usewetfeet = false self.usewetfeet = false
-- added 0.1.8 -- added 1.0.15
self.allowbronco = false -- set to true to use the Bronco mod as a CSAR plane self.allowbronco = false -- set to true to use the Bronco mod as a CSAR plane
self.ADFRadioPwr = 1000 self.ADFRadioPwr = 1000
-- added 1.0.16
self.PilotWeight = 80
-- WARNING - here\'ll be dragons -- WARNING - here\'ll be dragons
-- for this to work you need to de-sanitize your mission environment in <DCS root>\Scripts\MissionScripting.lua -- for this to work you need to de-sanitize your mission environment in <DCS root>\Scripts\MissionScripting.lua
-- needs SRS => 1.9.6 to work (works on the *server* side) -- needs SRS => 1.9.6 to work (works on the *server* side)
@@ -437,6 +466,14 @@ function CSAR:New(Coalition, Template, Alias)
self.SRSVolume = 1.0 -- volume 0.0 to 1.0 self.SRSVolume = 1.0 -- volume 0.0 to 1.0
self.SRSGender = "male" -- male or female self.SRSGender = "male" -- male or female
local AliaS = string.gsub(self.alias," ","_")
self.filename = string.format("CSAR_%s_Persist.csv",AliaS)
-- load and save downed pilots
self.enableLoadSave = false
self.filepath = nil
self.saveinterval = 600
------------------------ ------------------------
--- Pseudo Functions --- --- Pseudo Functions ---
------------------------ ------------------------
@@ -466,6 +503,24 @@ function CSAR:New(Coalition, Template, Alias)
-- @function [parent=#CSAR] __Status -- @function [parent=#CSAR] __Status
-- @param #CSAR self -- @param #CSAR self
-- @param #number delay Delay in seconds. -- @param #number delay Delay in seconds.
--
-- --- Triggers the FSM event "Load".
-- @function [parent=#CSAR] Load
-- @param #CSAR self
--- Triggers the FSM event "Load" after a delay.
-- @function [parent=#CSAR] __Load
-- @param #CSAR self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Save".
-- @function [parent=#CSAR] Load
-- @param #CSAR self
--- Triggers the FSM event "Save" after a delay.
-- @function [parent=#CSAR] __Save
-- @param #CSAR self
-- @param #number delay Delay in seconds.
--- On After "PilotDown" event. Downed Pilot detected. --- On After "PilotDown" event. Downed Pilot detected.
-- @function [parent=#CSAR] OnAfterPilotDown -- @function [parent=#CSAR] OnAfterPilotDown
@@ -533,6 +588,24 @@ function CSAR:New(Coalition, Template, Alias)
-- @param #string To To state. -- @param #string To To state.
-- @param #string Pilotname Name of the pilot KIA. -- @param #string Pilotname Name of the pilot KIA.
--- FSM Function OnAfterLoad.
-- @function [parent=#CSAR] OnAfterLoad
-- @param #CSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path (Optional) Path where the file is located. Default is the DCS root installation folder or your "Saved Games\\DCS" folder if the lfs module is desanitized.
-- @param #string filename (Optional) File name for loading. Default is "CSAR_<alias>_Persist.csv".
--- FSM Function OnAfterSave.
-- @function [parent=#CSAR] OnAfterSave
-- @param #CSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path (Optional) Path where the file is saved. Default is the DCS root installation folder or your "Saved Games\\DCS" folder if the lfs module is desanitized.
-- @param #string filename (Optional) File name for saving. Default is "CSAR_<alias>_Persist.csv".
return self return self
end end
@@ -845,7 +918,7 @@ end
--- (Internal) Function to add a CSAR object into the scene at a Point coordinate (VEC_2). For mission designers wanting to add e.g. casualties to the scene, that don't use beacons. --- (Internal) Function to add a CSAR object into the scene at a Point coordinate (VEC_2). For mission designers wanting to add e.g. casualties to the scene, that don't use beacons.
-- @param #CSAR self -- @param #CSAR self
-- @param #string _Point a POINT_VEC2. -- @param Core.Point#COORDINATE _Point
-- @param #number _coalition Coalition. -- @param #number _coalition Coalition.
-- @param #string _description (optional) Description. -- @param #string _description (optional) Description.
-- @param #boolean _nomessage (optional) If true, don\'t send a message to SAR. -- @param #boolean _nomessage (optional) If true, don\'t send a message to SAR.
@@ -878,7 +951,7 @@ end
--- Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene. --- Function to add a CSAR object into the scene at a zone coordinate. For mission designers wanting to add e.g. PoWs to the scene.
-- @param #CSAR self -- @param #CSAR self
-- @param #string Point a POINT_VEC2. -- @param Core.Point#COORDINATE Point
-- @param #number Coalition Coalition. -- @param #number Coalition Coalition.
-- @param #string Description (optional) Description. -- @param #string Description (optional) Description.
-- @param #boolean addBeacon (optional) yes or no. -- @param #boolean addBeacon (optional) yes or no.
@@ -888,8 +961,8 @@ end
-- @param #boolean Forcedesc (optional) Force to use the **description passed only** for the pilot track entry. Use to have fully custom names. -- @param #boolean Forcedesc (optional) Force to use the **description passed only** for the pilot track entry. Use to have fully custom names.
-- @usage If missions designers want to spawn downed pilots into the field, e.g. at mission begin, to give the helicopter guys work, they can do this like so: -- @usage If missions designers want to spawn downed pilots into the field, e.g. at mission begin, to give the helicopter guys work, they can do this like so:
-- --
-- -- Create casualty "CASEVAC" at Point #POINT_VEC2 for the blue coalition. -- -- Create casualty "CASEVAC" at coordinate Core.Point#COORDINATE for the blue coalition.
-- my_csar:SpawnCASEVAC( POINT_VEC2, coalition.side.BLUE ) -- my_csar:SpawnCASEVAC( coordinate, coalition.side.BLUE )
function CSAR:SpawnCASEVAC(Point, Coalition, Description, Nomessage, Unitname, Typename, Forcedesc) function CSAR:SpawnCASEVAC(Point, Coalition, Description, Nomessage, Unitname, Typename, Forcedesc)
self:_SpawnCASEVAC(Point, Coalition, Description, Nomessage, Unitname, Typename, Forcedesc) self:_SpawnCASEVAC(Point, Coalition, Description, Nomessage, Unitname, Typename, Forcedesc)
return self return self
@@ -1397,7 +1470,7 @@ end
-- @return #CSAR self -- @return #CSAR self
function CSAR:_UpdateUnitCargoMass(_heliName) function CSAR:_UpdateUnitCargoMass(_heliName)
self:T(self.lid .. " _UpdateUnitCargoMass") self:T(self.lid .. " _UpdateUnitCargoMass")
local calculatedMass = self:_PilotsOnboard(_heliName)*80 local calculatedMass = self:_PilotsOnboard(_heliName)*(self.PilotWeight or 80)
local Unit = UNIT:FindByName(_heliName) local Unit = UNIT:FindByName(_heliName)
if Unit then if Unit then
Unit:SetUnitInternalCargo(calculatedMass) Unit:SetUnitInternalCargo(calculatedMass)
@@ -2103,9 +2176,10 @@ function CSAR:_AddBeaconToGroup(_group, _freq)
local _radioUnit = _group:GetUnit(1) local _radioUnit = _group:GetUnit(1)
if _radioUnit then if _radioUnit then
local Frequency = _freq -- Freq in Hertz local Frequency = _freq -- Freq in Hertz
local name = _radioUnit:GetName()
local Sound = "l10n/DEFAULT/"..self.radioSound local Sound = "l10n/DEFAULT/"..self.radioSound
local vec3 = _radioUnit:GetVec3() or _radioUnit:GetPositionVec3() or {x=0,y=0,z=0} local vec3 = _radioUnit:GetVec3() or _radioUnit:GetPositionVec3() or {x=0,y=0,z=0}
trigger.action.radioTransmission(Sound, vec3, 0, false, Frequency, self.ADFRadioPwr or 1000) -- Beacon in MP only runs for exactly 30secs straight trigger.action.radioTransmission(Sound, vec3, 0, false, Frequency, self.ADFRadioPwr or 1000,name..math.random(1,10000)) -- Beacon in MP only runs for exactly 30secs straight
end end
end end
return self return self
@@ -2213,7 +2287,16 @@ function CSAR:onafterStart(From, Event, To)
self.msrs:SetLabel("CSAR") self.msrs:SetLabel("CSAR")
self.SRSQueue = MSRSQUEUE:New("CSAR") self.SRSQueue = MSRSQUEUE:New("CSAR")
end end
self:__Status(-10) self:__Status(-10)
if self.enableLoadSave then
local interval = self.saveinterval
local filename = self.filename
local filepath = self.filepath
self:__Save(interval,filepath,filename)
end
return self return self
end end
@@ -2446,6 +2529,240 @@ function CSAR:onbeforeLanded(From, Event, To, HeliName, Airbase)
self:T({From, Event, To, HeliName, Airbase}) self:T({From, Event, To, HeliName, Airbase})
return self return self
end end
--- On before "Save" event. Checks if io and lfs are available.
-- @param #CSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path (Optional) Path where the file is saved. Default is the DCS root installation folder or your "Saved Games\\DCS" folder if the lfs module is desanitized.
-- @param #string filename (Optional) File name for saving. Default is "CSAR_<alias>_Persist.csv".
function CSAR:onbeforeSave(From, Event, To, path, filename)
self:T({From, Event, To, path, filename})
if not self.enableLoadSave then
return self
end
-- Thanks to @FunkyFranky
-- Check io module is available.
if not io then
self:E(self.lid.."ERROR: io not desanitized. Can't save current state.")
return false
end
-- Check default path.
if path==nil and not lfs then
self:E(self.lid.."WARNING: lfs not desanitized. State will be saved in DCS installation root directory rather than your \"Saved Games\\DCS\" folder.")
end
return true
end
--- On after "Save" event. Player data is saved to file.
-- @param #CSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path Path where the file is saved. If nil, file is saved in the DCS root installtion directory or your "Saved Games" folder if lfs was desanitized.
-- @param #string filename (Optional) File name for saving. Default is Default is "CSAR_<alias>_Persist.csv".
function CSAR:onafterSave(From, Event, To, path, filename)
self:T({From, Event, To, path, filename})
-- Thanks to @FunkyFranky
if not self.enableLoadSave then
return self
end
--- Function that saves data to file
local function _savefile(filename, data)
local f = assert(io.open(filename, "wb"))
f:write(data)
f:close()
end
-- Set path or default.
if lfs then
path=self.filepath or lfs.writedir()
end
-- Set file name.
filename=filename or self.filename
-- Set path.
if path~=nil then
filename=path.."\\"..filename
end
local pilots = self.downedPilots
--local data = "LoadedData = {\n"
local data = "playerName,x,y,z,coalition,country,description,typeName,unitName,freq\n"
local n = 0
for _,_grp in pairs(pilots) do
local DownedPilot = _grp -- Wrapper.Group#GROUP
if DownedPilot and DownedPilot.alive then
-- get downed pilot data for saving
local playerName = DownedPilot.player
local group = DownedPilot.group
local coalition = group:GetCoalition()
local country = group:GetCountry()
local description = DownedPilot.desc
local typeName = DownedPilot.typename
local freq = DownedPilot.frequency
local location = group:GetVec3()
local unitName = DownedPilot.originalUnit
local txt = string.format("%s,%d,%d,%d,%s,%s,%s,%s,%s,%d\n",playerName,location.x,location.y,location.z,coalition,country,description,typeName,unitName,freq)
self:I(self.lid.."Saving to CSAR File: " .. txt)
data = data .. txt
end
end
_savefile(filename, data)
-- AutoSave
if self.enableLoadSave then
local interval = self.saveinterval
local filename = self.filename
local filepath = self.filepath
self:__Save(interval,filepath,filename)
end
return self
end
--- On before "Load" event. Checks if io and lfs and the file are available.
-- @param #CSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path (Optional) Path where the file is located. Default is the DCS root installation folder or your "Saved Games\\DCS" folder if the lfs module is desanitized.
-- @param #string filename (Optional) File name for loading. Default is "CSAR_<alias>_Persist.csv".
function CSAR:onbeforeLoad(From, Event, To, path, filename)
self:T({From, Event, To, path, filename})
if not self.enableLoadSave then
return self
end
--- Function that check if a file exists.
local function _fileexists(name)
local f=io.open(name,"r")
if f~=nil then
io.close(f)
return true
else
return false
end
end
-- Set file name and path
filename=filename or self.filename
path = path or self.filepath
-- Check io module is available.
if not io then
self:E(self.lid.."WARNING: io not desanitized. Cannot load file.")
return false
end
-- Check default path.
if path==nil and not lfs then
self:E(self.lid.."WARNING: lfs not desanitized. State will be saved in DCS installation root directory rather than your \"Saved Games\\DCS\" folder.")
end
-- Set path or default.
if lfs then
path=path or lfs.writedir()
end
-- Set path.
if path~=nil then
filename=path.."\\"..filename
end
-- Check if file exists.
local exists=_fileexists(filename)
if exists then
return true
else
self:E(self.lid..string.format("WARNING: State file %s might not exist.", filename))
return false
--return self
end
end
--- On after "Load" event. Loads dropped units from file.
-- @param #CSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path (Optional) Path where the file is located. Default is the DCS root installation folder or your "Saved Games\\DCS" folder if the lfs module is desanitized.
-- @param #string filename (Optional) File name for loading. Default is "CSAR_<alias>_Persist.csv".
function CSAR:onafterLoad(From, Event, To, path, filename)
self:T({From, Event, To, path, filename})
if not self.enableLoadSave then
return self
end
--- Function that loads data from a file.
local function _loadfile(filename)
local f=assert(io.open(filename, "rb"))
local data=f:read("*all")
f:close()
return data
end
-- Set file name and path
filename=filename or self.filename
path = path or self.filepath
-- Set path or default.
if lfs then
path=path or lfs.writedir()
end
-- Set path.
if path~=nil then
filename=path.."\\"..filename
end
-- Info message.
local text=string.format("Loading CSAR state from file %s", filename)
MESSAGE:New(text,10):ToAllIf(self.Debug)
self:I(self.lid..text)
local file=assert(io.open(filename, "rb"))
local loadeddata = {}
for line in file:lines() do
loadeddata[#loadeddata+1] = line
end
file:close()
-- remove header
table.remove(loadeddata, 1)
for _id,_entry in pairs (loadeddata) do
local dataset = UTILS.Split(_entry,",")
-- 1=playerName,2=x,3=y,4=z,5=coalition,6=country,7=description,8=typeName,9=unitName,10=freq\n
local playerName = dataset[1]
local vec3 = {}
vec3.x = tonumber(dataset[2])
vec3.y = tonumber(dataset[3])
vec3.z = tonumber(dataset[4])
local point = COORDINATE:NewFromVec3(vec3)
local coalition = tonumber(dataset[5])
local country = tonumber(dataset[6])
local description = dataset[7]
local typeName = dataset[8]
local unitName = dataset[9]
local freq = tonumber(dataset[10])
self:_AddCsar(coalition, country, point, typeName, unitName, playerName, freq, nil, description, nil)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- End Ops.CSAR -- End Ops.CSAR
-------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------------------------------------------------------------------------------------
File diff suppressed because it is too large Load Diff
@@ -198,7 +198,7 @@
-- The first parameter *callsignname* defines the name (1=Texaco, 2=Arco, 3=Shell). The second (optional) parameter specifies the first number and has to be between 1-9. -- The first parameter *callsignname* defines the name (1=Texaco, 2=Arco, 3=Shell). The second (optional) parameter specifies the first number and has to be between 1-9.
-- Also see [DCS_enum_callsigns](https://wiki.hoggitworld.com/view/DCS_enum_callsigns) and [DCS_command_setCallsign](https://wiki.hoggitworld.com/view/DCS_command_setCallsign). -- Also see [DCS_enum_callsigns](https://wiki.hoggitworld.com/view/DCS_enum_callsigns) and [DCS_command_setCallsign](https://wiki.hoggitworld.com/view/DCS_command_setCallsign).
-- --
-- TexacoStennis:SetCAllsign(CALLSIGN.Tanker.Arco) -- TexacoStennis:SetCallsign(CALLSIGN.Tanker.Arco)
-- --
-- For convenience, MOOSE has a CALLSIGN enumerator introduced. -- For convenience, MOOSE has a CALLSIGN enumerator introduced.
-- --
@@ -512,7 +512,7 @@ function COMMANDCENTER:AssignTask( TaskGroup )
if Task then if Task then
self:I( "Assigning task " .. Task:GetName() .. " using auto assign method " .. self.AutoAssignMethod .. " to " .. TaskGroup:GetName() .. " with task priority " .. AssignPriority ) self:T( "Assigning task " .. Task:GetName() .. " using auto assign method " .. self.AutoAssignMethod .. " to " .. TaskGroup:GetName() .. " with task priority " .. AssignPriority )
if not self.AutoAcceptTasks == true then if not self.AutoAcceptTasks == true then
Task:SetAutoAssignMethod( ACT_ASSIGN_MENU_ACCEPT:New( Task.TaskBriefing ) ) Task:SetAutoAssignMethod( ACT_ASSIGN_MENU_ACCEPT:New( Task.TaskBriefing ) )
+4 -4
View File
@@ -413,7 +413,7 @@ end
-- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission. -- @param Wrapper.Group#GROUP PlayerGroup The GROUP of the player joining the Mission.
-- @return #boolean true if Unit is part of a Task in the Mission. -- @return #boolean true if Unit is part of a Task in the Mission.
function MISSION:JoinUnit( PlayerUnit, PlayerGroup ) function MISSION:JoinUnit( PlayerUnit, PlayerGroup )
self:I( { Mission = self:GetName(), PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } ) self:T( { Mission = self:GetName(), PlayerUnit = PlayerUnit, PlayerGroup = PlayerGroup } )
local PlayerUnitAdded = false local PlayerUnitAdded = false
@@ -571,7 +571,7 @@ do -- Group Assignment
local MissionGroupName = MissionGroup:GetName() local MissionGroupName = MissionGroup:GetName()
self.AssignedGroups[MissionGroupName] = MissionGroup self.AssignedGroups[MissionGroupName] = MissionGroup
self:I( string.format( "Mission %s is assigned to %s", MissionName, MissionGroupName ) ) self:T( string.format( "Mission %s is assigned to %s", MissionName, MissionGroupName ) )
return self return self
end end
@@ -698,7 +698,7 @@ end
function MISSION:AddTask( Task ) function MISSION:AddTask( Task )
local TaskName = Task:GetTaskName() local TaskName = Task:GetTaskName()
self:I( { "==> Adding TASK ", MissionName = self:GetName(), TaskName = TaskName } ) self:T( { "==> Adding TASK ", MissionName = self:GetName(), TaskName = TaskName } )
self.Tasks[TaskName] = Task self.Tasks[TaskName] = Task
@@ -717,7 +717,7 @@ end
function MISSION:RemoveTask( Task ) function MISSION:RemoveTask( Task )
local TaskName = Task:GetTaskName() local TaskName = Task:GetTaskName()
self:I( { "<== Removing TASK ", MissionName = self:GetName(), TaskName = TaskName } ) self:T( { "<== Removing TASK ", MissionName = self:GetName(), TaskName = TaskName } )
self:F( TaskName ) self:F( TaskName )
self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 } self.Tasks[TaskName] = self.Tasks[TaskName] or { n = 0 }
@@ -489,6 +489,7 @@ ENUMS.ReportingName =
--Mosquito = "A-20", --Mosquito = "A-20",
Skyhawk = "A-4E", Skyhawk = "A-4E",
Viggen = "AJS37", Viggen = "AJS37",
Harrier_B = "AV8BNA",
Harrier = "AV-8B", Harrier = "AV-8B",
Spirit = "B-2", Spirit = "B-2",
Aviojet = "C-101", Aviojet = "C-101",
@@ -44,6 +44,7 @@ SOCKET = {
} }
--- Data type. This is the keyword the socket listener uses. --- Data type. This is the keyword the socket listener uses.
-- @type SOCKET.DataType
-- @field #string TEXT Plain text. -- @field #string TEXT Plain text.
-- @field #string BOMBRESULT Range bombing. -- @field #string BOMBRESULT Range bombing.
-- @field #string STRAFERESULT Range strafeing result. -- @field #string STRAFERESULT Range strafeing result.
+451 -43
View File
@@ -489,6 +489,31 @@ UTILS.hPa2inHg = function( hPa )
return hPa * 0.0295299830714 return hPa * 0.0295299830714
end end
--- Convert indicated airspeed (IAS) to true airspeed (TAS) for a given altitude above main sea level.
-- The conversion is based on the approximation that TAS is ~2% higher than IAS with every 1000 ft altitude above sea level.
-- @param #number ias Indicated air speed in any unit (m/s, km/h, knots, ...)
-- @param #number altitude Altitude above main sea level in meters.
-- @param #number oatcorr (Optional) Outside air temperature correction factor. Default 0.017.
-- @return #number True airspeed in the same unit the IAS has been given.
UTILS.IasToTas = function( ias, altitude, oatcorr )
oatcorr=oatcorr or 0.017
local tas=ias + (ias * oatcorr * UTILS.MetersToFeet(altitude) / 1000)
return tas
end
--- Convert true airspeed (TAS) to indicated airspeed (IAS) for a given altitude above main sea level.
-- The conversion is based on the approximation that TAS is ~2% higher than IAS with every 1000 ft altitude above sea level.
-- @param #number tas True air speed in any unit (m/s, km/h, knots, ...)
-- @param #number altitude Altitude above main sea level in meters.
-- @param #number oatcorr (Optional) Outside air temperature correction factor. Default 0.017.
-- @return #number Indicated airspeed in the same unit the TAS has been given.
UTILS.TasToIas = function( tas, altitude, oatcorr )
oatcorr=oatcorr or 0.017
local ias=tas/(1+oatcorr*UTILS.MetersToFeet(altitude)/1000)
return ias
end
--- Convert knots to altitude corrected KIAS, e.g. for tankers. --- Convert knots to altitude corrected KIAS, e.g. for tankers.
-- @param #number knots Speed in knots. -- @param #number knots Speed in knots.
-- @param #number altitude Altitude in feet -- @param #number altitude Altitude in feet
@@ -606,10 +631,12 @@ end
-- acc- the accuracy of each easting/northing. 0, 1, 2, 3, 4, or 5. -- acc- the accuracy of each easting/northing. 0, 1, 2, 3, 4, or 5.
UTILS.tostringMGRS = function(MGRS, acc) --R2.1 UTILS.tostringMGRS = function(MGRS, acc) --R2.1
if acc == 0 then if acc <= 0 then
return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph return MGRS.UTMZone .. ' ' .. MGRS.MGRSDigraph
else else
if acc > 5 then acc = 5 end
-- Test if Easting/Northing have less than 4 digits. -- Test if Easting/Northing have less than 4 digits.
--MGRS.Easting=123 -- should be 00123 --MGRS.Easting=123 -- should be 00123
--MGRS.Northing=5432 -- should be 05432 --MGRS.Northing=5432 -- should be 05432
@@ -640,7 +667,10 @@ function UTILS.Round( num, idp )
return math.floor( num * mult + 0.5 ) / mult return math.floor( num * mult + 0.5 ) / mult
end end
-- porting in Slmod's dostring --- Porting in Slmod's dostring - execute a string as LUA code with error handling.
-- @param #string s The code as string to be executed
-- @return #boolean success If true, code was successfully executed, else false
-- @return #string Outcome Code outcome if successful or error string if not successful
function UTILS.DoString( s ) function UTILS.DoString( s )
local f, err = loadstring( s ) local f, err = loadstring( s )
if f then if f then
@@ -650,7 +680,15 @@ function UTILS.DoString( s )
end end
end end
-- Here is a customized version of pairs, which I called spairs because it iterates over the table in a sorted order. --- Here is a customized version of pairs, which I called spairs because it iterates over the table in a sorted order.
-- @param #table t The table
-- @param #string order (Optional) The sorting function
-- @return #string key The index key
-- @return #string value The value at the indexed key
-- @usage
-- for key,value in UTILS.spairs(mytable) do
-- -- your code here
-- end
function UTILS.spairs( t, order ) function UTILS.spairs( t, order )
-- collect the keys -- collect the keys
local keys = {} local keys = {}
@@ -675,7 +713,16 @@ function UTILS.spairs( t, order )
end end
-- Here is a customized version of pairs, which I called kpairs because it iterates over the table in a sorted order, based on a function that will determine the keys as reference first. --- Here is a customized version of pairs, which I called kpairs because it iterates over the table in a sorted order, based on a function that will determine the keys as reference first.
-- @param #table t The table
-- @param #string getkey The function to determine the keys for sorting
-- @param #string order (Optional) The sorting function itself
-- @return #string key The index key
-- @return #string value The value at the indexed key
-- @usage
-- for key,value in UTILS.kpairs(mytable, getkeyfunc) do
-- -- your code here
-- end
function UTILS.kpairs( t, getkey, order ) function UTILS.kpairs( t, getkey, order )
-- collect the keys -- collect the keys
local keys = {} local keys = {}
@@ -700,7 +747,14 @@ function UTILS.kpairs( t, getkey, order )
end end
end end
-- Here is a customized version of pairs, which I called rpairs because it iterates over the table in a random order. --- Here is a customized version of pairs, which I called rpairs because it iterates over the table in a random order.
-- @param #table t The table
-- @return #string key The index key
-- @return #string value The value at the indexed key
-- @usage
-- for key,value in UTILS.rpairs(mytable) do
-- -- your code here
-- end
function UTILS.rpairs( t ) function UTILS.rpairs( t )
-- collect the keys -- collect the keys
@@ -1059,8 +1113,8 @@ function UTILS.Vec2Norm(a)
end end
--- Calculate the distance between two 2D vectors. --- Calculate the distance between two 2D vectors.
-- @param DCS#Vec2 a Vector in 3D with x, y components. -- @param DCS#Vec2 a Vector in 2D with x, y components.
-- @param DCS#Vec2 b Vector in 3D with x, y components. -- @param DCS#Vec2 b Vector in 2D with x, y components.
-- @return #number Distance between the vectors. -- @return #number Distance between the vectors.
function UTILS.VecDist2D(a, b) function UTILS.VecDist2D(a, b)
@@ -1195,6 +1249,20 @@ function UTILS.HdgDiff(h1, h2)
return math.abs(delta) return math.abs(delta)
end end
--- Returns the heading from one vec3 to another vec3.
-- @param DCS#Vec3 a From vec3.
-- @param DCS#Vec3 b To vec3.
-- @return #number Heading in degrees.
function UTILS.HdgTo(a, b)
local dz=b.z-a.z
local dx=b.x-a.x
local heading=math.deg(math.atan2(dz, dx))
if heading < 0 then
heading = 360 + heading
end
return heading
end
--- Translate 3D vector in the 2D (x,z) plane. y-component (usually altitude) unchanged. --- Translate 3D vector in the 2D (x,z) plane. y-component (usually altitude) unchanged.
-- @param DCS#Vec3 a Vector in 3D with x, y, z components. -- @param DCS#Vec3 a Vector in 3D with x, y, z components.
@@ -1444,6 +1512,30 @@ function UTILS.GetCoalitionName(Coalition)
end end
--- Get the enemy coalition for a given coalition.
-- @param #number Coalition The coalition ID.
-- @param #boolean Neutral Include neutral as enemy.
-- @return #table Enemy coalition table.
function UTILS.GetCoalitionEnemy(Coalition, Neutral)
local Coalitions={}
if Coalition then
if Coalition==coalition.side.RED then
Coalitions={coalition.side.BLUE}
elseif Coalition==coalition.side.BLUE then
Coalitions={coalition.side.RED}
elseif Coalition==coalition.side.NEUTRAL then
Coalitions={coalition.side.RED, coalition.side.BLUE}
end
end
if Neutral then
table.insert(Coalitions, coalition.side.NEUTRAL)
end
return Coalitions
end
--- Get the modulation name from its numerical value. --- Get the modulation name from its numerical value.
-- @param #number Modulation The modulation enumerator number. Can be either 0 or 1. -- @param #number Modulation The modulation enumerator number. Can be either 0 or 1.
-- @return #string The modulation name, i.e. "AM"=0 or "FM"=1. Anything else will return "Unknown". -- @return #string The modulation name, i.e. "AM"=0 or "FM"=1. Anything else will return "Unknown".
@@ -1574,6 +1666,8 @@ function UTILS.GMTToLocalTimeDifference()
return 3 -- Damascus is UTC+3 hours return 3 -- Damascus is UTC+3 hours
elseif theatre==DCSMAP.MarianaIslands then elseif theatre==DCSMAP.MarianaIslands then
return 10 -- Guam is UTC+10 hours. return 10 -- Guam is UTC+10 hours.
elseif theatre==DCSMAP.Falklands then
return -3 -- Fireland is UTC-3 hours.
else else
BASE:E(string.format("ERROR: Unknown Map %s in UTILS.GMTToLocal function. Returning 0", tostring(theatre))) BASE:E(string.format("ERROR: Unknown Map %s in UTILS.GMTToLocal function. Returning 0", tostring(theatre)))
return 0 return 0
@@ -1905,7 +1999,7 @@ function UTILS.GenerateVHFrequencies()
705,720,722,730,735,740,745,750,770,795, 705,720,722,730,735,740,745,750,770,795,
822,830,862,866, 822,830,862,866,
905,907,920,935,942,950,995, 905,907,920,935,942,950,995,
1000,1025,1030,1050,1065,1116,1175,1182,1210 1000,1025,1030,1050,1065,1116,1175,1182,1210,1215
} }
local FreeVHFFrequencies = {} local FreeVHFFrequencies = {}
@@ -1973,7 +2067,9 @@ function UTILS.GenerateUHFrequencies()
local _start = 220000000 local _start = 220000000
while _start < 399000000 do while _start < 399000000 do
if _start ~= 243000000 then
table.insert(FreeUHFFrequencies, _start) table.insert(FreeUHFFrequencies, _start)
end
_start = _start + 500000 _start = _start + 500000
end end
@@ -2173,10 +2269,29 @@ function UTILS.CheckFileExists(Path,Filename)
end end
end end
--- Function to obtain a table of typenames from the group given with the number of units of the same type in the group.
-- @param Wrapper.Group#GROUP Group The group to list
-- @return #table Table of typnames and typename counts, e.g. `{["KAMAZ Truck"]=3,["ATZ-5"]=1}`
function UTILS.GetCountPerTypeName(Group)
local units = Group:GetUnits()
local TypeNameTable = {}
for _,_unt in pairs (units) do
local unit = _unt -- Wrapper.Unit#UNIT
local typen = unit:GetTypeName()
if not TypeNameTable[typen] then
TypeNameTable[typen] = 1
else
TypeNameTable[typen] = TypeNameTable[typen] + 1
end
end
return TypeNameTable
end
--- Function to save the state of a list of groups found by name --- Function to save the state of a list of groups found by name
-- @param #table List Table of strings with groupnames -- @param #table List Table of strings with groupnames
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems. -- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file. -- @param #string Filename The name of the file.
-- @param #boolean Structured Append the data with a list of typenames in the group plus their count.
-- @return #boolean outcome True if saving is successful, else false. -- @return #boolean outcome True if saving is successful, else false.
-- @usage -- @usage
-- We will go through the list and find the corresponding group and save the current group size (0 when dead). -- We will go through the list and find the corresponding group and save the current group size (0 when dead).
@@ -2184,7 +2299,7 @@ end
-- Position is still saved for your usage. -- Position is still saved for your usage.
-- The idea is to reduce the number of units when reloading the data again to restart the saved mission. -- The idea is to reduce the number of units when reloading the data again to restart the saved mission.
-- The data will be a simple comma separated list of groupname and size, with one header line. -- The data will be a simple comma separated list of groupname and size, with one header line.
function UTILS.SaveStationaryListOfGroups(List,Path,Filename) function UTILS.SaveStationaryListOfGroups(List,Path,Filename,Structured)
local filename = Filename or "StateListofGroups" local filename = Filename or "StateListofGroups"
local data = "--Save Stationary List of Groups: "..Filename .."\n" local data = "--Save Stationary List of Groups: "..Filename .."\n"
for _,_group in pairs (List) do for _,_group in pairs (List) do
@@ -2192,7 +2307,16 @@ function UTILS.SaveStationaryListOfGroups(List,Path,Filename)
if group and group:IsAlive() then if group and group:IsAlive() then
local units = group:CountAliveUnits() local units = group:CountAliveUnits()
local position = group:GetVec3() local position = group:GetVec3()
if Structured then
local structure = UTILS.GetCountPerTypeName(group)
local strucdata = ""
for typen,anzahl in pairs (structure) do
strucdata = strucdata .. typen .. "=="..anzahl..";"
end
data = string.format("%s%s,%d,%d,%d,%d,%s\n",data,_group,units,position.x,position.y,position.z,strucdata)
else
data = string.format("%s%s,%d,%d,%d,%d\n",data,_group,units,position.x,position.y,position.z) data = string.format("%s%s,%d,%d,%d,%d\n",data,_group,units,position.x,position.y,position.z)
end
else else
data = string.format("%s%s,0,0,0,0\n",data,_group) data = string.format("%s%s,0,0,0,0\n",data,_group)
end end
@@ -2206,6 +2330,7 @@ end
-- @param Core.Set#SET_BASE Set of objects to save -- @param Core.Set#SET_BASE Set of objects to save
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems. -- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file. -- @param #string Filename The name of the file.
-- @param #boolean Structured Append the data with a list of typenames in the group plus their count.
-- @return #boolean outcome True if saving is successful, else false. -- @return #boolean outcome True if saving is successful, else false.
-- @usage -- @usage
-- We will go through the set and find the corresponding group and save the current group size and current position. -- We will go through the set and find the corresponding group and save the current group size and current position.
@@ -2215,7 +2340,7 @@ end
-- **Note** Do NOT use dashes or hashes in group template names (-,#)! -- **Note** Do NOT use dashes or hashes in group template names (-,#)!
-- The data will be a simple comma separated list of groupname and size, with one header line. -- The data will be a simple comma separated list of groupname and size, with one header line.
-- The current task/waypoint/etc cannot be restored. -- The current task/waypoint/etc cannot be restored.
function UTILS.SaveSetOfGroups(Set,Path,Filename) function UTILS.SaveSetOfGroups(Set,Path,Filename,Structured)
local filename = Filename or "SetOfGroups" local filename = Filename or "SetOfGroups"
local data = "--Save SET of groups: "..Filename .."\n" local data = "--Save SET of groups: "..Filename .."\n"
local List = Set:GetSetObjects() local List = Set:GetSetObjects()
@@ -2229,9 +2354,18 @@ function UTILS.SaveSetOfGroups(Set,Path,Filename)
end end
local units = group:CountAliveUnits() local units = group:CountAliveUnits()
local position = group:GetVec3() local position = group:GetVec3()
if Structured then
local structure = UTILS.GetCountPerTypeName(group)
local strucdata = ""
for typen,anzahl in pairs (structure) do
strucdata = strucdata .. typen .. "=="..anzahl..";"
end
data = string.format("%s%s,%s,%d,%d,%d,%d,%s\n",data,name,template,units,position.x,position.y,position.z,strucdata)
else
data = string.format("%s%s,%s,%d,%d,%d,%d\n",data,name,template,units,position.x,position.y,position.z) data = string.format("%s%s,%s,%d,%d,%d,%d\n",data,name,template,units,position.x,position.y,position.z)
end end
end end
end
-- save the data -- save the data
local outcome = UTILS.SaveToFile(Path,Filename,data) local outcome = UTILS.SaveToFile(Path,Filename,data)
return outcome return outcome
@@ -2293,8 +2427,41 @@ end
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems. -- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file. -- @param #string Filename The name of the file.
-- @param #boolean Reduce If false, existing loaded groups will not be reduced to fit the saved number. -- @param #boolean Reduce If false, existing loaded groups will not be reduced to fit the saved number.
-- @param #boolean Structured (Optional, needs Reduce = true) If true, and the data has been saved as structure before, remove the correct unit types as per the saved list.
-- @param #boolean Cinematic (Optional, needs Structured = true) If true, place a fire/smoke effect on the dead static position.
-- @param #number Effect (Optional for Cinematic) What effect to use. Defaults to a random effect. Smoke presets are: 1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke.
-- @param #number Density (Optional for Cinematic) What smoke density to use, can be 0 to 1. Defaults to 0.5.
-- @return #table Table of data objects (tables) containing groupname, coordinate and group object. Returns nil when file cannot be read. -- @return #table Table of data objects (tables) containing groupname, coordinate and group object. Returns nil when file cannot be read.
function UTILS.LoadStationaryListOfGroups(Path,Filename,Reduce) -- @return #table When using Cinematic: table of names of smoke and fire objects, so they can be extinguished with `COORDINATE.StopBigSmokeAndFire( name )`
function UTILS.LoadStationaryListOfGroups(Path,Filename,Reduce,Structured,Cinematic,Effect,Density)
local fires = {}
local function Smokers(name,coord,effect,density)
local eff = math.random(8)
if type(effect) == "number" then eff = effect end
coord:BigSmokeAndFire(eff,density,name)
table.insert(fires,name)
end
local function Cruncher(group,typename,anzahl)
local units = group:GetUnits()
local reduced = 0
for _,_unit in pairs (units) do
local typo = _unit:GetTypeName()
if typename == typo then
if Cinematic then
local coordinate = _unit:GetCoordinate()
local name = _unit:GetName()
Smokers(name,coordinate,Effect,Density)
end
_unit:Destroy(false)
reduced = reduced + 1
if reduced == anzahl then break end
end
end
end
local reduce = true local reduce = true
if Reduce == false then reduce = false end if Reduce == false then reduce = false end
local filename = Filename or "StateListofGroups" local filename = Filename or "StateListofGroups"
@@ -2311,13 +2478,42 @@ function UTILS.LoadStationaryListOfGroups(Path,Filename,Reduce)
local posx = tonumber(dataset[3]) local posx = tonumber(dataset[3])
local posy = tonumber(dataset[4]) local posy = tonumber(dataset[4])
local posz = tonumber(dataset[5]) local posz = tonumber(dataset[5])
local structure = dataset[6]
--BASE:I({structure})
local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz}) local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz})
local data = { groupname=groupname, size=size, coordinate=coordinate, group=GROUP:FindByName(groupname) } local data = { groupname=groupname, size=size, coordinate=coordinate, group=GROUP:FindByName(groupname) }
if reduce then if reduce then
local actualgroup = GROUP:FindByName(groupname) local actualgroup = GROUP:FindByName(groupname)
if actualgroup and actualgroup:IsAlive() and actualgroup:CountAliveUnits() > size then if actualgroup and actualgroup:IsAlive() and actualgroup:CountAliveUnits() > size then
if Structured and structure then
--BASE:I("Reducing group structure!")
local loadedstructure = {}
local strcset = UTILS.Split(structure,";")
for _,_data in pairs(strcset) do
local datasplit = UTILS.Split(_data,"==")
loadedstructure[datasplit[1]] = tonumber(datasplit[2])
end
--BASE:I({loadedstructure})
local originalstructure = UTILS.GetCountPerTypeName(actualgroup)
--BASE:I({originalstructure})
for _name,_number in pairs(originalstructure) do
local loadednumber = 0
if loadedstructure[_name] then
loadednumber = loadedstructure[_name]
end
local reduce = false
if loadednumber < _number then reduce = true end
--BASE:I(string.format("Looking at: %s | Original number: %d | Loaded number: %d | Reduce: %s",_name,_number,loadednumber,tostring(reduce)))
if reduce then
Cruncher(actualgroup,_name,_number-loadednumber)
end
end
else
local reduction = actualgroup:CountAliveUnits() - size local reduction = actualgroup:CountAliveUnits() - size
BASE:I("Reducing groupsize by ".. reduction .. " units!") --BASE:I("Reducing groupsize by ".. reduction .. " units!")
-- reduce existing group -- reduce existing group
local units = actualgroup:GetUnits() local units = actualgroup:GetUnits()
local units2 = UTILS.ShuffleTable(units) -- randomize table local units2 = UTILS.ShuffleTable(units) -- randomize table
@@ -2326,27 +2522,127 @@ function UTILS.LoadStationaryListOfGroups(Path,Filename,Reduce)
end end
end end
end end
end
table.insert(datatable,data) table.insert(datatable,data)
end end
else else
return nil return nil
end end
return datatable return datatable,fires
end end
--- Load back a SET of groups from file. --- Load back a SET of groups from file.
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems. -- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file. -- @param #string Filename The name of the file.
-- @param #boolean Spawn If set to false, do not re-spawn the groups loaded in location and reduce to size. -- @param #boolean Spawn If set to false, do not re-spawn the groups loaded in location and reduce to size.
-- @param #boolean Structured (Optional, needs Spawn=true)If true, and the data has been saved as structure before, remove the correct unit types as per the saved list.
-- @param #boolean Cinematic (Optional, needs Structured=true) If true, place a fire/smoke effect on the dead static position.
-- @param #number Effect (Optional for Cinematic) What effect to use. Defaults to a random effect. Smoke presets are: 1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke.
-- @param #number Density (Optional for Cinematic) What smoke density to use, can be 0 to 1. Defaults to 0.5.
-- @return Core.Set#SET_GROUP Set of GROUP objects. -- @return Core.Set#SET_GROUP Set of GROUP objects.
-- Returns nil when file cannot be read. Returns a table of data entries if Spawn is false: `{ groupname=groupname, size=size, coordinate=coordinate, template=template }` -- Returns nil when file cannot be read. Returns a table of data entries if Spawn is false: `{ groupname=groupname, size=size, coordinate=coordinate, template=template }`
function UTILS.LoadSetOfGroups(Path,Filename,Spawn) -- @return #table When using Cinematic: table of names of smoke and fire objects, so they can be extinguished with `COORDINATE.StopBigSmokeAndFire( name )`
function UTILS.LoadSetOfGroups(Path,Filename,Spawn,Structured,Cinematic,Effect,Density)
local fires = {}
local usedtemplates = {}
local spawn = true local spawn = true
if Spawn == false then spawn = false end if Spawn == false then spawn = false end
BASE:I("Spawn = "..tostring(spawn))
local filename = Filename or "SetOfGroups" local filename = Filename or "SetOfGroups"
local setdata = SET_GROUP:New() local setdata = SET_GROUP:New()
local datatable = {} local datatable = {}
local function Smokers(name,coord,effect,density)
local eff = math.random(8)
if type(effect) == "number" then eff = effect end
coord:BigSmokeAndFire(eff,density,name)
table.insert(fires,name)
end
local function Cruncher(group,typename,anzahl)
local units = group:GetUnits()
local reduced = 0
for _,_unit in pairs (units) do
local typo = _unit:GetTypeName()
if typename == typo then
if Cinematic then
local coordinate = _unit:GetCoordinate()
local name = _unit:GetName()
Smokers(name,coordinate,Effect,Density)
end
_unit:Destroy(false)
reduced = reduced + 1
if reduced == anzahl then break end
end
end
end
local function PostSpawn(args)
local spwndgrp = args[1]
local size = args[2]
local structure = args[3]
setdata:AddObject(spwndgrp)
local actualsize = spwndgrp:CountAliveUnits()
if actualsize > size then
if Structured and structure then
local loadedstructure = {}
local strcset = UTILS.Split(structure,";")
for _,_data in pairs(strcset) do
local datasplit = UTILS.Split(_data,"==")
loadedstructure[datasplit[1]] = tonumber(datasplit[2])
end
local originalstructure = UTILS.GetCountPerTypeName(spwndgrp)
for _name,_number in pairs(originalstructure) do
local loadednumber = 0
if loadedstructure[_name] then
loadednumber = loadedstructure[_name]
end
local reduce = false
if loadednumber < _number then reduce = true end
if reduce then
Cruncher(spwndgrp,_name,_number-loadednumber)
end
end
else
local reduction = actualsize-size
-- reduce existing group
local units = spwndgrp:GetUnits()
local units2 = UTILS.ShuffleTable(units) -- randomize table
for i=1,reduction do
units2[i]:Destroy(false)
end
end
end
end
local function MultiUse(Data)
local template = Data.template
if template and usedtemplates[template] and usedtemplates[template].used and usedtemplates[template].used > 1 then
-- multispawn
if not usedtemplates[template].done then
local spwnd = 0
local spawngrp = SPAWN:New(template)
spawngrp:InitLimit(0,usedtemplates[template].used)
for _,_entry in pairs(usedtemplates[template].data) do
spwnd = spwnd + 1
local sgrp=spawngrp:SpawnFromCoordinate(_entry.coordinate,spwnd)
BASE:ScheduleOnce(0.5,PostSpawn,{sgrp,_entry.size,_entry.structure})
end
usedtemplates[template].done = true
end
return true
else
return false
end
end
--BASE:I("Spawn = "..tostring(spawn))
if UTILS.CheckFileExists(Path,filename) then if UTILS.CheckFileExists(Path,filename) then
local outcome,loadeddata = UTILS.LoadFromFile(Path,Filename) local outcome,loadeddata = UTILS.LoadFromFile(Path,Filename)
-- remove header -- remove header
@@ -2360,36 +2656,37 @@ function UTILS.LoadSetOfGroups(Path,Filename,Spawn)
local posx = tonumber(dataset[4]) local posx = tonumber(dataset[4])
local posy = tonumber(dataset[5]) local posy = tonumber(dataset[5])
local posz = tonumber(dataset[6]) local posz = tonumber(dataset[6])
local structure = dataset[7]
local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz}) local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz})
local group=nil local group=nil
local data = { groupname=groupname, size=size, coordinate=coordinate, template=template } if size > 0 then
local data = { groupname=groupname, size=size, coordinate=coordinate, template=template, structure=structure }
table.insert(datatable,data) table.insert(datatable,data)
if spawn then if usedtemplates[template] then
local group = SPAWN:New(template) usedtemplates[template].used = usedtemplates[template].used + 1
:InitDelayOff() table.insert(usedtemplates[template].data,data)
:OnSpawnGroup( else
function(spwndgrp) usedtemplates[template] = {
setdata:AddObject(spwndgrp) data = {},
local actualsize = spwndgrp:CountAliveUnits() used = 1,
if actualsize > size then done = false,
local reduction = actualsize-size }
-- reduce existing group table.insert(usedtemplates[template].data,data)
local units = spwndgrp:GetUnits()
local units2 = UTILS.ShuffleTable(units) -- randomize table
for i=1,reduction do
units2[i]:Destroy(false)
end end
end end
end end
) for _id,_entry in pairs (datatable) do
:SpawnFromCoordinate(coordinate) if spawn and not MultiUse(_entry) and _entry.size > 0 then
local group = SPAWN:New(_entry.template)
local sgrp=group:SpawnFromCoordinate(_entry.coordinate)
BASE:ScheduleOnce(0.5,PostSpawn,{sgrp,_entry.size,_entry.structure})
end end
end end
else else
return nil return nil
end end
if spawn then if spawn then
return setdata return setdata,fires
else else
return datatable return datatable
end end
@@ -2408,13 +2705,11 @@ function UTILS.LoadSetOfStatics(Path,Filename)
table.remove(loadeddata, 1) table.remove(loadeddata, 1)
for _id,_entry in pairs (loadeddata) do for _id,_entry in pairs (loadeddata) do
local dataset = UTILS.Split(_entry,",") local dataset = UTILS.Split(_entry,",")
-- staticname,position.x,position.y,position.z
local staticname = dataset[1] local staticname = dataset[1]
local posx = tonumber(dataset[2]) local StaticObject = STATIC:FindByName(staticname,false)
local posy = tonumber(dataset[3]) if StaticObject then
local posz = tonumber(dataset[4]) datatable:AddObject(StaticObject)
local coordinate = COORDINATE:NewFromVec3({x=posx, y=posy, z=posz}) end
datatable:AddObject(STATIC:FindByName(staticname,false))
end end
else else
return nil return nil
@@ -2426,9 +2721,15 @@ end
-- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems. -- @param #string Path The path to use. Use double backslashes \\\\ on Windows filesystems.
-- @param #string Filename The name of the file. -- @param #string Filename The name of the file.
-- @param #boolean Reduce If false, do not destroy the units with size=0. -- @param #boolean Reduce If false, do not destroy the units with size=0.
-- @return #table Table of data objects (tables) containing staticname, size (0=dead else 1), coordinate and the static object. -- @param #boolean Dead (Optional, needs Reduce = true) If Dead is true, re-spawn the dead object as dead and do not just delete it.
-- @param #boolean Cinematic (Optional, needs Dead = true) If true, place a fire/smoke effect on the dead static position.
-- @param #number Effect (Optional for Cinematic) What effect to use. Defaults to a random effect. Smoke presets are: 1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke.
-- @param #number Density (Optional for Cinematic) What smoke density to use, can be 0 to 1. Defaults to 0.5.
-- @return #table Table of data objects (tables) containing staticname, size (0=dead else 1), coordinate and the static object. Dead objects will have coordinate points `{x=0,y=0,z=0}`
-- @return #table When using Cinematic: table of names of smoke and fire objects, so they can be extinguished with `COORDINATE.StopBigSmokeAndFire( name )`
-- Returns nil when file cannot be read. -- Returns nil when file cannot be read.
function UTILS.LoadStationaryListOfStatics(Path,Filename,Reduce) function UTILS.LoadStationaryListOfStatics(Path,Filename,Reduce,Dead,Cinematic,Effect,Density)
local fires = {}
local reduce = true local reduce = true
if Reduce == false then reduce = false end if Reduce == false then reduce = false end
local filename = Filename or "StateListofStatics" local filename = Filename or "StateListofStatics"
@@ -2451,14 +2752,31 @@ function UTILS.LoadStationaryListOfStatics(Path,Filename,Reduce)
if size==0 and reduce then if size==0 and reduce then
local static = STATIC:FindByName(staticname,false) local static = STATIC:FindByName(staticname,false)
if static then if static then
if Dead then
local deadobject = SPAWNSTATIC:NewFromStatic(staticname,static:GetCountry())
deadobject:InitDead(true)
local heading = static:GetHeading()
local coord = static:GetCoordinate()
static:Destroy(false) static:Destroy(false)
deadobject:SpawnFromCoordinate(coord,heading,staticname)
if Cinematic then
local effect = math.random(8)
if type(Effect) == "number" then
effect = Effect
end
coord:BigSmokeAndFire(effect,Density,staticname)
table.insert(fires,staticname)
end
else
static:Destroy(false)
end
end end
end end
end end
else else
return nil return nil
end end
return datatable return datatable,fires
end end
--- Heading Degrees (0-360) to Cardinal --- Heading Degrees (0-360) to Cardinal
@@ -2483,7 +2801,7 @@ end
-- @return #string Formatted BRAA NATO call -- @return #string Formatted BRAA NATO call
function UTILS.ToStringBRAANATO(FromGrp,ToGrp) function UTILS.ToStringBRAANATO(FromGrp,ToGrp)
local BRAANATO = "Merged." local BRAANATO = "Merged."
local GroupNumber = FromGrp:GetSize() local GroupNumber = ToGrp:GetSize()
local GroupWords = "Singleton" local GroupWords = "Singleton"
if GroupNumber == 2 then GroupWords = "Two-Ship" if GroupNumber == 2 then GroupWords = "Two-Ship"
elseif GroupNumber >= 3 then GroupWords = "Heavy" elseif GroupNumber >= 3 then GroupWords = "Heavy"
@@ -2507,3 +2825,93 @@ function UTILS.ToStringBRAANATO(FromGrp,ToGrp)
end end
return BRAANATO return BRAANATO
end end
--- Check if an object is contained in a table.
-- @param #table Table The table.
-- @param #table Object The object to check.
-- @param #string Key (Optional) Key to check. By default, the object itself is checked.
-- @return #booolen Returns `true` if object is in table.
function UTILS.IsInTable(Table, Object, Key)
for key, object in pairs(Table) do
if Key then
if Object[Key]==object[Key] then
return true
end
else
if object==Object then
return true
end
end
end
return false
end
--- Check if any object of multiple given objects is contained in a table.
-- @param #table Table The table.
-- @param #table Objects The objects to check.
-- @param #string Key (Optional) Key to check.
-- @return #booolen Returns `true` if object is in table.
function UTILS.IsAnyInTable(Table, Objects, Key)
for _,Object in pairs(UTILS.EnsureTable(Objects)) do
for key, object in pairs(Table) do
if Key then
if Object[Key]==object[Key] then
return true
end
else
if object==Object then
return true
end
end
end
end
return false
end
--- Helper function to plot a racetrack on the F10 Map - curtesy of Buur.
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Altitude Altitude in feet
-- @param #number Speed Speed in knots
-- @param #number Heading Heading in degrees
-- @param #number Leg Leg in NM
-- @param #number Coalition Coalition side, e.g. coaltion.side.RED or coaltion.side.BLUE
-- @param #table Color Color of the line in RGB, e.g. {1,0,0} for red
-- @param #number Alpha Transparency factor, between 0.1 and 1
-- @param #number LineType Line type to be used, line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
-- @param #boolean ReadOnly
function UTILS.PlotRacetrack(Coordinate, Altitude, Speed, Heading, Leg, Coalition, Color, Alpha, LineType, ReadOnly)
local fix_coordinate = Coordinate
local altitude = Altitude
local speed = Speed or 350
local heading = Heading or 270
local leg_distance = Leg or 10
local coalition = Coalition or -1
local color = Color or {1,0,0}
local alpha = Alpha or 1
local lineType = LineType or 1
speed = UTILS.IasToTas(speed, UTILS.FeetToMeters(altitude), oatcorr)
local turn_radius = 0.0211 * speed -3.01
local point_two = fix_coordinate:Translate(UTILS.NMToMeters(leg_distance), heading, true, false)
local point_three = point_two:Translate(UTILS.NMToMeters(turn_radius)*2, heading - 90, true, false)
local point_four = fix_coordinate:Translate(UTILS.NMToMeters(turn_radius)*2, heading - 90, true, false)
local circle_center_fix_four = point_two:Translate(UTILS.NMToMeters(turn_radius), heading - 90, true, false)
local circle_center_two_three = fix_coordinate:Translate(UTILS.NMToMeters(turn_radius), heading - 90, true, false)
fix_coordinate:LineToAll(point_two, coalition, color, alpha, lineType)
point_four:LineToAll(point_three, coalition, color, alpha, lineType)
circle_center_fix_four:CircleToAll(UTILS.NMToMeters(turn_radius), coalition, color, alpha, nil, 0, lineType)--, ReadOnly, Text)
circle_center_two_three:CircleToAll(UTILS.NMToMeters(turn_radius), coalition, color, alpha, nil, 0, lineType)--, ReadOnly, Text)
end
+33 -4
View File
@@ -246,7 +246,7 @@ AIRBASE.Normandy = {
-- --
-- * AIRBASE.PersianGulf.Abu_Dhabi_International_Airport -- * AIRBASE.PersianGulf.Abu_Dhabi_International_Airport
-- * AIRBASE.PersianGulf.Abu_Musa_Island_Airport -- * AIRBASE.PersianGulf.Abu_Musa_Island_Airport
-- * AIRBASE.PersianGulf.Al-Bateen_Airport -- * AIRBASE.PersianGulf.Al_Bateen_Airport
-- * AIRBASE.PersianGulf.Al_Ain_International_Airport -- * AIRBASE.PersianGulf.Al_Ain_International_Airport
-- * AIRBASE.PersianGulf.Al_Dhafra_AB -- * AIRBASE.PersianGulf.Al_Dhafra_AB
-- * AIRBASE.PersianGulf.Al_Maktoum_Intl -- * AIRBASE.PersianGulf.Al_Maktoum_Intl
@@ -265,7 +265,7 @@ AIRBASE.Normandy = {
-- * AIRBASE.PersianGulf.Lavan_Island_Airport -- * AIRBASE.PersianGulf.Lavan_Island_Airport
-- * AIRBASE.PersianGulf.Liwa_Airbase -- * AIRBASE.PersianGulf.Liwa_Airbase
-- * AIRBASE.PersianGulf.Qeshm_Island -- * AIRBASE.PersianGulf.Qeshm_Island
-- * AIRBASE.PersianGulf.Ras_Al_Khaimah_International_Airport -- * AIRBASE.PersianGulf.Ras_Al_Khaimah
-- * AIRBASE.PersianGulf.Sas_Al_Nakheel_Airport -- * AIRBASE.PersianGulf.Sas_Al_Nakheel_Airport
-- * AIRBASE.PersianGulf.Sharjah_Intl -- * AIRBASE.PersianGulf.Sharjah_Intl
-- * AIRBASE.PersianGulf.Shiraz_International_Airport -- * AIRBASE.PersianGulf.Shiraz_International_Airport
@@ -504,6 +504,17 @@ AIRBASE.MarianaIslands = {
-- * AIRBASE.SouthAtlantic.Puerto_Williams -- * AIRBASE.SouthAtlantic.Puerto_Williams
-- * AIRBASE.SouthAtlantic.Puerto_Natales -- * AIRBASE.SouthAtlantic.Puerto_Natales
-- * AIRBASE.SouthAtlantic.El_Calafate -- * AIRBASE.SouthAtlantic.El_Calafate
-- * AIRBASE.SouthAtlantic.Puerto_Santa_Cruz
-- * AIRBASE.SouthAtlantic.Comandante_Luis_Piedrabuena
-- * AIRBASE.SouthAtlantic.Aerodromo_De_Tolhuin
-- * AIRBASE.SouthAtlantic.Porvenir_Airfield
-- * AIRBASE.SouthAtlantic.Almirante_Schroeders
-- * AIRBASE.SouthAtlantic.Rio_Turbio
-- * AIRBASE.SouthAtlantic.Rio_Chico
-- * AIRBASE.SouthAtlantic.Franco_Bianco
-- * AIRBASE.SouthAtlantic.Goose_Green
-- * AIRBASE.SouthAtlantic.Hipico
-- * AIRBASE.SouthAtlantic.CaletaTortel
-- --
--@field MarianaIslands --@field MarianaIslands
AIRBASE.SouthAtlantic={ AIRBASE.SouthAtlantic={
@@ -520,6 +531,21 @@ AIRBASE.SouthAtlantic={
["Puerto_Williams"]="Puerto Williams", ["Puerto_Williams"]="Puerto Williams",
["Puerto_Natales"]="Puerto Natales", ["Puerto_Natales"]="Puerto Natales",
["El_Calafate"]="El Calafate", ["El_Calafate"]="El Calafate",
["Puerto_Santa_Cruz"]="Puerto Santa Cruz",
["Comandante_Luis_Piedrabuena"]="Comandante Luis Piedrabuena",
["Aerodromo_De_Tolhuin"]="Aerodromo De Tolhuin",
["Porvenir_Airfield"]="Porvenir Airfield",
["Almirante_Schroeders"]="Almirante Schroeders",
["Rio_Turbio"]="Rio Turbio",
["Rio_Chico"] = "Rio Chico",
["Franco_Bianco"] = "Franco Bianco",
["Goose_Green"] = "Goose Green",
["Hipico_Flying_Club"] = "Hipico Flying Club",
["CaletaTortel"] = "CaletaTortel",
["Aeropuerto_de_Gobernador_Gregores"] = "Aeropuerto de Gobernador Gregores",
["Aerodromo_O_Higgins"] = "Aerodromo O'Higgins",
["Cullen_Airport"] = "Cullen Airport",
["Gull_Point"] = "Gull Point",
} }
--- AIRBASE.ParkingSpot ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy". --- AIRBASE.ParkingSpot ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy".
@@ -674,6 +700,9 @@ function AIRBASE:Register(AirbaseName)
self:E(string.format("ERROR: Cound not get position Vec2 of airbase %s", AirbaseName)) self:E(string.format("ERROR: Cound not get position Vec2 of airbase %s", AirbaseName))
end end
-- Debug info.
self:T2(string.format("Registered airbase %s", tostring(self.AirbaseName)))
return self return self
end end
@@ -824,7 +853,7 @@ end
-- Black listed spots overrule white listed spots. -- Black listed spots overrule white listed spots.
-- **NOTE** that terminal IDs are not necessarily the same as those displayed in the mission editor! -- **NOTE** that terminal IDs are not necessarily the same as those displayed in the mission editor!
-- @param #AIRBASE self -- @param #AIRBASE self
-- @param #table TerminalIdBlacklist Table of white listed terminal IDs. -- @param #table TerminalIdWhitelist Table of white listed terminal IDs.
-- @return #AIRBASE self -- @return #AIRBASE self
-- @usage AIRBASE:FindByName("Batumi"):SetParkingSpotWhitelist({2, 3, 4}) --Only allow terminal IDs 2, 3, 4 -- @usage AIRBASE:FindByName("Batumi"):SetParkingSpotWhitelist({2, 3, 4}) --Only allow terminal IDs 2, 3, 4
function AIRBASE:SetParkingSpotWhitelist(TerminalIdWhitelist) function AIRBASE:SetParkingSpotWhitelist(TerminalIdWhitelist)
@@ -1353,7 +1382,7 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
local _nspots=nspots or group:GetSize() local _nspots=nspots or group:GetSize()
-- Debug info. -- Debug info.
self:E(string.format("%s: Looking for %d parking spot(s) for aircraft of size %.1f m (x=%.1f,y=%.1f,z=%.1f) at terminal type %s.", airport, _nspots, _aircraftsize, ax, ay, az, tostring(terminaltype))) self:T(string.format("%s: Looking for %d parking spot(s) for aircraft of size %.1f m (x=%.1f,y=%.1f,z=%.1f) at terminal type %s.", airport, _nspots, _aircraftsize, ax, ay, az, tostring(terminaltype)))
-- Table of valid spots. -- Table of valid spots.
local validspots={} local validspots={}
@@ -95,6 +95,22 @@ function CLIENT:Find(DCSUnit, Error)
end end
end end
--- Finds a CLIENT from the _DATABASE using the relevant player name.
-- @param #CLIENT self
-- @param #string Name Name of the player
-- @return #CLIENT or nil if not found
function CLIENT:FindByPlayerName(Name)
local foundclient = nil
_DATABASE:ForEachClient(
function(client)
if client:GetPlayerName() == Name then
foundclient = client
end
end
)
return foundclient
end
--- Finds a CLIENT from the _DATABASE using the relevant Client Unit Name. --- Finds a CLIENT from the _DATABASE using the relevant Client Unit Name.
-- As an optional parameter, a briefing text can be given also. -- As an optional parameter, a briefing text can be given also.
+112 -60
View File
@@ -62,11 +62,11 @@
-- * @{#CONTROLLABLE.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude. -- * @{#CONTROLLABLE.TaskOrbitCircle}: (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.
-- * @{#CONTROLLABLE.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed. -- * @{#CONTROLLABLE.TaskOrbitCircleAtVec2}: (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.
-- * @{#CONTROLLABLE.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters. -- * @{#CONTROLLABLE.TaskRefueling}: (AIR) Refueling from the nearest tanker. No parameters.
-- * @{#CONTROLLABLE.TaskRecoveryTanker}: (AIR) Set group to act as recovery tanker for a naval group.
-- * @{#CONTROLLABLE.TaskRoute}: (AIR + GROUND) Return a Mission task to follow a given route defined by Points. -- * @{#CONTROLLABLE.TaskRoute}: (AIR + GROUND) Return a Mission task to follow a given route defined by Points.
-- * @{#CONTROLLABLE.TaskRouteToVec2}: (AIR + GROUND) Make the Controllable move to a given point. -- * @{#CONTROLLABLE.TaskRouteToVec2}: (AIR + GROUND) Make the Controllable move to a given point.
-- * @{#CONTROLLABLE.TaskRouteToVec3}: (AIR + GROUND) Make the Controllable move to a given point. -- * @{#CONTROLLABLE.TaskRouteToVec3}: (AIR + GROUND) Make the Controllable move to a given point.
-- * @{#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the controllable to a given zone. -- * @{#CONTROLLABLE.TaskRouteToZone}: (AIR + GROUND) Route the controllable to a given zone.
-- * @{#CONTROLLABLE.TaskReturnToBase}: (AIR) Route the controllable to an airbase.
-- --
-- ## 2.2) EnRoute assignment -- ## 2.2) EnRoute assignment
-- --
@@ -668,12 +668,61 @@ function CONTROLLABLE:CommandActivateBeacon( Type, System, Frequency, UnitID, Ch
return self return self
end end
--- Activate ACLS system of the CONTROLLABLE. The controllable should be an aircraft carrier! Also needs Link4 to work.
-- @param #CONTROLLABLE self
-- @param #number UnitID (Optional) The DCS UNIT ID of the unit the ACLS system is attached to. Defaults to the UNIT itself.
-- @param #string Name (Optional) Name of the ACLS Beacon
-- @param #number Delay (Optional) Delay in seconds before the ICLS is activated.
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandActivateACLS( UnitID, Name, Delay )
-- Command to activate ACLS system.
local CommandActivateACLS= {
id = 'ActivateACLS',
params = {
unitId = UnitID or self:GetID(),
name = Name or "ACL",
}
}
self:T({CommandActivateACLS})
if Delay and Delay > 0 then
SCHEDULER:New( nil, self.CommandActivateACLS, { self, UnitID, Name }, Delay )
else
self:SetCommand( CommandActivateACLS )
end
return self
end
--- Deactivate ACLS system of the CONTROLLABLE. The controllable should be an aircraft carrier!
-- @param #CONTROLLABLE self
-- @param #number Delay (Optional) Delay in seconds before the ICLS is deactivated.
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandDeactivateACLS( Delay )
-- Command to activate ACLS system.
local CommandDeactivateACLS= {
id = 'DeactivateACLS',
params = { }
}
if Delay and Delay > 0 then
SCHEDULER:New( nil, self.CommandDeactivateACLS, { self }, Delay )
else
self:SetCommand( CommandDeactivateACLS )
end
return self
end
--- Activate ICLS system of the CONTROLLABLE. The controllable should be an aircraft carrier! --- Activate ICLS system of the CONTROLLABLE. The controllable should be an aircraft carrier!
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Channel ICLS channel. -- @param #number Channel ICLS channel.
-- @param #number UnitID The DCS UNIT ID of the unit the ICLS system is attached to. Useful if more units are in one group. -- @param #number UnitID The DCS UNIT ID of the unit the ICLS system is attached to. Useful if more units are in one group.
-- @param #string Callsign Morse code identification callsign. -- @param #string Callsign Morse code identification callsign.
-- @param #number Delay (Optional) Delay in seconds before the ICLS is deactivated. -- @param #number Delay (Optional) Delay in seconds before the ICLS is activated.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:CommandActivateICLS( Channel, UnitID, Callsign, Delay ) function CONTROLLABLE:CommandActivateICLS( Channel, UnitID, Callsign, Delay )
@@ -683,13 +732,13 @@ function CONTROLLABLE:CommandActivateICLS( Channel, UnitID, Callsign, Delay )
params = { params = {
["type"] = BEACON.Type.ICLS, ["type"] = BEACON.Type.ICLS,
["channel"] = Channel, ["channel"] = Channel,
["unitId"] = UnitID, ["unitId"] = UnitID or self:GetID(),
["callsign"] = Callsign, ["callsign"] = Callsign,
}, },
} }
if Delay and Delay > 0 then if Delay and Delay > 0 then
SCHEDULER:New( nil, self.CommandActivateICLS, { self }, Delay ) SCHEDULER:New( nil, self.CommandActivateICLS, { self, Channel, UnitID, Callsign }, Delay )
else else
self:SetCommand( CommandActivateICLS ) self:SetCommand( CommandActivateICLS )
end end
@@ -699,53 +748,29 @@ end
--- Activate LINK4 system of the CONTROLLABLE. The controllable should be an aircraft carrier! --- Activate LINK4 system of the CONTROLLABLE. The controllable should be an aircraft carrier!
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Frequency Link4 Frequency in MHz, e.g. 336 -- @param #number Frequency Link4 Frequency in MHz, e.g. 336 (defaults to 336 MHz)
-- @param #number UnitID The DCS UNIT ID of the unit the LINK4 system is attached to. Useful if more units are in one group. -- @param #number UnitID (Optional) The DCS UNIT ID of the unit the LINK4 system is attached to. Defaults to the UNIT itself.
-- @param #string Callsign Morse code identification callsign. -- @param #string Callsign (Optional) Morse code identification callsign.
-- @param #number Delay (Optional) Delay in seconds before the LINK4 is deactivated. -- @param #number Delay (Optional) Delay in seconds before the LINK4 is activated.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:CommandActivateLink4(Frequency, UnitID, Callsign, Delay) function CONTROLLABLE:CommandActivateLink4(Frequency, UnitID, Callsign, Delay)
local freq = Frequency or 336
-- Command to activate Link4 system. -- Command to activate Link4 system.
local CommandActivateLink4= { local CommandActivateLink4= {
id = "ActivateLink4", id = "ActivateLink4",
params= { params= {
["frequency "] = Frequency*1000, ["frequency "] = freq*1000000,
["unitId"] = UnitID, ["unitId"] = UnitID or self:GetID(),
["name"] = Callsign, ["name"] = Callsign or "LNK",
} }
} }
self:T({CommandActivateLink4})
if Delay and Delay>0 then if Delay and Delay>0 then
SCHEDULER:New(nil, self.CommandActivateLink4, {self}, Delay) SCHEDULER:New(nil, self.CommandActivateLink4, {self, Frequency, UnitID, Callsign}, Delay)
else
self:SetCommand(CommandActivateLink4)
end
return self
end
--- Activate LINK4 system of the CONTROLLABLE. The controllable should be an aircraft carrier!
-- @param #CONTROLLABLE self
-- @param #number Frequency Link4 Frequency in MHz, e.g. 336
-- @param #number UnitID The DCS UNIT ID of the unit the LINK4 system is attached to. Useful if more units are in one group.
-- @param #string Callsign Morse code identification callsign.
-- @param #number Delay (Optional) Delay in seconds before the LINK4 is deactivated.
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandActivateLink4(Frequency, UnitID, Callsign, Delay)
-- Command to activate Link4 system.
local CommandActivateLink4= {
id = "ActivateLink4",
params= {
["frequency "] = Frequency*1000,
["unitId"] = UnitID,
["name"] = Callsign,
}
}
if Delay and Delay>0 then
SCHEDULER:New(nil, self.CommandActivateLink4, {self}, Delay)
else else
self:SetCommand(CommandActivateLink4) self:SetCommand(CommandActivateLink4)
end end
@@ -809,24 +834,6 @@ function CONTROLLABLE:CommandDeactivateICLS( Delay )
return self return self
end end
--- Deactivate the active Link4 of the CONTROLLABLE.
-- @param #CONTROLLABLE self
-- @param #number Delay (Optional) Delay in seconds before the Link4 is deactivated.
-- @return #CONTROLLABLE self
function CONTROLLABLE:CommandDeactivateLink4(Delay)
-- Command to deactivate
local CommandDeactivateLink4={id='DeactivateLink4', params={}}
if Delay and Delay>0 then
SCHEDULER:New(nil, self.CommandDeactivateLink4, {self}, Delay)
else
self:SetCommand(CommandDeactivateLink4)
end
return self
end
--- Set callsign of the CONTROLLABLE. See [DCS command setCallsign](https://wiki.hoggitworld.com/view/DCS_command_setCallsign) --- Set callsign of the CONTROLLABLE. See [DCS command setCallsign](https://wiki.hoggitworld.com/view/DCS_command_setCallsign)
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#CALLSIGN CallName Number corresponding the the callsign identifier you wish this group to be called. -- @param DCS#CALLSIGN CallName Number corresponding the the callsign identifier you wish this group to be called.
@@ -1367,6 +1374,31 @@ function CONTROLLABLE:TaskRefueling()
return DCSTask return DCSTask
end end
--- (AIR) Act as Recovery Tanker for a naval/carrier group.
-- @param #CONTROLLABLE self
-- @param Wrapper.Group#GROUP CarrierGroup
-- @param #number Speed Speed in meters per second
-- @param #number Altitude Altitude the tanker orbits at in meters
-- @param #number LastWptNumber (optional) Waypoint of carrier group that when reached, ends the recovery tanker task
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskRecoveryTanker(CarrierGroup, Speed, Altitude, LastWptNumber)
local LastWptFlag = type(LastWptNumber) == "number" and true or false
local DCSTask = {
id = "RecoveryTanker",
params = {
groupId = CarrierGroup:GetID(),
speed = Speed,
altitude = Altitude,
lastWptIndexFlag = LastWptFlag,
lastWptIndex = LastWptNumber
}
}
return DCSTask
end
--- (AIR HELICOPTER) Landing at the ground. For helicopters only. --- (AIR HELICOPTER) Landing at the ground. For helicopters only.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 The point where to land. -- @param DCS#Vec2 Vec2 The point where to land.
@@ -1390,7 +1422,7 @@ end
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param Core.Zone#ZONE Zone The zone where to land. -- @param Core.Zone#ZONE Zone The zone where to land.
-- @param #number Duration The duration in seconds to stay on the ground. -- @param #number Duration The duration in seconds to stay on the ground.
-- @return #CONTROLLABLE self -- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskLandAtZone( Zone, Duration, RandomPoint ) function CONTROLLABLE:TaskLandAtZone( Zone, Duration, RandomPoint )
-- Get landing point -- Get landing point
@@ -1639,6 +1671,26 @@ function CONTROLLABLE:EnRouteTaskAntiShip(TargetTypes, Priority)
return DCSTask return DCSTask
end end
--- (AIR) Enroute SEAD task.
-- @param #CONTROLLABLE self
-- @param DCS#AttributeNameArray TargetTypes Array of target categories allowed to engage. Default `{"Air Defence"}`.
-- @param #number Priority (Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskSEAD(TargetTypes, Priority)
local DCSTask = {
id = 'EngageTargets',
key = "SEAD",
--auto = false,
--enabled = true,
params = {
targetTypes = TargetTypes or {"Air Defence"},
priority = Priority or 0
}
}
return DCSTask
end
--- (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets. --- (AIR) Engaging a controllable. The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
@@ -2369,7 +2421,7 @@ do -- Route methods
-- @return DCS#Task Task. -- @return DCS#Task Task.
-- @return #boolean If true, path on road is possible. If false, task will route the group directly to its destination. -- @return #boolean If true, path on road is possible. If false, task will route the group directly to its destination.
function CONTROLLABLE:TaskGroundOnRoad( ToCoordinate, Speed, OffRoadFormation, Shortcut, FromCoordinate, WaypointFunction, WaypointFunctionArguments ) function CONTROLLABLE:TaskGroundOnRoad( ToCoordinate, Speed, OffRoadFormation, Shortcut, FromCoordinate, WaypointFunction, WaypointFunctionArguments )
self:I( { ToCoordinate = ToCoordinate, Speed = Speed, OffRoadFormation = OffRoadFormation, WaypointFunction = WaypointFunction, Args = WaypointFunctionArguments } ) self:T( { ToCoordinate = ToCoordinate, Speed = Speed, OffRoadFormation = OffRoadFormation, WaypointFunction = WaypointFunction, Args = WaypointFunctionArguments } )
-- Defaults. -- Defaults.
Speed = Speed or 20 Speed = Speed or 20
+76 -37
View File
@@ -624,10 +624,9 @@ function GROUP:GetRange()
return nil return nil
end end
--- Returns a list of @{Wrapper.Unit} objects of the @{Wrapper.Group}. --- Returns a list of @{Wrapper.Unit} objects of the @{Wrapper.Group}.
-- @param #GROUP self -- @param #GROUP self
-- @return #list<Wrapper.Unit#UNIT> The list of @{Wrapper.Unit} objects of the @{Wrapper.Group}. -- @return #table of Wrapper.Unit#UNIT objects, indexed by number.
function GROUP:GetUnits() function GROUP:GetUnits()
self:F2( { self.GroupName } ) self:F2( { self.GroupName } )
local DCSGroup = self:GetDCSObject() local DCSGroup = self:GetDCSObject()
@@ -645,7 +644,6 @@ function GROUP:GetUnits()
return nil return nil
end end
--- Returns a list of @{Wrapper.Unit} objects of the @{Wrapper.Group} that are occupied by a player. --- Returns a list of @{Wrapper.Unit} objects of the @{Wrapper.Group} that are occupied by a player.
-- @param #GROUP self -- @param #GROUP self
-- @return #list<Wrapper.Unit#UNIT> The list of player occupied @{Wrapper.Unit} objects of the @{Wrapper.Group}. -- @return #list<Wrapper.Unit#UNIT> The list of player occupied @{Wrapper.Unit} objects of the @{Wrapper.Group}.
@@ -676,41 +674,38 @@ function GROUP:IsPlayer()
return self:GetUnit(1):IsPlayer() return self:GetUnit(1):IsPlayer()
end end
--- Returns the UNIT wrapper class with number UnitNumber. --- Returns the UNIT wrapper object with number UnitNumber. If it doesn't exist, tries to return the next available unit.
-- If the underlying DCS Unit does not exist, the method will return nil. . -- If no underlying DCS Units exist, the method will return nil.
-- @param #GROUP self -- @param #GROUP self
-- @param #number UnitNumber The number of the UNIT wrapper class to be returned. -- @param #number UnitNumber The number of the UNIT wrapper class to be returned.
-- @return Wrapper.Unit#UNIT The UNIT wrapper class. -- @return Wrapper.Unit#UNIT The UNIT object or nil
function GROUP:GetUnit( UnitNumber ) function GROUP:GetUnit( UnitNumber )
local DCSGroup = self:GetDCSObject() local DCSGroup = self:GetDCSObject()
if DCSGroup then if DCSGroup then
local UnitFound = nil local UnitFound = nil
-- 2.7.1 dead event bug, return the first alive unit instead -- 2.7.1 dead event bug, return the first alive unit instead
-- Maybe fixed with 2.8?
local units = DCSGroup:getUnits() or {} local units = DCSGroup:getUnits() or {}
if units[UnitNumber] then
for _,_unit in pairs(units) do local UnitFound = UNIT:Find(units[UnitNumber])
if UnitFound then
local UnitFound = UNIT:Find(_unit) return UnitFound
end
else
for _,_unit in pairs(units) do
local UnitFound = UNIT:Find(_unit)
if UnitFound then if UnitFound then
return UnitFound return UnitFound
end end
end end
end end
end
return nil return nil
end end
--- Returns the DCS Unit with number UnitNumber. --- Returns the DCS Unit with number UnitNumber.
-- If the underlying DCS Unit does not exist, the method will return nil. . -- If the underlying DCS Unit does not exist, the method will return try to find the next unit. Returns nil if no units are found.
-- @param #GROUP self -- @param #GROUP self
-- @param #number UnitNumber The number of the DCS Unit to be returned. -- @param #number UnitNumber The number of the DCS Unit to be returned.
-- @return DCS#Unit The DCS Unit. -- @return DCS#Unit The DCS Unit.
@@ -724,7 +719,6 @@ function GROUP:GetDCSUnit( UnitNumber )
return DCSGroup:getUnit( UnitNumber ) return DCSGroup:getUnit( UnitNumber )
else else
local UnitFound = nil
-- 2.7.1 dead event bug, return the first alive unit instead -- 2.7.1 dead event bug, return the first alive unit instead
local units = DCSGroup:getUnits() or {} local units = DCSGroup:getUnits() or {}
@@ -803,7 +797,20 @@ function GROUP:GetFirstUnitAlive()
return nil return nil
end end
--- Get the first unit of the group. Might be nil!
-- @param #GROUP self
-- @return Wrapper.Unit#UNIT First unit or nil if it does not exist.
function GROUP:GetFirstUnit()
self:F3({self.GroupName})
local DCSGroup = self:GetDCSObject()
if DCSGroup then
local units=self:GetUnits()
return units[1]
end
return nil
end
--- Returns the average velocity Vec3 vector. --- Returns the average velocity Vec3 vector.
-- @param Wrapper.Group#GROUP self -- @param Wrapper.Group#GROUP self
@@ -1646,7 +1653,7 @@ function GROUP:GetMinHeight()
return nil return nil
end end
--- Returns the current maximum height of the group. --- Returns the current maximum height of the group, i.e. the highest unit height of that group.
-- Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned. -- Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned.
-- @param #GROUP self -- @param #GROUP self
-- @return #number Maximum height found. -- @return #number Maximum height found.
@@ -1661,7 +1668,7 @@ function GROUP:GetMaxHeight()
for Index, UnitData in pairs( DCSGroup:getUnits() ) do for Index, UnitData in pairs( DCSGroup:getUnits() ) do
local UnitData = UnitData -- DCS#Unit local UnitData = UnitData -- DCS#Unit
local UnitHeight = UnitData:getPoint() local UnitHeight = UnitData:getPoint().p.y -- Height -- found by @Heavydrinker
if UnitHeight > GroupHeightMax then if UnitHeight > GroupHeightMax then
GroupHeightMax = UnitHeight GroupHeightMax = UnitHeight
@@ -2778,11 +2785,16 @@ end
-- @param #GROUP self -- @param #GROUP self
-- @param #boolean ShortCallsign Return a shortened customized callsign, i.e. "Ghostrider 9" and not "Ghostrider 9 1" -- @param #boolean ShortCallsign Return a shortened customized callsign, i.e. "Ghostrider 9" and not "Ghostrider 9 1"
-- @param #boolean Keepnumber (Player only) Return customized callsign, incl optional numbers at the end, e.g. "Aerial 1-1#Ghostrider 109" results in "Ghostrider 109", if you want to e.g. use historical US Navy Callsigns -- @param #boolean Keepnumber (Player only) Return customized callsign, incl optional numbers at the end, e.g. "Aerial 1-1#Ghostrider 109" results in "Ghostrider 109", if you want to e.g. use historical US Navy Callsigns
-- @param #table CallsignTranslations Table to translate between DCS standard callsigns and bespoke ones. Does not apply if using customized -- @param #table CallsignTranslations Table to translate between DCS standard callsigns and bespoke ones. Overrides personal/parsed callsigns if set
-- callsigns from playername or group name. -- callsigns from playername or group name.
-- @return #string Callsign -- @return #string Callsign
-- @usage -- @usage
-- -- Set Custom CAP Flight Callsigns for use with TTS -- -- suppose there are three groups with one (client) unit each:
-- -- Slot 1 -- with mission editor callsign Enfield-1
-- -- Slot 2 # Apollo 403 -- with mission editor callsign Enfield-2
-- -- Slot 3 | Apollo -- with mission editor callsign Enfield-3
-- -- Slot 4 | Apollo -- with mission editor callsign Devil-4
-- -- and suppose these Custom CAP Flight Callsigns for use with TTS are set
-- mygroup:GetCustomCallSign(true,false,{ -- mygroup:GetCustomCallSign(true,false,{
-- Devil = 'Bengal', -- Devil = 'Bengal',
-- Snake = 'Winder', -- Snake = 'Winder',
@@ -2790,12 +2802,12 @@ end
-- Enfield = 'Victory', -- Enfield = 'Victory',
-- Uzi = 'Evil Eye' -- Uzi = 'Evil Eye'
-- }) -- })
-- -- -- then GetCustomCallsign will return
-- results in this outcome if the group has Callsign "Enfield 9 1" on the 1st #UNIT of the group: -- -- Enfield-1 for Slot 1
-- -- -- Apollo for Slot 2 or Apollo 403 if Keepnumber is set
-- 'Victory 9' -- -- Apollo for Slot 3
-- -- -- Bengal-4 for Slot 4
--
function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations) function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations)
--self:I("GetCustomCallSign") --self:I("GetCustomCallSign")
@@ -2803,14 +2815,18 @@ function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations)
if self:IsAlive() then if self:IsAlive() then
local IsPlayer = self:IsPlayer() local IsPlayer = self:IsPlayer()
local shortcallsign = self:GetCallsign() or "unknown91" -- e.g.Uzi91, but we want Uzi 9 1 local shortcallsign = self:GetCallsign() or "unknown91" -- e.g.Uzi91, but we want Uzi 9 1
local callsignroot = string.match(shortcallsign, '(%a+)') -- Uzi local callsignroot = string.match(shortcallsign, '(%a+)') or "Ghost" -- Uzi
--self:I("CallSign = " .. callsignroot) --self:I("CallSign = " .. callsignroot)
local groupname = self:GetName() local groupname = self:GetName()
local callnumber = string.match(shortcallsign, "(%d+)$" ) or "91" -- 91 local callnumber = string.match(shortcallsign, "(%d+)$" ) or "91" -- 91
local callnumbermajor = string.char(string.byte(callnumber,1)) -- 9 local callnumbermajor = string.char(string.byte(callnumber,1)) -- 9
local callnumberminor = string.char(string.byte(callnumber,2)) -- 1 local callnumberminor = string.char(string.byte(callnumber,2)) -- 1
local personalized = false local personalized = false
if IsPlayer and string.find(groupname,"#") then
-- prioritize bespoke callsigns over parsing, prefer parsing over default callsigns
if CallsignTranslations and CallsignTranslations[callsignroot] then
callsignroot = CallsignTranslations[callsignroot]
elseif IsPlayer and string.find(groupname,"#") then
-- personalized flight name in group naming -- personalized flight name in group naming
if Keepnumber then if Keepnumber then
shortcallsign = string.match(groupname,"#(.+)") or "Ghost 111" -- Ghostrider 219 shortcallsign = string.match(groupname,"#(.+)") or "Ghost 111" -- Ghostrider 219
@@ -2824,10 +2840,6 @@ function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations)
personalized = true personalized = true
end end
if (not personalized) and CallsignTranslations and CallsignTranslations[callsignroot] then
callsignroot = CallsignTranslations[callsignroot]
end
if personalized then if personalized then
-- player personalized callsign -- player personalized callsign
-- remove trailing/leading spaces -- remove trailing/leading spaces
@@ -2855,3 +2867,30 @@ function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations)
return callsign return callsign
end end
---
-- @param #GROUP self
-- @param Wrapper.Group#GROUP CarrierGroup.
-- @param #number Speed Speed in knots.
-- @param #boolean ToKIAS If true, adjust speed to altitude (KIAS).
-- @param #number Altitude Altitude the tanker orbits at in feet.
-- @param #number Delay (optional) Set the task after this many seconds. Defaults to one.
-- @param #number LastWaypoint (optional) Waypoint number of carrier group that when reached, ends the recovery tanker task.
-- @return #GROUP self
function GROUP:SetAsRecoveryTanker(CarrierGroup,Speed,ToKIAS,Altitude,Delay,LastWaypoint)
local speed = ToKIAS == true and UTILS.KnotsToAltKIAS(Speed,Altitude) or Speed
speed = UTILS.KnotsToMps(speed)
local alt = UTILS.FeetToMeters(Altitude)
local delay = Delay or 1
local task = self:TaskRecoveryTanker(CarrierGroup,speed,alt,LastWaypoint)
self:SetTask(task,delay)
local tankertask = self:EnRouteTaskTanker()
self:PushTask(tankertask,delay+2)
return self
end
+5 -9
View File
@@ -59,17 +59,15 @@
-- --
-- mymarker = MARKER:New( Coordinate , "I am Batumi Airfield" ):ToCoalition( coalition.side.BLUE ) -- mymarker = MARKER:New( Coordinate , "I am Batumi Airfield" ):ToCoalition( coalition.side.BLUE )
-- --
-- ### To Blue Coalition
--
-- ### To Red Coalition
--
-- This would show the marker only to the Blue coalition. -- This would show the marker only to the Blue coalition.
-- --
-- ## For a Group -- ## For a Group
-- --
-- mymarker = MARKER:New( Coordinate , "Target Location" ):ToGroup( tankGroup )
-- --
-- # Removing a Marker -- # Removing a Marker
-- -- mymarker:Remove(60)
-- This removes the marker after 60 seconds
-- --
-- # Updating a Marker -- # Updating a Marker
-- --
@@ -175,8 +173,6 @@ function MARKER:New( Coordinate, Text )
-- Inherit everything from FSM class. -- Inherit everything from FSM class.
local self = BASE:Inherit( self, FSM:New() ) -- #MARKER local self = BASE:Inherit( self, FSM:New() ) -- #MARKER
local self=BASE:Inherit(self, FSM:New()) -- #MARKER
self.coordinate=UTILS.DeepCopy(Coordinate) self.coordinate=UTILS.DeepCopy(Coordinate)
self.text = Text self.text = Text
@@ -307,7 +303,7 @@ end
-- User API Functions -- User API Functions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Marker is readonly. Text cannot be changed and marker cannot be removed. --- Marker is readonly. Text cannot be changed and marker cannot be removed. The will not update the marker in the game, Call MARKER:Refresh to update state.
-- @param #MARKER self -- @param #MARKER self
-- @return #MARKER self -- @return #MARKER self
function MARKER:ReadOnly() function MARKER:ReadOnly()
@@ -317,7 +313,7 @@ function MARKER:ReadOnly()
return self return self
end end
--- Marker is readonly. Text cannot be changed and marker cannot be removed. --- Marker is read and write. Text cannot be changed and marker cannot be removed. The will not update the marker in the game, Call MARKER:Refresh to update state.
-- @param #MARKER self -- @param #MARKER self
-- @return #MARKER self -- @return #MARKER self
function MARKER:ReadWrite() function MARKER:ReadWrite()
+833
View File
@@ -0,0 +1,833 @@
--- **Wrapper** - DCS net functions.
--
-- Encapsules **multiplayer server** environment scripting functions from [net](https://wiki.hoggitworld.com/view/DCS_singleton_net)
--
-- ===
--
-- ### Author: **applevangelist**
-- # Last Update Feb 2023
--
-- ===
--
-- @module Wrapper.Net
-- @image Utils_Profiler.jpg
do
--- The NET class
-- @type NET
-- @field #string ClassName
-- @field #string Version
-- @field #string lid
-- @field #number BlockTime
-- @field #table BlockedPilots
-- @field #table KnownPilots
-- @field #string BlockMessage
-- @field #string UnblockMessage
-- @field #table BlockedUCIDs
-- @field #table BlockedSlots
-- @field #table BlockedSides
-- @extends Core.Fsm#FSM
---
-- @type NET.PlayerData
-- @field #string name
-- @field #string ucid
-- @field #number id
-- @field #number side
-- @field #number slot
--- Encapsules multiplayer environment scripting functions from [net](https://wiki.hoggitworld.com/view/DCS_singleton_net)
-- with some added FSM functions and options to block/unblock players in MP environments.
--
-- @field #NET
NET = {
ClassName = "NET",
Version = "0.1.0",
BlockTime = 600,
BlockedPilots = {},
BlockedUCIDs = {},
BlockedSides = {},
BlockedSlots = {},
KnownPilots = {},
BlockMessage = nil,
UnblockMessage = nil,
lid = nil,
}
--- Instantiate a new NET object.
-- @param #NET self
-- @return #NET self
function NET:New()
-- Inherit base.
local self = BASE:Inherit(self, FSM:New()) -- #NET
self.BlockTime = 600
self.BlockedPilots = {}
self.KnownPilots = {}
self:SetBlockMessage()
self:SetUnblockMessage()
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Run", "Running") -- Start FSM.
self:AddTransition("*", "PlayerJoined", "*")
self:AddTransition("*", "PlayerLeft", "*")
self:AddTransition("*", "PlayerDied", "*")
self:AddTransition("*", "PlayerEjected", "*")
self:AddTransition("*", "PlayerBlocked", "*")
self:AddTransition("*", "PlayerUnblocked", "*")
self:AddTransition("*", "Status", "*")
self:AddTransition("*", "Stop", "Stopped")
self.lid = string.format("NET %s | ",self.Version)
--- FSM Function OnAfterPlayerJoined.
-- @function [parent=#NET] OnAfterPlayerJoined
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Unit#UNIT Client Unit Object.
-- @param #string Name Name of joining Pilot.
-- @return #NET self
--- FSM Function OnAfterPlayerLeft.
-- @function [parent=#NET] OnAfterPlayerLeft
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Unit#UNIT Client Unit Object, might be nil.
-- @param #string Name Name of leaving Pilot.
-- @return #NET self
--- FSM Function OnAfterPlayerEjected.
-- @function [parent=#NET] OnAfterPlayerEjected
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Unit#UNIT Client Unit Object, might be nil.
-- @param #string Name Name of leaving Pilot.
-- @return #NET self
--- FSM Function OnAfterPlayerDied.
-- @function [parent=#NET] OnAfterPlayerDied
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Unit#UNIT Client Unit Object, might be nil.
-- @param #string Name Name of dead Pilot.
-- @return #NET self
--- FSM Function OnAfterPlayerBlocked.
-- @function [parent=#NET] OnAfterPlayerBlocked
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client Client Object, might be nil.
-- @param #string Name Name of blocked Pilot.
-- @param #number Seconds Blocked for this number of seconds
-- @return #NET self
--- FSM Function OnAfterPlayerUnblocked.
-- @function [parent=#NET] OnAfterPlayerUnblocked
-- @param #NET self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client Client Object, might be nil.
-- @param #string Name Name of unblocked Pilot.
-- @return #NET self
self:Run()
return self
end
--- [Internal] Check any blockers
-- @param #NET self
-- @param #string UCID
-- @param #string Name
-- @param #number PlayerID
-- @param #number PlayerSide
-- @param #string PlayerSlot
-- @return #boolean IsBlocked
function NET:IsAnyBlocked(UCID,Name,PlayerID,PlayerSide,PlayerSlot)
local blocked = false
local TNow = timer.getTime()
-- UCID
if UCID and self.BlockedUCIDs[UCID] and TNow < self.BlockedUCIDs[UCID] then
return true
end
-- ID/Name
if PlayerID and not Name then
Name = self:GetPlayerIDByName(Name)
end
-- Name
if Name and self.BlockedPilots[Name] and TNow < self.BlockedPilots[Name] then
return true
end
-- Side
if PlayerSide and self.BlockedSides[PlayerSide] and TNow < self.BlockedSides[PlayerSide] then
return true
end
-- Slot
if PlayerSlot and self.BlockedSlots[PlayerSlot] and TNow < self.BlockedSlots[PlayerSlot] then
return true
end
return blocked
end
--- [Internal] Event Handler
-- @param #NET self
-- @param Core.Event#EVENTDATA EventData
-- @return #NET self
function NET:_EventHandler(EventData)
self:T(self.lid .. " _EventHandler")
self:T2({Event = EventData.id})
local data = EventData -- Core.Event#EVENTDATA EventData
if data.id and data.IniUnit and (data.IniPlayerName or data.IniUnit:GetPlayerName()) then
-- Get Player Data
local name = data.IniPlayerName and data.IniPlayerName or data.IniUnit:GetPlayerName()
local ucid = self:GetPlayerUCID(nil,name)
local PlayerID = self:GetPlayerIDByName(name) or "none"
local PlayerSide, PlayerSlot = self:GetSlot(data.IniUnit)
local TNow = timer.getTime()
self:T(self.lid.."Event for: "..name.." | UCID: "..ucid)
-- Joining
if data.id == EVENTS.PlayerEnterUnit or data.id == EVENTS.PlayerEnterAircraft then
self:T(self.lid.."Pilot Joining: "..name.." | UCID: "..ucid)
-- Check for blockages
local blocked = self:IsAnyBlocked(ucid,name,PlayerID,PlayerSide,PlayerSlot)
if blocked and PlayerID and tonumber(PlayerID) ~= 1 then
-- block pilot
local outcome = net.force_player_slot(tonumber(PlayerID), 0, '' )
else
self.KnownPilots[name] = {
name = name,
ucid = ucid,
id = PlayerID,
side = PlayerSide,
slot = PlayerSlot,
}
self:__PlayerJoined(1,data.IniUnit,name)
return self
end
end
-- Leaving
if data.id == EVENTS.PlayerLeaveUnit and self.KnownPilots[name] then
self:T(self.lid.."Pilot Leaving: "..name.." | UCID: "..ucid)
self:__PlayerLeft(1,data.IniUnit,name)
self.KnownPilots[name] = false
return self
end
-- Ejected
if data.id == EVENTS.Ejection and self.KnownPilots[name] then
self:T(self.lid.."Pilot Ejecting: "..name.." | UCID: "..ucid)
self:__PlayerEjected(1,data.IniUnit,name)
self.KnownPilots[name] = false
return self
end
-- Dead, Crash, Suicide
if (data.id == EVENTS.PilotDead or data.id == EVENTS.SelfKillPilot or data.id == EVENTS.Crash) and self.KnownPilots[name] then
self:T(self.lid.."Pilot Dead: "..name.." | UCID: "..ucid)
self:__PlayerDied(1,data.IniUnit,name)
self.KnownPilots[name] = false
return self
end
end
return self
end
--- Block a player.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client CLIENT object.
-- @param #string PlayerName (optional) Name of the player.
-- @param #number Seconds (optional) Number of seconds the player has to wait before rejoining.
-- @param #string Message (optional) Message to be sent via chat.
-- @return #NET self
function NET:BlockPlayer(Client,PlayerName,Seconds,Message)
self:T({PlayerName,Seconds,Message})
local name = PlayerName
if Client and (not PlayerName) then
name = Client:GetPlayerName()
elseif PlayerName then
name = PlayerName
else
self:F(self.lid.."Block: No Client or PlayerName given or nothing found!")
return self
end
local ucid = self:GetPlayerUCID(Client,name)
local addon = Seconds or self.BlockTime
self.BlockedPilots[name] = timer.getTime()+addon
self.BlockedUCIDs[ucid] = timer.getTime()+addon
local message = Message or self.BlockMessage
if name then
self:SendChatToPlayer(message,name)
else
self:SendChat(name..": "..message)
end
self:__PlayerBlocked(1,Client,name,Seconds)
local PlayerID = self:GetPlayerIDByName(name)
if PlayerID and tonumber(PlayerID) ~= 1 then
local outcome = net.force_player_slot(tonumber(PlayerID), 0, '' )
end
return self
end
--- Block a SET_CLIENT of players
-- @param #NET self
-- @param Core.Set#SET_CLIENT PlayerSet The SET to block.
-- @param #number Seconds Seconds (optional) Number of seconds the player has to wait before rejoining.
-- @param #string Message (optional) Message to be sent via chat.
-- @return #NET self
function NET:BlockPlayerSet(PlayerSet,Seconds,Message)
self:T({PlayerSet.Set,Seconds,Message})
local addon = Seconds or self.BlockTime
local message = Message or self.BlockMessage
for _,_client in pairs(PlayerSet.Set) do
local name = _client:GetPlayerName()
self:BlockPlayer(_client,name,addon,message)
end
return self
end
--- Unblock a SET_CLIENT of players
-- @param #NET self
-- @param Core.Set#SET_CLIENT PlayerSet The SET to unblock.
-- @param #string Message (optional) Message to be sent via chat.
-- @return #NET self
function NET:UnblockPlayerSet(PlayerSet,Message)
self:T({PlayerSet.Set,Seconds,Message})
local message = Message or self.UnblockMessage
for _,_client in pairs(PlayerSet.Set) do
local name = _client:GetPlayerName()
self:UnblockPlayer(_client,name,message)
end
return self
end
--- Block a specific UCID of a player, does NOT automatically kick the player with the UCID if already joined.
-- @param #NET self
-- @param #string ucid
-- @param #number Seconds Seconds (optional) Number of seconds the player has to wait before rejoining.
-- @return #NET self
function NET:BlockUCID(ucid,Seconds)
self:T({ucid,Seconds})
local addon = Seconds or self.BlockTime
self.BlockedUCIDs[ucid] = timer.getTime()+addon
return self
end
--- Unblock a specific UCID of a player
-- @param #NET self
-- @param #string ucid
-- @return #NET self
function NET:UnblockUCID(ucid)
self:T({ucid})
self.BlockedUCIDs[ucid] = nil
return self
end
--- Block a specific coalition side, does NOT automatically kick all players of that side or kick out joined players
-- @param #NET self
-- @param #number side The side to block - 1 : Red, 2 : Blue
-- @param #number Seconds Seconds (optional) Number of seconds the player has to wait before rejoining.
-- @return #NET self
function NET:BlockSide(Side,Seconds)
self:T({Side,Seconds})
local addon = Seconds or self.BlockTime
if Side == 1 or Side == 2 then
self.BlockedSides[Side] = timer.getTime()+addon
end
return self
end
--- Unblock a specific coalition side. Does NOT unblock specifically blocked playernames or UCIDs.
-- @param #number side The side to block - 1 : Red, 2 : Blue
-- @param #number Seconds Seconds (optional) Number of seconds the player has to wait before rejoining.
-- @return #NET self
function NET:UnblockSide(Side,Seconds)
self:T({Side,Seconds})
local addon = Seconds or self.BlockTime
if Side == 1 or Side == 2 then
self.BlockedSides[Side] = nil
end
return self
end
--- Block a specific player slot, does NOT automatically kick a player in that slot or kick out joined players
-- @param #NET self
-- @param #string slot The slot to block
-- @param #number Seconds Seconds (optional) Number of seconds the player has to wait before rejoining.
-- @return #NET self
function NET:BlockSlot(Slot,Seconds)
self:T({Slot,Seconds})
local addon = Seconds or self.BlockTime
self.BlockedSlots[Slot] = timer.getTime()+addon
return self
end
--- Unblock a specific slot.
-- @param #string slot The slot to block
-- @return #NET self
function NET:UnblockSlot(Slot)
self:T({Slot})
self.BlockedSlots[Slot] = nil
return self
end
--- Unblock a player.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client CLIENT object
-- @param #string PlayerName (optional) Name of the player.
-- @param #string Message (optional) Message to be sent via chat.
-- @return #NET self
function NET:UnblockPlayer(Client,PlayerName,Message)
local name = PlayerName
if Client then
name = Client:GetPlayerName()
elseif PlayerName then
name = PlayerName
else
self:F(self.lid.."Unblock: No PlayerName given or not found!")
return self
end
local ucid = self:GetPlayerUCID(Client,name)
self.BlockedPilots[name] = nil
self.BlockedUCIDs[ucid] = nil
local message = Message or self.UnblockMessage
if name then
self:SendChatToPlayer(message,name)
else
self:SendChat(name..": "..message)
end
self:__PlayerUnblocked(1,Client,name)
return self
end
--- Set block chat message.
-- @param #NET self
-- @param #string Text The message
-- @return #NET self
function NET:SetBlockMessage(Text)
self.BlockMessage = Text or "You are blocked from joining. Wait time is: "..self.BlockTime.." seconds!"
return self
end
--- Set block time in seconds.
-- @param #NET self
-- @param #number Seconds Numnber of seconds this block will last. Defaults to 600.
-- @return #NET self
function NET:SetBlockTime(Seconds)
self.BlockTime = Seconds or 600
return self
end
--- Set unblock chat message.
-- @param #NET self
-- @param #string Text The message
-- @return #NET self
function NET:SetUnblockMessage(Text)
self.UnblockMessage = Text or "You are unblocked now and can join again."
return self
end
--- Send chat message.
-- @param #NET self
-- @param #string Message Message to send
-- @param #boolean ToAll (Optional)
-- @return #NET self
function NET:SendChat(Message,ToAll)
if Message then
net.send_chat(Message, ToAll)
end
return self
end
--- Find the PlayerID by name
-- @param #NET self
-- @param #string Name The player name whose ID to find
-- @return #number PlayerID or nil
function NET:GetPlayerIDByName(Name)
if not Name then return nil end
local playerList = self:GetPlayerList()
self:T({playerList})
for i=1,#playerList do
local playerName = net.get_name(i)
self:T({playerName})
if playerName == Name then
return playerList[i]
end
end
return nil
end
--- Find the PlayerID from a CLIENT object.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client The client
-- @return #number PlayerID or nil
function NET:GetPlayerIDFromClient(Client)
if Client then
local name = Client:GetPlayerName()
local id = self:GetPlayerIDByName(name)
return id
else
return nil
end
end
--- Send chat message to a specific player using the CLIENT object.
-- @param #NET self
-- @param #string Message The text message
-- @param Wrapper.Client#CLIENT ToClient Client receiving the message
-- @param Wrapper.Client#CLIENT FromClient (Optional) Client sending the message
-- @return #NET self
function NET:SendChatToClient(Message, ToClient, FromClient)
local PlayerId = self:GetPlayerIDFromClient(ToClient)
local FromId = self:GetPlayerIDFromClient(FromClient)
if Message and PlayerId and FromId then
net.send_chat_to(Message, tonumber(PlayerId) , tonumber(FromId))
elseif Message and PlayerId then
net.send_chat_to(Message, tonumber(PlayerId))
end
return self
end
--- Send chat message to a specific player using the player name
-- @param #NET self
-- @param #string Message The text message
-- @param #string ToPlayer Player receiving the message
-- @param #string FromPlayer(Optional) Player sending the message
-- @return #NET self
function NET:SendChatToPlayer(Message, ToPlayer, FromPlayer)
local PlayerId = self:GetPlayerIDByName(ToPlayer)
local FromId = self:GetPlayerIDByName(FromPlayer)
if Message and PlayerId and FromId then
net.send_chat_to(Message, tonumber(PlayerId) , tonumber(FromId))
elseif Message and PlayerId then
net.send_chat_to(Message, tonumber(PlayerId))
end
return self
end
--- Load a specific mission.
-- @param #NET self
-- @param #string Path and Mission
-- @return #boolean success
-- @usage
-- mynet:LoadMission(lfs.writeDir() .. 'Missions\\' .. 'MyTotallyAwesomeMission.miz')
function NET:LoadMission(Path)
local outcome = false
if Path then
outcome = net.load_mission(Path)
end
return outcome
end
--- Load next mission. Returns false if at the end of list.
-- @param #NET self
-- @return #boolean success
function NET:LoadNextMission()
local outcome = false
outcome = net.load_next_mission()
return outcome
end
--- Return a table of players currently connected to the server.
-- @param #NET self
-- @return #table PlayerList
function NET:GetPlayerList()
local plist = nil
plist = net.get_player_list()
return plist
end
--- Returns the playerID of the local player. Always returns 1 for server.
-- @param #NET self
-- @return #number ID
function NET:GetMyPlayerID()
return net.get_my_player_id()
end
--- Returns the playerID of the server. Currently always returns 1.
-- @param #NET self
-- @return #number ID
function NET:GetServerID()
return net.get_server_id()
end
--- Return a table of attributes for a given client. If optional attribute is present, only that value is returned.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client The client.
-- @param #string Attribute (Optional) The attribute to obtain. List see below.
-- @return #table PlayerInfo or nil if it cannot be found
-- @usage
-- Table holds these attributes:
--
-- 'id' : playerID
-- 'name' : player name
-- 'side' : 0 - spectators, 1 - red, 2 - blue
-- 'slot' : slotID of the player or
-- 'ping' : ping of the player in ms
-- 'ipaddr': IP address of the player, SERVER ONLY
-- 'ucid' : Unique Client Identifier, SERVER ONLY
--
function NET:GetPlayerInfo(Client,Attribute)
local PlayerID = self:GetPlayerIDFromClient(Client)
if PlayerID then
return net.get_player_info(tonumber(PlayerID), Attribute)
else
return nil
end
end
--- Get player UCID from player CLIENT object or player name. Provide either one.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client The client object to be used.
-- @param #string Name Player name to be used.
-- @return #boolean success
function NET:GetPlayerUCID(Client,Name)
local PlayerID = nil
if Client then
PlayerID = self:GetPlayerIDFromClient(Client)
elseif Name then
PlayerID = self:GetPlayerIDByName(Name)
else
self:E(self.lid.."Neither client nor name provided!")
end
local ucid = net.get_player_info(tonumber(PlayerID), 'ucid')
return ucid
end
--- Kicks a player from the server. Can display a message to the user.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client The client
-- @param #string Message (Optional) The message to send.
-- @return #boolean success
function NET:Kick(Client,Message)
local PlayerID = self:GetPlayerIDFromClient(Client)
if PlayerID and tonumber(PlayerID) ~= 1 then
return net.kick(tonumber(PlayerID), Message)
else
return false
end
end
--- Return a statistic for a given client.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client The client
-- @param #number StatisticID The statistic to obtain
-- @return #number Statistic or nil
-- @usage
-- StatisticIDs are:
--
-- net.PS_PING (0) - ping (in ms)
-- net.PS_CRASH (1) - number of crashes
-- net.PS_CAR (2) - number of destroyed vehicles
-- net.PS_PLANE (3) - ... planes/helicopters
-- net.PS_SHIP (4) - ... ships
-- net.PS_SCORE (5) - total score
-- net.PS_LAND (6) - number of landings
-- net.PS_EJECT (7) - of ejects
--
-- mynet:GetPlayerStatistic(Client,7) -- return number of ejects
function NET:GetPlayerStatistic(Client,StatisticID)
local PlayerID = self:GetPlayerIDFromClient(Client)
local stats = StatisticID or 0
if stats > 7 or stats < 0 then stats = 0 end
if PlayerID then
return net.get_stat(tonumber(PlayerID),stats)
else
return nil
end
end
--- Return the name of a given client. Effectively the same as CLIENT:GetPlayerName().
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client The client
-- @return #string Name or nil if not obtainable
function NET:GetName(Client)
local PlayerID = self:GetPlayerIDFromClient(Client)
if PlayerID then
return net.get_name(tonumber(PlayerID))
else
return nil
end
end
--- Returns the SideId and SlotId of a given client.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client The client
-- @return #number SideID i.e. 0 : spectators, 1 : Red, 2 : Blue
-- @return #number SlotID
function NET:GetSlot(Client)
local PlayerID = self:GetPlayerIDFromClient(Client)
if PlayerID then
local side,slot = net.get_slot(tonumber(PlayerID))
return side,slot
else
return nil,nil
end
end
--- Force the slot for a specific client.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client The client
-- @param #number SideID i.e. 0 : spectators, 1 : Red, 2 : Blue
-- @param #number SlotID Slot number
-- @return #boolean Success
function NET:ForceSlot(Client,SideID,SlotID)
local PlayerID = self:GetPlayerIDFromClient(Client)
if PlayerID and tonumber(PlayerID) ~= 1 then
return net.force_player_slot(tonumber(PlayerID), SideID, SlotID or '' )
else
return false
end
end
--- Force a client back to spectators.
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client The client
-- @return #boolean Succes
function NET:ReturnToSpectators(Client)
local outcome = self:ForceSlot(Client,0)
return outcome
end
--- Converts a lua value to a JSON string.
-- @param #string Lua Anything lua
-- @return #table Json
function NET.Lua2Json(Lua)
return net.lua2json(Lua)
end
--- Converts a JSON string to a lua value.
-- @param #string Json Anything JSON
-- @return #table Lua
function NET.Lua2Json(Json)
return net.json2lua(Json)
end
--- Executes a lua string in a given lua environment in the game.
-- @param #NET self
-- @param #string State The state in which to execute - see below.
-- @param #string DoString The lua string to be executed.
-- @return #string Output
-- @usage
-- States are:
-- 'config': the state in which $INSTALL_DIR/Config/main.cfg is executed, as well as $WRITE_DIR/Config/autoexec.cfg - used for configuration settings
-- 'mission': holds current mission
-- 'export': runs $WRITE_DIR/Scripts/Export.lua and the relevant export API
function NET:DoStringIn(State,DoString)
return net.dostring_in(State,DoString)
end
--- Write an "INFO" entry to the DCS log file, with the message Message.
-- @param #NET self
-- @param #string Message The message to be logged.
-- @return #NET self
function NET:Log(Message)
net.log(Message)
return self
end
--- Get some data of pilots who have currently joined
-- @param #NET self
-- @param Wrapper.Client#CLIENT Client Provide either the client object whose data to find **or**
-- @param #string Name The player name whose data to find
-- @return #table Table of #NET.PlayerData or nil if not found
function NET:GetKnownPilotData(Client,Name)
local name = Name
if Client and not Name then
name = Client:GetPlayerName()
end
if name then
return self.KnownPilots[name]
else
return nil
end
end
--- Status - housekeeping
-- @param #NET self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #NET self
function NET:onafterStatus(From,Event,To)
self:T({From,Event,To})
local function HouseHold(tavolo)
local TNow = timer.getTime()
for _,entry in pairs (tavolo) do
if entry >= TNow then entry = nil end
end
end
HouseHold(self.BlockedPilots)
HouseHold(self.BlockedSides)
HouseHold(self.BlockedSlots)
HouseHold(self.BlockedUCIDs)
if self:Is("Running") then
self:__Status(-60)
end
return self
end
--- Stop the event functions
-- @param #NET self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #NET self
function NET:onafterRun(From,Event,To)
self:T({From,Event,To})
self:HandleEvent(EVENTS.PlayerEnterUnit,self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
self:HandleEvent(EVENTS.PlayerLeaveUnit,self._EventHandler)
self:HandleEvent(EVENTS.PilotDead,self._EventHandler)
self:HandleEvent(EVENTS.Ejection,self._EventHandler)
self:HandleEvent(EVENTS.Crash,self._EventHandler)
self:HandleEvent(EVENTS.SelfKillPilot,self._EventHandler)
self:__Status(-30)
end
--- Stop the event functions
-- @param #NET self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #NET self
function NET:onafterStop(From,Event,To)
self:T({From,Event,To})
self:UnHandleEvent(EVENTS.PlayerEnterUnit)
self:UnHandleEvent(EVENTS.PlayerEnterAircraft)
self:UnHandleEvent(EVENTS.PlayerLeaveUnit)
self:UnHandleEvent(EVENTS.PilotDead)
self:UnHandleEvent(EVENTS.Ejection)
self:UnHandleEvent(EVENTS.Crash)
self:UnHandleEvent(EVENTS.SelfKillPilot)
return self
end
-------------------------------------------------------------------------------
-- End of NET
-------------------------------------------------------------------------------
end
@@ -845,6 +845,78 @@ function POSITIONABLE:GetVelocityKNOTS()
return UTILS.MpsToKnots( self:GetVelocityMPS() ) return UTILS.MpsToKnots( self:GetVelocityMPS() )
end end
--- Returns the true airspeed (TAS). This is calculated from the current velocity minus wind in 3D.
-- @param #POSITIONABLE self
-- @return #number TAS in m/s. Returns 0 if the POSITIONABLE does not exist.
function POSITIONABLE:GetAirspeedTrue()
-- TAS
local tas=0
-- Get current coordinate.
local coord=self:GetCoord()
if coord then
-- Altitude in meters.
local alt=coord.y
-- Wind velocity vector.
local wvec3=coord:GetWindVec3(alt, false)
-- Velocity vector.
local vvec3=self:GetVelocityVec3()
--GS=TAS+WIND ==> TAS=GS-WIND
local tasvec3=UTILS.VecSubstract(vvec3, wvec3)
-- True airspeed in m/s
tas=UTILS.VecNorm(tasvec3)
end
return tas
end
--- Returns the indicated airspeed (IAS).
-- The IAS is calculated from the TAS under the approximation that TAS increases by ~2% with every 1000 feet altitude ASL.
-- @param #POSITIONABLE self
-- @param #number oatcorr (Optional) Outside air temperature (OAT) correction factor. Default 0.017 (=1.7%).
-- @return #number IAS in m/s. Returns 0 if the POSITIONABLE does not exist.
function POSITIONABLE:GetAirspeedIndicated(oatcorr)
-- Get true airspeed.
local tas=self:GetAirspeedTrue()
-- Get altitude.
local altitude=self:GetAltitude()
-- Convert TAS to IAS.
local ias=UTILS.TasToIas(tas, altitude, oatcorr)
return ias
end
--- Returns the horizonal speed relative to eath's surface. The vertical component of the velocity vector is projected out (set to zero).
-- @param #POSITIONABLE self
-- @return #number Ground speed in m/s. Returns 0 if the POSITIONABLE does not exist.
function POSITIONABLE:GetGroundSpeed()
local gs=0
local vel=self:GetVelocityVec3()
if vel then
local vec2={x=vel.x, y=vel.z}
gs=UTILS.Vec2Norm(vel)
end
return gs
end
--- Returns the Angle of Attack of a POSITIONABLE. --- Returns the Angle of Attack of a POSITIONABLE.
-- @param #POSITIONABLE self -- @param #POSITIONABLE self
-- @return #number Angle of attack in degrees. -- @return #number Angle of attack in degrees.
@@ -1696,6 +1768,7 @@ do -- Cargo
["tt_DSHK"] = 6, ["tt_DSHK"] = 6,
["HL_KORD"] = 6, ["HL_KORD"] = 6,
["HL_DSHK"] = 6, ["HL_DSHK"] = 6,
["CCKW_353"] = 16, --GMC CCKW 2½-ton 6×6 truck, estimating 16 soldiers
} }
-- Assuming that each passenger weighs 95 kg on average. -- Assuming that each passenger weighs 95 kg on average.
+22 -11
View File
@@ -4,7 +4,7 @@
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- --
-- ### Contributions: **Applevangelist** -- ### Contributions: **Applevangelist**, **funkyfranky**
-- --
-- === -- ===
-- --
@@ -12,12 +12,12 @@
-- @image Wrapper_Scenery.JPG -- @image Wrapper_Scenery.JPG
--- SCENERY Class
--- @type SCENERY -- @type SCENERY
-- @field #string ClassName -- @field #string ClassName Name of the class.
-- @field #string SceneryName -- @field #string SceneryName Name of the scenery object.
-- @field #DCS.Object SceneryObject -- @field DCS#Object SceneryObject DCS scenery object.
-- @field #number Life0 -- @field #number Life0 Initial life points.
-- @extends Wrapper.Positionable#POSITIONABLE -- @extends Wrapper.Positionable#POSITIONABLE
@@ -37,12 +37,16 @@ SCENERY = {
--- Register scenery object as POSITIONABLE. --- Register scenery object as POSITIONABLE.
--@param #SCENERY self --@param #SCENERY self
--@param #string SceneryName Scenery name. --@param #string SceneryName Scenery name.
--@param #DCS.Object SceneryObject DCS scenery object. --@param DCS#Object SceneryObject DCS scenery object.
--@return #SCENERY Scenery object. --@return #SCENERY Scenery object.
function SCENERY:Register( SceneryName, SceneryObject ) function SCENERY:Register( SceneryName, SceneryObject )
local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) ) local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) )
self.SceneryName = SceneryName self.SceneryName = SceneryName
self.SceneryObject = SceneryObject self.SceneryObject = SceneryObject
if self.SceneryObject then if self.SceneryObject then
self.Life0 = self.SceneryObject:getLife() self.Life0 = self.SceneryObject:getLife()
else else
@@ -53,7 +57,7 @@ end
--- Obtain DCS Object from the SCENERY Object. --- Obtain DCS Object from the SCENERY Object.
--@param #SCENERY self --@param #SCENERY self
--@return #DCS.Object DCS scenery object. --@return DCS#Object DCS scenery object.
function SCENERY:GetDCSObject() function SCENERY:GetDCSObject()
return self.SceneryObject return self.SceneryObject
end end
@@ -69,7 +73,7 @@ function SCENERY:GetLife()
return life return life
end end
--- Get current initial life points from the SCENERY Object. --- Get initial life points of the SCENERY Object.
--@param #SCENERY self --@param #SCENERY self
--@return #number life --@return #number life
function SCENERY:GetLife0() function SCENERY:GetLife0()
@@ -90,7 +94,7 @@ function SCENERY:IsDead()
return self:GetLife() < 1 and true or false return self:GetLife() < 1 and true or false
end end
--- Get the threat level of a SCENERY object. Always 0. --- Get the threat level of a SCENERY object. Always 0 as scenery does not pose a threat to anyone.
--@param #SCENERY self --@param #SCENERY self
--@return #number Threat level 0. --@return #number Threat level 0.
--@return #string "Scenery". --@return #string "Scenery".
@@ -225,3 +229,10 @@ function SCENERY:FindAllByZoneName( ZoneName )
end end
end end
end end
--- SCENERY objects cannot be destroyed via the API (at the punishment of game crash).
--@param #SCENERY self
--@return #SCENERY self
function SCENERY:Destroy()
return self
end
+38 -13
View File
@@ -167,7 +167,7 @@ end
--- Get the DCS unit object. --- Get the DCS unit object.
-- @param #UNIT self -- @param #UNIT self
-- @return DCS#Unit -- @return DCS#Unit The DCS unit object.
function UNIT:GetDCSObject() function UNIT:GetDCSObject()
local DCSUnit = Unit.getByName( self.UnitName ) local DCSUnit = Unit.getByName( self.UnitName )
@@ -229,7 +229,7 @@ function UNIT:ReSpawnAt( Coordinate, Heading )
SpawnGroupTemplate.y = Coordinate.z SpawnGroupTemplate.y = Coordinate.z
self:F( #SpawnGroupTemplate.units ) self:F( #SpawnGroupTemplate.units )
for UnitID, UnitData in pairs( SpawnGroup:GetUnits() ) do for UnitID, UnitData in pairs( SpawnGroup:GetUnits() or {} ) do
local GroupUnit = UnitData -- #UNIT local GroupUnit = UnitData -- #UNIT
self:F( GroupUnit:GetName() ) self:F( GroupUnit:GetName() )
if GroupUnit:IsAlive() then if GroupUnit:IsAlive() then
@@ -325,14 +325,19 @@ function UNIT:IsAlive()
local DCSUnit = self:GetDCSObject() -- DCS#Unit local DCSUnit = self:GetDCSObject() -- DCS#Unit
if DCSUnit then if DCSUnit then
local UnitIsAlive = DCSUnit:isExist() and DCSUnit:isActive() local UnitIsAlive = DCSUnit:isExist() and DCSUnit:isActive() -- and DCSUnit:getLife() > 1
return UnitIsAlive return UnitIsAlive
end end
return nil return nil
end end
--- Returns if the Unit is dead.
-- @param #UNIT self
-- @return #boolean `true` if Unit is dead, else false or nil if the unit does not exist
function UNIT:IsDead()
return not self:IsAlive()
end
--- Returns the Unit's callsign - the localized string. --- Returns the Unit's callsign - the localized string.
-- @param #UNIT self -- @param #UNIT self
@@ -626,25 +631,27 @@ function UNIT:IsFuelSupply()
return false return false
end end
--- Returns the unit's group if it exist and nil otherwise. --- Returns the unit's group if it exists and nil otherwise.
-- @param Wrapper.Unit#UNIT self -- @param Wrapper.Unit#UNIT self
-- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist. -- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist.
function UNIT:GetGroup() function UNIT:GetGroup()
self:F2( self.UnitName ) self:F2( self.UnitName )
local UnitGroup = GROUP:FindByName(self.GroupName)
if UnitGroup then
return UnitGroup
else
local DCSUnit = self:GetDCSObject() local DCSUnit = self:GetDCSObject()
if DCSUnit then if DCSUnit then
local UnitGroup = GROUP:FindByName( DCSUnit:getGroup():getName() ) local grp = DCSUnit:getGroup()
if grp then
local UnitGroup = GROUP:FindByName( grp:getName() )
return UnitGroup return UnitGroup
end end
end
end
return nil return nil
end end
-- Need to add here functions to check if radar is on and which object etc.
--- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign. --- Returns the prefix name of the DCS Unit. A prefix name is a part of the name before a '#'-sign.
-- DCS Units spawned with the @{Core.Spawn#SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name. -- DCS Units spawned with the @{Core.Spawn#SPAWN} class contain a '#'-sign to indicate the end of the (base) DCS Unit name.
-- The spawn sequence number and unit number are contained within the name after the '#' sign. -- The spawn sequence number and unit number are contained within the name after the '#' sign.
@@ -913,7 +920,7 @@ function UNIT:GetLife()
local DCSUnit = self:GetDCSObject() local DCSUnit = self:GetDCSObject()
if DCSUnit then if DCSUnit and DCSUnit:isExist() then
local UnitLife = DCSUnit:getLife() local UnitLife = DCSUnit:getLife()
return UnitLife return UnitLife
end end
@@ -965,6 +972,24 @@ function UNIT:GetDamageRelative()
return 1 return 1
end end
--- Returns the current value for an animation argument on the external model of the given object.
-- Each model animation has an id tied to with different values representing different states of the model.
-- Animation arguments can be figured out by opening the respective 3d model in the modelviewer.
-- @param #UNIT self
-- @param #number AnimationArgument Number corresponding to the animated part of the unit.
-- @return #number Value of the animation argument [-1, 1]. If draw argument value is invalid for the unit in question a value of 0 will be returned.
function UNIT:GetDrawArgumentValue(AnimationArgument)
local DCSUnit = self:GetDCSObject()
if DCSUnit then
local value = DCSUnit:getDrawArgumentValue(AnimationArgument or 0)
return value
end
return 0
end
--- Returns the category of the #UNIT from descriptor. Returns one of --- Returns the category of the #UNIT from descriptor. Returns one of
-- --
-- * Unit.Category.AIRPLANE -- * Unit.Category.AIRPLANE
+839
View File
@@ -0,0 +1,839 @@
--- **Wrapper** - Weapon functions.
--
-- ## Main Features:
--
-- * Convenient access to DCS API functions
-- * Track weapon and get impact position
-- * Get launcher and target of weapon
-- * Define callback function when weapon impacts
-- * Define callback function when tracking weapon
-- * Mark impact points on F10 map
-- * Put coloured smoke on impact points
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Wrapper%20-%20Weapon).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Wrapper.Weapon
-- @image Wrapper_Weapon.png
--- WEAPON class.
-- @type WEAPON
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field DCS#Weapon weapon The DCS weapon object.
-- @field #string name Name of the weapon object.
-- @field #string typeName Type name of the weapon.
-- @field #number category Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).
-- @field #number categoryMissile Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).
-- @field #number coalition Coalition ID.
-- @field #number country Country ID.
-- @field DCS#Desc desc Descriptor table.
-- @field DCS#Unit launcher Launcher DCS unit.
-- @field Wrapper.Unit#UNIT launcherUnit Launcher Unit.
-- @field #string launcherName Name of launcher unit.
-- @field #number dtTrack Time step in seconds for tracking scheduler.
-- @field #function impactFunc Callback function for weapon impact.
-- @field #table impactArg Optional arguments for the impact callback function.
-- @field #function trackFunc Callback function when weapon is tracked and alive.
-- @field #table trackArg Optional arguments for the track callback function.
-- @field DCS#Vec3 vec3 Last known 3D position vector of the tracked weapon.
-- @field DCS#Position3 pos3 Last known 3D position and direction vector of the tracked weapon.
-- @field Core.Point#COORDINATE coordinate Coordinate object of the weapon. Can be used in other classes.
-- @field DCS#Vec3 impactVec3 Impact 3D vector.
-- @field Core.Point#COORDINATE impactCoord Impact coordinate.
-- @field #number trackScheduleID Tracking scheduler ID. Can be used to remove/destroy the scheduler function.
-- @field #boolean tracking If `true`, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.
-- @field #boolean impactMark If `true`, the impact point is marked on the F10 map. Requires tracking to be started.
-- @field #boolean impactSmoke If `true`, the impact point is marked by smoke. Requires tracking to be started.
-- @field #number impactSmokeColor Colour of impact point smoke.
-- @field #boolean impactDestroy If `true`, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.
-- @field #number impactDestroyDist Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.
-- @field #number distIP Distance in meters for the intercept point estimation.
-- @field Wrapper.Unit#UNIT target Last known target.
-- @extends Wrapper.Positionable#POSITIONABLE
--- *In the long run, the sharpest weapon of all is a kind and gentle spirit.* -- Anne Frank
--
-- ===
--
-- # The WEAPON Concept
--
-- The WEAPON class offers an easy-to-use wrapper interface to all DCS API functions.
--
-- Probably, the most striking highlight is that the position of the weapon can be tracked and its impact position can be determined, which is not
-- possible with the native DCS scripting engine functions.
--
-- **Note** that this wrapper class is different from most others as weapon objects cannot be found with a DCS API function like `getByName()`.
-- They can only be found in DCS events like the "Shot" event, where the weapon object is contained in the event data.
--
-- # Tracking
--
-- The status of the weapon can be tracked with the @{#WEAPON.StartTrack} function. This function will try to determin the position of the weapon in (normally) relatively
-- small time steps. The time step can be set via the @{#WEAPON.SetTimeStepTrack} function and is by default set to 0.01 seconds.
--
-- Once the position cannot be retrieved any more, the weapon has impacted (or was destroyed otherwise) and the last known position is safed as the impact point.
-- The impact point can be accessed with the @{#WEAPON.GetImpactVec3} or @{#WEAPON.GetImpactCoordinate} functions.
--
-- ## Impact Point Marking
--
-- You can mark the impact point on the F10 map with @{#WEAPON.SetMarkImpact}.
--
-- You can also trigger coloured smoke at the impact point via @{#WEAPON.SetSmokeImpact}.
--
-- ## Callback functions
--
-- It is possible to define functions that are called during the tracking of the weapon and upon impact, which help you to customize further actions.
--
-- ### Callback on Impact
--
-- The function called on impact can be set with @{#WEAPON.SetFuncImpact}
--
-- ### Callback when Tracking
--
-- The function called each time the weapon status is tracked can be set with @{#WEAPON.SetFuncTrack}
--
-- # Target
--
-- If the weapon has a specific target, you can get it with the @{#WEAPON.GetTarget} function. Note that the object, which is returned can vary. Normally, it is a UNIT
-- but it could also be a STATIC object.
--
-- Also note that the weapon does not always have a target, it can loose a target and re-aquire it and the target might change to another unit.
--
-- You can get the target name with the @{#WEAPON.GetTargetName} function.
--
-- The distance to the target is returned by the @{#WEAPON.GetTargetDistance} function.
--
-- # Category
--
-- The category (bomb, rocket, missile, shell, torpedo) of the weapon can be retrieved with the @{#WEAPON.GetCategory} function.
--
-- You can check if the weapon is a
--
-- * bomb with @{#WEAPON.IsBomb}
-- * rocket with @{#WEAPON.IsRocket}
-- * missile with @{#WEAPON.IsMissile}
-- * shell with @{#WEAPON.IsShell}
-- * torpedo with @{#WEAPON.IsTorpedo}
--
-- # Parameters
--
-- You can get various parameters of the weapon, *e.g.*
--
-- * position: @{#WEAPON.GetVec3}, @{#WEAPON.GetVec2 }, @{#WEAPON.GetCoordinate}
-- * speed: @{#WEAPON.GetSpeed}
-- * coalition: @{#WEAPON.GetCoalition}
-- * country: @{#WEAPON.GetCountry}
--
-- # Dependencies
--
-- This class is used (at least) in the MOOSE classes:
--
-- * RANGE (to determine the impact points of bombs and missiles)
-- * ARTY (to destroy and replace shells with smoke or illumination)
-- * FOX (to destroy the missile before it hits the target)
--
-- @field #WEAPON
WEAPON = {
ClassName = "WEAPON",
verbose = 0,
}
--- WEAPON class version.
-- @field #string version
WEAPON.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- TODO: Destroy before impact.
-- TODO: Monitor target.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new WEAPON object from the DCS weapon object.
-- @param #WEAPON self
-- @param DCS#Weapon WeaponObject The DCS weapon object.
-- @return #WEAPON self
function WEAPON:New(WeaponObject)
-- Nil check on object.
if WeaponObject==nil then
env.error("ERROR: Weapon object does NOT exist")
return nil
end
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, POSITIONABLE:New("Weapon")) -- #WEAPON
-- Set DCS weapon object.
self.weapon=WeaponObject
-- Descriptors containing a lot of info.
self.desc=WeaponObject:getDesc()
-- This gives the object category which is always Object.Category.WEAPON!
--self.category=WeaponObject:getCategory()
-- Weapon category: 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB (Weapon.Category.X)
self.category = self.desc.category
if self:IsMissile() and self.desc.missileCategory then
self.categoryMissile=self.desc.missileCategory
end
-- Get type name.
self.typeName=WeaponObject:getTypeName() or "Unknown Type"
-- Get name of object. Usually a number like "1234567".
self.name=WeaponObject:getName()
-- Get coaliton of weapon.
self.coalition=WeaponObject:getCoalition()
-- Get country of weapon.
self.country=WeaponObject:getCountry()
-- Get DCS unit of the launcher.
self.launcher=WeaponObject:getLauncher()
-- Get launcher of weapon.
self.launcherName="Unknown Launcher"
if self.launcher then
self.launcherName=self.launcher:getName()
self.launcherUnit=UNIT:Find(self.launcher)
end
-- Init the coordinate of the weapon from that of the launcher.
self.coordinate=COORDINATE:NewFromVec3(self.launcher:getPoint())
-- Set log ID.
self.lid=string.format("[%s] %s | ", self.typeName, self.name)
-- Set default parameters
self:SetTimeStepTrack()
self:SetDistanceInterceptPoint()
-- Debug info.
local text=string.format("Weapon v%s\nName=%s, TypeName=%s, Category=%s, Coalition=%d, Country=%d, Launcher=%s",
self.version, self.name, self.typeName, self.category, self.coalition, self.country, self.launcherName)
self:T(self.lid..text)
-- Descriptors.
self:T2(self.desc)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User API Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set verbosity level.
-- @param #WEAPON self
-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
-- @return #WEAPON self
function WEAPON:SetVerbosity(VerbosityLevel)
self.verbose=VerbosityLevel or 0
return self
end
--- Set track position time step.
-- @param #WEAPON self
-- @param #number TimeStep Time step in seconds when the position is updated. Default 0.01 sec ==> 100 evaluations per second.
-- @return #WEAPON self
function WEAPON:SetTimeStepTrack(TimeStep)
self.dtTrack=TimeStep or 0.01
return self
end
--- Set distance of intercept point for estimated impact point.
-- If the weapon cannot be tracked any more, the intercept point from its last known position and direction is used to get
-- a better approximation of the impact point. Can be useful when using longer time steps in the tracking and still achieve
-- a good result on the impact point.
-- It uses the DCS function [getIP](https://wiki.hoggitworld.com/view/DCS_func_getIP).
-- @param #WEAPON self
-- @param #number Distance Distance in meters. Default is 50 m. Set to 0 to deactivate.
-- @return #WEAPON self
function WEAPON:SetDistanceInterceptPoint(Distance)
self.distIP=Distance or 50
return self
end
--- Mark impact point on the F10 map. This requires that the tracking has been started.
-- @param #WEAPON self
-- @param #boolean Switch If `true` or nil, impact is marked.
-- @return #WEAPON self
function WEAPON:SetMarkImpact(Switch)
if Switch==false then
self.impactMark=false
else
self.impactMark=true
end
return self
end
--- Put smoke on impact point. This requires that the tracking has been started.
-- @param #WEAPON self
-- @param #boolean Switch If `true` or nil, impact is smoked.
-- @param #number SmokeColor Color of smoke. Default is `SMOKECOLOR.Red`.
-- @return #WEAPON self
function WEAPON:SetSmokeImpact(Switch, SmokeColor)
if Switch==false then
self.impactSmoke=false
else
self.impactSmoke=true
end
self.impactSmokeColor=SmokeColor or SMOKECOLOR.Red
return self
end
--- Set callback function when weapon is tracked and still alive. The first argument will be the WEAPON object.
-- Note that this can be called many times per second. So be careful for performance reasons.
-- @param #WEAPON self
-- @param #function FuncTrack Function called during tracking.
-- @param ... Optional function arguments.
-- @return #WEAPON self
function WEAPON:SetFuncTrack(FuncTrack, ...)
self.trackFunc=FuncTrack
self.trackArg=arg or {}
return self
end
--- Set callback function when weapon impacted or was destroyed otherwise, *i.e.* cannot be tracked any more.
-- @param #WEAPON self
-- @param #function FuncImpact Function called once the weapon impacted.
-- @param ... Optional function arguments.
-- @return #WEAPON self
--
-- @usage
-- -- Function called on impact.
-- local function OnImpact(Weapon)
-- Weapon:GetImpactCoordinate():MarkToAll("Impact Coordinate of weapon")
-- end
--
-- -- Set which function to call.
-- myweapon:SetFuncImpact(OnImpact)
--
-- -- Start tracking.
-- myweapon:Track()
--
function WEAPON:SetFuncImpact(FuncImpact, ...)
self.impactFunc=FuncImpact
self.impactArg=arg or {}
return self
end
--- Get the unit that launched the weapon.
-- @param #WEAPON self
-- @return Wrapper.Unit#UNIT Laucher unit.
function WEAPON:GetLauncher()
return self.launcherUnit
end
--- Get the target, which the weapon is guiding to.
-- @param #WEAPON self
-- @return Wrapper.Object#OBJECT The target object, which can be a UNIT or STATIC object.
function WEAPON:GetTarget()
local target=nil --Wrapper.Object#OBJECT
if self.weapon then
-- Get the DCS target object, which can be a Unit, Weapon, Static, Scenery, Airbase.
local object=self.weapon:getTarget()
if object then
-- Get object category.
local category=object:getCategory()
--Target name
local name=object:getName()
-- Debug info.
self:T(self.lid..string.format("Got Target Object %s, category=%d", object:getName(), category))
if category==Object.Category.UNIT then
target=UNIT:FindByName(name)
elseif category==Object.Category.STATIC then
target=STATIC:FindByName(name, false)
elseif category==Object.Category.SCENERY then
self:E(self.lid..string.format("ERROR: Scenery target not implemented yet!"))
else
self:E(self.lid..string.format("ERROR: Object category=%d is not implemented yet!", category))
end
end
end
return target
end
--- Get the distance to the current target the weapon is guiding to.
-- @param #WEAPON self
-- @param #function ConversionFunction (Optional) Conversion function from meters to desired unit, *e.g.* `UTILS.MpsToKmph`.
-- @return #number Distance from weapon to target in meters.
function WEAPON:GetTargetDistance(ConversionFunction)
-- Get the target of the weapon.
local target=self:GetTarget() --Wrapper.Unit#UNIT
local distance=nil
if target then
-- Current position of target.
local tv3=target:GetVec3()
-- Current position of weapon.
local wv3=self:GetVec3()
if tv3 and wv3 then
distance=UTILS.VecDist3D(tv3, wv3)
if ConversionFunction then
distance=ConversionFunction(distance)
end
end
end
return distance
end
--- Get name the current target the weapon is guiding to.
-- @param #WEAPON self
-- @return #string Name of the target or "None" if no target.
function WEAPON:GetTargetName()
-- Get the target of the weapon.
local target=self:GetTarget() --Wrapper.Unit#UNIT
local name="None"
if target then
name=target:GetName()
end
return name
end
--- Get velocity vector of weapon.
-- @param #WEAPON self
-- @return DCS#Vec3 Velocity vector with x, y and z components in meters/second.
function WEAPON:GetVelocityVec3()
local Vvec3=nil
if self.weapon then
Vvec3=self.weapon:getVelocity()
end
return Vvec3
end
--- Get speed of weapon.
-- @param #WEAPON self
-- @param #function ConversionFunction (Optional) Conversion function from m/s to desired unit, *e.g.* `UTILS.MpsToKmph`.
-- @return #number Speed in meters per second.
function WEAPON:GetSpeed(ConversionFunction)
local speed=nil
if self.weapon then
local v=self:GetVelocityVec3()
speed=UTILS.VecNorm(v)
if ConversionFunction then
speed=ConversionFunction(speed)
end
end
return speed
end
--- Get the current 3D position vector.
-- @param #WEAPON self
-- @return DCS#Vec3 Current position vector in 3D.
function WEAPON:GetVec3()
local vec3=nil
if self.weapon then
vec3=self.weapon:getPoint()
end
return vec3
end
--- Get the current 2D position vector.
-- @param #WEAPON self
-- @return DCS#Vec2 Current position vector in 2D.
function WEAPON:GetVec2()
local vec3=self:GetVec3()
if vec3 then
local vec2={x=vec3.x, y=vec3.z}
return vec2
end
return nil
end
--- Get type name.
-- @param #WEAPON self
-- @return #string The type name.
function WEAPON:GetTypeName()
return self.typeName
end
--- Get coalition.
-- @param #WEAPON self
-- @return #number Coalition ID.
function WEAPON:GetCoalition()
return self.coalition
end
--- Get country.
-- @param #WEAPON self
-- @return #number Country ID.
function WEAPON:GetCountry()
return self.country
end
--- Get DCS object.
-- @param #WEAPON self
-- @return DCS#Weapon The weapon object.
function WEAPON:GetDCSObject()
-- This polymorphic function is used in Wrapper.Identifiable#IDENTIFIABLE
return self.weapon
end
--- Get the impact position vector. Note that this might not exist if the weapon has not impacted yet!
-- @param #WEAPON self
-- @return DCS#Vec3 Impact position vector (if any).
function WEAPON:GetImpactVec3()
return self.impactVec3
end
--- Get the impact coordinate. Note that this might not exist if the weapon has not impacted yet!
-- @param #WEAPON self
-- @return Core.Point#COORDINATE Impact coordinate (if any).
function WEAPON:GetImpactCoordinate()
return self.impactCoord
end
--- Check if weapon is in the air. Obviously not really useful for torpedos. Well, then again, this is DCS...
-- @param #WEAPON self
-- @return #boolean If `true`, weapon is in the air and `false` if not. Returns `nil` if weapon object itself is `nil`.
function WEAPON:InAir()
local inAir=nil
if self.weapon then
inAir=self.weapon:inAir()
end
return inAir
end
--- Check if weapon object (still) exists.
-- @param #WEAPON self
-- @return #boolean If `true`, the weapon object still exists and `false` otherwise. Returns `nil` if weapon object itself is `nil`.
function WEAPON:IsExist()
local isExist=nil
if self.weapon then
isExist=self.weapon:isExist()
end
return isExist
end
--- Check if weapon is a bomb.
-- @param #WEAPON self
-- @return #boolean If `true`, is a bomb.
function WEAPON:IsBomb()
return self.category==Weapon.Category.BOMB
end
--- Check if weapon is a missile.
-- @param #WEAPON self
-- @return #boolean If `true`, is a missile.
function WEAPON:IsMissile()
return self.category==Weapon.Category.MISSILE
end
--- Check if weapon is a rocket.
-- @param #WEAPON self
-- @return #boolean If `true`, is a missile.
function WEAPON:IsRocket()
return self.category==Weapon.Category.ROCKET
end
--- Check if weapon is a shell.
-- @param #WEAPON self
-- @return #boolean If `true`, is a shell.
function WEAPON:IsShell()
return self.category==Weapon.Category.SHELL
end
--- Check if weapon is a torpedo.
-- @param #WEAPON self
-- @return #boolean If `true`, is a torpedo.
function WEAPON:IsTorpedo()
return self.category==Weapon.Category.TORPEDO
end
--- Destroy the weapon object.
-- @param #WEAPON self
-- @param #number Delay Delay before destroy in seconds.
-- @return #WEAPON self
function WEAPON:Destroy(Delay)
if Delay and Delay>0 then
self:ScheduleOnce(Delay, WEAPON.Destroy, self, 0)
else
if self.weapon then
self:T(self.lid.."Destroying Weapon NOW!")
self:StopTrack()
self.weapon:destroy()
end
end
return self
end
--- Start tracking the weapon until it impacts or is destroyed otherwise.
-- The position of the weapon is monitored in small time steps. Once the position cannot be determined anymore, the monitoring is stopped and the last known position is
-- the (approximate) impact point. Of course, the smaller the time step, the better the position can be determined. However, this can hit the performance as many
-- calculations per second need to be carried out.
-- @param #WEAPON self
-- @param #number Delay Delay in seconds before the tracking starts. Default 0.001 sec.
-- @return #WEAPON self
function WEAPON:StartTrack(Delay)
-- Set delay before start.
Delay=math.max(Delay or 0.001, 0.001)
-- Debug info.
self:T(self.lid..string.format("Start tracking weapon in %.4f sec", Delay))
-- Weapon is not yet "alife" just yet. Start timer in 0.001 seconds.
self.trackScheduleID=timer.scheduleFunction(WEAPON._TrackWeapon, self, timer.getTime() + Delay)
return self
end
--- Stop tracking the weapon by removing the scheduler function.
-- @param #WEAPON self
-- @param #number Delay (Optional) Delay in seconds before the tracking is stopped.
-- @return #WEAPON self
function WEAPON:StopTrack(Delay)
if Delay and Delay>0 then
-- Delayed call.
self:ScheduleOnce(Delay, WEAPON.StopTrack, self, 0)
else
if self.trackScheduleID then
timer.removeFunction(self.trackScheduleID)
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Track weapon until impact.
-- @param #WEAPON self
-- @param DCS#Time time Time in seconds.
-- @return #number Time when called next or nil if not called again.
function WEAPON:_TrackWeapon(time)
-- Debug info.
if self.verbose>=20 then
self:I(self.lid..string.format("Tracking at T=%.5f", time))
end
-- Protected call to get the weapon position. If the position cannot be determined any more, the weapon has impacted and status is nil.
local status, pos3= pcall(
function()
local point=self.weapon:getPosition()
return point
end
)
if status then
-------------------------------
-- Weapon is still in exists --
-------------------------------
-- Update last known position.
self.pos3 = pos3
-- Update last known vec3.
self.vec3 = UTILS.DeepCopy(self.pos3.p)
-- Update coordinate.
self.coordinate:UpdateFromVec3(self.vec3)
-- Keep on tracking by returning the next time below.
self.tracking=true
-- Callback function.
if self.trackFunc then
self.trackFunc(self, unpack(self.trackArg))
end
-- Verbose output.
if self.verbose>=5 then
-- Get vec2 of current position.
local vec2={x=self.vec3.x, y=self.vec3.z}
-- Land hight.
local height=land.getHeight(vec2)
-- Current height above ground level.
local agl=self.vec3.y-height
-- Estimated IP (if any)
local ip=self:_GetIP(self.distIP)
-- Distance between positon and estimated impact.
local d=0
if ip then
d=UTILS.VecDist3D(self.vec3, ip)
end
-- Output.
self:I(self.lid..string.format("T=%.3f: Height=%.3f m AGL=%.3f m, dIP=%.3f", time, height, agl, d))
end
else
---------------------------
-- Weapon does NOT exist --
---------------------------
-- Get intercept point from position (p) and direction (x) in 50 meters.
local ip = self:_GetIP(self.distIP)
if self.verbose>=10 and ip then
-- Output.
self:I(self.lid.."Got intercept point!")
-- Coordinate of the impact point.
local coord=COORDINATE:NewFromVec3(ip)
-- Mark coordinate.
coord:MarkToAll("Intercept point")
coord:SmokeBlue()
-- Distance to last known pos.
local d=UTILS.VecDist3D(ip, self.vec3)
-- Output.
self:I(self.lid..string.format("FF d(ip, vec3)=%.3f meters", d))
end
-- Safe impact vec3.
self.impactVec3=ip or self.vec3
-- Safe impact coordinate.
self.impactCoord=COORDINATE:NewFromVec3(self.vec3)
-- Mark impact point on F10 map.
if self.impactMark then
self.impactCoord:MarkToAll(string.format("Impact point of weapon %s\ntype=%s\nlauncher=%s", self.name, self.typeName, self.launcherName))
end
-- Smoke on impact point.
if self.impactSmoke then
self.impactCoord:Smoke(self.impactSmokeColor)
end
-- Call callback function.
if self.impactFunc then
self.impactFunc(self, unpack(self.impactArg or {}))
end
-- Stop tracking by returning nil below.
self.tracking=false
end
-- Return next time the function is called or nil to stop the scheduler.
if self.tracking then
if self.dtTrack and self.dtTrack>0.001 then
return time+self.dtTrack
else
return nil
end
end
return nil
end
--- Compute estimated intercept/impact point (IP) based on last known position and direction.
-- @param #WEAPON self
-- @param #number Distance Distance in meters. Default 50 m.
-- @return DCS#Vec3 Estimated intercept/impact point. Can also return `nil`, if no IP can be determined.
function WEAPON:_GetIP(Distance)
Distance=Distance or 50
local ip=nil --DCS#Vec3
if Distance>0 and self.pos3 then
-- Get intercept point from position (p) and direction (x) in 20 meters.
ip = land.getIP(self.pos3.p, self.pos3.x, Distance or 20) --DCS#Vec3
end
return ip
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+3
View File
@@ -34,6 +34,7 @@ Core/MarkerOps_Base.lua
Core/Astar.lua Core/Astar.lua
Core/Condition.lua Core/Condition.lua
Core/TextAndSound.lua Core/TextAndSound.lua
Core/Pathline.lua
Wrapper/Object.lua Wrapper/Object.lua
Wrapper/Identifiable.lua Wrapper/Identifiable.lua
@@ -46,6 +47,8 @@ Wrapper/Static.lua
Wrapper/Airbase.lua Wrapper/Airbase.lua
Wrapper/Scenery.lua Wrapper/Scenery.lua
Wrapper/Marker.lua Wrapper/Marker.lua
Wrapper/Weapon.lua
Wrapper/Net.lua
Cargo/Cargo.lua Cargo/Cargo.lua
Cargo/CargoUnit.lua Cargo/CargoUnit.lua
+1 -1
View File
@@ -68,7 +68,7 @@ Pene has kindly created a [tutorial series for MOOSE](https://youtube.com/playli
## [MOOSE on Discord](https://discord.gg/yBPfxC6) ## [MOOSE on Discord](https://discord.gg/aQtjcR94Qf)
MOOSE has a living (chat and video) community of users, beta testers and contributors. The gathering point is a service provided by discord.com. If you want to join this community, just click Discord and you'll be on board in no time. MOOSE has a living (chat and video) community of users, beta testers and contributors. The gathering point is a service provided by discord.com. If you want to join this community, just click Discord and you'll be on board in no time.