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1962 Commits
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| 682c1f5ef2 |
@@ -28,6 +28,13 @@ local.properties
|
||||
.buildpath
|
||||
|
||||
|
||||
#####################
|
||||
## Visual Studio Code
|
||||
#####################
|
||||
*.code-workspace
|
||||
.vscode/
|
||||
|
||||
|
||||
#################
|
||||
## Visual Studio
|
||||
#################
|
||||
|
||||
@@ -1687,6 +1687,20 @@ do -- AI_A2A_DISPATCHER
|
||||
|
||||
return DefenderSquadron
|
||||
end
|
||||
|
||||
--- Get a resource count from a specific squadron
|
||||
-- @param #AI_A2A_DISPATCHER self
|
||||
-- @param #string Squadron Name of the squadron.
|
||||
-- @return #number Number of airframes available or nil if the squadron does not exist
|
||||
function AI_A2A_DISPATCHER:QuerySquadron(Squadron)
|
||||
local Squadron = self:GetSquadron(Squadron)
|
||||
if Squadron.ResourceCount then
|
||||
self:T2(string.format("%s = %s",Squadron.Name,Squadron.ResourceCount))
|
||||
return Squadron.ResourceCount
|
||||
end
|
||||
self:F({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
|
||||
return nil
|
||||
end
|
||||
|
||||
--- [DEPRECATED - Might create problems launching planes] Set the Squadron visible before startup of the dispatcher.
|
||||
-- All planes will be spawned as uncontrolled on the parking spot.
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Create an automated A2G defense system based on a detection network of reconnaissance vehicles and air units, coordinating SEAD, BAI and CAS operations.
|
||||
--- **AI** - Create an automated A2G defense system with reconnaissance units, coordinating SEAD, BAI and CAS operations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -951,7 +951,7 @@ do -- AI_A2G_DISPATCHER
|
||||
AI_A2G_DISPATCHER.DefenseQueue = {}
|
||||
|
||||
--- Defense approach types.
|
||||
-- @type #AI_A2G_DISPATCHER.DefenseApproach
|
||||
-- @type AI_A2G_DISPATCHER.DefenseApproach
|
||||
AI_A2G_DISPATCHER.DefenseApproach = {
|
||||
Random = 1,
|
||||
Distance = 2,
|
||||
@@ -1806,6 +1806,19 @@ do -- AI_A2G_DISPATCHER
|
||||
return DefenderSquadron
|
||||
end
|
||||
|
||||
--- Get a resource count from a specific squadron
|
||||
-- @param #AI_A2G_DISPATCHER self
|
||||
-- @param #string Squadron Name of the squadron.
|
||||
-- @return #number Number of airframes available or nil if the squadron does not exist
|
||||
function AI_A2G_DISPATCHER:QuerySquadron(Squadron)
|
||||
local Squadron = self:GetSquadron(Squadron)
|
||||
if Squadron.ResourceCount then
|
||||
self:T2(string.format("%s = %s",Squadron.Name,Squadron.ResourceCount))
|
||||
return Squadron.ResourceCount
|
||||
end
|
||||
self:F({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Set the Squadron visible before startup of the dispatcher.
|
||||
-- All planes will be spawned as uncontrolled on the parking spot.
|
||||
@@ -1839,7 +1852,7 @@ do -- AI_A2G_DISPATCHER
|
||||
--- Check if the Squadron is visible before startup of the dispatcher.
|
||||
-- @param #AI_A2G_DISPATCHER self
|
||||
-- @param #string SquadronName The squadron name.
|
||||
-- @return #bool true if visible.
|
||||
-- @return #boolean true if visible.
|
||||
-- @usage
|
||||
--
|
||||
-- -- Set the Squadron visible before startup of dispatcher.
|
||||
|
||||
@@ -947,7 +947,7 @@ do -- AI_AIR_DISPATCHER
|
||||
AI_AIR_DISPATCHER.DefenseQueue = {}
|
||||
|
||||
--- Defense approach types
|
||||
-- @type #AI_AIR_DISPATCHER.DefenseApproach
|
||||
-- @type AI_AIR_DISPATCHER.DefenseApproach
|
||||
AI_AIR_DISPATCHER.DefenseApproach = {
|
||||
Random = 1,
|
||||
Distance = 2,
|
||||
@@ -1852,7 +1852,7 @@ do -- AI_AIR_DISPATCHER
|
||||
--- Check if the Squadron is visible before startup of the dispatcher.
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
-- @param #string SquadronName The squadron name.
|
||||
-- @return #bool true if visible.
|
||||
-- @return #boolean true if visible.
|
||||
-- @usage
|
||||
--
|
||||
-- -- Set the Squadron visible before startup of dispatcher.
|
||||
|
||||
@@ -443,9 +443,9 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @param #number ZLevels The amount of levels on the Z-axis.
|
||||
-- @return #AI_ESCORT
|
||||
@@ -493,9 +493,9 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @param #number ZLevels The amount of levels on the Z-axis.
|
||||
-- @return #AI_ESCORT
|
||||
@@ -580,7 +580,7 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationTrail( XStart, XSpace, YStart )
|
||||
|
||||
@@ -594,7 +594,7 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationStack( XStart, XSpace, YStart, YSpace )
|
||||
@@ -609,8 +609,8 @@ end
|
||||
-- This menu will appear under **Formation**.
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationLeftLine( XStart, YStart, ZStart, ZSpace )
|
||||
@@ -625,8 +625,8 @@ end
|
||||
-- This menu will appear under **Formation**.
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationRightLine( XStart, YStart, ZStart, ZSpace )
|
||||
@@ -642,8 +642,8 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationLeftWing( XStart, XSpace, YStart, ZStart, ZSpace )
|
||||
@@ -659,8 +659,8 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationRightWing( XStart, XSpace, YStart, ZStart, ZSpace )
|
||||
@@ -676,9 +676,9 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationCenterWing( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
|
||||
@@ -694,9 +694,9 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationVic( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
|
||||
@@ -712,9 +712,9 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @param #number ZLevels The amount of levels on the Z-axis.
|
||||
-- @return #AI_ESCORT
|
||||
@@ -1471,7 +1471,7 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
|
||||
|
||||
|
||||
@@ -0,0 +1,785 @@
|
||||
--- **Core** - Client Menu Management.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * For complex, non-static menu structures
|
||||
-- * Lightweigt implementation as alternative to MENU
|
||||
-- * Separation of menu tree creation from menu on the clients's side
|
||||
-- * Works with a SET_CLIENT set of clients
|
||||
-- * Allow manipulation of the shadow tree in various ways
|
||||
-- * Push to all or only one client
|
||||
-- * Change entries' menu text
|
||||
-- * Option to make an entry usable once only across all clients
|
||||
-- * Auto appends GROUP and CLIENT objects to menu calls
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **applevangelist**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.ClientMenu
|
||||
-- @image Core_Menu.JPG
|
||||
-- last change: July 2023
|
||||
|
||||
-- TODO
|
||||
----------------------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- CLIENTMENU
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
---
|
||||
-- @type CLIENTMENU
|
||||
-- @field #string ClassName Class Name
|
||||
-- @field #string lid Lid for log entries
|
||||
-- @field #string version Version string
|
||||
-- @field #string name Name
|
||||
-- @field #table path
|
||||
-- @field #table parentpath
|
||||
-- @field #CLIENTMENU Parent
|
||||
-- @field Wrapper.Client#CLIENT client
|
||||
-- @field #number GroupID Group ID
|
||||
-- @field #number ID Entry ID
|
||||
-- @field Wrapper.Group#GROUP group
|
||||
-- @field #string UUID Unique ID based on path+name
|
||||
-- @field #string Function
|
||||
-- @field #table Functionargs
|
||||
-- @field #table Children
|
||||
-- @field #boolean Once
|
||||
-- @field #boolean Generic
|
||||
-- @field #boolean debug
|
||||
-- @field #CLIENTMENUMANAGER Controller
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
---
|
||||
-- @field #CLIENTMENU
|
||||
CLIENTMENU = {
|
||||
ClassName = "CLIENTMENUE",
|
||||
lid = "",
|
||||
version = "0.1.0",
|
||||
name = nil,
|
||||
path = nil,
|
||||
group = nil,
|
||||
client = nil,
|
||||
GroupID = nil,
|
||||
Children = {},
|
||||
Once = false,
|
||||
Generic = false,
|
||||
debug = false,
|
||||
Controller = nil,
|
||||
}
|
||||
|
||||
---
|
||||
-- @field #CLIENTMENU_ID
|
||||
CLIENTMENU_ID = 0
|
||||
|
||||
--- Create an new CLIENTMENU object.
|
||||
-- @param #CLIENTMENU self
|
||||
-- @param Wrapper.Client#CLIENT Client The client for whom this entry is.
|
||||
-- @param #string Text Text of the F10 menu entry.
|
||||
-- @param #CLIENTMENU Parent The parent menu entry.
|
||||
-- @param #string Function (optional) Function to call when the entry is used.
|
||||
-- @param ... (optional) Arguments for the Function, comma separated
|
||||
-- @return #CLIENTMENU self
|
||||
function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
|
||||
-- Inherit everything from BASE class.
|
||||
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENU
|
||||
CLIENTMENU_ID = CLIENTMENU_ID + 1
|
||||
self.ID = CLIENTMENU_ID
|
||||
if Client then
|
||||
self.group = Client:GetGroup()
|
||||
self.client = Client
|
||||
self.GroupID = self.group:GetID()
|
||||
else
|
||||
self.Generic = true
|
||||
end
|
||||
self.name = Text or "unknown entry"
|
||||
if Parent then
|
||||
if Parent:IsInstanceOf("MENU_BASE") then
|
||||
self.parentpath = Parent.MenuPath
|
||||
else
|
||||
self.parentpath = Parent:GetPath()
|
||||
Parent:AddChild(self)
|
||||
end
|
||||
end
|
||||
self.Parent = Parent
|
||||
self.Function = Function
|
||||
self.Functionargs = arg or {}
|
||||
table.insert(self.Functionargs,self.group)
|
||||
table.insert(self.Functionargs,self.client)
|
||||
if self.Functionargs and self.debug then
|
||||
self:T({"Functionargs",self.Functionargs})
|
||||
end
|
||||
if not self.Generic then
|
||||
if Function ~= nil then
|
||||
local ErrorHandler = function( errmsg )
|
||||
env.info( "MOOSE Error in CLIENTMENU COMMAND function: " .. errmsg )
|
||||
if BASE.Debug ~= nil then
|
||||
env.info( BASE.Debug.traceback() )
|
||||
end
|
||||
return errmsg
|
||||
end
|
||||
self.CallHandler = function()
|
||||
local function MenuFunction()
|
||||
return self.Function( unpack( self.Functionargs ) )
|
||||
end
|
||||
local Status, Result = xpcall( MenuFunction, ErrorHandler)
|
||||
if self.Once == true then
|
||||
self:Clear()
|
||||
end
|
||||
end
|
||||
self.path = missionCommands.addCommandForGroup(self.GroupID,Text,self.parentpath, self.CallHandler)
|
||||
else
|
||||
self.path = missionCommands.addSubMenuForGroup(self.GroupID,Text,self.parentpath)
|
||||
end
|
||||
else
|
||||
if self.parentpath then
|
||||
self.path = UTILS.DeepCopy(self.parentpath)
|
||||
else
|
||||
self.path = {}
|
||||
end
|
||||
self.path[#self.path+1] = Text
|
||||
end
|
||||
self.UUID = table.concat(self.path,";")
|
||||
self:T({self.UUID})
|
||||
self.Once = false
|
||||
-- Log id.
|
||||
self.lid=string.format("CLIENTMENU %s | %s | ", self.ID, self.name)
|
||||
self:T(self.lid.."Created")
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a UUID
|
||||
-- @param #CLIENTMENU self
|
||||
-- @param #CLIENTMENU Parent The parent object if any
|
||||
-- @param #string Text The menu entry text
|
||||
-- @return #string UUID
|
||||
function CLIENTMENU:CreateUUID(Parent,Text)
|
||||
local path = {}
|
||||
if Parent and Parent.path then
|
||||
path = Parent.path
|
||||
end
|
||||
path[#path+1] = Text
|
||||
local UUID = table.concat(path,";")
|
||||
return UUID
|
||||
end
|
||||
|
||||
--- Set the CLIENTMENUMANAGER for this entry.
|
||||
-- @param #CLIENTMENU self
|
||||
-- @param #CLIENTMENUMANAGER Controller The controlling object.
|
||||
-- @return #CLIENTMENU self
|
||||
function CLIENTMENU:SetController(Controller)
|
||||
self.Controller = Controller
|
||||
return self
|
||||
end
|
||||
|
||||
--- The entry will be deleted after being used used - for menu entries with functions only.
|
||||
-- @param #CLIENTMENU self
|
||||
-- @return #CLIENTMENU self
|
||||
function CLIENTMENU:SetOnce()
|
||||
self:T(self.lid.."SetOnce")
|
||||
self.Once = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove the entry from the F10 menu.
|
||||
-- @param #CLIENTMENU self
|
||||
-- @return #CLIENTMENU self
|
||||
function CLIENTMENU:RemoveF10()
|
||||
self:T(self.lid.."RemoveF10")
|
||||
if self.GroupID then
|
||||
--self:I(self.lid.."Removing "..table.concat(self.path,";"))
|
||||
missionCommands.removeItemForGroup(self.GroupID , self.path )
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the menu path table.
|
||||
-- @param #CLIENTMENU self
|
||||
-- @return #table Path
|
||||
function CLIENTMENU:GetPath()
|
||||
self:T(self.lid.."GetPath")
|
||||
return self.path
|
||||
end
|
||||
|
||||
--- Get the UUID.
|
||||
-- @param #CLIENTMENU self
|
||||
-- @return #string UUID
|
||||
function CLIENTMENU:GetUUID()
|
||||
self:T(self.lid.."GetUUID")
|
||||
return self.UUID
|
||||
end
|
||||
|
||||
--- Link a child entry.
|
||||
-- @param #CLIENTMENU self
|
||||
-- @param #CLIENTMENU Child The entry to link as a child.
|
||||
-- @return #CLIENTMENU self
|
||||
function CLIENTMENU:AddChild(Child)
|
||||
self:T(self.lid.."AddChild "..Child.ID)
|
||||
table.insert(self.Children,Child.ID,Child)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove a child entry.
|
||||
-- @param #CLIENTMENU self
|
||||
-- @param #CLIENTMENU Child The entry to remove from the children.
|
||||
-- @return #CLIENTMENU self
|
||||
function CLIENTMENU:RemoveChild(Child)
|
||||
self:T(self.lid.."RemoveChild "..Child.ID)
|
||||
table.remove(self.Children,Child.ID)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove all subentries (children) from this entry.
|
||||
-- @param #CLIENTMENU self
|
||||
-- @return #CLIENTMENU self
|
||||
function CLIENTMENU:RemoveSubEntries()
|
||||
self:T(self.lid.."RemoveSubEntries")
|
||||
self:T({self.Children})
|
||||
for _id,_entry in pairs(self.Children) do
|
||||
self:T("Removing ".._id)
|
||||
if _entry then
|
||||
_entry:RemoveSubEntries()
|
||||
_entry:RemoveF10()
|
||||
if _entry.Parent then
|
||||
_entry.Parent:RemoveChild(self)
|
||||
end
|
||||
--if self.Controller then
|
||||
--self.Controller:_RemoveByID(_entry.ID)
|
||||
--end
|
||||
--_entry = nil
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove this entry and all subentries (children) from this entry.
|
||||
-- @param #CLIENTMENU self
|
||||
-- @return #CLIENTMENU self
|
||||
function CLIENTMENU:Clear()
|
||||
self:T(self.lid.."Clear")
|
||||
for _id,_entry in pairs(self.Children) do
|
||||
if _entry then
|
||||
_entry:RemoveSubEntries()
|
||||
_entry = nil
|
||||
end
|
||||
end
|
||||
self:RemoveF10()
|
||||
if self.Parent then
|
||||
self.Parent:RemoveChild(self)
|
||||
end
|
||||
--if self.Controller then
|
||||
--self.Controller:_RemoveByID(self.ID)
|
||||
--end
|
||||
return self
|
||||
end
|
||||
|
||||
-- TODO
|
||||
----------------------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- CLIENTMENUMANAGER
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
--- Class CLIENTMENUMANAGER
|
||||
-- @type CLIENTMENUMANAGER
|
||||
-- @field #string ClassName Class Name
|
||||
-- @field #string lid Lid for log entries
|
||||
-- @field #string version Version string
|
||||
-- @field #string name Name
|
||||
-- @field Core.Set#SET_CLIENT clientset The set of clients this menu manager is for
|
||||
-- @field #table flattree
|
||||
-- @field #table rootentries
|
||||
-- @field #table menutree
|
||||
-- @field #number entrycount
|
||||
-- @field #boolean debug
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *As a child my family's menu consisted of two choices: take it, or leave it.*
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## CLIENTMENU and CLIENTMENUMANAGER
|
||||
--
|
||||
-- Manage menu structures for a SET_CLIENT of clients.
|
||||
--
|
||||
-- ## Concept
|
||||
--
|
||||
-- Separate creation of a menu tree structure from pushing it to each client. Create a shadow "reference" menu structure tree for your client pilot's in a mission.
|
||||
-- This can then be propagated to all clients. Manipulate the entries in the structure with removing, clearing or changing single entries, create replacement sub-structures
|
||||
-- for entries etc, push to one or all clients.
|
||||
--
|
||||
-- Many functions can either change the tree for one client or for all clients.
|
||||
--
|
||||
-- ## Create a base reference tree and send to all clients
|
||||
--
|
||||
-- local clientset = SET_CLIENT:New():FilterStart()
|
||||
--
|
||||
-- local menumgr = CLIENTMENUMANAGER:New(clientset,"Dayshift")
|
||||
-- local mymenu = menumgr:NewEntry("Top")
|
||||
-- local mymenu_lv1a = menumgr:NewEntry("Level 1 a",mymenu)
|
||||
-- local mymenu_lv1b = menumgr:NewEntry("Level 1 b",mymenu)
|
||||
-- -- next one is a command menu entry, which can only be used once
|
||||
-- local mymenu_lv1c = menumgr:NewEntry("Action Level 1 c",mymenu, testfunction, "testtext"):SetOnce()
|
||||
--
|
||||
-- local mymenu_lv2a = menumgr:NewEntry("Go here",mymenu_lv1a)
|
||||
-- local mymenu_lv2b = menumgr:NewEntry("Level 2 ab",mymenu_lv1a)
|
||||
-- local mymenu_lv2c = menumgr:NewEntry("Level 2 ac",mymenu_lv1a)
|
||||
--
|
||||
-- local mymenu_lv2ba = menumgr:NewEntry("Level 2 ba",mymenu_lv1b)
|
||||
-- local mymenu_lv2bb = menumgr:NewEntry("Level 2 bb",mymenu_lv1b)
|
||||
-- local mymenu_lv2bc = menumgr:NewEntry("Level 2 bc",mymenu_lv1b)
|
||||
--
|
||||
-- local mymenu_lv3a = menumgr:NewEntry("Level 3 aaa",mymenu_lv2a)
|
||||
-- local mymenu_lv3b = menumgr:NewEntry("Level 3 aab",mymenu_lv2a)
|
||||
-- local mymenu_lv3c = menumgr:NewEntry("Level 3 aac",mymenu_lv2a)
|
||||
--
|
||||
-- menumgr:Propagate()
|
||||
--
|
||||
-- ## Remove a single entry's subtree
|
||||
--
|
||||
-- menumgr:RemoveSubEntries(mymenu_lv3a)
|
||||
--
|
||||
-- ## Remove a single entry and also it's subtree
|
||||
--
|
||||
-- menumgr:DeleteEntry(mymenu_lv3a)
|
||||
--
|
||||
-- ## Add a single entry
|
||||
--
|
||||
-- local baimenu = menumgr:NewEntry("BAI",mymenu_lv1b)
|
||||
--
|
||||
-- menumgr:AddEntry(baimenu)
|
||||
--
|
||||
-- ## Add an entry with a function
|
||||
--
|
||||
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, Argument1, Argument1)
|
||||
--
|
||||
-- Now, the class will **automatically append the call with GROUP and CLIENT objects**, as this is can only be done when pushing the entry to the clients. So, the actual function implementation needs to look like this:
|
||||
--
|
||||
-- function TestFunction( Argument1, Argument2, Group, Client)
|
||||
--
|
||||
-- **Caveat is**, that you need to ensure your arguments are not **nil** or **false**, as LUA will optimize those away. You would end up having Group and Client in wrong places in the function call. Hence,
|
||||
-- if you need/ want to send **nil** or **false**, send a place holder instead and ensure your function can handle this, e.g.
|
||||
--
|
||||
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, "nil", Argument1)
|
||||
--
|
||||
-- ## Change the text of a leaf entry in the menu tree
|
||||
--
|
||||
-- menumgr:ChangeEntryTextForAll(mymenu_lv1b,"Attack")
|
||||
--
|
||||
-- ## Reset a single clients menu tree
|
||||
--
|
||||
-- menumgr:ResetMenu(client)
|
||||
--
|
||||
-- ## Reset all and clear the reference tree
|
||||
--
|
||||
-- menumgr:ResetMenuComplete()
|
||||
--
|
||||
-- @field #CLIENTMENUMANAGER
|
||||
CLIENTMENUMANAGER = {
|
||||
ClassName = "CLIENTMENUMANAGER",
|
||||
lid = "",
|
||||
version = "0.1.0",
|
||||
name = nil,
|
||||
clientset = nil,
|
||||
menutree = {},
|
||||
flattree = {},
|
||||
playertree = {},
|
||||
entrycount = 0,
|
||||
rootentries = {},
|
||||
debug = true,
|
||||
}
|
||||
|
||||
--- Create a new ClientManager instance.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param Core.Set#SET_CLIENT ClientSet The set of clients to manage.
|
||||
-- @param #string Alias The name of this manager.
|
||||
-- @return #CLIENTMENUMANAGER self
|
||||
function CLIENTMENUMANAGER:New(ClientSet, Alias)
|
||||
-- Inherit everything from FSM class.
|
||||
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENUMANAGER
|
||||
self.clientset = ClientSet
|
||||
self.name = Alias or "Nightshift"
|
||||
-- Log id.
|
||||
self.lid=string.format("CLIENTMENUMANAGER %s | %s | ", self.version, self.name)
|
||||
if self.debug then
|
||||
self:T(self.lid.."Created")
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new entry in the generic structure.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #string Text Text of the F10 menu entry.
|
||||
-- @param #CLIENTMENU Parent The parent menu entry.
|
||||
-- @param #string Function (optional) Function to call when the entry is used.
|
||||
-- @param ... (optional) Arguments for the Function, comma separated.
|
||||
-- @return #CLIENTMENU Entry
|
||||
function CLIENTMENUMANAGER:NewEntry(Text,Parent,Function,...)
|
||||
self:T(self.lid.."NewEntry "..Text or "None")
|
||||
self.entrycount = self.entrycount + 1
|
||||
local entry = CLIENTMENU:NewEntry(nil,Text,Parent,Function,unpack(arg))
|
||||
if not Parent then
|
||||
self.rootentries[self.entrycount] = entry
|
||||
end
|
||||
local depth = #entry.path
|
||||
if not self.menutree[depth] then self.menutree[depth] = {} end
|
||||
table.insert(self.menutree[depth],entry.UUID)
|
||||
self.flattree[entry.UUID] = entry
|
||||
return entry
|
||||
end
|
||||
|
||||
--- Check matching entry in the generic structure by UUID.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #string UUID UUID of the menu entry.
|
||||
-- @return #boolean Exists
|
||||
function CLIENTMENUMANAGER:EntryUUIDExists(UUID)
|
||||
local exists = self.flattree[UUID] and true or false
|
||||
return exists
|
||||
end
|
||||
|
||||
--- Find matching entry in the generic structure by UUID.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #string UUID UUID of the menu entry.
|
||||
-- @return #CLIENTMENU Entry The #CLIENTMENU object found or nil.
|
||||
function CLIENTMENUMANAGER:FindEntryByUUID(UUID)
|
||||
self:T(self.lid.."FindEntryByUUID "..UUID or "None")
|
||||
local entry = nil
|
||||
for _gid,_entry in pairs(self.flattree) do
|
||||
local Entry = _entry -- #CLIENTMENU
|
||||
if Entry and Entry.UUID == UUID then
|
||||
entry = Entry
|
||||
end
|
||||
end
|
||||
return entry
|
||||
end
|
||||
|
||||
--- Find matching entries by text in the generic structure by UUID.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #string Text Text or partial text of the menu entry to find.
|
||||
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
|
||||
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
|
||||
-- @return #table Table of matching #CLIENTMENU objects
|
||||
-- @return #number Number of matches
|
||||
function CLIENTMENUMANAGER:FindUUIDsByText(Text,Parent)
|
||||
self:T(self.lid.."FindUUIDsByText "..Text or "None")
|
||||
local matches = {}
|
||||
local entries = {}
|
||||
local n = 0
|
||||
for _uuid,_entry in pairs(self.flattree) do
|
||||
local Entry = _entry -- #CLIENTMENU
|
||||
if Parent then
|
||||
if Entry and string.find(Entry.name,Text) and string.find(Entry.UUID,Parent.UUID) then
|
||||
table.insert(matches,_uuid)
|
||||
table.insert(entries,Entry )
|
||||
n=n+1
|
||||
end
|
||||
else
|
||||
if Entry and string.find(Entry.name,Text) then
|
||||
table.insert(matches,_uuid)
|
||||
table.insert(entries,Entry )
|
||||
n=n+1
|
||||
end
|
||||
end
|
||||
end
|
||||
return matches, entries, n
|
||||
end
|
||||
|
||||
--- Find matching entries in the generic structure by the menu text.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #string Text Text or partial text of the F10 menu entry.
|
||||
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
|
||||
-- @return #table Table of matching #CLIENTMENU objects.
|
||||
-- @return #number Number of matches
|
||||
function CLIENTMENUMANAGER:FindEntriesByText(Text,Parent)
|
||||
self:T(self.lid.."FindEntriesByText "..Text or "None")
|
||||
local matches, objects, number = self:FindUUIDsByText(Text, Parent)
|
||||
return objects, number
|
||||
end
|
||||
|
||||
--- Find matching entries under a parent in the generic structure by UUID.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #CLIENTMENU Parent Find entries under this parent entry.
|
||||
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
|
||||
-- @return #table Table of matching #CLIENTMENU objects
|
||||
-- @return #number Number of matches
|
||||
function CLIENTMENUMANAGER:FindUUIDsByParent(Parent)
|
||||
self:T(self.lid.."FindUUIDsByParent")
|
||||
local matches = {}
|
||||
local entries = {}
|
||||
local n = 0
|
||||
for _uuid,_entry in pairs(self.flattree) do
|
||||
local Entry = _entry -- #CLIENTMENU
|
||||
if Parent then
|
||||
if Entry and string.find(Entry.UUID,Parent.UUID) then
|
||||
table.insert(matches,_uuid)
|
||||
table.insert(entries,Entry )
|
||||
n=n+1
|
||||
end
|
||||
end
|
||||
end
|
||||
return matches, entries, n
|
||||
end
|
||||
|
||||
--- Find matching entries in the generic structure under a parent.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #CLIENTMENU Parent Find entries under this parent entry.
|
||||
-- @return #table Table of matching #CLIENTMENU objects.
|
||||
-- @return #number Number of matches
|
||||
function CLIENTMENUMANAGER:FindEntriesByParent(Parent)
|
||||
self:T(self.lid.."FindEntriesByParent")
|
||||
local matches, objects, number = self:FindUUIDsByParent(Parent)
|
||||
return objects, number
|
||||
end
|
||||
|
||||
--- Alter the text of a leaf entry in the generic structure and push to one specific client's F10 menu.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #CLIENTMENU Entry The menu entry.
|
||||
-- @param #string Text New Text of the F10 menu entry.
|
||||
-- @param Wrapper.Client#CLIENT Client (optional) The client for whom to alter the entry, if nil done for all clients.
|
||||
-- @return #CLIENTMENUMANAGER self
|
||||
function CLIENTMENUMANAGER:ChangeEntryText(Entry, Text, Client)
|
||||
self:T(self.lid.."ChangeEntryText "..Text or "None")
|
||||
local newentry = CLIENTMENU:NewEntry(nil,Text,Entry.Parent,Entry.Function,unpack(Entry.Functionargs))
|
||||
self:DeleteF10Entry(Entry,Client)
|
||||
self:DeleteGenericEntry(Entry)
|
||||
if not Entry.Parent then
|
||||
self.rootentries[self.entrycount] = newentry
|
||||
end
|
||||
local depth = #newentry.path
|
||||
if not self.menutree[depth] then self.menutree[depth] = {} end
|
||||
table.insert(self.menutree[depth],newentry.UUID)
|
||||
self.flattree[newentry.UUID] = newentry
|
||||
self:AddEntry(newentry,Client)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Push the complete menu structure to each of the clients in the set - refresh the menu tree of the clients.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param Wrapper.Client#CLIENT Client (optional) If given, propagate only for this client.
|
||||
-- @return #CLIENTMENU Entry
|
||||
function CLIENTMENUMANAGER:Propagate(Client)
|
||||
self:T(self.lid.."Propagate")
|
||||
self:T(Client)
|
||||
local Set = self.clientset.Set
|
||||
if Client then
|
||||
Set = {Client}
|
||||
end
|
||||
self:ResetMenu(Client)
|
||||
for _,_client in pairs(Set) do
|
||||
local client = _client -- Wrapper.Client#CLIENT
|
||||
if client and client:IsAlive() then
|
||||
local playername = client:GetPlayerName()
|
||||
if not self.playertree[playername] then
|
||||
self.playertree[playername] = {}
|
||||
end
|
||||
for level,branch in pairs (self.menutree) do
|
||||
self:T("Building branch:" .. level)
|
||||
for _,leaf in pairs(branch) do
|
||||
self:T("Building leaf:" .. leaf)
|
||||
local entry = self:FindEntryByUUID(leaf)
|
||||
if entry then
|
||||
self:T("Found generic entry:" .. entry.UUID)
|
||||
local parent = nil
|
||||
if entry.Parent and entry.Parent.UUID then
|
||||
parent = self.playertree[playername][entry.Parent.UUID] or self:FindEntryByUUID(entry.Parent.UUID)
|
||||
end
|
||||
self.playertree[playername][entry.UUID] = CLIENTMENU:NewEntry(client,entry.name,parent,entry.Function,unpack(entry.Functionargs))
|
||||
self.playertree[playername][entry.UUID].Once = entry.Once
|
||||
else
|
||||
self:T("NO generic entry for:" .. leaf)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Push a single previously created entry into the menu structure of all clients.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #CLIENTMENU Entry The entry to add.
|
||||
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
|
||||
-- @return #CLIENTMENUMANAGER self
|
||||
function CLIENTMENUMANAGER:AddEntry(Entry,Client)
|
||||
self:T(self.lid.."AddEntry")
|
||||
local Set = self.clientset.Set
|
||||
if Client then
|
||||
Set = {Client}
|
||||
end
|
||||
for _,_client in pairs(Set) do
|
||||
local client = _client -- Wrapper.Client#CLIENT
|
||||
if client and client:IsAlive() then
|
||||
local playername = client:GetPlayerName()
|
||||
if Entry then
|
||||
self:T("Adding generic entry:" .. Entry.UUID)
|
||||
local parent = nil
|
||||
if not self.playertree[playername] then
|
||||
self.playertree[playername] = {}
|
||||
end
|
||||
if Entry.Parent and Entry.Parent.UUID then
|
||||
parent = self.playertree[playername][Entry.Parent.UUID] or self:FindEntryByUUID(Entry.Parent.UUID)
|
||||
end
|
||||
self.playertree[playername][Entry.UUID] = CLIENTMENU:NewEntry(client,Entry.name,parent,Entry.Function,unpack(Entry.Functionargs))
|
||||
self.playertree[playername][Entry.UUID].Once = Entry.Once
|
||||
else
|
||||
self:T("NO generic entry given")
|
||||
end
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Blank out the menu - remove **all root entries** and all entries below from the client's F10 menus, leaving the generic structure untouched.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param Wrapper.Client#CLIENT Client (optional) If given, remove only for this client.
|
||||
-- @return #CLIENTMENUMANAGER self
|
||||
function CLIENTMENUMANAGER:ResetMenu(Client)
|
||||
self:T(self.lid.."ResetMenu")
|
||||
for _,_entry in pairs(self.rootentries) do
|
||||
--local RootEntry = self.structure.generic[_entry]
|
||||
if _entry then
|
||||
self:DeleteF10Entry(_entry,Client)
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Blank out the menu - remove **all root entries** and all entries below from all clients' F10 menus, and **delete** the generic structure.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @return #CLIENTMENUMANAGER self
|
||||
function CLIENTMENUMANAGER:ResetMenuComplete()
|
||||
self:T(self.lid.."ResetMenuComplete")
|
||||
for _,_entry in pairs(self.rootentries) do
|
||||
--local RootEntry = self.structure.generic[_entry]
|
||||
if _entry then
|
||||
self:DeleteF10Entry(_entry)
|
||||
end
|
||||
end
|
||||
self.playertree = nil
|
||||
self.playertree = {}
|
||||
self.rootentries = nil
|
||||
self.rootentries = {}
|
||||
self.menutree = nil
|
||||
self.menutree = {}
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove the entry and all entries below the given entry from the client's F10 menus.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #CLIENTMENU Entry The entry to remove
|
||||
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client. In this case the generic structure will not be touched.
|
||||
-- @return #CLIENTMENUMANAGER self
|
||||
function CLIENTMENUMANAGER:DeleteF10Entry(Entry,Client)
|
||||
self:T(self.lid.."DeleteF10Entry")
|
||||
local Set = self.clientset.Set
|
||||
if Client then
|
||||
Set = {Client}
|
||||
end
|
||||
for _,_client in pairs(Set) do
|
||||
if _client and _client:IsAlive() then
|
||||
local playername = _client:GetPlayerName()
|
||||
if self.playertree[playername] then
|
||||
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
|
||||
if centry then
|
||||
--self:I("Match for "..Entry.UUID)
|
||||
centry:Clear()
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove the entry and all entries below the given entry from the generic tree.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #CLIENTMENU Entry The entry to remove
|
||||
-- @return #CLIENTMENUMANAGER self
|
||||
function CLIENTMENUMANAGER:DeleteGenericEntry(Entry)
|
||||
self:T(self.lid.."DeleteGenericEntry")
|
||||
|
||||
if Entry.Children and #Entry.Children > 0 then
|
||||
self:RemoveGenericSubEntries(Entry)
|
||||
end
|
||||
|
||||
local depth = #Entry.path
|
||||
local uuid = Entry.UUID
|
||||
|
||||
local tbl = UTILS.DeepCopy(self.menutree)
|
||||
|
||||
if tbl[depth] then
|
||||
for i=depth,#tbl do
|
||||
--self:I("Level = "..i)
|
||||
for _id,_uuid in pairs(tbl[i]) do
|
||||
self:T(_uuid)
|
||||
if string.find(_uuid,uuid) or _uuid == uuid then
|
||||
--self:I("Match for ".._uuid)
|
||||
self.menutree[i][_id] = nil
|
||||
self.flattree[_uuid] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove all entries below the given entry from the generic tree.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
|
||||
-- @return #CLIENTMENUMANAGER self
|
||||
function CLIENTMENUMANAGER:RemoveGenericSubEntries(Entry)
|
||||
self:T(self.lid.."RemoveGenericSubEntries")
|
||||
|
||||
local depth = #Entry.path + 1
|
||||
local uuid = Entry.UUID
|
||||
|
||||
local tbl = UTILS.DeepCopy(self.menutree)
|
||||
|
||||
if tbl[depth] then
|
||||
for i=depth,#tbl do
|
||||
self:T("Level = "..i)
|
||||
for _id,_uuid in pairs(tbl[i]) do
|
||||
self:T(_uuid)
|
||||
if string.find(_uuid,uuid) then
|
||||
self:T("Match for ".._uuid)
|
||||
self.menutree[i][_id] = nil
|
||||
self.flattree[_uuid] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Remove all entries below the given entry from the client's F10 menus.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
|
||||
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client. In this case the generic structure will not be touched.
|
||||
-- @return #CLIENTMENUMANAGER self
|
||||
function CLIENTMENUMANAGER:RemoveF10SubEntries(Entry,Client)
|
||||
self:T(self.lid.."RemoveSubEntries")
|
||||
local Set = self.clientset.Set
|
||||
if Client then
|
||||
Set = {Client}
|
||||
end
|
||||
for _,_client in pairs(Set) do
|
||||
if _client and _client:IsAlive() then
|
||||
local playername = _client:GetPlayerName()
|
||||
if self.playertree[playername] then
|
||||
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
|
||||
centry:RemoveSubEntries()
|
||||
end
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------------------------------
|
||||
--
|
||||
-- End ClientMenu
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------------------
|
||||
@@ -88,6 +88,8 @@ DATABASE = {
|
||||
WAREHOUSES = {},
|
||||
FLIGHTGROUPS = {},
|
||||
FLIGHTCONTROLS = {},
|
||||
OPSZONES = {},
|
||||
PATHLINES = {},
|
||||
}
|
||||
|
||||
local _DATABASECoalition =
|
||||
@@ -244,7 +246,7 @@ function DATABASE:FindAirbase( AirbaseName )
|
||||
end
|
||||
|
||||
|
||||
do -- Zones
|
||||
do -- Zones and Pathlines
|
||||
|
||||
--- Finds a @{Core.Zone} based on the zone name.
|
||||
-- @param #DATABASE self
|
||||
@@ -267,7 +269,6 @@ do -- Zones
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a @{Core.Zone} from the DATABASE based on the zone name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ZoneName The name of the zone.
|
||||
@@ -277,6 +278,39 @@ do -- Zones
|
||||
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.
|
||||
-- @param #DATABASE self
|
||||
-- @return #DATABASE self
|
||||
@@ -370,60 +404,148 @@ do -- Zones
|
||||
-- Add zone to DB.
|
||||
self:AddZone( ZoneName, Zone_Polygon )
|
||||
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=="free" and objectData.points and #objectData.points>=4 then
|
||||
|
||||
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 Drawing 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}
|
||||
|
||||
-- Copy points array.
|
||||
|
||||
-- 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
|
||||
local point=_point --DCS#Vec2
|
||||
points[i]=UTILS.Vec2Add(point, vec2)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Remove last point.
|
||||
table.remove(points, #points)
|
||||
|
||||
|
||||
-- Debug output
|
||||
self:I(string.format("Register ZONE: %s (Polygon drawing with %d verticies)", ZoneName, #points))
|
||||
|
||||
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)
|
||||
|
||||
end
|
||||
end
|
||||
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 -- zone
|
||||
|
||||
do -- Zone_Goal
|
||||
@@ -459,6 +581,46 @@ do -- Zone_Goal
|
||||
end
|
||||
|
||||
end -- Zone_Goal
|
||||
|
||||
do -- OpsZone
|
||||
|
||||
--- Finds a @{Ops.OpsZone#OPSZONE} based on the zone name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ZoneName The name of the zone.
|
||||
-- @return Ops.OpsZone#OPSZONE The found OPSZONE.
|
||||
function DATABASE:FindOpsZone( ZoneName )
|
||||
|
||||
local ZoneFound = self.OPSZONES[ZoneName]
|
||||
|
||||
return ZoneFound
|
||||
end
|
||||
|
||||
--- Adds a @{Ops.OpsZone#OPSZONE} based on the zone name in the DATABASE.
|
||||
-- @param #DATABASE self
|
||||
-- @param Ops.OpsZone#OPSZONE OpsZone The zone.
|
||||
function DATABASE:AddOpsZone( OpsZone )
|
||||
|
||||
if OpsZone then
|
||||
|
||||
local ZoneName=OpsZone:GetName()
|
||||
|
||||
if not self.OPSZONES[ZoneName] then
|
||||
self.OPSZONES[ZoneName] = OpsZone
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Deletes a @{Ops.OpsZone#OPSZONE} from the DATABASE based on the zone name.
|
||||
-- @param #DATABASE self
|
||||
-- @param #string ZoneName The name of the zone.
|
||||
function DATABASE:DeleteOpsZone( ZoneName )
|
||||
self.OPSZONES[ZoneName] = nil
|
||||
end
|
||||
|
||||
end -- OpsZone
|
||||
|
||||
do -- cargo
|
||||
|
||||
--- Adds a Cargo based on the Cargo Name in the DATABASE.
|
||||
@@ -962,7 +1124,7 @@ end
|
||||
-- @param #string AirbaseName Name of the airbase.
|
||||
-- @return #number Category.
|
||||
function DATABASE:GetCategoryFromAirbase( AirbaseName )
|
||||
return self.AIRBASES[AirbaseName]:GetCategory()
|
||||
return self.AIRBASES[AirbaseName]:GetAirbaseCategory()
|
||||
end
|
||||
|
||||
|
||||
@@ -1040,7 +1202,7 @@ function DATABASE:_RegisterClients()
|
||||
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
|
||||
self:I(string.format("Register Client: %s", tostring(ClientName)))
|
||||
local client=self:AddClient( ClientName )
|
||||
client.SpawnCoord=COORDINATE:New(ClientTemplate.x, ClientTemplate.alt, ClientTemplate.y)
|
||||
client.SpawnCoord=COORDINATE:New(ClientTemplate.x, ClientTemplate.alt, ClientTemplate.y)
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -1090,7 +1252,7 @@ end
|
||||
function DATABASE:_RegisterAirbase(airbase)
|
||||
|
||||
if airbase then
|
||||
|
||||
|
||||
-- Get the airbase name.
|
||||
local DCSAirbaseName = airbase:getName()
|
||||
|
||||
@@ -1478,10 +1640,10 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachClient( IteratorFunction, ... )
|
||||
function DATABASE:ForEachClient( IteratorFunction, FinalizeFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.CLIENTS )
|
||||
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.CLIENTS )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -1490,10 +1652,10 @@ end
|
||||
-- @param #DATABASE self
|
||||
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.
|
||||
-- @return #DATABASE self
|
||||
function DATABASE:ForEachCargo( IteratorFunction, ... )
|
||||
function DATABASE:ForEachCargo( IteratorFunction, FinalizeFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
self:ForEach( IteratorFunction, arg, self.CARGOS )
|
||||
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.CARGOS )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -1719,7 +1881,7 @@ function DATABASE:_RegisterTemplates()
|
||||
|
||||
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
|
||||
|
||||
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
|
||||
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
|
||||
|
||||
else
|
||||
|
||||
|
||||
@@ -305,8 +305,8 @@ EVENTS = {
|
||||
-- @field Wrapper.Airbase#AIRBASE Place The MOOSE airbase object.
|
||||
-- @field #string PlaceName The name of the airbase.
|
||||
--
|
||||
-- @field #table weapon The weapon used during the event.
|
||||
-- @field #table Weapon
|
||||
-- @field DCS#Weapon weapon The weapon used during the event.
|
||||
-- @field DCS#Weapon Weapon The weapon used during the event.
|
||||
-- @field #string WeaponName Name of the weapon.
|
||||
-- @field DCS#Unit WeaponTgtDCSUnit Target DCS unit of the weapon.
|
||||
--
|
||||
@@ -1224,7 +1224,7 @@ function EVENT:onEvent( Event )
|
||||
if Event.TgtObjectCategory == Object.Category.STATIC then
|
||||
-- get base data
|
||||
Event.TgtDCSUnit = Event.target
|
||||
if Event.target:isExist() and Event.id ~= 33 and not Event.TgtObjectCategory == Object.Category.COORDINATE then -- leave out ejected seat object
|
||||
if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object
|
||||
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
|
||||
Event.TgtUnitName = Event.TgtDCSUnitName
|
||||
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
|
||||
|
||||
@@ -17,7 +17,7 @@
|
||||
-- ### Author: **Applevangelist**
|
||||
--
|
||||
-- Date: 5 May 2021
|
||||
-- Last Update: Sep 2022
|
||||
-- Last Update: Feb 2023
|
||||
--
|
||||
-- ===
|
||||
---
|
||||
@@ -50,7 +50,7 @@ MARKEROPS_BASE = {
|
||||
ClassName = "MARKEROPS",
|
||||
Tag = "mytag",
|
||||
Keywords = {},
|
||||
version = "0.1.0",
|
||||
version = "0.1.1",
|
||||
debug = false,
|
||||
Casesensitive = true,
|
||||
}
|
||||
@@ -124,7 +124,8 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
|
||||
-- @param #string Text The text on the marker
|
||||
-- @param #table Keywords Table of matching keywords found in the Event text
|
||||
-- @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.
|
||||
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
|
||||
-- @param #MARKEROPS_BASE self
|
||||
@@ -172,7 +173,7 @@ function MARKEROPS_BASE:OnEventMark(Event)
|
||||
if Eventtext~=nil then
|
||||
if self:_MatchTag(Eventtext) then
|
||||
local matchtable = self:_MatchKeywords(Eventtext)
|
||||
self:MarkChanged(Eventtext,matchtable,coord)
|
||||
self:MarkChanged(Eventtext,matchtable,coord,Event.idx)
|
||||
end
|
||||
end
|
||||
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -540,7 +540,7 @@ do -- COORDINATE
|
||||
local gotscenery=false
|
||||
|
||||
local function EvaluateZone(ZoneObject)
|
||||
BASE:T({ZoneObject})
|
||||
|
||||
if ZoneObject then
|
||||
|
||||
-- Get category of scanned object.
|
||||
@@ -603,6 +603,46 @@ do -- COORDINATE
|
||||
|
||||
return set
|
||||
end
|
||||
|
||||
--- Scan/find STATICS within a certain radius around the coordinate using the world.searchObjects() DCS API function.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #number radius (Optional) Scan radius in meters. Default 100 m.
|
||||
-- @return Core.Set#SET_UNIT Set of units.
|
||||
function COORDINATE:ScanStatics(radius)
|
||||
|
||||
local _,_,_,_,statics=self:ScanObjects(radius, false, true, false)
|
||||
|
||||
local set=SET_STATIC:New()
|
||||
|
||||
for _,stat in pairs(statics) do
|
||||
set:AddStatic(STATIC:Find(stat))
|
||||
end
|
||||
|
||||
return set
|
||||
end
|
||||
|
||||
--- Find the closest static to the COORDINATE within a certain radius.
|
||||
-- @param #COORDINATE self
|
||||
-- @param #number radius Scan radius in meters. Default 100 m.
|
||||
-- @return Wrapper.Static#STATIC The closest static or #nil if no unit is inside the given radius.
|
||||
function COORDINATE:FindClosestStatic(radius)
|
||||
|
||||
local units=self:ScanStatics(radius)
|
||||
|
||||
local umin=nil --Wrapper.Unit#UNIT
|
||||
local dmin=math.huge
|
||||
for _,_unit in pairs(units.Set) do
|
||||
local unit=_unit --Wrapper.Static#STATIC
|
||||
local coordinate=unit:GetCoordinate()
|
||||
local d=self:Get2DDistance(coordinate)
|
||||
if d<dmin then
|
||||
dmin=d
|
||||
umin=unit
|
||||
end
|
||||
end
|
||||
|
||||
return umin
|
||||
end
|
||||
|
||||
--- Find the closest unit to the COORDINATE within a certain radius.
|
||||
-- @param #COORDINATE self
|
||||
@@ -636,7 +676,7 @@ do -- COORDINATE
|
||||
local _,_,_,_,_,scenerys=self:ScanObjects(radius, false, false, true)
|
||||
|
||||
local set={}
|
||||
|
||||
|
||||
for _,_scenery in pairs(scenerys) do
|
||||
local scenery=_scenery --DCS#Object
|
||||
|
||||
@@ -1054,28 +1094,55 @@ do -- COORDINATE
|
||||
return heading
|
||||
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.
|
||||
-- @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.
|
||||
-- @return Direction the wind is blowing from in degrees.
|
||||
-- @return Wind strength in m/s.
|
||||
function COORDINATE:GetWind(height)
|
||||
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.
|
||||
local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z}
|
||||
-- get wind velocity vector
|
||||
local wind = atmosphere.getWind(point)
|
||||
local direction = math.deg(math.atan2(wind.z, wind.x))
|
||||
if direction < 0 then
|
||||
direction = 360 + direction
|
||||
end
|
||||
-- Convert to direction to from direction
|
||||
-- @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.
|
||||
-- @param #boolean turbulence If `true`, include turbulence. If `false` or `nil`, wind without turbulence.
|
||||
-- @return #number Direction the wind is blowing from in degrees.
|
||||
-- @return #number Wind strength in m/s.
|
||||
function COORDINATE:GetWind(height, turbulence)
|
||||
|
||||
-- Get wind velocity vector
|
||||
local wind = self:GetWindVec3(height, turbulence)
|
||||
|
||||
-- Calculate the direction of the vector.
|
||||
local direction=UTILS.VecHdg(wind)
|
||||
|
||||
-- Invert "to" direction to "from" direction.
|
||||
if direction > 180 then
|
||||
direction = direction-180
|
||||
else
|
||||
direction = direction+180
|
||||
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
|
||||
end
|
||||
|
||||
@@ -1133,12 +1200,15 @@ do -- COORDINATE
|
||||
|
||||
--- Return the 3D distance in meters between the target COORDINATE and the COORDINATE.
|
||||
-- @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.
|
||||
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()
|
||||
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
|
||||
|
||||
|
||||
@@ -2874,8 +2944,13 @@ do -- COORDINATE
|
||||
if alt < 1 then
|
||||
alttext = "very low"
|
||||
end
|
||||
|
||||
local track = UTILS.BearingToCardinal(bearing) or "North"
|
||||
|
||||
-- corrected Track to be direction of travel of bogey (self in this case)
|
||||
local track = "Maneuver"
|
||||
|
||||
if self.Heading then
|
||||
track = UTILS.BearingToCardinal(self.Heading) or "North"
|
||||
end
|
||||
|
||||
if rangeNM > 3 then
|
||||
if SSML then -- google says "oh" instead of zero, be aware
|
||||
@@ -3253,7 +3328,52 @@ do -- COORDINATE
|
||||
|
||||
return self:GetTemperatureText( nil, Settings )
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Function to check if a coordinate is in a steep (>8% elevation) area of the map
|
||||
-- @param #COORDINATE self
|
||||
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
|
||||
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
|
||||
-- @return #boolen IsSteep If true, area is steep
|
||||
-- @return #number MaxElevation Elevation in meters measured over 100m
|
||||
function COORDINATE:IsInSteepArea(Radius,Minelevation)
|
||||
local steep = false
|
||||
local elev = Minelevation or 8
|
||||
local bdelta = 0
|
||||
local h0 = self:GetLandHeight()
|
||||
local radius = Radius or 50
|
||||
local diam = radius * 2
|
||||
for i=0,150,30 do
|
||||
local polar = math.fmod(i+180,360)
|
||||
local c1 = self:Translate(radius,i,false,false)
|
||||
local c2 = self:Translate(radius,polar,false,false)
|
||||
local h1 = c1:GetLandHeight()
|
||||
local h2 = c2:GetLandHeight()
|
||||
local d1 = math.abs(h1-h2)
|
||||
local d2 = math.abs(h0-h1)
|
||||
local d3 = math.abs(h0-h2)
|
||||
local dm = d1 > d2 and d1 or d2
|
||||
local dm1 = dm > d3 and dm or d3
|
||||
bdelta = dm1 > bdelta and dm1 or bdelta
|
||||
self:T(string.format("d1=%d, d2=%d, d3=%d, max delta=%d",d1,d2,d3,bdelta))
|
||||
end
|
||||
local steepness = bdelta / (radius / 100)
|
||||
if steepness >= elev then steep = true end
|
||||
return steep, math.floor(steepness)
|
||||
end
|
||||
|
||||
--- Function to check if a coordinate is in a flat (<8% elevation) area of the map
|
||||
-- @param #COORDINATE self
|
||||
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
|
||||
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
|
||||
-- @return #boolen IsFlat If true, area is flat
|
||||
-- @return #number MaxElevation Elevation in meters measured over 100m
|
||||
function COORDINATE:IsInFlatArea(Radius,Minelevation)
|
||||
local steep, elev = self:IsInSteepArea(Radius,Minelevation)
|
||||
local flat = not steep
|
||||
return flat, elev
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- POINT_VEC3
|
||||
|
||||
@@ -903,7 +903,9 @@ end
|
||||
|
||||
do -- SET_GROUP
|
||||
|
||||
--- @type SET_GROUP
|
||||
--- @type SET_GROUP #SET_GROUP
|
||||
-- @field Core.Timer#TIMER ZoneTimer
|
||||
-- @field #number ZoneTimerInterval
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- Mission designers can use the @{Core.Set#SET_GROUP} class to build sets of groups belonging to certain:
|
||||
@@ -1343,6 +1345,25 @@ do -- SET_GROUP
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- [Internal] Private function for use of continous zone filter
|
||||
-- @param #SET_GROUP self
|
||||
-- @return #SET_GROUP self
|
||||
function SET_GROUP:_ContinousZoneFilter()
|
||||
|
||||
local Database = _DATABASE.GROUPS
|
||||
|
||||
for ObjectName, Object in pairs( Database ) do
|
||||
if self:IsIncludeObject( Object ) and self:IsNotInSet(Object) then
|
||||
self:Add( ObjectName, Object )
|
||||
elseif (not self:IsIncludeObject( Object )) and self:IsInSet(Object) then
|
||||
self:Remove(ObjectName)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
|
||||
end
|
||||
|
||||
--- Builds a set of groups that are only active.
|
||||
-- Only the groups that are active will be included within the set.
|
||||
@@ -1381,10 +1402,46 @@ do -- SET_GROUP
|
||||
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
|
||||
if self.Filter.Zones then
|
||||
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
|
||||
local timing = self.ZoneTimerInterval or 30
|
||||
self.ZoneTimer:Start(timing,timing)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set filter timer interval for FilterZones if using active filtering with FilterStart().
|
||||
-- @param #SET_GROUP self
|
||||
-- @param #number Seconds Seconds between check intervals, defaults to 30. **Caution** - do not be too agressive with timing! Groups are usually not moving fast enough
|
||||
-- to warrant a check of below 10 seconds.
|
||||
-- @return #SET_GROUP self
|
||||
function SET_GROUP:FilterZoneTimer(Seconds)
|
||||
self.ZoneTimerInterval = Seconds or 30
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stops the filtering.
|
||||
-- @param #SET_GROUP self
|
||||
-- @return #SET_GROUP self
|
||||
function SET_GROUP:FilterStop()
|
||||
|
||||
if _DATABASE then
|
||||
|
||||
self:UnHandleEvent(EVENTS.Birth)
|
||||
self:UnHandleEvent(EVENTS.Dead)
|
||||
self:UnHandleEvent(EVENTS.Crash)
|
||||
self:UnHandleEvent(EVENTS.RemoveUnit)
|
||||
|
||||
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
|
||||
self.ZoneTimer:Stop()
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Handles the OnDead or OnCrash event for alive groups set.
|
||||
-- Note: The GROUP object in the SET_GROUP collection will only be removed if the last unit is destroyed of the GROUP.
|
||||
@@ -1888,7 +1945,7 @@ do -- SET_GROUP
|
||||
if self.Filter.Zones then
|
||||
local MGroupZone = false
|
||||
for ZoneName, Zone in pairs( self.Filter.Zones ) do
|
||||
self:T3( "Zone:", ZoneName )
|
||||
--self:I( "Zone:", ZoneName )
|
||||
if MGroup:IsInZone(Zone) then
|
||||
MGroupZone = true
|
||||
end
|
||||
@@ -1900,24 +1957,6 @@ do -- SET_GROUP
|
||||
return MGroupInclude
|
||||
end
|
||||
|
||||
--- Iterate the SET_GROUP and set for each unit the default cargo bay weight limit.
|
||||
-- Because within a group, the type of carriers can differ, each cargo bay weight limit is set on @{Wrapper.Unit} level.
|
||||
-- @param #SET_GROUP self
|
||||
-- @usage
|
||||
-- -- Set the default cargo bay weight limits of the carrier units.
|
||||
-- local MySetGroup = SET_GROUP:New()
|
||||
-- MySetGroup:SetCargoBayWeightLimit()
|
||||
function SET_GROUP:SetCargoBayWeightLimit()
|
||||
local Set = self:GetSet()
|
||||
for GroupID, GroupData in pairs( Set ) do -- For each GROUP in SET_GROUP
|
||||
for UnitName, UnitData in pairs( GroupData:GetUnits() ) do
|
||||
-- local UnitData = UnitData -- Wrapper.Unit#UNIT
|
||||
UnitData:SetCargoBayWeightLimit()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Get the closest group of the set with respect to a given reference coordinate. Optionally, only groups of given coalitions are considered in the search.
|
||||
-- @param #SET_GROUP self
|
||||
-- @param Core.Point#COORDINATE Coordinate Reference Coordinate from which the closest group is determined.
|
||||
@@ -1952,11 +1991,30 @@ do -- SET_GROUP
|
||||
return gmin, dmin
|
||||
end
|
||||
|
||||
--- Iterate the SET_GROUP and set for each unit the default cargo bay weight limit.
|
||||
-- Because within a group, the type of carriers can differ, each cargo bay weight limit is set on @{Wrapper.Unit} level.
|
||||
-- @param #SET_GROUP self
|
||||
-- @usage
|
||||
-- -- Set the default cargo bay weight limits of the carrier units.
|
||||
-- local MySetGroup = SET_GROUP:New()
|
||||
-- MySetGroup:SetCargoBayWeightLimit()
|
||||
function SET_GROUP:SetCargoBayWeightLimit()
|
||||
local Set = self:GetSet()
|
||||
for GroupID, GroupData in pairs( Set ) do -- For each GROUP in SET_GROUP
|
||||
for UnitName, UnitData in pairs( GroupData:GetUnits() ) do
|
||||
-- local UnitData = UnitData -- Wrapper.Unit#UNIT
|
||||
UnitData:SetCargoBayWeightLimit()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- SET_UNIT
|
||||
|
||||
--- @type SET_UNIT
|
||||
-- @field Core.Timer#TIMER ZoneTimer
|
||||
-- @field #number ZoneTimerInterval
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- Mission designers can use the SET_UNIT class to build sets of units belonging to certain:
|
||||
@@ -2114,10 +2172,12 @@ do -- SET_UNIT
|
||||
self:F2( Unit:GetName() )
|
||||
|
||||
self:Add( Unit:GetName(), Unit )
|
||||
|
||||
-- Set the default cargo bay limit each time a new unit is added to the set.
|
||||
Unit:SetCargoBayWeightLimit()
|
||||
|
||||
|
||||
if Unit:IsInstanceOf("UNIT") then
|
||||
-- Set the default cargo bay limit each time a new unit is added to the set.
|
||||
Unit:SetCargoBayWeightLimit()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -2346,7 +2406,56 @@ do -- SET_UNIT
|
||||
|
||||
return CountU
|
||||
end
|
||||
|
||||
--- [Internal] Private function for use of continous zone filter
|
||||
-- @param #SET_UNIT self
|
||||
-- @return #SET_UNIT self
|
||||
function SET_UNIT:_ContinousZoneFilter()
|
||||
|
||||
local Database = _DATABASE.UNITS
|
||||
|
||||
for ObjectName, Object in pairs( Database ) do
|
||||
if self:IsIncludeObject( Object ) and self:IsNotInSet(Object) then
|
||||
self:Add( ObjectName, Object )
|
||||
elseif (not self:IsIncludeObject( Object )) and self:IsInSet(Object) then
|
||||
self:Remove(ObjectName)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
|
||||
end
|
||||
|
||||
--- Set filter timer interval for FilterZones if using active filtering with FilterStart().
|
||||
-- @param #SET_UNIT self
|
||||
-- @param #number Seconds Seconds between check intervals, defaults to 30. **Caution** - do not be too agressive with timing! Groups are usually not moving fast enough
|
||||
-- to warrant a check of below 10 seconds.
|
||||
-- @return #SET_UNIT self
|
||||
function SET_UNIT:FilterZoneTimer(Seconds)
|
||||
self.ZoneTimerInterval = Seconds or 30
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stops the filtering.
|
||||
-- @param #SET_UNIT self
|
||||
-- @return #SET_UNIT self
|
||||
function SET_UNIT:FilterStop()
|
||||
|
||||
if _DATABASE then
|
||||
|
||||
self:UnHandleEvent(EVENTS.Birth)
|
||||
self:UnHandleEvent(EVENTS.Dead)
|
||||
self:UnHandleEvent(EVENTS.Crash)
|
||||
self:UnHandleEvent(EVENTS.RemoveUnit)
|
||||
|
||||
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
|
||||
self.ZoneTimer:Stop()
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Starts the filtering.
|
||||
-- @param #SET_UNIT self
|
||||
-- @return #SET_UNIT self
|
||||
@@ -2358,6 +2467,11 @@ do -- SET_UNIT
|
||||
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
|
||||
if self.Filter.Zones then
|
||||
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
|
||||
local timing = self.ZoneTimerInterval or 30
|
||||
self.ZoneTimer:Start(timing,timing)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -3794,11 +3908,47 @@ do -- SET_STATIC
|
||||
return TypeReport:Text( Delimiter )
|
||||
end
|
||||
|
||||
--- Get the closest static of the set with respect to a given reference coordinate. Optionally, only statics of given coalitions are considered in the search.
|
||||
-- @param #SET_STATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate Reference Coordinate from which the closest static is determined.
|
||||
-- @return Wrapper.Static#STATIC The closest static (if any).
|
||||
-- @return #number Distance in meters to the closest static.
|
||||
function SET_STATIC:GetClosestStatic(Coordinate, Coalitions)
|
||||
|
||||
local Set = self:GetSet()
|
||||
|
||||
local dmin=math.huge
|
||||
local gmin=nil
|
||||
|
||||
for GroupID, GroupData in pairs( Set ) do -- For each STATIC in SET_STATIC
|
||||
local group=GroupData --Wrapper.Static#STATIC
|
||||
|
||||
if group and group:IsAlive() and (Coalitions==nil or UTILS.IsAnyInTable(Coalitions, group:GetCoalition())) then
|
||||
|
||||
local coord=group:GetCoord()
|
||||
|
||||
-- Distance between ref. coordinate and group coordinate.
|
||||
local d=UTILS.VecDist3D(Coordinate, coord)
|
||||
|
||||
if d<dmin then
|
||||
dmin=d
|
||||
gmin=group
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return gmin, dmin
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
do -- SET_CLIENT
|
||||
|
||||
--- @type SET_CLIENT
|
||||
-- @field Core.Timer#TIMER ZoneTimer
|
||||
-- @field #number ZoneTimerInterval
|
||||
-- @extends Core.Set#SET_BASE
|
||||
|
||||
--- Mission designers can use the @{Core.Set#SET_CLIENT} class to build sets of units belonging to certain:
|
||||
@@ -4106,6 +4256,54 @@ do -- SET_CLIENT
|
||||
return self
|
||||
end
|
||||
|
||||
--- [Internal] Private function for use of continous zone filter
|
||||
-- @param #SET_CLIENT self
|
||||
-- @return #SET_CLIENT self
|
||||
function SET_CLIENT:_ContinousZoneFilter()
|
||||
|
||||
local Database = _DATABASE.CLIENTS
|
||||
|
||||
for ObjectName, Object in pairs( Database ) do
|
||||
if self:IsIncludeObject( Object ) and self:IsNotInSet(Object) then
|
||||
self:Add( ObjectName, Object )
|
||||
elseif (not self:IsIncludeObject( Object )) and self:IsInSet(Object) then
|
||||
self:Remove(ObjectName)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
|
||||
end
|
||||
|
||||
--- Set filter timer interval for FilterZones if using active filtering with FilterStart().
|
||||
-- @param #SET_CLIENT self
|
||||
-- @param #number Seconds Seconds between check intervals, defaults to 30. **Caution** - do not be too agressive with timing! Groups are usually not moving fast enough
|
||||
-- to warrant a check of below 10 seconds.
|
||||
-- @return #SET_CLIENT self
|
||||
function SET_CLIENT:FilterZoneTimer(Seconds)
|
||||
self.ZoneTimerInterval = Seconds or 30
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stops the filtering.
|
||||
-- @param #SET_CLIENT self
|
||||
-- @return #SET_CLIENT self
|
||||
function SET_CLIENT:FilterStop()
|
||||
|
||||
if _DATABASE then
|
||||
|
||||
self:UnHandleEvent(EVENTS.Birth)
|
||||
self:UnHandleEvent(EVENTS.Dead)
|
||||
self:UnHandleEvent(EVENTS.Crash)
|
||||
|
||||
if self.Filter.Zones and self.ZoneTimer and self.ZoneTimer:IsRunning() then
|
||||
self.ZoneTimer:Stop()
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Starts the filtering.
|
||||
-- @param #SET_CLIENT self
|
||||
-- @return #SET_CLIENT self
|
||||
@@ -4116,6 +4314,11 @@ do -- SET_CLIENT
|
||||
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
|
||||
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
|
||||
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
|
||||
if self.Filter.Zones then
|
||||
self.ZoneTimer = TIMER:New(self._ContinousZoneFilter,self)
|
||||
local timing = self.ZoneTimerInterval or 30
|
||||
self.ZoneTimer:Start(timing,timing)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -7594,7 +7797,7 @@ do -- SET_SCENERY
|
||||
|
||||
end
|
||||
|
||||
---
|
||||
--- [Internal] Determine if an object is to be included in the SET
|
||||
-- @param #SET_SCENERY self
|
||||
-- @param Wrapper.Scenery#SCENERY MScenery
|
||||
-- @return #SET_SCENERY self
|
||||
@@ -7602,4 +7805,47 @@ do -- SET_SCENERY
|
||||
self:F2( MScenery )
|
||||
return true
|
||||
end
|
||||
|
||||
--- Count overall initial (Life0) lifepoints of the SET objects.
|
||||
-- @param #SET_SCENERY self
|
||||
-- @return #number LIfe0Points
|
||||
function SET_SCENERY:GetLife0()
|
||||
local life0 = 0
|
||||
self:ForEachScenery(
|
||||
function(obj)
|
||||
local Obj = obj -- Wrapper.Scenery#SCENERY
|
||||
life0 = life0 + Obj:GetLife0()
|
||||
end
|
||||
)
|
||||
return life0
|
||||
end
|
||||
|
||||
--- Count overall current lifepoints of the SET objects.
|
||||
-- @param #SET_SCENERY self
|
||||
-- @return #number LifePoints
|
||||
function SET_SCENERY:GetLife()
|
||||
local life = 0
|
||||
self:ForEachScenery(
|
||||
function(obj)
|
||||
local Obj = obj -- Wrapper.Scenery#SCENERY
|
||||
life = life + Obj:GetLife()
|
||||
end
|
||||
)
|
||||
return life
|
||||
end
|
||||
|
||||
--- Calculate current relative lifepoints of the SET objects, i.e. Life divided by Life0 as percentage value, eg 75 meaning 75% alive.
|
||||
-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the Life0 value to 120%
|
||||
-- of the last life value if life exceeds life0 ata any point.
|
||||
-- Thus will will get a smooth percentage decrease, if you use this e.g. as success criteria for a bombing task.
|
||||
-- @param #SET_SCENERY self
|
||||
-- @return #number LifePoints
|
||||
function SET_SCENERY:GetRelativeLife()
|
||||
local life = self:GetLife()
|
||||
local life0 = self:GetLife0()
|
||||
self:T3(string.format("Set Lifepoints: %d life0 | %d life",life0,life))
|
||||
local rlife = math.floor((life / life0) * 100)
|
||||
return rlife
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
@@ -162,7 +162,17 @@
|
||||
-- ### Array formation
|
||||
--
|
||||
-- * @{#SPAWN.InitArray}(): Make groups visible before they are actually activated, and order these groups like a battalion in an array.
|
||||
--
|
||||
--
|
||||
-- ### Group initial position - if wanted different from template position, for use with e.g. @{#SPAWN.SpawnScheduled}().
|
||||
--
|
||||
-- * @{#SPAWN.InitPositionCoordinate}(): Set initial position of group via a COORDINATE.
|
||||
-- * @{#SPAWN.InitPositionVec2}(): Set initial position of group via a VEC2.
|
||||
--
|
||||
-- ### Set the positions of a group's units to absolute positions, or relative positions to unit No. 1
|
||||
--
|
||||
-- * @{#SPAWN.InitSetUnitRelativePositions}(): Spawn the UNITs of this group with individual relative positions to unit #1 and individual headings.
|
||||
-- * @{#SPAWN.InitSetUnitAbsolutePositions}(): Spawn the UNITs of this group with individual absolute positions and individual headings.
|
||||
--
|
||||
-- ### Position randomization
|
||||
--
|
||||
-- * @{#SPAWN.InitRandomizePosition}(): Randomizes the position of @{Wrapper.Group}s that are spawned within a **radius band**, given an Outer and Inner radius, from the point that the spawn happens.
|
||||
@@ -268,7 +278,7 @@ SPAWN = {
|
||||
-- @type SPAWN.Takeoff
|
||||
-- @extends Wrapper.Group#GROUP.Takeoff
|
||||
|
||||
--- @field #SPAWN.Takeoff Takeoff
|
||||
-- @field #SPAWN.Takeoff Takeoff
|
||||
SPAWN.Takeoff = {
|
||||
Air = 1,
|
||||
Runway = 2,
|
||||
@@ -276,7 +286,7 @@ SPAWN.Takeoff = {
|
||||
Cold = 4,
|
||||
}
|
||||
|
||||
--- @type SPAWN.SpawnZoneTable
|
||||
-- @type SPAWN.SpawnZoneTable
|
||||
-- @list <Core.Zone#ZONE_BASE> SpawnZone
|
||||
|
||||
--- Creates the main object to spawn a @{Wrapper.Group} defined in the DCS ME.
|
||||
@@ -335,7 +345,7 @@ end
|
||||
-- @param #SPAWN self
|
||||
-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template.
|
||||
-- @param #string SpawnAliasPrefix is the name that will be given to the Group at runtime.
|
||||
-- @return #SPAWN
|
||||
-- @return #SPAWN self
|
||||
-- @usage
|
||||
-- -- NATO helicopters engaging in the battle field.
|
||||
-- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )
|
||||
@@ -385,32 +395,129 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates a new SPAWN instance to create new groups based on the provided template.
|
||||
--- Creates a new SPAWN instance to create new groups based on the provided template. This will also register the template for future use.
|
||||
-- @param #SPAWN self
|
||||
-- @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 SpawnAliasPrefix is the name that will be given to the Group at runtime.
|
||||
-- @return #SPAWN
|
||||
-- @param #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure - see [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_func_addGroup)!
|
||||
-- @param #string SpawnTemplatePrefix [Mandatory] is the name of the template and the prefix of the GROUP on spawn. The name in the template **will** be overwritten!
|
||||
-- @param #string SpawnAliasPrefix [Optional] is the prefix that will be given to the GROUP on spawn.
|
||||
-- @param #boolean NoMooseNamingPostfix [Optional] If true, skip the Moose naming additions (like groupname#001-01) - **but** you need to ensure yourself no duplicate group names exist!
|
||||
-- @return #SPAWN self
|
||||
-- @usage
|
||||
-- -- Create a new SPAWN object based on a Group Template defined from scratch.
|
||||
-- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier.
|
||||
-- local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" )
|
||||
--
|
||||
function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } )
|
||||
if SpawnAliasPrefix == nil or SpawnAliasPrefix == "" then
|
||||
BASE:I( "ERROR: in function NewFromTemplate, required parameter SpawnAliasPrefix is not set" )
|
||||
-- -- Spawn a P51 Mustang from scratch
|
||||
-- local ttemp =
|
||||
-- {
|
||||
-- ["modulation"] = 0,
|
||||
-- ["tasks"] =
|
||||
-- {
|
||||
-- }, -- end of ["tasks"]
|
||||
-- ["task"] = "Reconnaissance",
|
||||
-- ["uncontrolled"] = false,
|
||||
-- ["route"] =
|
||||
-- {
|
||||
-- ["points"] =
|
||||
-- {
|
||||
-- [1] =
|
||||
-- {
|
||||
-- ["alt"] = 2000,
|
||||
-- ["action"] = "Turning Point",
|
||||
-- ["alt_type"] = "BARO",
|
||||
-- ["speed"] = 125,
|
||||
-- ["task"] =
|
||||
-- {
|
||||
-- ["id"] = "ComboTask",
|
||||
-- ["params"] =
|
||||
-- {
|
||||
-- ["tasks"] =
|
||||
-- {
|
||||
-- }, -- end of ["tasks"]
|
||||
-- }, -- end of ["params"]
|
||||
-- }, -- end of ["task"]
|
||||
-- ["type"] = "Turning Point",
|
||||
-- ["ETA"] = 0,
|
||||
-- ["ETA_locked"] = true,
|
||||
-- ["y"] = 666285.71428571,
|
||||
-- ["x"] = -312000,
|
||||
-- ["formation_template"] = "",
|
||||
-- ["speed_locked"] = true,
|
||||
-- }, -- end of [1]
|
||||
-- }, -- end of ["points"]
|
||||
-- }, -- end of ["route"]
|
||||
-- ["groupId"] = 1,
|
||||
-- ["hidden"] = false,
|
||||
-- ["units"] =
|
||||
-- {
|
||||
-- [1] =
|
||||
-- {
|
||||
-- ["alt"] = 2000,
|
||||
-- ["alt_type"] = "BARO",
|
||||
-- ["livery_id"] = "USAF 364th FS",
|
||||
-- ["skill"] = "High",
|
||||
-- ["speed"] = 125,
|
||||
-- ["type"] = "TF-51D",
|
||||
-- ["unitId"] = 1,
|
||||
-- ["psi"] = 0,
|
||||
-- ["y"] = 666285.71428571,
|
||||
-- ["x"] = -312000,
|
||||
-- ["name"] = "P51-1-1",
|
||||
-- ["payload"] =
|
||||
-- {
|
||||
-- ["pylons"] =
|
||||
-- {
|
||||
-- }, -- end of ["pylons"]
|
||||
-- ["fuel"] = 340.68,
|
||||
-- ["flare"] = 0,
|
||||
-- ["chaff"] = 0,
|
||||
-- ["gun"] = 100,
|
||||
-- }, -- end of ["payload"]
|
||||
-- ["heading"] = 0,
|
||||
-- ["callsign"] =
|
||||
-- {
|
||||
-- [1] = 1,
|
||||
-- [2] = 1,
|
||||
-- ["name"] = "Enfield11",
|
||||
-- [3] = 1,
|
||||
-- }, -- end of ["callsign"]
|
||||
-- ["onboard_num"] = "010",
|
||||
-- }, -- end of [1]
|
||||
-- }, -- end of ["units"]
|
||||
-- ["y"] = 666285.71428571,
|
||||
-- ["x"] = -312000,
|
||||
-- ["name"] = "P51",
|
||||
-- ["communication"] = true,
|
||||
-- ["start_time"] = 0,
|
||||
-- ["frequency"] = 124,
|
||||
-- }
|
||||
--
|
||||
--
|
||||
-- local mustang = SPAWN:NewFromTemplate(ttemp,"P51D")
|
||||
-- -- you MUST set the next three:
|
||||
-- mustang:InitCountry(country.id.FRANCE)
|
||||
-- mustang:InitCategory(Group.Category.AIRPLANE)
|
||||
-- mustang:InitCoalition(coalition.side.BLUE)
|
||||
-- mustang:OnSpawnGroup(
|
||||
-- function(grp)
|
||||
-- MESSAGE:New("Group Spawned: "..grp:GetName(),15,"SPAWN"):ToAll()
|
||||
-- end
|
||||
-- )
|
||||
-- mustang:Spawn()
|
||||
--
|
||||
function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix, NoMooseNamingPostfix )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } )
|
||||
--if SpawnAliasPrefix == nil or SpawnAliasPrefix == "" then
|
||||
--BASE:I( "ERROR: in function NewFromTemplate, required parameter SpawnAliasPrefix is not set" )
|
||||
--return nil
|
||||
--end
|
||||
if SpawnTemplatePrefix == nil or SpawnTemplatePrefix == "" then
|
||||
BASE:I( "ERROR: in function NewFromTemplate, required parameter SpawnTemplatePrefix is not set" )
|
||||
return nil
|
||||
end
|
||||
|
||||
if SpawnTemplate then
|
||||
self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
|
||||
self.SpawnTemplatePrefix = SpawnTemplatePrefix
|
||||
self.SpawnAliasPrefix = SpawnAliasPrefix
|
||||
self.SpawnAliasPrefix = SpawnAliasPrefix or SpawnTemplatePrefix
|
||||
self.SpawnTemplate.name = SpawnTemplatePrefix
|
||||
self.SpawnIndex = 0
|
||||
self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
|
||||
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
|
||||
@@ -435,7 +542,11 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
|
||||
self.SpawnInitModex = nil
|
||||
self.SpawnInitAirbase = nil
|
||||
self.TweakedTemplate = true -- Check if the user is using self made template.
|
||||
|
||||
self.MooseNameing = true
|
||||
if NoMooseNamingPostfix == true then
|
||||
self.MooseNameing = false
|
||||
end
|
||||
|
||||
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
|
||||
else
|
||||
error( "There is no template provided for SpawnTemplatePrefix = '" .. SpawnTemplatePrefix .. "'" )
|
||||
@@ -772,10 +883,8 @@ end
|
||||
-- @usage
|
||||
--
|
||||
-- -- 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).
|
||||
-- -- Waypoints 2 and 3 will only be randomized. The others will remain on their original position with each new spawn of the helicopter.
|
||||
-- -- 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 )
|
||||
-- -- UNIT positions of this group will be randomized around the base unit #1 in a circle of 50 to 500 meters.
|
||||
-- Spawn_BE_KA50 = SPAWN:New( 'BE KA-50@RAMP-Ground Defense' ):InitRandomizeUnits( true, 500, 50 )
|
||||
--
|
||||
function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )
|
||||
self:F( { self.SpawnTemplatePrefix, RandomizeUnits, OuterRadius, InnerRadius } )
|
||||
@@ -791,6 +900,46 @@ function SPAWN:InitRandomizeUnits( RandomizeUnits, OuterRadius, InnerRadius )
|
||||
return self
|
||||
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 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.
|
||||
@@ -908,7 +1057,7 @@ end
|
||||
--- This method provides the functionality to randomize the spawning of the Groups at a given list of zones of different types.
|
||||
-- @param #SPAWN self
|
||||
-- @param #table SpawnZoneTable A table with @{Core.Zone} objects. If this table is given, then each spawn will be executed within the given list of @{Core.Zone}s objects.
|
||||
-- @return #SPAWN
|
||||
-- @return #SPAWN self
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a zone table of the 2 zones.
|
||||
@@ -938,6 +1087,31 @@ function SPAWN:InitRandomizeZones( SpawnZoneTable )
|
||||
return self
|
||||
end
|
||||
|
||||
--- This method sets a spawn position for the group that is different from the location of the template.
|
||||
-- @param #SPAWN self
|
||||
-- @param Core.Point#COORDINATE Coordinate The position to spawn from
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:InitPositionCoordinate(Coordinate)
|
||||
self:T( { self.SpawnTemplatePrefix, Coordinate:GetVec2()} )
|
||||
self:InitPositionVec2(Coordinate:GetVec2())
|
||||
return self
|
||||
end
|
||||
|
||||
--- This method sets a spawn position for the group that is different from the location of the template.
|
||||
-- @param #SPAWN self
|
||||
-- @param DCS#Vec2 Vec2 The position to spawn from
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:InitPositionVec2(Vec2)
|
||||
self:T( { self.SpawnTemplatePrefix, Vec2} )
|
||||
self.SpawnInitPosition = Vec2
|
||||
self.SpawnFromNewPosition = true
|
||||
self:I("MaxGroups:"..self.SpawnMaxGroups)
|
||||
for SpawnGroupID = 1, self.SpawnMaxGroups do
|
||||
self:_SetInitialPosition( SpawnGroupID )
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- For planes and helicopters, when these groups go home and land on their home airbases and FARPs, they normally would taxi to the parking spot, shut-down their engines and wait forever until the Group is removed by the runtime environment.
|
||||
-- This method is used to re-spawn automatically (so no extra call is needed anymore) the same group after it has landed.
|
||||
-- This will enable a spawned group to be re-spawned after it lands, until it is destroyed...
|
||||
@@ -1146,7 +1320,8 @@ do -- Delay methods
|
||||
return self
|
||||
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
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWN:InitDelayOn()
|
||||
@@ -1236,7 +1411,12 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
|
||||
self:F2( { SpawnTemplatePrefix = self.SpawnTemplatePrefix, SpawnIndex = SpawnIndex, AliveUnits = self.AliveUnits, SpawnMaxGroups = self.SpawnMaxGroups } )
|
||||
|
||||
if self:_GetSpawnIndex( SpawnIndex ) then
|
||||
|
||||
|
||||
if self.SpawnFromNewPosition then
|
||||
self:_SetInitialPosition( SpawnIndex )
|
||||
end
|
||||
|
||||
|
||||
if self.SpawnGroups[self.SpawnIndex].Visible then
|
||||
self.SpawnGroups[self.SpawnIndex].Group:Activate()
|
||||
else
|
||||
@@ -1342,7 +1522,38 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
|
||||
SpawnTemplate.units[UnitID].psi = -SpawnTemplate.units[UnitID].heading
|
||||
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.
|
||||
if self.SpawnInitLivery then
|
||||
for UnitID = 1, #SpawnTemplate.units do
|
||||
@@ -1443,6 +1654,8 @@ end
|
||||
-- @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.
|
||||
-- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval.
|
||||
-- @param #boolean 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
|
||||
-- @usage
|
||||
-- -- NATO helicopters engaging in the battle field.
|
||||
@@ -1453,17 +1666,20 @@ end
|
||||
-- -- 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.
|
||||
-- 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 } )
|
||||
|
||||
|
||||
local SpawnTime = SpawnTime or 60
|
||||
local SpawnTimeVariation = SpawnTimeVariation or 0.5
|
||||
|
||||
if SpawnTime ~= nil and SpawnTimeVariation ~= nil then
|
||||
local InitialDelay = 0
|
||||
if self.DelayOnOff == true then
|
||||
if WithDelay or self.DelayOnOff == true then
|
||||
InitialDelay = math.random( SpawnTime - SpawnTime * SpawnTimeVariation, SpawnTime + SpawnTime * SpawnTimeVariation )
|
||||
end
|
||||
self.SpawnScheduler = SCHEDULER:New( self, self._Scheduler, {}, InitialDelay, SpawnTime, SpawnTimeVariation )
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -2951,7 +3167,11 @@ function SPAWN:_GetTemplate( SpawnTemplatePrefix )
|
||||
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } )
|
||||
|
||||
local SpawnTemplate = nil
|
||||
|
||||
|
||||
if _DATABASE.Templates.Groups[SpawnTemplatePrefix] == nil then
|
||||
error( 'No Template exists for SpawnTemplatePrefix = ' .. SpawnTemplatePrefix )
|
||||
end
|
||||
|
||||
local Template = _DATABASE.Templates.Groups[SpawnTemplatePrefix].Template
|
||||
self:F( { Template = Template } )
|
||||
|
||||
@@ -2985,6 +3205,11 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
|
||||
if self.TweakedTemplate ~= nil and self.TweakedTemplate == true then
|
||||
BASE:I( "WARNING: You are using a tweaked template." )
|
||||
SpawnTemplate = self.SpawnTemplate
|
||||
if self.MooseNameing == true then
|
||||
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
|
||||
else
|
||||
SpawnTemplate.name = self:SpawnGroupName()
|
||||
end
|
||||
else
|
||||
SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
|
||||
SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
|
||||
@@ -3115,6 +3340,57 @@ function SPAWN:_RandomizeTemplate( SpawnIndex )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Private method that sets the DCS#Vec2 where the Group will be spawned.
|
||||
-- @param #SPAWN self
|
||||
-- @param #number SpawnIndex
|
||||
-- @return #SPAWN self
|
||||
function SPAWN:_SetInitialPosition( SpawnIndex )
|
||||
self:T( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnRandomizeZones } )
|
||||
|
||||
if self.SpawnFromNewPosition then
|
||||
|
||||
self:T( "Preparing Spawn at Vec2 ", self.SpawnInitPosition )
|
||||
|
||||
local SpawnVec2 = self.SpawnInitPosition
|
||||
|
||||
self:T( { SpawnVec2 = SpawnVec2 } )
|
||||
|
||||
local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
|
||||
|
||||
SpawnTemplate.route = SpawnTemplate.route or {}
|
||||
SpawnTemplate.route.points = SpawnTemplate.route.points or {}
|
||||
SpawnTemplate.route.points[1] = SpawnTemplate.route.points[1] or {}
|
||||
SpawnTemplate.route.points[1].x = SpawnTemplate.route.points[1].x or 0
|
||||
SpawnTemplate.route.points[1].y = SpawnTemplate.route.points[1].y or 0
|
||||
|
||||
self:T( { Route = SpawnTemplate.route } )
|
||||
|
||||
for UnitID = 1, #SpawnTemplate.units do
|
||||
local UnitTemplate = SpawnTemplate.units[UnitID]
|
||||
self:T( 'Before Translation SpawnTemplate.units[' .. UnitID .. '].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. UnitTemplate.y )
|
||||
local SX = UnitTemplate.x
|
||||
local SY = UnitTemplate.y
|
||||
local BX = SpawnTemplate.route.points[1].x
|
||||
local BY = SpawnTemplate.route.points[1].y
|
||||
local TX = SpawnVec2.x + (SX - BX)
|
||||
local TY = SpawnVec2.y + (SY - BY)
|
||||
UnitTemplate.x = TX
|
||||
UnitTemplate.y = TY
|
||||
-- TODO: Manage altitude based on landheight...
|
||||
-- SpawnTemplate.units[UnitID].alt = SpawnVec2:
|
||||
self:T( 'After Translation SpawnTemplate.units[' .. UnitID .. '].x = ' .. UnitTemplate.x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. UnitTemplate.y )
|
||||
end
|
||||
|
||||
SpawnTemplate.route.points[1].x = SpawnVec2.x
|
||||
SpawnTemplate.route.points[1].y = SpawnVec2.y
|
||||
SpawnTemplate.x = SpawnVec2.x
|
||||
SpawnTemplate.y = SpawnVec2.y
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Private method that randomizes the @{Core.Zone}s where the Group will be spawned.
|
||||
-- @param #SPAWN self
|
||||
-- @param #number SpawnIndex
|
||||
@@ -3234,7 +3510,7 @@ end
|
||||
|
||||
-- TODO Need to delete this... _DATABASE does this now ...
|
||||
|
||||
--- @param #SPAWN self
|
||||
-- @param #SPAWN self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPAWN:_OnBirth( EventData )
|
||||
self:F( self.SpawnTemplatePrefix )
|
||||
@@ -3254,7 +3530,7 @@ function SPAWN:_OnBirth( EventData )
|
||||
|
||||
end
|
||||
|
||||
--- @param #SPAWN self
|
||||
-- @param #SPAWN self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPAWN:_OnDeadOrCrash( EventData )
|
||||
self:F( self.SpawnTemplatePrefix )
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * 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.
|
||||
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
@@ -13,18 +13,8 @@
|
||||
-- ===
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SPOT Demo Missions source code]()
|
||||
--
|
||||
-- ### [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]()
|
||||
-- ### [Demo Missions on GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -43,21 +33,22 @@
|
||||
|
||||
do
|
||||
|
||||
--- @type SPOT
|
||||
---
|
||||
-- @type SPOT
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * 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.
|
||||
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
--
|
||||
-- ## 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
|
||||
--
|
||||
@@ -217,6 +208,8 @@ do
|
||||
|
||||
|
||||
self.Recce = Recce
|
||||
|
||||
self.RecceName = self.Recce:GetName()
|
||||
|
||||
self.LaseScheduler = SCHEDULER:New( self )
|
||||
|
||||
@@ -236,13 +229,17 @@ do
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration )
|
||||
self:F( { "LaseOn", Target, LaserCode, Duration } )
|
||||
self:T({From, Event, To})
|
||||
self:T2( { "LaseOn", Target, LaserCode, Duration } )
|
||||
|
||||
local function StopLase( self )
|
||||
self:LaseOff()
|
||||
end
|
||||
|
||||
self.Target = Target
|
||||
|
||||
self.TargetName = Target:GetName()
|
||||
|
||||
self.LaserCode = LaserCode
|
||||
|
||||
self.Lasing = true
|
||||
@@ -261,6 +258,8 @@ do
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
self:__Lasing( -1 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@@ -273,7 +272,7 @@ do
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
function SPOT:onafterLaseOnCoordinate(From, Event, To, Coordinate, LaserCode, Duration)
|
||||
self:F( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } )
|
||||
self:T2( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } )
|
||||
|
||||
local function StopLase( self )
|
||||
self:LaseOff()
|
||||
@@ -295,55 +294,72 @@ do
|
||||
end
|
||||
|
||||
self:__Lasing(-1)
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
|
||||
---
|
||||
-- @param #SPOT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPOT:OnEventDead(EventData)
|
||||
self:F( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
|
||||
self:T2( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
|
||||
if self.Target then
|
||||
if EventData.IniDCSUnitName == self.Target:GetName() then
|
||||
self:F( {"Target dead ", self.Target:GetName() } )
|
||||
if EventData.IniDCSUnitName == self.TargetName then
|
||||
self:F( {"Target dead ", self.TargetName } )
|
||||
self:Destroyed()
|
||||
self:LaseOff()
|
||||
end
|
||||
end
|
||||
if self.Recce then
|
||||
if EventData.IniDCSUnitName == self.RecceName then
|
||||
self:F( {"Recce dead ", self.RecceName } )
|
||||
self:LaseOff()
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
---
|
||||
-- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
function SPOT:onafterLasing( From, Event, To )
|
||||
|
||||
if self.Target and self.Target:IsAlive() then
|
||||
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
|
||||
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
self:__Lasing( -0.2 )
|
||||
elseif self.TargetCoord then
|
||||
self:T({From, Event, To})
|
||||
|
||||
-- Wiggle the IR spot a bit.
|
||||
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/100, y=self.TargetCoord.y+math.random(-100,100)/100, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
if self.Lasing then
|
||||
if self.Target and self.Target:IsAlive() then
|
||||
|
||||
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
|
||||
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
|
||||
self:__Lasing(0.2)
|
||||
elseif self.TargetCoord then
|
||||
|
||||
self.SpotIR:setPoint(irvec3)
|
||||
self.SpotLaser:setPoint(lsvec3)
|
||||
|
||||
self:__Lasing(-0.25)
|
||||
else
|
||||
self:F( { "Target is not alive", self.Target:IsAlive() } )
|
||||
-- Wiggle the IR spot a bit.
|
||||
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/100, y=self.TargetCoord.y+math.random(-100,100)/100, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
|
||||
self.SpotIR:setPoint(irvec3)
|
||||
self.SpotLaser:setPoint(lsvec3)
|
||||
|
||||
self:__Lasing(0.2)
|
||||
else
|
||||
self:F( { "Target is not alive", self.Target:IsAlive() } )
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
|
||||
---
|
||||
-- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @return #SPOT
|
||||
function SPOT:onafterLaseOff( From, Event, To )
|
||||
|
||||
self:F( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
|
||||
self:T({From, Event, To})
|
||||
|
||||
self:T2( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
|
||||
|
||||
self.Lasing = false
|
||||
|
||||
|
||||
@@ -107,7 +107,7 @@ _TIMERID=0
|
||||
|
||||
--- TIMER class version.
|
||||
-- @field #string version
|
||||
TIMER.version="0.1.2"
|
||||
TIMER.version="0.2.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
@@ -222,7 +222,20 @@ function TIMER:Stop(Delay)
|
||||
|
||||
-- Remove timer function.
|
||||
self:T(self.lid..string.format("Stopping timer by removing timer function after %d calls!", self.ncalls))
|
||||
timer.removeFunction(self.tid)
|
||||
|
||||
-- We use a pcall here because if the DCS timer does not exist any more, it crashes the whole script!
|
||||
local status=pcall(
|
||||
function ()
|
||||
timer.removeFunction(self.tid)
|
||||
end
|
||||
)
|
||||
|
||||
-- Debug messages.
|
||||
if status then
|
||||
self:T2(self.lid..string.format("Stopped timer!"))
|
||||
else
|
||||
self:E(self.lid..string.format("WARNING: Could not remove timer function! isrunning=%s", tostring(self.isrunning)))
|
||||
end
|
||||
|
||||
-- Not running any more.
|
||||
self.isrunning=false
|
||||
|
||||
@@ -555,7 +555,7 @@ function ZONE_BASE:GetZoneMaybe()
|
||||
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 #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.
|
||||
@@ -569,7 +569,7 @@ function ZONE_BASE:GetProperty(PropertyName)
|
||||
return self.Properties[PropertyName]
|
||||
end
|
||||
|
||||
-- Returns the zone Properties table.
|
||||
--- Returns the zone Properties table.
|
||||
-- @param #ZONE_BASE self
|
||||
-- @return #table The Key:Value table of TriggerZone properties of the zone.
|
||||
function ZONE_BASE:GetAllProperties()
|
||||
@@ -927,7 +927,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
|
||||
local ZoneCoord = self:GetCoordinate()
|
||||
local ZoneRadius = self:GetRadius()
|
||||
|
||||
self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
|
||||
--self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
|
||||
|
||||
local SphereSearch = {
|
||||
id = world.VolumeType.SPHERE,
|
||||
@@ -1001,6 +1001,24 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
|
||||
|
||||
end
|
||||
|
||||
--- Remove junk inside the zone using the `world.removeJunk` function.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @return #number Number of deleted objects.
|
||||
function ZONE_RADIUS:RemoveJunk()
|
||||
|
||||
local radius=self.Radius
|
||||
local vec3=self:GetVec3()
|
||||
|
||||
local volS = {
|
||||
id = world.VolumeType.SPHERE,
|
||||
params = {point = vec3, radius = radius}
|
||||
}
|
||||
|
||||
local n=world.removeJunk(volS)
|
||||
|
||||
return n
|
||||
end
|
||||
|
||||
--- Count the number of different coalitions inside the zone.
|
||||
-- @param #ZONE_RADIUS self
|
||||
-- @return #table Table of DCS units and DCS statics inside the zone.
|
||||
@@ -1598,7 +1616,11 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset)
|
||||
if (Offset.dx or Offset.dy) and (Offset.rho or Offset.theta) then
|
||||
error("Cannot use (dx, dy) with (rho, theta)")
|
||||
end
|
||||
end
|
||||
|
||||
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneUNIT:GetVec2(), Radius, true ) )
|
||||
|
||||
if Offset then
|
||||
self.dy = Offset.dy or 0.0
|
||||
self.dx = Offset.dx or 0.0
|
||||
self.rho = Offset.rho or 0.0
|
||||
@@ -1606,8 +1628,6 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset)
|
||||
self.relative_to_unit = Offset.relative_to_unit or false
|
||||
end
|
||||
|
||||
local self = BASE:Inherit( self, ZONE_RADIUS:New( ZoneName, ZoneUNIT:GetVec2(), Radius, true ) )
|
||||
|
||||
self:F( { ZoneName, ZoneUNIT:GetVec2(), Radius } )
|
||||
|
||||
self.ZoneUNIT = ZoneUNIT
|
||||
@@ -2084,13 +2104,10 @@ function ZONE_POLYGON_BASE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlph
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the smallest circular zone encompassing all points points of the polygon zone.
|
||||
--- Get the smallest radius 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)
|
||||
-- @return #number Radius of the zone in meters.
|
||||
function ZONE_POLYGON_BASE:GetRadius()
|
||||
|
||||
local center=self:GetVec2()
|
||||
|
||||
@@ -2106,6 +2123,20 @@ function ZONE_POLYGON_BASE:GetZoneRadius(ZoneName, DoNotRegisterZone)
|
||||
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)
|
||||
|
||||
@@ -2130,6 +2161,35 @@ function ZONE_POLYGON_BASE:GetZoneQuad(ZoneName, DoNotRegisterZone)
|
||||
return zone
|
||||
end
|
||||
|
||||
--- Remove junk inside the zone. Due to DCS limitations, this works only for rectangular zones. So we get the smallest rectangular zone encompassing all points points of the polygon zone.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param #number Height Height of the box in meters. Default 1000.
|
||||
-- @return #number Number of removed objects.
|
||||
function ZONE_POLYGON_BASE:RemoveJunk(Height)
|
||||
|
||||
Height=Height or 1000
|
||||
|
||||
local vec2SW, vec2NE=self:GetBoundingVec2()
|
||||
|
||||
local vec3SW={x=vec2SW.x, y=-Height, z=vec2SW.y} --DCS#Vec3
|
||||
local vec3NE={x=vec2NE.x, y= Height, z=vec2NE.y} --DCS#Vec3
|
||||
|
||||
--local coord1=COORDINATE:NewFromVec3(vec3SW):MarkToAll("SW")
|
||||
--local coord1=COORDINATE:NewFromVec3(vec3NE):MarkToAll("NE")
|
||||
|
||||
local volume = {
|
||||
id = world.VolumeType.BOX,
|
||||
params = {
|
||||
min=vec3SW,
|
||||
max=vec3SW
|
||||
}
|
||||
}
|
||||
|
||||
local n=world.removeJunk(volume)
|
||||
|
||||
return n
|
||||
end
|
||||
|
||||
--- Smokes the zone boundaries in a color.
|
||||
-- @param #ZONE_POLYGON_BASE self
|
||||
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The smoke color.
|
||||
@@ -2913,7 +2973,7 @@ do -- ZONE_ELASTIC
|
||||
|
||||
--- 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 Core.Set#SET_GROUP SetGroup Set of groups.
|
||||
-- @param Core.Set#SET_GROUP GroupSet Set of groups.
|
||||
-- @return #ZONE_ELASTIC self
|
||||
function ZONE_ELASTIC:AddSetGroup(GroupSet)
|
||||
|
||||
|
||||
@@ -193,21 +193,29 @@ do -- land
|
||||
|
||||
--- [Type of surface enumerator](https://wiki.hoggitworld.com/view/DCS_singleton_land)
|
||||
-- @type land.SurfaceType
|
||||
-- @field LAND
|
||||
-- @field SHALLOW_WATER
|
||||
-- @field WATER
|
||||
-- @field ROAD
|
||||
-- @field RUNWAY
|
||||
-- @field LAND Land=1
|
||||
-- @field SHALLOW_WATER Shallow water=2
|
||||
-- @field WATER Water=3
|
||||
-- @field ROAD Road=4
|
||||
-- @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
|
||||
-- @param #Vec2 point point on the ground.
|
||||
-- @return #Distance
|
||||
-- @param #Vec2 point Point on the ground.
|
||||
-- @return #number Height in meters.
|
||||
|
||||
--- 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.
|
||||
--- Returns surface type at the given point.
|
||||
-- @function [parent=#land] getSurfaceType
|
||||
-- @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)
|
||||
land = {} --#land
|
||||
@@ -427,8 +435,8 @@ do -- Types
|
||||
--- Vec3 type is a 3D-vector.
|
||||
-- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.
|
||||
-- @type Vec3
|
||||
-- @field #Distance x is directed to the north
|
||||
-- @field #Distance z is directed to the east
|
||||
-- @field #Distance x is directed to the North
|
||||
-- @field #Distance z is directed to the East
|
||||
-- @field #Distance y is directed up
|
||||
|
||||
--- Vec2 is a 2D-vector for the ground plane as a reference plane.
|
||||
@@ -679,10 +687,11 @@ do -- Weapon
|
||||
|
||||
--- Weapon.Category enum that stores weapon categories.
|
||||
-- @type Weapon.Category
|
||||
-- @field SHELL
|
||||
-- @field MISSILE
|
||||
-- @field ROCKET
|
||||
-- @field BOMB
|
||||
-- @field #number SHELL Shell.
|
||||
-- @field #number MISSILE Missile
|
||||
-- @field #number ROCKET Rocket.
|
||||
-- @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).
|
||||
@@ -1001,8 +1010,8 @@ do -- Unit
|
||||
|
||||
--- Enum that stores aircraft refueling system types.
|
||||
-- @type Unit.RefuelingSystem
|
||||
-- @field BOOM_AND_RECEPTACLE
|
||||
-- @field PROBE_AND_DROGUE
|
||||
-- @field BOOM_AND_RECEPTACLE Tanker with a boom.
|
||||
-- @field PROBE_AND_DROGUE Tanker with a probe.
|
||||
|
||||
--- Enum that stores sensor types.
|
||||
-- @type Unit.SensorType
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,806 @@
|
||||
--- **Functional** -- Send a truck to supply artillery groups.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- **AMMOTRUCK** - Send a truck to supply artillery groups.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- ### [AmmoTruck](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AMT%20-%20AmmoTruck/AmmoTruck%20100%20-%20NTTR%20-%20Basic)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author : **applevangelist**
|
||||
--
|
||||
-- @module Functional.AmmoTruck
|
||||
-- @image Artillery.JPG
|
||||
--
|
||||
-- Last update: July 2023
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
--- **AMMOTRUCK** class, extends Core.FSM#FSM
|
||||
-- @type AMMOTRUCK
|
||||
-- @field #string ClassName Class Name
|
||||
-- @field #string lid Lid for log entries
|
||||
-- @field #string version Version string
|
||||
-- @field #string alias Alias name
|
||||
-- @field #boolean debug Debug flag
|
||||
-- @field #table trucklist List of (alive) #AMMOTRUCK.data trucks
|
||||
-- @field #table targetlist List of (alive) #AMMOTRUCK.data artillery
|
||||
-- @field #number coalition Coalition this is for
|
||||
-- @field Core.Set#SET_GROUP truckset SET of trucks
|
||||
-- @field Core.Set#SET_GROUP targetset SET of artillery
|
||||
-- @field #table remunitionqueue List of (alive) #AMMOTRUCK.data artillery to be reloaded
|
||||
-- @field #table waitingtargets List of (alive) #AMMOTRUCK.data artillery waiting
|
||||
-- @field #number ammothreshold Threshold (min) ammo before sending a truck
|
||||
-- @field #number remunidist Max distance trucks will go
|
||||
-- @field #number monitor Monitor interval in seconds
|
||||
-- @field #number unloadtime Unload time in seconds
|
||||
-- @field #number waitingtime Max waiting time in seconds
|
||||
-- @field #boolean routeonroad Route truck on road if true (default)
|
||||
-- @field #number reloads Number of reloads a single truck can do before he must return home
|
||||
-- @extends Core.FSM#FSM
|
||||
|
||||
--- *Amateurs talk about tactics, but professionals study logistics.* - General Robert H Barrow, USMC
|
||||
--
|
||||
-- Simple Class to re-arm your artillery with trucks.
|
||||
--
|
||||
-- #AMMOTRUCK
|
||||
--
|
||||
-- * Controls a SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition.
|
||||
--
|
||||
-- ## 1 The AMMOTRUCK concept
|
||||
--
|
||||
-- A SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition. They will be based on a
|
||||
-- homebase and drive from there to the artillery groups and then back home.
|
||||
-- Trucks are the **only known in-game mechanic** to re-arm artillery and other units in DCS. Working units are e.g.: M-939 (blue), Ural-375 and ZIL-135 (both red).
|
||||
--
|
||||
-- ## 2 Set-up
|
||||
--
|
||||
-- Define a set of trucks and a set of artillery:
|
||||
--
|
||||
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
|
||||
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
|
||||
--
|
||||
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
|
||||
--
|
||||
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
|
||||
--
|
||||
-- ## 2 Options and their default values
|
||||
--
|
||||
-- ammotruck.ammothreshold = 5 -- send a truck when down to this many rounds
|
||||
-- ammotruck.remunidist = 20000 -- 20km - send trucks max this far from home
|
||||
-- ammotruck.unloadtime = 600 -- 10 minutes - min time to unload ammunition
|
||||
-- ammotruck.waitingtime = 1800 -- 30 mintes - wait max this long until remunition is done
|
||||
-- ammotruck.monitor = -60 -- 1 minute - AMMOTRUCK checks run every one minute
|
||||
-- ammotruck.routeonroad = true -- Trucks will **try** to drive on roads
|
||||
-- ammotruck.usearmygroup = false -- If true, will make use of ARMYGROUP in the background (if used in DEV branch)
|
||||
-- ammotruck.reloads = 5 -- Maxn re-arms a truck can do before he needs to go home and restock. Set to -1 for unlimited
|
||||
--
|
||||
-- ## 3 FSM Events to shape mission
|
||||
--
|
||||
-- Truck has been sent off:
|
||||
--
|
||||
-- function ammotruck:OnAfterRouteTruck(From, Event, To, Truckdata, Aridata)
|
||||
-- ...
|
||||
-- end
|
||||
--
|
||||
-- Truck has arrived:
|
||||
--
|
||||
-- function ammotruck:OnAfterTruckArrived(From, Event, To, Truckdata)
|
||||
-- ...
|
||||
-- end
|
||||
--
|
||||
-- Truck is unloading:
|
||||
--
|
||||
-- function ammotruck:OnAfterTruckUnloading(From, Event, To, Truckdata)
|
||||
-- ...
|
||||
-- end
|
||||
--
|
||||
-- Truck is returning home:
|
||||
--
|
||||
-- function ammotruck:OnAfterTruckReturning(From, Event, To, Truckdata)
|
||||
-- ...
|
||||
-- end
|
||||
--
|
||||
-- Truck is arrived at home:
|
||||
--
|
||||
-- function ammotruck:OnAfterTruckHome(From, Event, To, Truckdata)
|
||||
-- ...
|
||||
-- end
|
||||
--
|
||||
-- @field #AMMOTRUCK
|
||||
AMMOTRUCK = {
|
||||
ClassName = "AMMOTRUCK",
|
||||
lid = "",
|
||||
version = "0.0.12",
|
||||
alias = "",
|
||||
debug = false,
|
||||
trucklist = {},
|
||||
targetlist = {},
|
||||
coalition = nil,
|
||||
truckset = nil,
|
||||
targetset = nil,
|
||||
remunitionqueue = {},
|
||||
waitingtargets = {},
|
||||
ammothreshold = 5,
|
||||
remunidist = 20000,
|
||||
monitor = -60,
|
||||
unloadtime = 600,
|
||||
waitingtime = 1800,
|
||||
routeonroad = true,
|
||||
reloads = 5,
|
||||
}
|
||||
|
||||
---
|
||||
-- @type AMMOTRUCK.State
|
||||
AMMOTRUCK.State = {
|
||||
IDLE = "idle",
|
||||
DRIVING = "driving",
|
||||
ARRIVED = "arrived",
|
||||
UNLOADING = "unloading",
|
||||
RETURNING = "returning",
|
||||
WAITING = "waiting",
|
||||
RELOADING = "reloading",
|
||||
OUTOFAMMO = "outofammo",
|
||||
REQUESTED = "requested",
|
||||
}
|
||||
|
||||
---
|
||||
--@type AMMOTRUCK.data
|
||||
--@field Wrapper.Group#GROUP group
|
||||
--@field #string name
|
||||
--@field #AMMOTRUCK.State statusquo
|
||||
--@field #number timestamp
|
||||
--@field #number ammo
|
||||
--@field Core.Point#COORDINATE coordinate
|
||||
--@field #string targetname
|
||||
--@field Wrapper.Group#GROUP targetgroup
|
||||
--@field Core.Point#COORDINATE targetcoordinate
|
||||
--@field #number reloads
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param Core.Set#SET_GROUP Truckset Set of truck groups
|
||||
-- @param Core.Set#SET_GROUP Targetset Set of artillery groups
|
||||
-- @param #number Coalition Coalition
|
||||
-- @param #string Alias Alias Name
|
||||
-- @param Core.Zone#ZONE Homezone Home, return zone for trucks
|
||||
-- @return #AMMOTRUCK self
|
||||
-- @usage
|
||||
-- Define a set of trucks and a set of artillery:
|
||||
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
|
||||
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
|
||||
--
|
||||
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
|
||||
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
|
||||
function AMMOTRUCK:New(Truckset,Targetset,Coalition,Alias,Homezone)
|
||||
|
||||
-- Inherit everything from BASE class.
|
||||
local self=BASE:Inherit(self, FSM:New()) -- #AMMOTRUCK
|
||||
|
||||
self.truckset = Truckset -- Core.Set#SET_GROUP
|
||||
self.targetset = Targetset -- Core.Set#SET_GROUP
|
||||
self.coalition = Coalition -- #number
|
||||
self.alias = Alias -- #string
|
||||
self.debug = false
|
||||
self.remunitionqueue = {}
|
||||
self.trucklist = {}
|
||||
self.targetlist = {}
|
||||
self.ammothreshold = 5
|
||||
self.remunidist = 20000
|
||||
self.homezone = Homezone -- Core.Zone#ZONE
|
||||
self.waitingtime = 1800
|
||||
self.usearmygroup = false
|
||||
self.hasarmygroup = false
|
||||
|
||||
-- Log id.
|
||||
self.lid=string.format("AMMOTRUCK %s | %s | ", self.version, self.alias)
|
||||
|
||||
self:SetStartState("Stopped")
|
||||
self:AddTransition("Stopped", "Start", "Running")
|
||||
self:AddTransition("*", "Monitor", "*")
|
||||
self:AddTransition("*", "RouteTruck", "*")
|
||||
self:AddTransition("*", "TruckArrived", "*")
|
||||
self:AddTransition("*", "TruckUnloading", "*")
|
||||
self:AddTransition("*", "TruckReturning", "*")
|
||||
self:AddTransition("*", "TruckHome", "*")
|
||||
self:AddTransition("*", "Stop", "Stopped")
|
||||
|
||||
self:__Start(math.random(5,10))
|
||||
|
||||
self:I(self.lid .. "Started")
|
||||
|
||||
------------------------
|
||||
--- Pseudo Functions ---
|
||||
------------------------
|
||||
|
||||
--- Triggers the FSM event "Stop". Stops the AMMOTRUCK and all its event handlers.
|
||||
-- @function [parent=#AMMOTRUCK] Stop
|
||||
-- @param #AMMOTRUCK self
|
||||
|
||||
--- Triggers the FSM event "Stop" after a delay. Stops the AMMOTRUCK and all its event handlers.
|
||||
-- @function [parent=#AMMOTRUCK] __Stop
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #number delay Delay in seconds.
|
||||
|
||||
--- On after "RouteTruck" event.
|
||||
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #AMMOTRUCK.data Truck
|
||||
-- @param #AMMOTRUCK.data Artillery
|
||||
|
||||
--- On after "TruckUnloading" event.
|
||||
-- @function [parent=#AMMOTRUCK] OnAfterTruckUnloading
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #AMMOTRUCK.data Truck
|
||||
|
||||
--- On after "TruckReturning" event.
|
||||
-- @function [parent=#AMMOTRUCK] OnAfterTruckReturning
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #AMMOTRUCK.data Truck
|
||||
|
||||
--- On after "RouteTruck" event.
|
||||
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #AMMOTRUCK.data Truck
|
||||
|
||||
--- On after "TruckHome" event.
|
||||
-- @function [parent=#AMMOTRUCK] OnAfterTruckHome
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #AMMOTRUCK.data Truck
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #table dataset table of #AMMOTRUCK.data entries
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:CheckDrivingTrucks(dataset)
|
||||
self:T(self.lid .. " CheckDrivingTrucks")
|
||||
local data = dataset
|
||||
for _,_data in pairs (data) do
|
||||
local truck = _data -- #AMMOTRUCK.data
|
||||
-- see if we arrived at destination
|
||||
local coord = truck.group:GetCoordinate()
|
||||
local tgtcoord = truck.targetcoordinate
|
||||
local dist = coord:Get2DDistance(tgtcoord)
|
||||
if dist <= 150 then
|
||||
-- arrived
|
||||
truck.statusquo = AMMOTRUCK.State.ARRIVED
|
||||
truck.timestamp = timer.getAbsTime()
|
||||
truck.coordinate = coord
|
||||
self:__TruckArrived(1,truck)
|
||||
end
|
||||
-- still driving?
|
||||
local Tnow = timer.getAbsTime()
|
||||
if Tnow - truck.timestamp > 30 then
|
||||
local group = truck.group
|
||||
if self.usearmygroup then
|
||||
group = truck.group:GetGroup()
|
||||
end
|
||||
local currspeed = group:GetVelocityKMH()
|
||||
if truck.lastspeed then
|
||||
if truck.lastspeed == 0 and currspeed == 0 then
|
||||
self:T(truck.group:GetName().." Is not moving!")
|
||||
-- try and move it
|
||||
truck.timestamp = timer.getAbsTime()
|
||||
if self.routeonroad then
|
||||
group:RouteGroundOnRoad(truck.targetcoordinate,30,2,"Vee")
|
||||
else
|
||||
group:RouteGroundTo(truck.targetcoordinate,30,"Vee",2)
|
||||
end
|
||||
end
|
||||
truck.lastspeed = currspeed
|
||||
else
|
||||
truck.lastspeed = currspeed
|
||||
truck.timestamp = timer.getAbsTime()
|
||||
end
|
||||
self:I({truck=truck.group:GetName(),currspeed=currspeed,lastspeed=truck.lastspeed})
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param Wrapper.Group#GROUP Group
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:GetAmmoStatus(Group)
|
||||
local ammotot, shells, rockets, bombs, missiles, narti = Group:GetAmmunition()
|
||||
return rockets+missiles+narti
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #table dataset table of #AMMOTRUCK.data entries
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:CheckWaitingTargets(dataset)
|
||||
self:T(self.lid .. " CheckWaitingTargets")
|
||||
local data = dataset
|
||||
for _,_data in pairs (data) do
|
||||
local truck = _data -- #AMMOTRUCK.data
|
||||
-- see how long we're waiting - maybe ammo truck is dead?
|
||||
local Tnow = timer.getAbsTime()
|
||||
local Tdiff = Tnow - truck.timestamp
|
||||
if Tdiff > self.waitingtime then
|
||||
local hasammo = self:GetAmmoStatus(truck.group)
|
||||
if hasammo <= self.ammothreshold then
|
||||
truck.statusquo = AMMOTRUCK.State.OUTOFAMMO
|
||||
else
|
||||
truck.statusquo = AMMOTRUCK.State.IDLE
|
||||
end
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #table dataset table of #AMMOTRUCK.data entries
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:CheckReturningTrucks(dataset)
|
||||
self:T(self.lid .. " CheckReturningTrucks")
|
||||
local data = dataset
|
||||
local tgtcoord = self.homezone:GetCoordinate()
|
||||
local radius = self.homezone:GetRadius()
|
||||
for _,_data in pairs (data) do
|
||||
local truck = _data -- #AMMOTRUCK.data
|
||||
-- see if we arrived at destination
|
||||
local coord = truck.group:GetCoordinate()
|
||||
local dist = coord:Get2DDistance(tgtcoord)
|
||||
self:T({name=truck.name,radius=radius,distance=dist})
|
||||
if dist <= radius then
|
||||
-- arrived
|
||||
truck.statusquo = AMMOTRUCK.State.IDLE
|
||||
truck.timestamp = timer.getAbsTime()
|
||||
truck.coordinate = coord
|
||||
truck.reloads = self.reloads or 5
|
||||
self:__TruckHome(1,truck)
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string name Artillery group name to find
|
||||
-- @return #AMMOTRUCK.data Data
|
||||
function AMMOTRUCK:FindTarget(name)
|
||||
self:T(self.lid .. " FindTarget")
|
||||
local data = nil
|
||||
local dataset = self.targetlist
|
||||
for _,_entry in pairs(dataset) do
|
||||
local entry = _entry -- #AMMOTRUCK.data
|
||||
if entry.name == name then
|
||||
data = entry
|
||||
break
|
||||
end
|
||||
end
|
||||
return data
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string name Truck group name to find
|
||||
-- @return #AMMOTRUCK.data Data
|
||||
function AMMOTRUCK:FindTruck(name)
|
||||
self:T(self.lid .. " FindTruck")
|
||||
local data = nil
|
||||
local dataset = self.trucklist
|
||||
for _,_entry in pairs(dataset) do
|
||||
local entry = _entry -- #AMMOTRUCK.data
|
||||
if entry.name == name then
|
||||
data = entry
|
||||
break
|
||||
end
|
||||
end
|
||||
return data
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #table dataset table of #AMMOTRUCK.data entries
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:CheckArrivedTrucks(dataset)
|
||||
self:T(self.lid .. " CheckArrivedTrucks")
|
||||
local data = dataset
|
||||
for _,_data in pairs (data) do
|
||||
-- set to unloading
|
||||
local truck = _data -- #AMMOTRUCK.data
|
||||
truck.statusquo = AMMOTRUCK.State.UNLOADING
|
||||
truck.timestamp = timer.getAbsTime()
|
||||
self:__TruckUnloading(2,truck)
|
||||
-- set target to reloading
|
||||
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
|
||||
if aridata then
|
||||
aridata.statusquo = AMMOTRUCK.State.RELOADING
|
||||
aridata.timestamp = timer.getAbsTime()
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #table dataset table of #AMMOTRUCK.data entries
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:CheckUnloadingTrucks(dataset)
|
||||
self:T(self.lid .. " CheckUnloadingTrucks")
|
||||
local data = dataset
|
||||
for _,_data in pairs (data) do
|
||||
-- check timestamp
|
||||
local truck = _data -- #AMMOTRUCK.data
|
||||
local Tnow = timer.getAbsTime()
|
||||
local Tpassed = Tnow - truck.timestamp
|
||||
local hasammo = self:GetAmmoStatus(truck.targetgroup)
|
||||
if Tpassed > self.unloadtime and hasammo > self.ammothreshold then
|
||||
truck.statusquo = AMMOTRUCK.State.RETURNING
|
||||
truck.timestamp = timer.getAbsTime()
|
||||
self:__TruckReturning(2,truck)
|
||||
-- set target to reloaded
|
||||
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
|
||||
if aridata then
|
||||
aridata.statusquo = AMMOTRUCK.State.IDLE
|
||||
aridata.timestamp = timer.getAbsTime()
|
||||
end
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:CheckTargetsAlive()
|
||||
self:T(self.lid .. " CheckTargetsAlive")
|
||||
local arilist = self.targetlist
|
||||
for _,_ari in pairs(arilist) do
|
||||
local ari = _ari -- #AMMOTRUCK.data
|
||||
if ari.group and ari.group:IsAlive() then
|
||||
-- everything fine
|
||||
else
|
||||
-- ari dead
|
||||
self.targetlist[ari.name] = nil
|
||||
end
|
||||
end
|
||||
-- new arrivals?
|
||||
local aritable = self.targetset:GetSetObjects() --#table
|
||||
for _,_ari in pairs(aritable) do
|
||||
local ari = _ari -- Wrapper.Group#GROUP
|
||||
if ari and ari:IsAlive() and not self.targetlist[ari:GetName()] then
|
||||
local name = ari:GetName()
|
||||
local newari = {} -- #AMMOTRUCK.data
|
||||
newari.name = name
|
||||
newari.group = ari
|
||||
newari.statusquo = AMMOTRUCK.State.IDLE
|
||||
newari.timestamp = timer.getAbsTime()
|
||||
newari.coordinate = ari:GetCoordinate()
|
||||
local hasammo = self:GetAmmoStatus(ari)
|
||||
--newari.ammo = ari:GetAmmunition()
|
||||
newari.ammo = hasammo
|
||||
self.targetlist[name] = newari
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:CheckTrucksAlive()
|
||||
self:T(self.lid .. " CheckTrucksAlive")
|
||||
local trucklist = self.trucklist
|
||||
for _,_truck in pairs(trucklist) do
|
||||
local truck = _truck -- #AMMOTRUCK.data
|
||||
if truck.group and truck.group:IsAlive() then
|
||||
-- everything fine
|
||||
else
|
||||
-- truck dead
|
||||
local tgtname = truck.targetname
|
||||
local targetdata = self:FindTarget(tgtname) -- #AMMOTRUCK.data
|
||||
if targetdata then
|
||||
if targetdata.statusquo ~= AMMOTRUCK.State.IDLE then
|
||||
targetdata.statusquo = AMMOTRUCK.State.IDLE
|
||||
end
|
||||
end
|
||||
self.trucklist[truck.name] = nil
|
||||
end
|
||||
end
|
||||
-- new arrivals?
|
||||
local trucktable = self.truckset:GetSetObjects() --#table
|
||||
for _,_truck in pairs(trucktable) do
|
||||
local truck = _truck -- Wrapper.Group#GROUP
|
||||
if truck and truck:IsAlive() and not self.trucklist[truck:GetName()] then
|
||||
local name = truck:GetName()
|
||||
local newtruck = {} -- #AMMOTRUCK.data
|
||||
newtruck.name = name
|
||||
newtruck.group = truck
|
||||
if self.hasarmygroup then
|
||||
-- is (not) already ARMYGROUP?
|
||||
if truck.ClassName and truck.ClassName == "GROUP" then
|
||||
local trucker = ARMYGROUP:New(truck)
|
||||
trucker:Activate()
|
||||
newtruck.group = trucker
|
||||
end
|
||||
end
|
||||
newtruck.statusquo = AMMOTRUCK.State.IDLE
|
||||
newtruck.timestamp = timer.getAbsTime()
|
||||
newtruck.coordinate = truck:GetCoordinate()
|
||||
newtruck.reloads = self.reloads or 5
|
||||
self.trucklist[name] = newtruck
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:onafterStart(From, Event, To)
|
||||
self:T({From, Event, To})
|
||||
if ARMYGROUP and self.usearmygroup then
|
||||
self.hasarmygroup = true
|
||||
else
|
||||
self.hasarmygroup = false
|
||||
end
|
||||
if self.debug then
|
||||
BASE:TraceOn()
|
||||
BASE:TraceClass("AMMOTRUCK")
|
||||
end
|
||||
self:CheckTargetsAlive()
|
||||
self:CheckTrucksAlive()
|
||||
self:__Monitor(-30)
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:onafterMonitor(From, Event, To)
|
||||
self:T({From, Event, To})
|
||||
self:CheckTargetsAlive()
|
||||
self:CheckTrucksAlive()
|
||||
-- update ammo state
|
||||
local remunition = false
|
||||
local remunitionqueue = {}
|
||||
local waitingtargets = {}
|
||||
for _,_ari in pairs(self.targetlist) do
|
||||
local data = _ari -- #AMMOTRUCK.data
|
||||
if data.group and data.group:IsAlive() then
|
||||
data.ammo = self:GetAmmoStatus(data.group)
|
||||
data.timestamp = timer.getAbsTime()
|
||||
local text = string.format("Ari %s | Ammo %d | State %s",data.name,data.ammo,data.statusquo)
|
||||
self:T(text)
|
||||
if data.ammo <= self.ammothreshold and (data.statusquo == AMMOTRUCK.State.IDLE or data.statusquo == AMMOTRUCK.State.OUTOFAMMO) then
|
||||
-- add to remu queue
|
||||
data.statusquo = AMMOTRUCK.State.OUTOFAMMO
|
||||
remunitionqueue[#remunitionqueue+1] = data
|
||||
remunition = true
|
||||
elseif data.statusquo == AMMOTRUCK.State.WAITING then
|
||||
waitingtargets[#waitingtargets+1] = data
|
||||
end
|
||||
else
|
||||
self.targetlist[data.name] = nil
|
||||
end
|
||||
end
|
||||
-- sort trucks in buckets
|
||||
local idletrucks = {}
|
||||
local drivingtrucks = {}
|
||||
local unloadingtrucks = {}
|
||||
local arrivedtrucks = {}
|
||||
local returningtrucks = {}
|
||||
local found = false
|
||||
for _,_truckdata in pairs(self.trucklist) do
|
||||
local data = _truckdata -- #AMMOTRUCK.data
|
||||
if data.group and data.group:IsAlive() then
|
||||
-- check state
|
||||
local text = string.format("Truck %s | State %s",data.name,data.statusquo)
|
||||
self:T(text)
|
||||
if data.statusquo == AMMOTRUCK.State.IDLE then
|
||||
idletrucks[#idletrucks+1] = data
|
||||
found = true
|
||||
elseif data.statusquo == AMMOTRUCK.State.DRIVING then
|
||||
drivingtrucks[#drivingtrucks+1] = data
|
||||
elseif data.statusquo == AMMOTRUCK.State.ARRIVED then
|
||||
arrivedtrucks[#arrivedtrucks+1] = data
|
||||
elseif data.statusquo == AMMOTRUCK.State.UNLOADING then
|
||||
unloadingtrucks[#unloadingtrucks+1] = data
|
||||
elseif data.statusquo == AMMOTRUCK.State.RETURNING then
|
||||
returningtrucks[#returningtrucks+1] = data
|
||||
if data.reloads > 0 or data.reloads == -1 then
|
||||
idletrucks[#idletrucks+1] = data
|
||||
found = true
|
||||
end
|
||||
end
|
||||
else
|
||||
self.truckset[data.name] = nil
|
||||
end
|
||||
end
|
||||
-- see if we can/need route one
|
||||
local n=0
|
||||
if found and remunition then
|
||||
-- match
|
||||
--local match = false
|
||||
for _,_truckdata in pairs(idletrucks) do
|
||||
local truckdata = _truckdata -- #AMMOTRUCK.data
|
||||
local truckcoord = truckdata.group:GetCoordinate() -- Core.Point#COORDINATE
|
||||
for _,_aridata in pairs(remunitionqueue) do
|
||||
local aridata = _aridata -- #AMMOTRUCK.data
|
||||
local aricoord = aridata.coordinate
|
||||
local distance = truckcoord:Get2DDistance(aricoord)
|
||||
if distance <= self.remunidist and aridata.statusquo == AMMOTRUCK.State.OUTOFAMMO and n <= #idletrucks then
|
||||
n = n + 1
|
||||
aridata.statusquo = AMMOTRUCK.State.REQUESTED
|
||||
self:__RouteTruck(n*5,truckdata,aridata)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- check driving trucks
|
||||
if #drivingtrucks > 0 then
|
||||
self:CheckDrivingTrucks(drivingtrucks)
|
||||
end
|
||||
|
||||
-- check arrived trucks
|
||||
if #arrivedtrucks > 0 then
|
||||
self:CheckArrivedTrucks(arrivedtrucks)
|
||||
end
|
||||
|
||||
-- check unloading trucks
|
||||
if #unloadingtrucks > 0 then
|
||||
self:CheckUnloadingTrucks(unloadingtrucks)
|
||||
end
|
||||
|
||||
-- check returningtrucks trucks
|
||||
if #returningtrucks > 0 then
|
||||
self:CheckReturningTrucks(returningtrucks)
|
||||
end
|
||||
|
||||
-- check waiting targets
|
||||
if #waitingtargets > 0 then
|
||||
self:CheckWaitingTargets(waitingtargets)
|
||||
end
|
||||
|
||||
self:__Monitor(self.monitor)
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #AMMOTRUCK.data Truckdata
|
||||
-- @param #AMMOTRUCK.data Aridata
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:onafterRouteTruck(From, Event, To, Truckdata, Aridata)
|
||||
self:T({From, Event, To, Truckdata.name, Aridata.name})
|
||||
local truckdata = Truckdata -- #AMMOTRUCK.data
|
||||
local aridata = Aridata -- #AMMOTRUCK.data
|
||||
local tgtgrp = aridata.group
|
||||
local tgtzone = ZONE_GROUP:New(aridata.name,tgtgrp,30)
|
||||
local tgtcoord = tgtzone:GetRandomCoordinate(15)
|
||||
if self.hasarmygroup then
|
||||
local mission = AUFTRAG:NewONGUARD(tgtcoord)
|
||||
local oldmission = truckdata.group:GetMissionCurrent()
|
||||
if oldmission then oldmission:Cancel() end
|
||||
mission:SetTime(5)
|
||||
mission:SetTeleport(false)
|
||||
truckdata.group:AddMission(mission)
|
||||
elseif self.routeonroad then
|
||||
truckdata.group:RouteGroundOnRoad(tgtcoord,30)
|
||||
else
|
||||
truckdata.group:RouteGroundTo(tgtcoord,30)
|
||||
end
|
||||
truckdata.statusquo = AMMOTRUCK.State.DRIVING
|
||||
truckdata.targetgroup = tgtgrp
|
||||
truckdata.targetname = aridata.name
|
||||
truckdata.targetcoordinate = tgtcoord
|
||||
aridata.statusquo = AMMOTRUCK.State.WAITING
|
||||
aridata.timestamp = timer.getAbsTime()
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #AMMOTRUCK.data Truckdata
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:onafterTruckUnloading(From, Event, To, Truckdata)
|
||||
local m = MESSAGE:New("Truck "..Truckdata.name.." unloading!",15,"AmmoTruck"):ToCoalitionIf(self.coalition,self.debug)
|
||||
local truck = Truckdata -- Functional.AmmoTruck#AMMOTRUCK.data
|
||||
local coord = truck.group:GetCoordinate()
|
||||
local heading = truck.group:GetHeading()
|
||||
heading = heading < 180 and (360-heading) or (heading - 180)
|
||||
local cid = self.coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA
|
||||
cid = self.coalition == coalition.side.NEUTRAL and country.id.UN_PEACEKEEPERS or cid
|
||||
|
||||
local ammo = {}
|
||||
for i=1,5 do
|
||||
ammo[i] = SPAWNSTATIC:NewFromType("ammo_cargo","Cargos",cid)
|
||||
:InitCoordinate(coord:Translate((15+((i-1)*4)),heading))
|
||||
:Spawn(0,"AmmoCrate-"..math.random(1,10000))
|
||||
end
|
||||
|
||||
local function destroyammo(ammo)
|
||||
for _,_crate in pairs(ammo) do
|
||||
_crate:Destroy(false)
|
||||
end
|
||||
end
|
||||
|
||||
local scheduler = SCHEDULER:New(nil,destroyammo,{ammo},self.waitingtime)
|
||||
|
||||
-- one reload less
|
||||
if truck.reloads ~= -1 then
|
||||
truck.reloads = truck.reloads - 1
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #AMMOTRUCK.data Truck
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:onafterTruckReturning(From, Event, To, Truck)
|
||||
self:T({From, Event, To, Truck.name})
|
||||
-- route home
|
||||
local truckdata = Truck -- #AMMOTRUCK.data
|
||||
local tgtzone = self.homezone
|
||||
local tgtcoord = tgtzone:GetRandomCoordinate()
|
||||
if self.hasarmygroup then
|
||||
local mission = AUFTRAG:NewONGUARD(tgtcoord)
|
||||
local oldmission = truckdata.group:GetMissionCurrent()
|
||||
if oldmission then oldmission:Cancel() end
|
||||
mission:SetTime(5)
|
||||
mission:SetTeleport(false)
|
||||
truckdata.group:AddMission(mission)
|
||||
elseif self.routeonroad then
|
||||
truckdata.group:RouteGroundOnRoad(tgtcoord,30,1,"Cone")
|
||||
else
|
||||
truckdata.group:RouteGroundTo(tgtcoord,30,"Cone",1)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #AMMOTRUCK self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #AMMOTRUCK self
|
||||
function AMMOTRUCK:onafterStop(From, Event, To)
|
||||
self:T({From, Event, To})
|
||||
return self
|
||||
end
|
||||
@@ -103,6 +103,7 @@
|
||||
-- @field #number coalition The coalition of the arty group.
|
||||
-- @field #boolean respawnafterdeath Respawn arty group after all units are dead.
|
||||
-- @field #number respawndelay Respawn delay in seconds.
|
||||
-- @field #number dtTrack Time interval in seconds for weapon tracking.
|
||||
-- @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
|
||||
@@ -693,7 +694,7 @@ ARTY.db={
|
||||
|
||||
--- Arty script version.
|
||||
-- @field #string version
|
||||
ARTY.version="1.2.0"
|
||||
ARTY.version="1.3.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -801,6 +802,9 @@ function ARTY:New(group, alias)
|
||||
else
|
||||
self.ismobile=false
|
||||
end
|
||||
|
||||
-- Set track time interval.
|
||||
self.dtTrack=0.2
|
||||
|
||||
-- Set speed to 0.7 of maximum.
|
||||
self.Speed=self.SpeedMax * 0.7
|
||||
@@ -1497,6 +1501,15 @@ function ARTY:SetStatusInterval(interval)
|
||||
return self
|
||||
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.
|
||||
-- @param #ARTY self
|
||||
-- @param #number waittime Time in seconds. Default 300 seconds.
|
||||
@@ -2129,6 +2142,95 @@ end
|
||||
-- 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.
|
||||
-- @param #ARTY self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
@@ -2162,128 +2264,32 @@ function ARTY:OnEventShot(EventData)
|
||||
self:T(self.lid..text)
|
||||
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.
|
||||
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 _tracksmoke = self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells and self.Nsmoke>0
|
||||
|
||||
|
||||
if _tracknuke or _trackillu or _tracksmoke then
|
||||
|
||||
self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
|
||||
|
||||
local _peter={}
|
||||
_peter.weapon=EventData.weapon
|
||||
_peter.target=UTILS.DeepCopy(self.currentTarget)
|
||||
|
||||
timer.scheduleFunction(_TrackWeapon, _peter, timer.getTime() + 2.0)
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
|
||||
|
||||
-- Create a weapon object.
|
||||
local weapon=WEAPON:New(EventData.weapon)
|
||||
|
||||
-- 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
|
||||
|
||||
-- Get current ammo.
|
||||
@@ -3541,8 +3547,6 @@ end
|
||||
function ARTY:onafterRespawn(Controllable, From, Event, To)
|
||||
self:_EventFromTo("onafterRespawn", Event, From, To)
|
||||
|
||||
env.info("FF Respawning arty group")
|
||||
|
||||
local group=self.Controllable --Wrapper.Group#GROUP
|
||||
|
||||
-- Respawn group.
|
||||
@@ -3931,9 +3935,10 @@ function ARTY:GetAmmo(display)
|
||||
return nammo, nshells, nrockets, nmissiles
|
||||
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.
|
||||
local text=string.format("ARTY group %s - unit %s:\n", self.groupname, unit:GetName())
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -474,7 +474,7 @@ do -- DETECTION_BASE
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param #table DetectedItem The DetectedItem.
|
||||
-- @param #DetectedItem DetectedItem The DetectedItem data structure.
|
||||
|
||||
self:AddTransition( "*", "Stop", "Stopped" )
|
||||
|
||||
@@ -2354,6 +2354,7 @@ do -- DETECTION_TYPES
|
||||
if not DetectedItem then
|
||||
DetectedItem = self:AddDetectedItem( "TYPE", DetectedTypeName )
|
||||
DetectedItem.TypeName = DetectedTypeName
|
||||
DetectedItem.Name = DetectedUnitName -- fix by @Nocke
|
||||
end
|
||||
|
||||
DetectedItem.Set:AddUnit( DetectedUnit )
|
||||
@@ -2478,14 +2479,14 @@ do -- DETECTION_AREAS
|
||||
--- DETECTION_AREAS constructor.
|
||||
-- @param #DETECTION_AREAS self
|
||||
-- @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
|
||||
function DETECTION_AREAS:New( DetectionSetGroup, DetectionZoneRange )
|
||||
|
||||
-- Inherits from DETECTION_BASE
|
||||
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetGroup ) )
|
||||
|
||||
self.DetectionZoneRange = DetectionZoneRange
|
||||
self.DetectionZoneRange = DetectionZoneRange or 5000
|
||||
|
||||
self._SmokeDetectedUnits = false
|
||||
self._FlareDetectedUnits = false
|
||||
@@ -2988,4 +2989,3 @@ do -- DETECTION_AREAS
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -26,6 +26,7 @@
|
||||
--- FOX class.
|
||||
-- @type FOX
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity level.
|
||||
-- @field #boolean Debug Debug mode. Messages to all about status.
|
||||
-- @field #string lid Class id string for output to DCS log file.
|
||||
-- @field #table menuadded Table of groups the menu was added for.
|
||||
@@ -124,6 +125,7 @@
|
||||
-- @field #FOX
|
||||
FOX = {
|
||||
ClassName = "FOX",
|
||||
verbose = 0,
|
||||
Debug = false,
|
||||
lid = nil,
|
||||
menuadded = {},
|
||||
@@ -168,7 +170,7 @@ FOX = {
|
||||
|
||||
--- Missile data table.
|
||||
-- @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 #string missileType Type 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 targetOrig Name of the "original" target, i.e. the one right after launched.
|
||||
-- @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.
|
||||
-- @field #table MenuF10 Root menu table on group level.
|
||||
@@ -196,7 +200,7 @@ FOX.MenuF10Root=nil
|
||||
|
||||
--- FOX class version.
|
||||
-- @field #string version
|
||||
FOX.version="0.6.1"
|
||||
FOX.version="0.8.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
@@ -500,6 +504,7 @@ function FOX:SetDisableF10Menu()
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Enable F10 menu for all players.
|
||||
-- @param #FOX self
|
||||
-- @return #FOX self
|
||||
@@ -510,6 +515,15 @@ function FOX:SetEnableF10Menu()
|
||||
return self
|
||||
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.
|
||||
-- @param #FOX self
|
||||
-- @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)
|
||||
|
||||
-- Status.
|
||||
self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
|
||||
if self.verbose>=1 then
|
||||
self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
|
||||
end
|
||||
|
||||
-- Check missile status.
|
||||
self:_CheckMissileStatus()
|
||||
@@ -713,7 +729,9 @@ function FOX:_CheckMissileStatus()
|
||||
if #self.missiles==0 then
|
||||
text=text.." none"
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
if self.verbose>=2 then
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
-- Remove inactive missiles.
|
||||
for i=#self.missiles,1,-1 do
|
||||
@@ -743,7 +761,7 @@ function FOX:_IsProtected(targetunit)
|
||||
if targetgroup then
|
||||
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
|
||||
|
||||
if group then
|
||||
@@ -762,6 +780,277 @@ function FOX:_IsProtected(targetunit)
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
--- Function called from weapon tracking.
|
||||
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
|
||||
-- @param #FOX self FOX object.
|
||||
-- @param #FOX.MissileData missile Fired missile
|
||||
function FOX._FuncTrack(weapon, self, missile)
|
||||
|
||||
-- Missile coordinate.
|
||||
local missileCoord= missile.missileCoord:UpdateFromVec3(weapon.vec3) --COORDINATE:NewFromVec3(_lastBombPos)
|
||||
|
||||
-- Missile velocity in m/s.
|
||||
local missileVelocity=weapon:GetSpeed() --UTILS.VecNorm(_ordnance:getVelocity())
|
||||
|
||||
-- Update missile target if necessary.
|
||||
self:GetMissileTarget(missile)
|
||||
|
||||
-- Target unit of the missile.
|
||||
local target=nil --Wrapper.Unit#UNIT
|
||||
|
||||
if missile.targetUnit then
|
||||
|
||||
-----------------------------------
|
||||
-- Missile has a specific target --
|
||||
-----------------------------------
|
||||
|
||||
if missile.targetPlayer then
|
||||
-- Target is a player.
|
||||
if missile.targetPlayer.destroy==true then
|
||||
target=missile.targetUnit
|
||||
end
|
||||
else
|
||||
-- Check if unit is protected.
|
||||
if self:_IsProtected(missile.targetUnit) then
|
||||
target=missile.targetUnit
|
||||
end
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
------------------------------------
|
||||
-- Missile has NO specific target --
|
||||
------------------------------------
|
||||
|
||||
-- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not.
|
||||
-- That would trigger the distance check right after missile launch if things to wrong.
|
||||
--
|
||||
-- Possible solutions:
|
||||
-- * Time check: enable this check after X seconds after missile was fired. What is X?
|
||||
-- * Coalition check. But would not work in training situations where blue on blue is valid!
|
||||
-- * At least enable it for surface-to-air missiles.
|
||||
|
||||
local function _GetTarget(_unit)
|
||||
local unit=_unit --Wrapper.Unit#UNIT
|
||||
|
||||
-- Player position.
|
||||
local playerCoord=unit:GetCoordinate()
|
||||
|
||||
-- Distance.
|
||||
local dist=missileCoord:Get3DDistance(playerCoord)
|
||||
|
||||
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
|
||||
if dist<=self.explosiondist then
|
||||
return unit
|
||||
end
|
||||
end
|
||||
|
||||
-- Distance to closest player.
|
||||
local mindist=nil
|
||||
|
||||
-- Loop over players.
|
||||
for _,_player in pairs(self.players) do
|
||||
local player=_player --#FOX.PlayerData
|
||||
|
||||
-- Check that player was not the one who launched the missile.
|
||||
if player.unitname~=missile.shooterName then
|
||||
|
||||
-- Player position.
|
||||
local playerCoord=player.unit:GetCoordinate()
|
||||
|
||||
-- Distance.
|
||||
local dist=missileCoord:Get3DDistance(playerCoord)
|
||||
|
||||
-- Distance from shooter to player.
|
||||
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
|
||||
|
||||
-- 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
|
||||
mindist=dist
|
||||
target=player.unit
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if self.protectedset then
|
||||
|
||||
-- Distance to closest protected unit.
|
||||
mindist=nil
|
||||
|
||||
for _,_group in pairs(self.protectedset:GetSet()) do
|
||||
local group=_group --Wrapper.Group#GROUP
|
||||
for _,_unit in pairs(group:GetUnits()) do
|
||||
local unit=_unit --Wrapper.Unit#UNIT
|
||||
|
||||
if unit and unit:IsAlive() then
|
||||
|
||||
-- Check that player was not the one who launched the missile.
|
||||
if unit:GetName()~=missile.shooterName then
|
||||
|
||||
-- Player position.
|
||||
local playerVec3=unit:GetVec3()
|
||||
|
||||
-- Distance.
|
||||
local dist=missileCoord:Get3DDistance(playerVec3)
|
||||
|
||||
-- Distance from shooter to player.
|
||||
local Dshooter2player=missile.shotCoord:Get3DDistance(playerVec3)
|
||||
|
||||
-- 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
|
||||
mindist=dist
|
||||
target=unit
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if target then
|
||||
self:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Check if missile has a valid target.
|
||||
if target then
|
||||
|
||||
-- Target coordinate.
|
||||
local targetVec3=target:GetVec3() --target:GetCoordinate()
|
||||
|
||||
-- Distance from missile to target.
|
||||
local distance=missileCoord:Get3DDistance(targetVec3)
|
||||
|
||||
-- Distance missile to shooter.
|
||||
local distShooter=nil
|
||||
if missile.shooterUnit and missile.shooterUnit:IsAlive() then
|
||||
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetVec3())
|
||||
end
|
||||
|
||||
|
||||
-- Debug output.
|
||||
if self.Debug then
|
||||
local bearing=missileCoord:HeadingTo(targetVec3)
|
||||
local eta=distance/missileVelocity
|
||||
-- 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))
|
||||
end
|
||||
|
||||
-- Distroy missile if it's getting too close.
|
||||
local destroymissile=distance<=self.explosiondist
|
||||
|
||||
-- Check BIG missiles.
|
||||
if self.explosiondist2 and distance<=self.explosiondist2 and not destroymissile then
|
||||
destroymissile=missile.explosive>=self.bigmissilemass
|
||||
end
|
||||
|
||||
-- If missile is 150 m from target ==> destroy missile if in safe zone.
|
||||
if destroymissile and self:_CheckCoordSafe(targetVec3) then
|
||||
|
||||
-- Destroy missile.
|
||||
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))
|
||||
weapon:Destroy()
|
||||
|
||||
-- Missile is not active any more.
|
||||
missile.active=false
|
||||
|
||||
-- Debug smoke.
|
||||
if self.Debug then
|
||||
missileCoord:SmokeRed()
|
||||
end
|
||||
|
||||
-- Create event.
|
||||
self:MissileDestroyed(missile)
|
||||
|
||||
-- Little explosion for the visual effect.
|
||||
if self.explosionpower>0 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then
|
||||
missileCoord:Explosion(self.explosionpower)
|
||||
end
|
||||
|
||||
-- Target was a player.
|
||||
if missile.targetPlayer then
|
||||
|
||||
-- Message to target.
|
||||
local text=string.format("Destroying missile. %s", self:_DeadText())
|
||||
MESSAGE:New(text, 10):ToGroup(target:GetGroup())
|
||||
|
||||
-- Increase dead counter.
|
||||
missile.targetPlayer.dead=missile.targetPlayer.dead+1
|
||||
end
|
||||
|
||||
-- We could disable the tracking here but then the impact function would not be called.
|
||||
--weapon.tracking=false
|
||||
|
||||
else
|
||||
|
||||
-- Time step.
|
||||
local dt=1.0
|
||||
if distance>50000 then
|
||||
-- > 50 km
|
||||
dt=self.dt50 --=5.0
|
||||
elseif distance>10000 then
|
||||
-- 10-50 km
|
||||
dt=self.dt10 --=1.0
|
||||
elseif distance>5000 then
|
||||
-- 5-10 km
|
||||
dt=self.dt05 --0.5
|
||||
elseif distance>1000 then
|
||||
-- 1-5 km
|
||||
dt=self.dt01 --0.1
|
||||
else
|
||||
-- < 1 km
|
||||
dt=self.dt00 --0.01
|
||||
end
|
||||
|
||||
-- Set time step.
|
||||
weapon:SetTimeStepTrack(dt)
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- 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))
|
||||
weapon:SetTimeStepTrack(0.1)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Callback function on impact or destroy otherwise.
|
||||
-- @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 missile.targetPlayer then
|
||||
|
||||
-- Get human player.
|
||||
local player=missile.targetPlayer
|
||||
|
||||
-- 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
|
||||
local text=string.format("Missile defeated. Well done, %s!", player.name)
|
||||
MESSAGE:New(text, 10):ToClient(player.client)
|
||||
|
||||
-- Increase defeated counter.
|
||||
player.defeated=player.defeated+1
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Missile is not active any more.
|
||||
missile.active=false
|
||||
|
||||
--Terminate the timer.
|
||||
self:T(FOX.lid..string.format("Terminating missile track timer."))
|
||||
weapon.tracking=false
|
||||
|
||||
end
|
||||
|
||||
--- Missle launch event.
|
||||
-- @param #FOX self
|
||||
-- @param #string From From state.
|
||||
@@ -818,304 +1107,19 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Init missile position.
|
||||
local _lastBombPos = {x=0,y=0,z=0}
|
||||
-- Set callback function for tracking.
|
||||
missile.Weapon:SetFuncTrack(FOX._FuncTrack, self, missile)
|
||||
|
||||
-- Missile coordinate.
|
||||
local missileCoord = nil --Core.Point#COORDINATE
|
||||
-- Set callback function for impact.
|
||||
missile.Weapon:SetFuncImpact(FOX._FuncImpact, self, missile)
|
||||
|
||||
-- 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.
|
||||
local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity())
|
||||
|
||||
-- Update missile target if necessary.
|
||||
self:GetMissileTarget(missile)
|
||||
|
||||
if missile.targetUnit then
|
||||
|
||||
-----------------------------------
|
||||
-- Missile has a specific target --
|
||||
-----------------------------------
|
||||
|
||||
if missile.targetPlayer then
|
||||
-- Target is a player.
|
||||
if missile.targetPlayer.destroy==true then
|
||||
target=missile.targetUnit
|
||||
end
|
||||
else
|
||||
-- Check if unit is protected.
|
||||
if self:_IsProtected(missile.targetUnit) then
|
||||
target=missile.targetUnit
|
||||
end
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
------------------------------------
|
||||
-- Missile has NO specific target --
|
||||
------------------------------------
|
||||
|
||||
-- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not.
|
||||
-- That would trigger the distance check right after missile launch if things to wrong.
|
||||
--
|
||||
-- Possible solutions:
|
||||
-- * Time check: enable this check after X seconds after missile was fired. What is X?
|
||||
-- * Coalition check. But would not work in training situations where blue on blue is valid!
|
||||
-- * At least enable it for surface-to-air missiles.
|
||||
|
||||
local function _GetTarget(_unit)
|
||||
local unit=_unit --Wrapper.Unit#UNIT
|
||||
|
||||
-- Player position.
|
||||
local playerCoord=unit:GetCoordinate()
|
||||
|
||||
-- Distance.
|
||||
local dist=missileCoord:Get3DDistance(playerCoord)
|
||||
|
||||
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
|
||||
if dist<=self.explosiondist then
|
||||
return unit
|
||||
end
|
||||
end
|
||||
|
||||
-- Distance to closest player.
|
||||
local mindist=nil
|
||||
|
||||
-- Loop over players.
|
||||
for _,_player in pairs(self.players) do
|
||||
local player=_player --#FOX.PlayerData
|
||||
|
||||
-- Check that player was not the one who launched the missile.
|
||||
if player.unitname~=missile.shooterName then
|
||||
|
||||
-- Player position.
|
||||
local playerCoord=player.unit:GetCoordinate()
|
||||
|
||||
-- Distance.
|
||||
local dist=missileCoord:Get3DDistance(playerCoord)
|
||||
|
||||
-- Distance from shooter to player.
|
||||
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
|
||||
|
||||
-- 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
|
||||
mindist=dist
|
||||
target=player.unit
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if self.protectedset then
|
||||
|
||||
-- Distance to closest protected unit.
|
||||
mindist=nil
|
||||
|
||||
for _,_group in pairs(self.protectedset:GetSet()) do
|
||||
local group=_group --Wrapper.Group#GROUP
|
||||
for _,_unit in pairs(group:GetUnits()) do
|
||||
local unit=_unit --Wrapper.Unit#UNIT
|
||||
|
||||
if unit and unit:IsAlive() then
|
||||
|
||||
-- Check that player was not the one who launched the missile.
|
||||
if unit:GetName()~=missile.shooterName then
|
||||
|
||||
-- Player position.
|
||||
local playerCoord=unit:GetCoordinate()
|
||||
|
||||
-- Distance.
|
||||
local dist=missileCoord:Get3DDistance(playerCoord)
|
||||
|
||||
-- Distance from shooter to player.
|
||||
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
|
||||
|
||||
-- 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
|
||||
mindist=dist
|
||||
target=unit
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if target then
|
||||
self:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Check if missile has a valid target.
|
||||
if target then
|
||||
|
||||
-- Target coordinate.
|
||||
local targetCoord=target:GetCoordinate()
|
||||
|
||||
-- Distance from missile to target.
|
||||
local distance=missileCoord:Get3DDistance(targetCoord)
|
||||
|
||||
-- Distance missile to shooter.
|
||||
local distShooter=nil
|
||||
if missile.shooterUnit and missile.shooterUnit:IsAlive() then
|
||||
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetCoordinate())
|
||||
end
|
||||
|
||||
|
||||
-- Debug output.
|
||||
if self.Debug then
|
||||
local bearing=targetCoord:HeadingTo(missileCoord)
|
||||
local eta=distance/missileVelocity
|
||||
|
||||
-- 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))
|
||||
end
|
||||
|
||||
-- Distroy missile if it's getting too close.
|
||||
local destroymissile=distance<=self.explosiondist
|
||||
|
||||
-- Check BIG missiles.
|
||||
if self.explosiondist2 and distance<=self.explosiondist2 and not destroymissile then
|
||||
destroymissile=missile.explosive>=self.bigmissilemass
|
||||
end
|
||||
|
||||
-- If missile is 150 m from target ==> destroy missile if in safe zone.
|
||||
if destroymissile and self:_CheckCoordSafe(targetCoord) then
|
||||
|
||||
-- Destroy missile.
|
||||
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))
|
||||
_ordnance:destroy()
|
||||
|
||||
-- Missile is not active any more.
|
||||
missile.active=false
|
||||
|
||||
-- Debug smoke.
|
||||
if self.Debug then
|
||||
missileCoord:SmokeRed()
|
||||
targetCoord:SmokeGreen()
|
||||
end
|
||||
|
||||
-- Create event.
|
||||
self:MissileDestroyed(missile)
|
||||
|
||||
-- Little explosion for the visual effect.
|
||||
if self.explosionpower>0 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then
|
||||
missileCoord:Explosion(self.explosionpower)
|
||||
end
|
||||
|
||||
-- Target was a player.
|
||||
if missile.targetPlayer then
|
||||
|
||||
-- Message to target.
|
||||
local text=string.format("Destroying missile. %s", self:_DeadText())
|
||||
MESSAGE:New(text, 10):ToGroup(target:GetGroup())
|
||||
|
||||
-- Increase dead counter.
|
||||
missile.targetPlayer.dead=missile.targetPlayer.dead+1
|
||||
end
|
||||
|
||||
-- Terminate timer.
|
||||
return nil
|
||||
|
||||
else
|
||||
|
||||
-- Time step.
|
||||
local dt=1.0
|
||||
if distance>50000 then
|
||||
-- > 50 km
|
||||
dt=self.dt50 --=5.0
|
||||
elseif distance>10000 then
|
||||
-- 10-50 km
|
||||
dt=self.dt10 --=1.0
|
||||
elseif distance>5000 then
|
||||
-- 5-10 km
|
||||
dt=self.dt05 --0.5
|
||||
elseif distance>1000 then
|
||||
-- 1-5 km
|
||||
dt=self.dt01 --0.1
|
||||
else
|
||||
-- < 1 km
|
||||
dt=self.dt00 --0.01
|
||||
end
|
||||
|
||||
-- Check again in dt seconds.
|
||||
return timer.getTime()+dt
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- Destroy missile.
|
||||
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
|
||||
|
||||
-- No target ==> terminate timer.
|
||||
--return nil
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-------------------------------------
|
||||
-- Missile does not exist any more --
|
||||
-------------------------------------
|
||||
|
||||
if target then
|
||||
|
||||
-- Get human player.
|
||||
local player=self:_GetPlayerFromUnit(target)
|
||||
|
||||
-- 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
|
||||
local text=string.format("Missile defeated. Well done, %s!", player.name)
|
||||
MESSAGE:New(text, 10):ToClient(player.client)
|
||||
|
||||
-- Increase defeated counter.
|
||||
player.defeated=player.defeated+1
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Missile is not active any more.
|
||||
missile.active=false
|
||||
|
||||
--Terminate the timer.
|
||||
self:T(FOX.lid..string.format("Terminating missile track timer."))
|
||||
return nil
|
||||
|
||||
end -- _status check
|
||||
|
||||
end -- end function trackBomb
|
||||
|
||||
-- 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."))
|
||||
timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
|
||||
--timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
|
||||
missile.Weapon:StartTrack(0.0001)
|
||||
|
||||
end
|
||||
|
||||
@@ -1246,30 +1250,29 @@ end
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function FOX:OnEventShot(EventData)
|
||||
self:T2({eventshot=EventData})
|
||||
|
||||
-- Nil checks.
|
||||
if EventData.Weapon==nil or EventData.IniDCSUnit==nil or EventData.weapon==nil then
|
||||
return
|
||||
end
|
||||
|
||||
if EventData.Weapon==nil then
|
||||
return
|
||||
end
|
||||
if EventData.IniDCSUnit==nil then
|
||||
return
|
||||
end
|
||||
-- Create a weapon object.
|
||||
local weapon=WEAPON:New(EventData.weapon)
|
||||
|
||||
-- Weapon data.
|
||||
local _weapon = EventData.WeaponName
|
||||
local _weapon = weapon:GetTypeName()
|
||||
local _target = EventData.Weapon:getTarget()
|
||||
local _targetName = "unknown"
|
||||
local _targetUnit = nil --Wrapper.Unit#UNIT
|
||||
|
||||
-- Weapon descriptor.
|
||||
local desc=EventData.Weapon:getDesc()
|
||||
local desc=weapon.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
|
||||
local missilecategory=desc.missileCategory
|
||||
|
||||
-- Missile range.
|
||||
local missilerange=nil
|
||||
if missilecategory then
|
||||
missilerange=desc.rangeMaxAltMax
|
||||
@@ -1279,8 +1282,8 @@ function FOX:OnEventShot(EventData)
|
||||
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 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 categ = %s", tostring(weaponcategory)))
|
||||
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(weapon:GetCategory())))
|
||||
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)))
|
||||
|
||||
@@ -1292,7 +1295,7 @@ function FOX:OnEventShot(EventData)
|
||||
end
|
||||
|
||||
-- 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
|
||||
if _track then
|
||||
@@ -1301,6 +1304,7 @@ function FOX:OnEventShot(EventData)
|
||||
|
||||
missile.active=true
|
||||
missile.weapon=EventData.weapon
|
||||
missile.Weapon=weapon
|
||||
missile.missileType=_weapon
|
||||
missile.missileRange=missilerange
|
||||
missile.missileName=EventData.weapon:getName()
|
||||
@@ -1313,6 +1317,7 @@ function FOX:OnEventShot(EventData)
|
||||
missile.fuseDist=desc.fuseDist
|
||||
missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass
|
||||
missile.targetOrig=missile.targetName
|
||||
missile.missileCoord=COORDINATE:New(0,0,0)
|
||||
|
||||
-- Set missile target name, unit and player.
|
||||
self:GetMissileTarget(missile)
|
||||
@@ -1631,7 +1636,7 @@ end
|
||||
|
||||
--- Check if a coordinate lies within a safe training zone.
|
||||
-- @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.
|
||||
function FOX:_CheckCoordSafe(coord)
|
||||
|
||||
@@ -1643,7 +1648,9 @@ function FOX:_CheckCoordSafe(coord)
|
||||
-- Loop over all zones.
|
||||
for _,_zone in pairs(self.safezones) do
|
||||
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
|
||||
return true
|
||||
end
|
||||
@@ -1654,7 +1661,7 @@ end
|
||||
|
||||
--- Check if a coordinate lies within a launch zone.
|
||||
-- @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.
|
||||
function FOX:_CheckCoordLaunch(coord)
|
||||
|
||||
@@ -1666,7 +1673,9 @@ function FOX:_CheckCoordLaunch(coord)
|
||||
-- Loop over all zones.
|
||||
for _,_zone in pairs(self.launchzones) do
|
||||
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
|
||||
return true
|
||||
end
|
||||
|
||||
@@ -22,7 +22,7 @@
|
||||
-- @module Functional.Mantis
|
||||
-- @image Functional.Mantis.jpg
|
||||
--
|
||||
-- Last Update: Oct 2022
|
||||
-- Last Update: July 2023
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
--- **MANTIS** class, extends Core.Base#BASE
|
||||
@@ -104,9 +104,13 @@
|
||||
-- * Silkworm (though strictly speaking this is a surface to ship missile)
|
||||
-- * SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-13, SA-15, SA-19
|
||||
-- * From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2
|
||||
--
|
||||
-- * From SMA: RBS98M, RBS70, RBS90, RBS90M, RBS103A, RBS103B, RBS103AM, RBS103BM, Lvkv9040M
|
||||
-- **NOTE** If you are using the Swedish Military Assets (SMA), please note that the **group name** for RBS-SAM types also needs to contain the keyword "SMA"
|
||||
--
|
||||
-- * From CH: 2S38, PantsirS1, PantsirS2, PGL-625, HQ-17A, M903PAC2, M903PAC3, TorM2, TorM2K, TorM2M, NASAMS3-AMRAAMER, NASAMS3-AIM9X2, C-RAM, PGZ-09, S350-9M100, S350-9M96D
|
||||
-- **NOTE** If you are using the Military Assets by Currenthill (CH), please note that the **group name** for CH-SAM types also needs to contain the keyword "CHM"
|
||||
--
|
||||
-- Following the example started above, an SA-6 site group name should start with "Red SAM SA-6" then, or a blue Patriot installation with e.g. "Blue SAM Patriot".
|
||||
-- **NOTE** If you are using the High-Digit-Sam Mod, please note that the **group name** for the following SAM types also needs to contain the keyword "HDS":
|
||||
--
|
||||
@@ -369,6 +373,7 @@ MANTIS.SamData = {
|
||||
["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"},
|
||||
["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"},
|
||||
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
|
||||
["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" }
|
||||
}
|
||||
|
||||
--- SAM data HDS
|
||||
@@ -415,6 +420,35 @@ MANTIS.SamDataSMA = {
|
||||
["Lvkv9040M SMA"] = { Range=4, Blindspot=0, Height=2.5, Type="Short", Radar="LvKv9040" },
|
||||
}
|
||||
|
||||
--- SAM data CH
|
||||
-- @type MANTIS.SamDataCH
|
||||
-- @field #number Range Max firing range in km
|
||||
-- @field #number Blindspot no-firing range (green circle)
|
||||
-- @field #number Height Max firing height in km
|
||||
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
|
||||
-- @field #string Radar Radar typename on unit level (used as key)
|
||||
MANTIS.SamDataCH = {
|
||||
-- units from CH (Military Assets by Currenthill)
|
||||
-- https://www.currenthill.com/
|
||||
-- group name MUST contain CHM to ID launcher type correctly!
|
||||
["2S38 CH"] = { Range=8, Blindspot=0.5, Height=6, Type="Short", Radar="2S38" },
|
||||
["PantsirS1 CH"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" },
|
||||
["PantsirS2 CH"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" },
|
||||
["PGL-625 CH"] = { Range=10, Blindspot=0.5, Height=5, Type="Short", Radar="PGL_625" },
|
||||
["HQ-17A CH"] = { Range=20, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" },
|
||||
["M903PAC2 CH"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" },
|
||||
["M903PAC3 CH"] = { Range=120, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
|
||||
["TorM2 CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" },
|
||||
["TorM2K CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" },
|
||||
["TorM2M CH"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" },
|
||||
["NASAMS3-AMRAAMER CH"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" },
|
||||
["NASAMS3-AIM9X2 CH"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" },
|
||||
["C-RAM CH"] = { Range=2, Blindspot=0, Height=2, Type="Short", Radar="CH_Centurion_C_RAM" },
|
||||
["PGZ-09 CH"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="CH_PGZ09" },
|
||||
["S350-9M100 CH"] = { Range=15, Blindspot=1.5, Height=8, Type="Short", Radar="CH_S350_50P6_9M100" },
|
||||
["S350-9M96D CH"] = { Range=150, Blindspot=2.5, Height=30, Type="Long", Radar="CH_S350_50P6_9M96D" },
|
||||
}
|
||||
|
||||
-----------------------------------------------------------------------
|
||||
-- MANTIS System
|
||||
-----------------------------------------------------------------------
|
||||
@@ -578,7 +612,7 @@ do
|
||||
|
||||
-- TODO Version
|
||||
-- @field #string version
|
||||
self.version="0.8.9"
|
||||
self.version="0.8.11"
|
||||
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
|
||||
|
||||
--- FSM Functions ---
|
||||
@@ -1299,11 +1333,12 @@ do
|
||||
-- @param #string grpname Name of the group
|
||||
-- @param #boolean mod HDS mod flag
|
||||
-- @param #boolean sma SMA mod flag
|
||||
-- @param #boolean chm CH mod flag
|
||||
-- @return #number range Max firing range
|
||||
-- @return #number height Max firing height
|
||||
-- @return #string type Long, medium or short range
|
||||
-- @return #number blind "blind" spot
|
||||
function MANTIS:_GetSAMDataFromUnits(grpname,mod,sma)
|
||||
function MANTIS:_GetSAMDataFromUnits(grpname,mod,sma,chm)
|
||||
self:T(self.lid.."_GetSAMRangeFromUnits")
|
||||
local found = false
|
||||
local range = self.checkradius
|
||||
@@ -1318,8 +1353,10 @@ do
|
||||
SAMData = self.SamDataHDS
|
||||
elseif sma then
|
||||
SAMData = self.SamDataSMA
|
||||
elseif chm then
|
||||
SAMData = self.SamDataCH
|
||||
end
|
||||
--self:I("Looking to auto-match for "..grpname)
|
||||
--self:T("Looking to auto-match for "..grpname)
|
||||
for _,_unit in pairs(units) do
|
||||
local unit = _unit -- Wrapper.Unit#UNIT
|
||||
local type = string.lower(unit:GetTypeName())
|
||||
@@ -1364,10 +1401,13 @@ do
|
||||
local found = false
|
||||
local HDSmod = false
|
||||
local SMAMod = false
|
||||
local CHMod = false
|
||||
if string.find(grpname,"HDS",1,true) then
|
||||
HDSmod = true
|
||||
elseif string.find(grpname,"SMA",1,true) then
|
||||
SMAMod = true
|
||||
elseif string.find(grpname,"CHM",1,true) then
|
||||
CHMod = true
|
||||
end
|
||||
if self.automode then
|
||||
for idx,entry in pairs(self.SamData) do
|
||||
@@ -1386,8 +1426,8 @@ do
|
||||
end
|
||||
end
|
||||
-- secondary filter if not found
|
||||
if (not found and self.automode) or HDSmod or SMAMod then
|
||||
range, height, type = self:_GetSAMDataFromUnits(grpname,HDSmod,SMAMod)
|
||||
if (not found and self.automode) or HDSmod or SMAMod or CHMod then
|
||||
range, height, type = self:_GetSAMDataFromUnits(grpname,HDSmod,SMAMod,CHMod)
|
||||
elseif not found then
|
||||
self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname))
|
||||
end
|
||||
|
||||
@@ -26,9 +26,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
|
||||
-- ### Contributions: FlightControl, Applevangelist
|
||||
--
|
||||
-- ====
|
||||
-- @module Functional.PseudoATC
|
||||
@@ -44,7 +44,7 @@
|
||||
-- @field #number mrefresh Interval in seconds after which the F10 menu is refreshed. E.g. by the closest airports. Default is 120 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 eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
|
||||
-- @field #boolean eventsmoose [Deprecated] 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
|
||||
|
||||
@@ -100,13 +100,14 @@ PSEUDOATC.id="PseudoATC | "
|
||||
|
||||
--- PSEUDOATC version.
|
||||
-- @field #number version
|
||||
PSEUDOATC.version="0.9.5"
|
||||
PSEUDOATC.version="0.10.5"
|
||||
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO list
|
||||
-- DONE: Add takeoff event.
|
||||
-- DONE: Add user functions.
|
||||
-- DONE: Refactor to use Moose event handling only
|
||||
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -131,23 +132,14 @@ function PSEUDOATC:Start()
|
||||
self:F()
|
||||
|
||||
-- Debug info
|
||||
self:E(PSEUDOATC.id.."Starting PseudoATC")
|
||||
self:I(PSEUDOATC.id.."Starting PseudoATC")
|
||||
|
||||
-- Handle events.
|
||||
if self.eventsmoose then
|
||||
self:T(PSEUDOATC.id.."Events are handled by MOOSE.")
|
||||
self:HandleEvent(EVENTS.Birth, self._OnBirth)
|
||||
self:HandleEvent(EVENTS.Land, self._PlayerLanded)
|
||||
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
|
||||
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
|
||||
self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
|
||||
--self:HandleEvent(EVENTS.Ejection, self._PlayerLeft)
|
||||
--self:HandleEvent(EVENTS.PilotDead, self._PlayerLeft)
|
||||
else
|
||||
self:T(PSEUDOATC.id.."Events are handled by DCS.")
|
||||
-- Events are handled directly by DCS.
|
||||
world.addEventHandler(self)
|
||||
end
|
||||
self:HandleEvent(EVENTS.Birth, self._OnBirth)
|
||||
self:HandleEvent(EVENTS.Land, self._PlayerLanded)
|
||||
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
|
||||
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
|
||||
self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
|
||||
|
||||
end
|
||||
|
||||
@@ -199,7 +191,7 @@ function PSEUDOATC:SetMenuRefresh(interval)
|
||||
self.mrefresh=interval or 120
|
||||
end
|
||||
|
||||
--- Enable/disable event handling by MOOSE or DCS.
|
||||
--- [Deprecated] Enable/disable event handling by MOOSE or DCS.
|
||||
-- @param #PSEUDOATC self
|
||||
-- @param #boolean switch If true, events are handled by MOOSE (default). If false, events are handled directly by DCS.
|
||||
function PSEUDOATC:SetEventsMoose(switch)
|
||||
@@ -216,84 +208,6 @@ end
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Event Handling
|
||||
|
||||
--- Event handler for suppressed groups.
|
||||
--@param #PSEUDOATC self
|
||||
--@param #table Event Event data table. Holds event.id, event.initiator and event.target etc.
|
||||
function PSEUDOATC:onEvent(Event)
|
||||
if Event == nil or Event.initiator == nil or Unit.getByName(Event.initiator:getName()) == nil then
|
||||
return true
|
||||
end
|
||||
|
||||
local DCSiniunit = Event.initiator
|
||||
local DCSplace = Event.place
|
||||
local DCSsubplace = Event.subplace
|
||||
|
||||
local EventData={}
|
||||
local _playerunit=nil
|
||||
local _playername=nil
|
||||
|
||||
if Event.initiator then
|
||||
EventData.IniUnitName = Event.initiator:getName()
|
||||
EventData.IniDCSGroup = Event.initiator:getGroup()
|
||||
EventData.IniGroupName = Event.initiator:getGroup():getName()
|
||||
-- Get player unit and name. This returns nil,nil if the event was not fired by a player unit. And these are the only events we are interested in.
|
||||
_playerunit, _playername = self:_GetPlayerUnitAndName(EventData.IniUnitName)
|
||||
end
|
||||
|
||||
if Event.place then
|
||||
EventData.Place=Event.place
|
||||
EventData.PlaceName=Event.place:getName()
|
||||
end
|
||||
if Event.subplace then
|
||||
EventData.SubPlace=Event.subplace
|
||||
EventData.SubPlaceName=Event.subplace:getName()
|
||||
end
|
||||
|
||||
-- Event info.
|
||||
self:T3(PSEUDOATC.id..string.format("EVENT: Event in onEvent with ID = %s", tostring(Event.id)))
|
||||
self:T3(PSEUDOATC.id..string.format("EVENT: Ini unit = %s" , tostring(EventData.IniUnitName)))
|
||||
self:T3(PSEUDOATC.id..string.format("EVENT: Ini group = %s" , tostring(EventData.IniGroupName)))
|
||||
self:T3(PSEUDOATC.id..string.format("EVENT: Ini player = %s" , tostring(_playername)))
|
||||
self:T3(PSEUDOATC.id..string.format("EVENT: Place = %s" , tostring(EventData.PlaceName)))
|
||||
self:T3(PSEUDOATC.id..string.format("EVENT: SubPlace = %s" , tostring(EventData.SubPlaceName)))
|
||||
|
||||
-- Event birth.
|
||||
if Event.id == world.event.S_EVENT_BIRTH and _playername then
|
||||
self:_OnBirth(EventData)
|
||||
end
|
||||
|
||||
-- Event takeoff.
|
||||
if Event.id == world.event.S_EVENT_TAKEOFF and _playername and EventData.Place then
|
||||
self:_PlayerTakeOff(EventData)
|
||||
end
|
||||
|
||||
-- Event land.
|
||||
if Event.id == world.event.S_EVENT_LAND and _playername and EventData.Place then
|
||||
self:_PlayerLanded(EventData)
|
||||
end
|
||||
|
||||
-- Event player left unit
|
||||
if Event.id == world.event.S_EVENT_PLAYER_LEAVE_UNIT and _playername then
|
||||
self:_PlayerLeft(EventData)
|
||||
end
|
||||
|
||||
-- Event crash ==> player left unit
|
||||
if Event.id == world.event.S_EVENT_CRASH and _playername then
|
||||
self:_PlayerLeft(EventData)
|
||||
end
|
||||
|
||||
--[[
|
||||
-- Event eject ==> player left unit
|
||||
if Event.id == world.event.S_EVENT_EJECTION and _playername then
|
||||
self:_PlayerLeft(EventData)
|
||||
end
|
||||
|
||||
-- Event pilot dead ==> player left unit
|
||||
if Event.id == world.event.S_EVENT_PILOT_DEAD and _playername then
|
||||
self:_PlayerLeft(EventData)
|
||||
end
|
||||
]]
|
||||
end
|
||||
|
||||
--- Function called my MOOSE event handler when a player enters a unit.
|
||||
-- @param #PSEUDOATC self
|
||||
@@ -303,7 +217,9 @@ function PSEUDOATC:_OnBirth(EventData)
|
||||
|
||||
-- Get unit and player.
|
||||
local _unitName=EventData.IniUnitName
|
||||
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
|
||||
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
|
||||
local _unit = EventData.IniUnit
|
||||
local _playername = EventData.IniPlayerName
|
||||
|
||||
-- Check if a player entered.
|
||||
if _unit and _playername then
|
||||
@@ -320,7 +236,10 @@ function PSEUDOATC:_PlayerLeft(EventData)
|
||||
|
||||
-- Get unit and player.
|
||||
local _unitName=EventData.IniUnitName
|
||||
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
|
||||
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
|
||||
|
||||
local _unit = EventData.IniUnit
|
||||
local _playername = EventData.IniPlayerName
|
||||
|
||||
-- Check if a player left.
|
||||
if _unit and _playername then
|
||||
@@ -335,18 +254,16 @@ function PSEUDOATC:_PlayerLanded(EventData)
|
||||
self:F({EventData=EventData})
|
||||
|
||||
-- Get unit, player and place.
|
||||
local _unitName=EventData.IniUnitName
|
||||
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
|
||||
local _unitName=EventData.IniUnitName
|
||||
local _unit = EventData.IniUnit
|
||||
local _playername = EventData.IniPlayerName
|
||||
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
|
||||
local _base=nil
|
||||
local _baseName=nil
|
||||
if EventData.place then
|
||||
_base=EventData.place
|
||||
_baseName=EventData.place:getName()
|
||||
end
|
||||
-- if EventData.subplace then
|
||||
-- local _subPlace=EventData.subplace
|
||||
-- local _subPlaceName=EventData.subplace:getName()
|
||||
-- end
|
||||
|
||||
-- Call landed function.
|
||||
if _unit and _playername and _base then
|
||||
@@ -361,8 +278,10 @@ function PSEUDOATC:_PlayerTakeOff(EventData)
|
||||
self:F({EventData=EventData})
|
||||
|
||||
-- Get unit, player and place.
|
||||
local _unitName=EventData.IniUnitName
|
||||
local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
|
||||
local _unitName=EventData.IniUnitName
|
||||
local _unit = EventData.IniUnit
|
||||
local _playername = EventData.IniPlayerName
|
||||
--local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
|
||||
local _base=nil
|
||||
local _baseName=nil
|
||||
if EventData.place then
|
||||
@@ -450,9 +369,6 @@ function PSEUDOATC:PlayerLanded(unit, place)
|
||||
local group=unit:GetGroup()
|
||||
local GID=group:GetID()
|
||||
local UID=unit:GetDCSObject():getID()
|
||||
--local PlayerName=self.group[GID].player[UID].playername
|
||||
--local UnitName=self.group[GID].player[UID].unitname
|
||||
--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"
|
||||
@@ -483,12 +399,6 @@ function PSEUDOATC:PlayerTakeOff(unit, place)
|
||||
|
||||
-- Gather some information.
|
||||
local group=unit:GetGroup()
|
||||
--local GID=group:GetID()
|
||||
--local UID=unit:GetDCSObject():getID()
|
||||
--local PlayerName=self.group[GID].player[UID].playername
|
||||
--local CallSign=self.group[GID].player[UID].callsign
|
||||
--local UnitName=self.group[GID].player[UID].unitname
|
||||
--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"
|
||||
@@ -926,7 +836,7 @@ function PSEUDOATC:AltitudeTimeStart(GID, UID)
|
||||
self:T(PSEUDOATC.id..string.format("Starting altitude report timer for player ID %d.", UID))
|
||||
|
||||
-- Start timer. Altitude is reported every ~3 seconds.
|
||||
self.group[GID].player[UID].altimer, self.group[GID].player[UID].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, GID, UID, 0.1, true}, 1, 3)
|
||||
self.group[GID].player[UID].altimer, self.group[GID].player[UID].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, GID, UID, 1, true}, 1, 3)
|
||||
end
|
||||
|
||||
--- Stop/destroy DCS scheduler function for reporting altitude.
|
||||
|
||||
@@ -5490,7 +5490,7 @@ function RAT:_ATCInit(airports_map)
|
||||
if not RAT.ATC.init then
|
||||
local text
|
||||
text="Starting RAT ATC.\nSimultanious = "..RAT.ATC.Nclearance.."\n".."Delay = "..RAT.ATC.delay
|
||||
BASE:T(RAT.id..text)
|
||||
BASE:T(RAT.id..text)
|
||||
RAT.ATC.init=true
|
||||
for _,ap in pairs(airports_map) do
|
||||
local name=ap:GetName()
|
||||
@@ -5671,9 +5671,9 @@ function RAT:_ATCClearForLanding(airport, flight)
|
||||
|
||||
-- Debug message.
|
||||
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
|
||||
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)
|
||||
BASE:T( RAT.id..text1)
|
||||
MESSAGE:New(text2, 10):ToAllIf(RAT.ATC.messages)
|
||||
@@ -5716,9 +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 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)
|
||||
if string.find(name,"#") then
|
||||
name = string.match(name,"^(.+)#")
|
||||
end
|
||||
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)
|
||||
BASE:T(RAT.id..text1)
|
||||
BASE:T(RAT.id..text2)
|
||||
@@ -5832,6 +5832,7 @@ RATMANAGER={
|
||||
rat={},
|
||||
name={},
|
||||
alive={},
|
||||
planned={},
|
||||
min={},
|
||||
nrat=0,
|
||||
ntot=nil,
|
||||
@@ -5880,6 +5881,7 @@ function RATMANAGER:Add(ratobject,min)
|
||||
|
||||
self.rat[self.nrat]=ratobject
|
||||
self.alive[self.nrat]=0
|
||||
self.planned[self.nrat]=0
|
||||
self.name[self.nrat]=ratobject.alias
|
||||
self.min[self.nrat]=min or 1
|
||||
|
||||
@@ -6020,11 +6022,25 @@ function RATMANAGER:_Manage()
|
||||
for i=1,self.nrat do
|
||||
for j=1,N[i] do
|
||||
time=time+self.dTspawn
|
||||
SCHEDULER:New(nil, RAT._SpawnWithRoute, {self.rat[i]}, time)
|
||||
self.planned[i]=self.planned[i]+1
|
||||
SCHEDULER:New(nil, RATMANAGER._Spawn, {self, i}, time)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Instantly starts the RAT manager and spawns the initial random number RAT groups for each RAT object.
|
||||
-- @param #RATMANAGER self
|
||||
-- @param #RATMANAGER RATMANAGER self object.
|
||||
-- @param #number i Index.
|
||||
function RATMANAGER:_Spawn(i)
|
||||
|
||||
local rat=self.rat[i] --#RAT
|
||||
|
||||
rat:_SpawnWithRoute()
|
||||
self.planned[i]=self.planned[i]-1
|
||||
|
||||
end
|
||||
|
||||
--- Counts the number of alive RAT objects.
|
||||
-- @param #RATMANAGER self
|
||||
function RATMANAGER:_Count()
|
||||
@@ -6053,7 +6069,7 @@ function RATMANAGER:_Count()
|
||||
ntotal=ntotal+n
|
||||
|
||||
-- Debug output.
|
||||
local text=string.format("Number of alive groups of %s = %d", self.name[i], n)
|
||||
local text=string.format("Number of alive groups of %s = %d, planned=%d", self.name[i], n, self.planned[i])
|
||||
self:T(RATMANAGER.id..text)
|
||||
end
|
||||
|
||||
@@ -6083,9 +6099,10 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
|
||||
local M={}
|
||||
local P={}
|
||||
for i=1,nrat do
|
||||
local a=alive[i]+self.planned[i]
|
||||
N[#N+1]=0
|
||||
M[#M+1]=math.max(alive[i], min[i])
|
||||
P[#P+1]=math.max(min[i]-alive[i],0)
|
||||
M[#M+1]=math.max(a, min[i])
|
||||
P[#P+1]=math.max(min[i]-a,0)
|
||||
end
|
||||
|
||||
-- Min/max group arrays.
|
||||
@@ -6102,7 +6119,7 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
|
||||
-- Number of new groups to be added.
|
||||
local nnew=ntot
|
||||
for i=1,nrat do
|
||||
nnew=nnew-alive[i]
|
||||
nnew=nnew-alive[i]-self.planned[i]
|
||||
end
|
||||
|
||||
for i=1,nrat-1 do
|
||||
@@ -6134,7 +6151,7 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
|
||||
end
|
||||
|
||||
-- Debug info
|
||||
self:T3(string.format("RATMANAGER: i=%d, alive=%d, min=%d, mini=%d, maxi=%d, add=%d, sumN=%d, sumP=%d", j, alive[j], min[j], mini[j], maxi[j], N[j],sN, sP))
|
||||
self:T3(string.format("RATMANAGER: i=%d, alive=%d, planned=%d, min=%d, mini=%d, maxi=%d, add=%d, sumN=%d, sumP=%d", j, alive[j], self.planned[i], min[j], mini[j], maxi[j], N[j],sN, sP))
|
||||
|
||||
end
|
||||
|
||||
@@ -6149,7 +6166,7 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
|
||||
-- Debug info
|
||||
local text=RATMANAGER.id.."\n"
|
||||
for i=1,nrat do
|
||||
text=text..string.format("%s: i=%d, alive=%d, min=%d, mini=%d, maxi=%d, add=%d\n", self.name[i], i, alive[i], min[i], mini[i], maxi[i], N[i])
|
||||
text=text..string.format("%s: i=%d, alive=%d, planned=%d, min=%d, mini=%d, maxi=%d, add=%d\n", self.name[i], i, alive[i], self.planned[i], min[i], mini[i], maxi[i], N[i])
|
||||
end
|
||||
text=text..string.format("Total # of groups to add = %d", sum(N, done))
|
||||
self:T(text)
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -715,11 +715,11 @@ function SCORING:AddGoalScorePlayer( PlayerName, GoalTag, Text, Score )
|
||||
PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 }
|
||||
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
|
||||
PlayerData.Score = PlayerData.Score + Score
|
||||
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. Text,
|
||||
MESSAGE.Type.Information )
|
||||
:ToAll()
|
||||
|
||||
if Text then
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. Text,
|
||||
MESSAGE.Type.Information )
|
||||
:ToAll()
|
||||
end
|
||||
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, nil )
|
||||
end
|
||||
end
|
||||
@@ -738,7 +738,7 @@ function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score )
|
||||
|
||||
local PlayerName = PlayerUnit:GetPlayerName()
|
||||
|
||||
self:F( { PlayerUnit.UnitName, PlayerName, GoalTag, Text, Score } )
|
||||
self:T2( { PlayerUnit.UnitName, PlayerName, GoalTag, Text, Score } )
|
||||
|
||||
-- PlayerName can be nil, if the Unit with the player crashed or due to another reason.
|
||||
if PlayerName then
|
||||
@@ -747,11 +747,12 @@ function SCORING:AddGoalScore( PlayerUnit, GoalTag, Text, Score )
|
||||
PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 }
|
||||
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
|
||||
PlayerData.Score = PlayerData.Score + Score
|
||||
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. Text,
|
||||
|
||||
if Text then
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. Text,
|
||||
MESSAGE.Type.Information )
|
||||
:ToAll()
|
||||
|
||||
end
|
||||
self:ScoreCSV( PlayerName, "", "GOAL_" .. string.upper( GoalTag ), 1, Score, PlayerUnit:GetName() )
|
||||
end
|
||||
end
|
||||
@@ -784,11 +785,12 @@ function SCORING:_AddMissionTaskScore( Mission, PlayerUnit, Text, Score )
|
||||
|
||||
PlayerData.Score = self.Players[PlayerName].Score + Score
|
||||
PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
|
||||
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score,
|
||||
MESSAGE.Type.Information )
|
||||
:ToAll()
|
||||
|
||||
|
||||
if Text then
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. Mission:GetText() .. " : " .. Text .. " Score: " .. Score,
|
||||
MESSAGE.Type.Information )
|
||||
:ToAll()
|
||||
end
|
||||
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score, PlayerUnit:GetName() )
|
||||
end
|
||||
end
|
||||
@@ -820,9 +822,11 @@ function SCORING:_AddMissionGoalScore( Mission, PlayerName, Text, Score )
|
||||
|
||||
PlayerData.Score = self.Players[PlayerName].Score + Score
|
||||
PlayerData.Mission[MissionName].ScoreTask = self.Players[PlayerName].Mission[MissionName].ScoreTask + Score
|
||||
|
||||
MESSAGE:NewType( string.format( "%s%s: %s! Player %s receives %d score!", self.DisplayMessagePrefix, Mission:GetText(), Text, PlayerName, Score ), MESSAGE.Type.Information ):ToAll()
|
||||
|
||||
|
||||
if Text then
|
||||
MESSAGE:NewType( string.format( "%s%s: %s! Player %s receives %d score!", self.DisplayMessagePrefix, Mission:GetText(), Text, PlayerName, Score ), MESSAGE.Type.Information ):ToAll()
|
||||
end
|
||||
|
||||
self:ScoreCSV( PlayerName, "", "TASK_" .. MissionName:gsub( ' ', '_' ), 1, Score )
|
||||
end
|
||||
end
|
||||
@@ -847,11 +851,12 @@ function SCORING:_AddMissionScore( Mission, Text, Score )
|
||||
|
||||
PlayerData.Score = PlayerData.Score + Score
|
||||
PlayerData.Mission[MissionName].ScoreMission = PlayerData.Mission[MissionName].ScoreMission + Score
|
||||
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in " .. Mission:GetText() .. ". " .. Score .. " mission score!",
|
||||
|
||||
if Text then
|
||||
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' has " .. Text .. " in " .. Mission:GetText() .. ". " .. Score .. " mission score!",
|
||||
MESSAGE.Type.Information )
|
||||
:ToAll()
|
||||
|
||||
end
|
||||
self:ScoreCSV( PlayerName, "", "MISSION_" .. MissionName:gsub( ' ', '_' ), 1, Score )
|
||||
end
|
||||
end
|
||||
@@ -873,8 +878,10 @@ end
|
||||
function SCORING:OnEventBirth( Event )
|
||||
|
||||
if Event.IniUnit then
|
||||
Event.IniUnit.ThreatLevel, Event.IniUnit.ThreatType = Event.IniUnit:GetThreatLevel()
|
||||
if Event.IniObjectCategory == 1 then
|
||||
local PlayerName = Event.IniUnit:GetPlayerName()
|
||||
Event.IniUnit.BirthTime = timer.getTime()
|
||||
if PlayerName then
|
||||
self:_AddPlayerFromUnit( Event.IniUnit )
|
||||
self:SetScoringMenu( Event.IniGroup )
|
||||
@@ -1005,7 +1012,18 @@ function SCORING:_EventOnHit( Event )
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
|
||||
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
|
||||
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()
|
||||
-- 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.
|
||||
if timer.getTime() - PlayerHit.TimeStamp > 1 then
|
||||
@@ -1021,27 +1039,30 @@ function SCORING:_EventOnHit( Event )
|
||||
|
||||
if InitCoalition then -- A coalition object was hit.
|
||||
if InitCoalition == TargetCoalition then
|
||||
Player.Penalty = Player.Penalty + 10
|
||||
PlayerHit.Penalty = PlayerHit.Penalty + 10
|
||||
local Penalty = 10
|
||||
Player.Penalty = Player.Penalty + Penalty
|
||||
PlayerHit.Penalty = PlayerHit.Penalty + Penalty
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
|
||||
|
||||
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. " ..
|
||||
"Penalty: -" .. PlayerHit.Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
"Penalty: -" .. Penalty .. ". Score Total:" .. Player.Score - Player.Penalty,
|
||||
MESSAGE.Type.Update )
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
else
|
||||
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 )
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
end
|
||||
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
|
||||
else
|
||||
Player.Score = Player.Score + 1
|
||||
PlayerHit.Score = PlayerHit.Score + 1
|
||||
-- Hitting a target multiple times before destoying it should not result in a higger score
|
||||
-- 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
|
||||
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. " ..
|
||||
@@ -1104,7 +1125,18 @@ function SCORING:_EventOnHit( Event )
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
|
||||
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
|
||||
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()
|
||||
-- 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.
|
||||
if timer.getTime() - PlayerHit.TimeStamp > 1 then
|
||||
@@ -1115,25 +1147,28 @@ function SCORING:_EventOnHit( Event )
|
||||
if InitCoalition then -- A coalition object was hit, probably a static.
|
||||
if InitCoalition == TargetCoalition then
|
||||
-- TODO: Penalty according scale
|
||||
Player.Penalty = Player.Penalty + 10 --* self.ScaleDestroyPenalty
|
||||
PlayerHit.Penalty = PlayerHit.Penalty + 10 --* self.ScaleDestroyPenalty
|
||||
local Penalty = 10
|
||||
Player.Penalty = Player.Penalty + Penalty --* self.ScaleDestroyPenalty
|
||||
PlayerHit.Penalty = PlayerHit.Penalty + Penalty --* self.ScaleDestroyPenalty
|
||||
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 * self.ScaleDestroyPenalty
|
||||
|
||||
MESSAGE
|
||||
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
|
||||
TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
|
||||
"Penalty: -" .. PlayerHit.Penalty .. " = " .. Player.Score - Player.Penalty,
|
||||
"Penalty: -" .. Penalty .. " = " .. Player.Score - Player.Penalty,
|
||||
MESSAGE.Type.Update
|
||||
)
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
: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 )
|
||||
else
|
||||
Player.Score = Player.Score + 1
|
||||
PlayerHit.Score = PlayerHit.Score + 1
|
||||
-- Hitting a target multiple times before destoying it should not result in a higger score
|
||||
-- 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
|
||||
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 )
|
||||
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
|
||||
@@ -1211,7 +1246,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
local Destroyed = false
|
||||
|
||||
-- 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 TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType
|
||||
@@ -1240,13 +1275,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
|
||||
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
|
||||
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 )
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
else
|
||||
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 )
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
@@ -1268,13 +1303,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
|
||||
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
|
||||
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
|
||||
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 )
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
else
|
||||
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 )
|
||||
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
|
||||
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
|
||||
@@ -1732,9 +1767,9 @@ function SCORING:SecondsToClock( sSeconds )
|
||||
-- return nil;
|
||||
return "00:00:00";
|
||||
else
|
||||
nHours = string.format( "%02.f", math.floor( nSeconds / 3600 ) );
|
||||
nMins = string.format( "%02.f", math.floor( nSeconds / 60 - (nHours * 60) ) );
|
||||
nSecs = string.format( "%02.f", math.floor( nSeconds - nHours * 3600 - nMins * 60 ) );
|
||||
local nHours = string.format( "%02.f", math.floor( nSeconds / 3600 ) );
|
||||
local nMins = string.format( "%02.f", math.floor( nSeconds / 60 - (nHours * 60) ) );
|
||||
local nSecs = string.format( "%02.f", math.floor( nSeconds - nHours * 3600 - nMins * 60 ) );
|
||||
return nHours .. ":" .. nMins .. ":" .. nSecs
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1798,7 +1798,7 @@ _WAREHOUSEDB = {
|
||||
|
||||
--- Warehouse class version.
|
||||
-- @field #string version
|
||||
WAREHOUSE.version="1.0.2"
|
||||
WAREHOUSE.version="1.0.2a"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO: Warehouse todo list.
|
||||
@@ -4561,7 +4561,8 @@ function WAREHOUSE:onafterRequest(From, Event, To, Request)
|
||||
self:_ErrorMessage("ERROR: Cargo transport by train not supported yet!")
|
||||
return
|
||||
|
||||
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.NAVALCARRIER then
|
||||
elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.NAVALCARRIER
|
||||
or Request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or Request.transporttype==WAREHOUSE.TransportType.WARSHIP then
|
||||
|
||||
-- Spawn Ship in port zone
|
||||
spawngroup=self:_SpawnAssetGroundNaval(_alias, _assetitem, Request, self.portzone)
|
||||
@@ -5829,62 +5830,65 @@ function WAREHOUSE:_SpawnAssetRequest(Request)
|
||||
|
||||
-- Get stock item.
|
||||
local asset=cargoassets[i] --#WAREHOUSE.Assetitem
|
||||
|
||||
if not asset.spawned then
|
||||
|
||||
-- Set asset status to not spawned until we capture its birth event.
|
||||
asset.spawned=false
|
||||
asset.iscargo=true
|
||||
|
||||
-- Set request ID.
|
||||
asset.rid=Request.uid
|
||||
|
||||
-- Spawn group name.
|
||||
local _alias=asset.spawngroupname
|
||||
|
||||
--Request add asset by id.
|
||||
Request.assets[asset.uid]=asset
|
||||
|
||||
-- Spawn an asset group.
|
||||
local _group=nil --Wrapper.Group#GROUP
|
||||
if asset.category==Group.Category.GROUND then
|
||||
|
||||
-- Spawn ground troops.
|
||||
_group=self:_SpawnAssetGroundNaval(_alias, asset, Request, self.spawnzone, Request.lateActivation)
|
||||
|
||||
elseif asset.category==Group.Category.AIRPLANE or asset.category==Group.Category.HELICOPTER then
|
||||
|
||||
-- Spawn air units.
|
||||
if Parking[asset.uid] then
|
||||
_group=self:_SpawnAssetAircraft(_alias, asset, Request, Parking[asset.uid], UnControlled, Request.lateActivation)
|
||||
else
|
||||
_group=self:_SpawnAssetAircraft(_alias, asset, Request, nil, UnControlled, Request.lateActivation)
|
||||
end
|
||||
|
||||
elseif asset.category==Group.Category.TRAIN then
|
||||
|
||||
-- Spawn train.
|
||||
if self.rail then
|
||||
--TODO: Rail should only get one asset because they would spawn on top!
|
||||
|
||||
-- Spawn naval assets.
|
||||
-- Set asset status to not spawned until we capture its birth event.
|
||||
asset.iscargo=true
|
||||
|
||||
-- Set request ID.
|
||||
asset.rid=Request.uid
|
||||
|
||||
-- Spawn group name.
|
||||
local _alias=asset.spawngroupname
|
||||
|
||||
--Request add asset by id.
|
||||
Request.assets[asset.uid]=asset
|
||||
|
||||
-- Spawn an asset group.
|
||||
local _group=nil --Wrapper.Group#GROUP
|
||||
if asset.category==Group.Category.GROUND then
|
||||
|
||||
-- Spawn ground troops.
|
||||
_group=self:_SpawnAssetGroundNaval(_alias, asset, Request, self.spawnzone, Request.lateActivation)
|
||||
|
||||
elseif asset.category==Group.Category.AIRPLANE or asset.category==Group.Category.HELICOPTER then
|
||||
|
||||
-- Spawn air units.
|
||||
if Parking[asset.uid] then
|
||||
_group=self:_SpawnAssetAircraft(_alias, asset, Request, Parking[asset.uid], UnControlled, Request.lateActivation)
|
||||
else
|
||||
_group=self:_SpawnAssetAircraft(_alias, asset, Request, nil, UnControlled, Request.lateActivation)
|
||||
end
|
||||
|
||||
elseif asset.category==Group.Category.TRAIN then
|
||||
|
||||
-- Spawn train.
|
||||
if self.rail then
|
||||
--TODO: Rail should only get one asset because they would spawn on top!
|
||||
|
||||
-- Spawn naval assets.
|
||||
_group=self:_SpawnAssetGroundNaval(_alias, asset, Request, self.spawnzone, Request.lateActivation)
|
||||
end
|
||||
|
||||
--self:E(self.lid.."ERROR: Spawning of TRAIN assets not possible yet!")
|
||||
|
||||
elseif asset.category==Group.Category.SHIP then
|
||||
|
||||
-- Spawn naval assets.
|
||||
_group=self:_SpawnAssetGroundNaval(_alias, asset, Request, self.portzone, Request.lateActivation)
|
||||
|
||||
else
|
||||
self:E(self.lid.."ERROR: Unknown asset category!")
|
||||
end
|
||||
|
||||
--self:E(self.lid.."ERROR: Spawning of TRAIN assets not possible yet!")
|
||||
|
||||
elseif asset.category==Group.Category.SHIP then
|
||||
|
||||
-- Spawn naval assets.
|
||||
_group=self:_SpawnAssetGroundNaval(_alias, asset, Request, self.portzone, Request.lateActivation)
|
||||
|
||||
else
|
||||
self:E(self.lid.."ERROR: Unknown asset category!")
|
||||
|
||||
-- Trigger event.
|
||||
if _group then
|
||||
self:__AssetSpawned(0.01, _group, asset, Request)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Trigger event.
|
||||
if _group then
|
||||
self:__AssetSpawned(0.01, _group, asset, Request)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
@@ -6667,7 +6671,13 @@ function WAREHOUSE:_OnEventCrashOrDead(EventData)
|
||||
self:Destroyed()
|
||||
end
|
||||
if self.airbase and self.airbasename and self.airbasename==EventData.IniUnitName then
|
||||
self:RunwayDestroyed()
|
||||
if self:IsRunwayOperational() then
|
||||
-- Trigger RunwayDestroyed event (only if it is not destroyed already)
|
||||
self:RunwayDestroyed()
|
||||
else
|
||||
-- Reset the time stamp.
|
||||
self.runwaydestroyed=timer.getAbsTime()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -715,7 +715,7 @@ do -- ZONE_CAPTURE_COALITION
|
||||
|
||||
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.
|
||||
if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.Coalition then
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Functional** - Base class that models processes to achieve goals involving a Zone for a Coalition.
|
||||
--- **Functional (WIP)** - Base class modeling processes to achieve goals involving coalition zones.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@@ -1,50 +1,55 @@
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Enums.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Routines.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Templates.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/STTS.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/FiFo.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Routines.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Socket.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/STTS.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Templates.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Core/Base.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Core/Astar.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Beacon.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Condition.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Report.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Scheduler.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/ScheduleDispatcher.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Event.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Settings.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Menu.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Zone.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Zone_Detection.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/ClientMenu.lua')
|
||||
__Moose.Include( 'Scripts/Moose/Core/Database.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Set.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Point.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Velocity.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Message.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Event.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Fsm.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/MarkerOps_Base.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Menu.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Message.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Point.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Report.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/ScheduleDispatcher.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Scheduler.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Set.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Settings.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Spawn.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Timer.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Spot.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/MarkerOps_Base.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/TextAndSound.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Timer.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Velocity.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Zone_Detection.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Zone.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Core/Pathline.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Object.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Identifiable.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Positionable.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Client.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Controllable.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Group.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Unit.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Client.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Static.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Scenery.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Identifiable.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Marker.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Object.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Positionable.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Scenery.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Static.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Wrapper/Unit.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/CargoUnit.lua' )
|
||||
@@ -52,35 +57,67 @@ __Moose.Include( 'Scripts/Moose/Cargo/CargoSlingload.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Cargo/CargoCrate.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Cargo/CargoGroup.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Scoring.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/CleanUp.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Movement.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Sead.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Escort.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/MissileTrainer.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/AICSAR.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/AmmoTruck.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Artillery.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ATC_Ground.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Autolase.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/CleanUp.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Designate.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Detection.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/DetectionZones.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Designate.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/RAT.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Range.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoal.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoalCoalition.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ZoneCaptureCoalition.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Artillery.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Suppression.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/PseudoATC.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Warehouse.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Escort.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Fox.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Mantis.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/MissileTrainer.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Movement.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/PseudoATC.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Range.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/RAT.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Scoring.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Sead.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Shorad.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Suppression.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/Warehouse.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ZoneCaptureCoalition.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoal.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoalCargo.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoalCoalition.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Airboss.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/AirWing.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/ArmyGroup.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/ATIS.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Auftrag.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Awacs.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Brigade.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Chief.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Cohort.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Commander.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/CSAR.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/CTLD.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Fleet.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/FlightControl.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/FlightGroup.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Flotilla.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Intelligence.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Legion.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/NavyGroup.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Operation.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/OpsGroup.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/OpsTransport.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/OpsZone.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Platoon.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/PlayerTask.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/PlayerRecce.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/RecoveryTanker.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/RescueHelo.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/ATIS.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/CTLD.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/CSAR.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Squadron.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Ops/Target.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Navigation/Navaid.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Navigation/NavFix.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Navigation/FlightPlan.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Balancer.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/AI/AI_Air.lua' )
|
||||
@@ -119,12 +156,12 @@ __Moose.Include( 'Scripts/Moose/Actions/Act_Route.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Actions/Act_Account.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Actions/Act_Assist.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Sound/UserSound.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Sound/SoundOutput.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Sound/Radio.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Sound/RadioQueue.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Sound/RadioSpeech.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Sound/SoundOutput.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Sound/SRS.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Sound/UserSound.lua' )
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/CommandCenter.lua' )
|
||||
__Moose.Include( 'Scripts/Moose/Tasking/Mission.lua' )
|
||||
|
||||
@@ -0,0 +1,203 @@
|
||||
--- **NAVIGATION** - Flight Plan.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Manage navigation aids
|
||||
-- * VOR, NDB
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops%20-%20FlightPlan).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Navigation.FlightPlan
|
||||
-- @image NAVIGATION_FlightPlan.png
|
||||
|
||||
|
||||
--- FLIGHTPLAN class.
|
||||
-- @type FLIGHTPLAN
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @field #table fixes Navigation fixes.
|
||||
-- @field Wrapper.Airbase#AIRBASE departureAirbase Departure airbase.
|
||||
-- @field Wrapper.Airbase#AIRBASE destinationAirbase Destination airbase.
|
||||
-- @field #number altitudeCruiseMin Minimum cruise altitude in feet MSL.
|
||||
-- @field #number altitudeCruiseMax Maximum cruise altitude in feet MSL.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The FLIGHTPLAN Concept
|
||||
--
|
||||
-- A FLIGHTPLAN consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `FLIGHTPLAN` object can be created with the @{#FLIGHTPLAN.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
|
||||
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
|
||||
--
|
||||
-- myFlightplan=FLIGHTPLAN:New("Plan A")
|
||||
-- myFleet:SetPortZone(ZonePort1stFleet)
|
||||
-- myFleet:Start()
|
||||
--
|
||||
-- A fleet needs a *port zone*, which is set via the @{#FLIGHTPLAN.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
|
||||
--
|
||||
-- Finally, the fleet needs to be started using the @{#FLIGHTPLAN.Start}() function. If the fleet is not started, it will not process any requests.
|
||||
--
|
||||
-- @field #FLIGHTPLAN
|
||||
FLIGHTPLAN = {
|
||||
ClassName = "FLIGHTPLAN",
|
||||
verbose = 0,
|
||||
fixes = {}
|
||||
}
|
||||
|
||||
--- Type of navaid
|
||||
-- @type FLIGHTPLAN.Type
|
||||
-- @field #string VOR VOR
|
||||
-- @field #string NDB NDB
|
||||
FLIGHTPLAN.TYPE={
|
||||
VOR="VOR",
|
||||
NDB="NDB",
|
||||
}
|
||||
|
||||
--- FLIGHTPLAN class version.
|
||||
-- @field #string version
|
||||
FLIGHTPLAN.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
-- TODO: How to handle the FLIGHTGROUP:_LandAtAirBase
|
||||
-- TODO: Do we always need a holding pattern? https://www.faa.gov/air_traffic/publications/atpubs/aip_html/part2_enr_section_1.5.html#:~:text=If%20no%20holding%20pattern%20is,than%20that%20desired%20by%20ATC.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new FLIGHTPLAN instance.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #string Name Name of this flight plan.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:New(Name)
|
||||
|
||||
-- Inherit everything from SCENERY class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #FLIGHTPLAN
|
||||
|
||||
-- Set alias.
|
||||
self.alias=tostring(Name)
|
||||
|
||||
-- Set some string id for output to DCS.log file.
|
||||
self.lid=string.format("FLIGHTPLAN %s | ", self.alias)
|
||||
|
||||
-- Debug info.
|
||||
self:I(self.lid..string.format("Created FLIGHTPLAN!"))
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new FLIGHTPLAN instance from another FLIGHTPLAN acting as blue print.
|
||||
-- The newly created flight plan is deep copied from the given one.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #FLIGHTPLAN FlightPlan Blue print of the flight plan to copy.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:NewFromFlightPlan(FlightPlan)
|
||||
self=UTILS.DeepCopy(FlightPlan)
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Add navigation fix to the flight plan.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param Navigation.NavFix#NAVFIX NavFix The nav fix.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:AddNavFix(NavFix)
|
||||
|
||||
table.insert(self.fixes, NavFix)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set depature airbase.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #string AirbaseName Name of the airbase or AIRBASE object.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:SetDepartureAirbase(AirbaseName)
|
||||
|
||||
self.departureAirbase=AIRBASE:FindByName(AirbaseName)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set destination airbase.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #string AirbaseName Name of the airbase or AIRBASE object.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:SetDestinationAirbase(AirbaseName)
|
||||
|
||||
self.destinationAirbase=AIRBASE:FindByName(AirbaseName)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set cruise altitude.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @param #number AltMin Minimum altitude in feet MSL.
|
||||
-- @param #number AltMax Maximum altitude in feet MSL. Default is `AltMin`.
|
||||
-- @return #FLIGHTPLAN self
|
||||
function FLIGHTPLAN:SetCruiseAltitude(AltMin, AltMax)
|
||||
|
||||
self.altitudeCruiseMin=AltMin
|
||||
self.altitudeCruiseMax=AltMax or self.altitudeCruiseMin
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the name of this flight plan.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @return #string The name.
|
||||
function FLIGHTPLAN:GetName()
|
||||
return self.alias
|
||||
end
|
||||
|
||||
|
||||
--- Get cruise altitude. This returns a random altitude between the set min/max cruise altitudes.
|
||||
-- @param #FLIGHTPLAN self
|
||||
-- @return #number Cruise altitude in feet MSL.
|
||||
function FLIGHTPLAN:GetCruiseAltitude()
|
||||
|
||||
local alt=10000
|
||||
if self.altitudeCruiseMin and self.altitudeCruiseMax then
|
||||
alt=math.random(self.altitudeCruiseMin, self.altitudeCruiseMax)
|
||||
elseif self.altitudeCruiseMin then
|
||||
alt=self.altitudeCruiseMin
|
||||
elseif self.altitudeCruiseMax then
|
||||
alt=self.altitudeCruiseMax
|
||||
end
|
||||
|
||||
return alt
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -0,0 +1,212 @@
|
||||
--- **NAVIGATION** - Navigation Airspace Fix.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Stuff
|
||||
-- * More Stuff
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20NavFix).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Navigation.NavFix
|
||||
-- @image NAVIGATION_NavFix.png
|
||||
|
||||
|
||||
--- NAVFIX class.
|
||||
-- @type NAVFIX
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @field #string name Name of the fix.
|
||||
-- @field Core.Point#COORDINATE coordinate Coordinate of the fix.
|
||||
-- @field Wrapper.Marker#MARKER marker Marker of fix on F10 map.
|
||||
-- @field #boolean isCompulsory Is this a compulsory fix.
|
||||
-- @field #boolean isFlyover Is this a fly over fix.
|
||||
-- @field #boolean isIAF Is initial approach fix (IAF).
|
||||
-- @field #boolean isIF Is intermediate fix (IF).
|
||||
--
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The NAVFIX Concept
|
||||
--
|
||||
-- The NAVFIX class has a great concept!
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `NAVFIX` object can be created with the @{#NAVFIX.New}() function.
|
||||
--
|
||||
-- myTemplate=NAVFIX:New()
|
||||
-- myTemplate:SetXYZ(X, Y, Z)
|
||||
--
|
||||
-- This is how it works.
|
||||
--
|
||||
-- @field #NAVFIX
|
||||
NAVFIX = {
|
||||
ClassName = "NAVFIX",
|
||||
verbose = 0,
|
||||
}
|
||||
|
||||
--- Type of navaid
|
||||
-- @type NAVFIX.Type
|
||||
-- @field #string VOR VOR
|
||||
-- @field #string NDB NDB
|
||||
NAVFIX.Type={
|
||||
VOR="VOR",
|
||||
NDB="NDB",
|
||||
}
|
||||
|
||||
--- NAVFIX class version.
|
||||
-- @field #string version
|
||||
NAVFIX.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new NAVFIX class instance.
|
||||
-- @param #NAVFIX self
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:New(Coordinate, Name)
|
||||
|
||||
-- Inherit everything from SCENERY class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #NAVFIX
|
||||
|
||||
self.coordinate=Coordinate
|
||||
|
||||
self.name=Name
|
||||
|
||||
self.marker=MARKER:New(Coordinate, self:_GetMarkerText())
|
||||
self.marker:ToAll()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Set minimum altitude.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #number Altitude Min altitude in feet.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetAltMin(Altitude)
|
||||
|
||||
self.altMin=Altitude
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set maximum altitude.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #number Altitude Max altitude in feet.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetAltMax(Altitude)
|
||||
|
||||
self.altMax=Altitude
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether this fix is compulsory.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #boolean Compulsory If `true`, this is a compusory fix. If `false` or nil, it is non-compulsory.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetCompulsory(Compulsory)
|
||||
self.isCompulsory=Compulsory
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether this fix is compulsory.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #boolean FlyOver If `true`, this is a fly over fix. If `false` or nil, it is not.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetFlyOver(FlyOver)
|
||||
self.isFlyover=FlyOver
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether this is the intermediate fix.
|
||||
-- @param #NAVFIX self
|
||||
-- @param #boolean IntermediateFix If `true`, this is an intermediate fix.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetIntermediateFix(IntermediateFix)
|
||||
self.isIF=IntermediateFix
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether this is an initial approach fix (IAF).
|
||||
-- @param #NAVFIX self
|
||||
-- @param #boolean IntermediateFix If `true`, this is an intermediate fix.
|
||||
-- @return #NAVFIX self
|
||||
function NAVFIX:SetInitialApproachFix(IntermediateFix)
|
||||
self.isIAF=IntermediateFix
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get the altitude in feet MSL.
|
||||
-- @param #NAVFIX self
|
||||
-- @return #number Altitude in feet MSL. Can be `#nil`
|
||||
function NAVFIX:GetAltitude()
|
||||
|
||||
local alt=nil
|
||||
if self.altMin and self.altMax then
|
||||
alt=math.random(self.altMin, self.altMax)
|
||||
elseif self.altMin then
|
||||
alt=self.altMin
|
||||
elseif self.altMax then
|
||||
alt=self.altMax
|
||||
end
|
||||
|
||||
return alt
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get text displayed in the F10 marker.
|
||||
-- @param #NAVFIX self
|
||||
-- @return #string Marker text.
|
||||
function NAVFIX:_GetMarkerText()
|
||||
|
||||
local altmin=self.altMin and tostring(self.altMin) or ""
|
||||
local altmax=self.altMax and tostring(self.altMax) or ""
|
||||
local speedmin=self.speedMin and tostring(self.speedMin) or ""
|
||||
local speedmax=self.speedMax and tostring(self.speedMax) or ""
|
||||
|
||||
|
||||
local text=string.format("NAVFIX %s", self.name)
|
||||
if self.isIAF then
|
||||
text=text..string.format(" (IAF)")
|
||||
end
|
||||
if self.isIF then
|
||||
text=text..string.format(" (IF)")
|
||||
end
|
||||
text=text..string.format("\nAltitude: %s - %s", altmin, altmax)
|
||||
text=text..string.format("\nSpeed: %s - %s", speedmin, speedmax)
|
||||
text=text..string.format("\nCompulsory: %s", tostring(self.isCompulsory))
|
||||
text=text..string.format("\nFly Over: %s", tostring(self.isFlyover))
|
||||
|
||||
return text
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -0,0 +1,172 @@
|
||||
--- **Navigation** - Navigation aid.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Manage navigation aids
|
||||
-- * VOR, NDB
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Navaid).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Navigation.Navaid
|
||||
-- @image Navigation_Navaid.png
|
||||
|
||||
|
||||
--- NAVAID class.
|
||||
-- @type NAVAID
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The NAVAID Concept
|
||||
--
|
||||
-- A NAVAID consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `NAVAID` object can be created with the @{#NAVAID.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
|
||||
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
|
||||
--
|
||||
-- myFleet=NAVAID:New("myWarehouseName", "1st Fleet")
|
||||
-- myFleet:SetPortZone(ZonePort1stFleet)
|
||||
-- myFleet:Start()
|
||||
--
|
||||
-- A fleet needs a *port zone*, which is set via the @{#NAVAID.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
|
||||
--
|
||||
-- Finally, the fleet needs to be started using the @{#NAVAID.Start}() function. If the fleet is not started, it will not process any requests.
|
||||
--
|
||||
-- @field #NAVAID
|
||||
NAVAID = {
|
||||
ClassName = "NAVAID",
|
||||
verbose = 0,
|
||||
}
|
||||
|
||||
--- Type of navaid
|
||||
-- @type NAVAID.Type
|
||||
-- @field #string VOR VOR
|
||||
-- @field #string NDB NDB
|
||||
NAVAID.TYPE={
|
||||
VOR="VOR",
|
||||
NDB="NDB",
|
||||
}
|
||||
|
||||
--- NAVAID class version.
|
||||
-- @field #string version
|
||||
NAVAID.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new NAVAID class instance.
|
||||
-- @param #NAVAID self
|
||||
-- @param #string ZoneName Name of the zone to scan the scenery.
|
||||
-- @param #string SceneryName Name of the scenery object.
|
||||
-- @param #string Type Type of Navaid.
|
||||
-- @return #NAVAID self
|
||||
function NAVAID:New(ZoneName, SceneryName, Type)
|
||||
|
||||
-- Inherit everything from SCENERY class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #NAVAID
|
||||
|
||||
|
||||
self.zone=ZONE:FindByName(ZoneName)
|
||||
|
||||
self.coordinate=self.zone:GetCoordinate()
|
||||
|
||||
if SceneryName then
|
||||
self.scenery=SCENERY:FindByNameInZone(SceneryName, ZoneName)
|
||||
if not self.scenery then
|
||||
self:E("ERROR: Could not find scenery object %s in zone %s", SceneryName, ZoneName)
|
||||
end
|
||||
end
|
||||
|
||||
self.alias=string.format("%s %s %s", tostring(ZoneName), tostring(SceneryName), tostring(Type))
|
||||
|
||||
|
||||
-- Set some string id for output to DCS.log file.
|
||||
self.lid=string.format("NAVAID %s | ", self.alias)
|
||||
|
||||
self:I(self.lid..string.format("Created NAVAID!"))
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Set frequency.
|
||||
-- @param #NAVAID self
|
||||
-- @param #number Frequency Frequency in Hz.
|
||||
-- @return #NAVAID self
|
||||
function NAVAID:SetFrequency(Frequency)
|
||||
|
||||
self.frequency=Frequency
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set channel.
|
||||
-- @param #NAVAID self
|
||||
-- @param #number Channel
|
||||
-- @param #string Band
|
||||
-- @return #NAVAID self
|
||||
function NAVAID:SetChannel(Channel, Band)
|
||||
|
||||
self.channel=Channel
|
||||
self.band=Band
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add marker the NAVAID on the F10 map.
|
||||
-- @param #NAVAID self
|
||||
-- @return #NAVAID self
|
||||
function NAVAID:AddMarker()
|
||||
|
||||
local text=string.format("I am a NAVAID!")
|
||||
|
||||
self.markID=self.coordinate:MarkToAll(text, true)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove marker of the NAVAID from the F10 map.
|
||||
-- @param #NAVAID self
|
||||
-- @return #NAVAID self
|
||||
function NAVAID:DelMarker()
|
||||
|
||||
if self.markID then
|
||||
UTILS.RemoveMark(self.markID)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -0,0 +1,108 @@
|
||||
--- **NAVIGATION** - Template.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Stuff
|
||||
-- * More Stuff
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Template).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Navigation.Template
|
||||
-- @image NAVIGATION_Template.png
|
||||
|
||||
|
||||
--- TEMPLATE class.
|
||||
-- @type TEMPLATE
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The TEMPLATE Concept
|
||||
--
|
||||
-- The TEMPLATE class has a great concept!
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `TEMPLATE` object can be created with the @{#TEMPLATE.New}() function.
|
||||
--
|
||||
-- myTemplate=TEMPLATE:New()
|
||||
-- myTemplate:SetXYZ(X, Y, Z)
|
||||
--
|
||||
-- This is how it works.
|
||||
--
|
||||
-- @field #TEMPLATE
|
||||
TEMPLATE = {
|
||||
ClassName = "TEMPLATE",
|
||||
verbose = 0,
|
||||
}
|
||||
|
||||
--- Type of navaid
|
||||
-- @type TEMPLATE.Type
|
||||
-- @field #string VOR VOR
|
||||
-- @field #string NDB NDB
|
||||
TEMPLATE.TYPE={
|
||||
VOR="VOR",
|
||||
NDB="NDB",
|
||||
}
|
||||
|
||||
--- TEMPLATE class version.
|
||||
-- @field #string version
|
||||
TEMPLATE.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new TEMPLATE class instance.
|
||||
-- @param #TEMPLATE self
|
||||
-- @return #TEMPLATE self
|
||||
function TEMPLATE:New()
|
||||
|
||||
-- Inherit everything from SCENERY class.
|
||||
self=BASE:Inherit(self, BASE:New()) -- #TEMPLATE
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Set frequency.
|
||||
-- @param #TEMPLATE self
|
||||
-- @param #number Frequency Frequency in Hz.
|
||||
-- @return #TEMPLATE self
|
||||
function TEMPLATE:SetFrequency(Frequency)
|
||||
|
||||
self.frequency=Frequency
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1,3 +1,4 @@
|
||||
---@diagnostic disable: cast-local-type
|
||||
--- **Ops** - Automatic Terminal Information Service (ATIS).
|
||||
--
|
||||
-- ===
|
||||
@@ -608,15 +609,16 @@ _ATIS = {}
|
||||
|
||||
--- ATIS class version.
|
||||
-- @field #string version
|
||||
ATIS.version = "0.9.14"
|
||||
ATIS.version = "0.9.15"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: Add new Normandy airfields.
|
||||
-- TODO: Zulu time --> Zulu in output.
|
||||
-- TODO: Correct fog for elevation.
|
||||
-- DONE: Zulu time --> Zulu in output.
|
||||
-- DONE: Fix for AB not having a runway - Helopost like Naqoura
|
||||
-- DONE: Add new Normandy airfields.
|
||||
-- DONE: Use new AIRBASE system to set start/landing runway
|
||||
-- DONE: SetILS doesn't work
|
||||
-- DONE: Visibility reported twice over SRS
|
||||
@@ -2139,16 +2141,20 @@ function ATIS:onafterBroadcast( From, Event, To )
|
||||
end
|
||||
end
|
||||
alltext = alltext .. ";\n" .. subtitle
|
||||
|
||||
local _RUNACT
|
||||
|
||||
if not self.ATISforFARPs then
|
||||
-- Active runway.
|
||||
local subtitle=string.format("Active runway %s", runwayLanding)
|
||||
if rwyLandingLeft==true then
|
||||
subtitle=subtitle.." Left"
|
||||
elseif rwyLandingLeft==false then
|
||||
subtitle=subtitle.." Right"
|
||||
if runwayLanding then
|
||||
local subtitle=string.format("Active runway %s", runwayLanding)
|
||||
if rwyLandingLeft==true then
|
||||
subtitle=subtitle.." Left"
|
||||
elseif rwyLandingLeft==false then
|
||||
subtitle=subtitle.." Right"
|
||||
end
|
||||
end
|
||||
local _RUNACT = subtitle
|
||||
_RUNACT = subtitle
|
||||
if not self.useSRS then
|
||||
self:Transmission(ATIS.Sound.ActiveRunway, 1.0, subtitle)
|
||||
self.radioqueue:Number2Transmission(runwayLanding)
|
||||
@@ -2509,8 +2515,11 @@ function ATIS:GetActiveRunway(Takeoff)
|
||||
else
|
||||
runway=self.airbase:GetActiveRunwayLanding()
|
||||
end
|
||||
|
||||
return runway.name, runway.isLeft
|
||||
if runway then -- some ABs have NO runways, e.g. Syria Naqoura
|
||||
return runway.name, runway.isLeft
|
||||
else
|
||||
return nil, nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Get runway from user supplied magnetic heading.
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -152,12 +152,16 @@
|
||||
-- @field #boolean ICLSon Automatic ICLS is activated.
|
||||
-- @field #number ICLSchannel ICLS channel.
|
||||
-- @field #string ICLSmorse ICLS morse code, e.g. "STN".
|
||||
-- @field #AIRBOSS.Radio PilotRadio Radio for Pilot calls.
|
||||
-- @field #AIRBOSS.Radio LSORadio Radio for LSO calls.
|
||||
-- @field #number LSOFreq LSO radio frequency in MHz.
|
||||
-- @field #string LSOModu LSO radio modulation "AM" or "FM".
|
||||
-- @field #AIRBOSS.Radio MarshalRadio Radio for carrier calls.
|
||||
-- @field #number MarshalFreq Marshal radio frequency in MHz.
|
||||
-- @field #string MarshalModu Marshal radio modulation "AM" or "FM".
|
||||
-- @field #AIRBOSS.Radio AirbossRadio Radio for carrier calls.
|
||||
-- @field #number AirbossFreq Airboss radio frequency in MHz.
|
||||
-- @field #string AirbossModu Airboss radio modulation "AM" or "FM".
|
||||
-- @field #number TowerFreq Tower radio frequency in MHz.
|
||||
-- @field Core.Scheduler#SCHEDULER radiotimer Radio queue scheduler.
|
||||
-- @field Core.Zone#ZONE_UNIT zoneCCA Carrier controlled area (CCA), i.e. a zone of 50 NM radius around the carrier.
|
||||
@@ -1731,6 +1735,10 @@ AIRBOSS.Difficulty = {
|
||||
-- @field #table trapsheet Groove data table recorded every 0.5 seconds.
|
||||
-- @field #boolean trapon If true, save trap sheets.
|
||||
-- @field #string debriefschedulerID Debrief scheduler ID.
|
||||
--
|
||||
-- @field Sound.SRS#MSRS SRS
|
||||
-- @field Sound.SRS#MSRSQUEUE SRSQ
|
||||
--
|
||||
-- @extends #AIRBOSS.FlightGroup
|
||||
|
||||
--- Main group level radio menu: F10 Other/Airboss.
|
||||
@@ -1743,7 +1751,7 @@ AIRBOSS.MenuF10Root = nil
|
||||
|
||||
--- Airboss class version.
|
||||
-- @field #string version
|
||||
AIRBOSS.version = "1.3.0"
|
||||
AIRBOSS.version = "1.3.2"
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1876,6 +1884,7 @@ function AIRBOSS:New( carriername, alias )
|
||||
|
||||
-- Set up Airboss radio.
|
||||
self:SetMarshalRadio()
|
||||
self:SetAirbossRadio()
|
||||
|
||||
-- Set up LSO radio.
|
||||
self:SetLSORadio()
|
||||
@@ -2847,7 +2856,7 @@ function AIRBOSS:SetGlideslopeErrorThresholds(_max,_min, High, HIGH, Low, LOW)
|
||||
|
||||
--Check if V/STOL Carrier
|
||||
if self.carriertype == AIRBOSS.CarrierType.INVINCIBLE or self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
|
||||
|
||||
|
||||
-- allow a larger GSE for V/STOL operations --Pene Testing
|
||||
self.gle._max=_max or 0.7
|
||||
self.gle.High=High or 1.4
|
||||
@@ -2864,7 +2873,7 @@ function AIRBOSS:SetGlideslopeErrorThresholds(_max,_min, High, HIGH, Low, LOW)
|
||||
self.gle.Low=Low or -0.6
|
||||
self.gle.LOW=LOW or -0.9
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -2884,7 +2893,7 @@ function AIRBOSS:SetLineupErrorThresholds(_max,_min, Left, LeftMed, LEFT, Right,
|
||||
|
||||
--Check if V/STOL Carrier -- Pene testing
|
||||
if self.carriertype == AIRBOSS.CarrierType.INVINCIBLE or self.carriertype == AIRBOSS.CarrierType.HERMES or self.carriertype == AIRBOSS.CarrierType.TARAWA or self.carriertype == AIRBOSS.CarrierType.AMERICA or self.carriertype == AIRBOSS.CarrierType.JCARLOS or self.carriertype == AIRBOSS.CarrierType.CANBERRA then
|
||||
|
||||
|
||||
-- V/STOL Values -- allow a larger LUE for V/STOL operations
|
||||
self.lue._max=_max or 1.8
|
||||
self.lue._min=_min or -1.8
|
||||
@@ -2905,7 +2914,7 @@ function AIRBOSS:SetLineupErrorThresholds(_max,_min, Left, LeftMed, LEFT, Right,
|
||||
self.lue.RightMed=RightMed or 2.0
|
||||
self.lue.RIGHT=RIGHT or 3.0
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -3043,12 +3052,56 @@ function AIRBOSS:SetBeaconRefresh( TimeInterval )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set up SRS for usage without sound files
|
||||
-- @param #AIRBOSS self
|
||||
-- @param #string PathToSRS Path to SRS folder, e.g. "C:\\Program Files\\DCS-SimpleRadio-Standalone".
|
||||
-- @param #number Port Port of the SRS server, defaults to 5002.
|
||||
-- @param #string Culture (Optional, Airboss Culture) Culture, defaults to "en-US".
|
||||
-- @param #string Gender (Optional, Airboss Gender) Gender, e.g. "male" or "female". Defaults to "male".
|
||||
-- @param #string Voice (Optional, Airboss Voice) Set to use a specific voice. Will **override gender and culture** settings.
|
||||
-- @param #string GoogleCreds (Optional) Path to Google credentials, e.g. "C:\\Program Files\\DCS-SimpleRadio-Standalone\\yourgooglekey.json".
|
||||
-- @param #number Volume (Optional) E.g. 0.75. Defaults to 1.0 (loudest).
|
||||
-- @param #table AltBackend (Optional) See MSRS for details.
|
||||
-- @return #AIRBOSS self
|
||||
function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volume,AltBackend)
|
||||
-- SRS
|
||||
local Frequency = self.AirbossRadio.frequency
|
||||
local Modulation = self.AirbossRadio.modulation
|
||||
self.SRS = MSRS:New(PathToSRS,Frequency,Modulation,Volume,AltBackend)
|
||||
self.SRS:SetCoalition(self:GetCoalition())
|
||||
self.SRS:SetCoordinate(self:GetCoordinate())
|
||||
self.SRS:SetCulture(Culture or "en-US")
|
||||
--self.SRS:SetFrequencies(Frequencies)
|
||||
self.SRS:SetGender(Gender or "male")
|
||||
self.SRS:SetPath(PathToSRS)
|
||||
self.SRS:SetPort(Port or 5002)
|
||||
self.SRS:SetLabel(self.AirbossRadio.alias or "AIRBOSS")
|
||||
--self.SRS:SetModulations(Modulations)
|
||||
if GoogleCreds then
|
||||
self.SRS:SetGoogle(GoogleCreds)
|
||||
end
|
||||
if Voice then
|
||||
self.SRS:SetVoice(Voice)
|
||||
end
|
||||
self.SRS:SetVolume(Volume or 1.0)
|
||||
-- SRSQUEUE
|
||||
self.SRSQ = MSRSQUEUE:New("AIRBOSS")
|
||||
self.SRSQ:SetTransmitOnlyWithPlayers(true)
|
||||
if not self.PilotRadio then
|
||||
self:SetSRSPilotVoice()
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set LSO radio frequency and modulation. Default frequency is 264 MHz AM.
|
||||
-- @param #AIRBOSS self
|
||||
-- @param #number Frequency (Optional) Frequency in MHz. Default 264 MHz.
|
||||
-- @param #string Modulation (Optional) Modulation, "AM" or "FM". Default "AM".
|
||||
-- @param #string Voice (Optional) SRS specific voice
|
||||
-- @param #string Gender (Optional) SRS specific gender
|
||||
-- @param #string Culture (Optional) SRS specific culture
|
||||
-- @return #AIRBOSS self
|
||||
function AIRBOSS:SetLSORadio( Frequency, Modulation )
|
||||
function AIRBOSS:SetLSORadio( Frequency, Modulation, Voice, Gender, Culture )
|
||||
|
||||
self.LSOFreq = (Frequency or 264)
|
||||
Modulation = Modulation or "AM"
|
||||
@@ -3063,16 +3116,62 @@ function AIRBOSS:SetLSORadio( Frequency, Modulation )
|
||||
self.LSORadio.frequency = self.LSOFreq
|
||||
self.LSORadio.modulation = self.LSOModu
|
||||
self.LSORadio.alias = "LSO"
|
||||
self.LSORadio.voice = Voice
|
||||
self.LSORadio.gender = Gender or "male"
|
||||
self.LSORadio.culture = Culture or "en-US"
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set carrier radio frequency and modulation. Default frequency is 305 MHz AM.
|
||||
--- Set Airboss radio frequency and modulation. Default frequency is Tower frequency.
|
||||
-- @param #AIRBOSS self
|
||||
-- @param #number Frequency (Optional) Frequency in MHz. Default frequency is Tower frequency.
|
||||
-- @param #string Modulation (Optional) Modulation, "AM" or "FM". Default "AM".
|
||||
-- @param #string Voice (Optional) SRS specific voice
|
||||
-- @param #string Gender (Optional) SRS specific gender
|
||||
-- @param #string Culture (Optional) SRS specific culture
|
||||
-- @return #AIRBOSS self
|
||||
-- @usage
|
||||
-- -- Set single frequency
|
||||
-- myairboss:SetAirbossRadio(127.5,"AM",MSRS.Voices.Google.Standard.en_GB_Standard_F)
|
||||
--
|
||||
-- -- Set multiple frequencies, note you **need** to pass one modulation per frequency given!
|
||||
-- myairboss:SetAirbossRadio({127.5,243},{radio.modulation.AM,radio.modulation.AM},MSRS.Voices.Google.Standard.en_GB_Standard_F)
|
||||
function AIRBOSS:SetAirbossRadio( Frequency, Modulation, Voice, Gender, Culture )
|
||||
|
||||
self.AirbossFreq = Frequency or self:_GetTowerFrequency() or 127.5
|
||||
Modulation = Modulation or "AM"
|
||||
|
||||
if type(Modulation) == "table" then
|
||||
self.AirbossModu = Modulation
|
||||
else
|
||||
if Modulation == "FM" then
|
||||
self.AirbossModu = radio.modulation.FM
|
||||
else
|
||||
self.AirbossModu = radio.modulation.AM
|
||||
end
|
||||
end
|
||||
|
||||
self.AirbossRadio = {} -- #AIRBOSS.Radio
|
||||
self.AirbossRadio.frequency = self.AirbossFreq
|
||||
self.AirbossRadio.modulation = self.AirbossModu
|
||||
self.AirbossRadio.alias = "AIRBOSS"
|
||||
self.AirbossRadio.voice = Voice
|
||||
self.AirbossRadio.gender = Gender or "male"
|
||||
self.AirbossRadio.culture = Culture or "en-US"
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set Marshal radio frequency and modulation. Default frequency is 305 MHz AM.
|
||||
-- @param #AIRBOSS self
|
||||
-- @param #number Frequency (Optional) Frequency in MHz. Default 305 MHz.
|
||||
-- @param #string Modulation (Optional) Modulation, "AM" or "FM". Default "AM".
|
||||
-- @param #string Voice (Optional) SRS specific voice
|
||||
-- @param #string Gender (Optional) SRS specific gender
|
||||
-- @param #string Culture (Optional) SRS specific culture
|
||||
-- @return #AIRBOSS self
|
||||
function AIRBOSS:SetMarshalRadio( Frequency, Modulation )
|
||||
function AIRBOSS:SetMarshalRadio( Frequency, Modulation, Voice, Gender, Culture )
|
||||
|
||||
self.MarshalFreq = Frequency or 305
|
||||
Modulation = Modulation or "AM"
|
||||
@@ -3087,6 +3186,9 @@ function AIRBOSS:SetMarshalRadio( Frequency, Modulation )
|
||||
self.MarshalRadio.frequency = self.MarshalFreq
|
||||
self.MarshalRadio.modulation = self.MarshalModu
|
||||
self.MarshalRadio.alias = "MARSHAL"
|
||||
self.MarshalRadio.voice = Voice
|
||||
self.MarshalRadio.gender = Gender or "male"
|
||||
self.MarshalRadio.culture = Culture or "en-US"
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -3268,7 +3370,7 @@ function AIRBOSS:SetExtraVoiceOversAI(status)
|
||||
self.xtVoiceOversAI=status
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Do not handle AI aircraft.
|
||||
-- @param #AIRBOSS self
|
||||
-- @return #AIRBOSS self
|
||||
@@ -3383,9 +3485,9 @@ end
|
||||
-- @param #string Host Host. Default `"127.0.0.1"`.
|
||||
-- @return #AIRBOSS self
|
||||
function AIRBOSS:SetFunkManOn(Port, Host)
|
||||
|
||||
|
||||
self.funkmanSocket=SOCKET:New(Port, Host)
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -5826,7 +5928,7 @@ function AIRBOSS:_ScanCarrierZone()
|
||||
if knownflight then
|
||||
|
||||
-- Check if flight is AI and if we want to handle it at all.
|
||||
if knownflight.ai and knownflight.flag == -100 and self.handleai and false then --Disabled AI handling because of incorrect OPSGROUP reference!
|
||||
if knownflight.ai and knownflight.flag == -100 and self.handleai then
|
||||
|
||||
local putintomarshal = false
|
||||
|
||||
@@ -6364,7 +6466,7 @@ function AIRBOSS:_LandAI( flight )
|
||||
-- Aircraft speed when flying the pattern.
|
||||
local Speed = UTILS.KnotsToKmph( 200 )
|
||||
|
||||
if flight.actype == AIRBOSS.AircraftCarrier.HORNET
|
||||
if flight.actype == AIRBOSS.AircraftCarrier.HORNET
|
||||
or flight.actype == AIRBOSS.AircraftCarrier.FA18C
|
||||
or flight.actype == AIRBOSS.AircraftCarrier.RHINOE
|
||||
or flight.actype == AIRBOSS.AircraftCarrier.RHINOF
|
||||
@@ -8115,6 +8217,8 @@ function AIRBOSS:OnEventBirth( EventData )
|
||||
return
|
||||
end
|
||||
|
||||
if EventData.IniObjectCategory ~= Object.Category.UNIT then return end
|
||||
|
||||
local _unitName = EventData.IniUnitName
|
||||
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
|
||||
|
||||
@@ -9192,9 +9296,9 @@ function AIRBOSS:_DirtyUp( playerData )
|
||||
self:_PlayerHint( playerData )
|
||||
|
||||
-- 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
|
||||
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
|
||||
@@ -9791,24 +9895,24 @@ function AIRBOSS:_Groove( playerData )
|
||||
return
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP)--- Need to think more about this.
|
||||
|
||||
end
|
||||
|
||||
-- Long V/STOL groove time Wave Off over 75 seconds to IC - TOPGUN level Only. --pene testing (WIP)--- Need to think more about this.
|
||||
|
||||
--if rho>=RAR and rho<=RIC and not playerData.waveoff and playerData.difficulty==AIRBOSS.Difficulty.HARD and playerData.actype== AIRBOSS.AircraftCarrier.AV8B then
|
||||
-- Get groove time
|
||||
--local vSlow=groovedata.time
|
||||
-- If too slow wave off.
|
||||
-- If too slow wave off.
|
||||
--if vSlow >75 then
|
||||
|
||||
|
||||
-- LSO Wave off!
|
||||
--self:RadioTransmission(self.LSORadio, self.LSOCall.WAVEOFF, nil, nil, nil, true)
|
||||
--playerData.Tlso=timer.getTime()
|
||||
|
||||
|
||||
-- Player was waved Off
|
||||
--playerData.waveoff=true
|
||||
--return
|
||||
--end
|
||||
--end
|
||||
--end
|
||||
|
||||
-- Groovedata step.
|
||||
@@ -10006,7 +10110,7 @@ function AIRBOSS:_CheckWaveOff( glideslopeError, lineupError, AoA, playerData )
|
||||
waveoff = true
|
||||
end
|
||||
|
||||
-- Too slow or too fast? Only for pros.
|
||||
-- Too slow or too fast? Only for pros.
|
||||
|
||||
if playerData.difficulty == AIRBOSS.Difficulty.HARD and playerData.actype ~= AIRBOSS.AircraftCarrier.AV8B then
|
||||
-- Get aircraft specific AoA values. Not for AV-8B due to transition to Stable Hover.
|
||||
@@ -10180,6 +10284,28 @@ function AIRBOSS:_GetSternCoord()
|
||||
return self.sterncoord
|
||||
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.
|
||||
-- @param #AIRBOSS self
|
||||
-- @param Core.Point#COORDINATE Lcoord Landing position.
|
||||
@@ -10289,7 +10415,7 @@ 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.
|
||||
local dcorr = 100
|
||||
if playerData.actype == AIRBOSS.AircraftCarrier.HORNET
|
||||
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
|
||||
@@ -10814,7 +10940,7 @@ function AIRBOSS:_GetZoneAbeamLandingSpot()
|
||||
|
||||
-- Coordinate array. Pene Testing extended Abeam landing spot V/STOL.
|
||||
local p={}
|
||||
|
||||
|
||||
-- Points.
|
||||
p[1] = S:Translate( 15, FB ):Translate( 15, FB + 90 ) -- Top-Right
|
||||
p[2] = S:Translate( -45, FB ):Translate( 15, FB + 90 ) -- Bottom-Right
|
||||
@@ -11262,7 +11388,7 @@ function AIRBOSS:_GetOptLandingCoordinate()
|
||||
|
||||
-- set Case III V/STOL abeam landing spot over deck -- Pene Testing
|
||||
if self.carriertype==AIRBOSS.CarrierType.INVINCIBLE or self.carriertype==AIRBOSS.CarrierType.HERMES or self.carriertype==AIRBOSS.CarrierType.TARAWA or self.carriertype==AIRBOSS.CarrierType.AMERICA or self.carriertype==AIRBOSS.CarrierType.JCARLOS or self.carriertype==AIRBOSS.CarrierType.CANBERRA then
|
||||
|
||||
|
||||
if case==3 then
|
||||
|
||||
-- Landing coordinate.
|
||||
@@ -11270,7 +11396,7 @@ function AIRBOSS:_GetOptLandingCoordinate()
|
||||
|
||||
-- Altitude 120ft -- is this corect for Case III?
|
||||
self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
|
||||
|
||||
|
||||
elseif case==2 or case==1 then
|
||||
|
||||
-- Landing 100 ft abeam, 120 ft alt.
|
||||
@@ -11280,7 +11406,7 @@ function AIRBOSS:_GetOptLandingCoordinate()
|
||||
self.landingcoord:SetAltitude(UTILS.FeetToMeters(120))
|
||||
|
||||
end
|
||||
|
||||
|
||||
else
|
||||
|
||||
-- Ideally we want to land between 2nd and 3rd wire.
|
||||
@@ -11424,8 +11550,48 @@ end
|
||||
-- @return #number Carrier heading in degrees.
|
||||
function AIRBOSS:GetHeadingIntoWind( magnetic, coord )
|
||||
|
||||
local function adjustDegreesForWindSpeed(windSpeed)
|
||||
local degreesAdjustment = 0
|
||||
-- the windspeeds are in m/s
|
||||
|
||||
-- +0 degrees at 15m/s = 37kts
|
||||
-- +0 degrees at 14m/s = 35kts
|
||||
-- +0 degrees at 13m/s = 33kts
|
||||
-- +4 degrees at 12m/s = 31kts
|
||||
-- +4 degrees at 11m/s = 29kts
|
||||
-- +4 degrees at 10m/s = 27kts
|
||||
-- +4 degrees at 9m/s = 27kts
|
||||
-- +4 degrees at 8m/s = 27kts
|
||||
-- +8 degrees at 7m/s = 27kts
|
||||
-- +8 degrees at 6m/s = 27kts
|
||||
-- +8 degrees at 5m/s = 26kts
|
||||
-- +20 degrees at 4m/s = 26kts
|
||||
-- +20 degrees at 3m/s = 26kts
|
||||
-- +30 degrees at 2m/s = 26kts 1s
|
||||
|
||||
if windSpeed > 0 and windSpeed < 3 then
|
||||
degreesAdjustment = 30
|
||||
elseif windSpeed >= 3 and windSpeed < 5 then
|
||||
degreesAdjustment = 20
|
||||
elseif windSpeed >= 5 and windSpeed < 8 then
|
||||
degreesAdjustment = 8
|
||||
elseif windSpeed >= 8 and windSpeed < 13 then
|
||||
degreesAdjustment = 4
|
||||
elseif windSpeed >= 13 then
|
||||
degreesAdjustment = 0
|
||||
end
|
||||
|
||||
return degreesAdjustment
|
||||
end
|
||||
|
||||
-- Get direction the wind is blowing from. This is where we want to go.
|
||||
local windfrom, vwind = self:GetWind( nil, nil, coord )
|
||||
|
||||
--self:I("windfrom="..windfrom.." vwind="..vwind)
|
||||
|
||||
vwind = vwind + adjustDegreesForWindSpeed(vwind)
|
||||
|
||||
--self:I("windfrom="..windfrom.." (c)vwind="..vwind)
|
||||
|
||||
-- Actually, we want the runway in the wind.
|
||||
local intowind = windfrom - self.carrierparam.rwyangle
|
||||
@@ -11875,7 +12041,7 @@ function AIRBOSS:_LSOgrade( playerData )
|
||||
local nS=count(G, '%(')
|
||||
local nN=N-nS-nL
|
||||
local nNv=Nv-nS-nL
|
||||
|
||||
|
||||
-- Groove time 15-18.99 sec for a unicorn. Or 60-65 for V/STOL unicorn.
|
||||
local Tgroove=playerData.Tgroove
|
||||
local TgrooveUnicorn=Tgroove and (Tgroove>=15.0 and Tgroove<=18.99) or false
|
||||
@@ -11992,7 +12158,7 @@ function AIRBOSS:_LSOgrade( playerData )
|
||||
|
||||
elseif not playerData.hover and playerData.actype == AIRBOSS.AircraftCarrier.AV8B then
|
||||
-------------------------------
|
||||
-- AV-8B not cleared to land -- -- Landing clearence is carrier from LC to Landing
|
||||
-- AV-8B not cleared to land -- -- Landing clearence is carrier from LC to Landing
|
||||
-------------------------------
|
||||
if playerData.landed then
|
||||
-- AIRBOSS wants your balls!
|
||||
@@ -13360,8 +13526,8 @@ function AIRBOSS:CarrierTurnIntoWind( time, vdeck, uturn )
|
||||
-- Wind speed.
|
||||
local _, vwind = self:GetWind()
|
||||
|
||||
-- Speed of carrier in m/s but at least 2 knots.
|
||||
local vtot = math.max( vdeck - vwind, UTILS.KnotsToMps( 2 ) )
|
||||
-- Speed of carrier in m/s but at least 4 knots.
|
||||
local vtot = math.max( vdeck - vwind, UTILS.KnotsToMps( 4 ) )
|
||||
|
||||
-- Distance to travel
|
||||
local dist = vtot * time
|
||||
@@ -14564,59 +14730,140 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
|
||||
if radio == nil or call == nil then
|
||||
return
|
||||
end
|
||||
|
||||
-- Create a new radio transmission item.
|
||||
local transmission = {} -- #AIRBOSS.Radioitem
|
||||
|
||||
transmission.radio = radio
|
||||
transmission.call = call
|
||||
transmission.Tplay = timer.getAbsTime() + (delay or 0)
|
||||
transmission.interval = interval
|
||||
transmission.isplaying = false
|
||||
transmission.Tstarted = nil
|
||||
transmission.loud = loud and call.loud
|
||||
|
||||
-- Player onboard number if sender has one.
|
||||
if self:_IsOnboard( call.modexsender ) then
|
||||
self:_Number2Radio( radio, call.modexsender, delay, 0.3, pilotcall )
|
||||
end
|
||||
|
||||
-- Play onboard number if receiver has one.
|
||||
if self:_IsOnboard( call.modexreceiver ) then
|
||||
self:_Number2Radio( radio, call.modexreceiver, delay, 0.3, pilotcall )
|
||||
end
|
||||
|
||||
-- Add transmission to the right queue.
|
||||
local caller = ""
|
||||
if radio.alias == "LSO" then
|
||||
|
||||
table.insert( self.RQLSO, transmission )
|
||||
|
||||
caller = "LSOCall"
|
||||
|
||||
-- Schedule radio queue checks.
|
||||
if not self.RQLid then
|
||||
self:T( self.lid .. string.format( "Starting LSO radio queue." ) )
|
||||
self.RQLid = self.radiotimer:Schedule( nil, AIRBOSS._CheckRadioQueue, { self, self.RQLSO, "LSO" }, 0.02, 0.05 )
|
||||
|
||||
if not self.SRS then
|
||||
|
||||
-- Create a new radio transmission item.
|
||||
local transmission = {} -- #AIRBOSS.Radioitem
|
||||
|
||||
transmission.radio = radio
|
||||
transmission.call = call
|
||||
transmission.Tplay = timer.getAbsTime() + (delay or 0)
|
||||
transmission.interval = interval
|
||||
transmission.isplaying = false
|
||||
transmission.Tstarted = nil
|
||||
transmission.loud = loud and call.loud
|
||||
|
||||
-- Player onboard number if sender has one.
|
||||
if self:_IsOnboard( call.modexsender ) then
|
||||
self:_Number2Radio( radio, call.modexsender, delay, 0.3, pilotcall )
|
||||
end
|
||||
|
||||
-- Play onboard number if receiver has one.
|
||||
if self:_IsOnboard( call.modexreceiver ) then
|
||||
self:_Number2Radio( radio, call.modexreceiver, delay, 0.3, pilotcall )
|
||||
end
|
||||
|
||||
-- Add transmission to the right queue.
|
||||
local caller = ""
|
||||
if radio.alias == "LSO" then
|
||||
|
||||
table.insert( self.RQLSO, transmission )
|
||||
|
||||
caller = "LSOCall"
|
||||
|
||||
-- Schedule radio queue checks.
|
||||
if not self.RQLid then
|
||||
self:T( self.lid .. string.format( "Starting LSO radio queue." ) )
|
||||
self.RQLid = self.radiotimer:Schedule( nil, AIRBOSS._CheckRadioQueue, { self, self.RQLSO, "LSO" }, 0.02, 0.05 )
|
||||
end
|
||||
|
||||
elseif radio.alias == "MARSHAL" then
|
||||
|
||||
table.insert( self.RQMarshal, transmission )
|
||||
|
||||
caller = "MarshalCall"
|
||||
|
||||
if not self.RQMid then
|
||||
self:T( self.lid .. string.format( "Starting Marhal radio queue." ) )
|
||||
self.RQMid = self.radiotimer:Schedule( nil, AIRBOSS._CheckRadioQueue, { self, self.RQMarshal, "MARSHAL" }, 0.02, 0.05 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Append radio click sound at the end of the transmission.
|
||||
if click then
|
||||
self:RadioTransmission( radio, self[caller].CLICK, false, delay )
|
||||
end
|
||||
|
||||
else
|
||||
-- SRS transmission
|
||||
|
||||
local frequency = self.MarshalRadio.frequency
|
||||
local modulation = self.MarshalRadio.modulation
|
||||
local voice = nil
|
||||
local gender = nil
|
||||
local culture = nil
|
||||
|
||||
if radio.alias == "AIRBOSS" then
|
||||
frequency = self.AirbossRadio.frequency
|
||||
modulation = self.AirbossRadio.modulation
|
||||
voice = self.AirbossRadio.voice
|
||||
gender = self.AirbossRadio.gender
|
||||
culture = self.AirbossRadio.culture
|
||||
end
|
||||
|
||||
if radio.alias == "MARSHAL" then
|
||||
voice = self.MarshalRadio.voice
|
||||
gender = self.MarshalRadio.gender
|
||||
culture = self.MarshalRadio.culture
|
||||
end
|
||||
|
||||
if radio.alias == "LSO" then
|
||||
frequency = self.LSORadio.frequency
|
||||
modulation = self.LSORadio.modulation
|
||||
voice = self.LSORadio.voice
|
||||
gender = self.LSORadio.gender
|
||||
culture = self.LSORadio.culture
|
||||
end
|
||||
|
||||
if pilotcall then
|
||||
voice = self.PilotRadio.voice
|
||||
gender = self.PilotRadio.gender
|
||||
culture = self.PilotRadio.culture
|
||||
radio.alias = "PILOT"
|
||||
end
|
||||
|
||||
elseif radio.alias == "MARSHAL" then
|
||||
|
||||
table.insert( self.RQMarshal, transmission )
|
||||
|
||||
caller = "MarshalCall"
|
||||
|
||||
if not self.RQMid then
|
||||
self:T( self.lid .. string.format( "Starting Marhal radio queue." ) )
|
||||
self.RQMid = self.radiotimer:Schedule( nil, AIRBOSS._CheckRadioQueue, { self, self.RQMarshal, "MARSHAL" }, 0.02, 0.05 )
|
||||
if not radio.alias then
|
||||
-- TODO - what freq to use here?
|
||||
frequency = self.AirbossRadio.frequency
|
||||
modulation = self.AirbossRadio.modulation
|
||||
radio.alias = "AIRBOSS"
|
||||
end
|
||||
|
||||
|
||||
local volume = nil
|
||||
|
||||
if loud then
|
||||
volume = 1.0
|
||||
end
|
||||
|
||||
--local text = tostring(call.modexreceiver).."; "..radio.alias.."; "..call.subtitle
|
||||
local text = call.subtitle
|
||||
self:I(self.lid..text)
|
||||
local srstext = self:_GetNiceSRSText(text)
|
||||
self.SRSQ:NewTransmission(srstext, call.duration, self.SRS, tstart, 0.1, subgroups, call.subtitle, call.subduration, frequency, modulation, gender, culture, voice, volume, radio.alias)
|
||||
end
|
||||
end
|
||||
|
||||
-- Append radio click sound at the end of the transmission.
|
||||
if click then
|
||||
self:RadioTransmission( radio, self[caller].CLICK, false, delay )
|
||||
--- Set SRS voice for the pilot calls.
|
||||
-- @param #AIRBOSS self
|
||||
-- @param #string Voice (Optional) SRS specific voice
|
||||
-- @param #string Gender (Optional) SRS specific gender
|
||||
-- @param #string Culture (Optional) SRS specific culture
|
||||
-- @return #AIRBOSS self
|
||||
function AIRBOSS:SetSRSPilotVoice( Voice, Gender, Culture )
|
||||
|
||||
self.PilotRadio = {} -- #AIRBOSS.Radio
|
||||
self.PilotRadio.alias = "PILOT"
|
||||
self.PilotRadio.voice = Voice or MSRS.Voices.Microsoft.David
|
||||
self.PilotRadio.gender = Gender or "male"
|
||||
self.PilotRadio.culture = Culture or "en-US"
|
||||
|
||||
if (not Voice) and self.SRS and self.SRS.google then
|
||||
self.PilotRadio.voice = MSRS.Voices.Google.Standard.en_US_Standard_J
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Check if a call needs a subtitle because the complete voice overs are not available.
|
||||
@@ -14862,6 +15109,39 @@ function AIRBOSS:_RadioFilename( call, loud, channel )
|
||||
return filename
|
||||
end
|
||||
|
||||
--- Format text into SRS friendly string
|
||||
-- @param #AIRBOSS self
|
||||
-- @param #string text
|
||||
-- @return #string text
|
||||
function AIRBOSS:_GetNiceSRSText(text)
|
||||
text = string.gsub(text,"================================\n","")
|
||||
text = string.gsub(text,"||","parallel")
|
||||
text = string.gsub(text,"==","perpendicular")
|
||||
text = string.gsub(text,"BRC","Base recovery")
|
||||
--text = string.gsub(text,"#","Number")
|
||||
text = string.gsub(text,"%((%a+)%)","Morse %1")
|
||||
text = string.gsub(text,"°C","° Celsius")
|
||||
text = string.gsub(text,"°"," degrees")
|
||||
text = string.gsub(text," FB "," Final bearing ")
|
||||
text = string.gsub(text," ops"," operations ")
|
||||
text = string.gsub(text," kts"," knots")
|
||||
text = string.gsub(text,"TACAN","Tackan")
|
||||
text = string.gsub(text,"ICLS","I.C.L.S.")
|
||||
text = string.gsub(text,"LSO","L.S.O.")
|
||||
text = string.gsub(text,"inHg","inches of Mercury")
|
||||
text = string.gsub(text,"QFE","Q.F.E.")
|
||||
text = string.gsub(text,"hPa","hecto pascal")
|
||||
text = string.gsub(text," NM"," nautical miles")
|
||||
text = string.gsub(text," ft"," feet")
|
||||
text = string.gsub(text,"A/C","aircraft")
|
||||
text = string.gsub(text,"(#[%a%d%p%s]+)\n","")
|
||||
text = string.gsub(text,"%.000"," dot zero")
|
||||
text = string.gsub(text,"00"," double zero")
|
||||
text = string.gsub(text," 0 "," zero " )
|
||||
text = string.gsub(text,"\n","; ")
|
||||
return text
|
||||
end
|
||||
|
||||
--- Send text message to player client.
|
||||
-- Message format will be "SENDER: RECCEIVER, MESSAGE".
|
||||
-- @param #AIRBOSS self
|
||||
@@ -14873,7 +15153,7 @@ end
|
||||
-- @param #boolean clear If true, clear screen from previous messages.
|
||||
-- @param #number delay Delay in seconds, before the message is displayed.
|
||||
function AIRBOSS:MessageToPlayer( playerData, message, sender, receiver, duration, clear, delay )
|
||||
|
||||
self:I({sender,receiver,message})
|
||||
if playerData and message and message ~= "" then
|
||||
|
||||
-- Default duration.
|
||||
@@ -14896,49 +15176,91 @@ function AIRBOSS:MessageToPlayer( playerData, message, sender, receiver, duratio
|
||||
-- SCHEDULER:New(nil, self.MessageToPlayer, {self, playerData, message, sender, receiver, duration, clear}, delay)
|
||||
self:ScheduleOnce( delay, self.MessageToPlayer, self, playerData, message, sender, receiver, duration, clear )
|
||||
else
|
||||
|
||||
-- Wait until previous sound finished.
|
||||
local wait = 0
|
||||
|
||||
-- Onboard number to get the attention.
|
||||
if receiver == playerData.onboard then
|
||||
|
||||
-- Which voice over number to use.
|
||||
if sender and (sender == "LSO" or sender == "MARSHAL" or sender == "AIRBOSS") then
|
||||
|
||||
-- User sound of board number.
|
||||
wait = wait + self:_Number2Sound( playerData, sender, receiver )
|
||||
|
||||
|
||||
if not self.SRS then
|
||||
-- Wait until previous sound finished.
|
||||
local wait = 0
|
||||
|
||||
-- Onboard number to get the attention.
|
||||
if receiver == playerData.onboard then
|
||||
|
||||
-- Which voice over number to use.
|
||||
if sender and (sender == "LSO" or sender == "MARSHAL" or sender == "AIRBOSS") then
|
||||
|
||||
-- User sound of board number.
|
||||
wait = wait + self:_Number2Sound( playerData, sender, receiver )
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Negative.
|
||||
if string.find( text:lower(), "negative" ) then
|
||||
local filename = self:_RadioFilename( self.MarshalCall.NEGATIVE, false, "MARSHAL" )
|
||||
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
|
||||
wait = wait + self.MarshalCall.NEGATIVE.duration
|
||||
end
|
||||
|
||||
-- Affirm.
|
||||
if string.find( text:lower(), "affirm" ) then
|
||||
local filename = self:_RadioFilename( self.MarshalCall.AFFIRMATIVE, false, "MARSHAL" )
|
||||
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
|
||||
wait = wait + self.MarshalCall.AFFIRMATIVE.duration
|
||||
end
|
||||
|
||||
-- Roger.
|
||||
if string.find( text:lower(), "roger" ) then
|
||||
local filename = self:_RadioFilename( self.MarshalCall.ROGER, false, "MARSHAL" )
|
||||
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
|
||||
wait = wait + self.MarshalCall.ROGER.duration
|
||||
end
|
||||
|
||||
-- Play click sound to end message.
|
||||
if wait > 0 then
|
||||
local filename = self:_RadioFilename( self.MarshalCall.CLICK )
|
||||
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
|
||||
end
|
||||
else
|
||||
-- SRS transmission
|
||||
local frequency = self.MarshalRadio.frequency
|
||||
local modulation = self.MarshalRadio.modulation
|
||||
local voice = self.MarshalRadio.voice
|
||||
local gender = self.MarshalRadio.gender
|
||||
local culture = self.MarshalRadio.culture
|
||||
|
||||
if not sender then sender = "AIRBOSS" end
|
||||
|
||||
-- Negative.
|
||||
if string.find( text:lower(), "negative" ) then
|
||||
local filename = self:_RadioFilename( self.MarshalCall.NEGATIVE, false, "MARSHAL" )
|
||||
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
|
||||
wait = wait + self.MarshalCall.NEGATIVE.duration
|
||||
end
|
||||
if string.find(sender,"AIRBOSS" ) then
|
||||
frequency = self.AirbossRadio.frequency
|
||||
modulation = self.AirbossRadio.modulation
|
||||
voice = self.AirbossRadio.voice
|
||||
gender = self.AirbossRadio.gender
|
||||
culture = self.AirbossRadio.culture
|
||||
end
|
||||
|
||||
-- Affirm.
|
||||
if string.find( text:lower(), "affirm" ) then
|
||||
local filename = self:_RadioFilename( self.MarshalCall.AFFIRMATIVE, false, "MARSHAL" )
|
||||
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
|
||||
wait = wait + self.MarshalCall.AFFIRMATIVE.duration
|
||||
end
|
||||
--if sender == "MARSHAL" then
|
||||
--voice = self.MarshalRadio.voice
|
||||
--gender = self.MarshalRadio.gender
|
||||
--culture = self.MarshalRadio.culture
|
||||
--end
|
||||
|
||||
-- Roger.
|
||||
if string.find( text:lower(), "roger" ) then
|
||||
local filename = self:_RadioFilename( self.MarshalCall.ROGER, false, "MARSHAL" )
|
||||
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
|
||||
wait = wait + self.MarshalCall.ROGER.duration
|
||||
end
|
||||
if sender == "LSO" then
|
||||
frequency = self.LSORadio.frequency
|
||||
modulation = self.LSORadio.modulation
|
||||
voice = self.LSORadio.voice
|
||||
gender = self.LSORadio.gender
|
||||
culture = self.LSORadio.culture
|
||||
--elseif not sender then
|
||||
-- TODO - what freq to use here?
|
||||
--frequency = self.AirbossRadio.frequency
|
||||
--modulation = self.AirbossRadio.modulation
|
||||
--sender = "AIRBOSS"
|
||||
end
|
||||
|
||||
-- Play click sound to end message.
|
||||
if wait > 0 then
|
||||
local filename = self:_RadioFilename( self.MarshalCall.CLICK )
|
||||
USERSOUND:New( filename ):ToGroup( playerData.group, wait )
|
||||
self:I(self.lid..text)
|
||||
self:I({sender,frequency,modulation,voice})
|
||||
local srstext = self:_GetNiceSRSText(text)
|
||||
self.SRSQ:NewTransmission(srstext,duration,self.SRS,tstart,0.1,subgroups,subtitle,subduration,frequency,modulation,gender,culture,voice,volume,sender)
|
||||
end
|
||||
|
||||
-- Text message to player client.
|
||||
if playerData.client then
|
||||
MESSAGE:New( text, duration, sender, clear ):ToClient( playerData.client )
|
||||
@@ -15222,13 +15544,13 @@ end
|
||||
-- @param #string modex Tail number.
|
||||
function AIRBOSS:_MarshallInboundCall(unit, modex)
|
||||
|
||||
-- Calculate
|
||||
-- Calculate
|
||||
local vectorCarrier = self:GetCoordinate():GetDirectionVec3(unit:GetCoordinate())
|
||||
local bearing = UTILS.Round(unit:GetCoordinate():GetAngleDegrees( vectorCarrier ), 0)
|
||||
local distance = UTILS.Round(UTILS.MetersToNM(unit:GetCoordinate():Get2DDistance(self:GetCoordinate())),0)
|
||||
local angels = UTILS.Round(UTILS.MetersToFeet(unit:GetHeight()/1000),0)
|
||||
local state = UTILS.Round(self:_GetFuelState(unit)/1000,1)
|
||||
|
||||
|
||||
-- Pilot: "Marshall, [modex], marking mom's [bearing] for [distance], angels [XX], state [X.X]"
|
||||
local text=string.format("Marshal, %s, marking mom's %d for %d, angels %d, state %.1f", modex, bearing, distance, angels, state)
|
||||
-- Debug message.
|
||||
@@ -16055,8 +16377,8 @@ function AIRBOSS:_RequestMarshal( _unitName )
|
||||
-- Voice over of inbound call (regardless of airboss rejecting it or not)
|
||||
if self.xtVoiceOvers then
|
||||
self:_MarshallInboundCall(_unit, playerData.onboard)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Check if player is in CCA
|
||||
local inCCA = playerData.unit:IsInZone( self.zoneCCA )
|
||||
|
||||
@@ -16277,7 +16599,7 @@ function AIRBOSS:_RequestSpinning( _unitName )
|
||||
-- Some advice.
|
||||
if playerData.difficulty == AIRBOSS.Difficulty.EASY then
|
||||
local text = "Climb to 1200 feet and proceed to the initial again."
|
||||
self:MessageToPlayer( playerData, text, "INSTRUCTOR", "" )
|
||||
self:MessageToPlayer( playerData, text, "AIRBOSS", "" )
|
||||
end
|
||||
|
||||
return
|
||||
@@ -16304,12 +16626,12 @@ function AIRBOSS:_RequestCommence( _unitName )
|
||||
local playerData = self.players[_playername] -- #AIRBOSS.PlayerData
|
||||
|
||||
if playerData then
|
||||
|
||||
|
||||
-- Voice over of Commencing call (regardless of Airboss will rejected or not)
|
||||
if self.xtVoiceOvers then
|
||||
self:_CommencingCall(_unit, playerData.onboard)
|
||||
end
|
||||
|
||||
|
||||
-- Check if unit is in CCA.
|
||||
local text = ""
|
||||
local cleared = false
|
||||
@@ -17032,7 +17354,7 @@ function AIRBOSS:_DisplayCarrierInfo( _unitname )
|
||||
state = "Deck closed"
|
||||
end
|
||||
if self.turning then
|
||||
state = state .. " (turning currently)"
|
||||
state = state .. " (currently turning)"
|
||||
end
|
||||
|
||||
-- Message text.
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,621 @@
|
||||
--- **Ops** - Brigade Warehouse.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Manage platoons
|
||||
-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
|
||||
-- * Define rearming zones
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Brigade).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Ops.Brigade
|
||||
-- @image OPS_Brigade_.png
|
||||
|
||||
|
||||
--- BRIGADE class.
|
||||
-- @type BRIGADE
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @field #table rearmingZones Rearming zones. Each element is of type `#BRIGADE.SupplyZone`.
|
||||
-- @field #table refuellingZones Refuelling zones. Each element is of type `#BRIGADE.SupplyZone`.
|
||||
-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
|
||||
-- @extends Ops.Legion#LEGION
|
||||
|
||||
--- *I am not afraid of an Army of lions lead by a sheep; I am afraid of sheep lead by a lion* -- Alexander the Great
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The BRIGADE Concept
|
||||
--
|
||||
-- A BRIGADE consists of one or multiple PLATOONs. These platoons "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
|
||||
--
|
||||
--
|
||||
-- @field #BRIGADE
|
||||
BRIGADE = {
|
||||
ClassName = "BRIGADE",
|
||||
verbose = 0,
|
||||
rearmingZones = {},
|
||||
refuellingZones = {},
|
||||
}
|
||||
|
||||
--- Supply Zone.
|
||||
-- @type BRIGADE.SupplyZone
|
||||
-- @field Core.Zone#ZONE zone The zone.
|
||||
-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
|
||||
-- @field #boolean markerOn If `true`, marker is on.
|
||||
-- @field Wrapper.Marker#MARKER marker F10 marker.
|
||||
|
||||
--- BRIGADE class version.
|
||||
-- @field #string version
|
||||
BRIGADE.version="0.1.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: Spawn when hosting warehouse is a ship or oil rig or gas platform.
|
||||
-- TODO: Rearming zones.
|
||||
-- TODO: Retreat zones.
|
||||
-- DONE: Add weapon range.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new BRIGADE class object.
|
||||
-- @param #BRIGADE self
|
||||
-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
|
||||
-- @param #string BrigadeName Name of the brigade.
|
||||
-- @return #BRIGADE self
|
||||
function BRIGADE:New(WarehouseName, BrigadeName)
|
||||
|
||||
-- Inherit everything from LEGION class.
|
||||
local self=BASE:Inherit(self, LEGION:New(WarehouseName, BrigadeName)) -- #BRIGADE
|
||||
|
||||
-- Nil check.
|
||||
if not self then
|
||||
BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Set some string id for output to DCS.log file.
|
||||
self.lid=string.format("BRIGADE %s | ", self.alias)
|
||||
|
||||
-- Defaults
|
||||
self:SetRetreatZones()
|
||||
|
||||
-- Turn ship into NAVYGROUP.
|
||||
if self:IsShip() then
|
||||
local wh=self.warehouse --Wrapper.Unit#UNIT
|
||||
local group=wh:GetGroup()
|
||||
self.warehouseOpsGroup=NAVYGROUP:New(group) --Ops.NavyGroup#NAVYGROUP
|
||||
self.warehouseOpsElement=self.warehouseOpsGroup:GetElementByName(wh:GetName())
|
||||
end
|
||||
|
||||
-- Add FSM transitions.
|
||||
-- From State --> Event --> To State
|
||||
self:AddTransition("*", "ArmyOnMission", "*") -- An ARMYGROUP was send on a Mission (AUFTRAG).
|
||||
|
||||
------------------------
|
||||
--- Pseudo Functions ---
|
||||
------------------------
|
||||
|
||||
--- Triggers the FSM event "Start". Starts the BRIGADE. Initializes parameters and starts event handlers.
|
||||
-- @function [parent=#BRIGADE] Start
|
||||
-- @param #BRIGADE self
|
||||
|
||||
--- Triggers the FSM event "Start" after a delay. Starts the BRIGADE. Initializes parameters and starts event handlers.
|
||||
-- @function [parent=#BRIGADE] __Start
|
||||
-- @param #BRIGADE self
|
||||
-- @param #number delay Delay in seconds.
|
||||
|
||||
|
||||
--- Triggers the FSM event "Stop". Stops the BRIGADE and all its event handlers.
|
||||
-- @param #BRIGADE self
|
||||
|
||||
--- Triggers the FSM event "Stop" after a delay. Stops the BRIGADE and all its event handlers.
|
||||
-- @function [parent=#BRIGADE] __Stop
|
||||
-- @param #BRIGADE self
|
||||
-- @param #number delay Delay in seconds.
|
||||
|
||||
|
||||
--- Triggers the FSM event "ArmyOnMission".
|
||||
-- @function [parent=#BRIGADE] ArmyOnMission
|
||||
-- @param #BRIGADE self
|
||||
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
||||
|
||||
--- Triggers the FSM event "ArmyOnMission" after a delay.
|
||||
-- @function [parent=#BRIGADE] __ArmyOnMission
|
||||
-- @param #BRIGADE self
|
||||
-- @param #number delay Delay in seconds.
|
||||
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
||||
|
||||
--- On after "ArmyOnMission" event.
|
||||
-- @function [parent=#BRIGADE] OnAfterArmyOnMission
|
||||
-- @param #BRIGADE self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Add a platoon to the brigade.
|
||||
-- @param #BRIGADE self
|
||||
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
|
||||
-- @return #BRIGADE self
|
||||
function BRIGADE:AddPlatoon(Platoon)
|
||||
|
||||
-- Add platoon to brigade.
|
||||
table.insert(self.cohorts, Platoon)
|
||||
|
||||
-- Add assets to platoon.
|
||||
self:AddAssetToPlatoon(Platoon, Platoon.Ngroups)
|
||||
|
||||
-- Set brigade of platoon.
|
||||
Platoon:SetBrigade(self)
|
||||
|
||||
-- Start platoon.
|
||||
if Platoon:IsStopped() then
|
||||
Platoon:Start()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add asset group(s) to platoon.
|
||||
-- @param #BRIGADE self
|
||||
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
|
||||
-- @param #number Nassets Number of asset groups to add.
|
||||
-- @return #BRIGADE self
|
||||
function BRIGADE:AddAssetToPlatoon(Platoon, Nassets)
|
||||
|
||||
if Platoon then
|
||||
|
||||
-- Get the template group of the platoon.
|
||||
local Group=GROUP:FindByName(Platoon.templatename)
|
||||
|
||||
if Group then
|
||||
|
||||
-- Debug text.
|
||||
local text=string.format("Adding asset %s to platoon %s", Group:GetName(), Platoon.name)
|
||||
self:T(self.lid..text)
|
||||
|
||||
-- Add assets to airwing warehouse.
|
||||
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Platoon.skill, Platoon.livery, Platoon.name)
|
||||
|
||||
else
|
||||
self:E(self.lid.."ERROR: Group does not exist!")
|
||||
end
|
||||
|
||||
else
|
||||
self:E(self.lid.."ERROR: Platoon does not exit!")
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Define a set of retreat zones.
|
||||
-- @param #BRIGADE self
|
||||
-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
|
||||
-- @return #BRIGADE self
|
||||
function BRIGADE:SetRetreatZones(RetreatZoneSet)
|
||||
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a retreat zone.
|
||||
-- @param #BRIGADE self
|
||||
-- @param Core.Zone#ZONE RetreatZone Retreat zone.
|
||||
-- @return #BRIGADE self
|
||||
function BRIGADE:AddRetreatZone(RetreatZone)
|
||||
self.retreatZones:AddZone(RetreatZone)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get retreat zones.
|
||||
-- @param #BRIGADE self
|
||||
-- @return Core.Set#SET_ZONE Set of retreat zones.
|
||||
function BRIGADE:GetRetreatZones()
|
||||
return self.retreatZones
|
||||
end
|
||||
|
||||
--- Add a rearming zone.
|
||||
-- @param #BRIGADE self
|
||||
-- @param Core.Zone#ZONE RearmingZone Rearming zone.
|
||||
-- @return #BRIGADE.SupplyZone The rearming zone data.
|
||||
function BRIGADE:AddRearmingZone(RearmingZone)
|
||||
|
||||
local rearmingzone={} --#BRIGADE.SupplyZone
|
||||
|
||||
rearmingzone.zone=RearmingZone
|
||||
rearmingzone.mission=nil
|
||||
rearmingzone.marker=MARKER:New(rearmingzone.zone:GetCoordinate(), "Rearming Zone"):ToCoalition(self:GetCoalition())
|
||||
|
||||
table.insert(self.rearmingZones, rearmingzone)
|
||||
|
||||
return rearmingzone
|
||||
end
|
||||
|
||||
|
||||
--- Add a refuelling zone.
|
||||
-- @param #BRIGADE self
|
||||
-- @param Core.Zone#ZONE RefuellingZone Refuelling zone.
|
||||
-- @return #BRIGADE.SupplyZone The refuelling zone data.
|
||||
function BRIGADE:AddRefuellingZone(RefuellingZone)
|
||||
|
||||
local supplyzone={} --#BRIGADE.SupplyZone
|
||||
|
||||
supplyzone.zone=RefuellingZone
|
||||
supplyzone.mission=nil
|
||||
supplyzone.marker=MARKER:New(supplyzone.zone:GetCoordinate(), "Refuelling Zone"):ToCoalition(self:GetCoalition())
|
||||
|
||||
table.insert(self.refuellingZones, supplyzone)
|
||||
|
||||
return supplyzone
|
||||
end
|
||||
|
||||
|
||||
--- Get platoon by name.
|
||||
-- @param #BRIGADE self
|
||||
-- @param #string PlatoonName Name of the platoon.
|
||||
-- @return Ops.Platoon#PLATOON The Platoon object.
|
||||
function BRIGADE:GetPlatoon(PlatoonName)
|
||||
local platoon=self:_GetCohort(PlatoonName)
|
||||
return platoon
|
||||
end
|
||||
|
||||
--- Get platoon of an asset.
|
||||
-- @param #BRIGADE self
|
||||
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
|
||||
-- @return Ops.Platoon#PLATOON The platoon object.
|
||||
function BRIGADE:GetPlatoonOfAsset(Asset)
|
||||
local platoon=self:GetPlatoon(Asset.squadname)
|
||||
return platoon
|
||||
end
|
||||
|
||||
--- Remove asset from platoon.
|
||||
-- @param #BRIGADE self
|
||||
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
|
||||
function BRIGADE:RemoveAssetFromPlatoon(Asset)
|
||||
local platoon=self:GetPlatoonOfAsset(Asset)
|
||||
if platoon then
|
||||
platoon:DelAsset(Asset)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- [ GROUND ] Function to load back an asset in the field that has been filed before.
|
||||
-- @param #BRIGADE self
|
||||
-- @param #string Templatename e.g."1 PzDv LogRg I\_AID-976" - that's the alias (name) of an platoon spawned as `"platoon - alias"_AID-"asset-ID"`
|
||||
-- @param Core.Point#COORDINATE Position where to spawn the platoon
|
||||
-- @return #BRIGADE self
|
||||
-- @usage
|
||||
-- Prerequisites:
|
||||
-- Save the assets spawned by BRIGADE/CHIEF regularly (~every 5 mins) into a file, e.g. like this:
|
||||
--
|
||||
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
|
||||
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
|
||||
-- local BlueSaveOps = SET_GROUP:New():FilterCoalitions("blue"):FilterPrefixes("AID"):FilterCategoryGround():FilterOnce()
|
||||
-- UTILS.SaveSetOfGroups(BlueSaveOps,Path,BlueOpsFilename)
|
||||
--
|
||||
-- where Path and Filename are strings, as chosen by you.
|
||||
-- You can then load back the assets at the start of your next mission run. Be aware that it takes a couple of seconds for the
|
||||
-- platoon data to arrive in brigade, so make this an action after ~20 seconds, e.g. like so:
|
||||
--
|
||||
-- function LoadBackAssets()
|
||||
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
|
||||
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
|
||||
-- if UTILS.CheckFileExists(Path,BlueOpsFilename) then
|
||||
-- local loadback = UTILS.LoadSetOfGroups(Path,BlueOpsFilename,false)
|
||||
-- for _,_platoondata in pairs (loadback) do
|
||||
-- local groupname = _platoondata.groupname -- #string
|
||||
-- local coordinate = _platoondata.coordinate -- Core.Point#COORDINATE
|
||||
-- Your_Brigade:LoadBackAssetInPosition(groupname,coordinate)
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- local AssetLoader = TIMER:New(LoadBackAssets)
|
||||
-- AssetLoader:Start(20)
|
||||
--
|
||||
-- The assets loaded back into the mission will be considered for AUFTRAG type missions from CHIEF and BRIGADE.
|
||||
function BRIGADE:LoadBackAssetInPosition(Templatename,Position)
|
||||
self:T(self.lid .. "LoadBackAssetInPosition: " .. tostring(Templatename))
|
||||
|
||||
-- get Platoon alias from Templatename
|
||||
local nametbl = UTILS.Split(Templatename,"_")
|
||||
|
||||
local name = nametbl[1]
|
||||
|
||||
self:T(string.format("*** Target Platoon = %s ***",name))
|
||||
|
||||
-- find a matching asset table from BRIGADE
|
||||
local cohorts = self.cohorts or {}
|
||||
local thisasset = nil --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
local found = false
|
||||
|
||||
for _,_cohort in pairs(cohorts) do
|
||||
local asset = _cohort:GetName()
|
||||
self:T(string.format("*** Looking at Platoon = %s ***",asset))
|
||||
if asset == name then
|
||||
self:T("**** Found Platoon ****")
|
||||
local cohassets = _cohort.assets or {}
|
||||
for _,_zug in pairs (cohassets) do
|
||||
local zug = _zug -- Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
if zug.assignment == name and zug.requested == false then
|
||||
self:T("**** Found Asset ****")
|
||||
found = true
|
||||
thisasset = zug --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if found then
|
||||
|
||||
-- prep asset
|
||||
thisasset.rid = thisasset.uid
|
||||
thisasset.requested = false
|
||||
thisasset.score=100
|
||||
thisasset.missionTask="CAS"
|
||||
thisasset.spawned = true
|
||||
local template = thisasset.templatename
|
||||
local alias = thisasset.spawngroupname
|
||||
|
||||
-- Spawn group
|
||||
local spawnasset = SPAWN:NewWithAlias(template,alias)
|
||||
:InitDelayOff()
|
||||
:SpawnFromCoordinate(Position)
|
||||
|
||||
-- build a new self request
|
||||
local request = {} --Functional.Warehouse#WAREHOUSE.Pendingitem
|
||||
request.assignment = name
|
||||
request.warehouse = self
|
||||
request.assets = {thisasset}
|
||||
request.ntransporthome = 0
|
||||
request.ndelivered = 0
|
||||
request.ntransport = 0
|
||||
request.cargoattribute = thisasset.attribute
|
||||
request.category = thisasset.category
|
||||
request.cargoassets = {thisasset}
|
||||
request.assetdesc = WAREHOUSE.Descriptor.ASSETLIST
|
||||
request.cargocategory = thisasset.category
|
||||
request.toself = true
|
||||
request.transporttype = WAREHOUSE.TransportType.SELFPROPELLED
|
||||
request.assetproblem = {}
|
||||
request.born = true
|
||||
request.prio = 50
|
||||
request.uid = thisasset.uid
|
||||
request.airbase = nil
|
||||
request.timestamp = timer.getAbsTime()
|
||||
request.assetdescval = {thisasset}
|
||||
request.nasset = 1
|
||||
request.cargogroupset = SET_GROUP:New()
|
||||
request.cargogroupset:AddGroup(spawnasset)
|
||||
request.iscargo = true
|
||||
|
||||
-- Call Brigade self
|
||||
self:__AssetSpawned(2, spawnasset, thisasset, request)
|
||||
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- FSM Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Start BRIGADE FSM.
|
||||
-- @param #BRIGADE self
|
||||
function BRIGADE:onafterStart(From, Event, To)
|
||||
|
||||
-- Start parent Warehouse.
|
||||
self:GetParent(self, BRIGADE).onafterStart(self, From, Event, To)
|
||||
|
||||
-- Info.
|
||||
self:I(self.lid..string.format("Starting BRIGADE v%s", BRIGADE.version))
|
||||
|
||||
end
|
||||
|
||||
--- Update status.
|
||||
-- @param #BRIGADE self
|
||||
function BRIGADE:onafterStatus(From, Event, To)
|
||||
|
||||
-- Status of parent Warehouse.
|
||||
self:GetParent(self).onafterStatus(self, From, Event, To)
|
||||
|
||||
-- FSM state.
|
||||
local fsmstate=self:GetState()
|
||||
|
||||
----------------
|
||||
-- Transport ---
|
||||
----------------
|
||||
|
||||
self:CheckTransportQueue()
|
||||
|
||||
--------------
|
||||
-- Mission ---
|
||||
--------------
|
||||
|
||||
-- Check if any missions should be cancelled.
|
||||
self:CheckMissionQueue()
|
||||
|
||||
---------------------
|
||||
-- Rearming Zones ---
|
||||
---------------------
|
||||
|
||||
for _,_rearmingzone in pairs(self.rearmingZones) do
|
||||
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
|
||||
if (not rearmingzone.mission) or rearmingzone.mission:IsOver() then
|
||||
rearmingzone.mission=AUFTRAG:NewAMMOSUPPLY(rearmingzone.zone)
|
||||
self:AddMission(rearmingzone.mission)
|
||||
end
|
||||
end
|
||||
|
||||
-----------------------
|
||||
-- Refuelling Zones ---
|
||||
-----------------------
|
||||
|
||||
-- Check refuelling zones.
|
||||
for _,_supplyzone in pairs(self.refuellingZones) do
|
||||
local supplyzone=_supplyzone --#BRIGADE.SupplyZone
|
||||
-- Check if mission is nil or over.
|
||||
if (not supplyzone.mission) or supplyzone.mission:IsOver() then
|
||||
supplyzone.mission=AUFTRAG:NewFUELSUPPLY(supplyzone.zone)
|
||||
self:AddMission(supplyzone.mission)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-----------
|
||||
-- Info ---
|
||||
-----------
|
||||
|
||||
-- General info:
|
||||
if self.verbose>=1 then
|
||||
|
||||
-- Count missions not over yet.
|
||||
local Nmissions=self:CountMissionsInQueue()
|
||||
|
||||
-- Asset count.
|
||||
local Npq, Np, Nq=self:CountAssetsOnMission()
|
||||
|
||||
-- Asset string.
|
||||
local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
|
||||
|
||||
-- Output.
|
||||
local text=string.format("%s: Missions=%d, Platoons=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
------------------
|
||||
-- Mission Info --
|
||||
------------------
|
||||
if self.verbose>=2 then
|
||||
local text=string.format("Missions Total=%d:", #self.missionqueue)
|
||||
for i,_mission in pairs(self.missionqueue) do
|
||||
local mission=_mission --Ops.Auftrag#AUFTRAG
|
||||
|
||||
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
|
||||
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
|
||||
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
|
||||
|
||||
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
--------------------
|
||||
-- Transport Info --
|
||||
--------------------
|
||||
if self.verbose>=2 then
|
||||
local text=string.format("Transports Total=%d:", #self.transportqueue)
|
||||
for i,_transport in pairs(self.transportqueue) do
|
||||
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
|
||||
|
||||
local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
|
||||
local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
|
||||
|
||||
text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
-------------------
|
||||
-- Platoon Info --
|
||||
-------------------
|
||||
if self.verbose>=3 then
|
||||
local text="Platoons:"
|
||||
for i,_platoon in pairs(self.cohorts) do
|
||||
local platoon=_platoon --Ops.Platoon#PLATOON
|
||||
|
||||
local callsign=platoon.callsignName and UTILS.GetCallsignName(platoon.callsignName) or "N/A"
|
||||
local modex=platoon.modex and platoon.modex or -1
|
||||
local skill=platoon.skill and tostring(platoon.skill) or "N/A"
|
||||
|
||||
-- Platoon text.
|
||||
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", platoon.name, platoon:GetState(), platoon.aircrafttype, platoon:CountAssets(true), #platoon.assets, callsign, modex, skill)
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
-------------------
|
||||
-- Rearming Info --
|
||||
-------------------
|
||||
if self.verbose>=4 then
|
||||
local text="Rearming Zones:"
|
||||
for i,_rearmingzone in pairs(self.rearmingZones) do
|
||||
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
|
||||
-- Info text.
|
||||
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", rearmingzone.zone:GetName(), rearmingzone.mission:GetState(), rearmingzone.mission:CountOpsGroups())
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
---------------------
|
||||
-- Refuelling Info --
|
||||
---------------------
|
||||
if self.verbose>=4 then
|
||||
local text="Refuelling Zones:"
|
||||
for i,_refuellingzone in pairs(self.refuellingZones) do
|
||||
local refuellingzone=_refuellingzone --#BRIGADE.SupplyZone
|
||||
-- Info text.
|
||||
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", refuellingzone.zone:GetName(), refuellingzone.mission:GetState(), refuellingzone.mission:CountOpsGroups())
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
----------------
|
||||
-- Asset Info --
|
||||
----------------
|
||||
if self.verbose>=5 then
|
||||
local text="Assets in stock:"
|
||||
for i,_asset in pairs(self.stock) do
|
||||
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
|
||||
-- Info text.
|
||||
text=text..string.format("\n* %s: spawned=%s", asset.spawngroupname, tostring(asset.spawned))
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- FSM Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- On after "ArmyOnMission".
|
||||
-- @param #BRIGADE self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
|
||||
function BRIGADE:onafterArmyOnMission(From, Event, To, ArmyGroup, Mission)
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("Group %s on %s mission %s", ArmyGroup:GetName(), Mission:GetType(), Mission:GetName()))
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -30,7 +30,7 @@
|
||||
-- @module Ops.CSAR
|
||||
-- @image OPS_CSAR.jpg
|
||||
|
||||
-- Date: January 2023
|
||||
-- Date: May 2023
|
||||
|
||||
-------------------------------------------------------------------------
|
||||
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
|
||||
@@ -292,7 +292,7 @@ CSAR.AircraftType["Bronco-OV-10A"] = 2
|
||||
|
||||
--- CSAR class version.
|
||||
-- @field #string version
|
||||
CSAR.version="1.0.17"
|
||||
CSAR.version="1.0.18"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
@@ -316,7 +316,7 @@ function CSAR:New(Coalition, Template, Alias)
|
||||
-- Inherit everything from FSM class.
|
||||
local self=BASE:Inherit(self, FSM:New()) -- #CSAR
|
||||
|
||||
BASE:T({Coalition, Prefixes, Alias})
|
||||
BASE:T({Coalition, Template, Alias})
|
||||
|
||||
--set Coalition
|
||||
if Coalition and type(Coalition)=="string" then
|
||||
@@ -1880,7 +1880,7 @@ function CSAR:_SignalFlare(_unitName)
|
||||
if _SETTINGS:IsImperial() then
|
||||
_distance = string.format("%.1fnm",UTILS.MetersToNM(_closest.distance))
|
||||
else
|
||||
_distance = string.format("%.1fkm",_closest.distance)
|
||||
_distance = string.format("%.1fkm",_closest.distance/1000)
|
||||
end
|
||||
local _msg = string.format("%s - Popping signal flare at your %s o\'clock. Distance %s", self:_GetCustomCallSign(_unitName), _clockDir, _distance)
|
||||
self:_DisplayMessageToSAR(_heli, _msg, self.messageTime, false, true, true)
|
||||
@@ -2175,6 +2175,7 @@ function CSAR:_AddBeaconToGroup(_group, _freq)
|
||||
if _group:IsAlive() then
|
||||
local _radioUnit = _group:GetUnit(1)
|
||||
if _radioUnit then
|
||||
local name = _radioUnit:GetName()
|
||||
local Frequency = _freq -- Freq in Hertz
|
||||
local name = _radioUnit:GetName()
|
||||
local Sound = "l10n/DEFAULT/"..self.radioSound
|
||||
@@ -2750,12 +2751,12 @@ function CSAR:onafterLoad(From, Event, To, path, filename)
|
||||
vec3.z = tonumber(dataset[4])
|
||||
local point = COORDINATE:NewFromVec3(vec3)
|
||||
|
||||
local coalition = dataset[5]
|
||||
local country = dataset[6]
|
||||
local coalition = tonumber(dataset[5])
|
||||
local country = tonumber(dataset[6])
|
||||
local description = dataset[7]
|
||||
local typeName = dataset[8]
|
||||
local unitName = dataset[9]
|
||||
local freq = dataset[10]
|
||||
local freq = tonumber(dataset[10])
|
||||
|
||||
self:_AddCsar(coalition, country, point, typeName, unitName, playerName, freq, nil, description, nil)
|
||||
end
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,425 @@
|
||||
--- **Ops** - Fleet Warehouse.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Manage flotillas
|
||||
-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Fleet).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Ops.Fleet
|
||||
-- @image OPS_Fleet.png
|
||||
|
||||
|
||||
--- FLEET class.
|
||||
-- @type FLEET
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity of output.
|
||||
-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
|
||||
-- @field #boolean pathfinding Set pathfinding on for all spawned navy groups.
|
||||
-- @extends Ops.Legion#LEGION
|
||||
|
||||
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The FLEET Concept
|
||||
--
|
||||
-- A FLEET consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
|
||||
--
|
||||
-- # Basic Setup
|
||||
--
|
||||
-- A new `FLEET` object can be created with the @{#FLEET.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
|
||||
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
|
||||
--
|
||||
-- myFleet=FLEET:New("myWarehouseName", "1st Fleet")
|
||||
-- myFleet:SetPortZone(ZonePort1stFleet)
|
||||
-- myFleet:Start()
|
||||
--
|
||||
-- A fleet needs a *port zone*, which is set via the @{#FLEET.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
|
||||
--
|
||||
-- Finally, the fleet needs to be started using the @{#FLEET.Start}() function. If the fleet is not started, it will not process any requests.
|
||||
--
|
||||
-- ## Adding Flotillas
|
||||
--
|
||||
-- Flotillas can be added via the @{#FLEET.AddFlotilla}(`Flotilla`) function. See @{Ops.Flotilla#FLOTILLA} for how to create a flotilla.
|
||||
--
|
||||
-- myFleet:AddFlotilla(FlotillaTiconderoga)
|
||||
-- myFleet:AddFlotilla(FlotillaPerry)
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #FLEET
|
||||
FLEET = {
|
||||
ClassName = "FLEET",
|
||||
verbose = 0,
|
||||
pathfinding = false,
|
||||
}
|
||||
|
||||
--- Supply Zone.
|
||||
-- @type FLEET.SupplyZone
|
||||
-- @field Core.Zone#ZONE zone The zone.
|
||||
-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
|
||||
-- @field #boolean markerOn If `true`, marker is on.
|
||||
-- @field Wrapper.Marker#MARKER marker F10 marker.
|
||||
|
||||
--- FLEET class version.
|
||||
-- @field #string version
|
||||
FLEET.version="0.0.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- ToDo list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: Add routes?
|
||||
-- DONE: Add weapon range.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new FLEET class object.
|
||||
-- @param #FLEET self
|
||||
-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
|
||||
-- @param #string FleetName Name of the fleet.
|
||||
-- @return #FLEET self
|
||||
function FLEET:New(WarehouseName, FleetName)
|
||||
|
||||
-- Inherit everything from LEGION class.
|
||||
local self=BASE:Inherit(self, LEGION:New(WarehouseName, FleetName)) -- #FLEET
|
||||
|
||||
-- Nil check.
|
||||
if not self then
|
||||
BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Set some string id for output to DCS.log file.
|
||||
self.lid=string.format("FLEET %s | ", self.alias)
|
||||
|
||||
-- Defaults
|
||||
self:SetRetreatZones()
|
||||
|
||||
-- Turn ship into NAVYGROUP.
|
||||
if self:IsShip() then
|
||||
local wh=self.warehouse --Wrapper.Unit#UNIT
|
||||
local group=wh:GetGroup()
|
||||
self.warehouseOpsGroup=NAVYGROUP:New(group) --Ops.NavyGroup#NAVYGROUP
|
||||
self.warehouseOpsElement=self.warehouseOpsGroup:GetElementByName(wh:GetName())
|
||||
end
|
||||
|
||||
|
||||
-- Add FSM transitions.
|
||||
-- From State --> Event --> To State
|
||||
self:AddTransition("*", "NavyOnMission", "*") -- An NAVYGROUP was send on a Mission (AUFTRAG).
|
||||
|
||||
------------------------
|
||||
--- Pseudo Functions ---
|
||||
------------------------
|
||||
|
||||
--- Triggers the FSM event "Start". Starts the FLEET. Initializes parameters and starts event handlers.
|
||||
-- @function [parent=#FLEET] Start
|
||||
-- @param #FLEET self
|
||||
|
||||
--- Triggers the FSM event "Start" after a delay. Starts the FLEET. Initializes parameters and starts event handlers.
|
||||
-- @function [parent=#FLEET] __Start
|
||||
-- @param #FLEET self
|
||||
-- @param #number delay Delay in seconds.
|
||||
|
||||
|
||||
--- Triggers the FSM event "Stop". Stops the FLEET and all its event handlers.
|
||||
-- @param #FLEET self
|
||||
|
||||
--- Triggers the FSM event "Stop" after a delay. Stops the FLEET and all its event handlers.
|
||||
-- @function [parent=#FLEET] __Stop
|
||||
-- @param #FLEET self
|
||||
-- @param #number delay Delay in seconds.
|
||||
|
||||
|
||||
--- Triggers the FSM event "NavyOnMission".
|
||||
-- @function [parent=#FLEET] NavyOnMission
|
||||
-- @param #FLEET self
|
||||
-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
||||
|
||||
--- Triggers the FSM event "NavyOnMission" after a delay.
|
||||
-- @function [parent=#FLEET] __NavyOnMission
|
||||
-- @param #FLEET self
|
||||
-- @param #number delay Delay in seconds.
|
||||
-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
||||
|
||||
--- On after "NavyOnMission" event.
|
||||
-- @function [parent=#FLEET] OnAfterNavyOnMission
|
||||
-- @param #FLEET self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Ops.NavyGroup#NAVYGROUP NavyGroup The NAVYGROUP on mission.
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Add a flotilla to the fleet.
|
||||
-- @param #FLEET self
|
||||
-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
|
||||
-- @return #FLEET self
|
||||
function FLEET:AddFlotilla(Flotilla)
|
||||
|
||||
-- Add flotilla to fleet.
|
||||
table.insert(self.cohorts, Flotilla)
|
||||
|
||||
-- Add assets to flotilla.
|
||||
self:AddAssetToFlotilla(Flotilla, Flotilla.Ngroups)
|
||||
|
||||
-- Set fleet of flotilla.
|
||||
Flotilla:SetFleet(self)
|
||||
|
||||
-- Start flotilla.
|
||||
if Flotilla:IsStopped() then
|
||||
Flotilla:Start()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add asset group(s) to flotilla.
|
||||
-- @param #FLEET self
|
||||
-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
|
||||
-- @param #number Nassets Number of asset groups to add.
|
||||
-- @return #FLEET self
|
||||
function FLEET:AddAssetToFlotilla(Flotilla, Nassets)
|
||||
|
||||
if Flotilla then
|
||||
|
||||
-- Get the template group of the flotilla.
|
||||
local Group=GROUP:FindByName(Flotilla.templatename)
|
||||
|
||||
if Group then
|
||||
|
||||
-- Debug text.
|
||||
local text=string.format("Adding asset %s to flotilla %s", Group:GetName(), Flotilla.name)
|
||||
self:T(self.lid..text)
|
||||
|
||||
-- Add assets to airwing warehouse.
|
||||
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Flotilla.skill, Flotilla.livery, Flotilla.name)
|
||||
|
||||
else
|
||||
self:E(self.lid.."ERROR: Group does not exist!")
|
||||
end
|
||||
|
||||
else
|
||||
self:E(self.lid.."ERROR: Flotilla does not exit!")
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set pathfinding for all spawned naval groups.
|
||||
-- @param #FLEET self
|
||||
-- @param #boolean Switch If `true`, pathfinding is used.
|
||||
-- @return #FLEET self
|
||||
function FLEET:SetPathfinding(Switch)
|
||||
self.pathfinding=Switch
|
||||
return self
|
||||
end
|
||||
|
||||
--- Define a set of retreat zones.
|
||||
-- @param #FLEET self
|
||||
-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
|
||||
-- @return #FLEET self
|
||||
function FLEET:SetRetreatZones(RetreatZoneSet)
|
||||
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a retreat zone.
|
||||
-- @param #FLEET self
|
||||
-- @param Core.Zone#ZONE RetreatZone Retreat zone.
|
||||
-- @return #FLEET self
|
||||
function FLEET:AddRetreatZone(RetreatZone)
|
||||
self.retreatZones:AddZone(RetreatZone)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get retreat zones.
|
||||
-- @param #FLEET self
|
||||
-- @return Core.Set#SET_ZONE Set of retreat zones.
|
||||
function FLEET:GetRetreatZones()
|
||||
return self.retreatZones
|
||||
end
|
||||
|
||||
--- Get flotilla by name.
|
||||
-- @param #FLEET self
|
||||
-- @param #string FlotillaName Name of the flotilla.
|
||||
-- @return Ops.Flotilla#FLOTILLA The Flotilla object.
|
||||
function FLEET:GetFlotilla(FlotillaName)
|
||||
local flotilla=self:_GetCohort(FlotillaName)
|
||||
return flotilla
|
||||
end
|
||||
|
||||
--- Get flotilla of an asset.
|
||||
-- @param #FLEET self
|
||||
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
|
||||
-- @return Ops.Flotilla#FLOTILLA The flotilla object.
|
||||
function FLEET:GetFlotillaOfAsset(Asset)
|
||||
local flotilla=self:GetFlotilla(Asset.squadname)
|
||||
return flotilla
|
||||
end
|
||||
|
||||
--- Remove asset from flotilla.
|
||||
-- @param #FLEET self
|
||||
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
|
||||
function FLEET:RemoveAssetFromFlotilla(Asset)
|
||||
local flotilla=self:GetFlotillaOfAsset(Asset)
|
||||
if flotilla then
|
||||
flotilla:DelAsset(Asset)
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- FSM Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Start FLEET FSM.
|
||||
-- @param #FLEET self
|
||||
function FLEET:onafterStart(From, Event, To)
|
||||
|
||||
-- Start parent Warehouse.
|
||||
self:GetParent(self, FLEET).onafterStart(self, From, Event, To)
|
||||
|
||||
-- Info.
|
||||
self:I(self.lid..string.format("Starting FLEET v%s", FLEET.version))
|
||||
|
||||
end
|
||||
|
||||
--- Update status.
|
||||
-- @param #FLEET self
|
||||
function FLEET:onafterStatus(From, Event, To)
|
||||
|
||||
-- Status of parent Warehouse.
|
||||
self:GetParent(self).onafterStatus(self, From, Event, To)
|
||||
|
||||
-- FSM state.
|
||||
local fsmstate=self:GetState()
|
||||
|
||||
----------------
|
||||
-- Transport ---
|
||||
----------------
|
||||
|
||||
self:CheckTransportQueue()
|
||||
|
||||
--------------
|
||||
-- Mission ---
|
||||
--------------
|
||||
|
||||
-- Check if any missions should be cancelled.
|
||||
self:CheckMissionQueue()
|
||||
|
||||
-----------
|
||||
-- Info ---
|
||||
-----------
|
||||
|
||||
-- General info:
|
||||
if self.verbose>=1 then
|
||||
|
||||
-- Count missions not over yet.
|
||||
local Nmissions=self:CountMissionsInQueue()
|
||||
|
||||
-- Asset count.
|
||||
local Npq, Np, Nq=self:CountAssetsOnMission()
|
||||
|
||||
-- Asset string.
|
||||
local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
|
||||
|
||||
-- Output.
|
||||
local text=string.format("%s: Missions=%d, Flotillas=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
------------------
|
||||
-- Mission Info --
|
||||
------------------
|
||||
if self.verbose>=2 then
|
||||
local text=string.format("Missions Total=%d:", #self.missionqueue)
|
||||
for i,_mission in pairs(self.missionqueue) do
|
||||
local mission=_mission --Ops.Auftrag#AUFTRAG
|
||||
|
||||
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
|
||||
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
|
||||
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
|
||||
|
||||
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
--------------------
|
||||
-- Transport Info --
|
||||
--------------------
|
||||
if self.verbose>=2 then
|
||||
local text=string.format("Transports Total=%d:", #self.transportqueue)
|
||||
for i,_transport in pairs(self.transportqueue) do
|
||||
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
|
||||
|
||||
local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
|
||||
local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
|
||||
|
||||
text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
-------------------
|
||||
-- Flotilla Info --
|
||||
-------------------
|
||||
if self.verbose>=3 then
|
||||
local text="Flotillas:"
|
||||
for i,_flotilla in pairs(self.cohorts) do
|
||||
local flotilla=_flotilla --Ops.Flotilla#FLOTILLA
|
||||
|
||||
local callsign=flotilla.callsignName and UTILS.GetCallsignName(flotilla.callsignName) or "N/A"
|
||||
local modex=flotilla.modex and flotilla.modex or -1
|
||||
local skill=flotilla.skill and tostring(flotilla.skill) or "N/A"
|
||||
|
||||
-- Flotilla text.
|
||||
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", flotilla.name, flotilla:GetState(), flotilla.aircrafttype, flotilla:CountAssets(true), #flotilla.assets, callsign, modex, skill)
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- FSM Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- On after "NavyOnMission".
|
||||
-- @param #FLEET self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
|
||||
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
|
||||
function FLEET:onafterNavyOnMission(From, Event, To, NavyGroup, Mission)
|
||||
-- Debug info.
|
||||
self:T(self.lid..string.format("Group %s on %s mission %s", NavyGroup:GetName(), Mission:GetType(), Mission:GetName()))
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,175 @@
|
||||
--- **Ops** - Flotilla is a small naval group belonging to a fleet.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Set parameters like livery, skill valid for all flotilla members.
|
||||
-- * Define mission types, this flotilla can perform (see Ops.Auftrag#AUFTRAG).
|
||||
-- * Pause/unpause flotilla operations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Ops.Flotilla
|
||||
-- @image OPS_Flotilla.png
|
||||
|
||||
|
||||
--- FLOTILLA class.
|
||||
-- @type FLOTILLA
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity level.
|
||||
-- @field Ops.OpsGroup#OPSGROUP.WeaponData weaponData Weapon data table with key=BitType.
|
||||
-- @extends Ops.Cohort#COHORT
|
||||
|
||||
--- *No captain can do very wrong if he places his ship alongside that of an enemy.* -- Horation Nelson
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The FLOTILLA Concept
|
||||
--
|
||||
-- A FLOTILLA is an essential part of a FLEET.
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #FLOTILLA
|
||||
FLOTILLA = {
|
||||
ClassName = "FLOTILLA",
|
||||
verbose = 0,
|
||||
weaponData = {},
|
||||
}
|
||||
|
||||
--- FLOTILLA class version.
|
||||
-- @field #string version
|
||||
FLOTILLA.version="0.1.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new FLOTILLA object and start the FSM.
|
||||
-- @param #FLOTILLA self
|
||||
-- @param #string TemplateGroupName Name of the template group.
|
||||
-- @param #number Ngroups Number of asset groups of this flotilla. Default 3.
|
||||
-- @param #string FlotillaName Name of the flotilla. Must be **unique**!
|
||||
-- @return #FLOTILLA self
|
||||
function FLOTILLA:New(TemplateGroupName, Ngroups, FlotillaName)
|
||||
|
||||
-- Inherit everything from COHORT class.
|
||||
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, FlotillaName)) -- #FLOTILLA
|
||||
|
||||
-- All flotillas get mission type Nothing.
|
||||
self:AddMissionCapability(AUFTRAG.Type.NOTHING, 50)
|
||||
|
||||
-- Is naval.
|
||||
self.isNaval=true
|
||||
|
||||
-- Get initial ammo.
|
||||
self.ammo=self:_CheckAmmo()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: Flotilla specific user functions.
|
||||
|
||||
--- Set fleet of this flotilla.
|
||||
-- @param #FLOTILLA self
|
||||
-- @param Ops.Fleet#FLEET Fleet The fleet.
|
||||
-- @return #FLOTILLA self
|
||||
function FLOTILLA:SetFleet(Fleet)
|
||||
self.legion=Fleet
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get fleet of this flotilla.
|
||||
-- @param #FLOTILLA self
|
||||
-- @return Ops.Fleet#FLEET The fleet.
|
||||
function FLOTILLA:GetFleet()
|
||||
return self.legion
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Start & Status
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
|
||||
-- @param #FLOTILLA self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function FLOTILLA:onafterStart(From, Event, To)
|
||||
|
||||
-- Short info.
|
||||
local text=string.format("Starting %s v%s %s", self.ClassName, self.version, self.name)
|
||||
self:I(self.lid..text)
|
||||
|
||||
-- Start the status monitoring.
|
||||
self:__Status(-1)
|
||||
end
|
||||
|
||||
--- On after "Status" event.
|
||||
-- @param #FLOTILLA self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function FLOTILLA:onafterStatus(From, Event, To)
|
||||
|
||||
if self.verbose>=1 then
|
||||
|
||||
-- FSM state.
|
||||
local fsmstate=self:GetState()
|
||||
|
||||
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
|
||||
local skill=self.skill and tostring(self.skill) or "N/A"
|
||||
|
||||
local NassetsTot=#self.assets
|
||||
local NassetsInS=self:CountAssets(true)
|
||||
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
|
||||
if self.legion then
|
||||
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
|
||||
end
|
||||
|
||||
-- Short info.
|
||||
local text=string.format("%s [Type=%s, Call=%s, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
|
||||
fsmstate, self.aircrafttype, callsign, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
|
||||
self:T(self.lid..text)
|
||||
|
||||
-- Weapon data info.
|
||||
if self.verbose>=3 and self.weaponData then
|
||||
local text="Weapon Data:"
|
||||
for bit,_weapondata in pairs(self.weaponData) do
|
||||
local weapondata=_weapondata --Ops.OpsGroup#OPSGROUP.WeaponData
|
||||
text=text..string.format("\n- Bit=%s: Rmin=%.1f km, Rmax=%.1f km", bit, weapondata.RangeMin/1000, weapondata.RangeMax/1000)
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
-- Check if group has detected any units.
|
||||
self:_CheckAssetStatus()
|
||||
|
||||
end
|
||||
|
||||
if not self:IsStopped() then
|
||||
self:__Status(-60)
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Misc Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,175 @@
|
||||
--- **Ops** - Brigade Platoon.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Set parameters like livery, skill valid for all platoon members.
|
||||
-- * Define modex and callsigns.
|
||||
-- * Define mission types, this platoon can perform (see Ops.Auftrag#AUFTRAG).
|
||||
-- * Pause/unpause platoon operations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
-- @module Ops.Platoon
|
||||
-- @image OPS_Platoon.png
|
||||
|
||||
|
||||
--- PLATOON class.
|
||||
-- @type PLATOON
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number verbose Verbosity level.
|
||||
-- @field Ops.OpsGroup#OPSGROUP.WeaponData weaponData Weapon data table with key=BitType.
|
||||
-- @extends Ops.Cohort#COHORT
|
||||
|
||||
--- *Some cool cohort quote* -- Known Author
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The PLATOON Concept
|
||||
--
|
||||
-- A PLATOON is essential part of an BRIGADE.
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #PLATOON
|
||||
PLATOON = {
|
||||
ClassName = "PLATOON",
|
||||
verbose = 0,
|
||||
weaponData = {},
|
||||
}
|
||||
|
||||
--- PLATOON class version.
|
||||
-- @field #string version
|
||||
PLATOON.version="0.1.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new PLATOON object and start the FSM.
|
||||
-- @param #PLATOON self
|
||||
-- @param #string TemplateGroupName Name of the template group.
|
||||
-- @param #number Ngroups Number of asset groups of this platoon. Default 3.
|
||||
-- @param #string PlatoonName Name of the platoon. Must be **unique**!
|
||||
-- @return #PLATOON self
|
||||
function PLATOON:New(TemplateGroupName, Ngroups, PlatoonName)
|
||||
|
||||
-- Inherit everything from COHORT class.
|
||||
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, PlatoonName)) -- #PLATOON
|
||||
|
||||
-- All platoons get mission type Nothing.
|
||||
self:AddMissionCapability(AUFTRAG.Type.NOTHING, 50)
|
||||
|
||||
-- Is ground.
|
||||
self.isGround=true
|
||||
|
||||
-- Get ammo.
|
||||
self.ammo=self:_CheckAmmo()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: Platoon specific user functions.
|
||||
|
||||
--- Set brigade of this platoon.
|
||||
-- @param #PLATOON self
|
||||
-- @param Ops.Brigade#BRIGADE Brigade The brigade.
|
||||
-- @return #PLATOON self
|
||||
function PLATOON:SetBrigade(Brigade)
|
||||
self.legion=Brigade
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get brigade of this platoon.
|
||||
-- @param #PLATOON self
|
||||
-- @return Ops.Brigade#BRIGADE The brigade.
|
||||
function PLATOON:GetBrigade()
|
||||
return self.legion
|
||||
end
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Start & Status
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--[[
|
||||
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
|
||||
-- @param #PLATOON self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function PLATOON:onafterStart(From, Event, To)
|
||||
|
||||
-- Short info.
|
||||
local text=string.format("Starting %s v%s %s", self.ClassName, self.version, self.name)
|
||||
self:I(self.lid..text)
|
||||
|
||||
-- Start the status monitoring.
|
||||
self:__Status(-1)
|
||||
end
|
||||
]]
|
||||
|
||||
--- On after "Status" event.
|
||||
-- @param #PLATOON self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function PLATOON:onafterStatus(From, Event, To)
|
||||
|
||||
if self.verbose>=1 then
|
||||
|
||||
-- FSM state.
|
||||
local fsmstate=self:GetState()
|
||||
|
||||
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
|
||||
local skill=self.skill and tostring(self.skill) or "N/A"
|
||||
|
||||
local NassetsTot=#self.assets
|
||||
local NassetsInS=self:CountAssets(true)
|
||||
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
|
||||
if self.legion then
|
||||
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
|
||||
end
|
||||
|
||||
-- Short info.
|
||||
local text=string.format("%s [Type=%s, Call=%s, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
|
||||
fsmstate, self.aircrafttype, callsign, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
|
||||
self:T(self.lid..text)
|
||||
|
||||
-- Weapon data info.
|
||||
if self.verbose>=3 and self.weaponData then
|
||||
local text="Weapon Data:"
|
||||
for bit,_weapondata in pairs(self.weaponData) do
|
||||
local weapondata=_weapondata --Ops.OpsGroup#OPSGROUP.WeaponData
|
||||
text=text..string.format("\n- Bit=%s: Rmin=%.1f km, Rmax=%.1f km", bit, weapondata.RangeMin/1000, weapondata.RangeMax/1000)
|
||||
end
|
||||
self:I(self.lid..text)
|
||||
end
|
||||
|
||||
-- Check if group has detected any units.
|
||||
self:_CheckAssetStatus()
|
||||
|
||||
end
|
||||
|
||||
if not self:IsStopped() then
|
||||
self:__Status(-60)
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Misc Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: Misc functions.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
File diff suppressed because it is too large
Load Diff
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.
|
||||
-- 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.
|
||||
--
|
||||
|
||||
@@ -805,7 +805,9 @@ function RESCUEHELO:_OnEventCrashOrEject(EventData)
|
||||
self:T(self.lid..text)
|
||||
|
||||
-- Get coordinate of unit.
|
||||
local coord=unit:GetCoordinate()
|
||||
--local coord=unit:GetCoordinate()
|
||||
local Vec3 = EventData.IniDCSUnit:getPoint() -- Vec3
|
||||
local coord = COORDINATE:NewFromVec3(Vec3)
|
||||
|
||||
if coord and self.rescuezone:IsCoordinateInZone(coord) then
|
||||
|
||||
|
||||
@@ -0,0 +1,324 @@
|
||||
--- **Ops** - Airwing Squadron.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Set parameters like livery, skill valid for all squadron members.
|
||||
-- * Define modex and callsigns.
|
||||
-- * Define mission types, this squadron can perform (see Ops.Auftrag#AUFTRAG).
|
||||
-- * Pause/unpause squadron operations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
-- @module Ops.Squadron
|
||||
-- @image OPS_Squadron.png
|
||||
|
||||
|
||||
--- SQUADRON class.
|
||||
-- @type SQUADRON
|
||||
-- @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 #string name Name of the squadron.
|
||||
-- @field #string templatename Name of the template group.
|
||||
-- @field #string aircrafttype Type of the airframe the squadron is using.
|
||||
-- @field Wrapper.Group#GROUP templategroup Template group.
|
||||
-- @field #number ngrouping User defined number of units in the asset group.
|
||||
-- @field #table assets Squadron assets.
|
||||
-- @field #table missiontypes Capabilities (mission types and performances) of the squadron.
|
||||
-- @field #number fuellow Low fuel threshold.
|
||||
-- @field #boolean fuellowRefuel If `true`, flight tries to refuel at the nearest tanker.
|
||||
-- @field #number maintenancetime Time in seconds needed for maintenance of a returned flight.
|
||||
-- @field #number repairtime Time in seconds for each
|
||||
-- @field #string livery Livery of the squadron.
|
||||
-- @field #number skill Skill of squadron members.
|
||||
-- @field #number modex Modex.
|
||||
-- @field #number modexcounter Counter to incease modex number for assets.
|
||||
-- @field #string callsignName Callsign name.
|
||||
-- @field #number callsigncounter Counter to increase callsign names for new assets.
|
||||
-- @field #number Ngroups Number of asset flight groups this squadron has.
|
||||
-- @field #number engageRange Mission range in meters.
|
||||
-- @field #string attribute Generalized attribute of the squadron template group.
|
||||
-- @field #number tankerSystem For tanker squads, the refuel system used (boom=0 or probpe=1). Default nil.
|
||||
-- @field #number refuelSystem For refuelable squads, the refuel system used (boom=0 or probe=1). Default nil.
|
||||
-- @field #table tacanChannel List of TACAN channels available to the squadron.
|
||||
-- @field #number radioFreq Radio frequency in MHz the squad uses.
|
||||
-- @field #number radioModu Radio modulation the squad uses.
|
||||
-- @field #string takeoffType Take of type.
|
||||
-- @field #table parkingIDs Parking IDs for this squadron.
|
||||
-- @field #boolean despawnAfterLanding Aircraft are despawned after landing.
|
||||
-- @field #boolean despawnAfterHolding Aircraft are despawned after holding.
|
||||
-- @extends Ops.Cohort#COHORT
|
||||
|
||||
--- *It is unbelievable what a squadron of twelve aircraft did to tip the balance* -- Adolf Galland
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The SQUADRON Concept
|
||||
--
|
||||
-- A SQUADRON is essential part of an @{Ops.Airwing#AIRWING} and consists of **one** type of aircraft.
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #SQUADRON
|
||||
SQUADRON = {
|
||||
ClassName = "SQUADRON",
|
||||
verbose = 0,
|
||||
modex = nil,
|
||||
modexcounter = 0,
|
||||
callsignName = nil,
|
||||
callsigncounter= 11,
|
||||
tankerSystem = nil,
|
||||
refuelSystem = nil,
|
||||
}
|
||||
|
||||
--- SQUADRON class version.
|
||||
-- @field #string version
|
||||
SQUADRON.version="0.8.1"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- DONE: Parking spots for squadrons?
|
||||
-- DONE: Engage radius.
|
||||
-- DONE: Modex.
|
||||
-- DONE: Call signs.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new SQUADRON object and start the FSM.
|
||||
-- @param #SQUADRON self
|
||||
-- @param #string TemplateGroupName Name of the template group.
|
||||
-- @param #number Ngroups Number of asset groups of this squadron. Default 3.
|
||||
-- @param #string SquadronName Name of the squadron, e.g. "VFA-37". Must be **unique**!
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:New(TemplateGroupName, Ngroups, SquadronName)
|
||||
|
||||
-- Inherit everything from FSM class.
|
||||
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, SquadronName)) -- #SQUADRON
|
||||
|
||||
-- Everyone can ORBIT.
|
||||
self:AddMissionCapability(AUFTRAG.Type.ORBIT)
|
||||
|
||||
-- Is air.
|
||||
self.isAir=true
|
||||
|
||||
-- Refueling system.
|
||||
self.refuelSystem=select(2, self.templategroup:GetUnit(1):IsRefuelable())
|
||||
self.tankerSystem=select(2, self.templategroup:GetUnit(1):IsTanker())
|
||||
|
||||
------------------------
|
||||
--- Pseudo Functions ---
|
||||
------------------------
|
||||
|
||||
-- See COHORT class
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Set number of units in groups.
|
||||
-- @param #SQUADRON self
|
||||
-- @param #number nunits Number of units. Must be >=1 and <=4. Default 2.
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:SetGrouping(nunits)
|
||||
self.ngrouping=nunits or 2
|
||||
if self.ngrouping<1 then self.ngrouping=1 end
|
||||
if self.ngrouping>4 then self.ngrouping=4 end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set valid parking spot IDs. Assets of this squad are only allowed to be spawned at these parking spots. **Note** that the IDs are different from the ones displayed in the mission editor!
|
||||
-- @param #SQUADRON self
|
||||
-- @param #table ParkingIDs Table of parking ID numbers or a single `#number`.
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:SetParkingIDs(ParkingIDs)
|
||||
if type(ParkingIDs)~="table" then
|
||||
ParkingIDs={ParkingIDs}
|
||||
end
|
||||
self.parkingIDs=ParkingIDs
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set takeoff type. All assets of this squadron will be spawned with cold (default) or hot engines.
|
||||
-- Spawning on runways is not supported.
|
||||
-- @param #SQUADRON self
|
||||
-- @param #string TakeoffType Take off type: "Cold" (default) or "Hot" with engines on or "Air" for spawning in air.
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:SetTakeoffType(TakeoffType)
|
||||
TakeoffType=TakeoffType or "Cold"
|
||||
if TakeoffType:lower()=="hot" then
|
||||
self.takeoffType=COORDINATE.WaypointType.TakeOffParkingHot
|
||||
elseif TakeoffType:lower()=="cold" then
|
||||
self.takeoffType=COORDINATE.WaypointType.TakeOffParking
|
||||
elseif TakeoffType:lower()=="air" then
|
||||
self.takeoffType=COORDINATE.WaypointType.TurningPoint
|
||||
else
|
||||
self.takeoffType=COORDINATE.WaypointType.TakeOffParking
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set takeoff type cold (default). All assets of this squadron will be spawned with engines off (cold).
|
||||
-- @param #SQUADRON self
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:SetTakeoffCold()
|
||||
self:SetTakeoffType("Cold")
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set takeoff type hot. All assets of this squadron will be spawned with engines on (hot).
|
||||
-- @param #SQUADRON self
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:SetTakeoffHot()
|
||||
self:SetTakeoffType("Hot")
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set takeoff type air. All assets of this squadron will be spawned in air above the airbase.
|
||||
-- @param #SQUADRON self
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:SetTakeoffAir()
|
||||
self:SetTakeoffType("Air")
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set despawn after landing. Aircraft will be despawned after the landing event.
|
||||
-- Can help to avoid DCS AI taxiing issues.
|
||||
-- @param #SQUADRON self
|
||||
-- @param #boolean Switch If `true` (default), activate despawn after landing.
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:SetDespawnAfterLanding(Switch)
|
||||
if Switch then
|
||||
self.despawnAfterLanding=Switch
|
||||
else
|
||||
self.despawnAfterLanding=true
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set despawn after holding. Aircraft will be despawned when they arrive at their holding position at the airbase.
|
||||
-- Can help to avoid DCS AI taxiing issues.
|
||||
-- @param #SQUADRON self
|
||||
-- @param #boolean Switch If `true` (default), activate despawn after holding.
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:SetDespawnAfterHolding(Switch)
|
||||
if Switch then
|
||||
self.despawnAfterHolding=Switch
|
||||
else
|
||||
self.despawnAfterHolding=true
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set low fuel threshold.
|
||||
-- @param #SQUADRON self
|
||||
-- @param #number LowFuel Low fuel threshold in percent. Default 25.
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:SetFuelLowThreshold(LowFuel)
|
||||
self.fuellow=LowFuel or 25
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set if low fuel threshold is reached, flight tries to refuel at the neares tanker.
|
||||
-- @param #SQUADRON self
|
||||
-- @param #boolean switch If true or nil, flight goes for refuelling. If false, turn this off.
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:SetFuelLowRefuel(switch)
|
||||
if switch==false then
|
||||
self.fuellowRefuel=false
|
||||
else
|
||||
self.fuellowRefuel=true
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set airwing.
|
||||
-- @param #SQUADRON self
|
||||
-- @param Ops.AirWing#AIRWING Airwing The airwing.
|
||||
-- @return #SQUADRON self
|
||||
function SQUADRON:SetAirwing(Airwing)
|
||||
self.legion=Airwing
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get airwing.
|
||||
-- @param #SQUADRON self
|
||||
-- @return Ops.AirWing#AIRWING The airwing.
|
||||
function SQUADRON:GetAirwing(Airwing)
|
||||
return self.legion
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Start & Status
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
|
||||
-- @param #SQUADRON self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function SQUADRON:onafterStart(From, Event, To)
|
||||
|
||||
-- Short info.
|
||||
local text=string.format("Starting SQUADRON", self.name)
|
||||
self:T(self.lid..text)
|
||||
|
||||
-- Start the status monitoring.
|
||||
self:__Status(-1)
|
||||
end
|
||||
|
||||
--- On after "Status" event.
|
||||
-- @param #SQUADRON self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function SQUADRON:onafterStatus(From, Event, To)
|
||||
|
||||
if self.verbose>=1 then
|
||||
|
||||
-- FSM state.
|
||||
local fsmstate=self:GetState()
|
||||
|
||||
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
|
||||
local modex=self.modex and self.modex or -1
|
||||
local skill=self.skill and tostring(self.skill) or "N/A"
|
||||
|
||||
local NassetsTot=#self.assets
|
||||
local NassetsInS=self:CountAssets(true)
|
||||
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
|
||||
if self.legion then
|
||||
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
|
||||
end
|
||||
|
||||
-- Short info.
|
||||
local text=string.format("%s [Type=%s, Call=%s, Modex=%d, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
|
||||
fsmstate, self.aircrafttype, callsign, modex, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
|
||||
self:I(self.lid..text)
|
||||
|
||||
-- Check if group has detected any units.
|
||||
self:_CheckAssetStatus()
|
||||
|
||||
end
|
||||
|
||||
if not self:IsStopped() then
|
||||
self:__Status(-60)
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Misc Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -46,6 +46,7 @@
|
||||
-- @field #string path Path to the SRS exe. This includes the final slash "/".
|
||||
-- @field #string google Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
|
||||
-- @field #string Label Label showing up on the SRS radio overlay. Default is "ROBOT". No spaces allowed.
|
||||
-- @field #table AltBackend Table containing functions and variables to enable an alternate backend to transmit to SRS.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *It is a very sad thing that nowadays there is so little useless information.* - Oscar Wilde
|
||||
@@ -123,6 +124,50 @@
|
||||
--
|
||||
-- Use @{#MSRS.SetVolume} to define the SRS volume. Defaults to 1.0. Allowed values are between 0.0 and 1.0, from silent to loudest.
|
||||
--
|
||||
-- ## Set DCS-gRPC as an alternative to 'DCS-SR-ExternalAudio.exe' for TTS
|
||||
--
|
||||
-- Use @{#MSRS.SetDefaultBackendGRPC} to enable [DCS-gRPC](https://github.com/DCS-gRPC/rust-server) as an alternate backend for transmitting text-to-speech over SRS.
|
||||
-- This can be useful if 'DCS-SR-ExternalAudio.exe' cannot be used in the environment, or to use Azure or AWS clouds for TTS. Note that DCS-gRPC does not (yet?) support
|
||||
-- all of the features and options available with 'DCS-SR-ExternalAudio.exe'. Of note, only text-to-speech is supported and it it cannot be used to transmit audio files.
|
||||
--
|
||||
-- DCS-gRPC must be installed and configured per the [DCS-gRPC documentation](https://github.com/DCS-gRPC/rust-server) and already running via either the 'autostart' mechanism
|
||||
-- or a Lua call to 'GRPC.load()' prior to use of the alternate DCS-gRPC backend. If a cloud TTS provider is being used, the API key must be set via the 'Config\dcs-grpc.lua'
|
||||
-- configuration file prior DCS-gRPC being started. DCS-gRPC can be used both with DCS dedicated server and regular DCS installations.
|
||||
--
|
||||
-- To use the default local Windows TTS with DCS-gRPC, Windows 2019 Server (or newer) or Windows 10/11 are required. Voices for non-local languages and dialects may need to
|
||||
-- be explicitly installed.
|
||||
--
|
||||
-- To set the MSRS class to use the DCS-gRPC backend for all future instances, call the function `MSRS.SetDefaultBackendGRPC()`.
|
||||
--
|
||||
-- **Note** - When using other classes that use MSRS with the alternate DCS-gRPC backend, pass them strings instead of nil values for non-applicable fields with filesystem paths,
|
||||
-- such as the SRS path or Google credential path. This will help maximize compatibility with other classes that were written for the default backend.
|
||||
--
|
||||
-- Basic Play Text-To-Speech example using alternate DCS-gRPC backend (DCS-gRPC not previously started):
|
||||
--
|
||||
-- -- Start DCS-gRPC
|
||||
-- GRPC.load()
|
||||
-- -- Select the alternate DCS-gRPC backend for new MSRS instances
|
||||
-- MSRS.SetDefaultBackendGRPC()
|
||||
-- -- Create a SOUNDTEXT object.
|
||||
-- local text=SOUNDTEXT:New("All Enemies destroyed")
|
||||
-- -- MOOSE SRS
|
||||
-- local msrs=MSRS:New('', 305.0)
|
||||
-- -- Text-to speech with default voice after 30 seconds.
|
||||
-- msrs:PlaySoundText(text, 30)
|
||||
--
|
||||
-- Basic example of using another class (ATIS) with SRS and the DCS-gRPC backend (DCS-gRPC not previously started):
|
||||
--
|
||||
-- -- Start DCS-gRPC
|
||||
-- GRPC.load()
|
||||
-- -- Select the alternate DCS-gRPC backend for new MSRS instances
|
||||
-- MSRS.SetDefaultBackendGRPC()
|
||||
-- -- Create new ATIS as usual
|
||||
-- atis=ATIS:New("Nellis", 251, radio.modulation.AM)
|
||||
-- -- ATIS:SetSRS() expects a string for the SRS path even though it is not needed with DCS-gRPC
|
||||
-- atis:SetSRS('')
|
||||
-- -- Start ATIS
|
||||
-- atis:Start()
|
||||
--
|
||||
-- @field #MSRS
|
||||
MSRS = {
|
||||
ClassName = "MSRS",
|
||||
@@ -139,11 +184,12 @@ MSRS = {
|
||||
speed = 1,
|
||||
coordinate = nil,
|
||||
Label = "ROBOT",
|
||||
AltBackend = nil,
|
||||
}
|
||||
|
||||
--- MSRS class version.
|
||||
-- @field #string version
|
||||
MSRS.version="0.1.1"
|
||||
MSRS.version="0.1.2"
|
||||
|
||||
--- Voices
|
||||
-- @type Voices
|
||||
@@ -264,16 +310,35 @@ MSRS.Voices = {
|
||||
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. Can also be given as a #table of multiple frequencies.
|
||||
-- @param #number Modulation Radio modulation: 0=AM (default), 1=FM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. Can also be given as a #table of multiple modulations.
|
||||
-- @param #number Volume Volume - 1.0 is max, 0.0 is silence
|
||||
-- @param #table AltBackend Optional table containing tables 'Functions' and 'Vars' which add/replace functions and variables for the MSRS instance to allow alternate backends for transmitting to SRS.
|
||||
-- @return #MSRS self
|
||||
function MSRS:New(PathToSRS, Frequency, Modulation, Volume)
|
||||
function MSRS:New(PathToSRS, Frequency, Modulation, Volume, AltBackend)
|
||||
|
||||
-- Defaults.
|
||||
Frequency =Frequency or 143
|
||||
Modulation= Modulation or radio.modulation.AM
|
||||
Frequency = Frequency or 143
|
||||
Modulation = Modulation or radio.modulation.AM
|
||||
|
||||
-- Inherit everything from FSM class.
|
||||
local self=BASE:Inherit(self, BASE:New()) -- #MSRS
|
||||
|
||||
-- If AltBackend is supplied, initialize it, which will add/replace functions and variables in this MSRS instance.
|
||||
if type( AltBackend ) == "table" or type( self.AltBackend ) == "table" then
|
||||
|
||||
local Backend = UTILS.DeepCopy(AltBackend) or UTILS.DeepCopy(self.AltBackend)
|
||||
|
||||
-- Add parameters to vars so alternate backends can use them if applicable
|
||||
Backend.Vars = Backend.Vars or {}
|
||||
Backend.Vars.PathToSRS = UTILS.DeepCopy(PathToSRS) -- DeepCopy probably unecessary
|
||||
Backend.Vars.Frequency = UTILS.DeepCopy(Frequency)
|
||||
Backend.Vars.Modulation = UTILS.DeepCopy(Modulation)
|
||||
Backend.Vars.Volume = UTILS.DeepCopy(Volume) -- DeepCopy probably unecessary
|
||||
|
||||
Backend.Functions = Backend.Functions or {}
|
||||
|
||||
return self:_NewAltBackend(Backend)
|
||||
end
|
||||
|
||||
-- If no AltBackend table, the proceed with default initialization
|
||||
self:SetPath(PathToSRS)
|
||||
self:SetPort()
|
||||
self:SetFrequencies(Frequency)
|
||||
@@ -568,6 +633,32 @@ function MSRS:Help()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sets an alternate SRS backend to be used by MSRS to transmit over SRS for all new MSRS class instances.
|
||||
-- @param #table A table containing a table `Functions` with new/replacement class functions and `Vars` with new/replacement variables.
|
||||
-- @return #boolean Returns 'true' on success.
|
||||
function MSRS.SetDefaultBackend(Backend)
|
||||
if type(Backend) == "table" then
|
||||
MSRS.AltBackend = UTILS.DeepCopy(Backend)
|
||||
else
|
||||
return false
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
|
||||
--- Restores default SRS backend (DCS-SR-ExternalAudio.exe) to be used by all new MSRS class instances to transmit over SRS.
|
||||
-- @return #boolean Returns 'true' on success.
|
||||
function MSRS.ResetDefaultBackend()
|
||||
MSRS.AltBackend = nil
|
||||
return true
|
||||
end
|
||||
|
||||
--- Sets DCS-gRPC as the default SRS backend for all new MSRS class instances.
|
||||
-- @return #boolean Returns 'true' on success.
|
||||
function MSRS.SetDefaultBackendGRPC()
|
||||
return MSRS.SetDefaultBackend(MSRS_BACKEND_DCSGRPC)
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Transmission Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -736,6 +827,35 @@ end
|
||||
-- Misc Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Adds or replaces functions and variables in the current MSRS class instance to enable an alternate backends for transmitting to SRS.
|
||||
-- @param #MSRS self
|
||||
-- @param #table A table containing a table `Functions` with new/replacement class functions and `Vars` with new/replacement variables.
|
||||
-- @return #MSRS self
|
||||
function MSRS:_NewAltBackend(Backend)
|
||||
BASE:T('Entering MSRS:_NewAltBackend()')
|
||||
|
||||
-- Add/replace class instance functions with those defined in the alternate backend in Functions table
|
||||
for funcName,funcDef in pairs(Backend.Functions) do
|
||||
if type(funcDef) == 'function' then
|
||||
BASE:T('MSRS (re-)defining function MSRS:' .. funcName )
|
||||
self[funcName] = funcDef
|
||||
end
|
||||
end
|
||||
|
||||
-- Add/replace class instance variables with those defined in the alternate backend in Vars table
|
||||
for varName,varVal in pairs(Backend.Vars) do
|
||||
BASE:T('MSRS setting self.' .. varName)
|
||||
self[varName] = UTILS.DeepCopy(varVal)
|
||||
end
|
||||
|
||||
-- If _MSRSbackendInit() is defined in the backend, then run it (it should return self)
|
||||
if self._MSRSbackendInit and type(self._MSRSbackendInit) == 'function' then
|
||||
return self:_MSRSbackendInit()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Execute SRS command to play sound using the `DCS-SR-ExternalAudio.exe`.
|
||||
-- @param #MSRS self
|
||||
-- @param #string command Command to executer
|
||||
@@ -779,8 +899,25 @@ function MSRS:_ExecCommand(command)
|
||||
-- Remove file in 1 second.
|
||||
timer.scheduleFunction(os.remove, filename, timer.getTime()+1)
|
||||
timer.scheduleFunction(os.remove, filenvbs, timer.getTime()+1)
|
||||
|
||||
|
||||
|
||||
elseif false then
|
||||
|
||||
-- Create a tmp file.
|
||||
local filenvbs = os.getenv('TMP') .. "\\MSRS-"..STTS.uuid()..".vbs"
|
||||
|
||||
-- VBS script
|
||||
local script = io.open(filenvbs, "w+")
|
||||
script:write(string.format('Set oShell = CreateObject ("Wscript.Shell")\n'))
|
||||
script:write(string.format('Dim strArgs\n'))
|
||||
script:write(string.format('strArgs = "cmd /c %s"\n', filename))
|
||||
script:write(string.format('oShell.Run strArgs, 0, false'))
|
||||
script:close()
|
||||
|
||||
local runvbs=string.format('cscript.exe //Nologo //B "%s"', filenvbs)
|
||||
|
||||
-- Play file in 0.01 seconds
|
||||
res=os.execute(runvbs)
|
||||
|
||||
else
|
||||
|
||||
-- Debug output.
|
||||
@@ -879,6 +1016,311 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
|
||||
return command
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- MSRS DCS-gRPC alternate backend
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Alternate backend for MSRS to enable text-to-speech via DCS-gRPC.
|
||||
-- ### Author: **dogjutsu**
|
||||
-- A table containing functions and variables for MSRS to use DCS-gRPC [DCS-gRPC](https://github.com/DCS-gRPC/rust-server) 0.7.0 or newer as a backend to transmit over SRS.
|
||||
-- This is not a standalone class. Instead, variables and functions under the `Vars` and `Functions` tables get added to or replace MSRS variables/functions when activated.
|
||||
--
|
||||
-- @type MSRS_BACKEND_DCSGRPC
|
||||
-- @field #number version Version number of this alternate backend.
|
||||
-- @field #table Functions A table of functions that will add or replace the default MSRS class functions.
|
||||
-- @field #table Vars A table of variables that will add or replace the default MSRS class variables.
|
||||
MSRS_BACKEND_DCSGRPC = {}
|
||||
MSRS_BACKEND_DCSGRPC.version = 0.1
|
||||
|
||||
MSRS_BACKEND_DCSGRPC.Functions = {}
|
||||
MSRS_BACKEND_DCSGRPC.Vars = { provider = 'win' }
|
||||
|
||||
--- Called by @{#MSRS._NewAltBackend} (if present) immediately after an alternate backend functions and variables for MSRS are added/replaced.
|
||||
-- @param #MSRS self
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions._MSRSbackendInit = function (self)
|
||||
BASE:I('Loaded MSRS DCS-gRPC alternate backend version ' .. self.AltBackend.version or 'unspecified')
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- MSRS DCS-gRPC alternate backend User Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- No-op replacement function for @{#MSRS.SetPath} (Not Applicable)
|
||||
-- @param #MSRS self
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.SetPath = function (self)
|
||||
return self
|
||||
end
|
||||
|
||||
--- No-op replacement function for @{#MSRS.GetPath} (Not Applicable)
|
||||
-- @param #MSRS self
|
||||
-- @return #string Empty string
|
||||
MSRS_BACKEND_DCSGRPC.Functions.GetPath = function (self)
|
||||
return ''
|
||||
end
|
||||
|
||||
--- No-op replacement function for @{#MSRS.SetVolume} (Not Applicable)
|
||||
-- @param #MSRS self
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.SetVolume = function (self)
|
||||
BASE:I('NOTE: MSRS:SetVolume() not used with DCS-gRPC backend.')
|
||||
return self
|
||||
end
|
||||
|
||||
--- No-op replacement function for @{#MSRS.GetVolume} (Not Applicable)
|
||||
-- @param #MSRS self
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.GetVolume = function (self)
|
||||
BASE:I('NOTE: MSRS:GetVolume() not used with DCS-gRPC backend.')
|
||||
return 1
|
||||
end
|
||||
|
||||
--- No-op replacement function for @{#MSRS.SetGender} (Not Applicable)
|
||||
-- @param #MSRS self
|
||||
-- #string Gender Gender: "male" or "female"
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.SetGender = function (self, Gender)
|
||||
-- Use DCS-gRPC default if not specified
|
||||
|
||||
if Gender then
|
||||
self.gender=Gender:lower()
|
||||
end
|
||||
|
||||
-- Debug output.
|
||||
self:T("Setting gender to "..tostring(self.gender))
|
||||
return self
|
||||
end
|
||||
|
||||
--- Replacement function for @{#MSRS.SetGoogle} to use google text-to-speech. (API key set as part of DCS-gRPC configuration)
|
||||
-- @param #MSRS self
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.SetGoogle = function (self)
|
||||
self.provider = 'gcloud'
|
||||
return self
|
||||
end
|
||||
|
||||
--- MSRS:SetAWS() Use AWS text-to-speech. (API key set as part of DCS-gRPC configuration)
|
||||
-- @param #MSRS self
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.SetAWS = function (self)
|
||||
self.provider = 'aws'
|
||||
return self
|
||||
end
|
||||
|
||||
--- MSRS:SetAzure() Use Azure text-to-speech. (API key set as part of DCS-gRPC configuration)
|
||||
-- @param #MSRS self
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.SetAzure = function (self)
|
||||
self.provider = 'azure'
|
||||
return self
|
||||
end
|
||||
|
||||
--- MSRS:SetWin() Use local Windows OS text-to-speech (Windows Server 2019 / Windows 11 / Windows 10? or newer). (Default)
|
||||
-- @param #MSRS self
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.SetWin = function (self)
|
||||
self.provider = 'win'
|
||||
return self
|
||||
end
|
||||
|
||||
--- Replacement function for @{#MSRS.Help} to display help.
|
||||
-- @param #MSRS self
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.Help = function (self)
|
||||
env.info('For DCS-gRPC help, please see: https://github.com/DCS-gRPC/rust-server')
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- MSRS DCS-gRPC alternate backend Transmission Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- No-op replacement function for @{#MSRS.PlaySoundFile} (Not Applicable)
|
||||
-- @param #MSRS self
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.PlaySoundFile = function (self)
|
||||
BASE:E("ERROR: MSRS:PlaySoundFile() is not supported by the DCS-gRPC backend.")
|
||||
return self
|
||||
end
|
||||
|
||||
--- Replacement function for @{#MSRS.PlaySoundText}
|
||||
-- @param #MSRS self
|
||||
-- @param Sound.SoundFile#SOUNDTEXT SoundText Sound text.
|
||||
-- @param #number Delay Delay in seconds, before the sound file is played.
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.PlaySoundText = function (self, SoundText, Delay)
|
||||
|
||||
if Delay and Delay>0 then
|
||||
self:ScheduleOnce(Delay, self.PlaySoundText, self, SoundText, 0)
|
||||
else
|
||||
self:_DCSgRPCtts(tostring(SoundText.text))
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Replacement function for @{#MSRS.PlayText}
|
||||
-- @param #MSRS self
|
||||
-- @param #string Text Text message.
|
||||
-- @param #number Delay Delay in seconds, before the message is played.
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.PlayText = function (self, Text, Delay)
|
||||
|
||||
if Delay and Delay>0 then
|
||||
self:ScheduleOnce(Delay, self.PlayText, self, Text, 0)
|
||||
else
|
||||
self:_DCSgRPCtts(tostring(Text))
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Replacement function for @{#MSRS.PlayText}
|
||||
-- @param #MSRS self
|
||||
-- @param #string Text Text message.
|
||||
-- @param #number Delay Delay in seconds, before the message is played.
|
||||
-- @param #table Frequencies Radio frequencies.
|
||||
-- @param #table Modulations Radio modulations. (Non-functional, DCS-gRPC sets automatically)
|
||||
-- @param #string Gender Gender. (Non-functional, only 'Voice' supported)
|
||||
-- @param #string Culture Culture. (Non-functional, only 'Voice' supported)
|
||||
-- @param #string Voice Voice.
|
||||
-- @param #number Volume Volume. (Non-functional, all transmissions full volume with DCS-gRPC)
|
||||
-- @param #string Label Label.
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.PlayTextExt = function (self, Text, Delay, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label)
|
||||
if Delay and Delay>0 then
|
||||
self:ScheduleOnce(Delay, self.PlayTextExt, self, Text, 0, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label)
|
||||
else
|
||||
self:_DCSgRPCtts(tostring(Text, nil, Frequencies, Voice, Label))
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- No-op replacement function for @{#MSRS.PlayTextFile} (Not Applicable)
|
||||
-- @param #MSRS self
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions.PlayTextFile = function (self, TextFile, Delay)
|
||||
BASE:E("ERROR: MSRS:PlayTextFile() is not supported by the DCS-gRPC backend.")
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- MSRS DCS-gRPC alternate backend Misc Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- DCS-gRPC v0.70 TTS API call:
|
||||
-- GRPC.tts(ssml, frequency[, options]) - Synthesize text (ssml; SSML tags supported) to speech and transmit it over SRS on the frequency with the following optional options (and their defaults):
|
||||
|
||||
-- {
|
||||
-- -- The plain text without any transformations made to it for the purpose of getting it spoken out
|
||||
-- -- as desired (no SSML tags, no FOUR NINER instead of 49, ...). Even though this field is
|
||||
-- -- optional, please consider providing it as it can be used to display the spoken text to players
|
||||
-- -- with hearing impairments.
|
||||
-- plaintext = null, -- e.g. `= "Hello Pilot"`
|
||||
|
||||
-- -- Name of the SRS client.
|
||||
-- srsClientName = "DCS-gRPC",
|
||||
|
||||
-- -- The origin of the transmission. Relevant if the SRS server has "Line of
|
||||
-- -- Sight" and/or "Distance Limit" enabled.
|
||||
-- position = {
|
||||
-- lat = 0.0,
|
||||
-- lon = 0.0,
|
||||
-- alt = 0.0, -- in meters
|
||||
-- },
|
||||
|
||||
-- -- The coalition of the transmission. Relevant if the SRS server has "Secure
|
||||
-- -- Coalition Radios" enabled. Supported values are: `blue` and `red`. Defaults
|
||||
-- -- to being spectator if not specified.
|
||||
-- coalition = null,
|
||||
|
||||
-- -- TTS provider to be use. Defaults to the one configured in your config or to Windows'
|
||||
-- -- built-in TTS. Examples:
|
||||
-- -- `= { aws = {} }` / `= { aws = { voice = "..." } }` enable AWS TTS
|
||||
-- -- `= { azure = {} }` / `= { azure = { voice = "..." } }` enable Azure TTS
|
||||
-- -- `= { gcloud = {} }` / `= { gcloud = { voice = "..." } }` enable Google Cloud TTS
|
||||
-- -- `= { win = {} }` / `= { win = { voice = "..." } }` enable Windows TTS
|
||||
-- provider = null,
|
||||
-- }
|
||||
|
||||
--- Make DCS-gRPC API call to transmit text-to-speech over SRS.
|
||||
-- @param #MSRS self
|
||||
-- @param #string Text Text of message to transmit (can also be SSML).
|
||||
-- @param #string Optional plaintext version of message (for accessiblity)
|
||||
-- @param #table Frequencies Radio frequencies to transmit on. Can also accept a number in MHz.
|
||||
-- @param #string Voice Voice for the TTS provider to user.
|
||||
-- @param #string Label Label (SRS diplays as name of the transmitter).
|
||||
-- @return #MSRS self
|
||||
MSRS_BACKEND_DCSGRPC.Functions._DCSgRPCtts = function (self, Text, Plaintext, Frequencies, Voice, Label)
|
||||
|
||||
BASE:T("MSRS_BACKEND_DCSGRPC:_DCSgRPCtts()")
|
||||
BASE:T({Text, Plaintext, Frequencies, Voice, Label})
|
||||
|
||||
local options = {}
|
||||
local ssml = Text or ''
|
||||
|
||||
local XmitFrequencies = Frequencies or self.Frequency
|
||||
if type(XmitFrequencies)~="table" then
|
||||
XmitFrequencies={XmitFrequencies}
|
||||
end
|
||||
|
||||
options.plaintext = Plaintext
|
||||
options.srsClientName = Label or self.Label
|
||||
options.position = {}
|
||||
if self.coordinate then
|
||||
options.position.lat, options.position.lat, options.position.alt = self:_GetLatLongAlt(self.coordinate)
|
||||
end
|
||||
|
||||
options.position.lat = options.position.lat or 0.0
|
||||
options.position.lon = options.position.lon or 0.0
|
||||
options.position.alt = options.position.alt or 0.0
|
||||
|
||||
if UTILS.GetCoalitionName(self.coalition) == 'Blue' then
|
||||
options.coalition = 'blue'
|
||||
elseif UTILS.GetCoalitionName(self.coalition) == 'Red' then
|
||||
options.coalition = 'red'
|
||||
end
|
||||
|
||||
options.provider = {}
|
||||
options.provider[self.provider] = {}
|
||||
|
||||
if self.voice then
|
||||
options.provider[self.provider].voice = Voice or self.voice
|
||||
elseif ssml then
|
||||
-- DCS-gRPC doesn't directly support language/gender, but can use SSML
|
||||
-- Only use if a voice isn't explicitly set
|
||||
local preTag, genderProp, langProp, postTag = '', '', '', ''
|
||||
|
||||
if self.gender then
|
||||
genderProp = ' gender=\"' .. self.gender .. '\"'
|
||||
end
|
||||
if self.culture then
|
||||
langProp = ' language=\"' .. self.culture .. '\"'
|
||||
end
|
||||
|
||||
if self.culture or self.gender then
|
||||
preTag = '<voice' .. langProp .. genderProp .. '>'
|
||||
postTag = '</voice>'
|
||||
ssml = preTag .. Text .. postTag
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
for _,_freq in ipairs(XmitFrequencies) do
|
||||
local freq = _freq*1000000
|
||||
BASE:T("GRPC.tts")
|
||||
BASE:T(ssml)
|
||||
BASE:T(freq)
|
||||
BASE:T(options)
|
||||
GRPC.tts(ssml, freq, options)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Manages radio transmissions.
|
||||
@@ -922,6 +1364,11 @@ MSRSQUEUE = {
|
||||
-- @field #number interval Interval in seconds before next transmission.
|
||||
-- @field #boolean TransmitOnlyWithPlayers If true, only transmit if there are alive Players.
|
||||
-- @field Core.Set#SET_CLIENT PlayerSet PlayerSet created when TransmitOnlyWithPlayers == true
|
||||
-- @field #string gender Voice gender
|
||||
-- @field #string culture Voice culture
|
||||
-- @field #string voice Voice if any
|
||||
-- @field #number volume Volume
|
||||
-- @field #string label Label to be used
|
||||
|
||||
--- Create a new MSRSQUEUE object for a given radio frequency/modulation.
|
||||
-- @param #MSRSQUEUE self
|
||||
@@ -1001,8 +1448,13 @@ end
|
||||
-- @param #number subduration Duration [sec] of the subtitle being displayed. Default 5 sec.
|
||||
-- @param #number frequency Radio frequency if other than MSRS default.
|
||||
-- @param #number modulation Radio modulation if other then MSRS default.
|
||||
-- @param #string gender Gender of the voice
|
||||
-- @param #string culture Culture of the voice
|
||||
-- @param #string voice Specific voice
|
||||
-- @param #number volume Volume setting
|
||||
-- @param #string label Label to be used
|
||||
-- @return #MSRSQUEUE.Transmission Radio transmission table.
|
||||
function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgroups, subtitle, subduration, frequency, modulation)
|
||||
function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgroups, subtitle, subduration, frequency, modulation, gender, culture, voice, volume, label)
|
||||
|
||||
if self.TransmitOnlyWithPlayers then
|
||||
if self.PlayerSet and self.PlayerSet:CountAlive() == 0 then
|
||||
@@ -1037,6 +1489,11 @@ function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgr
|
||||
else
|
||||
transmission.subduration=0 --nil
|
||||
end
|
||||
transmission.gender = gender
|
||||
transmission.culture = culture
|
||||
transmission.voice = voice
|
||||
transmission.gender = volume
|
||||
transmission.label = label
|
||||
|
||||
-- Add transmission to queue.
|
||||
self:AddTransmission(transmission)
|
||||
@@ -1050,7 +1507,7 @@ end
|
||||
function MSRSQUEUE:Broadcast(transmission)
|
||||
|
||||
if transmission.frequency then
|
||||
transmission.msrs:PlayTextExt(transmission.text, nil, transmission.frequency, transmission.modulation, Gender, Culture, Voice, Volume, Label)
|
||||
transmission.msrs:PlayTextExt(transmission.text, nil, transmission.frequency, transmission.modulation, transmission.gender, transmission.culture, transmission.voice, transmission.volume, transmission.label)
|
||||
else
|
||||
transmission.msrs:PlayText(transmission.text)
|
||||
end
|
||||
|
||||
@@ -28,11 +28,11 @@ ENUMS = {}
|
||||
|
||||
--- Rules of Engagement.
|
||||
-- @type ENUMS.ROE
|
||||
-- @field #number WeaponFree AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
|
||||
-- @field #number OpenFireWeaponFree AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
|
||||
-- @field #number OpenFire AI will engage only targets specified in its taskings.
|
||||
-- @field #number ReturnFire AI will only engage threats that shoot first.
|
||||
-- @field #number WeaponHold AI will hold fire under all circumstances.
|
||||
-- @field #number WeaponFree [AIR] AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target.
|
||||
-- @field #number OpenFireWeaponFree [AIR] AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
|
||||
-- @field #number OpenFire [AIR, GROUND, NAVAL] AI will engage only targets specified in its taskings.
|
||||
-- @field #number ReturnFire [AIR, GROUND, NAVAL] AI will only engage threats that shoot first.
|
||||
-- @field #number WeaponHold [AIR, GROUND, NAVAL] AI will hold fire under all circumstances.
|
||||
ENUMS.ROE = {
|
||||
WeaponFree=0,
|
||||
OpenFireWeaponFree=1,
|
||||
@@ -236,6 +236,7 @@ ENUMS.WeaponType.Any={
|
||||
-- @field #string ESCORT Escort another group.
|
||||
-- @field #string FIGHTERSWEEP Fighter sweep.
|
||||
-- @field #string GROUNDATTACK Ground attack.
|
||||
-- @field #string GROUNDESCORT Ground escort another group.
|
||||
-- @field #string INTERCEPT Intercept.
|
||||
-- @field #string PINPOINTSTRIKE Pinpoint strike.
|
||||
-- @field #string RECONNAISSANCE Reconnaissance mission.
|
||||
@@ -251,6 +252,7 @@ ENUMS.MissionTask={
|
||||
CAP="CAP",
|
||||
CAS="CAS",
|
||||
ESCORT="Escort",
|
||||
GROUNDESCORT="Ground escort",
|
||||
FIGHTERSWEEP="Fighter Sweep",
|
||||
GROUNDATTACK="Ground Attack",
|
||||
INTERCEPT="Intercept",
|
||||
@@ -489,6 +491,7 @@ ENUMS.ReportingName =
|
||||
--Mosquito = "A-20",
|
||||
Skyhawk = "A-4E",
|
||||
Viggen = "AJS37",
|
||||
Harrier_B = "AV8BNA",
|
||||
Harrier = "AV-8B",
|
||||
Spirit = "B-2",
|
||||
Aviojet = "C-101",
|
||||
|
||||
@@ -44,21 +44,24 @@ SOCKET = {
|
||||
}
|
||||
|
||||
--- Data type. This is the keyword the socket listener uses.
|
||||
-- @type SOCKET.DataType
|
||||
-- @field #string TEXT Plain text.
|
||||
-- @field #string BOMBRESULT Range bombing.
|
||||
-- @field #string STRAFERESULT Range strafeing result.
|
||||
-- @field #string LSOGRADE Airboss LSO grade.
|
||||
-- @field #string TTS Text-To-Speech.
|
||||
SOCKET.DataType={
|
||||
TEXT="moose_text",
|
||||
BOMBRESULT="moose_bomb_result",
|
||||
STRAFERESULT="moose_strafe_result",
|
||||
LSOGRADE="moose_lso_grade",
|
||||
TTS="moose_text2speech"
|
||||
}
|
||||
|
||||
|
||||
--- SOCKET class version.
|
||||
-- @field #string version
|
||||
SOCKET.version="0.2.0"
|
||||
SOCKET.version="0.3.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
@@ -139,7 +142,7 @@ end
|
||||
|
||||
--- Send a text message.
|
||||
-- @param #SOCKET self
|
||||
-- @param #string Text Test message.
|
||||
-- @param #string Text Text message.
|
||||
-- @return #SOCKET self
|
||||
function SOCKET:SendText(Text)
|
||||
|
||||
@@ -153,4 +156,32 @@ function SOCKET:SendText(Text)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Send a text-to-speech message.
|
||||
-- @param #SOCKET self
|
||||
-- @param #string Text The text message to speek.
|
||||
-- @param #number Provider The TTS provider: 0=Microsoft (default), 1=Google.
|
||||
-- @param #string Voice The specific voice to use, e.g. `"Microsoft David Desktop"` or "`en-US-Standard-A`". If not set, the service will choose a voice based on the other parameters such as culture and gender.
|
||||
-- @param #string Culture The Culture or language code, *e.g.* `"en-US"`.
|
||||
-- @param #string Gender The Gender, *i.e.* "male", "female". Default "female".
|
||||
-- @param #number Volume The volume. Microsoft: [0,100] default 50, Google: [-96, 10] default 0.
|
||||
-- @return #SOCKET self
|
||||
function SOCKET:SendTextToSpeech(Text, Provider, Voice, Culture, Gender, Volume)
|
||||
|
||||
Text=Text or "Hello World!"
|
||||
|
||||
local message={}
|
||||
|
||||
message.command = SOCKET.DataType.TTS
|
||||
message.text = Text
|
||||
message.provider=Provider
|
||||
message.voice = Voice
|
||||
message.culture = Culture
|
||||
message.gender = Gender
|
||||
message.volume = Volume
|
||||
|
||||
self:SendTable(message)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
@@ -43,7 +43,7 @@ BIGSMOKEPRESET = {
|
||||
HugeSmoke=8,
|
||||
}
|
||||
|
||||
--- DCS map as returned by env.mission.theatre.
|
||||
--- DCS map as returned by `env.mission.theatre`.
|
||||
-- @type DCSMAP
|
||||
-- @field #string Caucasus Caucasus map.
|
||||
-- @field #string Normandy Normandy map.
|
||||
@@ -53,6 +53,7 @@ BIGSMOKEPRESET = {
|
||||
-- @field #string Syria Syria map.
|
||||
-- @field #string MarianaIslands Mariana Islands map.
|
||||
-- @field #string Falklands South Atlantic map.
|
||||
-- @field #string Sinai Sinai map.
|
||||
DCSMAP = {
|
||||
Caucasus="Caucasus",
|
||||
NTTR="Nevada",
|
||||
@@ -62,6 +63,7 @@ DCSMAP = {
|
||||
Syria="Syria",
|
||||
MarianaIslands="MarianaIslands",
|
||||
Falklands="Falklands",
|
||||
Sinai="SinaiMap"
|
||||
}
|
||||
|
||||
|
||||
@@ -297,14 +299,14 @@ end
|
||||
-- @param #table tbl Input table.
|
||||
UTILS.OneLineSerialize = function( tbl ) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function
|
||||
|
||||
lookup_table = {}
|
||||
local lookup_table = {}
|
||||
|
||||
local function _Serialize( tbl )
|
||||
|
||||
if type(tbl) == 'table' then --function only works for tables!
|
||||
|
||||
if lookup_table[tbl] then
|
||||
return lookup_table[object]
|
||||
return lookup_table[tbl]
|
||||
end
|
||||
|
||||
local tbl_str = {}
|
||||
@@ -385,6 +387,23 @@ UTILS.BasicSerialize = function(s)
|
||||
end
|
||||
end
|
||||
|
||||
function UTILS.PrintTableToLog(table, indent)
|
||||
if not table then
|
||||
BASE:E("No table passed!")
|
||||
return
|
||||
end
|
||||
if not indent then indent = 0 end
|
||||
for k, v in pairs(table) do
|
||||
if type(v) == "table" then
|
||||
BASE:I(string.rep(" ", indent) .. tostring(k) .. " = {")
|
||||
UTILS.PrintTableToLog(v, indent + 1)
|
||||
BASE:I(string.rep(" ", indent) .. "}")
|
||||
else
|
||||
BASE:I(string.rep(" ", indent) .. tostring(k) .. " = " .. tostring(v))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
UTILS.ToDegree = function(angle)
|
||||
return angle*180/math.pi
|
||||
@@ -489,6 +508,31 @@ UTILS.hPa2inHg = function( hPa )
|
||||
return hPa * 0.0295299830714
|
||||
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.
|
||||
-- @param #number knots Speed in knots.
|
||||
-- @param #number altitude Altitude in feet
|
||||
@@ -511,6 +555,18 @@ UTILS.kg2lbs = function( kg )
|
||||
return kg * 2.20462
|
||||
end
|
||||
|
||||
--- Convert latitude or longitude from degrees, minutes, seconds (DMS) to decimal degrees (DD).
|
||||
-- @param #number Degrees Degrees in grad.
|
||||
-- @param #number Minutes Minutes.
|
||||
-- @param #number Seconds Seconds.
|
||||
-- @return #number Latitude or Longitude in decimal degrees.
|
||||
UTILS.LLDMSToDD = function(Degrees, Minutes, Seconds)
|
||||
|
||||
local dd=(Degrees or 0) + (Minutes or 0)/60 + (Seconds or 0)/3600
|
||||
|
||||
return dd
|
||||
end
|
||||
|
||||
--[[acc:
|
||||
in DM: decimal point of minutes.
|
||||
In DMS: decimal point of seconds.
|
||||
@@ -642,7 +698,10 @@ function UTILS.Round( num, idp )
|
||||
return math.floor( num * mult + 0.5 ) / mult
|
||||
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 )
|
||||
local f, err = loadstring( s )
|
||||
if f then
|
||||
@@ -652,7 +711,15 @@ function UTILS.DoString( s )
|
||||
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 )
|
||||
-- collect the keys
|
||||
local keys = {}
|
||||
@@ -677,7 +744,16 @@ function UTILS.spairs( t, order )
|
||||
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 )
|
||||
-- collect the keys
|
||||
local keys = {}
|
||||
@@ -702,7 +778,14 @@ function UTILS.kpairs( t, getkey, order )
|
||||
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 )
|
||||
-- collect the keys
|
||||
|
||||
@@ -1197,6 +1280,20 @@ function UTILS.HdgDiff(h1, h2)
|
||||
return math.abs(delta)
|
||||
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.
|
||||
-- @param DCS#Vec3 a Vector in 3D with x, y, z components.
|
||||
@@ -1307,7 +1404,7 @@ function UTILS.TACANToFrequency(TACANChannel, TACANMode)
|
||||
end
|
||||
|
||||
|
||||
--- Returns the DCS map/theatre as optained by env.mission.theatre
|
||||
--- Returns the DCS map/theatre as optained by `env.mission.theatre`.
|
||||
-- @return #string DCS map name.
|
||||
function UTILS.GetDCSMap()
|
||||
return env.mission.theatre
|
||||
@@ -1363,6 +1460,7 @@ end
|
||||
-- * Syria +5 (East)
|
||||
-- * Mariana Islands +2 (East)
|
||||
-- * Falklands +12 (East) - note there's a LOT of deviation across the map, as we're closer to the South Pole
|
||||
-- * Sinai +4.8 (East)
|
||||
-- @param #string map (Optional) Map for which the declination is returned. Default is from env.mission.theatre
|
||||
-- @return #number Declination in degrees.
|
||||
function UTILS.GetMagneticDeclination(map)
|
||||
@@ -1387,6 +1485,8 @@ function UTILS.GetMagneticDeclination(map)
|
||||
declination=2
|
||||
elseif map==DCSMAP.Falklands then
|
||||
declination=12
|
||||
elseif map==DCSMAP.Sinai then
|
||||
declination=4.8
|
||||
else
|
||||
declination=0
|
||||
end
|
||||
@@ -1602,6 +1702,8 @@ function UTILS.GMTToLocalTimeDifference()
|
||||
return 10 -- Guam is UTC+10 hours.
|
||||
elseif theatre==DCSMAP.Falklands then
|
||||
return -3 -- Fireland is UTC-3 hours.
|
||||
elseif theatre==DCSMAP.Sinai then
|
||||
return 2 -- Currently map is +2 but should be +3 (DCS bug?)
|
||||
else
|
||||
BASE:E(string.format("ERROR: Unknown Map %s in UTILS.GMTToLocal function. Returning 0", tostring(theatre)))
|
||||
return 0
|
||||
@@ -2001,9 +2103,9 @@ function UTILS.GenerateUHFrequencies()
|
||||
local _start = 220000000
|
||||
|
||||
while _start < 399000000 do
|
||||
if _start ~= 243000000 then
|
||||
table.insert(FreeUHFFrequencies, _start)
|
||||
end
|
||||
if _start ~= 243000000 then
|
||||
table.insert(FreeUHFFrequencies, _start)
|
||||
end
|
||||
_start = _start + 500000
|
||||
end
|
||||
|
||||
@@ -2807,3 +2909,45 @@ function UTILS.IsAnyInTable(Table, Objects, Key)
|
||||
|
||||
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
|
||||
|
||||
@@ -12,7 +12,7 @@
|
||||
-- @image Wrapper_Airbase.JPG
|
||||
|
||||
|
||||
--- @type AIRBASE
|
||||
-- @type AIRBASE
|
||||
-- @field #string ClassName Name of the class, i.e. "AIRBASE".
|
||||
-- @field #table CategoryName Names of airbase categories.
|
||||
-- @field #string AirbaseName Name of the airbase.
|
||||
@@ -198,8 +198,47 @@ AIRBASE.Nevada = {
|
||||
-- * AIRBASE.Normandy.Needs_Oar_Point
|
||||
-- * AIRBASE.Normandy.Funtington
|
||||
-- * AIRBASE.Normandy.Tangmere
|
||||
-- * AIRBASE.Normandy.Ford_AF
|
||||
--
|
||||
-- * AIRBASE.Normandy.Ford
|
||||
-- * AIRBASE.Normandy.Argentan
|
||||
-- * AIRBASE.Normandy.Goulet
|
||||
-- * AIRBASE.Normandy.Barville
|
||||
-- * AIRBASE.Normandy.Essay
|
||||
-- * AIRBASE.Normandy.Hauterive
|
||||
-- * AIRBASE.Normandy.Lymington
|
||||
-- * AIRBASE.Normandy.Vrigny
|
||||
-- * AIRBASE.Normandy.Odiham
|
||||
-- * AIRBASE.Normandy.Conches
|
||||
-- * AIRBASE.Normandy.West_Malling
|
||||
-- * AIRBASE.Normandy.Villacoublay
|
||||
-- * AIRBASE.Normandy.Kenley
|
||||
-- * AIRBASE.Normandy.Beauvais_Tille
|
||||
-- * AIRBASE.Normandy.Cormeilles_en_Vexin
|
||||
-- * AIRBASE.Normandy.Creil
|
||||
-- * AIRBASE.Normandy.Guyancourt
|
||||
-- * AIRBASE.Normandy.Lonrai
|
||||
-- * AIRBASE.Normandy.Dinan_Trelivan
|
||||
-- * AIRBASE.Normandy.Heathrow
|
||||
-- * AIRBASE.Normandy.Fecamp_Benouville
|
||||
-- * AIRBASE.Normandy.Farnborough
|
||||
-- * AIRBASE.Normandy.Friston
|
||||
-- * AIRBASE.Normandy.Deanland
|
||||
-- * AIRBASE.Normandy.Triqueville
|
||||
-- * AIRBASE.Normandy.Poix
|
||||
-- * AIRBASE.Normandy.Orly
|
||||
-- * AIRBASE.Normandy.Stoney_Cross
|
||||
-- * AIRBASE.Normandy.Amiens_Glisy
|
||||
-- * AIRBASE.Normandy.Ronai
|
||||
-- * AIRBASE.Normandy.Rouen_Boos
|
||||
-- * AIRBASE.Normandy.Deauville
|
||||
-- * AIRBASE.Normandy.Saint_Aubin
|
||||
-- * AIRBASE.Normandy.Flers
|
||||
-- * AIRBASE.Normandy.Avranches_Le_Val_Saint_Pere
|
||||
-- * AIRBASE.Normandy.Gravesend
|
||||
-- * AIRBASE.Normandy.Beaumont_le_Roger
|
||||
-- * AIRBASE.Normandy.Broglie
|
||||
-- * AIRBASE.Normandy.Bernay_Saint_Martin
|
||||
-- * AIRBASE.Normandy.Saint_Andre_de_lEure
|
||||
--
|
||||
-- @field Normandy
|
||||
AIRBASE.Normandy = {
|
||||
["Saint_Pierre_du_Mont"] = "Saint Pierre du Mont",
|
||||
@@ -232,14 +271,46 @@ AIRBASE.Normandy = {
|
||||
["Needs_Oar_Point"] = "Needs Oar Point",
|
||||
["Funtington"] = "Funtington",
|
||||
["Tangmere"] = "Tangmere",
|
||||
["Ford_AF"] = "Ford_AF",
|
||||
["Goulet"] = "Goulet",
|
||||
["Ford"] = "Ford",
|
||||
["Argentan"] = "Argentan",
|
||||
["Vrigny"] = "Vrigny",
|
||||
["Goulet"] = "Goulet",
|
||||
["Barville"] = "Barville",
|
||||
["Essay"] = "Essay",
|
||||
["Hauterive"] = "Hauterive",
|
||||
["Barville"] = "Barville",
|
||||
["Lymington"] = "Lymington",
|
||||
["Vrigny"] = "Vrigny",
|
||||
["Odiham"] = "Odiham",
|
||||
["Conches"] = "Conches",
|
||||
["West_Malling"] = "West Malling",
|
||||
["Villacoublay"] = "Villacoublay",
|
||||
["Kenley"] = "Kenley",
|
||||
["Beauvais_Tille"] = "Beauvais-Tille",
|
||||
["Cormeilles_en_Vexin"] = "Cormeilles-en-Vexin",
|
||||
["Creil"] = "Creil",
|
||||
["Guyancourt"] = "Guyancourt",
|
||||
["Lonrai"] = "Lonrai",
|
||||
["Dinan_Trelivan"] = "Dinan-Trelivan",
|
||||
["Heathrow"] = "Heathrow",
|
||||
["Fecamp_Benouville"] = "Fecamp-Benouville",
|
||||
["Farnborough"] = "Farnborough",
|
||||
["Friston"] = "Friston",
|
||||
["Deanland "] = "Deanland ",
|
||||
["Triqueville"] = "Triqueville",
|
||||
["Poix"] = "Poix",
|
||||
["Orly"] = "Orly",
|
||||
["Stoney_Cross"] = "Stoney Cross",
|
||||
["Amiens_Glisy"] = "Amiens-Glisy",
|
||||
["Ronai"] = "Ronai",
|
||||
["Rouen_Boos"] = "Rouen-Boos",
|
||||
["Deauville"] = "Deauville",
|
||||
["Saint_Aubin"] = "Saint-Aubin",
|
||||
["Flers"] = "Flers",
|
||||
["Avranches_Le_Val_Saint_Pere"] = "Avranches Le Val-Saint-Pere",
|
||||
["Gravesend"] = "Gravesend",
|
||||
["Beaumont_le_Roger"] = "Beaumont-le-Roger",
|
||||
["Broglie"] = "Broglie",
|
||||
["Bernay_Saint_Martin"] = "Bernay Saint Martin",
|
||||
["Saint_Andre_de_lEure"] = "Saint-Andre-de-lEure",
|
||||
}
|
||||
|
||||
--- Airbases of the Persion Gulf Map:
|
||||
@@ -355,7 +426,7 @@ AIRBASE.TheChannel = {
|
||||
-- * AIRBASE.Syria.Al_Dumayr
|
||||
-- * AIRBASE.Syria.Gazipasa
|
||||
-- * AIRBASE.Syria.Hatay
|
||||
-- * AIRBASE.Syria.Nicosia
|
||||
-- * AIRBASE.Syria.Nicosia [Deactivated by ED as of June/2023]
|
||||
-- * AIRBASE.Syria.Pinarbashi
|
||||
-- * AIRBASE.Syria.Paphos
|
||||
-- * AIRBASE.Syria.Kingsfield
|
||||
@@ -396,8 +467,8 @@ AIRBASE.TheChannel = {
|
||||
-- * AIRBASE.Syria.H3_Northwest
|
||||
-- * AIRBASE.Syria.H3_Southwest
|
||||
-- * AIRBASE.Syria.Kharab_Ishk
|
||||
-- * AIRBASE.Syria.Raj_al_Issa_East
|
||||
-- * AIRBASE.Syria.Raj_al_Issa_West
|
||||
-- * AIRBASE.Syria.Raj_al_Issa_East (deleted by ED)
|
||||
-- * AIRBASE.Syria.Raj_al_Issa_West (deleted by ED)
|
||||
-- * AIRBASE.Syria.Ruwayshid
|
||||
-- * AIRBASE.Syria.Sanliurfa
|
||||
-- * AIRBASE.Syria.Tal_Siman
|
||||
@@ -419,9 +490,8 @@ AIRBASE.Syria={
|
||||
["Wujah_Al_Hajar"]="Wujah Al Hajar",
|
||||
["Al_Dumayr"]="Al-Dumayr",
|
||||
["Gazipasa"]="Gazipasa",
|
||||
--["Ru_Convoy_4"]="Ru Convoy-4",
|
||||
["Hatay"]="Hatay",
|
||||
["Nicosia"]="Nicosia",
|
||||
--["Nicosia"]="Nicosia",
|
||||
["Pinarbashi"]="Pinarbashi",
|
||||
["Paphos"]="Paphos",
|
||||
["Kingsfield"]="Kingsfield",
|
||||
@@ -462,8 +532,8 @@ AIRBASE.Syria={
|
||||
["H3_Northwest"]="H3 Northwest",
|
||||
["H3_Southwest"]="H3 Southwest",
|
||||
["Kharab_Ishk"]="Kharab Ishk",
|
||||
["Raj_al_Issa_East"]="Raj al Issa East",
|
||||
["Raj_al_Issa_West"]="Raj al Issa West",
|
||||
-- ["Raj_al_Issa_East"]="Raj al Issa East",
|
||||
-- ["Raj_al_Issa_West"]="Raj al Issa West",
|
||||
["Ruwayshid"]="Ruwayshid",
|
||||
["Sanliurfa"]="Sanliurfa",
|
||||
["Tal_Siman"]="Tal Siman",
|
||||
@@ -540,8 +610,78 @@ AIRBASE.SouthAtlantic={
|
||||
["Rio_Chico"] = "Rio Chico",
|
||||
["Franco_Bianco"] = "Franco Bianco",
|
||||
["Goose_Green"] = "Goose Green",
|
||||
["Hipico"] = "Hipico",
|
||||
["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",
|
||||
}
|
||||
|
||||
--- Airbases of the Sinai map:
|
||||
--
|
||||
-- * AIRBASE.Sinai.Abu_Suwayr
|
||||
-- * AIRBASE.Sinai.Sde_Dov
|
||||
-- * AIRBASE.Sinai.AzZaqaziq
|
||||
-- * AIRBASE.Sinai.Hatzor
|
||||
-- * AIRBASE.Sinai.Kedem
|
||||
-- * AIRBASE.Sinai.Nevatim
|
||||
-- * AIRBASE.Sinai.Cairo_International_Airport
|
||||
-- * AIRBASE.Sinai.Al_Ismailiyah
|
||||
-- * AIRBASE.Sinai.As_Salihiyah
|
||||
-- * AIRBASE.Sinai.Fayed
|
||||
-- * AIRBASE.Sinai.Bilbeis_Air_Base
|
||||
-- * AIRBASE.Sinai.Ramon_Airbase
|
||||
-- * AIRBASE.Sinai.Kibrit_Air_Base
|
||||
-- * AIRBASE.Sinai.El_Arish
|
||||
-- * AIRBASE.Sinai.Ovda
|
||||
-- * AIRBASE.Sinai.Melez
|
||||
-- * AIRBASE.Sinai.Al_Mansurah
|
||||
-- * AIRBASE.Sinai.Palmahim
|
||||
-- * AIRBASE.Sinai.Baluza
|
||||
-- * AIRBASE.Sinai.El_Gora
|
||||
-- * AIRBASE.Sinai.Difarsuwar_Airfield
|
||||
-- * AIRBASE.Sinai.Wadi_al_Jandali
|
||||
-- * AIRBASE.Sinai.St_Catherine
|
||||
-- * AIRBASE.Sinai.Tel_Nof
|
||||
-- * AIRBASE.Sinai.Abu_Rudeis
|
||||
-- * AIRBASE.Sinai.Inshas_Airbase
|
||||
-- * AIRBASE.Sinai.Ben_Gurion
|
||||
-- * AIRBASE.Sinai.Bir_Hasanah
|
||||
-- * AIRBASE.Sinai.Cairo_West
|
||||
--
|
||||
-- @field Sinai
|
||||
AIRBASE.Sinai = {
|
||||
["Hatzerim"] = "Hatzerim",
|
||||
["Abu_Suwayr"] = "Abu Suwayr",
|
||||
["Sde_Dov"] = "Sde Dov",
|
||||
["AzZaqaziq"] = "AzZaqaziq",
|
||||
["Hatzor"] = "Hatzor",
|
||||
["Kedem"] = "Kedem",
|
||||
["Nevatim"] = "Nevatim",
|
||||
["Cairo_International_Airport"] = "Cairo International Airport",
|
||||
["Al_Ismailiyah"] = "Al Ismailiyah",
|
||||
["As_Salihiyah"] = "As Salihiyah",
|
||||
["Fayed"] = "Fayed",
|
||||
["Bilbeis_Air_Base"] = "Bilbeis Air Base",
|
||||
["Ramon_Airbase"] = "Ramon Airbase",
|
||||
["Kibrit_Air_Base"] = "Kibrit Air Base",
|
||||
["El_Arish"] = "El Arish",
|
||||
["Ovda"] = "Ovda",
|
||||
["Melez"] = "Melez",
|
||||
["Al_Mansurah"] = "Al Mansurah",
|
||||
["Palmahim"] = "Palmahim",
|
||||
["Baluza"] = "Baluza",
|
||||
["El_Gora"] = "El Gora",
|
||||
["Difarsuwar_Airfield"] = "Difarsuwar Airfield",
|
||||
["Wadi_al_Jandali"] = "Wadi al Jandali",
|
||||
["St_Catherine"] = "St Catherine",
|
||||
["Tel_Nof"] = "Tel Nof",
|
||||
["Abu_Rudeis"] = "Abu Rudeis",
|
||||
["Inshas_Airbase"] = "Inshas Airbase",
|
||||
["Ben_Gurion"] = "Ben-Gurion",
|
||||
["Bir_Hasanah"] = "Bir Hasanah",
|
||||
["Cairo_West"] = "Cairo West",
|
||||
}
|
||||
|
||||
--- AIRBASE.ParkingSpot ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy".
|
||||
@@ -1361,16 +1501,16 @@ function AIRBASE:FindFreeParkingSpotForAircraft(group, terminaltype, scanradius,
|
||||
|
||||
-- Get the aircraft size, i.e. it's longest side of x,z.
|
||||
local aircraft = nil -- fix local problem below
|
||||
local _aircraftsize, ax,ay,az
|
||||
-- SU27 dimensions as default
|
||||
local _aircraftsize = 23
|
||||
local ax = 23 -- l
|
||||
local ay = 7 -- h
|
||||
local az = 17 -- w
|
||||
if group and group.ClassName == "GROUP" then
|
||||
aircraft=group:GetUnit(1)
|
||||
_aircraftsize, ax,ay,az=aircraft:GetObjectSize()
|
||||
else
|
||||
-- SU27 dimensions
|
||||
_aircraftsize = 23
|
||||
ax = 23 -- length
|
||||
ay = 7 -- height
|
||||
az = 17 -- width
|
||||
if aircraft then
|
||||
_aircraftsize, ax,ay,az=aircraft:GetObjectSize()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
@@ -2220,3 +2360,17 @@ function AIRBASE:CheckOnRunWay(group, radius, despawn)
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
--- Get category of airbase.
|
||||
-- @param #AIRBASE self
|
||||
-- @return #number Category of airbase from GetDesc().category.
|
||||
function AIRBASE:GetCategory()
|
||||
return self.category
|
||||
end
|
||||
|
||||
--- Get category name of airbase.
|
||||
-- @param #AIRBASE self
|
||||
-- @return #string Category of airbase, i.e. Airdrome, Ship, or Helipad
|
||||
function AIRBASE:GetCategoryName()
|
||||
return AIRBASE.CategoryName[self.category]
|
||||
end
|
||||
|
||||
@@ -62,15 +62,15 @@
|
||||
--
|
||||
-- @field #CLIENT
|
||||
CLIENT = {
|
||||
ClassName = "CLIENT",
|
||||
ClientName = nil,
|
||||
ClientAlive = false,
|
||||
ClientTransport = false,
|
||||
ClientBriefingShown = false,
|
||||
_Menus = {},
|
||||
_Tasks = {},
|
||||
Messages = {},
|
||||
Players = {},
|
||||
ClassName = "CLIENT",
|
||||
ClientName = nil,
|
||||
ClientAlive = false,
|
||||
ClientTransport = false,
|
||||
ClientBriefingShown = false,
|
||||
_Menus = {},
|
||||
_Tasks = {},
|
||||
Messages = {},
|
||||
Players = {},
|
||||
}
|
||||
|
||||
|
||||
@@ -95,6 +95,22 @@ function CLIENT:Find(DCSUnit, Error)
|
||||
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.
|
||||
-- As an optional parameter, a briefing text can be given also.
|
||||
@@ -105,13 +121,13 @@ end
|
||||
-- @return #CLIENT
|
||||
-- @usage
|
||||
-- -- Create new Clients.
|
||||
-- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
|
||||
-- Mission:AddGoal( DeploySA6TroopsGoal )
|
||||
-- local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
|
||||
-- Mission:AddGoal( DeploySA6TroopsGoal )
|
||||
--
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
|
||||
-- Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )
|
||||
function CLIENT:FindByName( ClientName, ClientBriefing, Error )
|
||||
|
||||
-- Client
|
||||
@@ -124,7 +140,7 @@ function CLIENT:FindByName( ClientName, ClientBriefing, Error )
|
||||
|
||||
ClientFound.MessageSwitch = true
|
||||
|
||||
return ClientFound
|
||||
return ClientFound
|
||||
end
|
||||
|
||||
if not Error then
|
||||
@@ -262,8 +278,8 @@ end
|
||||
-- @param #CLIENT self
|
||||
-- @param #string ClientName Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.
|
||||
function CLIENT:Reset( ClientName )
|
||||
self:F()
|
||||
self._Menus = {}
|
||||
self:F()
|
||||
self._Menus = {}
|
||||
end
|
||||
|
||||
-- Is Functions
|
||||
@@ -347,85 +363,85 @@ function CLIENT:GetDCSGroup()
|
||||
self:F3()
|
||||
|
||||
-- local ClientData = Group.getByName( self.ClientName )
|
||||
-- if ClientData and ClientData:isExist() then
|
||||
-- self:T( self.ClientName .. " : group found!" )
|
||||
-- return ClientData
|
||||
-- else
|
||||
-- return nil
|
||||
-- end
|
||||
-- if ClientData and ClientData:isExist() then
|
||||
-- self:T( self.ClientName .. " : group found!" )
|
||||
-- return ClientData
|
||||
-- else
|
||||
-- return nil
|
||||
-- end
|
||||
|
||||
local ClientUnit = Unit.getByName( self.ClientName )
|
||||
|
||||
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
|
||||
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
self:T3( { "CoalitionData:", CoalitionData } )
|
||||
for UnitId, UnitData in pairs( CoalitionData ) do
|
||||
self:T3( { "UnitData:", UnitData } )
|
||||
if UnitData and UnitData:isExist() then
|
||||
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ) }
|
||||
|
||||
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
|
||||
self:T3( { "CoalitionData:", CoalitionData } )
|
||||
for UnitId, UnitData in pairs( CoalitionData ) do
|
||||
self:T3( { "UnitData:", UnitData } )
|
||||
if UnitData and UnitData:isExist() then
|
||||
|
||||
--self:F(self.ClientName)
|
||||
if ClientUnit then
|
||||
|
||||
local ClientGroup = ClientUnit:getGroup()
|
||||
|
||||
if ClientGroup then
|
||||
self:T3( "ClientGroup = " .. self.ClientName )
|
||||
|
||||
if ClientGroup:isExist() and UnitData:getGroup():isExist() then
|
||||
|
||||
if ClientGroup:getID() == UnitData:getGroup():getID() then
|
||||
self:T3( "Normal logic" )
|
||||
self:T3( self.ClientName .. " : group found!" )
|
||||
local ClientGroup = ClientUnit:getGroup()
|
||||
|
||||
if ClientGroup then
|
||||
self:T3( "ClientGroup = " .. self.ClientName )
|
||||
|
||||
if ClientGroup:isExist() and UnitData:getGroup():isExist() then
|
||||
|
||||
if ClientGroup:getID() == UnitData:getGroup():getID() then
|
||||
self:T3( "Normal logic" )
|
||||
self:T3( self.ClientName .. " : group found!" )
|
||||
self.ClientGroupID = ClientGroup:getID()
|
||||
self.ClientGroupName = ClientGroup:getName()
|
||||
return ClientGroup
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- Now we need to resolve the bugs in DCS 1.5 ...
|
||||
-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
|
||||
self:T3( "Bug 1.5 logic" )
|
||||
|
||||
local ClientGroupTemplate = _DATABASE.Templates.Units[self.ClientName].GroupTemplate
|
||||
|
||||
self.ClientGroupID = ClientGroupTemplate.groupId
|
||||
|
||||
self.ClientGroupName = _DATABASE.Templates.Units[self.ClientName].GroupName
|
||||
|
||||
self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
|
||||
return ClientGroup
|
||||
|
||||
end
|
||||
-- else
|
||||
-- error( "Client " .. self.ClientName .. " not found!" )
|
||||
end
|
||||
else
|
||||
--self:F( { "Client not found!", self.ClientName } )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- For non player clients
|
||||
if ClientUnit then
|
||||
local ClientGroup = ClientUnit:getGroup()
|
||||
if ClientGroup then
|
||||
self:T3( "ClientGroup = " .. self.ClientName )
|
||||
if ClientGroup:isExist() then
|
||||
self:T3( "Normal logic" )
|
||||
self:T3( self.ClientName .. " : group found!" )
|
||||
return ClientGroup
|
||||
end
|
||||
end
|
||||
self.ClientGroupName = ClientGroup:getName()
|
||||
return ClientGroup
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
-- Now we need to resolve the bugs in DCS 1.5 ...
|
||||
-- Consult the database for the units of the Client Group. (ClientGroup:getUnits() returns nil)
|
||||
self:T3( "Bug 1.5 logic" )
|
||||
|
||||
local ClientGroupTemplate = _DATABASE.Templates.Units[self.ClientName].GroupTemplate
|
||||
|
||||
self.ClientGroupID = ClientGroupTemplate.groupId
|
||||
|
||||
self.ClientGroupName = _DATABASE.Templates.Units[self.ClientName].GroupName
|
||||
|
||||
self:T3( self.ClientName .. " : group found in bug 1.5 resolvement logic!" )
|
||||
return ClientGroup
|
||||
|
||||
end
|
||||
-- else
|
||||
-- error( "Client " .. self.ClientName .. " not found!" )
|
||||
end
|
||||
else
|
||||
--self:F( { "Client not found!", self.ClientName } )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Nothing could be found :(
|
||||
self.ClientGroupID = nil
|
||||
self.ClientGroupName = nil
|
||||
|
||||
return nil
|
||||
|
||||
-- For non player clients
|
||||
if ClientUnit then
|
||||
local ClientGroup = ClientUnit:getGroup()
|
||||
if ClientGroup then
|
||||
self:T3( "ClientGroup = " .. self.ClientName )
|
||||
if ClientGroup:isExist() then
|
||||
self:T3( "Normal logic" )
|
||||
self:T3( self.ClientName .. " : group found!" )
|
||||
return ClientGroup
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Nothing could be found :(
|
||||
self.ClientGroupID = nil
|
||||
self.ClientGroupName = nil
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
@@ -437,7 +453,7 @@ function CLIENT:GetClientGroupID()
|
||||
-- This updates the ID.
|
||||
self:GetDCSGroup()
|
||||
|
||||
return self.ClientGroupID
|
||||
return self.ClientGroupID
|
||||
end
|
||||
|
||||
|
||||
@@ -449,7 +465,7 @@ function CLIENT:GetClientGroupName()
|
||||
-- This updates the group name.
|
||||
self:GetDCSGroup()
|
||||
|
||||
return self.ClientGroupName
|
||||
return self.ClientGroupName
|
||||
end
|
||||
|
||||
--- Returns the UNIT of the CLIENT.
|
||||
@@ -458,23 +474,23 @@ end
|
||||
function CLIENT:GetClientGroupUnit()
|
||||
self:F2()
|
||||
|
||||
local ClientDCSUnit = Unit.getByName( self.ClientName )
|
||||
local ClientDCSUnit = Unit.getByName( self.ClientName )
|
||||
|
||||
self:T( self.ClientDCSUnit )
|
||||
|
||||
if ClientDCSUnit and ClientDCSUnit:isExist() then
|
||||
local ClientUnit=_DATABASE:FindUnit( self.ClientName )
|
||||
return ClientUnit
|
||||
end
|
||||
|
||||
return nil
|
||||
if ClientDCSUnit and ClientDCSUnit:isExist() then
|
||||
local ClientUnit=_DATABASE:FindUnit( self.ClientName )
|
||||
return ClientUnit
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns the DCSUnit of the CLIENT.
|
||||
-- @param #CLIENT self
|
||||
-- @return DCS#Unit
|
||||
function CLIENT:GetClientGroupDCSUnit()
|
||||
self:F2()
|
||||
self:F2()
|
||||
|
||||
local ClientDCSUnit = Unit.getByName( self.ClientName )
|
||||
|
||||
@@ -489,29 +505,29 @@ end
|
||||
-- @param #CLIENT self
|
||||
-- @return #boolean true is a transport.
|
||||
function CLIENT:IsTransport()
|
||||
self:F()
|
||||
return self.ClientTransport
|
||||
self:F()
|
||||
return self.ClientTransport
|
||||
end
|
||||
|
||||
--- Shows the @{AI.AI_Cargo#CARGO} contained within the CLIENT to the player as a message.
|
||||
-- The @{AI.AI_Cargo#CARGO} is shown using the @{Core.Message#MESSAGE} distribution system.
|
||||
-- @param #CLIENT self
|
||||
function CLIENT:ShowCargo()
|
||||
self:F()
|
||||
self:F()
|
||||
|
||||
local CargoMsg = ""
|
||||
local CargoMsg = ""
|
||||
|
||||
for CargoName, Cargo in pairs( CARGOS ) do
|
||||
if self == Cargo:IsLoadedInClient() then
|
||||
CargoMsg = CargoMsg .. Cargo.CargoName .. " Type:" .. Cargo.CargoType .. " Weight: " .. Cargo.CargoWeight .. "\n"
|
||||
end
|
||||
end
|
||||
for CargoName, Cargo in pairs( CARGOS ) do
|
||||
if self == Cargo:IsLoadedInClient() then
|
||||
CargoMsg = CargoMsg .. Cargo.CargoName .. " Type:" .. Cargo.CargoType .. " Weight: " .. Cargo.CargoWeight .. "\n"
|
||||
end
|
||||
end
|
||||
|
||||
if CargoMsg == "" then
|
||||
CargoMsg = "empty"
|
||||
end
|
||||
if CargoMsg == "" then
|
||||
CargoMsg = "empty"
|
||||
end
|
||||
|
||||
self:Message( CargoMsg, 15, "Co-Pilot: Cargo Status", 30 )
|
||||
self:Message( CargoMsg, 15, "Co-Pilot: Cargo Status", 30 )
|
||||
|
||||
end
|
||||
|
||||
@@ -526,39 +542,39 @@ end
|
||||
-- @param #number MessageInterval is the interval in seconds between the display of the @{Core.Message#MESSAGE} when the CLIENT is in the air.
|
||||
-- @param #string MessageID is the identifier of the message when displayed with intervals.
|
||||
function CLIENT:Message( Message, MessageDuration, MessageCategory, MessageInterval, MessageID )
|
||||
self:F( { Message, MessageDuration, MessageCategory, MessageInterval } )
|
||||
self:F( { Message, MessageDuration, MessageCategory, MessageInterval } )
|
||||
|
||||
if self.MessageSwitch == true then
|
||||
if MessageCategory == nil then
|
||||
MessageCategory = "Messages"
|
||||
end
|
||||
if MessageID ~= nil then
|
||||
if self.Messages[MessageID] == nil then
|
||||
self.Messages[MessageID] = {}
|
||||
self.Messages[MessageID].MessageId = MessageID
|
||||
self.Messages[MessageID].MessageTime = timer.getTime()
|
||||
self.Messages[MessageID].MessageDuration = MessageDuration
|
||||
if MessageInterval == nil then
|
||||
self.Messages[MessageID].MessageInterval = 600
|
||||
else
|
||||
self.Messages[MessageID].MessageInterval = MessageInterval
|
||||
end
|
||||
MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self )
|
||||
else
|
||||
if self:GetClientGroupDCSUnit() and not self:GetClientGroupDCSUnit():inAir() then
|
||||
if timer.getTime() - self.Messages[MessageID].MessageTime >= self.Messages[MessageID].MessageDuration + 10 then
|
||||
MESSAGE:New( Message, MessageDuration , MessageCategory):ToClient( self )
|
||||
self.Messages[MessageID].MessageTime = timer.getTime()
|
||||
end
|
||||
else
|
||||
if timer.getTime() - self.Messages[MessageID].MessageTime >= self.Messages[MessageID].MessageDuration + self.Messages[MessageID].MessageInterval then
|
||||
MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self )
|
||||
self.Messages[MessageID].MessageTime = timer.getTime()
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
if self.MessageSwitch == true then
|
||||
if MessageCategory == nil then
|
||||
MessageCategory = "Messages"
|
||||
end
|
||||
if MessageID ~= nil then
|
||||
if self.Messages[MessageID] == nil then
|
||||
self.Messages[MessageID] = {}
|
||||
self.Messages[MessageID].MessageId = MessageID
|
||||
self.Messages[MessageID].MessageTime = timer.getTime()
|
||||
self.Messages[MessageID].MessageDuration = MessageDuration
|
||||
if MessageInterval == nil then
|
||||
self.Messages[MessageID].MessageInterval = 600
|
||||
else
|
||||
self.Messages[MessageID].MessageInterval = MessageInterval
|
||||
end
|
||||
MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self )
|
||||
else
|
||||
if self:GetClientGroupDCSUnit() and not self:GetClientGroupDCSUnit():inAir() then
|
||||
if timer.getTime() - self.Messages[MessageID].MessageTime >= self.Messages[MessageID].MessageDuration + 10 then
|
||||
MESSAGE:New( Message, MessageDuration , MessageCategory):ToClient( self )
|
||||
self.Messages[MessageID].MessageTime = timer.getTime()
|
||||
end
|
||||
else
|
||||
if timer.getTime() - self.Messages[MessageID].MessageTime >= self.Messages[MessageID].MessageDuration + self.Messages[MessageID].MessageInterval then
|
||||
MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self )
|
||||
self.Messages[MessageID].MessageTime = timer.getTime()
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
MESSAGE:New( Message, MessageDuration, MessageCategory ):ToClient( self )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -52,6 +52,7 @@
|
||||
-- * @{#CONTROLLABLE.TaskEmbarking}: (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.
|
||||
-- * @{#CONTROLLABLE.TaskEmbarkToTransport}: (GROUND) Embark to a Transport landed at a location.
|
||||
-- * @{#CONTROLLABLE.TaskEscort}: (AIR) Escort another airborne controllable.
|
||||
-- * @{#CONTROLLABLE.TaskGroundEscort}: (AIR/HELO) Escort a ground controllable.
|
||||
-- * @{#CONTROLLABLE.TaskFAC_AttackGroup}: (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.
|
||||
-- * @{#CONTROLLABLE.TaskFireAtPoint}: (GROUND) Fire some or all ammunition at a VEC2 point.
|
||||
-- * @{#CONTROLLABLE.TaskFollow}: (AIR) Following another airborne controllable.
|
||||
@@ -690,7 +691,8 @@ function CONTROLLABLE:CommandActivateACLS( UnitID, Name, Delay )
|
||||
if Delay and Delay > 0 then
|
||||
SCHEDULER:New( nil, self.CommandActivateACLS, { self, UnitID, Name }, Delay )
|
||||
else
|
||||
self:SetCommand( CommandActivateACLS )
|
||||
local controller = self:_GetController()
|
||||
controller:setCommand( CommandActivateACLS )
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -711,7 +713,8 @@ function CONTROLLABLE:CommandDeactivateACLS( Delay )
|
||||
if Delay and Delay > 0 then
|
||||
SCHEDULER:New( nil, self.CommandDeactivateACLS, { self }, Delay )
|
||||
else
|
||||
self:SetCommand( CommandDeactivateACLS )
|
||||
local controller = self:_GetController()
|
||||
controller:setCommand( CommandDeactivateACLS )
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -761,7 +764,7 @@ function CONTROLLABLE:CommandActivateLink4(Frequency, UnitID, Callsign, Delay)
|
||||
local CommandActivateLink4= {
|
||||
id = "ActivateLink4",
|
||||
params= {
|
||||
["frequency "] = freq*1000000,
|
||||
["frequency"] = freq*1000000,
|
||||
["unitId"] = UnitID or self:GetID(),
|
||||
["name"] = Callsign or "LNK",
|
||||
}
|
||||
@@ -772,7 +775,8 @@ function CONTROLLABLE:CommandActivateLink4(Frequency, UnitID, Callsign, Delay)
|
||||
if Delay and Delay>0 then
|
||||
SCHEDULER:New(nil, self.CommandActivateLink4, {self, Frequency, UnitID, Callsign}, Delay)
|
||||
else
|
||||
self:SetCommand(CommandActivateLink4)
|
||||
local controller = self:_GetController()
|
||||
controller:setCommand(CommandActivateLink4)
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -810,7 +814,8 @@ function CONTROLLABLE:CommandDeactivateLink4(Delay)
|
||||
if Delay and Delay>0 then
|
||||
SCHEDULER:New(nil, self.CommandDeactivateLink4, {self}, Delay)
|
||||
else
|
||||
self:SetCommand(CommandDeactivateLink4)
|
||||
local controller = self:_GetController()
|
||||
controller:setCommand(CommandDeactivateLink4)
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -1266,7 +1271,7 @@ end
|
||||
|
||||
--- (AIR) Orbit at a position with at a given altitude and speed. Optionally, a race track pattern can be specified.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Core.Point#COORDINATE Coord Coordinate at which the CONTROLLABLE orbits.
|
||||
-- @param Core.Point#COORDINATE Coord Coordinate at which the CONTROLLABLE orbits. Can also be given as a `DCS#Vec3` or `DCS#Vec2` object.
|
||||
-- @param #number Altitude Altitude in meters of the orbit pattern. Default y component of Coord.
|
||||
-- @param #number Speed Speed [m/s] flying the orbit pattern. Default 128 m/s = 250 knots.
|
||||
-- @param Core.Point#COORDINATE CoordRaceTrack (Optional) If this coordinate is specified, the CONTROLLABLE will fly a race-track pattern using this and the initial coordinate.
|
||||
@@ -1275,11 +1280,11 @@ function CONTROLLABLE:TaskOrbit( Coord, Altitude, Speed, CoordRaceTrack )
|
||||
|
||||
local Pattern = AI.Task.OrbitPattern.CIRCLE
|
||||
|
||||
local P1 = Coord:GetVec2()
|
||||
local P1 = {x=Coord.x, y=Coord.z or Coord.y}
|
||||
local P2 = nil
|
||||
if CoordRaceTrack then
|
||||
Pattern = AI.Task.OrbitPattern.RACE_TRACK
|
||||
P2 = CoordRaceTrack:GetVec2()
|
||||
P2 = {x=CoordRaceTrack.x, y=CoordRaceTrack.z or CoordRaceTrack.y}
|
||||
end
|
||||
|
||||
local Task = {
|
||||
@@ -1476,15 +1481,53 @@ function CONTROLLABLE:TaskFollow( FollowControllable, Vec3, LastWaypointIndex )
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
--- (AIR/HELO) Escort a ground controllable.
|
||||
-- The unit / controllable will follow lead unit of the other controllable, additional units of both controllables will continue following their leaders.
|
||||
-- The unit / controllable will also protect that controllable from threats of specified types.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #CONTROLLABLE FollowControllable The controllable to be escorted.
|
||||
-- @param #number LastWaypointIndex (optional) Detach waypoint of another controllable. Once reached the unit / controllable Escort task is finished.
|
||||
-- @param #number OrbitDistance (optional) Maximum distance helo will orbit around the ground unit in meters. Defaults to 2000 meters.
|
||||
-- @param DCS#AttributeNameArray TargetTypes (optional) Array of AttributeName that is contains threat categories allowed to engage. Default {"Ground vehicles"}. See [https://wiki.hoggit.us/view/DCS_enum_attributes](https://wiki.hoggit.us/view/DCS_enum_attributes)
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskGroundEscort( FollowControllable, LastWaypointIndex, OrbitDistance, TargetTypes )
|
||||
|
||||
-- Escort = {
|
||||
-- id = 'GroundEscort',
|
||||
-- params = {
|
||||
-- groupId = Group.ID, -- must
|
||||
-- engagementDistMax = Distance, -- Must. With his task it does not appear to actually define the range AI are allowed to attack at, rather it defines the size length of the orbit. The helicopters will fly up to this set distance before returning to the escorted group.
|
||||
-- lastWptIndexFlag = boolean, -- optional
|
||||
-- lastWptIndex = number, -- optional
|
||||
-- targetTypes = array of AttributeName, -- must
|
||||
-- lastWptIndexFlagChangedManually = boolean, -- must be true
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask = {
|
||||
id = 'GroundEscort',
|
||||
params = {
|
||||
groupId = FollowControllable and FollowControllable:GetID() or nil,
|
||||
engagementDistMax = OrbitDistance or 2000,
|
||||
lastWptIndexFlag = LastWaypointIndex and true or false,
|
||||
lastWptIndex = LastWaypointIndex,
|
||||
targetTypes = TargetTypes or {"Ground vehicles"},
|
||||
lastWptIndexFlagChangedManually = true,
|
||||
},
|
||||
}
|
||||
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
--- (AIR) Escort another airborne controllable.
|
||||
-- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders.
|
||||
-- The unit / controllable will also protect that controllable from threats of specified types.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #CONTROLLABLE FollowControllable The controllable to be escorted.
|
||||
-- @param DCS#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
|
||||
-- @param #number LastWaypointIndex Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
|
||||
-- @param #number EngagementDistance Maximal distance from escorted controllable to threat. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.
|
||||
-- @param DCS#AttributeNameArray TargetTypes Array of AttributeName that is contains threat categories allowed to engage. Default {"Air"}.
|
||||
-- @param #number LastWaypointIndex Detach waypoint of another controllable. Once reached the unit / controllable Escort task is finished.
|
||||
-- @param #number EngagementDistance Maximal distance from escorted controllable to threat in meters. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.
|
||||
-- @param DCS#AttributeNameArray TargetTypes Array of AttributeName that is contains threat categories allowed to engage. Default {"Air"}. See https://wiki.hoggit.us/view/DCS_enum_attributes
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes )
|
||||
|
||||
@@ -1500,8 +1543,7 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = {
|
||||
local DCSTask = {
|
||||
id = 'Escort',
|
||||
params = {
|
||||
groupId = FollowControllable and FollowControllable:GetID() or nil,
|
||||
@@ -1692,7 +1734,9 @@ function CONTROLLABLE:EnRouteTaskSEAD(TargetTypes, Priority)
|
||||
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.
|
||||
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_engageGroup).
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #CONTROLLABLE AttackGroup The Controllable to be attacked.
|
||||
-- @param #number Priority 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.
|
||||
@@ -1741,6 +1785,7 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
|
||||
end
|
||||
|
||||
--- (AIR) Search and attack the Unit.
|
||||
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_engageUnit).
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Wrapper.Unit#UNIT EngageUnit The UNIT.
|
||||
-- @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.
|
||||
@@ -1776,6 +1821,7 @@ function CONTROLLABLE:EnRouteTaskEngageUnit( EngageUnit, Priority, GroupAttack,
|
||||
end
|
||||
|
||||
--- (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.
|
||||
-- [hoggit](https://wiki.hoggitworld.com/view/DCS_task_awacs).
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskAWACS()
|
||||
@@ -1789,6 +1835,7 @@ function CONTROLLABLE:EnRouteTaskAWACS()
|
||||
end
|
||||
|
||||
--- (AIR) Aircraft will act as a tanker for friendly units. No parameters.
|
||||
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_tanker).
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskTanker()
|
||||
@@ -1804,6 +1851,7 @@ end
|
||||
-- En-route tasks for ground units/controllables
|
||||
|
||||
--- (GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). No parameters.
|
||||
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_ewr).
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskEWR()
|
||||
@@ -1821,14 +1869,17 @@ end
|
||||
--- (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.
|
||||
-- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.
|
||||
-- If the task is assigned to the controllable lead unit will be a FAC.
|
||||
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_fac_engageGroup).
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #CONTROLLABLE AttackGroup Target CONTROLLABLE.
|
||||
-- @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 is 0.
|
||||
-- @param #number WeaponType (Optional) Bitmask of weapon types those allowed to use. Default is "Auto".
|
||||
-- @param DCS#AI.Task.Designation Designation (Optional) Designation type.
|
||||
-- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
|
||||
-- @param #number CallsignID CallsignID, e.g. `CALLSIGN.JTAC.Anvil` for ground or `CALLSIGN.Aircraft.Ford` for air.
|
||||
-- @param #number CallsignNumber Callsign first number, e.g. 2 for `Ford-2`.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponType, Designation, Datalink )
|
||||
function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponType, Designation, Datalink, Frequency, Modulation, CallsignID, CallsignNumber )
|
||||
|
||||
local DCSTask = {
|
||||
id = 'FAC_EngageControllable',
|
||||
@@ -1837,6 +1888,10 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
|
||||
weaponType = WeaponType or "Auto",
|
||||
designation = Designation,
|
||||
datalink = Datalink and Datalink or false,
|
||||
frequency = (Frequency or 133)*1000000,
|
||||
modulation = Modulation or radio.modulation.AM,
|
||||
callname = CallsignID,
|
||||
number = CallsignNumber,
|
||||
priority = Priority or 0,
|
||||
},
|
||||
}
|
||||
@@ -1845,27 +1900,26 @@ function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponT
|
||||
end
|
||||
|
||||
--- (AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.
|
||||
-- The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.
|
||||
-- If the task is assigned to the controllable lead unit will be a FAC.
|
||||
-- Assigns the controlled group to act as a Forward Air Controller or JTAC. Any detected targets will be assigned as targets to the player via the JTAC radio menu.
|
||||
-- Target designation is set to auto and is dependent on the circumstances.
|
||||
-- See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_fac).
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param DCS#Distance Radius The maximal distance from the FAC to a target.
|
||||
-- @param #number Frequency Frequency in MHz. Default 133 MHz.
|
||||
-- @param #number Modulation Radio modulation. Default `radio.modulation.AM`.
|
||||
-- @param #number CallsignID CallsignID, e.g. `CALLSIGN.JTAC.Anvil` for ground or `CALLSIGN.Aircraft.Ford` for air.
|
||||
-- @param #number CallsignNumber Callsign first number, e.g. 2 for `Ford-2`.
|
||||
-- @param #number Priority 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.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskFAC( Radius, Priority )
|
||||
|
||||
-- FAC = {
|
||||
-- id = 'FAC',
|
||||
-- params = {
|
||||
-- radius = Distance,
|
||||
-- priority = number
|
||||
-- }
|
||||
-- }
|
||||
function CONTROLLABLE:EnRouteTaskFAC( Frequency, Modulation, CallsignID, CallsignNumber, Priority )
|
||||
|
||||
local DCSTask = {
|
||||
id = 'FAC',
|
||||
params = {
|
||||
radius = Radius,
|
||||
priority = Priority
|
||||
frequency = (Frequency or 133)*1000000,
|
||||
modulation = Modulation or radio.modulation.AM,
|
||||
callname = CallsignID,
|
||||
number = CallsignNumber,
|
||||
priority = Priority or 0
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1653,7 +1653,7 @@ function GROUP:GetMinHeight()
|
||||
return nil
|
||||
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.
|
||||
-- @param #GROUP self
|
||||
-- @return #number Maximum height found.
|
||||
@@ -1668,7 +1668,7 @@ function GROUP:GetMaxHeight()
|
||||
for Index, UnitData in pairs( DCSGroup:getUnits() ) do
|
||||
local UnitData = UnitData -- DCS#Unit
|
||||
|
||||
local UnitHeight = UnitData:getPoint()
|
||||
local UnitHeight = UnitData:getPoint().p.y -- Height -- found by @Heavydrinker
|
||||
|
||||
if UnitHeight > GroupHeightMax then
|
||||
GroupHeightMax = UnitHeight
|
||||
@@ -2785,11 +2785,16 @@ end
|
||||
-- @param #GROUP self
|
||||
-- @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 #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.
|
||||
-- @return #string Callsign
|
||||
-- @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,{
|
||||
-- Devil = 'Bengal',
|
||||
-- Snake = 'Winder',
|
||||
@@ -2797,12 +2802,12 @@ end
|
||||
-- Enfield = 'Victory',
|
||||
-- Uzi = 'Evil Eye'
|
||||
-- })
|
||||
--
|
||||
-- results in this outcome if the group has Callsign "Enfield 9 1" on the 1st #UNIT of the group:
|
||||
--
|
||||
-- 'Victory 9'
|
||||
--
|
||||
--
|
||||
-- -- then GetCustomCallsign will return
|
||||
-- -- Enfield-1 for Slot 1
|
||||
-- -- Apollo for Slot 2 or Apollo 403 if Keepnumber is set
|
||||
-- -- Apollo for Slot 3
|
||||
-- -- Bengal-4 for Slot 4
|
||||
|
||||
function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations)
|
||||
--self:I("GetCustomCallSign")
|
||||
|
||||
@@ -2810,14 +2815,18 @@ function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations)
|
||||
if self:IsAlive() then
|
||||
local IsPlayer = self:IsPlayer()
|
||||
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)
|
||||
local groupname = self:GetName()
|
||||
local callnumber = string.match(shortcallsign, "(%d+)$" ) or "91" -- 91
|
||||
local callnumbermajor = string.char(string.byte(callnumber,1)) -- 9
|
||||
local callnumberminor = string.char(string.byte(callnumber,2)) -- 1
|
||||
local personalized = false
|
||||
if IsPlayer and string.find(groupname,"#") then
|
||||
|
||||
-- prioritize bespoke callsigns over parsing, prefer parsing over default callsigns
|
||||
if CallsignTranslations and CallsignTranslations[callsignroot] then
|
||||
callsignroot = CallsignTranslations[callsignroot]
|
||||
elseif IsPlayer and string.find(groupname,"#") then
|
||||
-- personalized flight name in group naming
|
||||
if Keepnumber then
|
||||
shortcallsign = string.match(groupname,"#(.+)") or "Ghost 111" -- Ghostrider 219
|
||||
@@ -2830,32 +2839,28 @@ function GROUP:GetCustomCallSign(ShortCallsign,Keepnumber,CallsignTranslations)
|
||||
shortcallsign = string.match(self:GetPlayerName(),"|%s*([%a]+)") or string.match(self:GetPlayerName(),"|%s*([%d]+)") or "Ghost" -- Ghostrider
|
||||
personalized = true
|
||||
end
|
||||
|
||||
if (not personalized) and CallsignTranslations and CallsignTranslations[callsignroot] then
|
||||
callsignroot = CallsignTranslations[callsignroot]
|
||||
|
||||
if personalized then
|
||||
-- player personalized callsign
|
||||
-- remove trailing/leading spaces
|
||||
shortcallsign=string.gsub(shortcallsign,"^%s*","")
|
||||
shortcallsign=string.gsub(shortcallsign,"%s*$","")
|
||||
if Keepnumber then
|
||||
return shortcallsign -- Ghostrider 219
|
||||
elseif ShortCallsign then
|
||||
callsign = shortcallsign.." "..callnumbermajor -- Ghostrider 9
|
||||
else
|
||||
callsign = shortcallsign.." "..callnumbermajor.." "..callnumberminor -- Ghostrider 9 1
|
||||
end
|
||||
return callsign
|
||||
end
|
||||
|
||||
if personalized then
|
||||
-- player personalized callsign
|
||||
-- remove trailing/leading spaces
|
||||
shortcallsign=string.gsub(shortcallsign,"^%s*","")
|
||||
shortcallsign=string.gsub(shortcallsign,"%s*$","")
|
||||
if Keepnumber then
|
||||
return shortcallsign -- Ghostrider 219
|
||||
elseif ShortCallsign then
|
||||
callsign = shortcallsign.." "..callnumbermajor -- Ghostrider 9
|
||||
|
||||
-- AI or not personalized
|
||||
if ShortCallsign then
|
||||
callsign = callsignroot.." "..callnumbermajor -- Uzi/Victory 9
|
||||
else
|
||||
callsign = shortcallsign.." "..callnumbermajor.." "..callnumberminor -- Ghostrider 9 1
|
||||
callsign = callsignroot.." "..callnumbermajor.." "..callnumberminor -- Uzi/Victory 9 1
|
||||
end
|
||||
return callsign
|
||||
end
|
||||
|
||||
-- AI or not personalized
|
||||
if ShortCallsign then
|
||||
callsign = callsignroot.." "..callnumbermajor -- Uzi/Victory 9
|
||||
else
|
||||
callsign = callsignroot.." "..callnumbermajor.." "..callnumberminor -- Uzi/Victory 9 1
|
||||
end
|
||||
|
||||
--self:I("Generated Callsign = " .. callsign)
|
||||
end
|
||||
|
||||
@@ -0,0 +1,838 @@
|
||||
--- **Wrapper** - DCS net functions.
|
||||
--
|
||||
-- Encapsules **multiplayer server** environment scripting functions from [net](https://wiki.hoggitworld.com/view/DCS_singleton_net)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **Applevangelist**
|
||||
-- # Last Update June 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
|
||||
-- @field #numner timestamp
|
||||
|
||||
--- 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 = "0.1.2",
|
||||
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.Client#CLIENT Client 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) or "none"
|
||||
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.." | Event ID: "..data.id)
|
||||
-- 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
|
||||
local client = CLIENT:FindByPlayerName(name) or data.IniUnit
|
||||
if not self.KnownPilots[name] or (self.KnownPilots[name] and TNow-self.KnownPilots[name].timestamp > 3) then
|
||||
self:__PlayerJoined(1,client,name)
|
||||
self.KnownPilots[name] = {
|
||||
name = name,
|
||||
ucid = ucid,
|
||||
id = PlayerID,
|
||||
side = PlayerSide,
|
||||
slot = PlayerSlot,
|
||||
timestamp = TNow,
|
||||
}
|
||||
end
|
||||
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(-10)
|
||||
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
|
||||
@@ -237,22 +237,23 @@ end
|
||||
-- @return DCS#Vec3 The 3D point vector of the POSITIONABLE.
|
||||
-- @return #nil The POSITIONABLE is not existing or alive.
|
||||
function POSITIONABLE:GetVec3()
|
||||
|
||||
local DCSPositionable = self:GetDCSObject()
|
||||
|
||||
if DCSPositionable then
|
||||
|
||||
--local status, vec3 = pcall(
|
||||
-- function()
|
||||
-- local vec3 = DCSPositionable:getPoint()
|
||||
-- return vec3
|
||||
--end
|
||||
--)
|
||||
local vec3 = DCSPositionable:getPoint()
|
||||
|
||||
if vec3 then
|
||||
--if status then
|
||||
return vec3
|
||||
else
|
||||
self:E( "ERROR: Cannot get vec3!" )
|
||||
end
|
||||
--else
|
||||
--self:E( { "Cannot get Vec3 from DCS Object", Positionable = self, Alive = self:IsAlive() } )
|
||||
--end
|
||||
end
|
||||
|
||||
-- ERROR!
|
||||
self:E( { "Cannot GetVec3", Positionable = self, Alive = self:IsAlive() } )
|
||||
self:E( { "Cannot get the Positionable DCS Object for GetVec3", Positionable = self, Alive = self:IsAlive() } )
|
||||
return nil
|
||||
end
|
||||
|
||||
@@ -394,6 +395,35 @@ function POSITIONABLE:GetCoordinate()
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Triggers an explosion at the coordinates of the positionable.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #number power Power of the explosion in kg TNT. Default 100 kg TNT.
|
||||
-- @param #number delay (Optional) Delay of explosion in seconds.
|
||||
-- @return #POSITIONABLE self
|
||||
function POSITIONABLE:Explode(power, delay)
|
||||
|
||||
-- Default.
|
||||
power=power or 100
|
||||
|
||||
-- Check if delay or not.
|
||||
if delay and delay>0 then
|
||||
-- Delayed call.
|
||||
self:ScheduleOnce(delay, POSITIONABLE.Explode, self, power, 0)
|
||||
else
|
||||
|
||||
local coord=self:GetCoord()
|
||||
|
||||
if coord then
|
||||
-- Create an explotion at the coordinate of the positionable.
|
||||
coord:Explosion(power)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #number x Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.
|
||||
@@ -435,6 +465,115 @@ function POSITIONABLE:GetOffsetCoordinate( x, y, z )
|
||||
return coord
|
||||
end
|
||||
|
||||
--- Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE. Inverse of @{#POSITIONABLE.GetOffsetCoordinate}.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #number x Offset along the world x-axis in meters. Default 0 m.
|
||||
-- @param #number y Offset along the world y-axis in meters. Default 0 m.
|
||||
-- @param #number z Offset along the world z-axis in meters. Default 0 m.
|
||||
-- @return Core.Point#COORDINATE The relative COORDINATE with respect to the orientation of the POSITIONABLE.
|
||||
function POSITIONABLE:GetRelativeCoordinate( x, y, z )
|
||||
|
||||
-- Default if nil.
|
||||
x = x or 0
|
||||
y = y or 0
|
||||
z = z or 0
|
||||
|
||||
|
||||
-- Vector from the origin of the map to self.
|
||||
local selfPos = self:GetVec3()
|
||||
|
||||
-- Vectors making up self's local coordinate system.
|
||||
local X = self:GetOrientationX()
|
||||
local Y = self:GetOrientationY()
|
||||
local Z = self:GetOrientationZ()
|
||||
|
||||
-- Offset from self to self's position (still in the world coordinate system).
|
||||
local off = {
|
||||
x = x - selfPos.x,
|
||||
y = y - selfPos.y,
|
||||
z = z - selfPos.z
|
||||
}
|
||||
|
||||
-- The end result
|
||||
local res = { x = 0, y = 0, z = 0 }
|
||||
|
||||
-- Matrix equation to solve:
|
||||
-- | X.x, Y.x, Z.x | | res.x | | off.x |
|
||||
-- | X.y, Y.y, Z.y | . | res.y | = | off.y |
|
||||
-- | X.z, Y.z, Z.z | | res.z | | off.z |
|
||||
|
||||
-- Use gaussian elimination to solve the system of equations.
|
||||
-- https://en.wikipedia.org/wiki/Gaussian_elimination
|
||||
|
||||
local mat = {
|
||||
{ X.x, Y.x, Z.x, off.x },
|
||||
{ X.y, Y.y, Z.y, off.y },
|
||||
{ X.z, Y.z, Z.z, off.z }
|
||||
}
|
||||
|
||||
-- Matrix dimensions
|
||||
local m = 3
|
||||
local n = 4
|
||||
|
||||
-- Pivot indices
|
||||
local h = 1
|
||||
local k = 1
|
||||
|
||||
while h <= m and k <= n do
|
||||
local v_max = math.abs( mat[h][k] )
|
||||
local i_max = h
|
||||
for i = h,m,1 do
|
||||
local value = math.abs( mat[i][k] )
|
||||
if value > v_max then
|
||||
i_max = i
|
||||
v_max = value
|
||||
end
|
||||
end
|
||||
|
||||
if mat[i_max][k] == 0 then
|
||||
-- Already all 0s, nothing to do.
|
||||
k = k + 1
|
||||
else
|
||||
-- Swap rows h and i_max
|
||||
local tmp = mat[h]
|
||||
mat[h] = mat[i_max]
|
||||
mat[i_max] = tmp
|
||||
|
||||
for i = h + 1,m,1 do
|
||||
-- The scaling factor to use to reduce all values in this column
|
||||
local f = mat[i][k] / mat[h][k]
|
||||
mat[i][k] = 0
|
||||
for j = k+1,n,1 do
|
||||
mat[i][j] = mat[i][j] - f*mat[h][j]
|
||||
end
|
||||
end
|
||||
|
||||
h = h + 1
|
||||
k = k + 1
|
||||
end
|
||||
end
|
||||
|
||||
-- mat is now in row echelon form:
|
||||
-- | #, #, #, # |
|
||||
-- | 0, #, #, # |
|
||||
-- | 0, 0, #, # |
|
||||
--
|
||||
-- and the linear equation is now effectively:
|
||||
-- | #, #, # | | res.x | | # |
|
||||
-- | 0, #, # | . | res.y | = | # |
|
||||
-- | 0, 0, # | | res.z | | # |
|
||||
-- this resulting system of equations can be easily solved via substitution.
|
||||
|
||||
res.z = mat[3][4] / mat[3][3]
|
||||
res.y = (mat[2][4] - res.z * mat[2][3]) / mat[2][2]
|
||||
res.x = (mat[1][4] - res.y * mat[1][2] - res.z * mat[1][3]) / mat[1][1]
|
||||
|
||||
local coord = COORDINATE:NewFromVec3( res )
|
||||
|
||||
-- Return the relative coordinate.
|
||||
return coord
|
||||
end
|
||||
|
||||
--- Returns a random @{DCS#Vec3} vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @param #number Radius
|
||||
@@ -703,11 +842,11 @@ function POSITIONABLE:IsSubmarine()
|
||||
|
||||
if DCSUnit then
|
||||
local UnitDescriptor = DCSUnit:getDesc()
|
||||
if UnitDescriptor.attributes["Submarines"] == true then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
if UnitDescriptor.attributes["Submarines"] == true then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
self:E( { "Cannot check IsSubmarine", Positionable = self, Alive = self:IsAlive() } )
|
||||
@@ -845,6 +984,78 @@ function POSITIONABLE:GetVelocityKNOTS()
|
||||
return UTILS.MpsToKnots( self:GetVelocityMPS() )
|
||||
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.
|
||||
-- @param #POSITIONABLE self
|
||||
-- @return #number Angle of attack in degrees.
|
||||
@@ -1696,6 +1907,7 @@ do -- Cargo
|
||||
["tt_DSHK"] = 6,
|
||||
["HL_KORD"] = 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.
|
||||
|
||||
@@ -4,7 +4,7 @@
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
--
|
||||
-- ### Contributions: **Applevangelist**
|
||||
-- ### Contributions: **Applevangelist**, **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -12,12 +12,12 @@
|
||||
-- @image Wrapper_Scenery.JPG
|
||||
|
||||
|
||||
|
||||
--- @type SCENERY
|
||||
-- @field #string ClassName
|
||||
-- @field #string SceneryName
|
||||
-- @field #DCS.Object SceneryObject
|
||||
-- @field #number Life0
|
||||
--- SCENERY Class
|
||||
-- @type SCENERY
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #string SceneryName Name of the scenery object.
|
||||
-- @field DCS#Object SceneryObject DCS scenery object.
|
||||
-- @field #number Life0 Initial life points.
|
||||
-- @extends Wrapper.Positionable#POSITIONABLE
|
||||
|
||||
|
||||
@@ -37,12 +37,16 @@ SCENERY = {
|
||||
--- Register scenery object as POSITIONABLE.
|
||||
--@param #SCENERY self
|
||||
--@param #string SceneryName Scenery name.
|
||||
--@param #DCS.Object SceneryObject DCS scenery object.
|
||||
--@param DCS#Object SceneryObject DCS scenery object.
|
||||
--@return #SCENERY Scenery object.
|
||||
function SCENERY:Register( SceneryName, SceneryObject )
|
||||
|
||||
local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) )
|
||||
|
||||
self.SceneryName = SceneryName
|
||||
|
||||
self.SceneryObject = SceneryObject
|
||||
|
||||
if self.SceneryObject then
|
||||
self.Life0 = self.SceneryObject:getLife()
|
||||
else
|
||||
@@ -53,23 +57,29 @@ end
|
||||
|
||||
--- Obtain DCS Object from the SCENERY Object.
|
||||
--@param #SCENERY self
|
||||
--@return #DCS.Object DCS scenery object.
|
||||
--@return DCS#Object DCS scenery object.
|
||||
function SCENERY:GetDCSObject()
|
||||
return self.SceneryObject
|
||||
end
|
||||
|
||||
--- Get current life points from the SCENERY Object.
|
||||
-- **CAVEAT**: Some objects change their life value or "hitpoints" **after** the first hit. Hence we will adjust the life0 value to 120%
|
||||
-- of the last life value if life exceeds life0 (initial life) at any point. Thus will will get a smooth percentage decrease, if you use this e.g. as success
|
||||
-- criteria for a bombing task.
|
||||
--@param #SCENERY self
|
||||
--@return #number life
|
||||
function SCENERY:GetLife()
|
||||
local life = 0
|
||||
if self.SceneryObject then
|
||||
life = self.SceneryObject:getLife()
|
||||
if life > self.Life0 then
|
||||
self.Life0 = math.floor(life * 1.2)
|
||||
end
|
||||
end
|
||||
return life
|
||||
end
|
||||
|
||||
--- Get current initial life points from the SCENERY Object.
|
||||
--- Get initial life points of the SCENERY Object.
|
||||
--@param #SCENERY self
|
||||
--@return #number life
|
||||
function SCENERY:GetLife0()
|
||||
@@ -90,7 +100,7 @@ function SCENERY:IsDead()
|
||||
return self:GetLife() < 1 and true or false
|
||||
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
|
||||
--@return #number Threat level 0.
|
||||
--@return #string "Scenery".
|
||||
@@ -106,17 +116,19 @@ end
|
||||
--@param #number Radius (optional) Search radius around coordinate, defaults to 100
|
||||
--@return #SCENERY Scenery Object or `nil` if it cannot be found
|
||||
function SCENERY:FindByName(Name, Coordinate, Radius)
|
||||
|
||||
|
||||
local radius = Radius or 100
|
||||
local name = Name or "unknown"
|
||||
local scenery = nil
|
||||
|
||||
BASE:T({name, radius, Coordinate:GetVec2()})
|
||||
|
||||
---
|
||||
-- @param Core.Point#COORDINATE coordinate
|
||||
-- @param #number radius
|
||||
-- @param #string name
|
||||
local function SceneryScan(coordinate, radius, name)
|
||||
if coordinate ~= nil then
|
||||
if coordinate ~= nil then
|
||||
local scenerylist = coordinate:ScanScenery(radius)
|
||||
local rscenery = nil
|
||||
for _,_scenery in pairs(scenerylist) do
|
||||
@@ -145,14 +157,14 @@ end
|
||||
--@param Core.Zone#ZONE Zone Where to find the scenery object. Can be handed as zone name.
|
||||
--@param #number Radius (optional) Search radius around coordinate, defaults to 100
|
||||
--@return #SCENERY Scenery Object or `nil` if it cannot be found
|
||||
function SCENERY:FindByNameInZone(Name, Zone, Radius)
|
||||
function SCENERY:FindByNameInZone(Name, Zone, Radius)
|
||||
local radius = Radius or 100
|
||||
local name = Name or "unknown"
|
||||
if type(Zone) == "string" then
|
||||
Zone = ZONE:FindByName(Zone)
|
||||
end
|
||||
local coordinate = Zone:GetCoordinate()
|
||||
return self:FindByName(Name,coordinate,Radius)
|
||||
return self:FindByName(Name,coordinate,Radius)
|
||||
end
|
||||
|
||||
--- Find a SCENERY object from its zone name. Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first
|
||||
@@ -166,6 +178,7 @@ function SCENERY:FindByZoneName( ZoneName )
|
||||
zone = ZONE:FindByName(ZoneName)
|
||||
end
|
||||
local _id = zone:GetProperty('OBJECT ID')
|
||||
BASE:T("Object ID ".._id)
|
||||
if not _id then
|
||||
-- this zone has no object ID
|
||||
BASE:E("**** Zone without object ID: "..ZoneName.." | Type: "..tostring(zone.ClassName))
|
||||
@@ -231,4 +244,4 @@ end
|
||||
--@return #SCENERY self
|
||||
function SCENERY:Destroy()
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
@@ -25,6 +25,7 @@
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #string UnitName Name of the unit.
|
||||
-- @field #string GroupName Name of the group the unit belongs to.
|
||||
-- @field #table DCSUnit The DCS Unit object from the API.
|
||||
-- @extends Wrapper.Controllable#CONTROLLABLE
|
||||
|
||||
--- For each DCS Unit object alive within a running mission, a UNIT wrapper object (instance) will be created within the global _DATABASE object (an instance of @{Core.Database#DATABASE}).
|
||||
@@ -89,9 +90,10 @@
|
||||
--
|
||||
-- @field #UNIT
|
||||
UNIT = {
|
||||
ClassName="UNIT",
|
||||
UnitName=nil,
|
||||
GroupName=nil,
|
||||
ClassName="UNIT",
|
||||
UnitName=nil,
|
||||
GroupName=nil,
|
||||
DCSUnit = nil,
|
||||
}
|
||||
|
||||
|
||||
@@ -124,6 +126,7 @@ function UNIT:Register( UnitName )
|
||||
if group then
|
||||
self.GroupName=group:getName()
|
||||
end
|
||||
self.DCSUnit = unit
|
||||
end
|
||||
|
||||
-- Set event prio.
|
||||
@@ -167,7 +170,7 @@ end
|
||||
|
||||
--- Get the DCS unit object.
|
||||
-- @param #UNIT self
|
||||
-- @return DCS#Unit
|
||||
-- @return DCS#Unit The DCS unit object.
|
||||
function UNIT:GetDCSObject()
|
||||
|
||||
local DCSUnit = Unit.getByName( self.UnitName )
|
||||
@@ -175,7 +178,11 @@ function UNIT:GetDCSObject()
|
||||
if DCSUnit then
|
||||
return DCSUnit
|
||||
end
|
||||
|
||||
|
||||
--if self.DCSUnit then
|
||||
--return self.DCSUnit
|
||||
--end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
@@ -313,26 +320,48 @@ function UNIT:IsActive()
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns if the Unit is alive.
|
||||
-- If the Unit is not alive, nil is returned.
|
||||
-- If the Unit is alive and active, true is returned.
|
||||
-- If the Unit is alive but not active, false is returned.
|
||||
--- Returns if the unit is exists in the mission.
|
||||
-- If not even the DCS unit object does exist, `nil` is returned.
|
||||
-- If the unit object exists, the value of the DCS API function [isExist](https://wiki.hoggitworld.com/view/DCS_func_isExist) is returned.
|
||||
-- @param #UNIT self
|
||||
-- @return #boolean `true` if Unit is alive and active. `false` if Unit is alive but not active. `nil` if the Unit is not existing or is not alive.
|
||||
-- @return #boolean Returns `true` if unit exists in the mission.
|
||||
function UNIT:IsExist()
|
||||
|
||||
local DCSUnit = self:GetDCSObject() -- DCS#Unit
|
||||
|
||||
if DCSUnit then
|
||||
local exists = DCSUnit:isExist()
|
||||
return exists
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Returns if the Unit is alive.
|
||||
-- If the Unit is not alive/existent, `nil` is returned.
|
||||
-- If the Unit is alive and active, `true` is returned.
|
||||
-- If the Unit is alive but not active, `false`` is returned.
|
||||
-- @param #UNIT self
|
||||
-- @return #boolean Returns `true` if Unit is alive and active, `false` if it exists but is not active and `nil` if the object does not exist or DCS `isExist` function returns false.
|
||||
function UNIT:IsAlive()
|
||||
self:F3( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSObject() -- DCS#Unit
|
||||
|
||||
if DCSUnit then
|
||||
local UnitIsAlive = DCSUnit:isExist() and DCSUnit:isActive()
|
||||
if DCSUnit and DCSUnit:isExist() then
|
||||
local UnitIsAlive = DCSUnit:isActive()
|
||||
return UnitIsAlive
|
||||
end
|
||||
|
||||
return nil
|
||||
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.
|
||||
-- @param #UNIT self
|
||||
@@ -626,7 +655,7 @@ function UNIT:IsFuelSupply()
|
||||
return false
|
||||
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
|
||||
-- @return Wrapper.Group#GROUP The Group of the Unit or `nil` if the unit does not exist.
|
||||
function UNIT:GetGroup()
|
||||
@@ -669,20 +698,27 @@ end
|
||||
|
||||
--- Returns the Unit's ammunition.
|
||||
-- @param #UNIT self
|
||||
-- @return DCS#Unit.Ammo Table with ammuntion of the unit (or nil). This can be a complex table!
|
||||
-- @return DCS#Unit.Ammo Table with ammuntion of the unit (or nil). This can be a complex table!
|
||||
function UNIT:GetAmmo()
|
||||
self:F2( self.UnitName )
|
||||
|
||||
local DCSUnit = self:GetDCSObject()
|
||||
|
||||
if DCSUnit then
|
||||
--local status, unitammo = pcall(
|
||||
-- function()
|
||||
-- local UnitAmmo = DCSUnit:getAmmo()
|
||||
-- return UnitAmmo
|
||||
--end
|
||||
--)
|
||||
--if status then
|
||||
--return unitammo
|
||||
--end
|
||||
local UnitAmmo = DCSUnit:getAmmo()
|
||||
return UnitAmmo
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Sets the Unit's Internal Cargo Mass, in kg
|
||||
-- @param #UNIT self
|
||||
-- @param #number mass to set cargo to
|
||||
@@ -915,7 +951,7 @@ function UNIT:GetLife()
|
||||
|
||||
local DCSUnit = self:GetDCSObject()
|
||||
|
||||
if DCSUnit then
|
||||
if DCSUnit and DCSUnit:isExist() then
|
||||
local UnitLife = DCSUnit:getLife()
|
||||
return UnitLife
|
||||
end
|
||||
@@ -967,6 +1003,24 @@ function UNIT:GetDamageRelative()
|
||||
return 1
|
||||
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
|
||||
--
|
||||
-- * Unit.Category.AIRPLANE
|
||||
|
||||
@@ -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>=0.00001 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
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
@@ -1,6 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="C:\ProgramData\chocolatey\lib\lua51\tools\lua5.1.exe"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose Setup\Moose_Create.lua" "D" "LOCAL" "${resource_loc:/MOOSE/Moose Development/Moose}" "${resource_loc:/MOOSE/Moose Setup}" ${resource_loc:/MOOSE_INCLUDE/Moose_Include_Dynamic}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/MOOSE}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/lua54/lua54.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose Setup/Moose_Create.lua" "D" "LOCAL" "${workspace_loc:/Moose_Framework/Moose Development/Moose}" "${workspace_loc:/Moose_Framework/Moose Setup}" "${workspace_loc:/Moose_Framework/MOOSE_INCLUDE\Moose_Include_Dynamic}" 1"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework}"/>
|
||||
</launchConfiguration>
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
|
||||
<launchConfiguration type="org.eclipse.ui.externaltools.ProgramLaunchConfigurationType">
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="C:\ProgramData\chocolatey\lib\lua51\tools\lua5.1.exe"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose Setup\Moose_Create.lua" "S" "LOCAL" "${resource_loc:/MOOSE/Moose Development/Moose}" "${resource_loc:/MOOSE/Moose Setup}" ${resource_loc:/MOOSE_INCLUDE/Moose_Include_Static}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/MOOSE}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_LOCATION" value="${workspace_loc:/Moose_Framework/lua54/lua54.exe}"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_TOOL_ARGUMENTS" value=""Moose Setup\Moose_Create.lua" "S" "LOCAL" "${workspace_loc:/Moose_Framework/Moose Development/Moose}" "${workspace_loc:/Moose_Framework/Moose Setup}" "${workspace_loc:/Moose_Framework/MOOSE_INCLUDE\Moose_Include_Static}" 1"/>
|
||||
<stringAttribute key="org.eclipse.ui.externaltools.ATTR_WORKING_DIRECTORY" value="${workspace_loc:/Moose_Framework}"/>
|
||||
</launchConfiguration>
|
||||
|
||||
+32
-5
@@ -6,7 +6,6 @@ Utilities/Profiler.lua
|
||||
Utilities/Templates.lua
|
||||
Utilities/STTS.lua
|
||||
Utilities/FiFo.lua
|
||||
Utilities/Socket.lua
|
||||
|
||||
Core/Base.lua
|
||||
Core/Beacon.lua
|
||||
@@ -30,10 +29,10 @@ Core/SpawnStatic.lua
|
||||
Core/Timer.lua
|
||||
Core/Goal.lua
|
||||
Core/Spot.lua
|
||||
Core/MarkerOps_Base.lua
|
||||
Core/Astar.lua
|
||||
Core/Condition.lua
|
||||
Core/TextAndSound.lua
|
||||
Core/Condition.lua
|
||||
Core/Pathline.lua
|
||||
Core/ClientMenu.lua
|
||||
|
||||
Wrapper/Object.lua
|
||||
Wrapper/Identifiable.lua
|
||||
@@ -46,6 +45,8 @@ Wrapper/Static.lua
|
||||
Wrapper/Airbase.lua
|
||||
Wrapper/Scenery.lua
|
||||
Wrapper/Marker.lua
|
||||
Wrapper/Weapon.lua
|
||||
Wrapper/Net.lua
|
||||
|
||||
Cargo/Cargo.lua
|
||||
Cargo/CargoUnit.lua
|
||||
@@ -75,13 +76,39 @@ Functional/Warehouse.lua
|
||||
Functional/Fox.lua
|
||||
Functional/Mantis.lua
|
||||
Functional/Shorad.lua
|
||||
Functional/Autolase.lua
|
||||
Functional/AICSAR.lua
|
||||
Functional/AmmoTruck.lua
|
||||
|
||||
Ops/Airboss.lua
|
||||
Ops/RecoveryTanker.lua
|
||||
Ops/RescueHelo.lua
|
||||
Ops/ATIS.lua
|
||||
Ops/CTLD.lua
|
||||
Ops/Auftrag.lua
|
||||
Ops/OpsGroup.lua
|
||||
Ops/FlightGroup.lua
|
||||
Ops/NavyGroup.lua
|
||||
Ops/Cohort.lua
|
||||
Ops/Squadron.lua
|
||||
Ops/Platoon.lua
|
||||
Ops/Flotilla.lua
|
||||
Ops/Legion.lua
|
||||
Ops/AirWing.lua
|
||||
Ops/Brigade.lua
|
||||
Ops/Fleet.lua
|
||||
Ops/Intelligence.lua
|
||||
Ops/Commander.lua
|
||||
Ops/Chief.lua
|
||||
Ops/CSAR.lua
|
||||
Ops/CTLD.lua
|
||||
Ops/Awacs.lua
|
||||
Ops/Operation.lua
|
||||
Ops/FlightControl.lua
|
||||
Ops/PlayerTask.lua
|
||||
Ops/PlayerRecce.lua
|
||||
|
||||
Navigation/Navaid.lua
|
||||
Navigation/FlightPlan.lua
|
||||
|
||||
AI/AI_Balancer.lua
|
||||
AI/AI_Air.lua
|
||||
|
||||
@@ -5,19 +5,32 @@ local MooseCommitHash = arg[2]
|
||||
local MooseDevelopmentPath = arg[3]
|
||||
local MooseSetupPath = arg[4]
|
||||
local MooseTargetPath = arg[5]
|
||||
local isWindows = arg[6]
|
||||
|
||||
if not isWindows then
|
||||
isWindows = 0
|
||||
end
|
||||
print( "Moose (D)ynamic (S)tatic : " .. MooseDynamicStatic )
|
||||
print( "Commit Hash ID : " .. MooseCommitHash )
|
||||
print( "Moose development path : " .. MooseDevelopmentPath )
|
||||
print( "Moose setup path : " .. MooseSetupPath )
|
||||
print( "Moose target path : " .. MooseTargetPath )
|
||||
print( "isWindows : " .. isWindows)
|
||||
|
||||
|
||||
function PathConvert(splatnixPath)
|
||||
if isWindows == 0 then
|
||||
return splatnixPath
|
||||
end
|
||||
return splatnixPath:gsub("/", "\\")
|
||||
end
|
||||
|
||||
local MooseModulesFilePath = MooseDevelopmentPath .. "/Modules.lua"
|
||||
local LoaderFilePath = MooseTargetPath .. "/Moose.lua"
|
||||
|
||||
print( "Reading Moose source list : " .. MooseModulesFilePath )
|
||||
|
||||
local LoaderFile = io.open( LoaderFilePath, "w" )
|
||||
print("Opening Loaderfile " .. PathConvert(LoaderFilePath))
|
||||
local LoaderFile = assert(io.open( PathConvert(LoaderFilePath), "w+" ))
|
||||
|
||||
if MooseDynamicStatic == "S" then
|
||||
LoaderFile:write( "env.info( '*** MOOSE GITHUB Commit Hash ID: " .. MooseCommitHash .. " ***' )\n" )
|
||||
@@ -31,13 +44,14 @@ if MooseDynamicStatic == "S" then
|
||||
MooseLoaderPath = MooseSetupPath .. "/Moose Templates/Moose_Static_Loader.lua"
|
||||
end
|
||||
|
||||
local MooseLoader = io.open( MooseLoaderPath, "r" )
|
||||
|
||||
local MooseLoader = assert(io.open( PathConvert(MooseLoaderPath), "r" ))
|
||||
local MooseLoaderText = MooseLoader:read( "*a" )
|
||||
MooseLoader:close()
|
||||
|
||||
LoaderFile:write( MooseLoaderText )
|
||||
|
||||
local MooseSourcesFile = io.open( MooseModulesFilePath, "r" )
|
||||
local MooseSourcesFile = assert(io.open( PathConvert(MooseModulesFilePath), "r" ))
|
||||
local MooseSource = MooseSourcesFile:read("*l")
|
||||
|
||||
while( MooseSource ) do
|
||||
@@ -50,7 +64,7 @@ while( MooseSource ) do
|
||||
end
|
||||
if MooseDynamicStatic == "S" then
|
||||
print( "Load static: " .. MooseFilePath )
|
||||
local MooseSourceFile = io.open( MooseFilePath, "r" )
|
||||
local MooseSourceFile = assert(io.open( PathConvert(MooseFilePath), "r" ))
|
||||
local MooseSourceFileText = MooseSourceFile:read( "*a" )
|
||||
MooseSourceFile:close()
|
||||
|
||||
@@ -72,3 +86,8 @@ LoaderFile:write( "env.info( '*** MOOSE INCLUDE END *** ' )\n" )
|
||||
|
||||
MooseSourcesFile:close()
|
||||
LoaderFile:close()
|
||||
|
||||
print("Moose include generation complete.")
|
||||
if MooseDynamicStatic == "D" then
|
||||
print("To enable dynamic moose loading, add a soft or hard link from \"<YOUR_DCS_INSTALL_DIRECTORY>\\Scripts\\Moose\" to the \"Moose Development\\Moose\" subdirectory of the Moose_Framework repository.")
|
||||
end
|
||||
|
||||
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Reference in New Issue
Block a user