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131 Commits

Author SHA1 Message Date
Applevangelist 217b8fe71e Merge remote-tracking branch 'origin/master' into develop 2023-11-17 11:05:53 +01:00
Applevangelist 65a729a2d6 Merge remote-tracking branch 'origin/master' 2023-11-17 11:05:26 +01:00
Applevangelist 7868930fcb ATIS 2023-11-17 11:05:22 +01:00
Applevangelist 67248a290c ATIS small fix 2023-11-17 11:04:33 +01:00
Thomas 32ae4986ca Update PlayerTask.lua
Weapon check for bomb runway task
2023-11-17 06:28:33 +01:00
Frank 2a0086d3fe Merge branch 'master' into develop 2023-11-17 00:26:33 +01:00
Frank 0bc52eb331 DCS stable
- Added check that ` Airbase.getWarehouse`  method exists because it causes problems with DCS stable as this method does not exist there.
2023-11-17 00:26:21 +01:00
Frank 75a6a798ac Update OpsZone.lua
- Fix for new `getCategory` behaviour
2023-11-16 22:52:13 +01:00
Frank 067285f870 Merge branch 'master' into develop 2023-11-16 22:32:17 +01:00
Frank 5353be482e getCategory behaviour
- Fixed several classes for new `getCategory` behaviour (should be backwards compatible to earlier DCS versions).
2023-11-16 22:32:01 +01:00
Applevangelist 8075be92a7 Merge remote-tracking branch 'origin/master' into develop 2023-11-16 18:11:58 +01:00
Applevangelist 826ae86cb7 #MANTIS
* Added IDF data
2023-11-16 18:11:30 +01:00
Applevangelist f453619c78 Merge remote-tracking branch 'origin/master' into develop 2023-11-16 16:11:20 +01:00
Applevangelist 475153be4c #RANGE
* Added coalition option to `New()`
2023-11-16 16:10:47 +01:00
Applevangelist ca20e059a6 #PLAYERRECCE
* Fixes for new Gazelle models
2023-11-16 14:08:33 +01:00
Applevangelist 2044068393 Merge remote-tracking branch 'origin/master' into develop 2023-11-15 18:17:23 +01:00
Applevangelist 5f734a0d17 #MESSAGE
* Fixes for ToSRS() for MS Desktop
2023-11-15 18:16:46 +01:00
Thomas 2c3e9e992d Update PlayerTask.lua
Bugfix
2023-11-15 07:24:01 +01:00
Applevangelist ef27daa282 Merge remote-tracking branch 'origin/master' into develop 2023-11-14 12:15:48 +01:00
Applevangelist 1b8c9367a3 #MANTIS/#SEAD/#SHORAD
* Added shoot and scoot for MANTIS and SHORAD
* Added detection of TALD ADM-141A (all)
2023-11-14 11:57:58 +01:00
Applevangelist e36ade55d2 Merge remote-tracking branch 'origin/master' into develop 2023-11-12 16:54:07 +01:00
Applevangelist 19047843cc #SEAD
* Added data and actions for TALD ADM_141
2023-11-12 16:53:34 +01:00
Applevangelist 2d631cba3f #AUTOLASE - Menu for smoking 2023-11-12 12:13:12 +01:00
Applevangelist 9ccfcb8fb1 Merge remote-tracking branch 'origin/develop' into develop 2023-11-11 19:02:34 +01:00
Applevangelist a8e58b8121 #AUTOLASE
* Added menu to change the laser code
2023-11-11 19:02:26 +01:00
kaltokri dcc968c290 Merge branch 'master' into develop 2023-11-11 16:06:52 +01:00
kaltokri 174454b8c5 Migrated Text-To-Speech guide to docs 2023-11-11 16:06:22 +01:00
kaltokri 36aa697936 Merge branch 'master' into develop 2023-11-10 16:54:58 +01:00
kaltokri d30a53333c Migration of eclipse installation guide from wiki to docs 2023-11-10 16:53:41 +01:00
kaltokri 8bace684c2 Merge branch 'master' into develop 2023-11-10 16:23:27 +01:00
kaltokri 30b89328f1 Extension of the build documentation 2023-11-10 16:22:58 +01:00
kaltokri aa5163fe3a Merge branch 'master' into develop 2023-11-10 15:37:20 +01:00
kaltokri b38dc62be7 Restructure of the docs content 2023-11-10 15:36:54 +01:00
kaltokri 097e0a3214 Merge branch 'master' into develop 2023-11-10 10:52:53 +01:00
kaltokri 6d9333aa94 Added new README.md 2023-11-10 10:50:20 +01:00
kaltokri b5c9598cb0 Merge branch 'master' into develop 2023-11-09 16:39:15 +01:00
kaltokri 6947bcfcf2 Used newest Discord link and small enhancements 2023-11-09 16:38:50 +01:00
Applevangelist bc454fdec2 #docu changes 2023-11-09 15:16:51 +01:00
Applevangelist 166a7ab7db #DATABASE
* Register players joining CA slots as CLIENTs
2023-11-09 15:09:39 +01:00
Applevangelist db06154ad7 #DATABASE
* Register players joining CA slots as CLIENTs
2023-11-09 15:09:01 +01:00
Applevangelist f459372720 #CLIENTMENUMANAGER
* Added `CLIENTMENUMANAGER:InitAutoPropagation()`

#PLAYERTASK
* Some menu fixes
2023-11-09 15:08:28 +01:00
Applevangelist f5d2439d69 Merge remote-tracking branch 'origin/master' into develop 2023-11-08 17:54:08 +01:00
Applevangelist fa43a6c40b Symlink fix 2023-11-08 17:53:43 +01:00
Applevangelist 04c092b9ef Merge remote-tracking branch 'origin/develop' into develop 2023-11-08 17:44:12 +01:00
Applevangelist 7af920891d Merge remote-tracking branch 'origin/master' into develop 2023-11-08 17:44:08 +01:00
Applevangelist 5056187fb9 #GROUP #UNIT
* Added `FindByMatching(Pattern)` and `FindAllByMatching(Pattern)`
2023-11-08 17:43:29 +01:00
kaltokri d9d333a7af Merge branch 'master' into develop 2023-11-08 17:39:40 +01:00
kaltokri 72c5c2ee4d Parameter has different behaviour on Windows and Linux 2023-11-08 17:39:19 +01:00
kaltokri 8f73a4c27c Merge branch 'master' into develop 2023-11-08 17:33:57 +01:00
kaltokri 25936a526d Fixed small typo in gh-pages.yml 2023-11-08 17:33:25 +01:00
kaltokri f4b83a97a9 Merge branch 'master' into develop 2023-11-08 17:27:30 +01:00
kaltokri 8bc735288f Skip java.com when checking links. Seems to be blocked for GitHub 2023-11-08 17:27:04 +01:00
Applevangelist 3360f511ee Merge remote-tracking branch 'origin/develop' into develop 2023-11-08 17:01:57 +01:00
Applevangelist f64ec74d1c #PLAYERRECCE
* Added doku for OnAfter.. calls
2023-11-08 17:01:50 +01:00
kaltokri b885ef7767 Merge branch 'master' into develop 2023-11-08 16:59:31 +01:00
kaltokri f8afa1cb78 Renamed old-guides into archive 2023-11-08 16:59:20 +01:00
kaltokri 22f5104805 Merge branch 'master' into develop 2023-11-08 16:23:47 +01:00
kaltokri e95eb2768d Replaced absolute links with relative ones to fix problem on GitHub pages 2023-11-08 16:23:31 +01:00
kaltokri 266e34a92d Merge branch 'master' into develop 2023-11-08 13:45:53 +01:00
kaltokri f6091cd117 Migrated old documentation to just-the-docs 2023-11-08 13:44:56 +01:00
Applevangelist 500a7f938f Merge remote-tracking branch 'origin/master' into develop 2023-11-08 11:24:00 +01:00
Applevangelist f408c11506 Merge remote-tracking branch 'origin/develop' into develop 2023-11-08 11:23:38 +01:00
Applevangelist 9fafdea0bb #EVENT #NET
* On a MP server, added IniPlayerUCID and TgtPlayerUCID to the EventData structure (filled in applicable Events)
2023-11-08 11:23:01 +01:00
Applevangelist b4058ecab2 #FLIGHTCONTROL
* Fix for shelters, puts the guy out front and not on top.
2023-11-08 11:09:39 +01:00
Frank 21aadc14b1 Merge branch 'master' into develop 2023-11-06 22:01:26 +01:00
Frank fbf2c4c721 Update Event.lua
- Improved getCategory behaviour
2023-11-06 22:01:05 +01:00
Applevangelist eed6119193 #FLIGHTGROUP
* Resolve a stalemate when all jobs are done but _CheckGroupDone isn't called any longer
2023-11-06 18:36:02 +01:00
Applevangelist 6db2e333ad Merge remote-tracking branch 'origin/master' into develop 2023-11-05 13:01:59 +01:00
Applevangelist 9d3cb4cc1b #MESSAGE
* SRS label correction
2023-11-05 13:01:27 +01:00
kaltokri 0eb9dfc7de Merge branch 'master' into develop 2023-11-03 16:34:36 +01:00
kaltokri 9d500186d1 Enhancement of build-docs to remove old files 2023-11-03 16:33:45 +01:00
kaltokri f80265786d Fix broken links SetEngageRange 2023-11-03 15:52:53 +01:00
Applevangelist 4eb0f8e9ca Merge remote-tracking branch 'origin/master' into develop 2023-11-03 13:39:02 +01:00
Applevangelist 5a583671a7 #SRS - Improvements, set also a coordinate 2023-11-03 13:38:37 +01:00
Applevangelist 7b9d8d375d #SRS Improvements 2023-11-03 13:37:59 +01:00
Applevangelist e560c3ffdd Merge remote-tracking branch 'origin/master' into develop 2023-11-02 19:25:50 +01:00
Applevangelist 7393cb2cbe #ATIS
* Some fixes
2023-11-02 19:25:28 +01:00
Applevangelist 74bd41743b Merge remote-tracking branch 'origin/develop' into develop 2023-11-02 18:20:49 +01:00
Applevangelist 56d4143a05 Merge remote-tracking branch 'origin/master' into develop 2023-11-02 18:20:45 +01:00
Applevangelist 1093e55ea8 #OPSGROUP #FLIGHTCONTROL
* Added setting coordinate for SRS
2023-11-02 18:19:55 +01:00
Applevangelist bcbe872c7d #ATIS
* Added coordinate for SRS
* Added SRS calling out take off AND landing runway (if set)
2023-11-02 18:18:55 +01:00
kaltokri cc95c45fb0 Merge branch 'master' into develop 2023-11-02 15:16:41 +01:00
kaltokri bf60c535bc Merge branch 'master' of github.com:FlightControl-Master/MOOSE
# Conflicts:
#	Moose Development/Moose/Tasking/Task_Cargo_CSAR.lua
2023-11-02 15:16:12 +01:00
kaltokri feb99e9405 Fix for SetEngageRange documentation in AI_A2A and A2G classes 2023-11-02 15:14:57 +01:00
Frank 6c36910ac7 Update FlightGroup.lua
#2033
2023-11-02 01:41:39 +01:00
Frank d60f20a162 Merge branch 'master' into develop 2023-11-02 01:40:01 +01:00
Frank 9fde88d61a Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2023-11-02 01:39:42 +01:00
Frank 430b4a274c Update Warehouse.lua
#2033
2023-11-02 01:39:40 +01:00
Thomas dc26134845 Merge from master (#2036)
* Update Storage.lua

* Update Storage.lua (#2035)
2023-11-01 06:21:56 +01:00
Thomas 5996426119 Update Storage.lua (#2035) 2023-11-01 06:20:36 +01:00
Thomas 36d9460cdf Update Storage.lua 2023-11-01 06:19:53 +01:00
Frank adad7ef901 Merge branch 'master' into develop 2023-10-31 19:53:35 +01:00
Frank 1561f49c9c Lings
- Fixed link in Core.Condition (will add demo miz)
- Fixed lings in Task_Cargo_CSAR und Task_Cargo_Transport
2023-10-31 19:53:20 +01:00
kaltokri bb6bb20179 Merge branch 'master' into develop 2023-10-31 16:37:19 +01:00
kaltokri e032781a92 Changed Core.Group to Wrapper.Group 2023-10-31 16:36:51 +01:00
kaltokri 07cac604cf Merge branch 'master' into develop 2023-10-31 16:31:01 +01:00
kaltokri aa7d0b1e25 Fixed broken links 2023-10-31 16:30:48 +01:00
kaltokri 28cb44874f Merge branch 'master' into develop 2023-10-31 16:06:06 +01:00
kaltokri 13a8babe75 Fixed broken links 2023-10-31 16:05:48 +01:00
kaltokri 616f204f5b Merge branch 'master' into develop 2023-10-31 15:44:22 +01:00
kaltokri 87dda49113 Fixed broken links 2023-10-31 15:44:07 +01:00
kaltokri 211e1b41b0 Merge branch 'master' into develop 2023-10-31 15:23:53 +01:00
kaltokri 018830b539 Merge branch 'master' of github.com:FlightControl-Master/MOOSE
# Conflicts:
#	Moose Development/Moose/AI/AI_Air_Engage.lua
2023-10-31 15:23:26 +01:00
kaltokri d92d2d07c5 Fixed broken links 2023-10-31 15:21:15 +01:00
Frank cd316e6719 Merge branch 'master' into develop 2023-10-31 13:44:56 +01:00
Frank 046e49ac6b Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2023-10-31 13:35:41 +01:00
Frank 52e66ae969 Broken Links
- AI_A2A_Gci Removed reference to SetEngageZone
- Fixed link to #AI_A2G_SEAD.SetEngageRange #2025
- AI_Air_Engage removed reference to SetEngageZone. Does not seem to exist any more.
- AI_Air_Patrol removed reference to SetEngageZone. Does not seem to exist any more or is passed as argument now.
- AI_FORMATION Fixed DCSTypes#AI.Option.Air.val.ROE OptionROE #2029
- SETTINGS Fixed link to Message #2021
- Fixed wrong indent of "Developer Note" in various classes
2023-10-31 13:33:45 +01:00
kaltokri 0fb8fd8886 Merge branch 'master' into develop 2023-10-31 13:07:02 +01:00
kaltokri ca15d7cb00 Merge branch 'master' of github.com:FlightControl-Master/MOOSE 2023-10-31 13:05:29 +01:00
kaltokri 1086c61ccf Fixed broken links 2023-10-31 13:04:48 +01:00
Frank 77f9721102 AI
- Fixed various `@extends` errors pointing to non-existing classes for AI_*
2023-10-31 11:44:45 +01:00
kaltokri 261a389ca5 Merge branch 'master' into develop 2023-10-31 10:25:38 +01:00
kaltokri b05683d384 Fixed some broken links 2023-10-31 10:25:00 +01:00
kaltokri 708838c404 Merge branch 'master' into develop 2023-10-30 18:02:27 +01:00
kaltokri d7df08d754 Fixed broken links in documentation 2023-10-30 18:01:57 +01:00
kaltokri 974a56b135 Merge branch 'master' into develop 2023-10-30 14:56:32 +01:00
kaltokri 92b21aa5c1 Fixed broken links in documentation 2023-10-30 14:48:49 +01:00
kaltokri 85c551cc59 Merge branch 'master' into develop 2023-10-29 23:06:31 +01:00
kaltokri 0e2dff4e6b Fixed some dead links in Ops.Airboss 2023-10-29 23:06:09 +01:00
kaltokri f33ccee7b1 Merge branch 'master' into develop 2023-10-29 19:44:24 +01:00
kaltokri 5c9e3570e2 Added more docker jobs and apply same naming convention as build jobs 2023-10-29 19:43:55 +01:00
Applevangelist 7277221905 Merge remote-tracking branch 'origin/master' into develop 2023-10-29 17:45:23 +01:00
Applevangelist 497ac367ba #CTLD
* Adding re-packing dropped units
2023-10-29 17:45:02 +01:00
Applevangelist 51102e47ae #CTLD
* Adding re-packing dropped units
2023-10-29 17:44:31 +01:00
Xavier V 92e2414612 Added pack crates (#2019) 2023-10-29 17:29:01 +01:00
kaltokri 3ca4898860 Merge branch 'master' into develop 2023-10-27 17:49:14 +02:00
kaltokri 7643568706 Fixed dead links in documentation 2023-10-27 17:48:41 +02:00
kaltokri e4d6e6d80e Merge branch 'master' into develop 2023-10-27 17:28:19 +02:00
kaltokri 3684a023da Fixed dead link 2023-10-27 17:27:38 +02:00
kaltokri 99ebebe13c Merge branch 'master' into develop 2023-10-27 17:05:11 +02:00
kaltokri b0c8f05f38 Build optimization
- Remove appveyor
- Added docker compose for building docs locally
- Added manuall run of GitHub Action builds
- Added paths to trigger builds
2023-10-27 17:01:51 +02:00
286 changed files with 5336 additions and 1194 deletions
-87
View File
@@ -1,87 +0,0 @@
version: 2.4.a.{build}
shallow_clone: true
skip_branch_with_pr: false
skip_commits:
message: /!nobuild/
skip_tags: false
environment:
access_token_documentation:
secure: JVBVVL8uJUcLXN+48eRdELEeCGOGCCaMzCqutsUqNuaZ/KblG5ZTt7+LV4UKv/0f
LUAROCKS_VER: 2.4.1
LUA_VER: 5.1.5
LUA: lua5.3
matrix:
- LUA_VER: 5.1.5
platform:
- x64
init:
- ps: if ($env:APPVEYOR_PULL_REQUEST_NUMBER -and $env:APPVEYOR_BUILD_NUMBER -ne ((Invoke-RestMethod `
https://ci.appveyor.com/api/projects/$env:APPVEYOR_ACCOUNT_NAME/$env:APPVEYOR_PROJECT_SLUG/history?recordsNumber=50).builds | `
Where-Object pullRequestId -eq $env:APPVEYOR_PULL_REQUEST_NUMBER)[0].buildNumber) { `
throw "There are newer queued builds for this pull request, failing early." }
# - ps: iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
install:
- cmd:
# Outcomment if lua environment invalidates and needs to be reinstalled, otherwise all will run from the cache.
call choco install 7zip.commandline
call choco install lua51
call choco install luarocks
call refreshenv
call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
cmd: PATH = %PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\bin
cmd: set LUA_PATH = %LUA_PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?.lua;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?\init.lua
cmd: set LUA_CPATH = %LUA_CPATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\lib\lua\5.1\?.dll
call luarocks install luasrcdiet
call luarocks install checks
call luarocks install luadocumentor
call luarocks install luacheck
cache:
C:\ProgramData\chocolatey\lib
C:\ProgramData\chocolatey\bin
build_script:
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
echo "Hello World!"
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-include'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
# Generate the new version ...
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
}
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
# get project with last build details
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
}
test: off
# test_script:
# - cmd: luacheck "Moose Development\Moose\moose.lua" "Moose Mission Setup\moose.lua"
on_finish:
# - ps: $blockRdp = $true; iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
+4
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@@ -15,3 +15,7 @@
*.PDF diff=astextplain *.PDF diff=astextplain
*.rtf diff=astextplain *.rtf diff=astextplain
*.RTF diff=astextplain *.RTF diff=astextplain
# Avoid Windows line endings on shell scripts
# Needed for dockerfile builds
*.sh text eol=lf
+9
View File
@@ -5,6 +5,15 @@ on:
branches: branches:
- master - master
- develop - develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- 'Moose Development/**/*.py'
- 'Moose Development/**/*.html'
- '.github/workflows/build-docs.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs: jobs:
Build: Build:
+7
View File
@@ -5,6 +5,13 @@ on:
branches: branches:
- master - master
- develop - develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- '.github/workflows/build-includes.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs: jobs:
Build: Build:
+2 -2
View File
@@ -11,7 +11,7 @@ on:
branches: ["master"] branches: ["master"]
paths: paths:
- 'docs/**' - 'docs/**'
- '.github/workflows/pages.yml' - '.github/workflows/gh-pages.yml'
# Allows you to run this workflow manually from the Actions tab # Allows you to run this workflow manually from the Actions tab
workflow_dispatch: workflow_dispatch:
@@ -75,4 +75,4 @@ jobs:
- name: Setup Node - name: Setup Node
uses: actions/setup-node@v3 uses: actions/setup-node@v3
- run: npm install linkinator - run: npm install linkinator
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --recurse - run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)"
+2
View File
@@ -42,6 +42,8 @@ local.properties
## Ignore Visual Studio temporary files, build results, and ## Ignore Visual Studio temporary files, build results, and
## files generated by popular Visual Studio add-ons. ## files generated by popular Visual Studio add-ons.
.vscode
# User-specific files # User-specific files
*.suo *.suo
*.user *.user
+7 -7
View File
@@ -91,12 +91,12 @@
-- An optional @{Core.Zone} can be set, -- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone. -- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_A2A_CAP -- @field #AI_A2A_CAP
@@ -123,7 +123,7 @@ function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAlti
-- Multiple inheritance ... :-) -- Multiple inheritance ... :-)
local AI_Air = AI_AIR:New( AICap ) local AI_Air = AI_AIR:New( AICap )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP local self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP
@@ -176,12 +176,12 @@
-- Per one, two, three, four? -- Per one, two, three, four?
-- --
-- **The default grouping is 1. That means, that each spawned defender will act individually.** -- **The default grouping is 1. That means, that each spawned defender will act individually.**
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). -- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
@@ -310,7 +310,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius. -- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius.
-- **The Engage Radius is defined for ALL squadrons which are operational.** -- **The Engage Radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test) -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-019%20-%20Engage%20Range%20Test)
-- --
-- In this example an Engage Radius is set to various values. -- In this example an Engage Radius is set to various values.
-- --
@@ -333,7 +333,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius. -- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.** -- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test) -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-013%20-%20Intercept%20Test)
-- --
-- In these examples, the Gci Radius is set to various values: -- In these examples, the Gci Radius is set to various values:
-- --
@@ -366,7 +366,7 @@ do -- AI_A2A_DISPATCHER
-- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. -- it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are.
-- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. -- In a hot war the borders are effectively defined by the ground based radar coverage of a coalition.
-- --
-- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-009 - AI_A2A - Border Test) -- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-009%20-%20Border%20Test)
-- --
-- In this example a border is set for the CCCP A2A dispatcher: -- In this example a border is set for the CCCP A2A dispatcher:
-- --
@@ -1233,7 +1233,7 @@ do -- AI_A2A_DISPATCHER
-- --
-- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.** -- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.**
-- --
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test) -- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-019%20-%20Engage%20Range%20Test)
-- --
-- @param #AI_A2A_DISPATCHER self -- @param #AI_A2A_DISPATCHER self
-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target. -- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
@@ -1283,7 +1283,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius. -- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.** -- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
-- --
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test) -- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching/AID-A2A-013%20-%20Intercept%20Test)
-- --
-- @param #AI_A2A_DISPATCHER self -- @param #AI_A2A_DISPATCHER self
-- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase. -- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase.
+4 -38
View File
@@ -14,47 +14,31 @@
--- @type AI_A2A_GCI --- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A -- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event. -- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue. -- This cycle will continue.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy. -- When enemies are detected, the AI will automatically engage the enemy.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2A_GCI constructor -- ## 1. AI_A2A_GCI constructor
-- --
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object. -- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
-- --
-- ## 2. AI_A2A_GCI is a FSM -- ## 2. AI_A2A_GCI is a FSM
-- --
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
-- ### 2.1 AI_A2A_GCI States -- ### 2.1 AI_A2A_GCI States
-- --
-- * **None** ( Group ): The process is not started yet. -- * **None** ( Group ): The process is not started yet.
@@ -75,29 +59,11 @@
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task. -- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB. -- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- ## 3. Set the Range of Engagement -- # Developer Note
-- --
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG) -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
-- --
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_A2A_GCI -- @field #AI_A2A_GCI
+7 -7
View File
@@ -11,7 +11,7 @@
--- @type AI_A2A_PATROL --- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}. --- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
-- --
@@ -111,12 +111,12 @@
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on. -- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). -- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place. -- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_A2A_PATROL -- @field #AI_A2A_PATROL
+9 -8
View File
@@ -12,15 +12,16 @@
-- @image AI_Air_To_Ground_Engage.JPG -- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_BAI --- @type AI_A2G_BAI
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends. -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_A2G_BAI -- @field #AI_A2G_BAI
@@ -46,7 +47,7 @@ AI_A2G_BAI = {
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup ) local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) local self = BASE:Inherit( self, AI_Air_Engage )
+9 -8
View File
@@ -12,15 +12,16 @@
-- @image AI_Air_To_Ground_Engage.JPG -- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_CAS --- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends. -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_A2G_CAS -- @field #AI_A2G_CAS
@@ -46,7 +47,7 @@ AI_A2G_CAS = {
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup ) local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) local self = BASE:Inherit( self, AI_Air_Engage )
@@ -253,12 +253,12 @@
-- --
-- **The default grouping is 1. That means, that each spawned defender will act individually.** -- **The default grouping is 1. That means, that each spawned defender will act individually.**
-- But you can specify a number between 1 and 4, so that the defenders will act as a group. -- But you can specify a number between 1 and 4, so that the defenders will act as a group.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons). -- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
@@ -296,8 +296,6 @@ do -- AI_A2G_DISPATCHER
-- --
-- ## 1. AI\_A2G\_DISPATCHER constructor: -- ## 1. AI\_A2G\_DISPATCHER constructor:
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_1.JPG)
--
-- --
-- The @{#AI_A2G_DISPATCHER.New}() method creates a new AI_A2G_DISPATCHER instance. -- The @{#AI_A2G_DISPATCHER.New}() method creates a new AI_A2G_DISPATCHER instance.
-- --
@@ -311,8 +309,6 @@ do -- AI_A2G_DISPATCHER
-- A reconnaissance network, is used to detect enemy ground targets, -- A reconnaissance network, is used to detect enemy ground targets,
-- potentially group them into areas, and to understand the position, level of threat of the enemy. -- potentially group them into areas, and to understand the position, level of threat of the enemy.
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets. -- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range. -- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions. -- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
@@ -686,8 +682,6 @@ do -- AI_A2G_DISPATCHER
-- --
-- Use the method @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in. -- Use the method @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() method has additional behaviour. -- In the case of **on call** engagement, the @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining -- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting. -- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
@@ -701,8 +695,6 @@ do -- AI_A2G_DISPATCHER
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units. -- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**. -- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed. -- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
-- --
-- The @{#AI_A2G_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength, -- The @{#AI_A2G_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
@@ -848,8 +840,6 @@ do -- AI_A2G_DISPATCHER
-- --
-- For example, the following setup will set the default refuel tanker to "Tanker": -- For example, the following setup will set the default refuel tanker to "Tanker":
-- --
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_11.JPG)
--
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left. -- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
-- A2GDispatcher:SetDefaultFuelThreshold( 0.9 ) -- A2GDispatcher:SetDefaultFuelThreshold( 0.9 )
-- A2GDispatcher:SetDefaultTanker( "Tanker" ) -- A2GDispatcher:SetDefaultTanker( "Tanker" )
+7 -30
View File
@@ -14,66 +14,43 @@
--- @type AI_A2G_SEAD --- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL -- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event. -- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue. -- This cycle will continue.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy. -- When enemies are detected, the AI will automatically engage the enemy.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2G_SEAD constructor -- ## 1. AI_A2G_SEAD constructor
-- --
-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object. -- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object.
-- --
-- ## 3. Set the Range of Engagement -- ## 3. Set the Range of Engagement
-- --
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters, -- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone. -- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI. -- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range. -- Use the method @{#AI_AIR_PATROL.SetEngageRange}() to define that range.
-- --
-- ## 4. Set the Zone of Engagement -- # Developer Note
-- --
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG) -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
-- --
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- TODO: Documentation. Check that this is actually correct. The originally referenced class does not exist.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_A2G_SEAD -- @field #AI_A2G_SEAD
@@ -99,7 +76,7 @@ AI_A2G_SEAD = {
function AI_A2G_SEAD:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) function AI_A2G_SEAD:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup ) local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType ) local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) local self = BASE:Inherit( self, AI_Air_Engage )
+6 -6
View File
@@ -45,12 +45,12 @@
-- * **Start**: Start the transport process. -- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process. -- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action. -- * **Monitor**: Monitor and take action.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_AIR -- @field #AI_AIR
AI_AIR = { AI_AIR = {
ClassName = "AI_AIR", ClassName = "AI_AIR",
@@ -292,8 +292,6 @@ do -- AI_AIR_DISPATCHER
-- --
-- ## 1. AI\_AIR\_DISPATCHER constructor: -- ## 1. AI\_AIR\_DISPATCHER constructor:
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_1.JPG)
--
-- --
-- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance. -- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance.
-- --
@@ -306,8 +304,6 @@ do -- AI_AIR_DISPATCHER
-- A reconnaissance network, is used to detect enemy ground targets, -- A reconnaissance network, is used to detect enemy ground targets,
-- potentially group them into areas, and to understand the position, level of threat of the enemy. -- potentially group them into areas, and to understand the position, level of threat of the enemy.
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets. -- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range. -- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions. -- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
@@ -673,8 +669,6 @@ do -- AI_AIR_DISPATCHER
-- --
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in. -- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour. -- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining -- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting. -- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
@@ -688,8 +682,6 @@ do -- AI_AIR_DISPATCHER
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units. -- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**. -- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed. -- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
-- --
-- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength, -- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
@@ -835,8 +827,6 @@ do -- AI_AIR_DISPATCHER
-- --
-- For example, the following setup will set the default refuel tanker to "Tanker": -- For example, the following setup will set the default refuel tanker to "Tanker":
-- --
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_11.JPG)
--
-- -- Define the CAP -- -- Define the CAP
-- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 ) -- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 )
-- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 ) -- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 )
+9 -30
View File
@@ -14,56 +14,30 @@
--- @type AI_AIR_ENGAGE --- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR -- @extends AI.AI_Air#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event. -- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits. -- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue. -- This cycle will continue.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event. -- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy. -- When enemies are detected, the AI will automatically engage the enemy.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB. -- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land. -- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- --
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_AIR_ENGAGE constructor -- ## 1. AI_AIR_ENGAGE constructor
-- --
-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object. -- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
-- --
-- ## 3. Set the Range of Engagement -- ## 2. Set the Zone of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
-- --
-- An optional @{Core.Zone} can be set, -- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
@@ -74,6 +48,11 @@
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_AIR_ENGAGE -- @field #AI_AIR_ENGAGE
@@ -456,12 +435,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes! -- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then if TargetDistance <= EngageDistance * 9 then
self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000)) --self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit ) self:__Engage( 0.1, AttackSetUnit )
else else
self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000)) --self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {} local EngageRoute = {}
local AttackTasks = {} local AttackTasks = {}
+4 -12
View File
@@ -79,21 +79,13 @@
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone. -- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI. -- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageRange}() to define that range. -- Use the method @{#AI_AIR_PATROL.SetEngageRange}() to define that range.
-- --
-- ## 4. Set the Zone of Engagement -- # Developer Note
-- --
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG) -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
-- --
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- === -- ===
-- --
-- @field #AI_AIR_PATROL -- @field #AI_AIR_PATROL
@@ -18,12 +18,12 @@
--- Implements the core functions modeling squadrons for airplanes and helicopters. --- Implements the core functions modeling squadrons for airplanes and helicopters.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_AIR_SQUADRON -- @field #AI_AIR_SQUADRON
+7 -7
View File
@@ -22,7 +22,7 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- * **Gunterlund**: Test case revision.
-- --
-- === -- ===
-- --
@@ -130,12 +130,12 @@
-- AIBAIZone:SearchOff() -- AIBAIZone:SearchOff()
-- --
-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off. -- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_BAI_ZONE -- @field #AI_BAI_ZONE
+9 -9
View File
@@ -20,7 +20,7 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) -- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- --
-- === -- ===
-- --
@@ -40,7 +40,7 @@
-- --
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM). -- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods. -- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation. -- An explanation about state and event transition methods can be found in the @{Core.Fsm} module documentation.
-- --
-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following: -- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
-- --
@@ -52,7 +52,7 @@
-- --
-- ## 2. AI_BALANCER is a FSM -- ## 2. AI_BALANCER is a FSM
-- --
-- ![Process](..\Presentations\AI_Balancer\Dia13.JPG) -- ![Process](..\Presentations\AI_BALANCER\Dia13.JPG)
-- --
-- ### 2.1. AI_BALANCER States -- ### 2.1. AI_BALANCER States
-- --
@@ -85,12 +85,12 @@
-- --
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return, -- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed. -- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_BALANCER -- @field #AI_BALANCER
AI_BALANCER = { AI_BALANCER = {
ClassName = "AI_BALANCER", ClassName = "AI_BALANCER",
+11 -11
View File
@@ -20,11 +20,11 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. -- * **Quax**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing. -- * **Pikey**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- * **Gunterlund**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing. -- * **Whisper**: Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing. -- * **Delta99**: Testing.
-- --
-- === -- ===
-- --
@@ -112,12 +112,12 @@
-- An optional @{Core.Zone} can be set, -- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets. -- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CAP_ZONE -- @field #AI_CAP_ZONE
+9 -9
View File
@@ -22,9 +22,9 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing. -- * **Quax**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing. -- * **Pikey**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision. -- * **Gunterlund**: Test case revision.
-- --
-- === -- ===
-- --
@@ -118,12 +118,12 @@
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}. -- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task. -- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB. -- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CAS_ZONE -- @field #AI_CAS_ZONE
+6 -6
View File
@@ -25,12 +25,12 @@
-- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones. -- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones.
-- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones. -- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones.
-- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases. -- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_CARGO -- @field #AI_CARGO
AI_CARGO = { AI_CARGO = {
ClassName = "AI_CARGO", ClassName = "AI_CARGO",
+6 -6
View File
@@ -75,12 +75,12 @@
-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate. -- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment. -- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- --
-- @field #AI_CARGO_APC -- @field #AI_CARGO_APC
AI_CARGO_APC = { AI_CARGO_APC = {
@@ -41,12 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every -- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ... -- time is not so much of an issue ...
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_CARGO_AIRPLANE -- @field #AI_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = { AI_CARGO_AIRPLANE = {
ClassName = "AI_CARGO_AIRPLANE", ClassName = "AI_CARGO_AIRPLANE",
@@ -100,12 +100,12 @@
-- --
-- Yes, please ensure that the zones are declared using the @{Core.Zone} classes. -- Yes, please ensure that the zones are declared using the @{Core.Zone} classes.
-- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON. -- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -137,12 +137,12 @@
-- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone. -- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone.
-- --
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command. -- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CARGO_DISPATCHER_APC -- @field #AI_CARGO_DISPATCHER_APC
@@ -108,12 +108,12 @@
-- --
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!** -- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- --
-- @field #AI_CARGO_DISPATCHER_AIRPLANE -- @field #AI_CARGO_DISPATCHER_AIRPLANE
AI_CARGO_DISPATCHER_AIRPLANE = { AI_CARGO_DISPATCHER_AIRPLANE = {
@@ -140,12 +140,12 @@
-- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone. -- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone.
-- --
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command. -- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CARGO_DISPATCHER_HELICOPTER -- @field #AI_CARGO_DISPATCHER_HELICOPTER
@@ -130,12 +130,12 @@
-- Use @{#AI_CARGO_DISPATCHER_SHIP.SetHomeZone}() to specify the home zone. -- Use @{#AI_CARGO_DISPATCHER_SHIP.SetHomeZone}() to specify the home zone.
-- --
-- If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command. -- If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CARGO_DISPATCHER_SHIP -- @field #AI_CARGO_DISPATCHER_SHIP
@@ -41,12 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every -- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ... -- time is not so much of an issue ...
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_CARGO_HELICOPTER -- @field #AI_CARGO_HELICOPTER
+6 -6
View File
@@ -54,12 +54,12 @@
-- Using the @{#AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified -- Using the @{#AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
-- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment. -- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_CARGO_SHIP -- @field #AI_CARGO_SHIP
AI_CARGO_SHIP = { AI_CARGO_SHIP = {
ClassName = "AI_CARGO_SHIP", ClassName = "AI_CARGO_SHIP",
+20 -27
View File
@@ -174,12 +174,12 @@
-- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." ) -- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes -- EscortPlanes:MenusAirplanes() -- create menus for airplanes
-- EscortPlanes:__Start(2) -- EscortPlanes:__Start(2)
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_ESCORT -- @field #AI_ESCORT
AI_ESCORT = { AI_ESCORT = {
ClassName = "AI_ESCORT", ClassName = "AI_ESCORT",
@@ -199,13 +199,6 @@ AI_ESCORT = {
-- @field Functional.Detection#DETECTION_AREAS -- @field Functional.Detection#DETECTION_AREAS
AI_ESCORT.Detection = nil AI_ESCORT.Detection = nil
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_ESCORT ParamSelf
-- @field #Distance ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_ESCORT class constructor for an AI group --- AI_ESCORT class constructor for an AI group
-- @param #AI_ESCORT self -- @param #AI_ESCORT self
-- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup. -- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup.
@@ -268,7 +261,7 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
-- Set EscortGroup known at EscortUnit. -- Set EscortGroup known at EscortUnit.
if not self.PlayerUnit._EscortGroups then if not self.PlayerUnit._EscortGroups then
@@ -350,7 +343,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:F() self:F()
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
EscortGroup:WayPointInitialize() EscortGroup:WayPointInitialize()
@@ -388,7 +381,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:_InitFlightMenus() self:_InitFlightMenus()
self.EscortGroupSet:ForSomeGroupAlive( self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
self:_InitEscortMenus( EscortGroup ) self:_InitEscortMenus( EscortGroup )
@@ -419,7 +412,7 @@ function AI_ESCORT:onafterStop( EscortGroupSet )
self:F() self:F()
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
EscortGroup:WayPointInitialize() EscortGroup:WayPointInitialize()
@@ -568,7 +561,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation, local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
function ( self, Formation, ... ) function ( self, Formation, ... )
self.EscortGroupSet:ForSomeGroupAlive( self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, self, Formation, Arguments ) function( EscortGroup, self, Formation, Arguments )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:E({FormationID=FormationID}) self:E({FormationID=FormationID})
@@ -1249,7 +1242,7 @@ function AI_ESCORT:MenuAssistedAttack()
self:F() self:F()
self.EscortGroupSet:ForSomeGroupAlive( self.EscortGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if not EscortGroup:IsAir() then if not EscortGroup:IsAir() then
-- Request assistance from other escorts. -- Request assistance from other escorts.
@@ -1446,7 +1439,7 @@ function AI_ESCORT:_FlightHoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
local EscortUnit = self.PlayerUnit local EscortUnit = self.PlayerUnit
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, OrbitGroup ) function( EscortGroup, OrbitGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
if OrbitGroup == nil then if OrbitGroup == nil then
@@ -1474,7 +1467,7 @@ end
function AI_ESCORT:_FlightJoinUp() function AI_ESCORT:_FlightJoinUp()
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_JoinUp( EscortGroup ) self:_JoinUp( EscortGroup )
@@ -1501,7 +1494,7 @@ end
function AI_ESCORT:_FlightFormationTrail( XStart, XSpace, YStart ) function AI_ESCORT:_FlightFormationTrail( XStart, XSpace, YStart )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart ) self:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
@@ -1528,7 +1521,7 @@ end
function AI_ESCORT:_FlightFormationStack( XStart, XSpace, YStart, YSpace ) function AI_ESCORT:_FlightFormationStack( XStart, XSpace, YStart, YSpace )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_EscortFormationStack( EscortGroup, XStart, XSpace, YStart, YSpace ) self:_EscortFormationStack( EscortGroup, XStart, XSpace, YStart, YSpace )
@@ -1551,7 +1544,7 @@ end
function AI_ESCORT:_FlightFlare( Color, Message ) function AI_ESCORT:_FlightFlare( Color, Message )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_Flare( EscortGroup, Color, Message ) self:_Flare( EscortGroup, Color, Message )
@@ -1574,7 +1567,7 @@ end
function AI_ESCORT:_FlightSmoke( Color, Message ) function AI_ESCORT:_FlightSmoke( Color, Message )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_Smoke( EscortGroup, Color, Message ) self:_Smoke( EscortGroup, Color, Message )
@@ -1605,7 +1598,7 @@ end
function AI_ESCORT:_FlightSwitchReportNearbyTargets( ReportTargets ) function AI_ESCORT:_FlightSwitchReportNearbyTargets( ReportTargets )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_EscortSwitchReportNearbyTargets( EscortGroup, ReportTargets ) self:_EscortSwitchReportNearbyTargets( EscortGroup, ReportTargets )
@@ -1813,7 +1806,7 @@ end
function AI_ESCORT:_FlightAttackTarget( DetectedItem ) function AI_ESCORT:_FlightAttackTarget( DetectedItem )
self.EscortGroupSet:ForEachGroupAlive( self.EscortGroupSet:ForEachGroupAlive(
-- @param Core.Group#GROUP EscortGroup -- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup, DetectedItem ) function( EscortGroup, DetectedItem )
if EscortGroup:IsAir() then if EscortGroup:IsAir() then
self:_AttackTarget( EscortGroup, DetectedItem ) self:_AttackTarget( EscortGroup, DetectedItem )
@@ -20,12 +20,12 @@
--- Models the automatic assignment of AI escorts to player flights. --- Models the automatic assignment of AI escorts to player flights.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_ESCORT_DISPATCHER -- @field #AI_ESCORT_DISPATCHER
@@ -20,12 +20,12 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu. --- Models the assignment of AI escorts to player flights upon request using the radio menu.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_ESCORT_DISPATCHER_REQUEST -- @field #AI_ESCORT_DISPATCHER_REQUEST
@@ -136,12 +136,12 @@
-- --
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint. -- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission. -- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Authors: **FlightControl** -- ### Authors: **FlightControl**
@@ -297,7 +297,7 @@ function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
self:F() self:F()
EscortGroupSet:ForEachGroup( EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup ) function( EscortGroup )
EscortGroup:WayPointInitialize() EscortGroup:WayPointInitialize()
+13 -22
View File
@@ -8,7 +8,7 @@
-- --
-- === -- ===
-- --
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation) -- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20AI%20Group%20Formation)
-- --
-- === -- ===
-- --
@@ -31,11 +31,11 @@
-- @field Core.Set#SET_GROUP FollowGroupSet -- @field Core.Set#SET_GROUP FollowGroupSet
-- @field #string FollowName -- @field #string FollowName
-- @field #AI_FORMATION.MODE FollowMode The mode the escort is in. -- @field #AI_FORMATION.MODE FollowMode The mode the escort is in.
-- @field Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class. -- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance. -- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported. -- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup. -- @field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup. -- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates. -- @field #number dtFollow Time step between position updates.
@@ -92,12 +92,12 @@
-- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" ) -- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 ) -- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
-- LargeFormation:__Start( 1 ) -- LargeFormation:__Start( 1 )
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #AI_FORMATION -- @field #AI_FORMATION
AI_FORMATION = { AI_FORMATION = {
ClassName = "AI_FORMATION", ClassName = "AI_FORMATION",
@@ -164,15 +164,6 @@ AI_FORMATION.__Enum.ReportType = {
Ground = "G", Ground = "G",
} }
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_FORMATION ParamSelf
-- @field #number ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_FORMATION class constructor for an AI group --- AI_FORMATION class constructor for an AI group
-- @param #AI_FORMATION self -- @param #AI_FORMATION self
-- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet. -- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
@@ -1005,7 +996,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
@@ -1029,7 +1020,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
@@ -1053,7 +1044,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else else
self.FollowGroupSet:ForSomeGroupAlive( self.FollowGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup --- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup ) function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) ) FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation ) FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
+8 -8
View File
@@ -27,8 +27,8 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-) -- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review. -- * **Pikey**: Testing and API concept review.
-- --
-- === -- ===
-- --
@@ -144,12 +144,12 @@
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on. -- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB). -- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place. -- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @field #AI_PATROL_ZONE -- @field #AI_PATROL_ZONE
@@ -142,7 +142,7 @@ end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT} --- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{#ACT_ACCOUNT}
-- --
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units. -- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Core.Set} of units that will be tracked upon successful destruction. -- The process is given a @{Core.Set} of units that will be tracked upon successful destruction.
@@ -51,15 +51,15 @@
-- * **After** the state transition. -- * **After** the state transition.
-- The state transition method needs to start with the name **OnAfter + the name of the state**. -- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description. -- These state transition methods need to provide a return value, which is specified at the function description.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN} -- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
-- --
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task. -- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
-- --
@@ -69,7 +69,7 @@
-- --
-- === -- ===
-- --
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN} -- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
-- --
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option. -- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task. -- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
@@ -48,7 +48,7 @@
-- --
-- === -- ===
-- --
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST} -- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{#ACT_ASSIST}
-- --
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}. -- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}.
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour. -- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
@@ -57,12 +57,12 @@
-- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor: -- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor:
-- --
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object. -- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @module Actions.Act_Assist -- @module Actions.Act_Assist
@@ -60,7 +60,7 @@
-- --
-- === -- ===
-- --
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE} -- # 1) @{#ACT_ROUTE_ZONE} class, extends @{#ACT_ROUTE}
-- --
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}. -- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}.
-- The player receives on perioding times messages with the coordinates of the route to follow. -- The player receives on perioding times messages with the coordinates of the route to follow.
@@ -69,12 +69,12 @@
-- # 1.1) ACT_ROUTE_ZONE constructor: -- # 1.1) ACT_ROUTE_ZONE constructor:
-- --
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object. -- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- @module Actions.Act_Route -- @module Actions.Act_Route
+10 -10
View File
@@ -86,7 +86,7 @@
-- There are also dispatchers that make AI work together to transport cargo automatically!!! -- There are also dispatchers that make AI work together to transport cargo automatically!!!
-- --
-- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites. -- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites. -- - @{AI.AI_Cargo_Dispatcher_Helicopter} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
-- --
-- ## 3.3) Cargo transportation tasking. -- ## 3.3) Cargo transportation tasking.
-- --
@@ -233,12 +233,12 @@
-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters. -- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. -- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters. -- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -398,7 +398,7 @@ do -- CARGO
-- --
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class. -- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class.
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class. -- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class.
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Plane#AI_CARGO_PLANE} class. -- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane#AI_CARGO_AIRPLANE} class.
-- * AI Ships is planned. -- * AI Ships is planned.
-- --
-- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking: -- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking:
@@ -980,7 +980,7 @@ do -- CARGO
--- Report to a Carrier Group with a Flaring signal. --- Report to a Carrier Group with a Flaring signal.
-- @param #CARGO self -- @param #CARGO self
-- @param Utils#UTILS.FlareColor FlareColor the color of the flare. -- @param Utilities.Utils#UTILS.FlareColor FlareColor the color of the flare.
-- @return #CARGO -- @return #CARGO
function CARGO:ReportFlare( FlareColor ) function CARGO:ReportFlare( FlareColor )
@@ -989,7 +989,7 @@ do -- CARGO
--- Report to a Carrier Group with a Smoking signal. --- Report to a Carrier Group with a Smoking signal.
-- @param #CARGO self -- @param #CARGO self
-- @param Utils#UTILS.SmokeColor SmokeColor the color of the smoke. -- @param Utilities.Utils#UTILS.SmokeColor SmokeColor the color of the smoke.
-- @return #CARGO -- @return #CARGO
function CARGO:ReportSmoke( SmokeColor ) function CARGO:ReportSmoke( SmokeColor )
+1 -1
View File
@@ -112,7 +112,7 @@
-- --
-- # Calculate the Path -- # Calculate the Path
-- --
-- Finally, we have to calculate the path. This is done by the @{ASTAR.GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which -- Finally, we have to calculate the path. This is done by the @{#GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
-- describe the optimal path from the start node to the end node. -- describe the optimal path from the start node to the end node.
-- --
-- By default, the start and end node are include in the table that is returned. -- By default, the start and end node are include in the table that is returned.
+94 -7
View File
@@ -20,7 +20,7 @@
-- --
-- @module Core.ClientMenu -- @module Core.ClientMenu
-- @image Core_Menu.JPG -- @image Core_Menu.JPG
-- last change: Sept 2023 -- last change: Oct 2023
-- TODO -- TODO
---------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------
@@ -304,6 +304,8 @@ end
-- @field #table menutree -- @field #table menutree
-- @field #number entrycount -- @field #number entrycount
-- @field #boolean debug -- @field #boolean debug
-- @field #table PlayerMenu
-- @field #number Coalition
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- *As a child my family's menu consisted of two choices: take it, or leave it.* --- *As a child my family's menu consisted of two choices: take it, or leave it.*
@@ -345,7 +347,7 @@ end
-- local mymenu_lv3b = menumgr:NewEntry("Level 3 aab",mymenu_lv2a) -- local mymenu_lv3b = menumgr:NewEntry("Level 3 aab",mymenu_lv2a)
-- local mymenu_lv3c = menumgr:NewEntry("Level 3 aac",mymenu_lv2a) -- local mymenu_lv3c = menumgr:NewEntry("Level 3 aac",mymenu_lv2a)
-- --
-- menumgr:Propagate() -- menumgr:Propagate() -- propagate **once** to all clients in the SET_CLIENT
-- --
-- ## Remove a single entry's subtree -- ## Remove a single entry's subtree
-- --
@@ -386,11 +388,15 @@ end
-- --
-- menumgr:ResetMenuComplete() -- menumgr:ResetMenuComplete()
-- --
-- ## Set to auto-propagate for CLIENTs joining the SET_CLIENT **after** the script is loaded - handy if you have a single menu tree.
--
-- menumgr:InitAutoPropagation()
--
-- @field #CLIENTMENUMANAGER -- @field #CLIENTMENUMANAGER
CLIENTMENUMANAGER = { CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER", ClassName = "CLIENTMENUMANAGER",
lid = "", lid = "",
version = "0.1.1", version = "0.1.3",
name = nil, name = nil,
clientset = nil, clientset = nil,
menutree = {}, menutree = {},
@@ -399,26 +405,108 @@ CLIENTMENUMANAGER = {
entrycount = 0, entrycount = 0,
rootentries = {}, rootentries = {},
debug = true, debug = true,
PlayerMenu = {},
Coalition = nil,
} }
--- Create a new ClientManager instance. --- Create a new ClientManager instance.
-- @param #CLIENTMENUMANAGER self -- @param #CLIENTMENUMANAGER self
-- @param Core.Set#SET_CLIENT ClientSet The set of clients to manage. -- @param Core.Set#SET_CLIENT ClientSet The set of clients to manage.
-- @param #string Alias The name of this manager. -- @param #string Alias The name of this manager.
-- @param #number Coalition (Optional) Coalition of this Manager, defaults to coalition.side.BLUE
-- @return #CLIENTMENUMANAGER self -- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:New(ClientSet, Alias) function CLIENTMENUMANAGER:New(ClientSet, Alias, Coalition)
-- Inherit everything from FSM class. -- Inherit everything from FSM class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENUMANAGER local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENUMANAGER
self.clientset = ClientSet self.clientset = ClientSet
self.PlayerMenu = {}
self.name = Alias or "Nightshift" self.name = Alias or "Nightshift"
self.Coalition = Coalition or coalition.side.BLUE
-- Log id. -- Log id.
self.lid=string.format("CLIENTMENUMANAGER %s | %s | ", self.version, self.name) self.lid=string.format("CLIENTMENUMANAGER %s | %s | ", self.version, self.name)
if self.debug then if self.debug then
self:T(self.lid.."Created") self:I(self.lid.."Created")
end end
return self return self
end end
--- [Internal] Event handling
-- @param #CLIENTMENUMANAGER self
-- @param Core.Event#EVENTDATA EventData
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:_EventHandler(EventData)
self:T(self.lid.."_EventHandler: "..EventData.id)
--self:I(self.lid.."_EventHandler: "..tostring(EventData.IniPlayerName))
if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then
self:T(self.lid.."Leave event for player: "..tostring(EventData.IniPlayerName))
local Client = _DATABASE:FindClient( EventData.IniPlayerName )
if Client then
self:ResetMenu(Client)
end
elseif (EventData.id == EVENTS.PlayerEnterAircraft) and EventData.IniCoalition == self.Coalition then
if EventData.IniPlayerName and EventData.IniGroup then
if (not self.clientset:IsIncludeObject(_DATABASE:FindClient( EventData.IniPlayerName ))) then
self:T(self.lid.."Client not in SET: "..EventData.IniPlayerName)
return self
end
--self:I(self.lid.."Join event for player: "..EventData.IniPlayerName)
local player = _DATABASE:FindClient( EventData.IniPlayerName )
self:Propagate(player)
end
elseif EventData.id == EVENTS.PlayerEnterUnit then
-- special for CA slots
local grp = GROUP:FindByName(EventData.IniGroupName)
if grp:IsGround() then
self:T(string.format("Player %s entered GROUND unit %s!",EventData.IniPlayerName,EventData.IniUnitName))
local IsPlayer = EventData.IniDCSUnit:getPlayerName()
if IsPlayer then
local client=_DATABASE.CLIENTS[EventData.IniDCSUnitName] --Wrapper.Client#CLIENT
-- Add client in case it does not exist already.
if not client then
-- Debug info.
self:I(string.format("Player '%s' joined ground unit '%s' of group '%s'", tostring(EventData.IniPlayerName), tostring(EventData.IniDCSUnitName), tostring(EventData.IniDCSGroupName)))
client=_DATABASE:AddClient(EventData.IniDCSUnitName)
-- Add player.
client:AddPlayer(EventData.IniPlayerName)
-- Add player.
if not _DATABASE.PLAYERS[EventData.IniPlayerName] then
_DATABASE:AddPlayer( EventData.IniUnitName, EventData.IniPlayerName )
end
-- Player settings.
local Settings = SETTINGS:Set( EventData.IniPlayerName )
Settings:SetPlayerMenu(EventData.IniUnit)
end
--local player = _DATABASE:FindClient( EventData.IniPlayerName )
self:Propagate(client)
end
end
end
return self
end
--- Set this Client Manager to auto-propagate menus to newly joined players. Useful if you have **one** menu structure only.
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:InitAutoPropagation()
-- Player Events
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler)
self:HandleEvent(EVENTS.Ejection, self._EventHandler)
self:HandleEvent(EVENTS.Crash, self._EventHandler)
self:HandleEvent(EVENTS.PilotDead, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:SetEventPriority(5)
return self
end
--- Create a new entry in the generic structure. --- Create a new entry in the generic structure.
-- @param #CLIENTMENUMANAGER self -- @param #CLIENTMENUMANAGER self
-- @param #string Text Text of the F10 menu entry. -- @param #string Text Text of the F10 menu entry.
@@ -571,7 +659,7 @@ end
-- @return #CLIENTMENU Entry -- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:Propagate(Client) function CLIENTMENUMANAGER:Propagate(Client)
self:T(self.lid.."Propagate") self:T(self.lid.."Propagate")
self:T(Client) --self:I(UTILS.PrintTableToLog(Client,1))
local Set = self.clientset.Set local Set = self.clientset.Set
if Client then if Client then
Set = {Client} Set = {Client}
@@ -792,4 +880,3 @@ end
-- End ClientMenu -- End ClientMenu
-- --
---------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------
+1 -1
View File
@@ -9,7 +9,7 @@
-- --
-- ## Example Missions: -- ## Example Missions:
-- --
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Operation). -- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Core/Condition).
-- --
-- === -- ===
-- --
+40 -24
View File
@@ -126,6 +126,8 @@ function DATABASE:New()
self:SetEventPriority( 1 ) self:SetEventPriority( 1 )
self:HandleEvent( EVENTS.Birth, self._EventOnBirth ) self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
-- DCS 2.9 fixed CA event for players -- TODO: reset unit when leaving
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash ) self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
@@ -680,7 +682,7 @@ do -- cargo
--- Finds an CARGO based on the CargoName. --- Finds an CARGO based on the CargoName.
-- @param #DATABASE self -- @param #DATABASE self
-- @param #string CargoName -- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found CARGO. -- @return Cargo.Cargo#CARGO The found CARGO.
function DATABASE:FindCargo( CargoName ) function DATABASE:FindCargo( CargoName )
local CargoFound = self.CARGOS[CargoName] local CargoFound = self.CARGOS[CargoName]
@@ -810,6 +812,7 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName ) self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName self.PLAYERSJOINED[PlayerName] = PlayerName
end end
end end
--- Deletes a player from the DATABASE based on the Player Name. --- Deletes a player from the DATABASE based on the Player Name.
@@ -1470,39 +1473,43 @@ function DATABASE:_EventOnDeadOrCrash( Event )
end end
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied). --- Handles the OnPlayerEnterUnit event to fill the active players table for CA units (with the unit filter applied).
-- @param #DATABASE self -- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event -- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnPlayerEnterUnit( Event ) function DATABASE:_EventOnPlayerEnterUnit( Event )
self:F2( { Event } ) self:F2( { Event } )
if Event.IniDCSUnit then if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 then -- Player entering a CA slot
if Event.IniObjectCategory == 1 and Event.IniGroup and Event.IniGroup:IsGround() then
-- Add unit. local IsPlayer = Event.IniDCSUnit:getPlayerName()
self:AddUnit( Event.IniDCSUnitName ) if IsPlayer then
-- Ini unit. -- Debug info.
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName ) self:I(string.format("Player '%s' joined GROUND unit '%s' of group '%s'", tostring(Event.IniPlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add group. local client= self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
self:AddGroup( Event.IniDCSGroupName )
-- Get player unit. -- Add client in case it does not exist already.
local PlayerName = Event.IniDCSUnit:getPlayerName() if not client then
client=self:AddClient(Event.IniDCSUnitName)
if PlayerName then
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
end end
local Settings = SETTINGS:Set( PlayerName ) -- Add player.
Settings:SetPlayerMenu( Event.IniUnit ) client:AddPlayer(Event.IniPlayerName)
-- Add player.
if not self.PLAYERS[Event.IniPlayerName] then
self:AddPlayer( Event.IniUnitName, Event.IniPlayerName )
end
-- Player settings.
local Settings = SETTINGS:Set( Event.IniPlayerName )
Settings:SetPlayerMenu(Event.IniUnit)
else
self:E("ERROR: getPlayerName() returned nil for event PlayerEnterUnit")
end end
end end
end end
end end
@@ -1514,14 +1521,25 @@ end
function DATABASE:_EventOnPlayerLeaveUnit( Event ) function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:F2( { Event } ) self:F2( { Event } )
local function FindPlayerName(UnitName)
local playername = nil
for _name,_unitname in pairs(self.PLAYERS) do
if _unitname == UnitName then
playername = _name
break
end
end
return playername
end
if Event.IniUnit then if Event.IniUnit then
if Event.IniObjectCategory == 1 then if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft! -- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniUnit:GetPlayerName() local PlayerName = Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
if PlayerName then --and self.PLAYERS[PlayerName] then if PlayerName then
-- Debug info. -- Debug info.
self:I(string.format("Player '%s' left unit %s", tostring(PlayerName), tostring(Event.IniUnitName))) self:I(string.format("Player '%s' left unit %s", tostring(PlayerName), tostring(Event.IniUnitName)))
@@ -2005,8 +2023,6 @@ end
TargetPlayerName = Event.IniPlayerName TargetPlayerName = Event.IniPlayerName
TargetCoalition = Event.IniCoalition TargetCoalition = Event.IniCoalition
--TargetCategory = TargetUnit:getCategory()
--TargetCategory = TargetUnit:getDesc().category -- Workaround
TargetCategory = Event.IniCategory TargetCategory = Event.IniCategory
TargetType = Event.IniTypeName TargetType = Event.IniTypeName
+41 -20
View File
@@ -173,7 +173,8 @@
-- @image Core_Event.JPG -- @image Core_Event.JPG
--- @type EVENT ---
-- @type EVENT
-- @field #EVENT.Events Events -- @field #EVENT.Events Events
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -282,6 +283,7 @@ EVENTS = {
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object. -- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object.
-- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName). -- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName).
-- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot. -- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot.
-- @field #string IniPlayerUCID (UNIT) The UCID of the initiating player in case the Unit is a client or player slot and on a multi-player server.
-- @field DCS#coalition.side IniCoalition (UNIT) The coalition of the initiator. -- @field DCS#coalition.side IniCoalition (UNIT) The coalition of the initiator.
-- @field DCS#Unit.Category IniCategory (UNIT) The category of the initiator. -- @field DCS#Unit.Category IniCategory (UNIT) The category of the initiator.
-- @field #string IniTypeName (UNIT) The type name of the initiator. -- @field #string IniTypeName (UNIT) The type name of the initiator.
@@ -297,6 +299,7 @@ EVENTS = {
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object. -- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object.
-- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName). -- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName).
-- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot. -- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot.
-- @field #string TgtPlayerUCID (UNIT) The UCID of the target player in case the Unit is a client or player slot and on a multi-player server.
-- @field DCS#coalition.side TgtCoalition (UNIT) The coalition of the target. -- @field DCS#coalition.side TgtCoalition (UNIT) The coalition of the target.
-- @field DCS#Unit.Category TgtCategory (UNIT) The category of the target. -- @field DCS#Unit.Category TgtCategory (UNIT) The category of the target.
-- @field #string TgtTypeName (UNIT) The type name of the target. -- @field #string TgtTypeName (UNIT) The type name of the target.
@@ -313,7 +316,7 @@ EVENTS = {
-- @field Cargo.Cargo#CARGO Cargo The cargo object. -- @field Cargo.Cargo#CARGO Cargo The cargo object.
-- @field #string CargoName The name of the cargo object. -- @field #string CargoName The name of the cargo object.
-- --
-- @field Core.ZONE#ZONE Zone The zone object. -- @field Core.Zone#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone. -- @field #string ZoneName The name of the zone.
@@ -988,7 +991,7 @@ do -- Event Creation
--- Creation of a New ZoneGoal Event. --- Creation of a New ZoneGoal Event.
-- @param #EVENT self -- @param #EVENT self
-- @param Core.Functional#ZONE_GOAL ZoneGoal The ZoneGoal created. -- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
function EVENT:CreateEventNewZoneGoal( ZoneGoal ) function EVENT:CreateEventNewZoneGoal( ZoneGoal )
self:F( { ZoneGoal } ) self:F( { ZoneGoal } )
@@ -1080,9 +1083,9 @@ function EVENT:onEvent( Event )
if Event.initiator then if Event.initiator then
Event.IniObjectCategory = Event.initiator:getCategory() Event.IniObjectCategory = Object.getCategory(Event.initiator)
if Event.IniObjectCategory == Object.Category.STATIC then if Event.IniObjectCategory == Object.Category.STATIC then
--- ---
-- Static -- Static
--- ---
@@ -1119,9 +1122,8 @@ function EVENT:onEvent( Event )
if Unit then if Unit then
Event.IniObjectCategory = Object.Category.UNIT Event.IniObjectCategory = Object.Category.UNIT
end end
end
if Event.IniObjectCategory == Object.Category.UNIT then elseif Event.IniObjectCategory == Object.Category.UNIT then
--- ---
-- Unit -- Unit
--- ---
@@ -1144,12 +1146,19 @@ function EVENT:onEvent( Event )
end end
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName() Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
if Event.IniPlayerName then
-- get UUCID
local PID = NET.GetPlayerIDByName(nil,Event.IniPlayerName)
if PID then
Event.IniPlayerUCID = net.get_player_info(tonumber(PID), 'ucid')
--env.info("Event.IniPlayerUCID="..tostring(Event.IniPlayerUCID),false)
end
end
Event.IniCoalition = Event.IniDCSUnit:getCoalition() Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniTypeName = Event.IniDCSUnit:getTypeName() Event.IniTypeName = Event.IniDCSUnit:getTypeName()
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
end
if Event.IniObjectCategory == Object.Category.CARGO then elseif Event.IniObjectCategory == Object.Category.CARGO then
--- ---
-- Cargo -- Cargo
--- ---
@@ -1160,9 +1169,8 @@ function EVENT:onEvent( Event )
Event.IniCoalition = Event.IniDCSUnit:getCoalition() Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName() Event.IniTypeName = Event.IniDCSUnit:getTypeName()
end
if Event.IniObjectCategory == Object.Category.SCENERY then elseif Event.IniObjectCategory == Object.Category.SCENERY then
--- ---
-- Scenery -- Scenery
--- ---
@@ -1172,9 +1180,8 @@ function EVENT:onEvent( Event )
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator ) Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = Event.IniDCSUnit:getDesc().category Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY" Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY"
end
if Event.IniObjectCategory == Object.Category.BASE then elseif Event.IniObjectCategory == Object.Category.BASE then
--- ---
-- Base Object -- Base Object
--- ---
@@ -1201,9 +1208,12 @@ function EVENT:onEvent( Event )
--- ---
-- Target category. -- Target category.
Event.TgtObjectCategory = Event.target:getCategory() Event.TgtObjectCategory = Object.getCategory(Event.target)
if Event.TgtObjectCategory == Object.Category.UNIT then if Event.TgtObjectCategory == Object.Category.UNIT then
---
-- UNIT
---
Event.TgtDCSUnit = Event.target Event.TgtDCSUnit = Event.target
Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup() Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup()
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
@@ -1216,13 +1226,22 @@ function EVENT:onEvent( Event )
Event.TgtGroupName = Event.TgtDCSGroupName Event.TgtGroupName = Event.TgtDCSGroupName
end end
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName() Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
if Event.TgtPlayerName then
-- get UUCID
local PID = NET.GetPlayerIDByName(nil,Event.TgtPlayerName)
if PID then
Event.TgtPlayerUCID = net.get_player_info(tonumber(PID), 'ucid')
--env.info("Event.TgtPlayerUCID="..tostring(Event.TgtPlayerUCID),false)
end
end
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition() Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName() Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
if Event.TgtObjectCategory == Object.Category.STATIC then elseif Event.TgtObjectCategory == Object.Category.STATIC then
-- get base data ---
-- STATIC
---
Event.TgtDCSUnit = Event.target Event.TgtDCSUnit = Event.target
if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
@@ -1249,9 +1268,11 @@ function EVENT:onEvent( Event )
Event.TgtTypeName = "Static" Event.TgtTypeName = "Static"
end end
end end
end
if Event.TgtObjectCategory == Object.Category.SCENERY then elseif Event.TgtObjectCategory == Object.Category.SCENERY then
---
-- SCENERY
---
Event.TgtDCSUnit = Event.target Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName() Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
Event.TgtUnitName = Event.TgtDCSUnitName Event.TgtUnitName = Event.TgtDCSUnitName
@@ -1281,7 +1302,7 @@ function EVENT:onEvent( Event )
-- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground. -- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground.
--Event.Place=UNIT:Find(Event.place) --Event.Place=UNIT:Find(Event.place)
else else
if Event.place:isExist() and Event.place:getCategory() ~= Object.Category.SCENERY then if Event.place:isExist() and Object.getCategory(Event.place) ~= Object.Category.SCENERY then
Event.Place=AIRBASE:Find(Event.place) Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName() Event.PlaceName=Event.Place:GetName()
end end
+2 -2
View File
@@ -249,7 +249,7 @@ do -- FSM
-- --
-- ### Linear Transition Example -- ### Linear Transition Example
-- --
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua) -- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/blob/master/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
-- --
-- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare. -- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare.
-- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build. -- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build.
@@ -1260,7 +1260,7 @@ do -- FSM_PROCESS
--- Assign the process to a @{Wrapper.Unit} and activate the process. --- Assign the process to a @{Wrapper.Unit} and activate the process.
-- @param #FSM_PROCESS self -- @param #FSM_PROCESS self
-- @param Task.Tasking#TASK Task -- @param Tasking.Task#TASK Task
-- @param Wrapper.Unit#UNIT ProcessUnit -- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #FSM_PROCESS self -- @return #FSM_PROCESS self
function FSM_PROCESS:Assign( ProcessUnit, Task ) function FSM_PROCESS:Assign( ProcessUnit, Task )
+1 -1
View File
@@ -513,7 +513,7 @@ do -- MENU_COALITION
--- @type MENU_COALITION --- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE -- @extends Core.Menu#MENU_BASE
--- Manages the main menus for @{DCS.coalition}s. --- Manages the main menus for DCS.coalition.
-- --
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference. -- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}. -- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
+45 -20
View File
@@ -73,7 +73,7 @@ MESSAGE.Type = {
Detailed = "Detailed Report", Detailed = "Detailed Report",
} }
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. --- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients.
-- @param self -- @param self
-- @param #string MessageText is the text of the Message. -- @param #string MessageText is the text of the Message.
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel. -- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
@@ -127,7 +127,7 @@ end
--- Creates a new MESSAGE object of a certain type. --- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel. -- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients. -- You must use the functions @{Core.Message#ToClient} or @{Core.Message#ToCoalition} or @{Core.Message#ToAll} to send these Messages to the respective recipients.
-- The message display times are automatically defined based on the timing settings in the @{Core.Settings} menu. -- The message display times are automatically defined based on the timing settings in the @{Core.Settings} menu.
-- @param self -- @param self
-- @param #string MessageText is the text of the Message. -- @param #string MessageText is the text of the Message.
@@ -343,7 +343,7 @@ end
--- Sends a MESSAGE to a Coalition. --- Sends a MESSAGE to a Coalition.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed. -- @param DCS#coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display. -- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object. -- @return #MESSAGE Message object.
-- @usage -- @usage
@@ -379,7 +379,7 @@ end
--- Sends a MESSAGE to a Coalition if the given Condition is true. --- Sends a MESSAGE to a Coalition if the given Condition is true.
-- @param #MESSAGE self -- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}. -- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{#DCS.coalition.side}.
-- @param #boolean Condition Sends the message only if the condition is true. -- @param #boolean Condition Sends the message only if the condition is true.
-- @return #MESSAGE self -- @return #MESSAGE self
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition ) function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
@@ -465,7 +465,7 @@ _MESSAGESRS = {}
-- @param #string PathToCredentials (optional) Path to credentials file for e.g. Google. -- @param #string PathToCredentials (optional) Path to credentials file for e.g. Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies. -- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
-- @param #number Modulation Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. -- @param #number Modulation Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations.
-- @param #string Gender (optional) Gender, i.e. "male" or "female", defaults to "male". -- @param #string Gender (optional) Gender, i.e. "male" or "female", defaults to "female".
-- @param #string Culture (optional) Culture, e.g. "en-US", defaults to "en-GB" -- @param #string Culture (optional) Culture, e.g. "en-US", defaults to "en-GB"
-- @param #string Voice (optional) Voice. Will override gender and culture settings, e.g. MSRS.Voices.Microsoft.Hazel or MSRS.Voices.Google.Standard.de_DE_Standard_D. Hint on Microsoft voices - working voices are limited to Hedda, Hazel, David, Zira and Hortense. **Must** be installed on your Desktop or Server! -- @param #string Voice (optional) Voice. Will override gender and culture settings, e.g. MSRS.Voices.Microsoft.Hazel or MSRS.Voices.Google.Standard.de_DE_Standard_D. Hint on Microsoft voices - working voices are limited to Hedda, Hazel, David, Zira and Hortense. **Must** be installed on your Desktop or Server!
-- @param #number Coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Defaults to coalition.side.NEUTRAL. -- @param #number Coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Defaults to coalition.side.NEUTRAL.
@@ -480,24 +480,42 @@ _MESSAGESRS = {}
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
-- --
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate) function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate)
_MESSAGESRS.MSRS = MSRS:New(PathToSRS,Frequency,Modulation,Volume) _MESSAGESRS.MSRS = MSRS:New(PathToSRS,Frequency or 243,Modulation or radio.modulation.AM,Volume)
_MESSAGESRS.MSRS:SetCoalition(Coalition)
_MESSAGESRS.frequency = Frequency
_MESSAGESRS.modulation = Modulation or radio.modulation.AM
_MESSAGESRS.MSRS:SetCoalition(Coalition or coalition.side.NEUTRAL)
_MESSAGESRS.coalition = Coalition or coalition.side.NEUTRAL
_MESSAGESRS.coordinate = Coordinate
_MESSAGESRS.MSRS:SetCoordinate(Coordinate) _MESSAGESRS.MSRS:SetCoordinate(Coordinate)
_MESSAGESRS.MSRS:SetCulture(Culture) _MESSAGESRS.MSRS:SetCulture(Culture)
_MESSAGESRS.Culture = Culture _MESSAGESRS.Culture = Culture or "en-GB"
--_MESSAGESRS.MSRS:SetFrequencies(Frequency)
_MESSAGESRS.MSRS:SetGender(Gender) _MESSAGESRS.MSRS:SetGender(Gender)
_MESSAGESRS.Gender = Gender _MESSAGESRS.Gender = Gender or "female"
_MESSAGESRS.MSRS:SetGoogle(PathToCredentials) _MESSAGESRS.MSRS:SetGoogle(PathToCredentials)
_MESSAGESRS.google = PathToCredentials
_MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE") _MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE")
--_MESSAGESRS.MSRS:SetModulations(Modulation) _MESSAGESRS.label = Label or "MESSAGE"
--_MESSAGESRS.MSRS:SetPath(PathToSRS)
_MESSAGESRS.MSRS:SetPort(Port) _MESSAGESRS.MSRS:SetPort(Port or 5002)
-- _MESSAGESRS.MSRS:SetVolume(Volume) _MESSAGESRS.port = Port or 5002
_MESSAGESRS.MSRS:SetVoice(Voice)
_MESSAGESRS.Voice = Voice _MESSAGESRS.volume = Volume or 1
_MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume)
if Voice then _MESSAGESRS.MSRS:SetVoice(Voice) end
_MESSAGESRS.voice = Voice --or MSRS.Voices.Microsoft.Hedda
--if _MESSAGESRS.google and not Voice then _MESSAGESRS.Voice = MSRS.Voices.Google.Standard.en_GB_Standard_A end
--_MESSAGESRS.MSRS:SetVoice(Voice or _MESSAGESRS.voice)
_MESSAGESRS.SRSQ = MSRSQUEUE:New(Label or "MESSAGE") _MESSAGESRS.SRSQ = MSRSQUEUE:New(Label or "MESSAGE")
env.info(_MESSAGESRS.MSRS.provider,false)
end end
--- Sends a message via SRS. --- Sends a message via SRS.
@@ -505,7 +523,7 @@ end
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting. -- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting. -- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`. -- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`. -- @param #string culture (optional) Culture, e.g. "en-US". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`. -- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`. -- @param #number coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`. -- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
@@ -519,9 +537,16 @@ end
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
-- --
function MESSAGE:ToSRS(frequency,modulation,gender,culture,voice,coalition,volume,coordinate) function MESSAGE:ToSRS(frequency,modulation,gender,culture,voice,coalition,volume,coordinate)
local tgender = gender or _MESSAGESRS.Gender
if _MESSAGESRS.SRSQ then if _MESSAGESRS.SRSQ then
_MESSAGESRS.MSRS:SetVoice(voice or _MESSAGESRS.Voice) if voice then
_MESSAGESRS.SRSQ:NewTransmission(self.MessageText,nil,_MESSAGESRS.MSRS,nil,nil,nil,nil,nil,frequency,modulation,gender or _MESSAGESRS.Gender,culture or _MESSAGESRS.Culture,voice or _MESSAGESRS.Voice,volume,self.MessageCategory) _MESSAGESRS.MSRS:SetVoice(voice or _MESSAGESRS.voice)
end
if coordinate then
_MESSAGESRS.MSRS:SetCoordinate(coordinate)
end
local category = string.gsub(self.MessageCategory,":","")
_MESSAGESRS.SRSQ:NewTransmission(self.MessageText,nil,_MESSAGESRS.MSRS,nil,nil,nil,nil,nil,frequency or _MESSAGESRS.frequency,modulation or _MESSAGESRS.modulation, gender or _MESSAGESRS.Gender,culture or _MESSAGESRS.Culture,nil,volume or _MESSAGESRS.volume,category,coordinate or _MESSAGESRS.coordinate)
end end
return self return self
end end
+1 -1
View File
@@ -199,7 +199,7 @@ 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. --- 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 -- @param #PATHLINE self
-- @return <#PATHLINE.Point> List of points. -- @return #list <#PATHLINE.Point> List of points.
function PATHLINE:GetPoints() function PATHLINE:GetPoints()
return self.points return self.points
end end
+1 -1
View File
@@ -544,7 +544,7 @@ do -- COORDINATE
if ZoneObject then if ZoneObject then
-- Get category of scanned object. -- Get category of scanned object.
local ObjectCategory = ZoneObject:getCategory() local ObjectCategory = Object.getCategory(ZoneObject)
-- Check for unit or static objects -- Check for unit or static objects
if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() then if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() then
+1 -1
View File
@@ -52,7 +52,7 @@
-- --
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**. -- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called. -- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(), -- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{#SCHEDULER.Start}() and @{#SCHEDULER.Stop}(),
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object. -- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
-- --
-- ## SCHEDULER constructor -- ## SCHEDULER constructor
+4 -4
View File
@@ -5471,7 +5471,7 @@ do -- SET_CARGO
--- (R2.1) Remove CARGOs from SET_CARGO. --- (R2.1) Remove CARGOs from SET_CARGO.
-- @param Core.Set#SET_CARGO self -- @param Core.Set#SET_CARGO self
-- @param Wrapper.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names. -- @param Cargo.Cargo#CARGO RemoveCargoNames A single name or an array of CARGO names.
-- @return Core.Set#SET_CARGO self -- @return Core.Set#SET_CARGO self
function SET_CARGO:RemoveCargosByName( RemoveCargoNames ) -- R2.1 function SET_CARGO:RemoveCargosByName( RemoveCargoNames ) -- R2.1
@@ -5487,7 +5487,7 @@ do -- SET_CARGO
--- (R2.1) Finds a Cargo based on the Cargo Name. --- (R2.1) Finds a Cargo based on the Cargo Name.
-- @param #SET_CARGO self -- @param #SET_CARGO self
-- @param #string CargoName -- @param #string CargoName
-- @return Wrapper.Cargo#CARGO The found Cargo. -- @return Cargo.Cargo#CARGO The found Cargo.
function SET_CARGO:FindCargo( CargoName ) -- R2.1 function SET_CARGO:FindCargo( CargoName ) -- R2.1
local CargoFound = self.Set[CargoName] local CargoFound = self.Set[CargoName]
@@ -5630,7 +5630,7 @@ do -- SET_CARGO
--- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}. --- (R2.1) Iterate the SET_CARGO while identifying the nearest @{Cargo.Cargo#CARGO} from a @{Core.Point#POINT_VEC2}.
-- @param #SET_CARGO self -- @param #SET_CARGO self
-- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}. -- @param Core.Point#POINT_VEC2 PointVec2 A @{Core.Point#POINT_VEC2} object from where to evaluate the closest @{Cargo.Cargo#CARGO}.
-- @return Wrapper.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}. -- @return Cargo.Cargo#CARGO The closest @{Cargo.Cargo#CARGO}.
function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) -- R2.1 function SET_CARGO:FindNearestCargoFromPointVec2( PointVec2 ) -- R2.1
self:F2( PointVec2 ) self:F2( PointVec2 )
@@ -6195,7 +6195,7 @@ do -- SET_ZONE
--- Start watching if the Object or Objects move into or out of our set of zones. --- Start watching if the Object or Objects move into or out of our set of zones.
-- @param #SET_ZONE self -- @param #SET_ZONE self
-- @param Wrappe.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT -- @param Wrapper.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
-- @return #SET_ZONE self -- @return #SET_ZONE self
-- @usage -- @usage
-- -- Create a SET_GROUP and a SET_ZONE for this: -- -- Create a SET_GROUP and a SET_ZONE for this:
+10 -10
View File
@@ -91,7 +91,7 @@
-- --
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications. -- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
-- --
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)). -- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. -- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. -- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted. -- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
@@ -105,9 +105,9 @@
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
-- --
-- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default. -- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default.
-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. -- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- --
-- ### 3.1.4) A2G coordinates setting - additional notes -- ### 3.1.4) A2G coordinates setting - additional notes
-- --
@@ -120,7 +120,7 @@
-- --
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications. -- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
-- --
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_(navigation)). -- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
-- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted. -- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted. -- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted. -- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
@@ -135,9 +135,9 @@
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
-- --
-- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default. -- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default.
-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting. -- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting. -- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default. -- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
-- --
-- ### 3.2.4) A2A coordinates settings - additional notes -- ### 3.2.4) A2A coordinates settings - additional notes
@@ -190,8 +190,8 @@
-- --
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object. -- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
-- --
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. -- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds. -- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
-- --
-- ## 3.5) **Era** of the battle -- ## 3.5) **Era** of the battle
-- --
+4 -4
View File
@@ -58,7 +58,7 @@
-- @field #SPAWN.SpawnZoneTable SpawnZoneTable -- @field #SPAWN.SpawnZoneTable SpawnZoneTable
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
--- Allows to spawn dynamically new @{Core.Group}s. --- Allows to spawn dynamically new @{Wrapper.Group}s.
-- --
-- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME), -- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
-- which is a normal group with the **Late Activation** flag set. -- which is a normal group with the **Late Activation** flag set.
@@ -1331,7 +1331,7 @@ do -- Delay methods
return self return self
end end
--- Turns the Delay On for the @{Wrapper.Group} when spawning with @{SpawnScheduled}(). In effect then the 1st group will only be spawned --- 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. -- after the number of seconds given in SpawnScheduled as arguments, and not immediately.
-- @param #SPAWN self -- @param #SPAWN self
-- @return #SPAWN The SPAWN object -- @return #SPAWN The SPAWN object
@@ -1669,7 +1669,7 @@ end
-- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn. -- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn.
-- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval. -- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval.
-- @param #boolean WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below. -- @param #boolean WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below.
-- Effectively the same as @{InitDelayOn}(). -- Effectively the same as @{#InitDelayOn}().
-- @return #SPAWN self -- @return #SPAWN self
-- @usage -- @usage
-- -- NATO helicopters engaging in the battle field. -- -- NATO helicopters engaging in the battle field.
@@ -3622,7 +3622,7 @@ function SPAWN:_OnLand( EventData )
end end
--- Will detect AIR Units shutting down their engines ... --- Will detect AIR Units shutting down their engines ...
-- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN. -- When the event takes place, and the method @{#InitRepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
-- But only when the Unit was registered to have landed. -- But only when the Unit was registered to have landed.
-- @param #SPAWN self -- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
+3 -3
View File
@@ -21,9 +21,9 @@
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
-- ### Contributions: -- ### Contributions:
-- --
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. -- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing -- * **EasyEB**: Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing -- * **Wingthor**: Beta Testing
-- --
-- === -- ===
-- --
+15 -18
View File
@@ -570,7 +570,7 @@ end
--- Start watching if the Object or Objects move into or out of a zone. --- Start watching if the Object or Objects move into or out of a zone.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param Wrappe.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT -- @param Wrapper.Controllable#CONTROLLABLE Objects Object or Objects to watch, can be of type UNIT, GROUP, CLIENT, or SET\_UNIT, SET\_GROUP, SET\_CLIENT
-- @return #ZONE_BASE self -- @return #ZONE_BASE self
-- @usage -- @usage
-- -- Create a new zone and start watching it every 5 secs for a defined GROUP entering or leaving -- -- Create a new zone and start watching it every 5 secs for a defined GROUP entering or leaving
@@ -1057,11 +1057,11 @@ end
--- Scan the zone for the presence of units of the given ObjectCategories. --- Scan the zone for the presence of units of the given ObjectCategories.
-- Note that **only after** a zone has been scanned, the zone can be evaluated by: -- Note that **only after** a zone has been scanned, the zone can be evaluated by:
-- --
-- * @{ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition. -- * @{Core.Zone#ZONE_RADIUS.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
-- * @{ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition. -- * @{Core.Zone#ZONE_RADIUS.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
-- * @{ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition. -- * @{Core.Zone#ZONE_RADIUS.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
-- * @{ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one. -- * @{Core.Zone#ZONE_RADIUS.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
-- * @{ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty. -- * @{Core.Zone#ZONE_RADIUS.IsNoneInZone}(): Scan if the zone is empty.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}` -- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}`
-- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}` -- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}`
@@ -1093,11 +1093,8 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
--if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5 --if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5
if ZoneObject then if ZoneObject then
local ObjectCategory = ZoneObject:getCategory() -- Get object category.
local ObjectCategory = Object.getCategory(ZoneObject)
--local name=ZoneObject:getName()
--env.info(string.format("Zone object %s", tostring(name)))
--self:E(ZoneObject)
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
@@ -1787,7 +1784,7 @@ ZONE_UNIT = {
-- @param #ZONE_UNIT self -- @param #ZONE_UNIT self
-- @param #string ZoneName Name of the zone. -- @param #string ZoneName Name of the zone.
-- @param Wrapper.Unit#UNIT ZoneUNIT The unit as the center of the zone. -- @param Wrapper.Unit#UNIT ZoneUNIT The unit as the center of the zone.
-- @param Dcs.DCSTypes#Distance Radius The radius of the zone. -- @param #number Radius The radius of the zone in meters.
-- @param #table Offset A table specifying the offset. The offset table may have the following elements: -- @param #table Offset A table specifying the offset. The offset table may have the following elements:
-- dx The offset in X direction, +x is north. -- dx The offset in X direction, +x is north.
-- dy The offset in Y direction, +y is east. -- dy The offset in Y direction, +y is east.
@@ -2749,11 +2746,11 @@ end
--- Scan the zone for the presence of units of the given ObjectCategories. Does **not** scan for scenery at the moment. --- Scan the zone for the presence of units of the given ObjectCategories. Does **not** scan for scenery at the moment.
-- Note that **only after** a zone has been scanned, the zone can be evaluated by: -- Note that **only after** a zone has been scanned, the zone can be evaluated by:
-- --
-- * @{ZONE_POLYGON.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition. -- * @{Core.Zone#ZONE_POLYGON.IsAllInZoneOfCoalition}(): Scan the presence of units in the zone of a coalition.
-- * @{ZONE_POLYGON.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition. -- * @{Core.Zone#ZONE_POLYGON.IsAllInZoneOfOtherCoalition}(): Scan the presence of units in the zone of an other coalition.
-- * @{ZONE_POLYGON.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition. -- * @{Core.Zone#ZONE_POLYGON.IsSomeInZoneOfCoalition}(): Scan if there is some presence of units in the zone of the given coalition.
-- * @{ZONE_POLYGON.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one. -- * @{Core.Zone#ZONE_POLYGON.IsNoneInZoneOfCoalition}(): Scan if there isn't any presence of units in the zone of an other coalition than the given one.
-- * @{ZONE_POLYGON.IsNoneInZone}(): Scan if the zone is empty. -- * @{Core.Zone#ZONE_POLYGON.IsNoneInZone}(): Scan if the zone is empty.
-- @param #ZONE_POLYGON self -- @param #ZONE_POLYGON self
-- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}` -- @param ObjectCategories An array of categories of the objects to find in the zone. E.g. `{Object.Category.UNIT}`
-- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}` -- @param UnitCategories An array of unit categories of the objects to find in the zone. E.g. `{Unit.Category.GROUND_UNIT,Unit.Category.SHIP}`
@@ -2801,7 +2798,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
if ZoneObject then if ZoneObject then
local ObjectCategory = ZoneObject:getCategory() local ObjectCategory = Object.getCategory(ZoneObject)
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
@@ -25,9 +25,9 @@
-- --
-- === -- ===
-- --
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- ### Author: **funkyfranky**
-- --
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- ### Contributions: FlightControl
-- --
-- ==== -- ====
-- @module Functional.Artillery -- @module Functional.Artillery
@@ -291,14 +291,14 @@
-- ### Illumination Shells -- ### Illumination Shells
-- --
-- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the -- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the
-- function @{ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd). -- function @{#ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd).
-- --
-- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the -- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the
-- @{#ARTY.AssignTargetCoord}() function. -- @{#ARTY.AssignTargetCoord}() function.
-- --
-- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact. -- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact.
-- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function -- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function
-- @{ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*). -- @{#ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*).
-- --
-- ### Smoke Shells -- ### Smoke Shells
-- --
+72 -12
View File
@@ -74,7 +74,7 @@
-- @image Designation.JPG -- @image Designation.JPG
-- --
-- Date: 24 Oct 2021 -- Date: 24 Oct 2021
-- Last Update: Aug 2022 -- Last Update: Oct 2023
-- --
--- Class AUTOLASE --- Class AUTOLASE
-- @type AUTOLASE -- @type AUTOLASE
@@ -84,6 +84,9 @@
-- @field #string alias -- @field #string alias
-- @field #boolean debug -- @field #boolean debug
-- @field #string version -- @field #string version
-- @field Core.Set#SET_GROUP RecceSet
-- @field #table LaserCodes
-- @field #table playermenus
-- @extends Ops.Intel#INTEL -- @extends Ops.Intel#INTEL
--- ---
@@ -109,9 +112,10 @@ AUTOLASE = {
-- @field #string unittype -- @field #string unittype
-- @field Core.Point#COORDINATE coordinate -- @field Core.Point#COORDINATE coordinate
--- AUTOLASE class version. --- AUTOLASE class version.
-- @field #string version -- @field #string version
AUTOLASE.version = "0.1.21" AUTOLASE.version = "0.1.22"
------------------------------------------------------------------- -------------------------------------------------------------------
-- Begin Functional.Autolase.lua -- Begin Functional.Autolase.lua
@@ -196,6 +200,8 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
self.NoMenus = false self.NoMenus = false
self.minthreatlevel = 0 self.minthreatlevel = 0
self.blacklistattributes = {} self.blacklistattributes = {}
self:SetLaserCodes( { 1688, 1130, 4785, 6547, 1465, 4578 } ) -- set self.LaserCodes
self.playermenus = {}
-- Set some string id for output to DCS.log file. -- Set some string id for output to DCS.log file.
self.lid=string.format("AUTOLASE %s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown") self.lid=string.format("AUTOLASE %s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown")
@@ -214,7 +220,7 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
if PilotSet then if PilotSet then
self.usepilotset = true self.usepilotset = true
self.pilotset = PilotSet self.pilotset = PilotSet
self:HandleEvent(EVENTS.PlayerEnterAircraft) self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
--self:SetPilotMenu() --self:SetPilotMenu()
end end
--self.SetPilotMenu() --self.SetPilotMenu()
@@ -298,6 +304,16 @@ end
-- Helper Functions -- Helper Functions
------------------------------------------------------------------- -------------------------------------------------------------------
--- [User] Set a table of possible laser codes.
-- Each new RECCE can select a code from this table, default is { 1688, 1130, 4785, 6547, 1465, 4578 } .
-- @param #AUTOLASE self
-- @param #list<#number> LaserCodes
-- @return #AUTOLASE
function AUTOLASE:SetLaserCodes( LaserCodes )
self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
return self
end
--- (Internal) Function to set pilot menu. --- (Internal) Function to set pilot menu.
-- @param #AUTOLASE self -- @param #AUTOLASE self
-- @return #AUTOLASE self -- @return #AUTOLASE self
@@ -308,8 +324,31 @@ function AUTOLASE:SetPilotMenu()
local Unit = _unit -- Wrapper.Unit#UNIT local Unit = _unit -- Wrapper.Unit#UNIT
if Unit and Unit:IsAlive() then if Unit and Unit:IsAlive() then
local Group = Unit:GetGroup() local Group = Unit:GetGroup()
local lasemenu = MENU_GROUP_COMMAND:New(Group,"Autolase Status",nil,self.ShowStatus,self,Group,Unit) local unitname = Unit:GetName()
lasemenu:Refresh() if self.playermenus[unitname] then self.playermenus[unitname]:Remove() end
local lasetopm = MENU_GROUP:New(Group,"Autolase",nil)
self.playermenus[unitname] = lasetopm
local lasemenu = MENU_GROUP_COMMAND:New(Group,"Status",lasetopm,self.ShowStatus,self,Group,Unit)
local smoke = (self.smoketargets == true) and "off" or "on"
local smoketext = string.format("Switch smoke targets to %s",smoke)
local smokemenu = MENU_GROUP_COMMAND:New(Group,smoketext,lasetopm,self.SetSmokeTargets,self,(not self.smoketargets))
for _,_grp in pairs(self.RecceSet.Set) do
local grp = _grp -- Wrapper.Group#GROUP
local unit = grp:GetUnit(1)
--local name = grp:GetName()
if unit and unit:IsAlive() then
local name = unit:GetName()
local mname = string.gsub(name,".%d+.%d+$","")
local code = self:GetLaserCode(name)
local unittop = MENU_GROUP:New(Group,"Change laser code for "..mname,lasetopm)
for _,_code in pairs(self.LaserCodes) do
local text = tostring(_code)
if _code == code then text = text.."(*)" end
local changemenu = MENU_GROUP_COMMAND:New(Group,text,unittop,self.SetRecceLaserCode,self,name,_code,true)
end
end
end
--lasemenu:Refresh()
end end
end end
else else
@@ -324,7 +363,7 @@ end
-- @param #AUTOLASE self -- @param #AUTOLASE self
-- @param Core.Event#EVENTDATA EventData -- @param Core.Event#EVENTDATA EventData
-- @return #AUTOLASE self -- @return #AUTOLASE self
function AUTOLASE:OnEventPlayerEnterAircraft(EventData) function AUTOLASE:_EventHandler(EventData)
self:SetPilotMenu() self:SetPilotMenu()
return self return self
end end
@@ -397,7 +436,7 @@ end
--- (User) Function enable sending messages via SRS. --- (User) Function enable sending messages via SRS.
-- @param #AUTOLASE self -- @param #AUTOLASE self
-- @param #boolean OnOff Switch usage on and off -- @param #boolean OnOff Switch usage on and off
-- @param #string Path Path to SRS directory, e.g. C:\\Program Files\\DCS-SimpleRadio-Standalon -- @param #string Path Path to SRS directory, e.g. C:\\Program Files\\DCS-SimpleRadio-Standalone
-- @param #number Frequency Frequency to send, e.g. 243 -- @param #number Frequency Frequency to send, e.g. 243
-- @param #number Modulation Modulation i.e. radio.modulation.AM or radio.modulation.FM -- @param #number Modulation Modulation i.e. radio.modulation.AM or radio.modulation.FM
-- @param #string Label (Optional) Short label to be used on the SRS Client Overlay -- @param #string Label (Optional) Short label to be used on the SRS Client Overlay
@@ -465,10 +504,20 @@ end
-- @param #AUTOLASE self -- @param #AUTOLASE self
-- @param #string RecceName (Unit!) Name of the Recce -- @param #string RecceName (Unit!) Name of the Recce
-- @param #number Code The lase code -- @param #number Code The lase code
-- @param #boolean Refresh If true, refresh menu entries
-- @return #AUTOLASE self -- @return #AUTOLASE self
function AUTOLASE:SetRecceLaserCode(RecceName, Code) function AUTOLASE:SetRecceLaserCode(RecceName, Code, Refresh)
local code = Code or 1688 local code = Code or 1688
self.RecceLaserCode[RecceName] = code self.RecceLaserCode[RecceName] = code
if Refresh then
self:SetPilotMenu()
if self.notifypilots then
if string.find(RecceName,"#") then
RecceName = string.match(RecceName,"^(.*)#")
end
self:NotifyPilots(string.format("Code for %s set to: %d",RecceName,Code),15)
end
end
return self return self
end end
@@ -524,6 +573,9 @@ end
function AUTOLASE:SetSmokeTargets(OnOff,Color) function AUTOLASE:SetSmokeTargets(OnOff,Color)
self.smoketargets = OnOff self.smoketargets = OnOff
self.smokecolor = Color or SMOKECOLOR.Red self.smokecolor = Color or SMOKECOLOR.Red
local smktxt = OnOff == true and "on" or "off"
local Message = "Smoking targets is now "..smktxt.."!"
self:NotifyPilots(Message,10)
return self return self
end end
@@ -673,7 +725,7 @@ function AUTOLASE:ShowStatus(Group,Unit)
if playername then if playername then
local settings = _DATABASE:GetPlayerSettings(playername) local settings = _DATABASE:GetPlayerSettings(playername)
if settings then if settings then
--self:I("Get Settings ok!") self:I("Get Settings ok!")
if settings:IsA2G_MGRS() then if settings:IsA2G_MGRS() then
locationstring = entry.coordinate:ToStringMGRS(settings) locationstring = entry.coordinate:ToStringMGRS(settings)
elseif settings:IsA2G_LL_DMS() then elseif settings:IsA2G_LL_DMS() then
@@ -995,6 +1047,9 @@ end
function AUTOLASE:onbeforeRecceKIA(From,Event,To,RecceName) function AUTOLASE:onbeforeRecceKIA(From,Event,To,RecceName)
self:T({From, Event, To, RecceName}) self:T({From, Event, To, RecceName})
if self.notifypilots or self.debug then if self.notifypilots or self.debug then
if string.find(RecceName,"#") then
RecceName = string.match(RecceName,"^(.*)#")
end
local text = string.format("Recce %s KIA!",RecceName) local text = string.format("Recce %s KIA!",RecceName)
self:NotifyPilots(text,self.reporttimeshort) self:NotifyPilots(text,self.reporttimeshort)
end end
@@ -1029,6 +1084,9 @@ end
function AUTOLASE:onbeforeTargetLost(From,Event,To,UnitName,RecceName) function AUTOLASE:onbeforeTargetLost(From,Event,To,UnitName,RecceName)
self:T({From, Event, To, UnitName,RecceName}) self:T({From, Event, To, UnitName,RecceName})
if self.notifypilots or self.debug then if self.notifypilots or self.debug then
if string.find(RecceName,"#") then
RecceName = string.match(RecceName,"^(.*)#")
end
local text = string.format("%s lost sight of unit %s.",RecceName,UnitName) local text = string.format("%s lost sight of unit %s.",RecceName,UnitName)
self:NotifyPilots(text,self.reporttimeshort) self:NotifyPilots(text,self.reporttimeshort)
end end
@@ -1046,6 +1104,9 @@ end
function AUTOLASE:onbeforeLaserTimeout(From,Event,To,UnitName,RecceName) function AUTOLASE:onbeforeLaserTimeout(From,Event,To,UnitName,RecceName)
self:T({From, Event, To, UnitName,RecceName}) self:T({From, Event, To, UnitName,RecceName})
if self.notifypilots or self.debug then if self.notifypilots or self.debug then
if string.find(RecceName,"#") then
RecceName = string.match(RecceName,"^(.*)#")
end
local text = string.format("%s laser timeout on unit %s.",RecceName,UnitName) local text = string.format("%s laser timeout on unit %s.",RecceName,UnitName)
self:NotifyPilots(text,self.reporttimeshort) self:NotifyPilots(text,self.reporttimeshort)
end end
@@ -1063,10 +1124,9 @@ function AUTOLASE:onbeforeLasing(From,Event,To,LaserSpot)
self:T({From, Event, To, LaserSpot.unittype}) self:T({From, Event, To, LaserSpot.unittype})
if self.notifypilots or self.debug then if self.notifypilots or self.debug then
local laserspot = LaserSpot -- #AUTOLASE.LaserSpot local laserspot = LaserSpot -- #AUTOLASE.LaserSpot
local name = laserspot.reccename local name = laserspot.reccename if string.find(name,"#") then
if string.find(name,"#") then
name = string.match(name,"^(.*)#") name = string.match(name,"^(.*)#")
end end
local text = string.format("%s is lasing %s code %d\nat %s",name,laserspot.unittype,laserspot.lasercode,laserspot.location) local text = string.format("%s is lasing %s code %d\nat %s",name,laserspot.unittype,laserspot.lasercode,laserspot.location)
self:NotifyPilots(text,self.reporttimeshort+5) self:NotifyPilots(text,self.reporttimeshort+5)
end end
@@ -167,9 +167,9 @@
-- --
-- ### Contributions: -- ### Contributions:
-- --
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script. -- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing -- * **EasyEB**: Ideas and Beta Testing
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing -- * **Wingthor**: Beta Testing
-- --
-- ### Authors: -- ### Authors:
-- --
@@ -2452,7 +2452,7 @@ do -- DETECTION_AREAS
-- --
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned. -- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
-- --
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}(). -- Retrieve the formed @{Core.Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}(). -- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index. -- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index.
-- --
@@ -21,7 +21,7 @@ do -- DETECTION_ZONES
-- --
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned. -- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
-- --
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}(). -- Retrieve the formed @{Core.Zone#ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}(). -- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index. -- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
-- --
@@ -252,7 +252,7 @@ end
--- Set a Detection method for the EscortClient to be reported upon. --- Set a Detection method for the EscortClient to be reported upon.
-- Detection methods are based on the derived classes from DETECTION_BASE. -- Detection methods are based on the derived classes from DETECTION_BASE.
-- @param #ESCORT self -- @param #ESCORT self
-- @param Function.Detection#DETECTION_BASE Detection -- @param Functional.Detection#DETECTION_BASE Detection
function ESCORT:SetDetection( Detection ) function ESCORT:SetDetection( Detection )
self.Detection = Detection self.Detection = Detection
+1 -1
View File
@@ -58,7 +58,7 @@
-- --
-- # The FOX Concept -- # The FOX Concept
-- --
-- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_(code_word)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this -- As you probably know [Fox](https://en.wikipedia.org/wiki/Fox_\(code_word\)) is a NATO brevity code for launching air-to-air munition. Therefore, the class name is not 100% accurate as this
-- script handles air-to-air but also surface-to-air missiles. -- script handles air-to-air but also surface-to-air missiles.
-- --
-- # Basic Script -- # Basic Script
+34 -9
View File
@@ -22,7 +22,7 @@
-- @module Functional.Mantis -- @module Functional.Mantis
-- @image Functional.Mantis.jpg -- @image Functional.Mantis.jpg
-- --
-- Last Update: Sept 2023 -- Last Update: Oct 2023
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE --- **MANTIS** class, extends Core.Base#BASE
@@ -103,6 +103,7 @@
-- * Roland -- * Roland
-- * Silkworm (though strictly speaking this is a surface to ship missile) -- * 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 -- * 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 IDF mod: STUNNER IDFA, TAMIR IDFA (Note all caps!)
-- * 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 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 -- * From SMA: RBS98M, RBS70, RBS90, RBS90M, RBS103A, RBS103B, RBS103AM, RBS103BM, Lvkv9040M
@@ -373,7 +374,9 @@ MANTIS.SamData = {
["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"}, ["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"}, ["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" }, ["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" } ["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" },
["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
} }
--- SAM data HDS --- SAM data HDS
@@ -488,6 +491,10 @@ do
-- --
function MANTIS:New(name,samprefix,ewrprefix,hq,coalition,dynamic,awacs, EmOnOff, Padding, Zones) function MANTIS:New(name,samprefix,ewrprefix,hq,coalition,dynamic,awacs, EmOnOff, Padding, Zones)
-- Inherit everything from BASE class.
local self = BASE:Inherit(self, FSM:New()) -- #MANTIS
-- DONE: Create some user functions for these -- DONE: Create some user functions for these
-- DONE: Make HQ useful -- DONE: Make HQ useful
-- DONE: Set SAMs to auto if EWR dies -- DONE: Set SAMs to auto if EWR dies
@@ -549,6 +556,10 @@ do
self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP
self.FilterZones = Zones self.FilterZones = Zones
self.SkateZones = nil
self.SkateNumber = 3
self.shootandscoot = false
self.UseEmOnOff = true self.UseEmOnOff = true
if EmOnOff == false then if EmOnOff == false then
self.UseEmOnOff = false self.UseEmOnOff = false
@@ -560,9 +571,6 @@ do
self.advAwacs = false self.advAwacs = false
end end
-- Inherit everything from BASE class.
local self = BASE:Inherit(self, FSM:New()) -- #MANTIS
-- Set the string id for output to DCS.log file. -- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name) self.lid=string.format("MANTIS %s | ", self.name)
@@ -623,7 +631,7 @@ do
-- TODO Version -- TODO Version
-- @field #string version -- @field #string version
self.version="0.8.14" self.version="0.8.15"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version)) self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions --- --- FSM Functions ---
@@ -787,6 +795,19 @@ do
return self return self
end end
--- Add a SET_ZONE of zones for Shoot&Scoot - SHORAD units will move around
-- @param #MANTIS self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
-- @param #number Number Number of closest zones to be considered, defaults to 3.
-- @return #MANTIS self
function MANTIS:AddScootZones(ZoneSet, Number)
self:T(self.lid .. " AddScootZones")
self.SkateZones = ZoneSet
self.SkateNumber = Number or 3
self.shootandscoot = true
return self
end
--- Function to set accept and reject zones. --- Function to set accept and reject zones.
-- @param #MANTIS self -- @param #MANTIS self
-- @param #table AcceptZones Table of @{Core.Zone#ZONE} objects -- @param #table AcceptZones Table of @{Core.Zone#ZONE} objects
@@ -893,7 +914,7 @@ do
--- Function to get the HQ object for further use --- Function to get the HQ object for further use
-- @param #MANTIS self -- @param #MANTIS self
-- @return Wrapper.GROUP#GROUP The HQ #GROUP object or *nil* if it doesn't exist -- @return Wrapper.Group#GROUP The HQ #GROUP object or *nil* if it doesn't exist
function MANTIS:GetCommandCenter() function MANTIS:GetCommandCenter()
self:T(self.lid .. "GetCommandCenter") self:T(self.lid .. "GetCommandCenter")
if self.HQ_CC then if self.HQ_CC then
@@ -929,7 +950,7 @@ do
--- Function to set the HQ object for further use --- Function to set the HQ object for further use
-- @param #MANTIS self -- @param #MANTIS self
-- @param Wrapper.GROUP#GROUP group The #GROUP object to be set as HQ -- @param Wrapper.Group#GROUP group The #GROUP object to be set as HQ
function MANTIS:SetCommandCenter(group) function MANTIS:SetCommandCenter(group)
self:T(self.lid .. "SetCommandCenter") self:T(self.lid .. "SetCommandCenter")
local group = group or nil local group = group or nil
@@ -991,7 +1012,7 @@ do
--- Set using your own #INTEL_DLINK object instead of #DETECTION --- Set using your own #INTEL_DLINK object instead of #DETECTION
-- @param #MANTIS self -- @param #MANTIS self
-- @param Ops.Intelligence#INTEL_DLINK DLink The data link object to be used. -- @param Ops.Intel#INTEL_DLINK DLink The data link object to be used.
function MANTIS:SetUsingDLink(DLink) function MANTIS:SetUsingDLink(DLink)
self:T(self.lid .. "SetUsingDLink") self:T(self.lid .. "SetUsingDLink")
self.DLink = true self.DLink = true
@@ -1786,6 +1807,10 @@ do
self.Shorad:SetDefenseLimits(80,95) self.Shorad:SetDefenseLimits(80,95)
self.ShoradLink = true self.ShoradLink = true
self.Shorad.Groupset=self.ShoradGroupSet self.Shorad.Groupset=self.ShoradGroupSet
self.Shorad.debug = self.debug
end
if self.shootandscoot and self.SkateZones then
self.Shorad:AddScootZones(self.SkateZones,self.SkateNumber or 3)
end end
self:__Status(-math.random(1,10)) self:__Status(-math.random(1,10))
return self return self
+8 -8
View File
@@ -46,9 +46,9 @@
-- --
-- === -- ===
-- --
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- ### Author: **funkyfranky**
-- --
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- ### Contributions: FlightControl
-- --
-- === -- ===
-- @module Functional.RAT -- @module Functional.RAT
@@ -225,7 +225,7 @@
-- --
-- * Landing: When an aircraft tries to land at an airport where it does not have a valid parking spot, it is immidiately despawned the moment its wheels touch the runway, i.e. -- * Landing: When an aircraft tries to land at an airport where it does not have a valid parking spot, it is immidiately despawned the moment its wheels touch the runway, i.e.
-- when a landing event is triggered. This leads to the loss of the RAT aircraft. On possible way to circumvent the this problem is to let another RAT aircraft spawn at landing -- when a landing event is triggered. This leads to the loss of the RAT aircraft. On possible way to circumvent the this problem is to let another RAT aircraft spawn at landing
-- and not when it shuts down its engines. See the @{RAT.RespawnAfterLanding}() function. -- and not when it shuts down its engines. See the @{#RAT.RespawnAfterLanding}() function.
-- * Spawning: When a big aircraft is dynamically spawned on a small airbase a few things can go wrong. For example, it could be spawned at a parking spot with a shelter. -- * Spawning: When a big aircraft is dynamically spawned on a small airbase a few things can go wrong. For example, it could be spawned at a parking spot with a shelter.
-- Or it could be damaged by a scenery object when it is taxiing out to the runway, or it could overlap with other aircraft on parking spots near by. -- Or it could be damaged by a scenery object when it is taxiing out to the runway, or it could overlap with other aircraft on parking spots near by.
-- --
@@ -2474,11 +2474,11 @@ end
-- @param #RAT self -- @param #RAT self
-- @param #number takeoff Takeoff type. Could also be air start. -- @param #number takeoff Takeoff type. Could also be air start.
-- @param #number landing Landing type. Could also be a destination in air. -- @param #number landing Landing type. Could also be a destination in air.
-- @param Wrapper.Airport#AIRBASE _departure (Optional) Departure airbase. -- @param Wrapper.Airbase#AIRBASE _departure (Optional) Departure airbase.
-- @param Wrapper.Airport#AIRBASE _destination (Optional) Destination airbase. -- @param Wrapper.Airbase#AIRBASE _destination (Optional) Destination airbase.
-- @param #table _waypoint Initial waypoint. -- @param #table _waypoint Initial waypoint.
-- @return Wrapper.Airport#AIRBASE Departure airbase. -- @return Wrapper.Airbase#AIRBASE Departure airbase.
-- @return Wrapper.Airport#AIRBASE Destination airbase. -- @return Wrapper.Airbase#AIRBASE Destination airbase.
-- @return #table Table of flight plan waypoints. -- @return #table Table of flight plan waypoints.
-- @return #nil If no valid departure or destination airport could be found. -- @return #nil If no valid departure or destination airport could be found.
function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint) function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
@@ -4605,7 +4605,7 @@ function RAT:_TaskHolding(P1, Altitude, Speed, Duration)
end end
--- Function which is called after passing every waypoint. Info on waypoint is given and special functions are executed. --- Function which is called after passing every waypoint. Info on waypoint is given and special functions are executed.
-- @param Core.Group#GROUP group Group of aircraft. -- @param Wrapper.Group#GROUP group Group of aircraft.
-- @param #RAT rat RAT object. -- @param #RAT rat RAT object.
-- @param #number wp Waypoint index. Running number of the waypoints. Determines the actions to be executed. -- @param #number wp Waypoint index. Running number of the waypoints. Determines the actions to be executed.
function RAT._WaypointFunction(group, rat, wp) function RAT._WaypointFunction(group, rat, wp)
+19 -8
View File
@@ -4,7 +4,7 @@
-- --
-- The RANGE class enables easy set up of bombing and strafing ranges within DCS World. -- The RANGE class enables easy set up of bombing and strafing ranges within DCS World.
-- --
-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by [Ciribob](https://forums.eagle.ru/member.php?u=112175), which itself was motivated -- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated
-- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174). -- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174).
-- --
-- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class. -- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class.
@@ -42,9 +42,9 @@
-- --
-- === -- ===
-- --
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- ### Author: **funkyfranky**
-- --
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536), [Ciribob](https://forums.eagle.ru/member.php?u=112175) -- ### Contributions: FlightControl, Ciribob
-- ### SRS Additions: Applevangelist -- ### SRS Additions: Applevangelist
-- --
-- === -- ===
@@ -105,6 +105,7 @@
-- @field Sound.SRS#MSRSQUEUE controlsrsQ SRS queue for range controller. -- @field Sound.SRS#MSRSQUEUE controlsrsQ SRS queue for range controller.
-- @field Sound.SRS#MSRS instructmsrs SRS wrapper for range instructor. -- @field Sound.SRS#MSRS instructmsrs SRS wrapper for range instructor.
-- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor. -- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor.
-- @field #number Coalition Coalition side for the menu, if any.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven --- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven
@@ -355,7 +356,8 @@ RANGE = {
targetsheet = nil, targetsheet = nil,
targetpath = nil, targetpath = nil,
targetprefix = nil, targetprefix = nil,
} Coalition = nil,
}
--- Default range parameters. --- Default range parameters.
-- @type RANGE.Defaults -- @type RANGE.Defaults
@@ -591,7 +593,7 @@ RANGE.MenuF10Root = nil
--- Range script version. --- Range script version.
-- @field #string version -- @field #string version
RANGE.version = "2.7.1" RANGE.version = "2.7.3"
-- TODO list: -- TODO list:
-- TODO: Verbosity level for messages. -- TODO: Verbosity level for messages.
@@ -613,8 +615,9 @@ RANGE.version = "2.7.1"
--- RANGE contructor. Creates a new RANGE object. --- RANGE contructor. Creates a new RANGE object.
-- @param #RANGE self -- @param #RANGE self
-- @param #string RangeName Name of the range. Has to be unique. Will we used to create F10 menu items etc. -- @param #string RangeName Name of the range. Has to be unique. Will we used to create F10 menu items etc.
-- @param #number Coalition (optional) Coalition of the range, if any, e.g. coalition.side.BLUE.
-- @return #RANGE RANGE object. -- @return #RANGE RANGE object.
function RANGE:New( RangeName ) function RANGE:New( RangeName, Coalition )
-- Inherit BASE. -- Inherit BASE.
local self = BASE:Inherit( self, FSM:New() ) -- #RANGE local self = BASE:Inherit( self, FSM:New() ) -- #RANGE
@@ -623,6 +626,8 @@ function RANGE:New( RangeName )
-- TODO: make sure that the range name is not given twice. This would lead to problems in the F10 radio menu. -- TODO: make sure that the range name is not given twice. This would lead to problems in the F10 radio menu.
self.rangename = RangeName or "Practice Range" self.rangename = RangeName or "Practice Range"
self.Coalition = Coalition
-- Log id. -- Log id.
self.lid = string.format( "RANGE %s | ", self.rangename ) self.lid = string.format( "RANGE %s | ", self.rangename )
@@ -1746,8 +1751,14 @@ function RANGE:OnEventBirth( EventData )
-- Reset current strafe status. -- Reset current strafe status.
self.strafeStatus[_uid] = nil self.strafeStatus[_uid] = nil
-- Add Menu commands after a delay of 0.1 seconds. if self.Coalition then
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName ) if EventData.IniCoalition == self.Coalition then
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
end
else
-- Add Menu commands after a delay of 0.1 seconds.
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
end
-- By default, some bomb impact points and do not flare each hit on target. -- By default, some bomb impact points and do not flare each hit on target.
self.PlayerSettings[_playername] = {} -- #RANGE.PlayerData self.PlayerSettings[_playername] = {} -- #RANGE.PlayerData
@@ -27,7 +27,7 @@
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites. -- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
-- --
-- SCORING automatically calculates the threat level of the objects hit and destroyed by players, -- SCORING automatically calculates the threat level of the objects hit and destroyed by players,
-- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects. -- which can be @{Wrapper.Unit}, @{Wrapper.Static) and @{Scenery} objects.
-- --
-- Positive score points are granted when enemy or neutral targets are destroyed. -- Positive score points are granted when enemy or neutral targets are destroyed.
-- Negative score points or penalties are given when a friendly target is hit or destroyed. -- Negative score points or penalties are given when a friendly target is hit or destroyed.
@@ -81,7 +81,7 @@
-- --
-- * **Wingthor (TAW)**: Testing & Advice. -- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice. -- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice. -- * **Whisper**: Testing and Advice.
-- --
-- === -- ===
-- --
+20 -7
View File
@@ -19,7 +19,7 @@
-- --
-- ### Authors: **FlightControl**, **applevangelist** -- ### Authors: **FlightControl**, **applevangelist**
-- --
-- Last Update: September 2023 -- Last Update: Oct 2023
-- --
-- === -- ===
-- --
@@ -34,7 +34,7 @@
-- --
-- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon. -- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon.
-- Once a HARM attack is detected, SEAD will shut down the radars of the attacked SAM site and take evasive action by moving the SAM -- Once a HARM attack is detected, SEAD will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
-- vehicles around (*if* they are drivable, that is). There's a component of randomness in detection and evasion, which is based on the -- vehicles around (*if* they are driveable, that is). There's a component of randomness in detection and evasion, which is based on the
-- skill set of the SAM set (the higher the skill, the more likely). When a missile is fired from far away, the SAM will stay active for a -- skill set of the SAM set (the higher the skill, the more likely). When a missile is fired from far away, the SAM will stay active for a
-- period of time to stay defensive, before it takes evasive actions. -- period of time to stay defensive, before it takes evasive actions.
-- --
@@ -66,7 +66,6 @@ SEAD = {
-- @field Harms -- @field Harms
SEAD.Harms = { SEAD.Harms = {
["AGM_88"] = "AGM_88", ["AGM_88"] = "AGM_88",
--["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122", ["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84", ["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45", ["AGM_45"] = "AGM_45",
@@ -80,6 +79,7 @@ SEAD = {
["BGM_109"] = "BGM_109", ["BGM_109"] = "BGM_109",
["AGM_154"] = "AGM_154", ["AGM_154"] = "AGM_154",
["HY-2"] = "HY-2", ["HY-2"] = "HY-2",
["ADM_141A"] = "ADM_141A",
} }
--- Missile enumerators - from DCS ME and Wikipedia --- Missile enumerators - from DCS ME and Wikipedia
@@ -100,6 +100,7 @@ SEAD = {
["BGM_109"] = {460, 0.705}, --in-game ~465kn ["BGM_109"] = {460, 0.705}, --in-game ~465kn
["AGM_154"] = {130, 0.61}, ["AGM_154"] = {130, 0.61},
["HY-2"] = {90,1}, ["HY-2"] = {90,1},
["ADM_141A"] = {126,0.6},
} }
--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles. --- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
@@ -143,7 +144,7 @@ function SEAD:New( SEADGroupPrefixes, Padding )
self:AddTransition("*", "ManageEvasion", "*") self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*") self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.4") self:I("*** SEAD - Started Version 0.4.5")
return self return self
end end
@@ -348,8 +349,9 @@ end
-- @param #string SEADWeaponName -- @param #string SEADWeaponName
-- @param Wrapper.Group#GROUP SEADGroup Attacker Group -- @param Wrapper.Group#GROUP SEADGroup Attacker Group
-- @param #number timeoffset Offset for tti calc -- @param #number timeoffset Offset for tti calc
-- @param Wrapper.Weapon#WEAPON Weapon
-- @return #SEAD self -- @return #SEAD self
function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset) function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset,Weapon)
local timeoffset = timeoffset or 0 local timeoffset = timeoffset or 0
if _targetskill == "Random" then -- when skill is random, choose a skill if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" } local Skills = { "Average", "Good", "High", "Excellent" }
@@ -372,6 +374,10 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
reach = wpndata[1] * 1.1 reach = wpndata[1] * 1.1
local mach = wpndata[2] local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29) wpnspeed = math.floor(mach * 340.29)
if Weapon then
wpnspeed = Weapon:GetSpeed()
self:T(string.format("*** SEAD - Weapon Speed from WEAPON: %f m/s",wpnspeed))
end
end end
-- time to impact -- time to impact
local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time
@@ -457,6 +463,9 @@ function SEAD:HandleEventShot( EventData )
local SEADWeapon = EventData.Weapon -- Identify the weapon fired local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type local SEADWeaponName = EventData.WeaponName -- return weapon type
local WeaponWrapper = WEAPON:New(EventData.Weapon)
--local SEADWeaponSpeed = WeaponWrapper:GetSpeed() -- mps
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName) self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
--self:T({ SEADWeapon }) --self:T({ SEADWeapon })
@@ -475,7 +484,7 @@ function SEAD:HandleEventShot( EventData )
end end
return self return self
end end
local targetcat = _target:getCategory() -- Identify category local targetcat = Object.getCategory(_target) -- Identify category
local _targetUnit = nil -- Wrapper.Unit#UNIT local _targetUnit = nil -- Wrapper.Unit#UNIT
local _targetgroup = nil -- Wrapper.Group#GROUP local _targetgroup = nil -- Wrapper.Group#GROUP
self:T(string.format("*** Targetcat = %d",targetcat)) self:T(string.format("*** Targetcat = %d",targetcat))
@@ -513,7 +522,11 @@ function SEAD:HandleEventShot( EventData )
end end
end end
if SEADGroupFound == true then -- yes we are being attacked if SEADGroupFound == true then -- yes we are being attacked
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup) if string.find(SEADWeaponName,"ADM_141",1,true) then
self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
else
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
end
end end
end end
return self return self
+161 -96
View File
@@ -21,6 +21,7 @@
-- @image Functional.Shorad.jpg -- @image Functional.Shorad.jpg
-- --
-- Date: Nov 2021 -- Date: Nov 2021
-- Last Update: Nov 2023
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE --- **SHORAD** class, extends Core.Base#BASE
@@ -39,8 +40,11 @@
-- @field #boolean DefendHarms Default true, intercept incoming HARMS -- @field #boolean DefendHarms Default true, intercept incoming HARMS
-- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles -- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles
-- @field #number DefenseLowProb Default 70, minimum detection limit -- @field #number DefenseLowProb Default 70, minimum detection limit
-- @field #number DefenseHighProb Default 90, maximim detection limit -- @field #number DefenseHighProb Default 90, maximum detection limit
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green. -- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green.
-- @field #boolean shootandscoot
-- @field #number SkateNumber
-- @field Core.Set#SET_ZONE SkateZones
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@@ -99,7 +103,10 @@ SHORAD = {
DefendMavs = true, DefendMavs = true,
DefenseLowProb = 70, DefenseLowProb = 70,
DefenseHighProb = 90, DefenseHighProb = 90,
UseEmOnOff = false, UseEmOnOff = true,
shootandscoot = false,
SkateNumber = 3,
SkateZones = nil,
} }
----------------------------------------------------------------------- -----------------------------------------------------------------------
@@ -112,7 +119,6 @@ do
-- @field Harms -- @field Harms
SHORAD.Harms = { SHORAD.Harms = {
["AGM_88"] = "AGM_88", ["AGM_88"] = "AGM_88",
["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122", ["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84", ["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45", ["AGM_45"] = "AGM_45",
@@ -123,6 +129,8 @@ do
["X_25"] = "X_25", ["X_25"] = "X_25",
["X_31"] = "X_31", ["X_31"] = "X_31",
["Kh25"] = "Kh25", ["Kh25"] = "Kh25",
["HY-2"] = "HY-2",
["ADM_141A"] = "ADM_141A",
} }
--- TODO complete list? --- TODO complete list?
@@ -134,7 +142,6 @@ do
["Kh29"] = "Kh29", ["Kh29"] = "Kh29",
["Kh31"] = "Kh31", ["Kh31"] = "Kh31",
["Kh66"] = "Kh66", ["Kh66"] = "Kh66",
--["BGM_109"] = "BGM_109",
} }
--- Instantiates a new SHORAD object --- Instantiates a new SHORAD object
@@ -146,7 +153,7 @@ do
-- @param #number ActiveTimer Determines how many seconds the systems stay on red alert after wake-up call -- @param #number ActiveTimer Determines how many seconds the systems stay on red alert after wake-up call
-- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral" -- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral"
-- @param #boolean UseEmOnOff Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch) -- @param #boolean UseEmOnOff Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch)
-- @retunr #SHORAD self -- @return #SHORAD self
function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff) function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff)
local self = BASE:Inherit( self, FSM:New() ) local self = BASE:Inherit( self, FSM:New() )
self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition}) self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition})
@@ -165,8 +172,9 @@ do
self.DefendMavs = true self.DefendMavs = true
self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
self.UseEmOnOff = UseEmOnOff or false -- Decide if we are using Emission on/off (default) or AlarmState red/green self.UseEmOnOff = true -- Decide if we are using Emission on/off (default) or AlarmState red/green
self:I("*** SHORAD - Started Version 0.3.1") if UseEmOnOff == false then self.UseEmOnOff = UseEmOnOff end
self:I("*** SHORAD - Started Version 0.3.2")
-- Set the string id for output to DCS.log file. -- Set the string id for output to DCS.log file.
self.lid=string.format("SHORAD %s | ", self.name) self.lid=string.format("SHORAD %s | ", self.name)
self:_InitState() self:_InitState()
@@ -176,12 +184,14 @@ do
self:SetStartState("Running") self:SetStartState("Running")
self:AddTransition("*", "WakeUpShorad", "*") self:AddTransition("*", "WakeUpShorad", "*")
self:AddTransition("*", "CalculateHitZone", "*") self:AddTransition("*", "CalculateHitZone", "*")
self:AddTransition("*", "ShootAndScoot", "*")
return self return self
end end
--- Initially set all groups to alarm state GREEN --- Initially set all groups to alarm state GREEN
-- @param #SHORAD self -- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:_InitState() function SHORAD:_InitState()
self:T(self.lid .. " _InitState") self:T(self.lid .. " _InitState")
local table = {} local table = {}
@@ -205,21 +215,36 @@ do
return self return self
end end
--- Add a SET_ZONE of zones for Shoot&Scoot
-- @param #SHORAD self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
-- @param #number Number Number of closest zones to be considered, defaults to 3.
-- @return #SHORAD self
function SHORAD:AddScootZones(ZoneSet, Number)
self:T(self.lid .. " AddScootZones")
self.SkateZones = ZoneSet
self.SkateNumber = Number or 3
self.shootandscoot = true
return self
end
--- Switch debug state on --- Switch debug state on
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean debug Switch debug on (true) or off (false) -- @param #boolean debug Switch debug on (true) or off (false)
-- @return #SHORAD self
function SHORAD:SwitchDebug(onoff) function SHORAD:SwitchDebug(onoff)
self:T( { onoff } ) self:T( { onoff } )
if onoff then if onoff then
self:SwitchDebugOn() self:SwitchDebugOn()
else else
self.SwitchDebugOff() self:SwitchDebugOff()
end end
return self return self
end end
--- Switch debug state on --- Switch debug state on
-- @param #SHORAD self -- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:SwitchDebugOn() function SHORAD:SwitchDebugOn()
self.debug = true self.debug = true
--tracing --tracing
@@ -230,6 +255,7 @@ do
--- Switch debug state off --- Switch debug state off
-- @param #SHORAD self -- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:SwitchDebugOff() function SHORAD:SwitchDebugOff()
self.debug = false self.debug = false
BASE:TraceOff() BASE:TraceOff()
@@ -239,6 +265,7 @@ do
--- Switch defense for HARMs --- Switch defense for HARMs
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean onoff -- @param #boolean onoff
-- @return #SHORAD self
function SHORAD:SwitchHARMDefense(onoff) function SHORAD:SwitchHARMDefense(onoff)
self:T( { onoff } ) self:T( { onoff } )
local onoff = onoff or true local onoff = onoff or true
@@ -249,6 +276,7 @@ do
--- Switch defense for AGMs --- Switch defense for AGMs
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean onoff -- @param #boolean onoff
-- @return #SHORAD self
function SHORAD:SwitchAGMDefense(onoff) function SHORAD:SwitchAGMDefense(onoff)
self:T( { onoff } ) self:T( { onoff } )
local onoff = onoff or true local onoff = onoff or true
@@ -260,6 +288,7 @@ do
-- @param #SHORAD self -- @param #SHORAD self
-- @param #number low Minimum detection limit, integer 1-100 -- @param #number low Minimum detection limit, integer 1-100
-- @param #number high Maximum detection limit integer 1-100 -- @param #number high Maximum detection limit integer 1-100
-- @return #SHORAD self
function SHORAD:SetDefenseLimits(low,high) function SHORAD:SetDefenseLimits(low,high)
self:T( { low, high } ) self:T( { low, high } )
local low = low or 70 local low = low or 70
@@ -278,6 +307,7 @@ do
--- Set the number of seconds a SHORAD site will stay active --- Set the number of seconds a SHORAD site will stay active
-- @param #SHORAD self -- @param #SHORAD self
-- @param #number seconds Number of seconds systems stay active -- @param #number seconds Number of seconds systems stay active
-- @return #SHORAD self
function SHORAD:SetActiveTimer(seconds) function SHORAD:SetActiveTimer(seconds)
self:T(self.lid .. " SetActiveTimer") self:T(self.lid .. " SetActiveTimer")
local timer = seconds or 600 local timer = seconds or 600
@@ -291,6 +321,7 @@ do
--- Set the number of meters for the SHORAD defense zone --- Set the number of meters for the SHORAD defense zone
-- @param #SHORAD self -- @param #SHORAD self
-- @param #number meters Radius of the defense search zone in meters. #SHORADs in this range around a targeted group will go active -- @param #number meters Radius of the defense search zone in meters. #SHORADs in this range around a targeted group will go active
-- @return #SHORAD self
function SHORAD:SetDefenseRadius(meters) function SHORAD:SetDefenseRadius(meters)
self:T(self.lid .. " SetDefenseRadius") self:T(self.lid .. " SetDefenseRadius")
local radius = meters or 20000 local radius = meters or 20000
@@ -304,6 +335,7 @@ do
--- Set using Emission on/off instead of changing alarm state --- Set using Emission on/off instead of changing alarm state
-- @param #SHORAD self -- @param #SHORAD self
-- @param #boolean switch Decide if we are changing alarm state or AI state -- @param #boolean switch Decide if we are changing alarm state or AI state
-- @return #SHORAD self
function SHORAD:SetUsingEmOnOff(switch) function SHORAD:SetUsingEmOnOff(switch)
self:T(self.lid .. " SetUsingEmOnOff") self:T(self.lid .. " SetUsingEmOnOff")
self.UseEmOnOff = switch or false self.UseEmOnOff = switch or false
@@ -375,11 +407,11 @@ do
local shorad = self.Groupset local shorad = self.Groupset
local shoradset = shorad:GetAliveSet() --#table local shoradset = shorad:GetAliveSet() --#table
local returnname = false local returnname = false
--local TDiff = 1
for _,_groups in pairs (shoradset) do for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName() local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1, true) then if string.find(groupname, tgtgrp, 1, true) then
returnname = true returnname = true
--_groups:RelocateGroundRandomInRadius(7,100,false,false) -- be a bit evasive
end end
end end
return returnname return returnname
@@ -426,6 +458,7 @@ do
-- @param #number Radius Radius of the #ZONE -- @param #number Radius Radius of the #ZONE
-- @param #number ActiveTimer Number of seconds to stay active -- @param #number ActiveTimer Number of seconds to stay active
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC -- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
-- @return #SHORAD self
-- @usage Use this function to integrate with other systems, example -- @usage Use this function to integrate with other systems, example
-- --
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart() -- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
@@ -452,28 +485,35 @@ do
local targetzone = ZONE_RADIUS:New("Shorad",targetvec2,Radius) -- create a defense zone to check local targetzone = ZONE_RADIUS:New("Shorad",targetvec2,Radius) -- create a defense zone to check
local groupset = self.Groupset --Core.Set#SET_GROUP local groupset = self.Groupset --Core.Set#SET_GROUP
local shoradset = groupset:GetAliveSet() --#table local shoradset = groupset:GetAliveSet() --#table
-- local function to switch off shorad again -- local function to switch off shorad again
local function SleepShorad(group) local function SleepShorad(group)
local groupname = group:GetName() if group and group:IsAlive() then
self.ActiveGroups[groupname] = nil local groupname = group:GetName()
if self.UseEmOnOff then self.ActiveGroups[groupname] = nil
group:EnableEmission(false) if self.UseEmOnOff then
--group:SetAIOff() group:EnableEmission(false)
else else
group:OptionAlarmStateGreen() group:OptionAlarmStateGreen()
end
local text = string.format("Sleeping SHORAD %s", group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(1,group)
end
end end
local text = string.format("Sleeping SHORAD %s", group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
end end
-- go through set and find the one(s) to activate -- go through set and find the one(s) to activate
local TDiff = 4
for _,_group in pairs (shoradset) do for _,_group in pairs (shoradset) do
if _group:IsAnyInZone(targetzone) then if _group:IsAnyInZone(targetzone) then
local text = string.format("Waking up SHORAD %s", _group:GetName()) local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text) self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug) local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
if self.UseEmOnOff then if self.UseEmOnOff then
--_group:SetAIOn()
_group:EnableEmission(true) _group:EnableEmission(true)
end end
_group:OptionAlarmStateRed() _group:OptionAlarmStateRed()
@@ -481,91 +521,128 @@ do
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
self.ActiveGroups[groupname] = { Timing = ActiveTimer } self.ActiveGroups[groupname] = { Timing = ActiveTimer }
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
timer.scheduleFunction(SleepShorad, _group, endtime) self.ActiveGroups[groupname].Timer = TIMER:New(SleepShorad,_group):Start(endtime)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(TDiff,_group)
TDiff=TDiff+1
end
end end
end end
end end
return self return self
end end
--- (Internal) Calculate hit zone of an AGM-88 --- (Internal) Calculate hit zone of an AGM-88
-- @param #SHORAD self -- @param #SHORAD self
-- @param #table SEADWeapon DCS.Weapon object -- @param #table SEADWeapon DCS.Weapon object
-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired -- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
-- @param #number height Height when the missile was fired -- @param #number height Height when the missile was fired
-- @param Wrapper.Group#GROUP SEADGroup Attacker group -- @param Wrapper.Group#GROUP SEADGroup Attacker group
-- @return #SHORAD self -- @return #SHORAD self
function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup) function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup)
self:T("**** Calculating hit zone") self:T("**** Calculating hit zone")
if SEADWeapon and SEADWeapon:isExist() then if SEADWeapon and SEADWeapon:isExist() then
--local pos = SEADWeapon:getPoint() --local pos = SEADWeapon:getPoint()
-- postion and height -- postion and height
local position = SEADWeapon:getPosition() local position = SEADWeapon:getPosition()
local mheight = height local mheight = height
-- heading -- heading
local wph = math.atan2(position.x.z, position.x.x) local wph = math.atan2(position.x.z, position.x.x)
if wph < 0 then if wph < 0 then
wph=wph+2*math.pi wph=wph+2*math.pi
end end
wph=math.deg(wph) wph=math.deg(wph)
-- velocity -- velocity
local wpndata = SEAD.HarmData["AGM_88"] local wpndata = SEAD.HarmData["AGM_88"]
local mveloc = math.floor(wpndata[2] * 340.29) local mveloc = math.floor(wpndata[2] * 340.29)
local c1 = (2*mheight*9.81)/(mveloc^2) local c1 = (2*mheight*9.81)/(mveloc^2)
local c2 = (mveloc^2) / 9.81 local c2 = (mveloc^2) / 9.81
local Ropt = c2 * math.sqrt(c1+1) local Ropt = c2 * math.sqrt(c1+1)
if height <= 5000 then if height <= 5000 then
Ropt = Ropt * 0.72 Ropt = Ropt * 0.72
elseif height <= 7500 then elseif height <= 7500 then
Ropt = Ropt * 0.82 Ropt = Ropt * 0.82
elseif height <= 10000 then elseif height <= 10000 then
Ropt = Ropt * 0.87 Ropt = Ropt * 0.87
elseif height <= 12500 then elseif height <= 12500 then
Ropt = Ropt * 0.98 Ropt = Ropt * 0.98
end end
-- look at a couple of zones across the trajectory -- look at a couple of zones across the trajectory
for n=1,3 do for n=1,3 do
local dist = Ropt - ((n-1)*20000) local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph) local predpos= pos0:Translate(dist,wph)
if predpos then if predpos then
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000) local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
if self.debug then if self.debug then
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false) predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true) targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
end end
local seadset = self.Groupset local seadset = self.Groupset
local tgtcoord = targetzone:GetRandomPointVec2() local tgtcoord = targetzone:GetRandomPointVec2()
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord) local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local _targetgroup = nil local _targetgroup = nil
local _targetgroupname = "none" local _targetgroupname = "none"
local _targetskill = "Random" local _targetskill = "Random"
if tgtgrp and tgtgrp:IsAlive() then if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp _targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name _targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill() _targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname) self:T("*** Found Target = ".. _targetgroupname)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT) self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
end
end end
end end
end end
return self
end
--- (Internal) Shoot and Scoot
-- @param #SHORAD self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Group#GROUP Shorad Shorad group
-- @return #SHORAD self
function SHORAD:onafterShootAndScoot(From,Event,To,Shorad)
self:T( { From,Event,To } )
local possibleZones = {}
local mindist = 100
local maxdist = 3000
if Shorad and Shorad:IsAlive() then
local NowCoord = Shorad:GetCoordinate()
for _,_zone in pairs(self.SkateZones.Set) do
local zone = _zone -- Core.Zone#ZONE_RADIUS
local dist = NowCoord:Get2DDistance(zone:GetCoordinate())
if dist >= mindist and dist <= maxdist then
possibleZones[#possibleZones+1] = zone
if #possibleZones == self.SkateNumber then break end
end
end
if #possibleZones > 0 and Shorad:GetVelocityKMH() < 2 then
local rand = math.floor(math.random(1,#possibleZones*1000)/1000+0.5)
if rand == 0 then rand = 1 end
self:T(self.lid .. " ShootAndScoot to zone "..rand)
local ToCoordinate = possibleZones[rand]:GetCoordinate()
Shorad:RouteGroundTo(ToCoordinate,20,"Cone",1)
end
end
return self
end end
return self
end
--- Main function - work on the EventData --- Main function - work on the EventData
-- @param #SHORAD self -- @param #SHORAD self
-- @param Core.Event#EVENTDATA EventData The event details table data set -- @param Core.Event#EVENTDATA EventData The event details table data set
-- @return #SHORAD self
function SHORAD:HandleEventShot( EventData ) function SHORAD:HandleEventShot( EventData )
self:T( { EventData } ) self:T( { EventData } )
self:T(self.lid .. " HandleEventShot") self:T(self.lid .. " HandleEventShot")
--local ShootingUnit = EventData.IniDCSUnit
--local ShootingUnitName = EventData.IniDCSUnitName
local ShootingWeapon = EventData.Weapon -- Identify the weapon fired local ShootingWeapon = EventData.Weapon -- Identify the weapon fired
local ShootingWeaponName = EventData.WeaponName -- return weapon type local ShootingWeaponName = EventData.WeaponName -- return weapon type
-- get firing coalition -- get firing coalition
@@ -596,27 +673,18 @@ end
return self return self
end end
local targetcat = targetdata:getCategory() -- Identify category local targetcat = Object.getCategory(targetdata) -- Identify category
self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat))) self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat)))
self:T({targetdata}) self:T({targetdata})
local targetunit = nil local targetunit = nil
if targetcat == Object.Category.UNIT then -- UNIT if targetcat == Object.Category.UNIT then -- UNIT
targetunit = UNIT:Find(targetdata) targetunit = UNIT:Find(targetdata)
elseif targetcat == Object.Category.STATIC then -- STATIC elseif targetcat == Object.Category.STATIC then -- STATIC
--self:T("Static Target Data")
--self:T({targetdata:isExist()})
--self:T({targetdata:getPoint()})
local tgtcoord = COORDINATE:NewFromVec3(targetdata:getPoint()) local tgtcoord = COORDINATE:NewFromVec3(targetdata:getPoint())
--tgtcoord:MarkToAll("Missile Target",true) local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord1 = tgtgrp1:GetCoordinate() local tgtcoord1 = tgtgrp1:GetCoordinate()
--tgtcoord1:MarkToAll("Close target SAM",true)
local tgtgrp2 = self.Groupset:FindNearestGroupFromPointVec2(tgtcoord) local tgtgrp2 = self.Groupset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord2 = tgtgrp2:GetCoordinate() local tgtcoord2 = tgtgrp2:GetCoordinate()
--tgtcoord2:MarkToAll("Close target SHORAD",true)
local dist1 = tgtcoord:Get2DDistance(tgtcoord1) local dist1 = tgtcoord:Get2DDistance(tgtcoord1)
local dist2 = tgtcoord:Get2DDistance(tgtcoord2) local dist2 = tgtcoord:Get2DDistance(tgtcoord2)
@@ -628,10 +696,8 @@ end
targetcat = Object.Category.UNIT targetcat = Object.Category.UNIT
end end
end end
--local targetunitname = Unit.getName(targetdata) -- Unit name
if targetunit and targetunit:IsAlive() then if targetunit and targetunit:IsAlive() then
local targetunitname = targetunit:GetName() local targetunitname = targetunit:GetName()
--local targetgroup = Unit.getGroup(Weapon.getTarget(ShootingWeapon)) --targeted group
local targetgroup = nil local targetgroup = nil
local targetgroupname = "none" local targetgroupname = "none"
if targetcat == Object.Category.UNIT then if targetcat == Object.Category.UNIT then
@@ -649,7 +715,6 @@ end
self:T( text ) self:T( text )
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug) local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
-- check if we or a SAM site are the target -- check if we or a SAM site are the target
--local TargetGroup = EventData.TgtGroup -- Wrapper.Group#GROUP
local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean
local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean
-- if being shot at, find closest SHORADs to activate -- if being shot at, find closest SHORADs to activate
@@ -33,9 +33,9 @@
-- --
-- === -- ===
-- --
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)** -- ### Author: **funkyfranky**
-- --
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536) -- ### Contributions: FlightControl
-- --
-- === -- ===
-- --
@@ -742,7 +742,7 @@
-- --
-- ## Save Assets -- ## Save Assets
-- --
-- Saving asset data to file is achieved by the @{WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the -- Saving asset data to file is achieved by the @{#WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory. -- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example -- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt". -- "Warehouse-1234_Batumi.txt".
@@ -753,13 +753,13 @@
-- --
-- ### Automatic Save at Mission End -- ### Automatic Save at Mission End
-- --
-- The assets can be saved automatically when the mission is ended via the @{WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e. -- The assets can be saved automatically when the mission is ended via the @{#WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e.
-- --
-- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\") -- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\")
-- --
-- ## Load Assets -- ## Load Assets
-- --
-- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the -- Loading assets data from file is achieved by the @{#WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory. -- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example -- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt". -- "Warehouse-1234_Batumi.txt".
@@ -7870,7 +7870,7 @@ function WAREHOUSE:_GetTerminal(_attribute, _category)
-- Default terminal is "large". -- Default terminal is "large".
local _terminal=AIRBASE.TerminalType.OpenBig local _terminal=AIRBASE.TerminalType.OpenBig
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER then if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER or _attribute==WAREHOUSE.Attribute.AIR_UAV then
-- Fighter ==> small. -- Fighter ==> small.
_terminal=AIRBASE.TerminalType.FighterAircraft _terminal=AIRBASE.TerminalType.FighterAircraft
elseif _attribute==WAREHOUSE.Attribute.AIR_BOMBER or _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTPLANE or _attribute==WAREHOUSE.Attribute.AIR_TANKER or _attribute==WAREHOUSE.Attribute.AIR_AWACS then elseif _attribute==WAREHOUSE.Attribute.AIR_BOMBER or _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTPLANE or _attribute==WAREHOUSE.Attribute.AIR_TANKER or _attribute==WAREHOUSE.Attribute.AIR_AWACS then
@@ -363,8 +363,8 @@ do -- ZONE_CAPTURE_COALITION
--- ZONE_CAPTURE_COALITION Constructor. --- ZONE_CAPTURE_COALITION Constructor.
-- @param #ZONE_CAPTURE_COALITION self -- @param #ZONE_CAPTURE_COALITION self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{ZONE_POLYGON} with its waypoints. -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{Core.Zone#ZONE_POLYGON} with its waypoints.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. -- @param #number Coalition The initial coalition owning the zone.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}. -- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS. -- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
-- @return #ZONE_CAPTURE_COALITION -- @return #ZONE_CAPTURE_COALITION
@@ -4,12 +4,12 @@
-- --
-- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo. -- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
-- Derived classes implement the ways how the achievements can be realized. -- Derived classes implement the ways how the achievements can be realized.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author: **FlightControl** -- ### Author: **FlightControl**
@@ -61,7 +61,7 @@ do -- ZoneGoal
--- ZONE_GOAL_CARGO Constructor. --- ZONE_GOAL_CARGO Constructor.
-- @param #ZONE_GOAL_CARGO self -- @param #ZONE_GOAL_CARGO self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. -- @param #number Coalition The initial coalition owning the zone.
-- @return #ZONE_GOAL_CARGO -- @return #ZONE_GOAL_CARGO
function ZONE_GOAL_CARGO:New( Zone, Coalition ) function ZONE_GOAL_CARGO:New( Zone, Coalition )
@@ -259,7 +259,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone. --- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self -- @param #ZONE_GOAL_CARGO self
-- @param DCSCoalition.DCSCoalition#coalition Coalition -- @param #number Coalition
function ZONE_GOAL_CARGO:SetCoalition( Coalition ) function ZONE_GOAL_CARGO:SetCoalition( Coalition )
self.Coalition = Coalition self.Coalition = Coalition
end end
@@ -267,7 +267,7 @@ do -- ZoneGoal
--- Get the owning coalition of the zone. --- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self -- @param #ZONE_GOAL_CARGO self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return #number Coalition.
function ZONE_GOAL_CARGO:GetCoalition() function ZONE_GOAL_CARGO:GetCoalition()
return self.Coalition return self.Coalition
end end
@@ -54,7 +54,7 @@ do -- ZoneGoal
--- ZONE_GOAL_COALITION Constructor. --- ZONE_GOAL_COALITION Constructor.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. -- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL. -- @param #number Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}. -- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories ) function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
@@ -80,7 +80,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone. --- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*. -- @param #number Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @return #ZONE_GOAL_COALITION -- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetCoalition( Coalition ) function ZONE_GOAL_COALITION:SetCoalition( Coalition )
self.PreviousCoalition = self.Coalition or Coalition self.PreviousCoalition = self.Coalition or Coalition
@@ -120,14 +120,14 @@ do -- ZoneGoal
--- Get the owning coalition of the zone. --- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return #number Coalition.
function ZONE_GOAL_COALITION:GetCoalition() function ZONE_GOAL_COALITION:GetCoalition()
return self.Coalition return self.Coalition
end end
--- Get the previous coalition, i.e. the one owning the zone before the current one. --- Get the previous coalition, i.e. the one owning the zone before the current one.
-- @param #ZONE_GOAL_COALITION self -- @param #ZONE_GOAL_COALITION self
-- @return DCSCoalition.DCSCoalition#coalition Coalition. -- @return #number Coalition.
function ZONE_GOAL_COALITION:GetPreviousCoalition() function ZONE_GOAL_COALITION:GetPreviousCoalition()
return self.PreviousCoalition return self.PreviousCoalition
end end
+24 -5
View File
@@ -353,6 +353,7 @@
-- DEWPOINT = "Taupunkt", -- DEWPOINT = "Taupunkt",
-- ALTIMETER = "Hoehenmesser", -- ALTIMETER = "Hoehenmesser",
-- ACTIVERUN = "Aktive Startbahn", -- ACTIVERUN = "Aktive Startbahn",
-- ACTIVELANDING = "Aktive Landebahn",
-- LEFT = "Links", -- LEFT = "Links",
-- RIGHT = "Rechts", -- RIGHT = "Rechts",
-- RWYLENGTH = "Startbahn", -- RWYLENGTH = "Startbahn",
@@ -721,7 +722,8 @@ ATIS.Messages = {
TEMPERATURE = "Temperature", TEMPERATURE = "Temperature",
DEWPOINT = "Dew point", DEWPOINT = "Dew point",
ALTIMETER = "Altimeter", ALTIMETER = "Altimeter",
ACTIVERUN = "Active runway", ACTIVERUN = "Active runway departure",
ACTIVELANDING = "Active runway arrival",
LEFT = "Left", LEFT = "Left",
RIGHT = "Right", RIGHT = "Right",
RWYLENGTH = "Runway length", RWYLENGTH = "Runway length",
@@ -781,6 +783,7 @@ ATIS.Messages = {
DEWPOINT = "Taupunkt", DEWPOINT = "Taupunkt",
ALTIMETER = "Hoehenmesser", ALTIMETER = "Hoehenmesser",
ACTIVERUN = "Aktive Startbahn", ACTIVERUN = "Aktive Startbahn",
ACTIVELANDING = "Aktive Landebahn",
LEFT = "Links", LEFT = "Links",
RIGHT = "Rechts", RIGHT = "Rechts",
RWYLENGTH = "Startbahn", RWYLENGTH = "Startbahn",
@@ -841,6 +844,7 @@ ATIS.Messages = {
DEWPOINT = "Punto de rocio", DEWPOINT = "Punto de rocio",
ALTIMETER = "Altímetro", ALTIMETER = "Altímetro",
ACTIVERUN = "Pista activa", ACTIVERUN = "Pista activa",
ACTIVELANDING = "Pista de aterrizaje activa",
LEFT = "Izquierda", LEFT = "Izquierda",
RIGHT = "Derecha", RIGHT = "Derecha",
RWYLENGTH = "Longitud de pista", RWYLENGTH = "Longitud de pista",
@@ -880,7 +884,7 @@ _ATIS = {}
--- ATIS class version. --- ATIS class version.
-- @field #string version -- @field #string version
ATIS.version = "0.10.2" ATIS.version = "0.10.3"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -902,6 +906,7 @@ ATIS.version = "0.10.2"
-- DONE: Set magnetic variation. -- DONE: Set magnetic variation.
-- DONE: New DCS 2.7 weather presets. -- DONE: New DCS 2.7 weather presets.
-- DONE: Added TextAndSound localization -- DONE: Added TextAndSound localization
-- DONE: Added SRS spelling out both take off and landing runway
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor -- Constructor
@@ -1534,6 +1539,7 @@ function ATIS:SetSRS(PathToSRS, Gender, Culture, Voice, Port, GoogleKey)
self.msrs:SetCoalition(self:GetCoalition()) self.msrs:SetCoalition(self:GetCoalition())
self.msrs:SetLabel("ATIS") self.msrs:SetLabel("ATIS")
self.msrs:SetGoogle(GoogleKey) self.msrs:SetGoogle(GoogleKey)
self.msrs:SetCoordinate(self.airbase:GetCoordinate())
self.msrsQ = MSRSQUEUE:New("ATIS") self.msrsQ = MSRSQUEUE:New("ATIS")
self.msrsQ:SetTransmitOnlyWithPlayers(self.TransmitOnlyWithPlayers) self.msrsQ:SetTransmitOnlyWithPlayers(self.TransmitOnlyWithPlayers)
if self.dTQueueCheck<=10 then if self.dTQueueCheck<=10 then
@@ -2506,10 +2512,10 @@ function ATIS:onafterBroadcast( From, Event, To )
if not self.ATISforFARPs then if not self.ATISforFARPs then
-- Active runway. -- Active runway.
local subtitle local subtitle = ""
if runwayLanding then if runwayLanding then
local actrun = self.gettext:GetEntry("ACTIVERUN",self.locale) local actrun = self.gettext:GetEntry("ACTIVELANDING",self.locale)
--subtitle=string.format("Active runway %s", runwayLanding) --subtitle=string.format("Active runway landing %s", runwayLanding)
subtitle=string.format("%s %s", actrun, runwayLanding) subtitle=string.format("%s %s", actrun, runwayLanding)
if rwyLandingLeft==true then if rwyLandingLeft==true then
--subtitle=subtitle.." Left" --subtitle=subtitle.." Left"
@@ -2518,6 +2524,19 @@ function ATIS:onafterBroadcast( From, Event, To )
--subtitle=subtitle.." Right" --subtitle=subtitle.." Right"
subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale) subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale)
end end
alltext = alltext .. ";\n" .. subtitle
end
if runwayTakeoff then
local actrun = self.gettext:GetEntry("ACTIVERUN",self.locale)
--subtitle=string.format("Active runway %s", runwayLanding)
subtitle=string.format("%s %s", actrun, runwayTakeoff)
if rwyTakeoffLeft==true then
--subtitle=subtitle.." Left"
subtitle=subtitle.." "..self.gettext:GetEntry("LEFT",self.locale)
elseif rwyTakeoffLeft==false then
--subtitle=subtitle.." Right"
subtitle=subtitle.." "..self.gettext:GetEntry("RIGHT",self.locale)
end
end end
_RUNACT = subtitle _RUNACT = subtitle
if not self.useSRS then if not self.useSRS then
+20 -28
View File
@@ -27,17 +27,17 @@
-- **Supported Carriers:** -- **Supported Carriers:**
-- --
-- * [USS John C. Stennis](https://en.wikipedia.org/wiki/USS_John_C._Stennis) (CVN-74) -- * [USS John C. Stennis](https://en.wikipedia.org/wiki/USS_John_C._Stennis) (CVN-74)
-- * [USS Theodore Roosevelt](https://en.wikipedia.org/wiki/USS_Theodore_Roosevelt_(CVN-71\)) (CVN-71) [Super Carrier Module] -- * [USS Theodore Roosevelt](https://en.wikipedia.org/wiki/USS_Theodore_Roosevelt_\(CVN-71\)) (CVN-71) [Super Carrier Module]
-- * [USS Abraham Lincoln](https://en.wikipedia.org/wiki/USS_Abraham_Lincoln_(CVN-72\)) (CVN-72) [Super Carrier Module] -- * [USS Abraham Lincoln](https://en.wikipedia.org/wiki/USS_Abraham_Lincoln_\(CVN-72\)) (CVN-72) [Super Carrier Module]
-- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_(CVN-73\)) (CVN-73) [Super Carrier Module] -- * [USS George Washington](https://en.wikipedia.org/wiki/USS_George_Washington_\(CVN-73\)) (CVN-73) [Super Carrier Module]
-- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module] -- * [USS Harry S. Truman](https://en.wikipedia.org/wiki/USS_Harry_S._Truman) (CVN-75) [Super Carrier Module]
-- * [USS Forrestal](https://en.wikipedia.org/wiki/USS_Forrestal_(CV-59\)) (CV-59) [Heatblur Carrier Module] -- * [USS Forrestal](https://en.wikipedia.org/wiki/USS_Forrestal_\(CV-59\)) (CV-59) [Heatblur Carrier Module]
-- * [HMS Hermes](https://en.wikipedia.org/wiki/HMS_Hermes_(R12\)) (R12) -- * [HMS Hermes](https://en.wikipedia.org/wiki/HMS_Hermes_\(R12\)) (R12)
-- * [HMS Invincible](https://en.wikipedia.org/wiki/HMS_Invincible_(R05\)) (R05) -- * [HMS Invincible](https://en.wikipedia.org/wiki/HMS_Invincible_\(R05\)) (R05)
-- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_(LHA-1\)) (LHA-1) -- * [USS Tarawa](https://en.wikipedia.org/wiki/USS_Tarawa_\(LHA-1\)) (LHA-1)
-- * [USS America](https://en.wikipedia.org/wiki/USS_America_(LHA-6\)) (LHA-6) -- * [USS America](https://en.wikipedia.org/wiki/USS_America_\(LHA-6\)) (LHA-6)
-- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61) -- * [Juan Carlos I](https://en.wikipedia.org/wiki/Spanish_amphibious_assault_ship_Juan_Carlos_I) (L61)
-- * [HMAS Canberra](https://en.wikipedia.org/wiki/HMAS_Canberra_(L02\)) (L02) -- * [HMAS Canberra](https://en.wikipedia.org/wiki/HMAS_Canberra_\(L02\)) (L02)
-- --
-- **Supported Aircraft:** -- **Supported Aircraft:**
-- --
@@ -45,7 +45,7 @@
-- * [F-14A/B Tomcat](https://forums.eagle.ru/forumdisplay.php?f=395) (Player & AI) -- * [F-14A/B Tomcat](https://forums.eagle.ru/forumdisplay.php?f=395) (Player & AI)
-- * [A-4E Skyhawk Community Mod](https://forums.eagle.ru/showthread.php?t=224989) (Player & AI) -- * [A-4E Skyhawk Community Mod](https://forums.eagle.ru/showthread.php?t=224989) (Player & AI)
-- * [AV-8B N/A Harrier](https://forums.eagle.ru/forumdisplay.php?f=555) (Player & AI) -- * [AV-8B N/A Harrier](https://forums.eagle.ru/forumdisplay.php?f=555) (Player & AI)
-- * [T-45C Goshawk](https://www.vnao-cvw-7.com/t-45-goshawk) (VNAO mod) (Player & AI) -- * [T-45C Goshawk](https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/) (VNAO mod) (Player & AI)
-- * [FE/A-18E/F/G Superhornet](https://forum.dcs.world/topic/316971-cjs-super-hornet-community-mod-v20-official-thread/) (CJS mod) (Player & AI) -- * [FE/A-18E/F/G Superhornet](https://forum.dcs.world/topic/316971-cjs-super-hornet-community-mod-v20-official-thread/) (CJS mod) (Player & AI)
-- * F/A-18C Hornet (AI) -- * F/A-18C Hornet (AI)
-- * F-14A Tomcat (AI) -- * F-14A Tomcat (AI)
@@ -61,7 +61,7 @@
-- --
-- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well. Same goes for the A version. -- Heatblur's mighty F-14B Tomcat has been added (March 13th 2019) as well. Same goes for the A version.
-- --
-- The [DCS Supercarriers](https://forums.eagle.ru/forum/151-dcs-supercarrier/) are also supported. -- The [DCS Supercarriers](https://www.digitalcombatsimulator.com/de/shop/modules/supercarrier/) are also supported.
-- --
-- ## Discussion -- ## Discussion
-- --
@@ -95,11 +95,6 @@
-- * [[MOOSE] Airboss - CASE I, "Until We Go Down" featuring the F-14B by Pikes](https://www.youtube.com/watch?v=ojgHDSw3Doc) -- * [[MOOSE] Airboss - CASE I, "Until We Go Down" featuring the F-14B by Pikes](https://www.youtube.com/watch?v=ojgHDSw3Doc)
-- * [[MOOSE] Airboss - Skipper Menu](https://youtu.be/awnecCxRoNQ) -- * [[MOOSE] Airboss - Skipper Menu](https://youtu.be/awnecCxRoNQ)
-- --
-- ### Lex explaining Boat Ops:
--
-- * [( DCS HORNET ) Some boat ops basics VID 1](https://www.youtube.com/watch?v=LvGQS-3AzMc)
-- * [( DCS HORNET ) Some boat ops basics VID 2](https://www.youtube.com/watch?v=bN44wvtRsw0)
--
-- ### Jabbers Case I and III Recovery Tutorials: -- ### Jabbers Case I and III Recovery Tutorials:
-- --
-- * [DCS World - F/A-18 - Case I Carrier Recovery Tutorial](https://www.youtube.com/watch?v=lm-M3VUy-_I) -- * [DCS World - F/A-18 - Case I Carrier Recovery Tutorial](https://www.youtube.com/watch?v=lm-M3VUy-_I)
@@ -1751,7 +1746,7 @@ AIRBOSS.MenuF10Root = nil
--- Airboss class version. --- Airboss class version.
-- @field #string version -- @field #string version
AIRBOSS.version = "1.3.2" AIRBOSS.version = "1.3.3"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -3076,6 +3071,7 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
self.SRS:SetPath(PathToSRS) self.SRS:SetPath(PathToSRS)
self.SRS:SetPort(Port or 5002) self.SRS:SetPort(Port or 5002)
self.SRS:SetLabel(self.AirbossRadio.alias or "AIRBOSS") self.SRS:SetLabel(self.AirbossRadio.alias or "AIRBOSS")
self.SRS:SetCoordinate(self.carrier:GetCoordinate())
--self.SRS:SetModulations(Modulations) --self.SRS:SetModulations(Modulations)
if GoogleCreds then if GoogleCreds then
self.SRS:SetGoogle(GoogleCreds) self.SRS:SetGoogle(GoogleCreds)
@@ -10271,7 +10267,7 @@ function AIRBOSS:_GetSternCoord()
elseif case==2 or case==1 then elseif case==2 or case==1 then
-- V/Stol: Translate 8 meters port. -- V/Stol: Translate 8 meters port.
self.sterncoord:Translate(self.carrierparam.sterndist, hdg, true, true):Translate(8, FB-90, true, true) self.sterncoord:Translate(self.carrierparam.sterndist, hdg, true, true):Translate(8, FB-90, true, true)
end end
elseif self.carriertype==AIRBOSS.CarrierType.STENNIS then elseif self.carriertype==AIRBOSS.CarrierType.STENNIS then
-- Stennis: translate 7 meters starboard wrt Final bearing. -- Stennis: translate 7 meters starboard wrt Final bearing.
self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7, FB + 90, true, true ) self.sterncoord:Translate( self.carrierparam.sterndist, hdg, true, true ):Translate( 7, FB + 90, true, true )
@@ -14890,10 +14886,6 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
-- SRS transmission -- SRS transmission
if call.subtitle ~= nil and string.len(call.subtitle) > 1 then if call.subtitle ~= nil and string.len(call.subtitle) > 1 then
else
-- SRS transmission
local frequency = self.MarshalRadio.frequency local frequency = self.MarshalRadio.frequency
local modulation = self.MarshalRadio.modulation local modulation = self.MarshalRadio.modulation
local voice = nil local voice = nil
@@ -14944,9 +14936,9 @@ function AIRBOSS:RadioTransmission( radio, call, loud, delay, interval, click, p
--local text = tostring(call.modexreceiver).."; "..radio.alias.."; "..call.subtitle --local text = tostring(call.modexreceiver).."; "..radio.alias.."; "..call.subtitle
local text = call.subtitle local text = call.subtitle
self:I(self.lid..text) self:T(self.lid..text)
local srstext = self:_GetNiceSRSText(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) self.SRSQ:NewTransmission(srstext, call.duration, self.SRS, nil, 0.1, nil, call.subtitle, call.subduration, frequency, modulation, gender, culture, voice, volume, radio.alias)
end end
end end
end end
@@ -15259,7 +15251,7 @@ end
-- @param #boolean clear If true, clear screen from previous messages. -- @param #boolean clear If true, clear screen from previous messages.
-- @param #number delay Delay in seconds, before the message is displayed. -- @param #number delay Delay in seconds, before the message is displayed.
function AIRBOSS:MessageToPlayer( playerData, message, sender, receiver, duration, clear, delay ) function AIRBOSS:MessageToPlayer( playerData, message, sender, receiver, duration, clear, delay )
self:I({sender,receiver,message}) self:T({sender,receiver,message})
if playerData and message and message ~= "" then if playerData and message and message ~= "" then
-- Default duration. -- Default duration.
@@ -15362,10 +15354,10 @@ function AIRBOSS:MessageToPlayer( playerData, message, sender, receiver, duratio
--sender = "AIRBOSS" --sender = "AIRBOSS"
end end
self:I(self.lid..text) self:T(self.lid..text)
self:I({sender,frequency,modulation,voice}) self:T({sender,frequency,modulation,voice})
local srstext = self:_GetNiceSRSText(text) 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) self.SRSQ:NewTransmission(srstext,duration,self.SRS,nil,0.1,nil,nil,nil,frequency,modulation,gender,culture,voice,nil,sender)
end end
-- Text message to player client. -- Text message to player client.
if playerData.client then if playerData.client then
+12 -1
View File
@@ -507,7 +507,7 @@ do
-- @field #AWACS -- @field #AWACS
AWACS = { AWACS = {
ClassName = "AWACS", -- #string ClassName = "AWACS", -- #string
version = "0.2.57", -- #string version = "0.2.58", -- #string
lid = "", -- #string lid = "", -- #string
coalition = coalition.side.BLUE, -- #number coalition = coalition.side.BLUE, -- #number
coalitiontxt = "blue", -- #string coalitiontxt = "blue", -- #string
@@ -971,6 +971,7 @@ AWACS.TaskStatus = {
-- DONE - (WIP) Reporting -- DONE - (WIP) Reporting
-- DONE - Do not report non-airborne groups -- DONE - Do not report non-airborne groups
-- DONE - Added option for helos -- DONE - Added option for helos
-- DONE - Added setting a coordinate for SRS
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor -- Constructor
@@ -6191,6 +6192,16 @@ function AWACS:onafterStatus(From, Event, To)
-- Check on AUFTRAG status for CAP AI -- Check on AUFTRAG status for CAP AI
if self:Is("Running") and (awacsalive or self.AwacsInZone) then if self:Is("Running") and (awacsalive or self.AwacsInZone) then
-- update coord for SRS
if self.AwacsSRS then
self.AwacsSRS:SetCoordinate(self.AwacsFG:GetCoordinate())
if self.TacticalSRS then
self.TacticalSRS:SetCoordinate(self.AwacsFG:GetCoordinate())
end
end
self:_CheckAICAPOnStation() self:_CheckAICAPOnStation()
self:_CleanUpContacts() self:_CleanUpContacts()
+44 -18
View File
@@ -31,6 +31,7 @@
-- @image OPS_CSAR.jpg -- @image OPS_CSAR.jpg
-- Date: May 2023 -- Date: May 2023
-- Last: Update Oct 2024
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM --- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@@ -46,8 +47,6 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](OPS_CSAR.jpg)
--
-- # CSAR Concept -- # CSAR Concept
-- --
-- * MOOSE-based Helicopter CSAR Operations for Players. -- * MOOSE-based Helicopter CSAR Operations for Players.
@@ -118,21 +117,21 @@
-- mycsar.ADFRadioPwr = 1000 -- ADF Beacons sending with 1KW as default -- mycsar.ADFRadioPwr = 1000 -- ADF Beacons sending with 1KW as default
-- mycsar.PilotWeight = 80 -- Loaded pilots weigh 80kgs each -- mycsar.PilotWeight = 80 -- Loaded pilots weigh 80kgs each
-- --
-- ## 2.1 Experimental Features -- ## 2.1 SRS Features and Other Features
-- --
-- WARNING - Here\'ll be dragons!
-- DANGER - For this to work you need to de-sanitize your mission environment (all three entries) in <DCS root>\Scripts\MissionScripting.lua
-- Needs SRS => 1.9.6 to work (works on the **server** side of SRS)
-- mycsar.useSRS = false -- Set true to use FF\'s SRS integration -- mycsar.useSRS = false -- Set true to use FF\'s SRS integration
-- mycsar.SRSPath = "C:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!) -- mycsar.SRSPath = "C:\\Progra~1\\DCS-SimpleRadio-Standalone\\" -- adjust your own path in your SRS installation -- server(!)
-- mycsar.SRSchannel = 300 -- radio channel -- mycsar.SRSchannel = 300 -- radio channel
-- mycsar.SRSModulation = radio.modulation.AM -- modulation -- mycsar.SRSModulation = radio.modulation.AM -- modulation
-- mycsar.SRSport = 5002 -- and SRS Server port -- mycsar.SRSport = 5002 -- and SRS Server port
-- mycsar.SRSCulture = "en-GB" -- SRS voice culture -- mycsar.SRSCulture = "en-GB" -- SRS voice culture
-- mycsar.SRSVoice = nil -- SRS voice, relevant for Google TTS -- mycsar.SRSVoice = nil -- SRS voice for downed pilot, relevant for Google TTS
-- mycsar.SRSGPathToCredentials = nil -- Path to your Google credentials json file, set this if you want to use Google TTS -- mycsar.SRSGPathToCredentials = nil -- Path to your Google credentials json file, set this if you want to use Google TTS
-- mycsar.SRSVolume = 1 -- Volume, between 0 and 1 -- mycsar.SRSVolume = 1 -- Volume, between 0 and 1
-- mycsar.SRSGender = "male" -- male or female voice -- mycsar.SRSGender = "male" -- male or female voice
-- mycsar.CSARVoice = MSRS.Voices.Google.Standard.en_US_Standard_A -- SRS voice for CSAR Controller, relevant for Google TTS
-- mycsar.CSARVoiceMS = MSRS.Voices.Microsoft.Hedda -- SRS voice for CSAR Controller, relevant for MS Desktop TTS
-- mycsar.coordinate -- Coordinate from which CSAR TTS is sending. Defaults to a random MASH object position
-- -- -- --
-- mycsar.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection. Requires mycsar.enableForAI to be set to true. --shagrat -- mycsar.csarUsePara = false -- If set to true, will use the LandingAfterEjection Event instead of Ejection. Requires mycsar.enableForAI to be set to true. --shagrat
-- mycsar.wetfeettemplate = "man in floating thingy" -- if you use a mod to have a pilot in a rescue float, put the template name in here for wet feet spawns. Note: in conjunction with csarUsePara this might create dual ejected pilots in edge cases. -- mycsar.wetfeettemplate = "man in floating thingy" -- if you use a mod to have a pilot in a rescue float, put the template name in here for wet feet spawns. Note: in conjunction with csarUsePara this might create dual ejected pilots in edge cases.
@@ -232,7 +231,7 @@ CSAR = {
takenOff = {}, takenOff = {},
csarUnits = {}, -- table of unit names csarUnits = {}, -- table of unit names
downedPilots = {}, downedPilots = {},
woundedGroups = {}, -- = {},
landedStatus = {}, landedStatus = {},
addedTo = {}, addedTo = {},
woundedGroups = {}, -- contains the new group of units woundedGroups = {}, -- contains the new group of units
@@ -467,6 +466,9 @@ function CSAR:New(Coalition, Template, Alias)
self.SRSGPathToCredentials = nil self.SRSGPathToCredentials = nil
self.SRSVolume = 1.0 -- volume 0.0 to 1.0 self.SRSVolume = 1.0 -- volume 0.0 to 1.0
self.SRSGender = "male" -- male or female self.SRSGender = "male" -- male or female
self.CSARVoice = MSRS.Voices.Google.Standard.en_US_Standard_A
self.CSARVoiceMS = MSRS.Voices.Microsoft.Hedda
self.coordinate = nil -- Core.Point#COORDINATE
local AliaS = string.gsub(self.alias," ","_") local AliaS = string.gsub(self.alias," ","_")
self.filename = string.format("CSAR_%s_Persist.csv",AliaS) self.filename = string.format("CSAR_%s_Persist.csv",AliaS)
@@ -1308,7 +1310,7 @@ end
-- @param #string UnitName -- @param #string UnitName
-- @return #string CallSign -- @return #string CallSign
function CSAR:_GetCustomCallSign(UnitName) function CSAR:_GetCustomCallSign(UnitName)
local callsign = Unitname local callsign = UnitName
local unit = UNIT:FindByName(UnitName) local unit = UNIT:FindByName(UnitName)
if unit and unit:IsAlive() then if unit and unit:IsAlive() then
local group = unit:GetGroup() local group = unit:GetGroup()
@@ -1739,7 +1741,16 @@ function CSAR:_DisplayMessageToSAR(_unit, _text, _time, _clear, _speak, _overrid
end end
-- integrate SRS -- integrate SRS
if _speak and self.useSRS then if _speak and self.useSRS then
self.SRSQueue:NewTransmission(_text,nil,self.msrs,nil,2) local coord = _unit:GetCoordinate()
if coord then
self.msrs:SetCoordinate(coord)
end
_text = string.gsub(_text,"km"," kilometer")
_text = string.gsub(_text,"nm"," nautical miles")
--self.msrs:SetVoice(self.SRSVoice)
--self.SRSQueue:NewTransmission(_text,nil,self.msrs,nil,1)
self:I("Voice = "..self.SRSVoice)
self.SRSQueue:NewTransmission(_text,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,self.SRSVoice,volume,label,coord)
end end
return self return self
end end
@@ -1878,7 +1889,7 @@ function CSAR:_SignalFlare(_unitName)
if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then
local _clockDir = self:_GetClockDirection(_heli, _closest.pilot) local _clockDir = self:_GetClockDirection(_heli, _closest.pilot)
local _distance = 0 local _distance = ""
if _SETTINGS:IsImperial() then if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(_closest.distance)) _distance = string.format("%.1fnm",UTILS.MetersToNM(_closest.distance))
else else
@@ -1891,12 +1902,13 @@ function CSAR:_SignalFlare(_unitName)
_coord:FlareRed(_clockDir) _coord:FlareRed(_clockDir)
else else
local _distance = smokedist local _distance = smokedist
local dtext = ""
if _SETTINGS:IsImperial() then if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(smokedist)) dtext = string.format("%.1fnm",UTILS.MetersToNM(smokedist))
else else
_distance = string.format("%.1fkm",smokedist/1000) dtext = string.format("%.1fkm",smokedist/1000)
end end
self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",_distance), self.messageTime, false, false, true) self:_DisplayMessageToSAR(_heli, string.format("No Pilots within %s",dtext), self.messageTime, false, false, true)
end end
return self return self
end end
@@ -1909,6 +1921,14 @@ end
function CSAR:_DisplayToAllSAR(_message, _side, _messagetime) function CSAR:_DisplayToAllSAR(_message, _side, _messagetime)
self:T(self.lid .. " _DisplayToAllSAR") self:T(self.lid .. " _DisplayToAllSAR")
local messagetime = _messagetime or self.messageTime local messagetime = _messagetime or self.messageTime
if self.msrs then
local voice = self.CSARVoice or MSRS.Voices.Google.Standard.en_GB_Standard_F
if self.msrs.google == nil then
voice = self.CSARVoiceMS or MSRS.Voices.Microsoft.Hedda
end
self:I("Voice = "..voice)
self.SRSQueue:NewTransmission(_message,duration,self.msrs,tstart,2,subgroups,subtitle,subduration,self.SRSchannel,self.SRSModulation,gender,culture,voice,volume,label,self.coordinate)
end
for _, _unitName in pairs(self.csarUnits) do for _, _unitName in pairs(self.csarUnits) do
local _unit = self:_GetSARHeli(_unitName) local _unit = self:_GetSARHeli(_unitName)
if _unit and not self.suppressmessages then if _unit and not self.suppressmessages then
@@ -1932,7 +1952,7 @@ function CSAR:_Reqsmoke( _unitName )
local _closest = self:_GetClosestDownedPilot(_heli) local _closest = self:_GetClosestDownedPilot(_heli)
if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then if _closest ~= nil and _closest.pilot ~= nil and _closest.distance > 0 and _closest.distance < smokedist then
local _clockDir = self:_GetClockDirection(_heli, _closest.pilot) local _clockDir = self:_GetClockDirection(_heli, _closest.pilot)
local _distance = 0 local _distance = string.format("%.1fkm",_closest.distance/1000)
if _SETTINGS:IsImperial() then if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(_closest.distance)) _distance = string.format("%.1fnm",UTILS.MetersToNM(_closest.distance))
else else
@@ -1944,7 +1964,7 @@ function CSAR:_Reqsmoke( _unitName )
local color = self.smokecolor local color = self.smokecolor
_coord:Smoke(color) _coord:Smoke(color)
else else
local _distance = 0 local _distance = string.format("%.1fkm",smokedist/1000)
if _SETTINGS:IsImperial() then if _SETTINGS:IsImperial() then
_distance = string.format("%.1fnm",UTILS.MetersToNM(smokedist)) _distance = string.format("%.1fnm",UTILS.MetersToNM(smokedist))
else else
@@ -2269,6 +2289,12 @@ function CSAR:onafterStart(From, Event, To)
self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart() self.allheligroupset = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart()
end end
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() -- currently only GROUP objects, maybe support STATICs also? self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() -- currently only GROUP objects, maybe support STATICs also?
if not self.coordinate then
local csarhq = self.mash:GetRandom()
if csarhq then
self.coordinate = csarhq:GetCoordinate()
end
end
if self.wetfeettemplate then if self.wetfeettemplate then
self.usewetfeet = true self.usewetfeet = true
end end
@@ -2276,7 +2302,7 @@ function CSAR:onafterStart(From, Event, To)
local path = self.SRSPath local path = self.SRSPath
local modulation = self.SRSModulation local modulation = self.SRSModulation
local channel = self.SRSchannel local channel = self.SRSchannel
self.msrs = MSRS:New(path,channel,modulation) self.msrs = MSRS:New(path,channel,modulation) -- Sound.SRS#MSRS
self.msrs:SetPort(self.SRSport) self.msrs:SetPort(self.SRSport)
self.msrs:SetLabel("CSAR") self.msrs:SetLabel("CSAR")
self.msrs:SetCulture(self.SRSCulture) self.msrs:SetCulture(self.SRSCulture)
@@ -2288,7 +2314,7 @@ function CSAR:onafterStart(From, Event, To)
end end
self.msrs:SetVolume(self.SRSVolume) self.msrs:SetVolume(self.SRSVolume)
self.msrs:SetLabel("CSAR") self.msrs:SetLabel("CSAR")
self.SRSQueue = MSRSQUEUE:New("CSAR") self.SRSQueue = MSRSQUEUE:New("CSAR") -- Sound.SRS#MSRSQUEUE
end end
self:__Status(-10) self:__Status(-10)
+53 -7
View File
@@ -19,10 +19,12 @@
-- === -- ===
-- --
-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), bbirchnz (additional code!!) -- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), bbirchnz (additional code!!)
-- ### Repack addition for crates: **Raiden**
--
-- @module Ops.CTLD -- @module Ops.CTLD
-- @image OPS_CTLD.jpg -- @image OPS_CTLD.jpg
-- Last Update June 2023 -- Last Update October 2023
do do
@@ -599,7 +601,7 @@ do
-- --
-- === -- ===
-- --
-- ![Banner Image](OPS_CTLD.jpg) -- ![Banner Image](../Images/OPS_CTLD.jpg)
-- --
-- # CTLD Concept -- # CTLD Concept
-- --
@@ -700,6 +702,7 @@ do
-- --
-- my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD. -- my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD.
-- my_ctld.CrateDistance = 35 -- List and Load crates in this radius only. -- my_ctld.CrateDistance = 35 -- List and Load crates in this radius only.
-- my_ctld.PackDistance = 35 -- Pack crates in this radius only
-- my_ctld.dropcratesanywhere = false -- Option to allow crates to be dropped anywhere. -- my_ctld.dropcratesanywhere = false -- Option to allow crates to be dropped anywhere.
-- my_ctld.dropAsCargoCrate = false -- Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked. Needs a cargo with the same name defined like the cargo that was dropped. -- my_ctld.dropAsCargoCrate = false -- Parachuted herc cargo is not unpacked automatically but placed as crate to be unpacked. Needs a cargo with the same name defined like the cargo that was dropped.
-- my_ctld.maximumHoverHeight = 15 -- Hover max this high to load. -- my_ctld.maximumHoverHeight = 15 -- Hover max this high to load.
@@ -1121,6 +1124,7 @@ CTLD = {
Spawned_Crates = {}, -- Holds objects for crates spawned generally Spawned_Crates = {}, -- Holds objects for crates spawned generally
Spawned_Cargo = {}, -- Binds together spawned_crates and their CTLD_CARGO objects Spawned_Cargo = {}, -- Binds together spawned_crates and their CTLD_CARGO objects
CrateDistance = 35, -- list crates in this radius CrateDistance = 35, -- list crates in this radius
PackDistance = 35, -- pack crates in this radius
debug = false, debug = false,
wpZones = {}, wpZones = {},
dropOffZones = {}, dropOffZones = {},
@@ -1144,6 +1148,7 @@ CTLD = {
-- DONE: List cargo in stock -- DONE: List cargo in stock
-- DONE: Limit of troops, crates buildable? -- DONE: Limit of troops, crates buildable?
-- DONE: Allow saving of Troops & Vehicles -- DONE: Allow saving of Troops & Vehicles
-- DONE: Adding re-packing dropped units
------------------------------ ------------------------------
--- Radio Beacons --- Radio Beacons
@@ -1223,7 +1228,7 @@ CTLD.UnitTypes = {
--- CTLD class version. --- CTLD class version.
-- @field #string version -- @field #string version
CTLD.version="1.0.40" CTLD.version="1.0.41"
--- Instantiate a new CTLD. --- Instantiate a new CTLD.
-- @param #CTLD self -- @param #CTLD self
@@ -1341,6 +1346,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- setup -- setup
self.CrateDistance = 35 -- list/load crates in this radius self.CrateDistance = 35 -- list/load crates in this radius
self.PackDistance = 35 -- pack objects in this radius
self.ExtractFactor = 3.33 -- factor for troops extraction, i.e. CrateDistance * Extractfactor self.ExtractFactor = 3.33 -- factor for troops extraction, i.e. CrateDistance * Extractfactor
self.prefixes = Prefixes or {"Cargoheli"} self.prefixes = Prefixes or {"Cargoheli"}
self.useprefix = true self.useprefix = true
@@ -2260,9 +2266,10 @@ end
-- @param #CTLD_CARGO Cargo -- @param #CTLD_CARGO Cargo
-- @param #number number Number of crates to generate (for dropping) -- @param #number number Number of crates to generate (for dropping)
-- @param #boolean drop If true we\'re dropping from heli rather than loading. -- @param #boolean drop If true we\'re dropping from heli rather than loading.
function CTLD:_GetCrates(Group, Unit, Cargo, number, drop) -- @param #boolean pack If true we\'re packing crates from a template rather than loading or dropping
function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
self:T(self.lid .. " _GetCrates") self:T(self.lid .. " _GetCrates")
if not drop then if not drop and not pack then
local cgoname = Cargo:GetName() local cgoname = Cargo:GetName()
-- check if we have stock -- check if we have stock
local instock = Cargo:GetStock() local instock = Cargo:GetStock()
@@ -2279,18 +2286,20 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
local width = 20 local width = 20
local distance = nil local distance = nil
local zone = nil local zone = nil
if not drop then if not drop and not pack then
inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
if not inzone then if not inzone then
---@diagnostic disable-next-line: cast-local-type ---@diagnostic disable-next-line: cast-local-type
inzone, ship, zone, distance, width = self:IsUnitInZone(Unit,CTLD.CargoZoneType.SHIP) inzone, ship, zone, distance, width = self:IsUnitInZone(Unit,CTLD.CargoZoneType.SHIP)
end end
else elseif drop and not pack then
if self.dropcratesanywhere then -- #1570 if self.dropcratesanywhere then -- #1570
inzone = true inzone = true
else else
inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP) inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP)
end end
elseif pack and not drop then
inzone = true
end end
if not inzone then if not inzone then
@@ -3229,6 +3238,42 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
return self return self
end end
--- (Internal) Function to repair nearby vehicles / FOBs
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
function CTLD:_PackCratesNearby(Group, Unit)
self:T(self.lid .. " _PackCratesNearby")
-----------------------------------------
-- search for nearest group to player
-- determine if group is packable
-- generate crates and destroy group
-----------------------------------------
-- get nearby vehicles
local location = Group:GetCoordinate() -- get coordinate of group using function
local nearestGroups = SET_GROUP:New():FilterCoalitions("blue"):FilterZones({ZONE_RADIUS:New("TempZone", location:GetVec2(), self.PackDistance, false)}):FilterOnce() -- get all groups withing PackDistance from group using function
-- get template name of all vehicles in zone
-- determine if group is packable
for _, _Group in pairs(nearestGroups.Set) do -- convert #SET_GROUP to a list of Wrapper.Group#GROUP
for _, _Template in pairs(_DATABASE.Templates.Groups) do -- iterate through the database of templates
if (string.match(_Group:GetName(), _Template.GroupName)) then -- check if the Wrapper.Group#GROUP near the player is in the list of templates by name
-- generate crates and destroy group
for _, _entry in pairs(self.Cargo_Crates) do -- iterate through #CTLD_CARGO
if (_entry.Templates[1] == _Template.GroupName) then -- check if the #CTLD_CARGO matches the template name
_Group:Destroy() -- if a match is found destroy the Wrapper.Group#GROUP near the player
self:_GetCrates(Group, Unit, _entry, nil, false, true) -- spawn the appropriate crates near the player
return self
end
end
end
end
end
return self
end
--- (Internal) Function to repair nearby vehicles / FOBs --- (Internal) Function to repair nearby vehicles / FOBs
-- @param #CTLD self -- @param #CTLD self
-- @param Wrapper.Group#GROUP Group -- @param Wrapper.Group#GROUP Group
@@ -3541,6 +3586,7 @@ function CTLD:_RefreshF10Menus()
if cancrates then if cancrates then
local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit) local loadmenu = MENU_GROUP_COMMAND:New(_group,"Load crates",topcrates, self._LoadCratesNearby, self, _group, _unit)
local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates) local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates)
local packmenu = MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit)
if self.usesubcats then if self.usesubcats then
local subcatmenus = {} local subcatmenus = {}
+18 -4
View File
@@ -329,7 +329,7 @@ FLIGHTCONTROL.FlightStatus={
--- FlightControl class version. --- FlightControl class version.
-- @field #string version -- @field #string version
FLIGHTCONTROL.version="0.7.4" FLIGHTCONTROL.version="0.7.5"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -424,12 +424,14 @@ function FLIGHTCONTROL:New(AirbaseName, Frequency, Modulation, PathToSRS, Port,
self.msrsTower=MSRS:New(PathToSRS, Frequency, Modulation) self.msrsTower=MSRS:New(PathToSRS, Frequency, Modulation)
self.msrsTower:SetPort(self.Port) self.msrsTower:SetPort(self.Port)
self.msrsTower:SetGoogle(GoogleKey) self.msrsTower:SetGoogle(GoogleKey)
self.msrsTower:SetCoordinate(self:GetCoordinate())
self:SetSRSTower() self:SetSRSTower()
-- SRS for Pilot. -- SRS for Pilot.
self.msrsPilot=MSRS:New(PathToSRS, Frequency, Modulation) self.msrsPilot=MSRS:New(PathToSRS, Frequency, Modulation)
self.msrsPilot:SetPort(self.Port) self.msrsPilot:SetPort(self.Port)
self.msrsPilot:SetGoogle(GoogleKey) self.msrsPilot:SetGoogle(GoogleKey)
self.msrsTower:SetCoordinate(self:GetCoordinate())
self:SetSRSPilot() self:SetSRSPilot()
-- Wait at least 10 seconds after last radio message before calling the next status update. -- Wait at least 10 seconds after last radio message before calling the next status update.
@@ -4341,7 +4343,7 @@ function FLIGHTCONTROL:TransmissionPilot(Text, Flight, Delay)
local text=self:_GetTextForSpeech(Text) local text=self:_GetTextForSpeech(Text)
-- MSRS instance to use. -- MSRS instance to use.
local msrs=self.msrsPilot local msrs=self.msrsPilot -- Sound.SRS#MSRS
if Flight.useSRS and Flight.msrs then if Flight.useSRS and Flight.msrs then
@@ -4361,6 +4363,8 @@ function FLIGHTCONTROL:TransmissionPilot(Text, Flight, Delay)
end end
-- Add transmission to msrsqueue. -- Add transmission to msrsqueue.
local coordinate = Flight:GetCoordinate(true)
msrs:SetCoordinate()
self.msrsqueue:NewTransmission(text, nil, msrs, nil, 1, subgroups, Text, nil, self.frequency, self.modulation) self.msrsqueue:NewTransmission(text, nil, msrs, nil, 1, subgroups, Text, nil, self.frequency, self.modulation)
end end
@@ -4437,11 +4441,21 @@ function FLIGHTCONTROL:SpawnParkingGuard(unit)
-- Length of the unit + 3 meters. -- Length of the unit + 3 meters.
local size, x, y, z=unit:GetObjectSize() local size, x, y, z=unit:GetObjectSize()
local xdiff = 3
--Fix for hangars, puts the guy out front and not on top.
if AIRBASE._CheckTerminalType(spot.TerminalType, AIRBASE.TerminalType.Shelter) then
xdiff = 27-(x*0.5)
end
if (AIRBASE._CheckTerminalType(spot.TerminalType, AIRBASE.TerminalType.OpenMed) or AIRBASE._CheckTerminalType(spot.TerminalType, AIRBASE.TerminalType.Shelter)) and self.airbasename == AIRBASE.Sinai.Ramon_Airbase then
xdiff = 12
end
-- Debug message. -- Debug message.
self:T2(self.lid..string.format("Parking guard for %s: heading=%d, distance x=%.1f m", unit:GetName(), heading, x)) self:T2(self.lid..string.format("Parking guard for %s: heading=%d, length x=%.1f m, xdiff=%.1f m", unit:GetName(), heading, x, xdiff))
-- Coordinate for the guard. -- Coordinate for the guard.
local Coordinate=coordinate:Translate(0.75*x+3, heading) local Coordinate=coordinate:Translate(x*0.5+xdiff, heading)
-- Let him face the aircraft. -- Let him face the aircraft.
local lookat=heading-180 local lookat=heading-180
+13 -7
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@@ -216,7 +216,7 @@ FLIGHTGROUP.Players={}
--- FLIGHTGROUP class version. --- FLIGHTGROUP class version.
-- @field #string version -- @field #string version
FLIGHTGROUP.version="1.0.1" FLIGHTGROUP.version="1.0.2"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@@ -1257,20 +1257,20 @@ function FLIGHTGROUP:Status()
-- Check damage. -- Check damage.
self:_CheckDamage() self:_CheckDamage()
-- Get current mission (if any).
local mission=self:GetMissionCurrent()
-- TODO: Check if group is waiting? -- TODO: Check if group is waiting?
if self:IsWaiting() then if self:IsWaiting() then
if self.Twaiting and self.dTwait then if self.Twaiting and self.dTwait then
if timer.getAbsTime()>self.Twaiting+self.dTwait then if timer.getAbsTime()>self.Twaiting+self.dTwait then
--self.Twaiting=nil --self.Twaiting=nil
--self.dTwait=nil --self.dTwait=nil
--self:Cruise() --self:_CheckGroupDone()
end end
end end
end end
-- Get current mission (if any).
local mission=self:GetMissionCurrent()
-- If mission, check if DCS task needs to be updated. -- If mission, check if DCS task needs to be updated.
if mission and mission.updateDCSTask then if mission and mission.updateDCSTask then
@@ -1618,8 +1618,14 @@ function FLIGHTGROUP:Status()
self:_PrintTaskAndMissionStatus() self:_PrintTaskAndMissionStatus()
-- Current mission. -- All done?
-- Get current mission (if any).
local mission=self:GetMissionCurrent() local mission=self:GetMissionCurrent()
if not mission then
self.Twaiting=nil
self.dTwait=nil
self:_CheckGroupDone()
end
end end
@@ -4789,7 +4795,7 @@ function FLIGHTGROUP:_GetTerminal(_attribute, _category)
-- Default terminal is "large". -- Default terminal is "large".
local _terminal=AIRBASE.TerminalType.OpenBig local _terminal=AIRBASE.TerminalType.OpenBig
if _attribute==FLIGHTGROUP.Attribute.AIR_FIGHTER then if _attribute==FLIGHTGROUP.Attribute.AIR_FIGHTER or _attribute==FLIGHTGROUP.Attribute.AIR_UAV then
-- Fighter ==> small. -- Fighter ==> small.
_terminal=AIRBASE.TerminalType.FighterAircraft _terminal=AIRBASE.TerminalType.FighterAircraft
elseif _attribute==FLIGHTGROUP.Attribute.AIR_BOMBER or _attribute==FLIGHTGROUP.Attribute.AIR_TRANSPORTPLANE or _attribute==FLIGHTGROUP.Attribute.AIR_TANKER or _attribute==FLIGHTGROUP.Attribute.AIR_AWACS then elseif _attribute==FLIGHTGROUP.Attribute.AIR_BOMBER or _attribute==FLIGHTGROUP.Attribute.AIR_TRANSPORTPLANE or _attribute==FLIGHTGROUP.Attribute.AIR_TANKER or _attribute==FLIGHTGROUP.Attribute.AIR_AWACS then
+4
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@@ -2345,6 +2345,10 @@ function OPSGROUP:RadioTransmission(Text, Delay, SayCallsign, Frequency)
local freq, modu, radioon=self:GetRadio() local freq, modu, radioon=self:GetRadio()
local coord = self:GetCoordinate()
self.msrs:SetCoordinate(coord)
if Frequency then if Frequency then
self.msrs:SetFrequencies(Frequency) self.msrs:SetFrequencies(Frequency)
else else
+1 -1
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@@ -1025,7 +1025,7 @@ function OPSZONE:Scan()
if ZoneObject then if ZoneObject then
-- Object category. -- Object category.
local ObjectCategory=ZoneObject:getCategory() local ObjectCategory=Object.getCategory(ZoneObject)
if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() then if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() then
+216 -28
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@@ -104,7 +104,7 @@ PLAYERRECCE = {
ClassName = "PLAYERRECCE", ClassName = "PLAYERRECCE",
verbose = true, verbose = true,
lid = nil, lid = nil,
version = "0.0.18", version = "0.0.21",
ViewZone = {}, ViewZone = {},
ViewZoneVisual = {}, ViewZoneVisual = {},
ViewZoneLaser = {}, ViewZoneLaser = {},
@@ -268,6 +268,146 @@ function PLAYERRECCE:New(Name, Coalition, PlayerSet)
self:I(self.lid.." Started.") self:I(self.lid.." Started.")
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the PLAYERRECCE. Note: Start() is called automatically after New().
-- @function [parent=#PLAYERRECCE] Start
-- @param #PLAYERRECCE self
--- Triggers the FSM event "Start" after a delay. Starts the PLAYERRECCE. Note: Start() is called automatically after New().
-- @function [parent=#PLAYERRECCE] __Start
-- @param #PLAYERRECCE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the PLAYERRECCE and all its event handlers.
-- @param #PLAYERRECCE self
--- Triggers the FSM event "Stop" after a delay. Stops the PLAYERRECCE and all its event handlers.
-- @function [parent=#PLAYERRECCE] __Stop
-- @param #PLAYERRECCE self
-- @param #number delay Delay in seconds.
--- FSM Function OnAfterRecceOnStation. Recce came on station.
-- @function [parent=#PLAYERRECCE] OnAfterRecceOnStation
-- @param #PLAYERRECCE self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client
-- @param #string Playername
-- @return #PLAYERRECCE self
--- FSM Function OnAfterRecceOffStation. Recce went off duty.
-- @function [parent=#PLAYERRECCE] OnAfterRecceOffStation
-- @param #PLAYERRECCE self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client
-- @param #string Playername
-- @return #PLAYERRECCE self
--- FSM Function OnAfterTargetDetected. Targets detected.
-- @function [parent=#PLAYERRECCE] OnAfterTargetDetected
-- @param #PLAYERRECCE self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param #table Targetsbyclock #table with index 1..12 containing a #table of Wrapper.Unit#UNIT objects each.
-- @param Wrapper.Client#CLIENT Client
-- @param #string Playername
-- @return #PLAYERRECCE self
--- FSM Function OnAfterTargetsSmoked. Smoke grenade shot.
-- @function [parent=#PLAYERRECCE] OnAfterTargetsSmoked
-- @param #PLAYERRECCE self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client
-- @param #string Playername
-- @param Core.Set#SET_UNIT TargetSet
-- @return #PLAYERRECCE self
--- FSM Function OnAfterTargetsFlared. Flares shot.
-- @function [parent=#PLAYERRECCE] OnAfterTargetsFlared
-- @param #PLAYERRECCE self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client
-- @param #string Playername
-- @param Core.Set#SET_UNIT TargetSet
-- @return #PLAYERRECCE self
--- FSM Function OnAfterIllumination. Illumination rocket shot.
-- @function [parent=#PLAYERRECCE] OnAfterIllumination
-- @param #PLAYERRECCE self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client
-- @param #string Playername
-- @param Core.Set#SET_UNIT TargetSet
-- @return #PLAYERRECCE self
--- FSM Function OnAfterTargetLasing. Lasing a new target.
-- @function [parent=#PLAYERRECCE] OnAfterTargetLasing
-- @param #PLAYERRECCE self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client
-- @param Wrapper.Unit#UNIT Target
-- @param #number Lasercode
-- @param #number Lasingtime
-- @return #PLAYERRECCE self
--- FSM Function OnAfterTargetLOSLost. Lost LOS on lased target.
-- @function [parent=#PLAYERRECCE] OnAfterTargetLOSLost
-- @param #PLAYERRECCE self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client
-- @param Wrapper.Unit#UNIT Target
-- @return #PLAYERRECCE self
--- FSM Function OnAfterTargetReport. Laser target report sent.
-- @function [parent=#PLAYERRECCE] OnAfterTargetReport
-- @param #PLAYERRECCE self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client
-- @param Core.Set#SET_UNIT TargetSet
-- @param Wrapper.Unit#UNIT Target Target currently lased
-- @param #string Text
-- @return #PLAYERRECCE self
--- FSM Function OnAfterTargetReportSent. All targets report sent.
-- @function [parent=#PLAYERRECCE] OnAfterTargetReportSent
-- @param #PLAYERRECCE self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client Client sending the report
-- @param #string Playername Player name
-- @param Core.Set#SET_UNIT TargetSet Set of targets
-- @return #PLAYERRECCE self
--- FSM Function OnAfterShack. Lased target has been destroyed.
-- @function [parent=#PLAYERRECCE] OnAfterShack
-- @param #PLAYERRECCE self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Client#CLIENT Client
-- @param Wrapper.Unit#UNIT Target The destroyed target (if obtainable)
-- @return #PLAYERRECCE self
return self return self
end end
@@ -346,7 +486,7 @@ function PLAYERRECCE:_GetClockDirection(unit, target)
end end
--- [User] Set a table of possible laser codes. --- [User] Set a table of possible laser codes.
-- Each new RECCE can select a code from this table, default is 1688. -- Each new RECCE can select a code from this table, default is { 1688, 1130, 4785, 6547, 1465, 4578 }.
-- @param #PLAYERRECCE self -- @param #PLAYERRECCE self
-- @param #list<#number> LaserCodes -- @param #list<#number> LaserCodes
-- @return #PLAYERRECCE -- @return #PLAYERRECCE
@@ -399,7 +539,7 @@ end
-- @param #PLAYERRECCE self -- @param #PLAYERRECCE self
-- @param Wrapper.Client#CLIENT client -- @param Wrapper.Client#CLIENT client
-- @param #string playername -- @param #string playername
-- @return #boolen OnOff -- @return #boolean OnOff
function PLAYERRECCE:_CameraOn(client,playername) function PLAYERRECCE:_CameraOn(client,playername)
local camera = true local camera = true
local unit = client -- Wrapper.Unit#UNIT local unit = client -- Wrapper.Unit#UNIT
@@ -430,26 +570,31 @@ function PLAYERRECCE:_GetGazelleVivianneSight(Gazelle)
local unit = Gazelle -- Wrapper.Unit#UNIT local unit = Gazelle -- Wrapper.Unit#UNIT
if unit and unit:IsAlive() then if unit and unit:IsAlive() then
local dcsunit = Unit.getByName(Gazelle:GetName()) local dcsunit = Unit.getByName(Gazelle:GetName())
local vivihorizontal = dcsunit:getDrawArgumentValue(215) or 0 -- (not in MiniGun) 1 to -1 -- zero is straight ahead, 1/-1 = 180 deg local vivihorizontal = dcsunit:getDrawArgumentValue(215) or 0 -- (not in MiniGun) 1 to -1 -- zero is straight ahead, 1/-1 = 180 deg,
local vivivertical = dcsunit:getDrawArgumentValue(216) or 0 -- L/Mistral/Minigun model has no 216, ca 10deg up (=1) and down (=-1) local vivivertical = dcsunit:getDrawArgumentValue(216) or 0 -- L/Mistral/Minigun model has no 216, ca 10deg up (=1) and down (=-1)
-- vertical model limits 1.53846, -1.10731
local vivioff = false local vivioff = false
-- -1 = -180, 1 = 180 -- -1 = -180, 1 = 180
-- Actual view -0,66 to 0,66 -- Actual model view -0,66 to 0,66
-- Nick view -0,98 to 0,98 for +/- 30° -- Nick view 1.53846, -1.10731 for - 30° to +45°
if vivihorizontal < -0.7 then if vivihorizontal < -0.67 then -- model end
vivihorizontal = -0.7 vivihorizontal = -0.67
vivioff = true vivioff = false
return 0,0,0,false --return 0,0,0,false
elseif vivihorizontal > 0.7 then elseif vivihorizontal > 0.67 then -- vivi off
vivihorizontal = 0.7 vivihorizontal = 0.67
vivioff = true vivioff = true
return 0,0,0,false return 0,0,0,false
end end
vivivertical = vivivertical / 1.10731 -- normalize
local horizontalview = vivihorizontal * -180 local horizontalview = vivihorizontal * -180
local verticalview = vivivertical * -30 -- ca +/- 30° local verticalview = vivivertical * 30 -- ca +/- 30°
--self:I(string.format("vivihorizontal=%.5f | vivivertical=%.5f",vivihorizontal,vivivertical))
--self:I(string.format("horizontal=%.5f | vertical=%.5f",horizontalview,verticalview))
local heading = unit:GetHeading() local heading = unit:GetHeading()
local viviheading = (heading+horizontalview)%360 local viviheading = (heading+horizontalview)%360
local maxview = self:_GetActualMaxLOSight(unit,viviheading, verticalview,vivioff) local maxview = self:_GetActualMaxLOSight(unit,viviheading, verticalview,vivioff)
--self:I(string.format("maxview=%.5f",maxview))
-- visual skew -- visual skew
local factor = 3.15 local factor = 3.15
self.GazelleViewFactors = { self.GazelleViewFactors = {
@@ -469,16 +614,18 @@ function PLAYERRECCE:_GetGazelleVivianneSight(Gazelle)
} }
local lfac = UTILS.Round(maxview,-2) local lfac = UTILS.Round(maxview,-2)
if lfac <= 1300 then if lfac <= 1300 then
factor = self.GazelleViewFactors[lfac/100] --factor = self.GazelleViewFactors[lfac/100]
factor = 3.15
maxview = math.ceil((maxview*factor)/100)*100 maxview = math.ceil((maxview*factor)/100)*100
end end
if maxview > 8000 then maxview = 8000 end if maxview > 8000 then maxview = 8000 end
--self:I(string.format("corrected maxview=%.5f",maxview))
return viviheading, verticalview,maxview, not vivioff return viviheading, verticalview,maxview, not vivioff
end end
return 0,0,0,false return 0,0,0,false
end end
--- [Internal] Get the max line of sight based on unit head and camera nod via trigonometrie. Returns 0 if camera is off. --- [Internal] Get the max line of sight based on unit head and camera nod via trigonometry. Returns 0 if camera is off.
-- @param #PLAYERRECCE self -- @param #PLAYERRECCE self
-- @param Wrapper.Unit#UNIT unit The unit which LOS we want -- @param Wrapper.Unit#UNIT unit The unit which LOS we want
-- @param #number vheading Heading where the unit or camera is looking -- @param #number vheading Heading where the unit or camera is looking
@@ -488,12 +635,13 @@ end
function PLAYERRECCE:_GetActualMaxLOSight(unit,vheading, vnod, vivoff) function PLAYERRECCE:_GetActualMaxLOSight(unit,vheading, vnod, vivoff)
self:T(self.lid.."_GetActualMaxLOSight") self:T(self.lid.."_GetActualMaxLOSight")
if vivoff then return 0 end if vivoff then return 0 end
--if vnod < -0.03 then vnod = -0.03 end
local maxview = 0 local maxview = 0
if unit and unit:IsAlive() then if unit and unit:IsAlive() then
local typename = unit:GetTypeName() local typename = unit:GetTypeName()
maxview = self.MaxViewDistance[typename] or 8000 maxview = self.MaxViewDistance[typename] or 8000
local CamHeight = self.Cameraheight[typename] or 0 local CamHeight = self.Cameraheight[typename] or 0
if vnod > 0 then if vnod < 0 then
-- Looking down -- Looking down
-- determine max distance we're looking at -- determine max distance we're looking at
local beta = 90 local beta = 90
@@ -505,7 +653,7 @@ function PLAYERRECCE:_GetActualMaxLOSight(unit,vheading, vnod, vivoff)
maxview = c*1.2 -- +20% maxview = c*1.2 -- +20%
end end
end end
return maxview return math.abs(maxview)
end end
--- [User] Set callsign options for TTS output. See @{Wrapper.Group#GROUP.GetCustomCallSign}() on how to set customized callsigns. --- [User] Set callsign options for TTS output. See @{Wrapper.Group#GROUP.GetCustomCallSign}() on how to set customized callsigns.
@@ -1524,8 +1672,12 @@ function PLAYERRECCE:onafterRecceOnStation(From, Event, To, Client, Playername)
end end
if self.UseSRS then if self.UseSRS then
local grp = Client:GetGroup() local grp = Client:GetGroup()
local coord = grp:GetCoordinate()
if coord then
self.SRS:SetCoordinate(coord)
end
self.SRSQueue:NewTransmission(text1,nil,self.SRS,nil,2) self.SRSQueue:NewTransmission(text1,nil,self.SRS,nil,2)
self.SRSQueue:NewTransmission(text2tts,nil,self.SRS,nil,2) self.SRSQueue:NewTransmission(text2tts,nil,self.SRS,nil,3)
MESSAGE:New(text2,10,self.Name or "FACA"):ToCoalition(self.Coalition) MESSAGE:New(text2,10,self.Name or "FACA"):ToCoalition(self.Coalition)
else else
MESSAGE:New(text1,10,self.Name or "FACA"):ToClient(Client) MESSAGE:New(text1,10,self.Name or "FACA"):ToClient(Client)
@@ -1560,8 +1712,12 @@ function PLAYERRECCE:onafterRecceOffStation(From, Event, To, Client, Playername)
local text1 = "Going home!" local text1 = "Going home!"
if self.UseSRS then if self.UseSRS then
local grp = Client:GetGroup() local grp = Client:GetGroup()
local coord = grp:GetCoordinate()
if coord then
self.SRS:SetCoordinate(coord)
end
self.SRSQueue:NewTransmission(text1,nil,self.SRS,nil,2) self.SRSQueue:NewTransmission(text1,nil,self.SRS,nil,2)
self.SRSQueue:NewTransmission(texttts,nil,self.SRS,nil,2) self.SRSQueue:NewTransmission(texttts,nil,self.SRS,nil,3)
MESSAGE:New(text,10,self.Name or "FACA"):ToCoalition(self.Coalition) MESSAGE:New(text,10,self.Name or "FACA"):ToCoalition(self.Coalition)
else else
MESSAGE:New(text,10,self.Name or "FACA"):ToCoalition(self.Coalition) MESSAGE:New(text,10,self.Name or "FACA"):ToCoalition(self.Coalition)
@@ -1574,7 +1730,7 @@ end
-- @param #string From -- @param #string From
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
-- @param #table Targetsbyclock -- @param #table Targetsbyclock. #table with index 1..12 containing a #table of Wrapper.Unit#UNIT objects each.
-- @param Wrapper.Client#CLIENT Client -- @param Wrapper.Client#CLIENT Client
-- @param #string Playername -- @param #string Playername
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
@@ -1617,6 +1773,9 @@ function PLAYERRECCE:onafterTargetDetected(From, Event, To, Targetsbyclock, Clie
local ttstext = string.format("Target! %s! %s oh clock, %d %s!", ThreatTxt, i, targetdistance, dunits) local ttstext = string.format("Target! %s! %s oh clock, %d %s!", ThreatTxt, i, targetdistance, dunits)
if self.UseSRS then if self.UseSRS then
local grp = Client:GetGroup() local grp = Client:GetGroup()
if clientcoord then
self.SRS:SetCoordinate(clientcoord)
end
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10) self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10)
else else
MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client) MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client)
@@ -1653,6 +1812,10 @@ function PLAYERRECCE:onafterTargetDetected(From, Event, To, Targetsbyclock, Clie
local ttstext = string.format("%d targets! %s oh clock, %d %s!", targetno, i, targetdistance, dunits) local ttstext = string.format("%d targets! %s oh clock, %d %s!", targetno, i, targetdistance, dunits)
if self.UseSRS then if self.UseSRS then
local grp = Client:GetGroup() local grp = Client:GetGroup()
local coord = grp:GetCoordinate()
if coord then
self.SRS:SetCoordinate(coord)
end
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10) self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10)
else else
MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client) MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client)
@@ -1694,6 +1857,10 @@ function PLAYERRECCE:onafterIllumination(From, Event, To, Client, Playername, Ta
local ttstext = "Sunshine!" local ttstext = "Sunshine!"
if self.UseSRS then if self.UseSRS then
local grp = Client:GetGroup() local grp = Client:GetGroup()
local coord = grp:GetCoordinate()
if coord then
self.SRS:SetCoordinate(coord)
end
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10) self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10)
else else
MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client) MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client)
@@ -1733,6 +1900,10 @@ function PLAYERRECCE:onafterTargetsSmoked(From, Event, To, Client, Playername, T
local ttstext = "Smoke and Mirrors!" local ttstext = "Smoke and Mirrors!"
if self.UseSRS then if self.UseSRS then
local grp = Client:GetGroup() local grp = Client:GetGroup()
local coord = grp:GetCoordinate()
if coord then
self.SRS:SetCoordinate(coord)
end
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10) self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10)
else else
MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client) MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client)
@@ -1772,6 +1943,10 @@ function PLAYERRECCE:onafterTargetsFlared(From, Event, To, Client, Playername, T
local ttstext = "Fire works!" local ttstext = "Fire works!"
if self.UseSRS then if self.UseSRS then
local grp = Client:GetGroup() local grp = Client:GetGroup()
local coord = grp:GetCoordinate()
if coord then
self.SRS:SetCoordinate(coord)
end
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10) self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10)
else else
MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client) MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client)
@@ -1817,6 +1992,10 @@ function PLAYERRECCE:onafterTargetLasing(From, Event, To, Client, Target, Laserc
local ttstext = "Laser on!" local ttstext = "Laser on!"
if self.UseSRS then if self.UseSRS then
local grp = Client:GetGroup() local grp = Client:GetGroup()
local coord = grp:GetCoordinate()
if coord then
self.SRS:SetCoordinate(coord)
end
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10) self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10)
else else
MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client) MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client)
@@ -1831,9 +2010,8 @@ end
-- @param #string To -- @param #string To
-- @param Wrapper.Client#CLIENT Client -- @param Wrapper.Client#CLIENT Client
-- @param Wrapper.Unit#UNIT Target -- @param Wrapper.Unit#UNIT Target
-- @param #string Targettype
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:onafterShack(From, Event, To, Client, Target, Targettype) function PLAYERRECCE:onafterShack(From, Event, To, Client, Target)
self:T({From, Event, To}) self:T({From, Event, To})
local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations) local callsign = Client:GetGroup():GetCustomCallSign(self.ShortCallsign,self.Keepnumber,self.CallsignTranslations)
local Settings = ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS local Settings = ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS
@@ -1861,6 +2039,10 @@ function PLAYERRECCE:onafterShack(From, Event, To, Client, Target, Targettype)
local ttstext = "Shack!" local ttstext = "Shack!"
if self.UseSRS then if self.UseSRS then
local grp = Client:GetGroup() local grp = Client:GetGroup()
local coord = grp:GetCoordinate()
if coord then
self.SRS:SetCoordinate(coord)
end
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1) self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1)
else else
MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client) MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client)
@@ -1904,6 +2086,10 @@ function PLAYERRECCE:onafterTargetLOSLost(From, Event, To, Client, Target)
local ttstext = "Lost L O S!" local ttstext = "Lost L O S!"
if self.UseSRS then if self.UseSRS then
local grp = Client:GetGroup() local grp = Client:GetGroup()
local coord = grp:GetCoordinate()
if coord then
self.SRS:SetCoordinate(coord)
end
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10) self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,1,{grp},text,10)
else else
MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client) MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client)
@@ -1933,7 +2119,6 @@ function PLAYERRECCE:onafterTargetReport(From, Event, To, Client, TargetSet, Tar
end end
end end
end end
--self:__TargetReportSent(-2,Client, TargetSet, Target, Text)
return self return self
end end
@@ -1942,16 +2127,19 @@ end
-- @param #string From -- @param #string From
-- @param #string Event -- @param #string Event
-- @param #string To -- @param #string To
-- @param Wrapper.Client#CLIENT Client -- @param Wrapper.Client#CLIENT Client Client sending the report
-- @param Core.Set#SET_UNIT TargetSet -- @param #string Playername Player name
-- @param Wrapper.Unit#UNIT Target -- @param Core.Set#SET_UNIT TargetSet Set of targets
-- @param #string Text
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:onafterTargetReportSent(From, Event, To, Client, TargetSet) function PLAYERRECCE:onafterTargetReportSent(From, Event, To, Client, Playername, TargetSet)
self:T({From, Event, To}) self:T({From, Event, To})
local text = "Upload completed!" local text = "Upload completed!"
if self.UseSRS then if self.UseSRS then
local grp = Client:GetGroup() local grp = Client:GetGroup()
local coord = grp:GetCoordinate()
if coord then
self.SRS:SetCoordinate(coord)
end
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,1,{grp},text,10) self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,1,{grp},text,10)
else else
MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client) MESSAGE:New(text,10,self.Name or "FACA"):ToClient(Client)
+18 -12
View File
@@ -98,7 +98,7 @@ PLAYERTASK = {
--- PLAYERTASK class version. --- PLAYERTASK class version.
-- @field #string version -- @field #string version
PLAYERTASK.version="0.1.21" PLAYERTASK.version="0.1.22"
--- Generic task condition. --- Generic task condition.
-- @type PLAYERTASK.Condition -- @type PLAYERTASK.Condition
@@ -935,7 +935,7 @@ end
do do
------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------
-- PLAYERTASKCONTROLLER -- PLAYERTASKCONTROLLER
-- TODO: PLAYERTASKCONTROLLER -- TODO: PLAYERTASKCONTROLLER
-- DONE Playername customized -- DONE Playername customized
-- DONE Coalition-level screen info to SET based -- DONE Coalition-level screen info to SET based
-- DONE Flash directions -- DONE Flash directions
@@ -1552,7 +1552,7 @@ PLAYERTASKCONTROLLER.Messages = {
--- PLAYERTASK class version. --- PLAYERTASK class version.
-- @field #string version -- @field #string version
PLAYERTASKCONTROLLER.version="0.1.62" PLAYERTASKCONTROLLER.version="0.1.63"
--- Create and run a new TASKCONTROLLER instance. --- Create and run a new TASKCONTROLLER instance.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
@@ -1585,7 +1585,7 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
self.TaskQueue = FIFO:New() -- Utilities.FiFo#FIFO self.TaskQueue = FIFO:New() -- Utilities.FiFo#FIFO
self.TasksPerPlayer = FIFO:New() -- Utilities.FiFo#FIFO self.TasksPerPlayer = FIFO:New() -- Utilities.FiFo#FIFO
self.PrecisionTasks = FIFO:New() -- Utilities.FiFo#FIFO self.PrecisionTasks = FIFO:New() -- Utilities.FiFo#FIFO
self.PlayerMenu = {} -- #table --self.PlayerMenu = {} -- #table
self.FlashPlayer = {} -- #table self.FlashPlayer = {} -- #table
self.AllowFlash = false self.AllowFlash = false
self.lasttaskcount = 0 self.lasttaskcount = 0
@@ -2175,10 +2175,10 @@ function PLAYERTASKCONTROLLER:_EventHandler(EventData)
if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then
if EventData.IniPlayerName then if EventData.IniPlayerName then
self:T(self.lid.."Event for player: "..EventData.IniPlayerName) self:T(self.lid.."Event for player: "..EventData.IniPlayerName)
if self.PlayerMenu[EventData.IniPlayerName] then --if self.PlayerMenu[EventData.IniPlayerName] then
self.PlayerMenu[EventData.IniPlayerName]:Remove() --self.PlayerMenu[EventData.IniPlayerName]:Remove()
self.PlayerMenu[EventData.IniPlayerName] = nil --self.PlayerMenu[EventData.IniPlayerName] = nil
end --end
local text = "" local text = ""
if self.TasksPerPlayer:HasUniqueID(EventData.IniPlayerName) then if self.TasksPerPlayer:HasUniqueID(EventData.IniPlayerName) then
local task = self.TasksPerPlayer:PullByID(EventData.IniPlayerName) -- Ops.PlayerTask#PLAYERTASK local task = self.TasksPerPlayer:PullByID(EventData.IniPlayerName) -- Ops.PlayerTask#PLAYERTASK
@@ -2187,6 +2187,8 @@ function PLAYERTASKCONTROLLER:_EventHandler(EventData)
task:RemoveClient(Client) task:RemoveClient(Client)
--text = "Task aborted!" --text = "Task aborted!"
text = self.gettext:GetEntry("TASKABORT",self.locale) text = self.gettext:GetEntry("TASKABORT",self.locale)
self.ActiveTaskMenuTemplate:ResetMenu(Client)
self.JoinTaskMenuTemplate:ResetMenu(Client)
else else
task:RemoveClient(nil,EventData.IniPlayerName) task:RemoveClient(nil,EventData.IniPlayerName)
--text = "Task aborted!" --text = "Task aborted!"
@@ -2236,8 +2238,8 @@ function PLAYERTASKCONTROLLER:_EventHandler(EventData)
self.SRSQueue:NewTransmission(text,nil,self.SRS,timer.getAbsTime()+60,2,{EventData.IniGroup},text,30,self.BCFrequency,self.BCModulation) self.SRSQueue:NewTransmission(text,nil,self.SRS,timer.getAbsTime()+60,2,{EventData.IniGroup},text,30,self.BCFrequency,self.BCModulation)
end end
if EventData.IniPlayerName then if EventData.IniPlayerName then
self.PlayerMenu[EventData.IniPlayerName] = nil --self.PlayerMenu[EventData.IniPlayerName] = nil
local player = CLIENT:FindByName(EventData.IniUnitName) local player = _DATABASE:FindClient( EventData.IniUnitName )
self:_SwitchMenuForClient(player,"Info") self:_SwitchMenuForClient(player,"Info")
end end
end end
@@ -2949,7 +2951,7 @@ function PLAYERTASKCONTROLLER:_AddTask(Target)
task:HandleEvent(EVENTS.Shot) task:HandleEvent(EVENTS.Shot)
function task:OnEventShot(EventData) function task:OnEventShot(EventData)
local data = EventData -- Core.Event#EVENTDATA EventData local data = EventData -- Core.Event#EVENTDATA EventData
local wcat = data.Weapon:getCategory() -- cat 2 or 3 local wcat = Object.getCategory(data.Weapon) -- cat 2 or 3
local coord = data.IniUnit:GetCoordinate() or data.IniGroup:GetCoordinate() local coord = data.IniUnit:GetCoordinate() or data.IniGroup:GetCoordinate()
local vec2 = coord:GetVec2() or {x=0, y=0} local vec2 = coord:GetVec2() or {x=0, y=0}
local coal = data.IniCoalition local coal = data.IniCoalition
@@ -4003,8 +4005,9 @@ end
-- Note that this must be installed on your windows system. Can also be Google voice types, if you are using Google TTS. -- Note that this must be installed on your windows system. Can also be Google voice types, if you are using Google TTS.
-- @param #number Volume (Optional) Volume - between 0.0 (silent) and 1.0 (loudest) -- @param #number Volume (Optional) Volume - between 0.0 (silent) and 1.0 (loudest)
-- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS -- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS
-- @param Core.Point#COORDINATE Coordinate Coordinate from which the controller radio is sending
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey) function PLAYERTASKCONTROLLER:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,Coordinate)
self:T(self.lid.."SetSRS") self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- self.PathToSRS = PathToSRS or "C:\\Program Files\\DCS-SimpleRadio-Standalone" --
self.Gender = Gender or "male" -- self.Gender = Gender or "male" --
@@ -4029,6 +4032,9 @@ function PLAYERTASKCONTROLLER:SetSRS(Frequency,Modulation,PathToSRS,Gender,Cultu
if self.PathToGoogleKey then if self.PathToGoogleKey then
self.SRS:SetGoogle(self.PathToGoogleKey) self.SRS:SetGoogle(self.PathToGoogleKey)
end end
if Coordinate then
self.SRS:SetCoordinate(Coordinate)
end
self.SRSQueue = MSRSQUEUE:New(self.MenuName or self.Name) self.SRSQueue = MSRSQUEUE:New(self.MenuName or self.Name)
self.SRSQueue:SetTransmitOnlyWithPlayers(self.TransmitOnlyWithPlayers) self.SRSQueue:SetTransmitOnlyWithPlayers(self.TransmitOnlyWithPlayers)
return self return self
@@ -64,8 +64,6 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Presentations\RESCUEHELO\RescueHelo_Main.png)
--
-- # Recue Helo -- # Recue Helo
-- --
-- The rescue helo will fly in close formation with another unit, which is typically an aircraft carrier. -- The rescue helo will fly in close formation with another unit, which is typically an aircraft carrier.
+1 -1
View File
@@ -44,7 +44,7 @@
-- --
-- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function, -- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function,
-- * Then, you will **set the relevant parameters** to the transmission (see below), -- * Then, you will **set the relevant parameters** to the transmission (see below),
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function. -- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{#RADIO.Broadcast}() function.
-- --
-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Wrapper.Positionable#POSITIONABLE} -- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Wrapper.Positionable#POSITIONABLE}
-- --
@@ -17,15 +17,15 @@
--- Makes the radio speak. --- Makes the radio speak.
-- --
-- # RADIOSPEECH usage -- # RADIOSPEECH usage
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- --
-- @type RADIOSPEECH -- @type RADIOSPEECH
-- @extends Core.RadioQueue#RADIOQUEUE -- @extends Sound.RadioQueue#RADIOQUEUE
RADIOSPEECH = { RADIOSPEECH = {
ClassName = "RADIOSPEECH", ClassName = "RADIOSPEECH",
Vocabulary = { Vocabulary = {
+26 -19
View File
@@ -769,7 +769,7 @@ end
--- Play sound file (ogg or mp3) via SRS. --- Play sound file (ogg or mp3) via SRS.
-- @param #MSRS self -- @param #MSRS self
-- @param Sound.SoundFile#SOUNDFILE Soundfile Sound file to play. -- @param Sound.SoundOutput#SOUNDFILE Soundfile Sound file to play.
-- @param #number Delay Delay in seconds, before the sound file is played. -- @param #number Delay Delay in seconds, before the sound file is played.
-- @return #MSRS self -- @return #MSRS self
function MSRS:PlaySoundFile(Soundfile, Delay) function MSRS:PlaySoundFile(Soundfile, Delay)
@@ -797,7 +797,7 @@ end
--- Play a SOUNDTEXT text-to-speech object. --- Play a SOUNDTEXT text-to-speech object.
-- @param #MSRS self -- @param #MSRS self
-- @param Sound.SoundFile#SOUNDTEXT SoundText Sound text. -- @param Sound.SoundOutput#SOUNDTEXT SoundText Sound text.
-- @param #number Delay Delay in seconds, before the sound file is played. -- @param #number Delay Delay in seconds, before the sound file is played.
-- @return #MSRS self -- @return #MSRS self
function MSRS:PlaySoundText(SoundText, Delay) function MSRS:PlaySoundText(SoundText, Delay)
@@ -824,15 +824,16 @@ end
-- @param #MSRS self -- @param #MSRS self
-- @param #string Text Text message. -- @param #string Text Text message.
-- @param #number Delay Delay in seconds, before the message is played. -- @param #number Delay Delay in seconds, before the message is played.
-- @param Core.Point#COORDINATE Coordinate Coordinate.
-- @return #MSRS self -- @return #MSRS self
function MSRS:PlayText(Text, Delay) function MSRS:PlayText(Text, Delay, Coordinate)
if Delay and Delay>0 then if Delay and Delay>0 then
self:ScheduleOnce(Delay, MSRS.PlayText, self, Text, 0) self:ScheduleOnce(Delay, MSRS.PlayText, self, Text, nil, Coordinate)
else else
-- Get command line. -- Get command line.
local command=self:_GetCommand() local command=self:_GetCommand(nil,nil,nil,nil,nil,nil,nil,nil,nil,nil,Coordinate)
-- Append text. -- Append text.
command=command..string.format(" --text=\"%s\"", tostring(Text)) command=command..string.format(" --text=\"%s\"", tostring(Text))
@@ -856,11 +857,12 @@ end
-- @param #string Voice Voice. -- @param #string Voice Voice.
-- @param #number Volume Volume. -- @param #number Volume Volume.
-- @param #string Label Label. -- @param #string Label Label.
-- @param Core.Point#COORDINATE Coordinate Coordinate.
-- @return #MSRS self -- @return #MSRS self
function MSRS:PlayTextExt(Text, Delay, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label) function MSRS:PlayTextExt(Text, Delay, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label, Coordinate)
if Delay and Delay>0 then if Delay and Delay>0 then
self:ScheduleOnce(Delay, MSRS.PlayTextExt, self, Text, 0, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label) self:ScheduleOnce(Delay, MSRS.PlayTextExt, self, Text, 0, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label, Coordinate)
else else
-- Ensure table. -- Ensure table.
@@ -874,7 +876,7 @@ function MSRS:PlayTextExt(Text, Delay, Frequencies, Modulations, Gender, Culture
end end
-- Get command line. -- Get command line.
local command=self:_GetCommand(Frequencies, Modulations, nil, Gender, Voice, Culture, Volume, nil, nil, Label) local command=self:_GetCommand(Frequencies, Modulations, nil, Gender, Voice, Culture, Volume, nil, nil, Label, Coordinate)
-- Append text. -- Append text.
command=command..string.format(" --text=\"%s\"", tostring(Text)) command=command..string.format(" --text=\"%s\"", tostring(Text))
@@ -1065,8 +1067,9 @@ end
-- @param #number speed Speed. -- @param #number speed Speed.
-- @param #number port Port. -- @param #number port Port.
-- @param #string label Label, defaults to "ROBOT" (displayed sender name in the radio overlay of SRS) - No spaces allowed! -- @param #string label Label, defaults to "ROBOT" (displayed sender name in the radio overlay of SRS) - No spaces allowed!
-- @param Core.Point#COORDINATE coordinate Coordinate.
-- @return #string Command. -- @return #string Command.
function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, speed, port,label) function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, speed, port,label,coordinate)
local path=self:GetPath() or STTS.DIRECTORY local path=self:GetPath() or STTS.DIRECTORY
local exe=STTS.EXECUTABLE or "DCS-SR-ExternalAudio.exe" local exe=STTS.EXECUTABLE or "DCS-SR-ExternalAudio.exe"
@@ -1080,6 +1083,7 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
speed=speed or self.speed speed=speed or self.speed
port=port or self.port port=port or self.port
label=label or self.Label label=label or self.Label
coordinate=coordinate or self.coordinate
-- Replace modulation -- Replace modulation
modus=modus:gsub("0", "AM") modus=modus:gsub("0", "AM")
@@ -1104,8 +1108,8 @@ function MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, sp
end end
-- Set coordinate. -- Set coordinate.
if self.coordinate then if coordinate then
local lat,lon,alt=self:_GetLatLongAlt(self.coordinate) local lat,lon,alt=self:_GetLatLongAlt(coordinate)
command=command..string.format(" -L %.4f -O %.4f -A %d", lat, lon, alt) command=command..string.format(" -L %.4f -O %.4f -A %d", lat, lon, alt)
end end
@@ -1239,7 +1243,7 @@ function MSRS:LoadConfigFile(Path,Filename,ConfigLoaded)
self.gender = MSRS_Config.Gender or "male" self.gender = MSRS_Config.Gender or "male"
self.google = MSRS_Config.Google self.google = MSRS_Config.Google
self.Label = MSRS_Config.Label or "MSRS" self.Label = MSRS_Config.Label or "MSRS"
self.voice = MSRS_Config.Voice or MSRS.Voices.Microsoft.Hazel self.voice = MSRS_Config.Voice --or MSRS.Voices.Microsoft.Hazel
if MSRS_Config.GRPC then if MSRS_Config.GRPC then
self.provider = MSRS_Config.GRPC.DefaultProvider self.provider = MSRS_Config.GRPC.DefaultProvider
if MSRS_Config.GRPC[MSRS_Config.GRPC.DefaultProvider] then if MSRS_Config.GRPC[MSRS_Config.GRPC.DefaultProvider] then
@@ -1263,7 +1267,7 @@ function MSRS:LoadConfigFile(Path,Filename,ConfigLoaded)
MSRS.gender = MSRS_Config.Gender or "male" MSRS.gender = MSRS_Config.Gender or "male"
MSRS.google = MSRS_Config.Google MSRS.google = MSRS_Config.Google
MSRS.Label = MSRS_Config.Label or "MSRS" MSRS.Label = MSRS_Config.Label or "MSRS"
MSRS.voice = MSRS_Config.Voice or MSRS.Voices.Microsoft.Hazel MSRS.voice = MSRS_Config.Voice --or MSRS.Voices.Microsoft.Hazel
if MSRS_Config.GRPC then if MSRS_Config.GRPC then
MSRS.provider = MSRS_Config.GRPC.DefaultProvider MSRS.provider = MSRS_Config.GRPC.DefaultProvider
if MSRS_Config.GRPC[MSRS_Config.GRPC.DefaultProvider] then if MSRS_Config.GRPC[MSRS_Config.GRPC.DefaultProvider] then
@@ -1417,7 +1421,7 @@ end
--- Replacement function for @{#MSRS.PlaySoundText} --- Replacement function for @{#MSRS.PlaySoundText}
-- @param #MSRS self -- @param #MSRS self
-- @param Sound.SoundFile#SOUNDTEXT SoundText Sound text. -- @param Sound.SoundOutput#SOUNDTEXT SoundText Sound text.
-- @param #number Delay Delay in seconds, before the sound file is played. -- @param #number Delay Delay in seconds, before the sound file is played.
-- @return #MSRS self -- @return #MSRS self
MSRS_BACKEND_DCSGRPC.Functions.PlaySoundText = function (self, SoundText, Delay) MSRS_BACKEND_DCSGRPC.Functions.PlaySoundText = function (self, SoundText, Delay)
@@ -1649,6 +1653,7 @@ MSRSQUEUE = {
-- @field #string voice Voice if any -- @field #string voice Voice if any
-- @field #number volume Volume -- @field #number volume Volume
-- @field #string label Label to be used -- @field #string label Label to be used
-- @field Core.Point#COORDINATE coordinate Coordinate for this transmission
--- Create a new MSRSQUEUE object for a given radio frequency/modulation. --- Create a new MSRSQUEUE object for a given radio frequency/modulation.
-- @param #MSRSQUEUE self -- @param #MSRSQUEUE self
@@ -1672,7 +1677,7 @@ end
-- @param #MSRSQUEUE self -- @param #MSRSQUEUE self
-- @return #MSRSQUEUE self The MSRSQUEUE object. -- @return #MSRSQUEUE self The MSRSQUEUE object.
function MSRSQUEUE:Clear() function MSRSQUEUE:Clear()
self:I(self.lid.."Clearning MSRSQUEUE") self:I(self.lid.."Clearing MSRSQUEUE")
self.queue={} self.queue={}
return self return self
end end
@@ -1733,8 +1738,9 @@ end
-- @param #string voice Specific voice -- @param #string voice Specific voice
-- @param #number volume Volume setting -- @param #number volume Volume setting
-- @param #string label Label to be used -- @param #string label Label to be used
-- @param Core.Point#COORDINATE coordinate Coordinate to be used
-- @return #MSRSQUEUE.Transmission Radio transmission table. -- @return #MSRSQUEUE.Transmission Radio transmission table.
function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgroups, subtitle, subduration, frequency, modulation, gender, culture, voice, volume, label) function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgroups, subtitle, subduration, frequency, modulation, gender, culture, voice, volume, label,coordinate)
if self.TransmitOnlyWithPlayers then if self.TransmitOnlyWithPlayers then
if self.PlayerSet and self.PlayerSet:CountAlive() == 0 then if self.PlayerSet and self.PlayerSet:CountAlive() == 0 then
@@ -1772,8 +1778,9 @@ function MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgr
transmission.gender = gender transmission.gender = gender
transmission.culture = culture transmission.culture = culture
transmission.voice = voice transmission.voice = voice
transmission.gender = volume transmission.volume = volume
transmission.label = label transmission.label = label
transmission.coordinate = coordinate
-- Add transmission to queue. -- Add transmission to queue.
self:AddTransmission(transmission) self:AddTransmission(transmission)
@@ -1787,9 +1794,9 @@ end
function MSRSQUEUE:Broadcast(transmission) function MSRSQUEUE:Broadcast(transmission)
if transmission.frequency then if transmission.frequency then
transmission.msrs:PlayTextExt(transmission.text, nil, transmission.frequency, transmission.modulation, transmission.gender, transmission.culture, transmission.voice, transmission.volume, transmission.label) transmission.msrs:PlayTextExt(transmission.text, nil, transmission.frequency, transmission.modulation, transmission.gender, transmission.culture, transmission.voice, transmission.volume, transmission.label, transmission.coordinate)
else else
transmission.msrs:PlayText(transmission.text) transmission.msrs:PlayText(transmission.text,nil,transmission.coordinate)
end end
local function texttogroup(gid) local function texttogroup(gid)
@@ -313,7 +313,7 @@ do -- Text-To-Speech
-- --
-- ## Specific Voice -- ## Specific Voice
-- --
-- You can use a specific voice for the transmission with the @{SOUNDTEXT.SetVoice}(*VoiceName*) function. Here are some examples -- You can use a specific voice for the transmission with the @{#SOUNDTEXT.SetVoice}(*VoiceName*) function. Here are some examples
-- --
-- * Name: Microsoft Hazel Desktop, Culture: en-GB, Gender: Female, Age: Adult, Desc: Microsoft Hazel Desktop - English (Great Britain) -- * Name: Microsoft Hazel Desktop, Culture: en-GB, Gender: Female, Age: Adult, Desc: Microsoft Hazel Desktop - English (Great Britain)
-- * Name: Microsoft David Desktop, Culture: en-US, Gender: Male, Age: Adult, Desc: Microsoft David Desktop - English (United States) -- * Name: Microsoft David Desktop, Culture: en-US, Gender: Male, Age: Adult, Desc: Microsoft David Desktop - English (United States)
@@ -162,12 +162,12 @@
-- choose from 2 added menu options either to accept or reject the assigned task within 30 seconds. -- choose from 2 added menu options either to accept or reject the assigned task within 30 seconds.
-- If the task is not accepted within 30 seconds; the task will be cancelled and a new task will be assigned. -- If the task is not accepted within 30 seconds; the task will be cancelled and a new task will be assigned.
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #COMMANDCENTER -- @field #COMMANDCENTER
COMMANDCENTER = { COMMANDCENTER = {
ClassName = "COMMANDCENTER", ClassName = "COMMANDCENTER",
@@ -339,7 +339,7 @@ end
--- Gets the coalition of the command center. --- Gets the coalition of the command center.
-- @param #COMMANDCENTER self -- @param #COMMANDCENTER self
-- @return DCScoalition#coalition -- @return #number Coalition of the command center.
function COMMANDCENTER:GetCoalition() function COMMANDCENTER:GetCoalition()
return self.CommandCenterCoalition return self.CommandCenterCoalition
@@ -18,7 +18,7 @@
-- Derived classes need to implement the method @{#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report. -- Derived classes need to implement the method @{#DETECTION_MANAGER.GetReportDisplayTime}() to use the correct display time for displayed messages during a report.
-- --
-- Reporting can be started and stopped using the methods @{#DETECTION_MANAGER.StartReporting}() and @{#DETECTION_MANAGER.StopReporting}() respectively. -- Reporting can be started and stopped using the methods @{#DETECTION_MANAGER.StartReporting}() and @{#DETECTION_MANAGER.StopReporting}() respectively.
-- If an ad-hoc report is requested, use the method @{#DETECTION_MANAGER#ReportNow}(). -- If an ad-hoc report is requested, use the method @{#DETECTION_MANAGER.ReportNow}().
-- --
-- The default reporting interval is every 60 seconds. The reporting messages are displayed 15 seconds. -- The default reporting interval is every 60 seconds. The reporting messages are displayed 15 seconds.
-- --
@@ -32,12 +32,12 @@
-- ------------------------------- -- -------------------------------
-- The @{#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance. -- The @{#DETECTION_REPORTING.New}() method creates a new DETECTION_REPORTING instance.
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing -- ### Contributions: Mechanist, Prof_Hilactic, FlightControl - Concept & Testing
+6 -6
View File
@@ -117,12 +117,12 @@
-- - @{#MISSION.ReportPlayersPerTask}(): Generates a report showing the active players per task. -- - @{#MISSION.ReportPlayersPerTask}(): Generates a report showing the active players per task.
-- - @{#MISSION.ReportPlayersProgress}(): Generates a report showing the task progress per player. -- - @{#MISSION.ReportPlayersProgress}(): Generates a report showing the task progress per player.
-- --
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #MISSION -- @field #MISSION
MISSION = { MISSION = {
ClassName = "MISSION", ClassName = "MISSION",
+7 -7
View File
@@ -203,12 +203,12 @@
-- --
-- These different completion states are important for the mission designer to reflect scoring to a player. -- These different completion states are important for the mission designer to reflect scoring to a player.
-- A success could mean a positive score to be given, while a failure could mean a negative score or penalties to be awarded. -- A success could mean a positive score to be given, while a failure could mean a negative score or penalties to be awarded.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- === -- ===
-- --
-- ### Author(s): **FlightControl** -- ### Author(s): **FlightControl**
@@ -1773,7 +1773,7 @@ do -- Links
--- Set detection of a task --- Set detection of a task
-- @param #TASK self -- @param #TASK self
-- @param Function.Detection#DETECTION_BASE Detection -- @param Functional.Detection#DETECTION_BASE Detection
-- @param DetectedItem -- @param DetectedItem
-- @return #TASK -- @return #TASK
function TASK:SetDetection( Detection, DetectedItem ) function TASK:SetDetection( Detection, DetectedItem )
+7 -7
View File
@@ -18,12 +18,12 @@
-- # TASKINFO class, extends @{Core.Base#BASE} -- # TASKINFO class, extends @{Core.Base#BASE}
-- --
-- ## The TASKINFO class implements the methods to contain information and display information of a task. -- ## The TASKINFO class implements the methods to contain information and display information of a task.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --
-- @field #TASKINFO -- @field #TASKINFO
TASKINFO = { TASKINFO = {
ClassName = "TASKINFO", ClassName = "TASKINFO",
@@ -256,7 +256,7 @@ end
--- Add Cargo. --- Add Cargo.
-- @param #TASKINFO self -- @param #TASKINFO self
-- @param Core.Cargo#CARGO Cargo -- @param Cargo.Cargo#CARGO Cargo
-- @param #number Order The display order, which is a number from 0 to 100. -- @param #number Order The display order, which is a number from 0 to 100.
-- @param #TASKINFO.Detail Detail The detail Level. -- @param #TASKINFO.Detail Detail The detail Level.
-- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports. -- @param #boolean Keep (optional) If true, this would indicate that the planned taskinfo would be persistent when the task is completed, so that the original planned task info is used at the completed reports.
+1 -1
View File
@@ -35,7 +35,7 @@ do -- TASK_A2A
-- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed. -- * @{#TASK_A2A.SetScoreOnDestroy}(): Set a score when a target in scope of the A2A attack, has been destroyed.
-- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed. -- * @{#TASK_A2A.SetScoreOnSuccess}(): Set a score when all the targets in scope of the A2A attack, have been destroyed.
-- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed. -- * @{#TASK_A2A.SetPenaltyOnFailed}(): Set a penalty when the A2A attack has failed.
-- --
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE

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