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Author SHA1 Message Date
Thomas 462b545968 Merge pull request #2502 from FlightControl-Master/Applevangelist-patch-2
Delete Moose Development/Moose/Modules_local.lua
2026-02-06 14:37:40 +01:00
Thomas d12ad85fbd Delete Moose Development/Moose/Modules_local.lua 2026-02-06 14:37:23 +01:00
Thomas 887b918f4d Merge pull request #2501 from FlightControl-Master/Applevangelist-patch-1
Delete Moose Development/Moose/AI directory
2026-02-06 14:36:45 +01:00
Thomas d4de219032 Delete Moose Development/Moose/AI directory 2026-02-06 14:36:32 +01:00
Applevangelist 7616b63fae Merge remote-tracking branch 'origin/develop' into develop 2026-02-06 14:35:52 +01:00
Applevangelist aade99a0e6 Merge remote-tracking branch 'origin/master-ng' into develop
# Conflicts:
#	Moose Development/Moose/AI/AI_A2G_BAI.lua
#	Moose Development/Moose/AI/AI_CAP.lua
#	Moose Development/Moose/Modules_local.lua
2026-02-06 14:35:47 +01:00
Thomas 1781f5e7d6 Delete Moose Development/Moose/Functional/MissileTrainer.lua 2026-02-06 14:29:19 +01:00
Applevangelist f8b5bd8002 #RAT - added new RAT:SetMinCruiseSpeed() method from @HawaiianRyan 2026-02-06 14:10:48 +01:00
Thomas 1d4e77cf05 Update build-docs.yml 2026-02-06 13:53:52 +01:00
Thomas b77a7255cb Update build-docs.yml 2026-02-06 13:06:16 +01:00
Thomas 353904d52f Update build-docs.yml 2026-02-06 12:58:55 +01:00
Thomas 01bd1e4428 Update build-includes.yml 2026-02-06 12:56:08 +01:00
Thomas 05b06680bc Update gh-pages.yml 2026-02-06 12:55:19 +01:00
Thomas 1f71d11713 Update Modules.lua 2026-02-06 12:51:47 +01:00
Thomas bd6486fb8a Delete Moose Development/Moose/Modules_local.lua 2026-02-06 12:48:30 +01:00
Thomas d28ab00443 Delete Moose Development/Moose/Tasking directory
prep master-ng
2026-02-06 12:48:08 +01:00
Thomas 8cb06cc3b0 Delete Moose Development/Moose/Actions directory
prep master-ng
2026-02-06 12:47:49 +01:00
Thomas ea330128ca Delete Moose Development/Moose/AI directory
Prep master-ng branch
2026-02-06 12:47:29 +01:00
Thomas 8ce00545ee Merge pull request #2500 from FlightControl-Master/master
Merge from master
2026-02-06 12:38:49 +01:00
Thomas 130d358f4a Merge pull request #2499 from shaji-Dev/master
[FIXED] nil function
2026-02-06 12:37:28 +01:00
shaji-Dev 49476abb9f Merge branch 'FlightControl-Master:master' into master 2026-02-06 11:27:21 +01:00
smiki a02b99036b [FIXED] nil function 2026-02-06 11:26:57 +01:00
Applevangelist 63ba258085 Merge remote-tracking branch 'origin/master' into develop 2026-02-05 12:21:31 +01:00
Applevangelist 5e2481af7a xx 2026-02-05 12:21:13 +01:00
Applevangelist dab6f48fe9 xx 2026-02-05 12:20:48 +01:00
Thomas 6dc840c24d Merge pull request #2498 from FlightControl-Master/master
Merge from master
2026-02-05 12:19:30 +01:00
Thomas 23c9ea0961 Merge pull request #2497 from shaji-Dev/master
Optimizations
2026-02-05 12:18:41 +01:00
smiki d0b04ebbbd Optimizations 2026-02-05 10:52:44 +01:00
smiki bd64d084e9 Optimizations 2026-02-05 10:49:48 +01:00
Thomas f6555a45ae Merge pull request #2496 from FlightControl-Master/master
Merge
2026-01-30 06:40:52 +01:00
Thomas c91b59f8cd Merge pull request #2495 from shaji-Dev/master
COMMANDER and CHIEF fixes and additions
2026-01-30 06:39:41 +01:00
smiki a699300f5f [ADDED] COMMANDER:CanMission(Mission) and CHIEF:CanMission(Mission) 2026-01-29 21:43:27 +01:00
smiki 6e12c5c1d0 [FIX] Added Alias to COMMANDER init from CHIEF 2026-01-29 18:34:37 +01:00
smiki 852fc1d2d5 Merge branch 'master' of https://github.com/shaji-Dev/MOOSE
# Conflicts:
#	Moose Development/Moose/Core/Event.lua
2026-01-29 18:33:35 +01:00
smiki c2c957b859 [FIX] Added Alias to COMMANDER init from CHIEF 2026-01-29 18:32:04 +01:00
Applevangelist e996b5fc16 Merge remote-tracking branch 'origin/master' into develop 2026-01-28 14:42:20 +01:00
Applevangelist f20c22ab49 #EVENT - Save some memory by avoiding to register SCENERY yet unregistered and avoiding creating COORDINATEs on Marks (still has a Vec3) when not switched on 2026-01-28 14:41:51 +01:00
smiki 1e200511cb [FIX] Memory leak caused by continuous F10 redrawing that for marker (add, remove) which creates new coordinate. 2026-01-28 12:06:11 +01:00
smiki 80f2a0ef39 [FIX] Memory leak caused by continuous F10 redrawing that for marker (add, remove) which creates new coordinate. 2026-01-28 12:05:32 +01:00
smiki ae156259c0 [FIX] Memory leak caused by players bombing neighborhoods and creating hundreds of Dead events for scenery that registers their objects. 2026-01-28 12:01:53 +01:00
smiki 39e3f8b646 [FIX] Memory leak caused by continuous F10 redrawing that for marker (add, remove) which creates new coordinate. 2026-01-28 11:56:09 +01:00
Applevangelist 02d1f70386 Merge remote-tracking branch 'origin/develop' into develop 2026-01-25 13:15:21 +01:00
Applevangelist 5251041ed2 Merge remote-tracking branch 'origin/master' into develop 2026-01-25 13:15:17 +01:00
Applevangelist ac61c3a55c #MANTIS - Added more flags for systems able to shoot down incoming missiles
#SEAD/#SHORAD/#MANTIS - Fixed logic and governance problems with SHORAD engagement
2026-01-25 13:14:53 +01:00
Thomas 38f4b0c53d Merge pull request #2493 from FlightControl-Master/master
Merge
2026-01-24 18:47:12 +01:00
Thomas 1054ffa7ac Merge pull request #2492 from leka1986/patch-8
Update CTLD.lua
2026-01-24 18:46:17 +01:00
leka1986 41503ae625 Update CTLD.lua
fixed menu getting deleted.
2026-01-24 18:00:25 +01:00
Applevangelist 4ff7e74e3c Merge remote-tracking branch 'origin/master' into develop 2026-01-24 16:21:58 +01:00
Applevangelist 1ee90e67b2 #UTILS - LoadStationaryListOfGroups() added option to (randomly) restore dead units on reload. 2026-01-24 16:21:37 +01:00
Applevangelist 419d85831c Merge remote-tracking branch 'origin/master' into develop 2026-01-24 16:17:27 +01:00
Applevangelist d0ce7f1aa6 xx 2026-01-24 16:16:50 +01:00
Thomas 754f090c61 Merge pull request #2491 from FlightControl-Master/master
Merge
2026-01-23 19:22:30 +01:00
Thomas c387749a81 Merge pull request #2490 from leka1986/patch-7
Fixed bugs
2026-01-23 19:21:22 +01:00
Applevangelist f68a2e6272 Merge remote-tracking branch 'origin/master' into develop 2026-01-23 18:21:41 +01:00
Applevangelist b980c5d93a #EasyA2G/GCICAP - Added option to set Squadron Turnovertime 2026-01-23 18:20:24 +01:00
leka1986 49332fafec Fixed bugs
Fixed bugs for load troops.

Added Mi-8 to the prevention method for ignoring what is inside when trying to build crates.

Removed return self if the player is trying to build stuff that is outside the helicopter or C-130, while he still have stuff inside. Cargo will be built but it will ignore what is inside.

Removed the menu "Others" if there is no sub category involved for that type. If user have crates subcat but not troops subcat, it won't show "others".
2026-01-22 18:45:23 +01:00
Applevangelist 2e69911bcc Merge remote-tracking branch 'origin/master' into develop 2026-01-22 17:19:21 +01:00
Applevangelist 3ab3278db4 xx 2026-01-22 17:18:59 +01:00
Applevangelist 70ad9d442b Merge remote-tracking branch 'origin/master' into develop 2026-01-22 12:35:52 +01:00
Applevangelist 7a3ea2918d #SEAD/#MANTIS - Adding functions for non-suppression of groups capable of HARM defense
#CTLD/#CSAR - Added data for A/M-H6J
2026-01-22 12:35:16 +01:00
Thomas c839a015af Merge pull request #2489 from FlightControl-Master/master
Update Utils.lua
2026-01-20 11:41:20 +01:00
Thomas 9c0394f035 Update Utils.lua
#UTILS - Added  `UTILS.Vec3toVec2(Vec3)`
2026-01-20 11:38:34 +01:00
Applevangelist be42b7e604 Merge remote-tracking branch 'origin/master' into develop 2026-01-12 13:14:17 +01:00
Applevangelist 9536d368b0 xx 2026-01-12 13:13:48 +01:00
Applevangelist c94f0fa34b Merge remote-tracking branch 'origin/master' into develop 2026-01-12 08:49:07 +01:00
Applevangelist 9426905959 #AIRBASE - Fix parking data table could be nil 2026-01-12 08:48:37 +01:00
Applevangelist ffaf2efd06 Merge remote-tracking branch 'origin/master' into develop 2026-01-09 15:41:19 +01:00
Applevangelist 99b7b4b057 #EASYGCICAP - Fix error in setting floor/ceiling for corridors 2026-01-09 15:38:05 +01:00
Applevangelist 22a63a8fb0 Merge remote-tracking branch 'origin/master' into develop 2026-01-08 18:52:27 +01:00
Applevangelist 2fdbdb4058 #RECOVERYTANKER - Ensure correct "F10 Name" for A6E if used as tanker 2026-01-08 18:51:13 +01:00
Applevangelist 0a509c4723 Merge remote-tracking branch 'origin/master' into develop 2026-01-08 13:11:49 +01:00
Applevangelist 898405e15f Merge remote-tracking branch 'origin/master' 2026-01-08 13:11:34 +01:00
Applevangelist 7259038b1c xx 2026-01-08 13:10:48 +01:00
Applevangelist 3886351490 xx 2026-01-08 13:10:37 +01:00
Thomas 30f0eca0f4 Merge pull request #2488 from FlightControl-Master/master
Merge
2026-01-05 07:38:54 +01:00
Thomas 3aedf8e5d0 Merge pull request #2487 from leka1986/patch-14
Update CTLD.lua
2026-01-05 06:58:07 +01:00
leka1986 aed2f1d8a9 Enhance troop loading logic and messaging
noticed a bug, I could load troops outside the zone when choosing amount. I could also load without the door was even checked.

Combined the troop drop to one message instead of multiple messages for each dropped group.
2026-01-05 04:18:57 +01:00
leka1986 3504797147 Update CTLD.lua
Fixed so the Engineer can remove all the items when he is building from an airdrop.

Added a function that I use, CanGetCrates, it's a check before getting it if the conditions are met.

Added small fixes where calling FindCratesNearBy would remove the units when it's called by the function RemoveCratesNearBy when it was checking the surroundings and it should ignore what is inside. In the case of C-130 and the CH-47.

Added how many crates are dropped when getting statics.

Expanded OnAfterTroopsRTB to accept chunk, ie the number of units which is returned.
2026-01-05 03:43:28 +01:00
Applevangelist 87082de9c4 Merge remote-tracking branch 'origin/master' into develop 2026-01-04 17:53:36 +01:00
Applevangelist 3cfaa60ebb #VARIOUS fixes 2026-01-04 17:52:55 +01:00
Applevangelist e51c1d0b85 Merge remote-tracking branch 'origin/develop' into develop 2026-01-03 17:26:39 +01:00
Applevangelist ca540bfd90 Merge remote-tracking branch 'origin/master' into develop 2026-01-03 17:26:37 +01:00
Applevangelist 2d930ff2dd #SCORING - missed data for saving in format() 2026-01-03 17:26:17 +01:00
Frank e29f545c1e Merge branch 'master' into develop 2025-12-31 13:17:27 +01:00
Frank 11a8792398 Update Warehouse.lua
- fixed bug that assets cannot be found in DB and therefore are not added to the requesting warehouse
2025-12-31 13:17:13 +01:00
Applevangelist bf155a0beb Merge remote-tracking branch 'origin/master' into develop 2025-12-30 10:40:50 +01:00
Applevangelist f7556fac0e #UNIT - Added GetFuelMassMax() and GetCurrentFileKgs() 2025-12-30 10:40:27 +01:00
Applevangelist a3d77a5a71 Merge remote-tracking branch 'origin/master' into develop 2025-12-30 09:26:48 +01:00
Applevangelist 394f3ffd88 #AIRBASE - Small fix for #ParkingSpots == 0 2025-12-30 09:26:07 +01:00
Applevangelist bff5f79282 Merge remote-tracking branch 'origin/master' into develop 2025-12-29 18:09:16 +01:00
Applevangelist a3d7b4eba9 #AIRWING - Check if STORAGE object has NO warehouse! 2025-12-29 18:08:53 +01:00
Applevangelist a49288200e Merge remote-tracking branch 'origin/master' into develop 2025-12-29 14:01:43 +01:00
Applevangelist b94f36dfdf #AIRBASE - Added AIRBASE:GetMinimumBoundingCircleFromParkingSpots(mark)
#CSAR - Use `AIRBASE:GetMinimumBoundingCircleFromParkingSpots()` to determine if we're actually standing on an airbase somewhere
2025-12-29 14:01:10 +01:00
Applevangelist 8eae7ac26b #UTILS - Added functions to get a (minimum) bounding circle from a table of VEC2s 2025-12-29 13:43:45 +01:00
Applevangelist 7bac1d3b92 #UTILS - Added CALLSIGN.Intruder enumeration for the A-6E 2025-12-29 12:36:30 +01:00
Applevangelist b31b11cda8 #CSAR - Enforce pilot names on AI for saving
#SPAWN - Added use of CALLSIGN.Intruder for random callsigns of the A-6E
2025-12-29 12:35:59 +01:00
Applevangelist fc809964c7 Merge remote-tracking branch 'origin/master' into develop 2025-12-29 10:48:57 +01:00
Applevangelist d000ad76f8 #CSAR - Corrected Airbase dist finding solution 2025-12-29 10:48:23 +01:00
Applevangelist 3f5936bceb Merge remote-tracking branch 'origin/master' into develop 2025-12-28 17:56:48 +01:00
Applevangelist 29b244d843 #AIRWING - make airwing fill airbase storage with aircraft types when adding a Squadron and if necessary, ie not unlimited storage and storage lower than squadron assets number 2025-12-28 17:53:49 +01:00
Applevangelist fef1976a6f Merge remote-tracking branch 'origin/master' into develop 2025-12-28 16:52:14 +01:00
Applevangelist 1eb6dbc7f2 xx 2025-12-28 16:51:41 +01:00
Applevangelist d16eb74e1b Merge remote-tracking branch 'origin/master' into develop 2025-12-28 14:06:38 +01:00
Applevangelist 945b9bdf31 #ZONE - Typo in docu 2025-12-28 14:05:24 +01:00
Applevangelist b75e383956 #SCORING - enable saving and loading of per-game name scores for persistence across restarts 2025-12-28 14:05:24 +01:00
Applevangelist 15de1d58b0 #PLAYERTASK
* Changed startup timing slightly to allow task reloading working better
* Changed coordinate output format for INTERCEPT tasks on non A2A managers to A2A
2025-12-28 14:05:24 +01:00
Applevangelist 79ce3871ea #INTEL - Added option to read properties CorridorCeiling and CorridorFloor from Zone properties to allow individual settings per zone 2025-12-28 14:05:24 +01:00
Thomas 646fa8b7e6 Merge pull request #2485 from FlightControl-Master/master
Merge
2025-12-28 09:01:42 +01:00
Thomas 84c68ccf14 Merge pull request #2484 from shaji-Dev/master
[ADDED] Hidden options to SPAWNSTATIC
2025-12-28 09:00:26 +01:00
Shafik 93d0a8b674 [ADDED] Hidden options to SPAWNSTATIC 2025-12-28 09:43:45 +02:00
Shafik 8a33ccd356 [ADDED] Hidden options to SPAWNSTATIC 2025-12-28 02:49:14 +02:00
Thomas 7ff8978ca7 Merge pull request #2483 from FlightControl-Master/master
Merge from master
2025-12-24 08:21:06 +01:00
Thomas 9473cc2b27 Merge pull request #2482 from leka1986/patch-12
Bug fixes and functions.
2025-12-24 08:20:03 +01:00
leka1986 448d668b44 Bug fixes and functions.
Fixed a bug where units could still get items all though not in load zone.

Added CanGetCrates, it's a function where user can hook custom conditions.

Added CanGetUnits, same as the above.

Added CanBuildCrates, same as the first one.
2025-12-24 00:00:30 +01:00
Applevangelist 635c8dc2ad Merge remote-tracking branch 'origin/master' into develop 2025-12-23 17:17:34 +01:00
Applevangelist 8c0e021e82 #CTLD - Make FSM event CratesDropped useable for tasking 2025-12-23 17:16:57 +01:00
Applevangelist 022854fa37 Merge remote-tracking branch 'origin/master' into develop 2025-12-22 14:10:14 +01:00
Applevangelist a72d3afd1c xx 2025-12-22 14:09:37 +01:00
Applevangelist 1f062fe7b4 Merge remote-tracking branch 'origin/master' into develop 2025-12-22 12:22:13 +01:00
Applevangelist 68aab10902 xx 2025-12-22 12:21:42 +01:00
Applevangelist b9be0341f5 Merge remote-tracking branch 'origin/master' into develop 2025-12-21 19:17:31 +01:00
Applevangelist b712c44567 xx 2025-12-21 19:17:02 +01:00
Applevangelist 12a118d08f xx 2025-12-21 18:48:33 +01:00
Applevangelist b1b9db7333 xx 2025-12-21 18:48:24 +01:00
Applevangelist 28e08035f2 Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Ops/EasyA2G.lua
#	Moose Development/Moose/Ops/EasyGCICAP.lua
2025-12-21 15:40:46 +01:00
Applevangelist 5f920a46fd #PLAYERTASK - Added INTEL Corridors; added persistence for certain tasks as option 2025-12-21 15:39:19 +01:00
Applevangelist 23e3aefaf1 Files 2025-12-21 15:38:47 +01:00
Applevangelist 74e38f9755 #MANTIS - Added INTEL Corridors 2025-12-21 15:38:39 +01:00
Applevangelist 69a781a710 #INTEL - Added Corridors 2025-12-21 15:38:30 +01:00
Applevangelist 2c82513e54 #EASYGCICAP - Added INTEL Corridors 2025-12-21 15:38:14 +01:00
Applevangelist 8eeff7efa2 #EASYAG Added 2025-12-21 15:37:46 +01:00
Applevangelist 7fcac6159c #AWACS - Added INTEL Corridors 2025-12-21 15:37:34 +01:00
Applevangelist 3cac18f634 Merge remote-tracking branch 'origin/master' into develop 2025-12-21 12:50:04 +01:00
Applevangelist a5eef3087b #CSAR - added option for Smoke Closest MASH, adjusted logic for airbase rescues 2025-12-21 12:49:43 +01:00
Applevangelist 1fbfc8f039 Merge remote-tracking branch 'origin/master' into develop 2025-12-21 11:44:00 +01:00
Applevangelist af891f3fc2 #2479 Added S-300VM/S-300V4/S-400 SAM data 2025-12-21 11:43:29 +01:00
Thomas 47bb760d86 Merge pull request #2481 from FlightControl-Master/master
Merge
2025-12-21 09:26:19 +01:00
Thomas 8e47a17c96 Merge pull request #2480 from shaji-Dev/master
[ADDED] Altitude AGL option for POSITIONABLE
2025-12-21 09:25:35 +01:00
Shafik c2c78dfe78 [ADDED] Altitude AGL option for POSITIONABLE 2025-12-21 09:15:44 +02:00
Thomas c24acd2681 Merge pull request #2478 from FlightControl-Master/master
Merge
2025-12-20 14:06:52 +01:00
Thomas 26742432f5 Merge pull request #2477 from leka1986/patch-11
Update CTLD.lua
2025-12-20 14:06:06 +01:00
leka1986 6a13e593ec Update CTLD.lua
Added:
OnAfrerGetCrates, Only triggers when player uses "Get"

Added:
OnAfterRemoveCratedNearBy, Only triggers when player actively uses Remove crates near by or remove units near by.

Added: 
Partial load. currently, if a player land 3 crates (Farp) and want to partially load another farp, even though it can not fit, some want to load partially, this allows for it. 
Player will be able to see what actually fits in the menu, but if they want, they can open the menu again, select the item, then it will say "Get" "Crates limit reached" and "Partially load"

Added:
AddStaticsCargo can now accept a last parms, UnitType, this parm will make the cargo only visible in the menu to that passed unitType.

Removed Get and Load from CH-47 for the statics if enableChinookGCLoading is enabled. This will make it less confusing, as it didn't allow players do load anything except Ground crew for statics.
2025-12-19 18:44:13 +01:00
Thomas b63fe40cc8 Merge pull request #2475 from FlightControl-Master/master
Merge from master
2025-12-18 10:20:06 +01:00
Thomas 8d8b886ad6 Merge pull request #2474 from shaji-Dev/master
Removed MARKEROPS_BASE:_MatchTag log spam
2025-12-18 10:19:13 +01:00
Shafik 2e6cc61450 Removed MARKEROPS_BASE:_MatchTag log spam 2025-12-18 10:31:45 +02:00
Shafik 6859dc9142 Merge branch 'master' of https://github.com/shaji-Dev/MOOSE
# Conflicts:
#	Moose Development/Moose/Ops/CTLD.lua
2025-12-18 10:03:54 +02:00
Shafik b871f728df PULL 2025-12-18 10:03:45 +02:00
Thomas e41eec2238 Merge pull request #2473 from FlightControl-Master/master
Update Database.lua
2025-12-17 19:37:36 +01:00
Thomas 87b87fa2ca Update Database.lua 2025-12-17 19:34:06 +01:00
Applevangelist 3c996b6dd7 Merge remote-tracking branch 'origin/master' into develop 2025-12-17 11:32:28 +01:00
Applevangelist a39f39646d #MARKEROPS - Put case sensitivity switching into own functions 2025-12-17 11:31:55 +01:00
Thomas 2012e81acb Merge pull request #2471 from FlightControl-Master/master
Merge from master
2025-12-16 08:40:00 +01:00
Thomas 157f9a82b1 Merge pull request #2470 from leka1986/patch-10
Update CTLD.lua
2025-12-16 08:39:02 +01:00
leka1986 795f58dc9b Update CTLD.lua
Fixing error when the savefile loads statics in the onafterLoad, it blows up.

attempt to call method 'GetStaticResourceMap' (a nil value)
2025-12-15 22:42:29 +01:00
Thomas 4c841fd1d2 Merge pull request #2469 from FlightControl-Master/master
Merge from master
2025-12-15 17:41:37 +01:00
Thomas 976f92e5b1 Merge pull request #2468 from leka1986/patch-9
Update CTLD.lua
2025-12-15 17:41:06 +01:00
leka1986 25daa67554 Update CTLD.lua
Fixed error when using Dynamic cargo 
"concatenate local 'gname'"

and the AddStaticCargo did not respect the template staticType.
2025-12-15 17:29:54 +01:00
Applevangelist ef5c7e5972 Merge remote-tracking branch 'origin/master' into develop 2025-12-15 12:13:32 +01:00
Applevangelist 33ff723bd8 Further refinement for acoustic detection and smoke 2025-12-15 12:13:04 +01:00
Applevangelist 21c744b27a Merge remote-tracking branch 'origin/master' into develop 2025-12-15 09:41:13 +01:00
Applevangelist 34f3e24d3a #MANTIS - Fixing over-smoke and ensure helos are not attacked by long-range systems 2025-12-15 09:40:42 +01:00
Applevangelist 38b36c0344 Merge remote-tracking branch 'origin/master' into develop 2025-12-14 16:05:44 +01:00
Applevangelist b6a90d4633 #GROUP Added GROUP:SetFormation(Formation) 2025-12-14 16:05:18 +01:00
Applevangelist 5145dd14ea Merge remote-tracking branch 'origin/master' into develop 2025-12-14 14:37:36 +01:00
Applevangelist 0e960b77b9 #MANTIS - Mantis can use acoustic detection, e.g. for Helos sneaking in on our position: my_mantis:SetAccousticDetectionOn(2000,{Unit.Category.HELICOPTER}) 2025-12-14 14:37:00 +01:00
Applevangelist 093526f4ff #ZONE - Added optional coalition filter on GetScannedUnitSet() and GetScannedGroupSet() 2025-12-14 14:35:50 +01:00
Applevangelist 8160aad1bf #INTELLIGENCE - We can optionally detect units accousticly 2025-12-14 14:34:54 +01:00
Applevangelist 51f40081f3 docu header 2025-12-12 12:51:44 +01:00
Applevangelist 7e878b5702 Merge remote-tracking branch 'origin/develop' into develop 2025-12-12 10:51:58 +01:00
Applevangelist 804e0ed69d Docu fixes 2025-12-12 10:51:55 +01:00
Thomas 46c0d47175 Update build-docs.yml 2025-12-11 16:37:30 +01:00
Applevangelist 147df1498e Merge remote-tracking branch 'origin/master' into develop 2025-12-11 15:48:41 +01:00
Applevangelist f9410a9169 #EASYA2G - Initial release 2025-12-11 15:48:13 +01:00
Applevangelist a88750908e #WAREHOUSE - Nil fix 2025-12-11 15:43:33 +01:00
Thomas aca3080c9a Merge pull request #2467 from leka1986/patch-8
Update CTLD.lua
2025-12-11 15:10:01 +01:00
leka1986 948158e85a Update CTLD.lua
Fixed bugs, 

Added RemoveStockUnits.

Tested and tested, works as intended.
2025-12-11 11:27:05 +01:00
Applevangelist 9b3aa423aa xx 2025-12-11 09:34:19 +01:00
Applevangelist 07876cb46c Merge remote-tracking branch 'origin/develop' into develop 2025-12-10 11:30:59 +01:00
Applevangelist de48701d15 Merge remote-tracking branch 'origin/master' into develop 2025-12-10 11:30:55 +01:00
Applevangelist c5678404d5 Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Functional/PseudoATC.lua
2025-12-10 11:29:39 +01:00
Thomas 4e2dcb1c05 Merge pull request #2466 from FlightControl-Master/master
xx
2025-12-10 09:58:38 +01:00
Thomas 98539eee87 Merge branch 'develop' into master 2025-12-10 09:58:13 +01:00
Thomas 223c1650d9 Update PseudoATC.lua 2025-12-10 09:48:16 +01:00
Thomas aa2133e72a Update build-includes.yml 2025-12-10 09:43:20 +01:00
Applevangelist 498d58599b xx 2025-12-10 09:38:49 +01:00
Thomas a0c0fe36ba Merge pull request #2465 from FlightControl-Master/master
Merge to master
2025-12-09 20:09:09 +01:00
Thomas 76b977ff98 Merge pull request #2464 from leka1986/patch-7
Added Get Units and New stuff for the C-130J
2025-12-09 20:07:07 +01:00
leka1986 878eaf4301 Added Get Units and New stuff for the C-130J
Added

* UseC130LoadAndUnload toggle, false by default.
* C130basetype = "cds_crate" -- only for the C-130
* Extended AddCratesCargo & AddCratesCargoNoMove with another parms where we can force Typename for the static for the C-130, even though a parms passed before it with another shape. the last parms will still be forced only if the unit is C-130J. else, the last parms will not be used.

Example usage:
Foothold_ctld:AddCratesCargo("FARP",{"CTLD_TROOP_FOB"},CTLD_CARGO.Enum.FOB,3,1500,10, "FARP",nil,nil,nil,"Cargos","ammo_cargo",nil, "cds_crate")
Blocked the build of crates if still inside C-130J and CH-47F using 15 Meters for the C-130 and 5 meters for the CH-47.

ListCargo will now display what's inside besed on _GetUnitCapabilities / 2


** Manage Units, New menu only for the C-130J.

* New menu under CTLD. Get Units, Remove units nearby.
* Addunits function.
function CTLD:AddUnits(Name,Templates,Type,Stock,SubCategory,UnitTypes)
Example usage.

Foothold_ctld:AddUnits("Humvee",{"CTLD_CARGO_HMMWV"},CTLD_CARGO.Enum.VEHICLE,10, "ANTI TANK")

Those will be placed on a safe distance using same method as crates based on length and (idx-1)*2.5 + length.

* Added FSM, OnAfterUnitsSpawn. No internal, only Hook.

* Added 3 functions,
AddStockUnits
SetStockUnits
GetStockUnits

Added documents.
2025-12-09 19:45:56 +01:00
Applevangelist 240d3460d7 xx 2025-12-07 15:13:50 +01:00
Applevangelist ae0d405350 #PSEUDOATC - Added functionality to read the Radio.lua from the map data and display radio information per Airport 2025-12-07 15:12:37 +01:00
Applevangelist 45fc0eb9da Merge remote-tracking branch 'origin/master' into develop 2025-12-07 13:39:56 +01:00
Applevangelist 3327c3b24d #GROUP Small fix for getting templates data from dynamic spawns (there are no template data!) 2025-12-07 13:39:23 +01:00
Applevangelist c6521d9c38 Merge remote-tracking branch 'origin/master' into develop 2025-12-07 13:02:45 +01:00
Applevangelist 049529ecf0 #CTLD Allow hover extracting Troop objects 2025-12-07 13:02:17 +01:00
Applevangelist c2b8eea010 #RAT small fix for Tonfinal being nil sometimes 2025-12-07 13:01:53 +01:00
Thomas da8856c907 Merge pull request #2463 from FlightControl-Master/master
Merge from master
2025-12-06 11:50:12 +01:00
Thomas 04f7bb7cc7 Merge pull request #2458 from leka1986/patch-3
Convert cargo type to string for logging
2025-12-06 11:43:19 +01:00
Thomas 75c01fbe86 Merge pull request #2459 from leka1986/patch-4
Add check for IniGroup in HandleEventShot
2025-12-06 11:43:09 +01:00
Thomas 03b79351db Merge pull request #2460 from leka1986/patch-5
Update Scenery.lua
2025-12-06 11:42:51 +01:00
Thomas 33429766a0 Merge pull request #2461 from leka1986/patch-6
Update Set.lua
2025-12-06 11:42:39 +01:00
leka1986 83464090d6 Update Set.lua
removed duplicate Filter = {},
2025-12-06 10:20:03 +01:00
leka1986 d77b2655b1 Update Scenery.lua
attempt to call method getPoint (a nil value)
2025-12-06 10:16:15 +01:00
leka1986 31a537748e Add check for IniGroup in HandleEventShot
Added a check for IniGroup in HandleEventShot to prevent processing if it's not present.
Error in 2 instances, attempt to index field IniGroup ( a nil value )
2025-12-06 10:13:37 +01:00
leka1986 e873b097cf Convert cargo type to string for logging
Concatenate local 'type' Nil value
2025-12-06 10:10:18 +01:00
Frank 07a3095392 Merge branch 'master' into develop 2025-12-02 10:36:55 +01:00
Frank e1b5c7f9c2 Merge pull request #2457 from shaji-Dev/master
[ADDED] C-130J loadouts enums and other missing weapons
2025-12-02 10:36:01 +01:00
Shafik f005cdbc71 [ADDED] C-130J loadouts enums and other missing weapons. 2025-12-02 11:27:57 +02:00
Applevangelist 7fa360f32c Merge remote-tracking branch 'origin/master' into develop 2025-11-28 12:49:54 +01:00
Applevangelist 30c6937910 #CTLD Fix find crates also looking into static cargos 2025-11-28 12:48:26 +01:00
Applevangelist 28724f396c Merge remote-tracking branch 'origin/master' into develop 2025-11-28 10:20:13 +01:00
Applevangelist fb3ca6d9d5 #SCORING nil check added 2025-11-28 10:19:46 +01:00
Applevangelist 6e75e58952 #RESCUEHELO small fix 2025-11-28 09:16:08 +01:00
Thomas 0abb0db2a3 Merge pull request #2456 from FlightControl-Master/master
Merge from master
2025-11-27 18:07:18 +01:00
Thomas edb42bbbe9 Merge pull request #2455 from shaji-Dev/master
[ADDED] C-130J Utils
2025-11-27 18:06:41 +01:00
Shafik 3bebe7f69c [ADDED] C-130J Utils 2025-11-27 18:25:19 +02:00
Applevangelist 7605b582d1 Merge branch 'master' into develop 2025-11-27 09:22:11 +01:00
Applevangelist 6ed031762b #BUGFIXING 2025-11-27 09:21:17 +01:00
Thomas 945efc0516 Merge pull request #2454 from FlightControl-Master/master
Update Artillery.lua
2025-11-26 10:11:11 +01:00
Thomas 4e342a59be Update Artillery.lua
#ARTY fix a small error for coordinate of smoke shell creation
2025-11-26 10:10:10 +01:00
Thomas 8e517bb9cf Merge pull request #2453 from FlightControl-Master/master
Update Net.lua
2025-11-24 09:35:23 +01:00
Thomas dacf5125bf Update Net.lua
#NET Fix for GetPlayerIDByName()
2025-11-24 09:24:37 +01:00
Frank 60b561449b Merge branch 'master' into develop 2025-11-23 20:40:48 +01:00
Frank 88396b5a5e Merge pull request #2452 from FlightControl-Master/FF/MasterDev
AIRBASE name enums
2025-11-23 20:39:19 +01:00
Frank a0c5466f7f Update Airbase.lua
- Updated TheChannel map airbase enums
- Fixed some Umlaute in the Germany map
2025-11-23 20:35:12 +01:00
Thomas b62b218257 Merge pull request #2451 from FlightControl-Master/master
Merge from master
2025-11-23 19:39:38 +01:00
Thomas 7a3c23527f Merge pull request #2450 from shaji-Dev/master
[FIXED] SCENERY:GetVec2() and SCENERY:GetVec3() return nil if not registered with SceneryZone
2025-11-23 19:38:32 +01:00
Frank 2f002703ee Update Airbase.lua
- Updated Syria map airbase enums
2025-11-23 18:45:09 +01:00
Frank b0c6ed1d59 Update Airbase.lua
- Updated Sinai map airbase enums
2025-11-23 17:40:05 +01:00
Frank 950e97b6d7 Update Airbase.lua
- Updated Persian Gulf map airbase enums
2025-11-23 17:35:38 +01:00
Frank 6d54e5a47f Update Airbase.lua
- Updated Normand map airbase enums
2025-11-23 17:28:31 +01:00
Shafik 87d65123ba [FIXED] SCENERY:GetVec2() and SCENERY:GetVec3() return nil if not registered with Scenery Zone 2025-11-23 18:25:47 +02:00
Frank 35c8803f8b Update Airbase.lua
- Update Nevada map airbase enums
2025-11-23 17:19:18 +01:00
Frank d9c8542993 Update Airbase.lua
- Update of Mariana Island (WWII) airbase enums
2025-11-23 17:15:30 +01:00
Shafik d7a6809fec [FIXED] SCENERY:GetVec2() and SCENERY:GetVec3() return nil if not registered with Scenery Zone 2025-11-23 18:14:45 +02:00
Frank f3c38a4288 Update Airbase.lua
- Updated Kola map airbase enums
2025-11-23 16:46:23 +01:00
Frank 626b03c93a Update Airbase.lua
- Updated Iraq map airbase enums
2025-11-23 16:44:40 +01:00
Frank cf5c55209a Update Airbase
- Updated South Atlantic airbase enums
2025-11-23 16:36:20 +01:00
Frank 19921414cf Update Airbase.lua
- Update Caucasus Airbase Enums
2025-11-23 16:20:49 +01:00
Frank c4de2b6990 Update Airbase.lua
- Afghanistan Airbase Enums updated
2025-11-23 16:10:40 +01:00
Frank 7907e4b830 Airbase
- Added new Germany CW airbases
- Added function in UTILS to create airbase enums
2025-11-23 16:08:28 +01:00
Applevangelist 9e55118d3e #AUFTRAG/#OPS/#RESCUEHELO - make the NewRescueHelo AUFTRAG use Ops.Rescuehelo as basis. #2199 2025-11-22 16:18:28 +01:00
Thomas a5076eddba Merge pull request #2449 from FlightControl-Master/master
Merge from master
2025-11-22 15:24:16 +01:00
Thomas af11264841 Merge pull request #2447 from shaji-Dev/develop
[FIXED] attempt to index local 'asset' (a nil value)
2025-11-22 15:20:29 +01:00
Applevangelist 5955c2d61f #VARIOUS Small fixes 2025-11-22 15:17:26 +01:00
Shafik 95e2bf4a21 [FIXED] attempt to index local 'asset' (a nil value) 2025-11-22 13:37:22 +02:00
Shafik 6f22534b8d Merge branch 'develop' of https://github.com/shaji-Dev/MOOSE into develop 2025-11-22 13:35:11 +02:00
Applevangelist 5d1123e7df xx 2025-11-16 16:54:04 +01:00
Applevangelist 5929b7b0ed #COORDINATE
* Remove POINT_VEC2/3 classses
2025-11-16 16:53:59 +01:00
Applevangelist 0de95b1830 #image path 2025-11-15 16:58:56 +01:00
Applevangelist ccaf926c6d #FORMATION - move useable #FORMATION class from AI into functional
#AIRBOSS - add F-14A Early model support
2025-11-15 16:49:20 +01:00
Applevangelist 26fbae8672 #AIRBOSS Added early F-14A 2025-11-15 16:48:05 +01:00
Applevangelist cdbf1e147e Merge remote-tracking branch 'origin/master' into develop 2025-11-14 17:27:02 +01:00
Applevangelist 5089e7df25 xx 2025-11-14 17:26:24 +01:00
Thomas 1de19731d0 Merge pull request #2446 from FlightControl-Master/master
merge from master
2025-11-14 13:46:24 +01:00
Thomas 0c0d1cc794 Merge pull request #2445 from shaji-Dev/master
[ADDED] STATIC:GetVec2Cached() and STATIC:GetVec3Cached()
2025-11-14 13:45:22 +01:00
Shafik 21b968a9c6 [ADDED] STATIC:GetVec2Cached() and STATIC:GetVec3Cached() for statics considering respawns 2025-11-14 14:42:52 +02:00
Applevangelist d857e3acad #NAVIGATION - some fixes and additions 2025-11-14 13:23:57 +01:00
Thomas d7b0b3c898 Merge pull request #2444 from FlightControl-Master/master
Merge from master
2025-11-11 12:57:41 +01:00
Thomas 704bb8668f Merge pull request #2443 from FlightControl-Master/Applevangelist-DC-1
Update DynamicCargo.lua
2025-11-11 12:54:42 +01:00
Thomas 763bfb4bb1 Update DynamicCargo.lua
Added Destroy-Functionality
2025-11-11 12:41:30 +01:00
Shafik e43173de60 Merge branch 'develop' of https://github.com/shaji-Dev/MOOSE into develop 2025-11-09 23:27:00 +02:00
Frank 16706cd483 Merge pull request #2442 from FlightControl-Master/FF/Ops
New Classes + OPS Improvements
2025-11-09 22:02:44 +01:00
Frank 505c86399c Merge branch 'develop' into FF/Ops 2025-11-09 21:46:36 +01:00
Frank 65ddff13f7 OPS Ammo
- Added guns/cannons differentiation to ammo count
2025-11-09 21:46:23 +01:00
Frank bedd105649 Update Auftrag.lua
- added NAVALENGAGEMENT to :NewFromTarget
2025-11-09 18:22:39 +01:00
Applevangelist c10e57ec3b Merge remote-tracking branch 'origin/master' into develop 2025-11-09 17:19:57 +01:00
Applevangelist 046bd37fd5 xx 2025-11-09 17:19:29 +01:00
Applevangelist 55c3e7aba6 Merge remote-tracking branch 'origin/master' into develop 2025-11-09 16:53:39 +01:00
Applevangelist fbf83b3aed #SET - Rationalize FilterCoalitions() and allow values like coalition.side.BLUE 2025-11-09 16:53:10 +01:00
Frank ea60795e84 Assets
- remove assets from warehouse if they are removed from cohort
2025-11-09 16:21:38 +01:00
Applevangelist 4a5e262695 Merge remote-tracking branch 'origin/master' into develop 2025-11-09 14:43:32 +01:00
Applevangelist 22097987dc #CTLD, #DYNAMICCARGO - C-130j-30 additions 2025-11-09 14:43:11 +01:00
Thomas 94617e573f Merge pull request #2441 from FlightControl-Master/master
Merge from master
2025-11-09 09:28:05 +01:00
Thomas 98d02d7532 Merge pull request #2440 from leka1986/patch-2
Update CTLD.lua
2025-11-09 09:24:48 +01:00
leka1986 7b44e7a3f6 Update CTLD.lua
Removed quantity menu if there is only one set.
2025-11-09 02:16:02 +01:00
leka1986 aa4cf37aed Clean up comments in CTLD.lua
Removed unnecessary comment lines in CTLD.lua.
2025-11-08 02:52:23 +01:00
leka1986 caf2b4e736 Update CTLD.lua
Added ability to drop "Sets" from 2 and up will be sets, else it will be like before.

Changed _PackCratesNearby to handle all cargo within the range instead of the nearest.
2025-11-08 02:47:56 +01:00
Frank da516a0167 Merge pull request #2439 from shaji-Dev/master
[FIXED] `dcsgroup:getUnit(1)` nil pointer
2025-11-07 21:53:26 +01:00
Frank 1267a64fcb Ops Navy Update 2025-11-06 23:26:30 +01:00
Shafik 17d1cf673d [ADDED] IsRed, IsBlue and IsNeutral to IDENTIFIABLE 2025-11-06 12:23:13 +02:00
Frank 74c3b9fbcb Update Auftrag.lua 2025-11-05 22:05:02 +01:00
Shafik 1fcd70b0d0 Merge remote-tracking branch 'origin/master' 2025-11-05 12:36:03 +02:00
Shafik 832941494b [FIXED] dcsgroup:getUnit(1) nil pointer 2025-11-05 12:35:55 +02:00
Shafik 581d812cd4 Merge branch 'develop' of https://github.com/shaji-Dev/MOOSE into develop 2025-11-05 07:47:04 +02:00
Shafik 56dbf6bbe1 Merge branch 'develop' of https://github.com/shaji-Dev/MOOSE into develop 2025-11-05 07:46:28 +02:00
Thomas d5792fb02a Merge pull request #2438 from FlightControl-Master/master
Merge
2025-11-05 06:23:06 +01:00
Thomas 0e82cb977e Merge pull request #2437 from leka1986/patch-2
Update CTLD.lua
2025-11-05 06:22:03 +01:00
leka1986 e9237146a3 Update CTLD.lua
Fixed a bug. 

When dropping crates, while choosing "Drop and build" The first drop will put the crate into a crate that can be loaded but a second later, that crate will be cleaned up due to build. This makes sure that the crates are not in the "load crates" list.
2025-11-04 20:09:48 +01:00
Thomas b72899b500 Merge pull request #2436 from shaji-Dev/master
[ADDED] Complete list of DCS warehouse equipment
2025-11-04 13:24:09 +01:00
Shafik 2f39e38264 [ADDED] CTLD. option to load back crates from save file. 2025-11-04 11:32:24 +02:00
Shafik db54672fbd [ADDED] CTLD. option to load back crates from save file. 2025-11-04 11:30:59 +02:00
Shafik 30d9a7d703 [ADDED] Complete list of DCS warehouse equipment 2025-11-04 10:27:16 +02:00
Thomas 4ade4c78ba Merge pull request #2435 from FlightControl-Master/master
Merge
2025-11-03 06:30:00 +01:00
Thomas 5a088a740e Merge pull request #2434 from nasgroup94/master
more T-45 AOA adjustments
2025-11-03 06:29:14 +01:00
nasgroup94 be220b6c1d more T-45 AOA adjustments 2025-11-02 19:48:16 -05:00
Frank e194d6073f OPS improvements
- AUFTRAG success is checked based on really alive targets
- AUFTRAG is done if all groups are done with the mission
2025-11-02 22:45:52 +01:00
Thomas 38858cd01f Merge pull request #2433 from FlightControl-Master/master
Merge from Master
2025-11-02 18:05:46 +01:00
Thomas 645c4a4dbc Merge pull request #2432 from FlightControl-Master/Applevangelist-patch-1
Update CTLD.lua
2025-11-02 17:57:09 +01:00
Thomas c2a630dabd Update CTLD.lua
Cargo counters by @lekaa
2025-11-02 17:56:55 +01:00
Applevangelist 30cf1f5713 #PLAYERTASK/MANAGER
- Option to Cancel a task silently
- Option to allow smoking per task (default: true)
- Option to show threat details per task (default: true)
2025-11-02 14:22:56 +01:00
Thomas 33f7a7084c Merge pull request #2431 from FlightControl-Master/master
Merge from master
2025-11-01 17:26:25 +01:00
Thomas 07a14bc176 Merge pull request #2425 from nasgroup94/master
added Tomcat AA grading adjustments and T45 AOA adjustments
2025-11-01 17:20:08 +01:00
Frank 3c57177a11 Update Radios.lua
- Improved airbase identification by UID
2025-10-31 22:55:37 +01:00
Frank 7cc18b8082 Nav updates 2025-10-31 19:13:36 +01:00
Frank bef805d694 Update Pathline.lua 2025-10-31 14:18:38 +01:00
Frank 3479d08193 VECTOR + PATHLINE 2025-10-31 14:16:20 +01:00
Thomas 8ca9474c1c Merge pull request #2429 from FlightControl-Master/master
Merge from master
2025-10-31 06:28:57 +01:00
Thomas 2047e818ef Merge pull request #2428 from shaji-Dev/master
[FIXED] SET_CLIENT:HandleCASlots()
2025-10-31 06:28:04 +01:00
Shafik 94b8835340 Merge branch 'develop' of https://github.com/shaji-Dev/MOOSE into develop 2025-10-30 23:52:55 +02:00
Shafik 801b4f01b6 [FIXED] SET_CLIENT:HandleCASlots() 2025-10-30 23:10:17 +02:00
Thomas 37a5f68339 Merge pull request #2427 from FlightControl-Master/master
Merge from master
2025-10-29 07:03:23 +01:00
Thomas 6058160160 Merge pull request #2426 from FlightControl-Master/Applevangelist-patch-3-1
Update Positionable.lua
2025-10-29 07:02:10 +01:00
Thomas 479dfc28b9 Update Positionable.lua 2025-10-29 07:01:33 +01:00
Frank e3cee8dafe VECTOR 2025-10-28 23:07:59 +01:00
Frank 3686e0de63 Vector 2025-10-26 23:00:32 +01:00
Frank 2931b32ce6 Vector 0.0.3 2025-10-26 20:54:52 +01:00
Applevangelist b28e66fe6d Merge remote-tracking branch 'origin/master' into develop 2025-10-26 16:19:44 +01:00
Applevangelist 8392788cdb Minor fixes 2025-10-26 16:19:10 +01:00
Frank 42221f406a Update Radios.lua 2025-10-26 15:19:34 +01:00
nasgroup94 4a1b23c52a added Tomcat AA grading adjustments and T45 AOA adjustments 2025-10-26 09:43:17 -04:00
Thomas 1965e24860 Merge pull request #2424 from FlightControl-Master/master
Merge from master
2025-10-26 07:31:50 +01:00
Thomas 55242edbde Merge pull request #2423 from nasgroup94/master
Minor Fixes
2025-10-26 07:27:37 +01:00
Shafik ebbe64f279 Merge branch 'develop' of https://github.com/shaji-Dev/MOOSE into develop 2025-10-26 06:52:04 +02:00
Frank 654f752ca0 Merge branch 'develop' into FF/Ops 2025-10-25 21:17:01 +02:00
nasgroup94 2c5d9f043e fixed TIG bug causing NG Removed old into wind function 2025-10-25 12:42:09 -04:00
nasgroup94 2b2acbe244 Merge branch 'master' of https://github.com/nasgroup94/MOOSE 2025-10-25 12:39:54 -04:00
Applevangelist 7d4e103660 #UTILS - SpawnFarp helper, build multiple pads as a single static group, not separate objects. 2025-10-25 16:56:16 +02:00
Applevangelist 3da6187782 #AUFTRAG, #OPSGROUP - close issue #2201 2025-10-25 16:53:53 +02:00
Applevangelist 0bd79d518f Merge remote-tracking branch 'origin/master' into develop 2025-10-24 16:27:53 +02:00
Applevangelist 86798ae9ea #CTLD - fix 2025-10-24 16:27:17 +02:00
Thomas dfc63de745 Merge pull request #2422 from FlightControl-Master/master
Merge from master
2025-10-24 16:17:15 +02:00
Thomas 2830e6d199 Merge pull request #2421 from leka1986/patch-1
Update CTLD.lua
2025-10-24 16:16:00 +02:00
leka1986 8c07573f8f Update CTLD.lua 2025-10-24 16:13:18 +02:00
leka1986 f3af0262df Update CTLD.lua
Added Crates amount to the menus and AddCratesCargoNoMove.
2025-10-24 14:02:06 +02:00
Applevangelist d7841b47a5 Merge remote-tracking branch 'origin/master' into develop 2025-10-23 12:10:43 +02:00
Applevangelist 0f270a6a35 #UTILS - FARP helper - add options to spawn multiple pads 2025-10-23 12:10:05 +02:00
Applevangelist 92db68c36b Merge remote-tracking branch 'origin/master' into develop 2025-10-23 08:11:11 +02:00
Applevangelist 8432f46e48 #AIRBOSS - Fixed omission of magnetic in expected BRC call 2025-10-23 08:10:26 +02:00
nasgroup94 faccee88e7 added missing end to TIG "_OK_" subtraction 2025-10-22 05:19:50 -04:00
Thomas e8246b3b90 Merge pull request #2420 from FlightControl-Master/revert-2417-master
Revert "Minor fixes"
2025-10-22 07:23:37 +02:00
Thomas eb4e7b9281 Revert "Minor fixes" 2025-10-22 07:23:21 +02:00
Thomas e91bcdfe5e Merge pull request #2419 from FlightControl-Master/revert-2418-master
Revert "Merge from master"
2025-10-22 07:16:51 +02:00
Thomas 1f1a068d45 Revert "Merge from master" 2025-10-22 07:16:33 +02:00
Thomas a57c0a8c7d Merge pull request #2418 from FlightControl-Master/master
Merge from master
2025-10-22 06:32:18 +02:00
Thomas 1e2190a6cc Merge pull request #2417 from nasgroup94/master
Minor fixes
2025-10-22 06:31:24 +02:00
nasgroup94 1644c1dc5b fixes to goshawk AOA f14 AA and TIG bug 2025-10-21 16:49:51 -04:00
nasgroup94 5fc3798c42 Update Airboss.lua
Fixed possible bug where a player will get points deducted when getting a perfect groove time
2025-10-21 05:44:19 -04:00
Shafik dcae8eb7f3 Merge branch 'develop' of https://github.com/shaji-Dev/MOOSE into develop
# Conflicts:
#	Moose Development/Moose/Ops/CTLD.lua
2025-10-20 14:57:15 +03:00
Shafik 3fa5c92058 [ADDED] UNIT:IsEWR() 2025-10-20 14:57:01 +03:00
Applevangelist 512c3c57e9 #TIRESIAS - Fixed a problem when a script wants to add exceptions pre-start. 2025-10-19 14:38:50 +02:00
Applevangelist 3a95e75c2d Merge remote-tracking branch 'origin/master' into develop 2025-10-13 18:52:26 +02:00
Applevangelist fae81cdb1b Merge remote-tracking branch 'origin/master' 2025-10-13 18:51:59 +02:00
Applevangelist dbae37f151 xx 2025-10-13 18:51:55 +02:00
Applevangelist f7d58a0b76 #ZONE - Added missing ZONE_UNIT:UpdateFromUnit() and ZONE_GROUP:UpdateFromGroup() 2025-10-13 18:51:22 +02:00
Applevangelist 08fb458aa4 Merge remote-tracking branch 'origin/master' into develop 2025-10-12 19:16:14 +02:00
Applevangelist 2e0d1fd90f #DYNAMICCARGO - Added Mi-8 type and dimensions 2025-10-12 19:14:59 +02:00
Applevangelist 3694e9649d Merge remote-tracking branch 'origin/develop' into develop 2025-10-12 17:25:03 +02:00
Applevangelist 2c79fa6492 Merge remote-tracking branch 'origin/master' into develop 2025-10-12 17:24:58 +02:00
Applevangelist 69e6497655 #CTLD - Small fix for subcats 2025-10-12 17:23:54 +02:00
Thomas aca713b8d9 Merge pull request #2416 from FlightControl-Master/master
Merge
2025-10-10 11:42:36 +02:00
Thomas ef8c7c9084 Merge pull request #2415 from shaji-Dev/master
[ADDED] UH-60L 'DAP' to `UTILS.IsLoadingDoorOpen` check
2025-10-10 11:41:52 +02:00
shaji-Dev e4eaf72769 Merge branch 'FlightControl-Master:master' into master 2025-10-10 09:19:46 +02:00
smiki 5138ced630 Merge remote-tracking branch 'origin/master' 2025-10-10 09:19:31 +02:00
smiki 534f445f8c [ADDED] UH-60L 'DAP' to UTILS.IsLoadingDoorOpen check 2025-10-10 09:19:23 +02:00
Thomas a2da4f0e77 Merge pull request #2414 from FlightControl-Master/master
Merge
2025-10-09 17:43:05 +02:00
Thomas b2cc3e5329 Merge pull request #2413 from leka1986/master
Master
2025-10-09 17:41:07 +02:00
Thomas efde321616 Merge pull request #2412 from shaji-Dev/master
[ADDED] Fuel Tanks and gunner seat loadout enums for UH-60L mod
2025-10-09 17:40:03 +02:00
leka1986 3a61581608 #Added a new option ( true by default), returntroopstobase. If set to false, troops would not return to base when dropped at load zone. 2025-10-09 17:33:15 +02:00
shaji-Dev 3a10f0b946 Merge branch 'FlightControl-Master:master' into master 2025-10-09 13:30:04 +02:00
smiki 6dc6972bdb [ADDED] Fuel Tanks and gunner seat loadout enums for UH-60L mod 2025-10-09 13:29:45 +02:00
Applevangelist 5910c9502a Merge remote-tracking branch 'origin/master' into develop 2025-10-08 16:01:48 +02:00
Applevangelist 405235a59d #CONTROLLABLE - Fix for double brackets 2025-10-08 16:01:21 +02:00
Thomas bd8ac9551c Merge pull request #2411 from FlightControl-Master/master
Merge from master
2025-10-08 13:26:04 +02:00
Thomas 9c148625e4 Merge pull request #2410 from shaji-Dev/master
[FIXED] CTLD. Memory leak adding zones of the same name and type
2025-10-08 13:24:57 +02:00
shaji-Dev a08d82a3d9 Merge branch 'FlightControl-Master:master' into master 2025-10-08 13:15:39 +02:00
smiki 48b51f21de [FIXED] CTLD. Memory leak adding zones of the same name and type
[FIXED] CSAR. nil pointer
2025-10-08 13:15:22 +02:00
Applevangelist c850ea10f5 Merge remote-tracking branch 'origin/master' into develop 2025-10-08 12:30:37 +02:00
Applevangelist 3260279cb7 xx 2025-10-08 12:29:59 +02:00
Applevangelist 2fcef1f277 xx 2025-10-07 18:10:00 +02:00
Applevangelist 1e60a0a32a #RAT 3.0.0 2025-10-07 18:06:20 +02:00
Applevangelist 7707522ce5 Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Functional/RAT.lua
2025-10-07 17:52:03 +02:00
Applevangelist 91e26adc6a #AUFTRAG - Added functions to check repeatability
#OPS - less noise in log
#LEGION - Added mission housekeeping
2025-10-07 17:50:29 +02:00
Applevangelist 146f869aaa #RAT - reduce log noise 2025-10-07 17:48:06 +02:00
Thomas dc863be38a Merge pull request #2409 from FlightControl-Master/master
Merge from master
2025-10-07 15:52:14 +02:00
Thomas 0bd35727f4 Merge pull request #2408 from shaji-Dev/master
[FIXED] Incorrect Airbase center position. [ADDED] UH-60L weapons
2025-10-07 15:51:44 +02:00
Thomas 5183fcc316 Update Enums.lua 2025-10-07 15:51:22 +02:00
shaji-Dev bf7596521c Merge branch 'FlightControl-Master:master' into master 2025-10-07 15:42:17 +02:00
smiki a85b6c960c [FIXED] Incorrect Airbase center position
[ADDED] UH-60L weapons
2025-10-07 15:41:54 +02:00
Applevangelist 8cb91477cf #AWACS - added function to set own BullsEye coordinate if necessary 2025-10-07 11:41:00 +02:00
Thomas a8a69fdbca Merge pull request #2407 from FlightControl-Master/master
Merge from master
2025-10-07 10:15:02 +02:00
Thomas a1aebf0575 Merge pull request #2406 from nasgroup94/master
AIRBOSS adjustments
2025-10-07 10:14:31 +02:00
nasgroup94 0f42218681 minor edits 2025-10-06 18:08:23 -04:00
frankiep95 5404f9ef19 Minor Fixes to grading fixed high low comments and BRC comment 2025-10-05 13:31:18 -04:00
frankiep95 8a84be19df Merge branch 'master' of https://github.com/nasgroup94/MOOSE 2025-10-05 12:50:58 -04:00
frankiep95 fd4ea81e46 minor fixes to grading, and BRC callout 2025-10-05 12:50:56 -04:00
Thomas 025bd3237c Merge pull request #2405 from FlightControl-Master/master
Merge from master
2025-10-05 18:04:43 +02:00
Thomas 3df79aedb1 Merge pull request #2404 from shaji-Dev/master
[FIXED] SPAWNSTATIC not registering script spawned static templates therefore ReSpawn is not working.
2025-10-05 18:04:09 +02:00
smiki 4141aa35ba Merge remote-tracking branch 'origin/master' 2025-10-05 16:57:41 +02:00
smiki 6e45ee558e [FIXED] SPAWNSTATIC not registering script spawned static templates therefore ReSpawn is not working. 2025-10-05 16:57:33 +02:00
Applevangelist e867ce4c73 Merge remote-tracking branch 'origin/master' into develop 2025-10-05 13:52:59 +02:00
Applevangelist db138be5f3 #SCoRING - suppress autocreation of CSV files better 2025-10-05 13:52:22 +02:00
Applevangelist 5ae6495e69 #CSAR Added functionality to determine if a landing took place at a helo base (named "H ..." in newer maps). 2025-10-05 13:51:55 +02:00
Thomas d8281b0103 Merge pull request #2403 from FlightControl-Master/master
Merge from master
2025-10-01 15:26:49 +02:00
Thomas 58f1bc5531 Merge pull request #2402 from shaji-Dev/master
[ADDED] `SET_OPSGROUP:CountAlive`
2025-10-01 15:25:45 +02:00
smiki 935b52c489 [FIXED] ZONE_POLYGON from RECT ME drawing rotation not taken into account. 2025-10-01 15:11:44 +02:00
smiki aace98545a [FIXED] ZONE_POLYGON from RECT ME drawing rotation not taken into account. 2025-10-01 15:07:18 +02:00
smiki f39236c8fd [FIXED] ZONE_POLYGON from RECT ME drawing rotation not taken into account. 2025-10-01 14:59:59 +02:00
smiki 43b4a6834b [FIXED] ZONE_POLYGON from RECT ME drawing rotation not taken into account. 2025-10-01 14:50:04 +02:00
shaji-Dev aa3978b04d Merge branch 'FlightControl-Master:master' into master 2025-09-30 21:17:51 +02:00
smiki b51e758516 [ADDED] SET_OPSGROUP:CountAlive 2025-09-30 21:17:29 +02:00
Frank 5a92fb1f65 Merge branch 'develop' into FF/Ops 2025-09-28 20:48:52 +02:00
Thomas 4a870d0183 Merge pull request #2401 from FlightControl-Master/master
Merge from master
2025-09-26 15:53:13 +02:00
Thomas 5be1832c09 Merge pull request #2400 from shaji-Dev/master
[ADDED] `UH-60L DAP to CSAR and CTLD`
2025-09-26 15:52:30 +02:00
smiki 362652ac6c [ADDED] CSAR. UH-60L DAP aircraft type 2025-09-26 15:14:12 +02:00
smiki aec69884dc [ADDED] CTLD. UH-60L DAP default unit capability 2025-09-26 15:13:03 +02:00
Applevangelist 47ddc64239 #EASYGCICAP added EASYGCICAP:SetCAPEngageTargetTypes(types) 2025-09-25 15:17:03 +02:00
Applevangelist 2a32be40f6 Merge remote-tracking branch 'origin/master' into develop 2025-09-25 12:13:55 +02:00
Applevangelist 8fb4d4c7c6 #CTLD - add CratesPickedUp at one more point 2025-09-25 12:13:29 +02:00
Thomas b17748cfeb Merge pull request #2399 from FlightControl-Master/master
Merge from master
2025-09-24 19:16:55 +02:00
Thomas b5524b9a69 Merge pull request #2398 from shaji-Dev/master
[Fixed] Zone Scans returns objects outside the zone
2025-09-24 19:16:14 +02:00
smiki ec0ff7afcd [Fixed] Zone Scans returns objects outside the zone 2025-09-24 15:14:21 +02:00
Thomas c761d5020b Merge pull request #2397 from FlightControl-Master/master
Merge from master
2025-09-23 15:31:20 +02:00
Thomas d0cf68c2e2 Merge pull request #2396 from FlightControl-Master/Applevangelist-patch-3
Update Storage.lua
2025-09-23 15:26:54 +02:00
Thomas 3beb98a5e9 Update Storage.lua 2025-09-23 15:26:38 +02:00
Thomas dd83ebe0e2 Merge pull request #2395 from FlightControl-Master/Applevangelist-patch-3
Fix for #Storage.lua some missing string concats
2025-09-23 15:19:42 +02:00
Thomas 6fdf3957bd Fix for #Storage.lua some missing string concats 2025-09-23 15:19:10 +02:00
Thomas 608fa1ca6c Merge pull request #2394 from FlightControl-Master/master
small fix
2025-09-22 11:15:13 +02:00
Thomas f3d586d455 Merge pull request #2393 from FlightControl-Master/Applevangelist-patch-2
Update Airbase.lua
2025-09-22 11:13:59 +02:00
Thomas c2f0ce0fa2 Update Airbase.lua 2025-09-22 11:13:44 +02:00
Thomas 8535c39c2c Merge pull request #2392 from FlightControl-Master/master
Merge from master
2025-09-22 11:11:46 +02:00
Thomas da8f023f5b Merge pull request #2386 from shaji-Dev/develop
[Added] `PLAYERTASK:CanJoinTask`
2025-09-22 11:10:45 +02:00
Thomas 354490d149 Merge pull request #2391 from FlightControl-Master/Applevangelist-patch-2
Update Airbase.lua Iraq Airbases
2025-09-22 11:09:47 +02:00
Thomas c5b0be5d21 Update Airbase.lua Iraq Airbases 2025-09-22 11:08:15 +02:00
Thomas 7123562f85 Merge pull request #2388 from m1ndgames/develop
fix: Add conditional checks for AWACS markers based on AllowMarkers property
2025-09-18 07:41:14 +02:00
Thomas 6301f5a939 Merge pull request #2389 from FlightControl-Master/master
Merge from master
2025-09-18 06:48:20 +02:00
Thomas 5e8676cf8a Merge pull request #2387 from shaji-Dev/master
LandingAfterEjection error
2025-09-18 06:47:01 +02:00
m1nd b320ba597a fix: Add conditional checks for AWACS markers based on AllowMarkers property 2025-09-18 00:32:48 +02:00
shaji-Dev 12d16f355b Merge branch 'FlightControl-Master:develop' into develop 2025-09-17 20:20:37 +02:00
smiki f4264cd149 Merge remote-tracking branch 'origin/master' 2025-09-17 20:19:54 +02:00
smiki 65d1c4187e [Fixed] attempt to index field 'Place' (a nil value) in LandingAfterEjection 2025-09-17 20:19:17 +02:00
Applevangelist 58b169cb03 Merge remote-tracking branch 'origin/develop' into develop 2025-09-17 12:04:38 +02:00
Applevangelist 04fcb985fe #PLAYERTASK - Ensure call task failed on the controller 2025-09-17 12:04:34 +02:00
smiki 5414adc8d8 [Added] PLAYERTASK:CanJoinTask Override function in order to implement custom logic if a player can join a task or not. 2025-09-17 09:26:34 +02:00
Thomas 95210366e9 Merge pull request #2385 from shaji-Dev/develop
[Added] `PLAYERTASKCONTROLLER:CanJoinTask`
2025-09-16 19:14:17 +02:00
smiki f73dc6c3be [Added] PLAYERTASKCONTROLLER:CanJoinTask Override function in order to implement custom logic if a player can join a task or not. 2025-09-16 15:14:28 +02:00
Applevangelist 74383e3111 Merge remote-tracking branch 'origin/develop' into develop 2025-09-15 09:28:39 +02:00
Applevangelist 3f8954d21d #EASYGCICAP - Fixed - for Tanker Squadrons the TACAN channel could not be nil. 2025-09-15 09:28:35 +02:00
Thomas ebf393c58b Merge pull request #2384 from FlightControl-Master/master
Merge from master
2025-09-11 05:14:54 +02:00
Thomas cda1432d04 Merge pull request #2383 from shaji-Dev/master
[FIXED] CTLD. Injected spawns not using `InitValidateAndRepositionGroundUnits`
2025-09-11 05:13:50 +02:00
smiki 09e5fca1a5 [FIXED] CTLD. Injected spawns not using InitValidateAndRepositionGroundUnits 2025-09-11 00:38:20 +02:00
Applevangelist 9c3c27f809 Merge remote-tracking branch 'origin/develop' into develop 2025-09-07 18:58:47 +02:00
Applevangelist 03275938e7 #CLIENTMENU - add missing func from documentation 2025-09-07 18:58:41 +02:00
Thomas a90e321a91 Merge pull request #2382 from FlightControl-Master/master
Merge from master
2025-09-03 10:37:03 +02:00
Thomas e38d73df8b Merge pull request #2381 from shaji-Dev/master
[ADDED] `GROUP:GetBoundingBox()`
2025-09-03 10:35:42 +02:00
smiki 7df90b2d30 [ADDED] GROUP:GetBoundingBox() since POSITIONABLE:GetBoundingBox() is only for units 2025-09-03 09:12:20 +02:00
Thomas e531f12f94 Merge pull request #2380 from FlightControl-Master/master
Merge from master
2025-09-01 10:59:59 +02:00
Thomas a917ee8f1e Merge pull request #2379 from shaji-Dev/master
[FIXED] `UTILS.HdgTo to accept both Vec2 or Vec3`
2025-09-01 10:57:48 +02:00
smiki 44f3c776eb [FIXED] UTILS.HdgTo to accept both Vec2 or Vec3 2025-09-01 09:30:05 +02:00
Applevangelist 5d3f5dac1e Merge remote-tracking branch 'origin/master' into develop 2025-08-31 18:22:41 +02:00
Applevangelist 873879ff79 #AIRBOSS - Slight tweak to EnableSRS() when no parameters are handed in. 2025-08-31 18:22:17 +02:00
Applevangelist 2f46a63041 Merge remote-tracking branch 'origin/master' into develop 2025-08-31 13:28:00 +02:00
Applevangelist 6c1907f7e0 GROUO correction in class self line 3205 2025-08-31 13:27:24 +02:00
Applevangelist f43dd389e2 Merge remote-tracking branch 'origin/master' into develop 2025-08-31 13:25:47 +02:00
Applevangelist 42ecdd3b14 #AIRBASE - Add Sinai Damascus Intl Airbase in the enumerator 2025-08-31 13:24:35 +02:00
Thomas 297164a0ee Merge pull request #2378 from shaji-Dev/master
[ADDED] `SPAWNSTATIC:InitValidateAndRepositionStatic(OnOff, MaxRadius)`
2025-08-28 19:58:19 +02:00
smiki 323f09b06c [ADDED] SPAWNSTATIC:InitValidateAndRepositionStatic(OnOff, MaxRadius) 2025-08-28 19:38:05 +02:00
smiki e003b91bbe [ADDED] SPAWNSTATIC:InitValidateAndRepositionStatic(OnOff, MaxRadius) 2025-08-28 19:36:22 +02:00
Applevangelist efb1d79e77 #COHORT - Fix Callsign Setting 2025-08-28 13:17:57 +02:00
Applevangelist ee23daa651 Merge remote-tracking branch 'origin/develop' into develop 2025-08-28 11:13:56 +02:00
Applevangelist e590701c01 xx 2025-08-28 11:13:50 +02:00
Thomas 9f1777ca9b Merge pull request #2376 from FlightControl-Master/master
Airboss Vietnam Era Vessels
2025-08-27 14:24:43 +02:00
Thomas f1636fc5a9 Merge pull request #2375 from tspindler-cms/TeTeT/master
Add support for Vietnam War Vessels carriers to Airboss
2025-08-27 14:23:36 +02:00
TeTeT Nimitz db053398d2 Add support for Vietnam War Vessels carriers to Airboss:
- CVA-31 Bon Homme Richard
    - Generic Essex with SCB-125 upgrade (angled Deck)
    - CVAN-65 Enterprise 1966
    - CVN-65 Enterprise modern
2025-08-27 13:12:50 +02:00
Thomas 527c4d0de4 Merge pull request #2373 from shaji-Dev/develop
[ADDED] `ValidateAndRepositionGroundUnits` to OPSGROUP
2025-08-26 18:38:41 +02:00
smiki 2479147fd9 [ADDED] ValidateAndRepositionGroundUnits to OPSGROUP 2025-08-26 13:15:12 +02:00
Thomas 7b7a8c1bab Merge pull request #2372 from FlightControl-Master/master
Merge from master
2025-08-26 06:23:46 +02:00
Thomas 417caf1b62 Merge pull request #2370 from shaji-Dev/master
[ADDED] `ValidateAndRepositionGroundUnits` to UNIT and GROUP respawns
2025-08-26 06:22:57 +02:00
Thomas 2ff630d394 Merge pull request #2371 from shaji-Dev/develop
[ADDED] `ValidateAndRepositionGroundUnits` to OPSGROUP
2025-08-26 06:21:58 +02:00
smiki b6d725920a [ADDED] ValidateAndRepositionGroundUnits to OPSGROUP 2025-08-25 23:22:00 +02:00
smiki cc76851614 [ADDED] ValidateAndRepositionGroundUnits to UNIT and GROUP respawns 2025-08-25 23:08:25 +02:00
Frank 1ddb2aaec0 Merge branch 'develop' into FF/Ops 2025-08-25 20:53:40 +02:00
Thomas c30d517a00 Merge pull request #2369 from FlightControl-Master/master
Merge from master
2025-08-25 12:09:30 +02:00
Thomas 27fe314c1e Merge pull request #2368 from shaji-Dev/master
[ADDED] WAREHOUSE:SetValidateAndRepositionGroundUnits
2025-08-25 12:08:27 +02:00
smiki 2c12cfe4fd [ADDED] WAREHOUSE:SetValidateAndRepositionGroundUnits to use for Brigades 2025-08-24 17:06:45 +02:00
smiki 9adf342dd8 [ADDED] WAREHOUSE:SetValidateAndRepositionGroundUnits to use for Brigades 2025-08-24 16:45:54 +02:00
smiki facac82130 [ADDED] WAREHOUSE:SetValidateAndRepositionGroundUnits to use for Brigades 2025-08-24 16:44:41 +02:00
Thomas c96249906e Merge pull request #2367 from FlightControl-Master/master
QuickFix
2025-08-24 16:36:33 +02:00
Thomas 3e095711f4 Merge pull request #2366 from shaji-Dev/master
[FIXED] Maintain valid unit positions
2025-08-24 16:35:43 +02:00
smiki ca1ddb4013 Merge remote-tracking branch 'origin/master' 2025-08-24 16:28:08 +02:00
smiki 8169235d2f [FIXED] Maintain valid unit positions 2025-08-24 16:27:55 +02:00
Thomas 0a56624657 Merge pull request #2365 from FlightControl-Master/master
Ground Spawn Options to avoid non-terrain by Heartbreaker
2025-08-24 15:25:46 +02:00
Thomas 4553785918 Merge pull request #2364 from shaji-Dev/master
[ADDED] Validate and Reposition Ground Units algorithm
2025-08-24 15:23:32 +02:00
smiki 78b3efcf00 Validate and Reposition Ground Units algorithm
[ADDED] UTILS.ValidateAndRepositionGroundUnits
[ADDED] SPAWN:InitValidateAndRepositionGroundUnits
[ADDED] CTLD.validateAndRepositionUnits
2025-08-24 15:10:47 +02:00
smiki 67cb844550 Validate and Reposition Ground Units algorithm
[ADDED] UTILS.ValidateAndRepositionGroundUnits
[ADDED] SPAWN:InitValidateAndRepositionGroundUnits
[ADDED] CTLD.validateAndRepositionUnits
2025-08-24 15:07:27 +02:00
Applevangelist 1b169f007c xx 2025-08-15 14:26:41 +02:00
Applevangelist 8efcad123c Merge remote-tracking branch 'origin/master' into develop 2025-08-14 17:18:03 +02:00
Applevangelist b9cf1e46af xx 2025-08-14 17:17:34 +02:00
Applevangelist 47409b11cb Merge remote-tracking branch 'origin/master' into develop 2025-08-14 17:16:30 +02:00
Applevangelist 4a04d7cce7 xx 2025-08-14 17:15:43 +02:00
Applevangelist 5ef6383c63 Merge remote-tracking branch 'origin/master' into develop 2025-08-14 09:13:32 +02:00
Applevangelist 35f15435a3 #MANTIS - Added Pantsir S1, TOR M2, IRIS-T SLM to main man SAM data (from CH mod) 2025-08-14 09:12:58 +02:00
Thomas 38dcd04334 Merge pull request #2363 from FlightControl-Master/Applevangelist-patch-1
#EasyGCICAP Adjustments for CAP ZONE using
2025-08-11 12:58:30 +02:00
Thomas b32a8a2899 #EasyGCICAP Adjustments for CAP ZONE using
Added missing computations for coordinate when the zone is moving
2025-08-11 12:57:37 +02:00
Applevangelist 8cac4dbf9e #TIRESIAS - allow documents to build 2025-08-10 13:35:24 +02:00
Applevangelist ef2bec72a1 Merge remote-tracking branch 'origin/master' into develop 2025-08-10 13:33:44 +02:00
Applevangelist 03c3a20b1b #AIRWING, #EASYGCICAP - allow moving zones as patrol points for CAP/TANKER/AWACS/RECON 2025-08-10 13:33:16 +02:00
Applevangelist 4c97d966a2 #MSRS - align google voices catalog with new voice types. 2025-08-10 13:20:22 +02:00
Applevangelist f075c02db5 #EASYGCICAP - small tweak to allow the airbase to be a carrier ship 2025-08-07 18:47:49 +02:00
Applevangelist 32e61a7a09 Merge remote-tracking branch 'origin/master' into develop 2025-08-07 11:31:54 +02:00
Applevangelist 674c6eec81 More randomness in functions using random coordinates 2025-08-07 11:30:44 +02:00
Thomas da535eaddc Merge pull request #2362 from FlightControl-Master/master
Merge from Master - SCORING
2025-08-07 11:17:24 +02:00
Thomas c75c3d8777 Merge pull request #2361 from FlightControl-Master/Applevangelist-score-1
Update Scoring.lua
2025-08-07 11:16:29 +02:00
Thomas 4fa63986dc Update Scoring.lua
Further changes
2025-08-07 11:16:07 +02:00
Thomas 029f7a3f5c Update Scoring.lua
Better check for Scenery hits where target category is usually nil
2025-08-06 12:27:28 +02:00
Thomas eb6eba25f3 Merge pull request #2359 from FlightControl-Master/master
Airbase new Sinai Bases
2025-08-04 16:12:01 +02:00
Thomas e9194c59f4 Merge pull request #2358 from FlightControl-Master/Applevangelist-patch-1
Update Airbase.lua
2025-08-04 16:11:00 +02:00
Thomas c8d693c8e7 Update Airbase.lua
Sinai add'l bases
2025-08-04 16:10:10 +02:00
Thomas 72d8b29699 Merge pull request #2357 from FlightControl-Master/master
Merge from master
2025-08-02 18:35:43 +02:00
Thomas 2341014882 Merge pull request #2356 from leka1986/master
Master
2025-08-02 18:34:25 +02:00
leka1986 eb15fadcfe Added SetPartlyInside. if used, it the :Trigger will trigger as soon as any of the group units enteres the zone even if they are far apart. 2025-08-02 17:40:55 +02:00
Applevangelist 1e7203320f Merge remote-tracking branch 'origin/master' into develop 2025-08-01 14:03:29 +02:00
Applevangelist e3b587aa95 xx 2025-08-01 14:03:12 +02:00
Applevangelist 13fa8f373e #MANTIS - added radar entry for Dog Ear and Nike 2025-08-01 14:02:57 +02:00
Applevangelist c3dc055fb2 #FLIGHTGROUP - avoid nil error on dynamic spawn clients when looking for theri original prarking space 2025-08-01 09:23:40 +02:00
Applevangelist 4e024f7173 #EASYGCICAP - added FuelLow/Critical settings and stopping of Airwings if you call Stop(). 2025-07-31 12:35:40 +02:00
Applevangelist 1248006f3d Merge remote-tracking branch 'origin/master' into develop 2025-07-31 09:48:23 +02:00
Applevangelist b318e8ae13 #AIRBOSS - Added :SetCarrierIllumination(Mode) 2025-07-31 09:47:54 +02:00
Thomas 1af4d44ca5 Merge pull request #2355 from FlightControl-Master/master
Merge from master
2025-07-31 09:27:03 +02:00
Thomas 7e963bef41 Merge pull request #2354 from shaji-Dev/master
[ADDED] `UTILS.ShowPicture` For all, coalition, country, group and unit
2025-07-31 09:26:09 +02:00
smiki 933000ffc7 [ADDED] UNIT:SetCarrierIlluminationMode 2025-07-31 09:06:19 +02:00
smiki 9b217e1c97 [ADDED] UTILS.ShowPicture For all, coalition, country, group and unit
[ADDED] `UTILS.ShowHelperGateForUnit`
2025-07-31 08:57:20 +02:00
smiki 324f4944b4 [ADDED] UTILS.ShowPicture For all, coalition, country, group and unit
[ADDED] `UTILS.ShowHelperGateForUnit`
2025-07-31 08:54:16 +02:00
Applevangelist b9d738c1ad Merge remote-tracking branch 'origin/master' into develop 2025-07-29 17:39:08 +02:00
Applevangelist f735f1eb53 CTLD - correct ground speed for routing 2025-07-29 17:38:35 +02:00
Thomas 7149226283 Merge pull request #2353 from shaji-Dev/master
[CHANGED] Use file path instead of resource key
2025-07-29 13:04:46 +02:00
shaji-Dev 4164a5288a Merge branch 'FlightControl-Master:master' into master 2025-07-29 12:50:45 +02:00
smiki 1992276b07 Merge remote-tracking branch 'origin/master' 2025-07-29 12:50:27 +02:00
smiki 21a7023b7b Removed getValueResourceByKey UTILS.ShowPicture and UTILS.SetMissionBriefing to use full file paths 2025-07-29 12:50:19 +02:00
Applevangelist bd054b26c0 Merge remote-tracking branch 'origin/master' into develop 2025-07-29 12:05:29 +02:00
Applevangelist f094716b73 CTLD - Added option for Vehicle Formation when going to a MOVE zone. 2025-07-29 12:04:41 +02:00
Applevangelist b3100d2f5e Merge remote-tracking branch 'origin/master' into develop 2025-07-29 10:03:34 +02:00
Applevangelist 4b1888a34d CSAR - Allow also the initial down message to be suppressed 2025-07-29 10:02:22 +02:00
Applevangelist f4cd214823 #TIRESIAS - Avoid creating SET_GROUPs all the time for player objects, cached now 2025-07-27 19:24:43 +02:00
Applevangelist b9be3aa7f8 xx 2025-07-27 14:50:45 +02:00
Thomas bb6db2b7f8 Merge pull request #2352 from FlightControl-Master/master
Merge from Master
2025-07-27 14:16:07 +02:00
Thomas fd2dacaefb Merge pull request #2351 from shaji-Dev/master
[ADDED] `UTILS.LoadMission` and `UTILS.SetMissionBriefing`
2025-07-27 14:15:16 +02:00
smiki cc60e85901 [ADDED] UTILS.LoadMission and UTILS.SetMissionBriefing 2025-07-27 13:18:56 +02:00
Thomas 9520782a04 Merge pull request #2350 from FlightControl-Master/master
Merge from master
2025-07-26 09:02:12 +02:00
Thomas f172f6efeb Merge pull request #2349 from shaji-Dev/master
[ADDED] `UTILS.ShowPicture`. Overlay pictures for players
2025-07-26 09:01:02 +02:00
smiki b6b6686873 [ADDED] COORDINATE:GetLandProfile 2025-07-25 23:43:00 +02:00
smiki 5e724e7a3f [ADDED] COORDINATE:GetLandProfile 2025-07-25 23:39:53 +02:00
smiki 90f1d1df2a Merge remote-tracking branch 'origin/master' 2025-07-25 23:27:11 +02:00
smiki a5726c0ed8 [ADDED] UTILS.ShowPicture. Overlay pictures for players.
Refactoring
2025-07-25 23:27:01 +02:00
Applevangelist 1860366986 Merge remote-tracking branch 'origin/master' into develop 2025-07-25 19:06:34 +02:00
Applevangelist 9db1d38a15 #TIRESIAS - some optimization 2025-07-25 19:06:12 +02:00
Applevangelist 04ceda693b #AUTOLASE - switch off increased ground awareness as default 2025-07-25 19:05:40 +02:00
Applevangelist 23ff128ac8 #ZONE added ZONE_BASE:FindNearestCoordinateOnRadius() 2025-07-25 19:05:01 +02:00
Applevangelist 3749142670 Merge remote-tracking branch 'origin/master' into develop 2025-07-25 14:58:41 +02:00
Applevangelist 7d3fc1740a xx 2025-07-25 14:57:58 +02:00
Applevangelist b2a084d669 xx 2025-07-25 14:57:06 +02:00
Applevangelist 30203668e4 Revert "#UTILS - Added FindNearestPointOnCircle()"
This reverts commit 2cc1ddd4679b0e3fb7a5f72ea5e4822112e2f2d1.
2025-07-25 14:57:06 +02:00
Thomas ebecc70693 Merge pull request #2348 from shaji-Dev/master
[ADDED] `Disposition.getSimpleZones`  support for ZONE_POLYGON_BASE
2025-07-25 14:47:08 +02:00
smiki 74712b6e27 [ADDED] Disposition.getSimpleZones to ZONE_POLYGON_BASE to support all zone types 2025-07-25 14:17:03 +02:00
Applevangelist 40253ea8bb xx 2025-07-24 18:27:44 +02:00
Applevangelist 7279da7f09 xx 2025-07-24 18:26:28 +02:00
Applevangelist 31c40c96f2 Merge remote-tracking branch 'origin/develop' into develop 2025-07-24 16:21:24 +02:00
Applevangelist 7a833365ce #CONTROLLABLE - added options for landing approaches
* Prefer vertical for helos
and for aircraft
* Straight in
* Overhead break
* Force pair
* Restrict pair

You can also set these on AirWing and FlightGroup levels

#AUFTRAG - added dive bomb option to NewBombing
2025-07-24 16:21:04 +02:00
Applevangelist 4e56078d2a #CONTROLLABLE - added options for landing approaches
* Prefer vertical for helos
and for aircraft
* Straight in
* Overhead break
* Force pair
* Restrict pair
2025-07-24 16:17:09 +02:00
Thomas 0ac156f2b5 Merge pull request #2346 from FlightControl-Master/master
Merge from master
2025-07-24 09:40:00 +02:00
Thomas 4bbf20ca4e Merge pull request #2345 from shaji-Dev/master
[Fixed] `Disposition.getSimpleZones`
2025-07-24 09:39:09 +02:00
smiki a462c5a493 [Fixed] Disposition.getSimpleZones 2025-07-24 01:51:10 +02:00
Applevangelist 179cb5f589 Merge remote-tracking branch 'origin/master' into develop 2025-07-23 15:48:26 +02:00
Applevangelist 367014ebf3 xxx 2025-07-23 15:47:56 +02:00
Applevangelist 9d8d0c2155 Merge remote-tracking branch 'origin/develop' into develop 2025-07-23 12:36:05 +02:00
Applevangelist edfe91274d Merge remote-tracking branch 'origin/master' into develop 2025-07-23 12:36:01 +02:00
Thomas 326b20b08d Merge pull request #2344 from shaji-Dev/master
[ADDED] `Disposition.getSimpleZones`
2025-07-23 12:35:16 +02:00
Applevangelist 11b0ce6275 #AIRBASE - remove some differences between data produced by _InitRunways and GetRunwayData 2025-07-23 12:34:52 +02:00
smiki 03763e16d6 [ADDED] Disposition.getSimpleZones 2025-07-23 12:19:00 +02:00
smiki c1e8ee12e0 [ADDED] Disposition.getSimpleZones 2025-07-23 11:48:33 +02:00
smiki ac8cc408c1 [FIXED] Disposition.getSimpleZones 2025-07-23 11:48:07 +02:00
Thomas dad91cca8c Merge pull request #2343 from shaji-Dev/develop
[FIXED] COMMANDER.maxMissionsAssignPerCycle typo
2025-07-22 18:55:50 +02:00
smiki 2f9c384ac0 [FIXED] COMMANDER.maxMissionsAssignPerCycle typo 2025-07-22 18:45:02 +02:00
Applevangelist f23a2267cf Merge remote-tracking branch 'origin/master' into develop 2025-07-22 13:09:48 +02:00
Applevangelist ada38fa3ea #AIRBOSS - SRS 2.2.x path in documentation 2025-07-22 13:08:46 +02:00
Applevangelist 2ee0597d48 #CTLD - added FSM event "CratesPacked"
#UTILS - more options for MASH building
2025-07-22 13:08:18 +02:00
Applevangelist b39a83ad6e Merge remote-tracking branch 'origin/master' into develop 2025-07-21 15:03:22 +02:00
Applevangelist 7ae4cdc8f1 #Documentation 2025-07-21 15:02:45 +02:00
Applevangelist 7d47227fab Merge remote-tracking branch 'origin/develop' into develop 2025-07-21 14:50:42 +02:00
Applevangelist 1f09b8fe0b Merge remote-tracking branch 'origin/master' into develop 2025-07-21 14:50:38 +02:00
Applevangelist 8c92a578ed #UTILS - added UTILS.SpawnMASHStatics() 2025-07-21 14:50:08 +02:00
Thomas 992f09d9ba Merge pull request #2342 from FlightControl-Master/master
Vnao Airboss exits
2025-07-21 09:11:12 +02:00
Thomas 096f2caf9c Merge pull request #2341 from nasgroup94/master
Added VNAO Edits
2025-07-21 09:09:54 +02:00
frankiep95 0b37c909b3 Added VNAO Edits 2025-07-20 16:58:33 -04:00
Applevangelist bdad38e707 Merge remote-tracking branch 'origin/master' into develop 2025-07-20 14:04:24 +02:00
Applevangelist 1b18ae1597 #MANTIS - Added SAMP/T, SA-17 data correction, HDS explanations expanded 2025-07-20 14:03:33 +02:00
Thomas 8dcc3cbe8f Merge pull request #2340 from shaji-Dev/develop
[ADDED] COMMANDER:SetMaxMissionsAssignPerCycle
2025-07-20 12:28:36 +02:00
smiki aa8f3a824c [ADDED] COMMANDER:SetMaxMissionsStartPerCycle 2025-07-20 12:12:31 +02:00
smiki b5a19528a1 [ADDED] COMMANDER:SetMaxMissionsStartPerCycle 2025-07-20 12:11:57 +02:00
Thomas bd20e8fc81 Merge pull request #2339 from shaji-Dev/develop
Develop
2025-07-20 11:51:57 +02:00
smiki 2f806801bc [ADDED] AUFTRAG:SetRepeatDelay 2025-07-20 11:48:35 +02:00
shaji-Dev be006bd2bf Merge branch 'FlightControl-Master:develop' into develop 2025-07-20 11:44:34 +02:00
Applevangelist 18a08288ec Merge remote-tracking branch 'origin/master' into develop 2025-07-19 18:36:40 +02:00
Applevangelist c9ac6d73e6 #MANTIS - Better documented use of SA-10B/C/12/23 naming usage with launcher differences. 2025-07-19 18:36:03 +02:00
Applevangelist f602455d1f Merge remote-tracking branch 'origin/master' into develop 2025-07-19 16:05:55 +02:00
Applevangelist d5c34a37b0 #AICSAR - Added functionality to use rescue zones instead of pure distance. Fixed helo not despawning after landing back at base. 2025-07-19 16:05:28 +02:00
Applevangelist 8a0e9a3400 #Fix SRS TTS folder path in documentation and defaults 2025-07-19 16:05:06 +02:00
Applevangelist 0e836973fd #Fix SRS TTS folder path in documentation and defaults 2025-07-19 16:04:49 +02:00
Applevangelist 1b57af88a0 Merge remote-tracking branch 'origin/master' into develop 2025-07-18 18:10:43 +02:00
Applevangelist be40d7be9a #SPAWNSTATIC - NewFromStatic now creates a new template in the database under the new name - if not already there. This allows #WAREHOUSE static warehouses spawned that way to be respawned eg on coalition change. 2025-07-18 18:09:57 +02:00
Applevangelist 00de8d911c Merge remote-tracking branch 'origin/develop' into develop 2025-07-18 09:24:58 +02:00
smiki 9df3fcfdf7 [FIXED] attempt to index local 'airbase' (a nil value) 2025-07-17 23:36:23 +02:00
Thomas d675e34f37 Merge pull request #2338 from shaji-Dev/develop
[FIXED] AIRWING operational regardless of airbase coalition
2025-07-17 07:38:43 +02:00
smiki 2d96ba0f56 [FIXED] AIRWING operational regardless of airbase coalition 2025-07-16 23:39:04 +02:00
smiki 21c2bd1103 [FIXED] AIRWING operational regardless of airbase coalition 2025-07-16 23:17:47 +02:00
Thomas f3b7740041 Merge pull request #2335 from shaji-Dev/master
[ADDED] GROUP.Attribute.GROUND_SHORAD
2025-07-15 11:19:41 +02:00
smiki 7d7488db6f [ADDED] GROUP.Attribute.GROUND_SHORAD 2025-07-15 11:05:03 +02:00
Thomas b9197d65d5 Merge pull request #2334 from shaji-Dev/develop
[ADDED] GROUP.Attribute.GROUND_SHORAD
2025-07-15 10:35:36 +02:00
smiki ec6f190b68 [ADDED] GROUP.Attribute.GROUND_SHORAD 2025-07-15 10:16:49 +02:00
Thomas 5e4f9f035b Merge pull request #2333 from shaji-Dev/develop
[FIXED] AUFTRAG and FSM state mismatch workaround `AUFTRAG:CheckGroupsDone`
2025-07-14 19:18:05 +02:00
smiki 7b6bf7f39b [FIXED] AUFTRAG and FSM state mismatch workaround for AUFTRAG:CheckGroupsDone 2025-07-14 19:04:26 +02:00
Thomas 2e8875dd2f Update Auftrag.lua
Fix catch all check groups 
2025-07-14 10:13:38 +02:00
Thomas 4964cc2f2d Merge pull request #2332 from FlightControl-Master/Applevangelist-Vertical
Controllable - add option prefer vertical landing
2025-07-09 12:18:10 +02:00
Thomas f0a4c5b008 Merge pull request #2331 from FlightControl-Master/Applevangelist-patch-2
Update Controllable.lua
2025-07-09 12:16:29 +02:00
Thomas 1b6412821b Update Controllable.lua 2025-07-09 12:15:34 +02:00
Thomas 926a0733e4 Controllable - add option prefer vertical landing
Addrd
2025-07-09 12:14:41 +02:00
Applevangelist 124ebd3240 xxx 2025-07-05 18:57:39 +02:00
Applevangelist 7728609165 Merge remote-tracking branch 'origin/master' into develop 2025-07-05 18:57:27 +02:00
Applevangelist da70f4ce6c #DynamicSlots for dynamic FARPs 2025-07-05 18:56:59 +02:00
Applevangelist 69b3e9abad Small fix 2025-07-04 18:47:08 +02:00
Applevangelist f9f77bfa7b xxx 2025-07-04 18:46:56 +02:00
Applevangelist 429db73854 #AUFTRAG - fix condition for assets done test 2025-07-04 16:22:55 +02:00
Applevangelist 1e9c45c115 Merge remote-tracking branch 'origin/master' into develop 2025-07-03 16:39:55 +02:00
Applevangelist 727cb3276c #SET fix for table insert of GetAliveSet 2025-07-03 16:39:24 +02:00
Applevangelist a68175448d Merge remote-tracking branch 'origin/master' into develop 2025-07-03 15:15:54 +02:00
Thomas 33e63a4819 Merge pull request #2330 from shaji-Dev/master
[FIXED] index `nil` at  `MARKEROPS_BASE:OnEventMark`
2025-07-03 15:14:11 +02:00
Applevangelist d7431478d1 Merge remote-tracking branch 'origin/master' into develop 2025-07-03 14:59:14 +02:00
smiki 3543b2c79a [FIXED] index nil at MARKEROPS_BASE:OnEventMark 2025-07-03 14:59:07 +02:00
Applevangelist 4489efff94 #POSITIONABLE - make GetVec3/GetCoordinate a bit more robust 2025-07-03 14:57:48 +02:00
Applevangelist dcdea379ef Merge remote-tracking branch 'origin/master' into develop 2025-07-03 11:59:23 +02:00
Applevangelist 6a4bddde99 #SET - do not create a new SET on GetAliveSet is we only send back the object table 2025-07-03 11:58:44 +02:00
Applevangelist 2088359756 Merge remote-tracking branch 'origin/master' into develop 2025-07-03 10:55:02 +02:00
Thomas dc2511942c Merge pull request #2329 from shaji-Dev/master
[FIXED] Memory leaks
2025-07-03 10:52:40 +02:00
Thomas f0c257c4a5 Merge branch 'master' into master 2025-07-03 10:52:29 +02:00
Applevangelist 068d21612f #MARKEROPS - do not crate a COORDINATE b4 you need it
#UTILS - added
* UTILS.ShowHelperGate(pos, heading)
* UTILS.ShellZone
* UTILS.RemoveObjects
* UTILS.DestroyScenery
2025-07-03 10:48:54 +02:00
smiki 773461aad9 [FIXED] Memory leaks 2025-07-03 09:54:07 +02:00
smiki f9257b2b0d [FIXED] Memory leaks 2025-07-03 09:45:21 +02:00
smiki 9e0f03a3cd [FIXED] Memory leaks 2025-07-03 08:44:41 +02:00
Applevangelist 0ab6a10ec4 #AWACS - added FSM transitions for VID Success and Failure 2025-06-29 15:50:24 +02:00
Thomas 73f393c542 Merge pull request #2328 from FlightControl-Master/master
Merge
2025-06-24 19:28:33 +02:00
Thomas a467fabdc8 Merge pull request #2327 from leka1986/patch-1
Update CTLD.lua
2025-06-24 19:26:36 +02:00
leka1986 a2ab84c45a Update CTLD.lua
Added Herc fix when dropping from air.

Added CratesName in the OnAfterCratesBuildStarted parm
2025-06-24 19:24:00 +02:00
Thomas 7ec7228cb8 Merge pull request #2326 from FlightControl-Master/master
Merge from master
2025-06-24 18:23:19 +02:00
Thomas 9fd6729967 Merge pull request #2325 from FlightControl-Master/Applevangelist-patch-1-1
Update Airbase.lua
2025-06-24 18:22:18 +02:00
Thomas f1d4f1753a Update Airbase.lua 2025-06-24 16:28:46 +02:00
Frank 1f268b3b5d Merge branch 'master' into develop 2025-06-23 22:43:13 +02:00
Frank 6d9c3fd0aa Merge pull request #2324 from FlightControl-Master/FF/MasterDevel
AIRBOSS Essex+Corsair
2025-06-23 22:41:16 +02:00
Frank 28ae63bd8d Update Airboss.lua 2025-06-23 22:39:52 +02:00
Frank 8d6d4b3765 Merge branch 'FF/MasterDevel' into FF/Ops 2025-06-23 22:29:30 +02:00
Frank 7ddb72885d Merge branch 'develop' into FF/Ops 2025-06-23 22:29:20 +02:00
Frank 42e7e3f94f Update Airboss.lua 2025-06-23 22:28:48 +02:00
Thomas 4a5204aecb Merge pull request #2323 from FlightControl-Master/master
Merge
2025-06-23 19:09:47 +02:00
Thomas 6466c5e95e Merge pull request #2322 from leka1986/master
Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE
2025-06-23 19:02:56 +02:00
leka1986 829f5af25f Merge branch 'master' of https://github.com/FlightControl-Master/MOOSE 2025-06-23 18:28:08 +02:00
leka1986 0d1147bac4 Added the missing lines to check if the droped troop is engineer, then start the engineer instance. Added missing messages when dropping single crate type, ie truck for example. Added a call to refreshdropcratesmenu in the takeoff / land event. Drop and build is only created if fixedwing is on the ground. 2025-06-23 18:28:02 +02:00
Frank 24b47b02e0 AIRBOSS
- Essex
- Corsair
2025-06-22 22:29:52 +02:00
Thomas 10262fd30b Merge pull request #2321 from FlightControl-Master/master
Merge from master
2025-06-20 14:03:40 +02:00
Thomas 3cabc07d58 Merge pull request #2320 from shaji-Dev/master
[ADDED] New Kola Airbases
2025-06-20 14:01:24 +02:00
shaji b0546b1e60 [ADDED] New Kola Airbases 2025-06-20 12:58:50 +02:00
shaji a988e67490 [ADDED] New Kola Airbases 2025-06-20 12:20:58 +02:00
Thomas fa951838d2 Merge pull request #2319 from FlightControl-Master/master
Merge from master
2025-06-19 09:16:30 +02:00
Thomas 2594c5bbf0 Merge pull request #2318 from shaji-Dev/master
[FIXED] Error: attempt to index local 'Schedule' (a nil value)
2025-06-19 09:15:42 +02:00
shaji db70fa341c Merge remote-tracking branch 'origin/master' 2025-06-19 07:42:52 +02:00
shaji 763e3852ac [FIXED] Error: attempt to index local 'Schedule' (a nil value) 2025-06-19 07:42:29 +02:00
Thomas 66157d0596 Merge pull request #2316 from FlightControl-Master/master
Fixes from Master
2025-06-18 14:34:04 +02:00
Thomas 8ec86973c6 Update SpawnStatic.lua
Fix SpawnFromZone()
2025-06-18 14:29:34 +02:00
Thomas eb2c6ac6f2 Update SRS.lua
#MSRS Voice mapping correction
2025-06-18 14:19:50 +02:00
Applevangelist 93a8d8bc2d Merge remote-tracking branch 'origin/master' into develop 2025-06-15 17:02:35 +02:00
Applevangelist cbcc893ce5 #CTLD - avoid smoking runways on airbase zones 2025-06-15 17:01:58 +02:00
Applevangelist c19713949d Merge remote-tracking branch 'origin/master' into develop 2025-06-15 15:42:57 +02:00
Applevangelist 54450935a1 Merge remote-tracking branch 'origin/develop' into develop 2025-06-15 15:42:37 +02:00
Applevangelist d0f5712ca8 #AUFTRAG - Allow CAP Auftrag w/o Zone 2025-06-15 15:42:33 +02:00
Applevangelist 382b049c5f #AIRBASE - Syria and Sinai few names corrected 2025-06-15 15:38:12 +02:00
Thomas 6c2cc37abe Merge pull request #2315 from FlightControl-Master/master
Update Airbase.lua
2025-06-15 13:15:30 +02:00
Thomas a53763221c Update Airbase.lua
Correct afb name gor Borg al arab on Sinai
2025-06-15 13:14:05 +02:00
Thomas 83447a3fb4 Merge pull request #2314 from FlightControl-Master/master
Csar
2025-06-15 10:19:19 +02:00
Thomas b7bac28113 Merge pull request #2313 from FlightControl-Master/Applevangelist-patch-1
Update CSAR.lua
2025-06-15 10:18:01 +02:00
Thomas a9edb16554 Update CSAR.lua
Make static and zone mash SETs dynamic
2025-06-15 10:17:32 +02:00
Applevangelist 52cbb7202c #EASYGCICAP - more noob catches 2025-06-12 09:09:38 +02:00
Frank 1d04f7c945 Merge branch 'develop' into FF/Ops 2025-06-10 21:58:38 +02:00
Frank f6a8317c42 Merge branch 'develop' of https://github.com/FlightControl-Master/MOOSE into develop 2025-06-10 21:58:21 +02:00
Frank 2a9a7db9b8 OPSGROUP
- Improved behaviour when mission is unpaused and groups are teleported
2025-06-10 21:58:19 +02:00
Applevangelist 3aeec78f79 Merge remote-tracking branch 'origin/master' into develop 2025-06-10 18:05:58 +02:00
Applevangelist 0aeb1fc6af #UTILS - Small fix for GetReportingName to distinguish Shark from Mainstay 2025-06-10 18:05:02 +02:00
Applevangelist 26565d7549 #EASYGCICAP - Added noob/fatfinger checks for airbase static warehouses and CAP point airwing names 2025-06-10 09:25:00 +02:00
Applevangelist 62816f217b Merge remote-tracking branch 'origin/master' into develop 2025-06-08 18:43:35 +02:00
Applevangelist eeeeda4e5e #POINT - Offset options for smoke 2025-06-08 18:43:01 +02:00
Applevangelist 95767c5ef4 AIRBOSS - Remove useless E Messages for non-debug 2025-06-01 12:20:08 +02:00
Applevangelist f5881eda53 AIRBOSS - Remove useless E Messages for non-debug 2025-06-01 12:19:42 +02:00
Applevangelist fca6faa3a8 xx 2025-05-30 20:51:04 +02:00
Thomas c1997d9f70 Merge pull request #2311 from FlightControl-Master/Applevangelist-patch-1
Update CSAR.lua
2025-05-30 18:37:50 +02:00
Thomas bb1caa6642 Update CSAR.lua 2025-05-30 18:37:38 +02:00
Thomas 638f083729 Merge pull request #2310 from shaji-Dev/develop
CSAR Downed Pilot Queue
2025-05-30 18:36:33 +02:00
shaji 59d41cf98b - [ADDED] Removes previous downed pilot with the same player name in Ejection event
- [ADDED] `useFIFOLimitReplacement` If true, it will remove the oldest downed pilot when a new one is added, if the limit is reached (FIFO queue), otherwise does not add downed pilots when the limit is reached.
2025-05-30 16:03:01 +02:00
Applevangelist 793adafda7 Merge remote-tracking branch 'origin/master' into develop 2025-05-30 11:14:33 +02:00
Applevangelist dd5ca93f26 CSAR Small addition 2025-05-30 11:13:50 +02:00
Frank baa3f3234e Merge branch 'develop' into FF/Ops 2025-04-18 22:04:07 +02:00
Frank ab5a4c43c3 Merge branch 'develop' into FF/Ops 2025-04-17 21:40:58 +02:00
Frank ce61f454bf Update Beacons.lua
- Added excludelist to GetClosestBeacon function
2025-04-17 20:34:46 +02:00
Frank 4772dafe7f Update Beacons.lua
- Fixed bug in counting beacons
- Added option to mark certain beacon types
- Improved maker text
2025-04-15 22:06:53 +02:00
Frank 629925e2d8 Update Towns.lua 2025-04-14 22:42:29 +02:00
Frank 17f672dad4 Towns
- Added new Class for towns
2025-04-14 15:49:39 +02:00
Frank 0a9717a8c2 RADIOS
- Added new class RADIOS
2025-04-13 23:14:19 +02:00
Frank e0049bea2b Update Beacons.lua
- Added channel
- Added scenery
2025-04-12 21:18:19 +02:00
Frank 73525feb68 Update Beacons.lua
- Added user functions
- Fixed bug with incorrect position
2025-04-12 11:14:01 +02:00
Frank 7d3bffcfef Naviation
- Added beacons class
- Added navpoints class
- Added vector class
2025-04-09 22:36:26 +02:00
Frank 5b76ec6b99 Merge branch 'develop' into FF/Ops 2025-04-09 21:17:49 +02:00
Frank eeca95c77f Merge branch 'develop' into FF/Ops 2025-01-02 20:49:06 +01:00
Frank e406fb0c88 Update Brigade.lua 2024-12-29 21:02:56 +01:00
134 changed files with 18678 additions and 46834 deletions
+7 -7
View File
@@ -3,7 +3,7 @@ name: Moose-Docs
on:
push:
branches:
- master
- master-ng
- develop
paths:
- 'Moose Setup/**/*.lua'
@@ -77,11 +77,11 @@ jobs:
- name: Install markdown (prereq for LuaDocumentor)
run: |
sudo luarocks install markdown 0.32-2
sudo luarocks install markdown 0.33-1
- name: Install penlight (prereq for LuaDocumentor)
run: |
sudo luarocks install penlight 1.11.0-1
sudo luarocks install penlight 1.14.0-3
- name: Install metalua-compiler (prereq for LuaDocumentor)
run: |
@@ -113,7 +113,7 @@ jobs:
- name: Check replacement of head tag
run: |
head -10 ${{ github.workspace }}/build/doc/AI.AI_A2A_Cap.html
head -10 ${{ github.workspace }}/build/doc/Core.Menu.html
#########################################################################
# Push to MOOSE_DOCS
@@ -122,7 +122,7 @@ jobs:
shell: bash
id: set_doc_repo
run: |
if [[ $GITHUB_REF == 'refs/heads/master' ]]; then
if [[ $GITHUB_REF == 'refs/heads/master-ng' ]]; then
echo "docrepo=MOOSE_DOCS" >> "$GITHUB_OUTPUT"
else
echo "docrepo=MOOSE_DOCS_DEVELOP" >> "$GITHUB_OUTPUT"
@@ -134,7 +134,7 @@ jobs:
repository: ${{ github.repository_owner }}/${{ steps.set_doc_repo.outputs.docrepo }}
path: './build/MOOSE_DOCS'
fetch-depth: 0
ref: 'master'
ref: 'master-ng'
token: ${{ secrets.BOT_TOKEN }}
- name: Delete folder to remove deleted files
@@ -155,7 +155,7 @@ jobs:
git config user.email "MooseBotter@users.noreply.github.com"
git add .
git commit --allow-empty -m "Auto commit by GitHub Actions Workflow"
git push --set-upstream origin master
git push --set-upstream origin 'master-ng'
working-directory: ${{ github.workspace }}/build/MOOSE_DOCS
+2 -2
View File
@@ -3,7 +3,7 @@ name: Moose-Includes
on:
push:
branches:
- master
- master-ng
- develop
- Apple/Develop
@@ -105,7 +105,7 @@ jobs:
if: ${{ vars.SKIP_LUACHECK != true }}
continue-on-error: true
run: |
luacheck --std=lua51c --config=.luacheckrc -gurasqq "Moose Development/Moose"
luacheck --std=lua51c --config=.luacheckrc -guras "Moose Development/Moose"
- name: Run LuaSrcDiet
run: |
+1 -1
View File
@@ -8,7 +8,7 @@ name: Deploy Jekyll site to Pages
on:
push:
branches: ["master"]
branches: ["master-ng"]
paths:
- 'docs/**'
- '.github/workflows/gh-pages.yml'
-220
View File
@@ -1,220 +0,0 @@
--- **AI** - Models the process of Combat Air Patrol (CAP) for airplanes.
--
-- This is a class used in the @{AI.AI_A2A_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2A_Cap
-- @image AI_Combat_Air_Patrol.JPG
-- @type AI_A2A_CAP
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_CAP\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.
-- 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_CAP\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_CAP\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- 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.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
-- ## 1. AI_A2A_CAP constructor
--
-- * @{#AI_A2A_CAP.New}(): Creates a new AI_A2A_CAP object.
--
-- ## 2. AI_A2A_CAP is a FSM
--
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
-- ### 2.1 AI_A2A_CAP States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2 AI_A2A_CAP Events
--
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_A2A_CAP.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_A2A_CAP.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_A2A_CAP.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.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_CAP\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_A2A_CAP.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\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_A2A_CAP.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_CAP
AI_A2A_CAP = {
ClassName = "AI_A2A_CAP",
}
--- Creates a new AI_A2A_CAP object
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @return #AI_A2A_CAP
function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType )
-- Multiple inheritance ... :-)
local AI_Air = AI_AIR:New( AICap )
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 self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP
self:SetFuelThreshold( .2, 60 )
self:SetDamageThreshold( 0.4 )
self:SetDisengageRadius( 70000 )
return self
end
--- Creates a new AI_A2A_CAP object
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2A_CAP
function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
return self:New2( AICap, EngageMinSpeed, EngageMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType )
end
--- onafter State Transition for Event Patrol.
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_CAP:onafterStart( AICap, From, Event, To )
self:GetParent( self, AI_A2A_CAP ).onafterStart( self, AICap, From, Event, To )
AICap:HandleEvent( EVENTS.Takeoff, nil, self )
end
--- Set the Engage Zone which defines where the AI will engage bogies.
-- @param #AI_A2A_CAP self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
-- @return #AI_A2A_CAP self
function AI_A2A_CAP:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
end
end
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_A2A_CAP self
-- @param #number EngageRange The Engage Range.
-- @return #AI_A2A_CAP self
function AI_A2A_CAP:SetEngageRange( EngageRange )
self:F2()
if EngageRange then
self.EngageRange = EngageRange
else
self.EngageRange = nil
end
end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2A_CAP self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2A_CAP self
function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
local AttackUnitTasks = {}
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
if AttackUnit and AttackUnit:IsAlive() and AttackUnit:IsAir() then
-- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition()
-- Maybe the detected set also contains
self:T( { "Attacking Task:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
end
end
return AttackUnitTasks
end
File diff suppressed because it is too large Load Diff
-149
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@@ -1,149 +0,0 @@
--- **AI** - Models the process of Ground Controlled Interception (GCI) for airplanes.
--
-- This is a class used in the @{AI.AI_A2A_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2A_Gci
-- @image AI_Ground_Control_Intercept.JPG
-- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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 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.
--
-- This cycle will continue.
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- 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.
--
-- ## 1. AI_A2A_GCI constructor
--
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
--
-- ## 2. AI_A2A_GCI is a FSM
--
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
-- ### 2.1 AI_A2A_GCI States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2 AI_A2A_GCI Events
--
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_A2A_GCI.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_A2A_GCI.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#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.
--
-- # 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
AI_A2A_GCI = {
ClassName = "AI_A2A_GCI",
}
--- Creates a new AI_A2A_GCI object
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @return #AI_A2A_GCI
function AI_A2A_GCI:New2( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local AI_Air = AI_AIR:New( AIIntercept )
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air, AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
local self = BASE:Inherit( self, AI_Air_Engage ) -- #AI_A2A_GCI
self:SetFuelThreshold( .2, 60 )
self:SetDamageThreshold( 0.4 )
self:SetDisengageRadius( 70000 )
return self
end
--- Creates a new AI_A2A_GCI object
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @return #AI_A2A_GCI
function AI_A2A_GCI:New( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
return self:New2( AIIntercept, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
end
--- onafter State Transition for Event Patrol.
-- @param #AI_A2A_GCI self
-- @param Wrapper.Group#GROUP AIIntercept The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_GCI:onafterStart( AIIntercept, From, Event, To )
self:GetParent( self, AI_A2A_GCI ).onafterStart( self, AIIntercept, From, Event, To )
end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2A_GCI self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2A_GCI self
function AI_A2A_GCI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
local AttackUnitTasks = {}
for AttackUnitID, AttackUnit in pairs( self.AttackSetUnit:GetSet() ) do
local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT
self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } )
if AttackUnit:IsAlive() and AttackUnit:IsAir() then
-- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition()
-- Maybe the detected set also contains
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit )
end
end
return AttackUnitTasks
end
@@ -1,411 +0,0 @@
--- **AI** - Models the process of air patrol of airplanes.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2A_Patrol
-- @image AI_Air_Patrolling.JPG
-- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_PATROL\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.
-- 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_PATROL\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_PATROL\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_PATROL\Dia9.JPG)
--
---- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or
-- use derived AI_ classes to model AI offensive or defensive behaviour.
--
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
--
-- 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.
--
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
--
-- ## 1. AI_A2A_PATROL constructor
--
-- * @{#AI_A2A_PATROL.New}(): Creates a new AI_A2A_PATROL object.
--
-- ## 2. AI_A2A_PATROL is a FSM
--
-- ![Process](..\Presentations\AI_PATROL\Dia2.JPG)
--
-- ### 2.1. AI_A2A_PATROL States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Returning** ( Group ): The AI is returning to Base.
-- * **Stopped** ( Group ): The process is stopped.
-- * **Crashed** ( Group ): The AI has crashed or is dead.
--
-- ### 2.2. AI_A2A_PATROL Events
--
-- * **Start** ( Group ): Start the process.
-- * **Stop** ( Group ): Stop the process.
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
-- * @{#AI_A2A_PATROL.SetControllable}(): Set the AIControllable.
-- * @{#AI_A2A_PATROL.GetControllable}(): Get the AIControllable.
--
-- ## 4. Set the Speed and Altitude boundaries of the AI controllable
--
-- * @{#AI_A2A_PATROL.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol.
-- * @{#AI_A2A_PATROL.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol.
--
-- ## 5. Manage the detection process of the AI controllable
--
-- The detection process of the AI controllable can be manipulated.
-- Detection requires an amount of CPU power, which has an impact on your mission performance.
-- Only put detection on when absolutely necessary, and the frequency of the detection can also be set.
--
-- * @{#AI_A2A_PATROL.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
-- * @{#AI_A2A_PATROL.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
--
-- The detection frequency can be set with @{#AI_A2A_PATROL.SetRefreshTimeInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
-- Use the method @{#AI_A2A_PATROL.GetDetectedUnits}() to obtain a list of the @{Wrapper.Unit}s detected by the AI.
--
-- The detection can be filtered to potential targets in a specific zone.
-- Use the method @{#AI_A2A_PATROL.SetDetectionZone}() to set the zone where targets need to be detected.
-- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
-- according the weather conditions.
--
-- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL
--
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targeted to the AI_A2A_PATROL.
-- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
--
-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL
--
-- 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).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
--
-- # 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_PATROL
AI_A2A_PATROL = {
ClassName = "AI_A2A_PATROL",
}
--- Creates a new AI_A2A_PATROL object
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The patrol group object.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to BARO
-- @return #AI_A2A_PATROL self
-- @usage
-- -- Define a new AI_A2A_PATROL Object. This PatrolArea will patrol a Group within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
-- PatrolZone = ZONE:New( 'PatrolZone' )
-- PatrolSpawn = SPAWN:New( 'Patrol Group' )
-- PatrolArea = AI_A2A_PATROL:New( PatrolZone, 3000, 6000, 600, 900 )
function AI_A2A_PATROL:New( AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIPatrol )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIPatrol, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local self = BASE:Inherit( self, AI_Air_Patrol ) -- #AI_A2A_PATROL
self:SetFuelThreshold( .2, 60 )
self:SetDamageThreshold( 0.4 )
self:SetDisengageRadius( 70000 )
self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
-- defafult PatrolAltType to "BARO" if not specified
self.PatrolAltType = PatrolAltType or "BARO"
self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
--- OnBefore Transition Handler for Event Patrol.
-- @function [parent=#AI_A2A_PATROL] OnBeforePatrol
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Patrol.
-- @function [parent=#AI_A2A_PATROL] OnAfterPatrol
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_A2A_PATROL] Patrol
-- @param #AI_A2A_PATROL self
--- Asynchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_A2A_PATROL] __Patrol
-- @param #AI_A2A_PATROL self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Patrolling.
-- @function [parent=#AI_A2A_PATROL] OnLeavePatrolling
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Patrolling.
-- @function [parent=#AI_A2A_PATROL] OnEnterPatrolling
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Patrolling", "Route", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_PATROL.
--- OnBefore Transition Handler for Event Route.
-- @function [parent=#AI_A2A_PATROL] OnBeforeRoute
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Route.
-- @function [parent=#AI_A2A_PATROL] OnAfterRoute
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Route.
-- @function [parent=#AI_A2A_PATROL] Route
-- @param #AI_A2A_PATROL self
--- Asynchronous Event Trigger for Event Route.
-- @function [parent=#AI_A2A_PATROL] __Route
-- @param #AI_A2A_PATROL self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_A2A_PATROL.
return self
end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #AI_A2A_PATROL self
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @return #AI_A2A_PATROL self
function AI_A2A_PATROL:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #AI_A2A_PATROL self
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #AI_A2A_PATROL self
function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_A2A_PATROL self
-- @return #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
self:F2()
self:ClearTargetDistance()
self:__Route( 1 )
AIPatrol:OnReSpawn(
function( PatrolGroup )
self:__Reset( 1 )
self:__Route( 5 )
end
)
end
--- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
-- @param #AI_A2A_PATROL Fsm The FSM.
function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
AIPatrol:F( { "AI_A2A_PATROL.PatrolRoute:", AIPatrol:GetName() } )
if AIPatrol and AIPatrol:IsAlive() then
Fsm:Route()
end
end
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To )
self:F2()
-- When RTB, don't allow anymore the routing.
if From == "RTB" then
return
end
if AIPatrol and AIPatrol:IsAlive() then
local PatrolRoute = {}
--- Calculate the target route point.
local CurrentCoord = AIPatrol:GetCoordinate()
-- Random altitude.
local altitude=math.random(self.PatrolFloorAltitude, self.PatrolCeilingAltitude)
-- Random speed in km/h.
local speedkmh = math.random(self.PatrolMinSpeed, self.PatrolMaxSpeed)
-- First waypoint is current position.
PatrolRoute[1]=CurrentCoord:WaypointAirTurningPoint(nil, speedkmh, {}, "Current")
if self.racetrack then
-- Random heading.
local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
-- Random leg length.
local leg=math.random(self.racetracklegmin, self.racetracklegmax)
-- Random duration if any.
local duration = self.racetrackdurationmin
if self.racetrackdurationmax then
duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
end
-- CAP coordinate.
local c0=self.PatrolZone:GetRandomCoordinate()
if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
end
-- Race track points.
local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
local c2=c1:Translate(leg, heading):SetAltitude(altitude)
self:SetTargetDistance(c0) -- For RTB status check
-- Debug:
self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration)))
--c1:MarkToAll("Race track c1")
--c2:MarkToAll("Race track c2")
-- Task to orbit.
local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
-- Task function to redo the patrol at other random position.
local taskPatrol=AIPatrol:TaskFunction("AI_A2A_PATROL.PatrolRoute", self)
-- Controlled task with task condition.
local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
-- Second waypoint
PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
else
-- Target coordinate.
local ToTargetCoord=self.PatrolZone:GetRandomCoordinate() --Core.Point#COORDINATE
ToTargetCoord:SetAltitude(altitude)
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
local taskReRoute=AIPatrol:TaskFunction( "AI_A2A_PATROL.PatrolRoute", self )
PatrolRoute[2]=ToTargetCoord:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskReRoute}, "Patrol Point")
end
-- ROE
AIPatrol:OptionROEReturnFire()
AIPatrol:OptionROTEvadeFire()
-- Patrol.
AIPatrol:Route( PatrolRoute, 0.5)
end
end
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@@ -1,98 +0,0 @@
--- **AI** - Models the process of air to ground BAI engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_BAI
-- @image AI_Air_To_Ground_Engage.JPG
-- @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.
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 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_BAI
AI_A2G_BAI = {
ClassName = "AI_A2G_BAI",
}
--- Creates a new AI_A2G_BAI object
-- @param #AI_A2G_BAI self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2G_BAI
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_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
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 )
return self
end
--- Creates a new AI_A2G_BAI object
-- @param #AI_A2G_BAI self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2G_BAI
function AI_A2G_BAI:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
return self:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)
end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_BAI self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_BAI self
function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
local AttackUnitTasks = {}
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "BAI Unit:", AttackUnit:GetName() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
end
end
end
return AttackUnitTasks
end
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--- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_CAS
-- @image AI_Air_To_Ground_Engage.JPG
-- @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.
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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_CAS
AI_A2G_CAS = {
ClassName = "AI_A2G_CAS",
}
--- Creates a new AI_A2G_CAS object
-- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2G_CAS
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_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
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 )
return self
end
--- Creates a new AI_A2G_CAS object
-- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2G_CAS
function AI_A2G_CAS:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
return self:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType)
end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_CAS self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_CAS self
function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
local AttackUnitTasks = {}
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
for AttackUnitIndex, AttackUnit in ipairs( AttackSetUnitPerThreatLevel or {} ) do
if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
self:T( { "CAS Unit:", AttackUnit:GetName() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
end
end
end
return AttackUnitTasks
end
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--- **AI** - Models the process of air to ground SEAD engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_A2G_SEAD
-- @image AI_Air_To_Ground_Engage.JPG
-- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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 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.
--
-- This cycle will continue.
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- 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.
--
-- ## 1. AI_A2G_SEAD constructor
--
-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object.
--
-- ## 3. Set the Range of Engagement
--
-- 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_AIR_PATROL.SetEngageRange}() to define that range.
--
-- # 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
AI_A2G_SEAD = {
ClassName = "AI_A2G_SEAD",
}
--- Creates a new AI_A2G_SEAD object
-- @param #AI_A2G_SEAD self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2G_SEAD
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_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 self = BASE:Inherit( self, AI_Air_Engage )
return self
end
--- Creates a new AI_A2G_SEAD object
-- @param #AI_A2G_SEAD self
-- @param Wrapper.Group#GROUP AIGroup
-- @param DCS#Speed EngageMinSpeed The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_A2G_SEAD
function AI_A2G_SEAD:New( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
return self:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, PatrolAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_SEAD self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_SEAD self
function AI_A2G_SEAD:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
local AttackUnitTasks = {}
local AttackSetUnitPerThreatLevel = AttackSetUnit:GetSetPerThreatLevel( 10, 0 )
for AttackUnitID, AttackUnit in ipairs( AttackSetUnitPerThreatLevel ) do
if AttackUnit then
if AttackUnit:IsAlive() and AttackUnit:IsGround() then
local HasRadar = AttackUnit:HasSEAD()
if HasRadar then
self:F( { "SEAD Unit:", AttackUnit:GetName() } )
AttackUnitTasks[#AttackUnitTasks+1] = DefenderGroup:TaskAttackUnit( AttackUnit, true, false, nil, nil, EngageAltitude )
end
end
end
end
return AttackUnitTasks
end
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--- **AI** - Models the process of AI air operations.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Air
-- @image MOOSE.JPG
---
-- @type AI_AIR
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) AI_AIR constructor
--
-- * @{#AI_AIR.New}(): Creates a new AI_AIR object.
--
-- # 2) AI_AIR is a Finite State Machine.
--
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
--
-- ## 2.1) AI_AIR States.
--
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_AIR Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- # 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
AI_AIR = {
ClassName = "AI_AIR",
}
AI_AIR.TaskDelay = 0.5 -- The delay of each task given to the AI.
--- Creates a new AI_AIR process.
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup The group object to receive the A2G Process.
-- @return #AI_AIR
function AI_AIR:New( AIGroup )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_AIR
self:SetControllable( AIGroup )
self:SetStartState( "Stopped" )
self:AddTransition( "*", "Queue", "Queued" )
self:AddTransition( "*", "Start", "Started" )
--- Start Handler OnBefore for AI_AIR
-- @function [parent=#AI_AIR] OnBeforeStart
-- @param #AI_AIR self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Start Handler OnAfter for AI_AIR
-- @function [parent=#AI_AIR] OnAfterStart
-- @param #AI_AIR self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Start Trigger for AI_AIR
-- @function [parent=#AI_AIR] Start
-- @param #AI_AIR self
--- Start Asynchronous Trigger for AI_AIR
-- @function [parent=#AI_AIR] __Start
-- @param #AI_AIR self
-- @param #number Delay
self:AddTransition( "*", "Stop", "Stopped" )
--- OnLeave Transition Handler for State Stopped.
-- @function [parent=#AI_AIR] OnLeaveStopped
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Stopped.
-- @function [parent=#AI_AIR] OnEnterStopped
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- OnBefore Transition Handler for Event Stop.
-- @function [parent=#AI_AIR] OnBeforeStop
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Stop.
-- @function [parent=#AI_AIR] OnAfterStop
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Stop.
-- @function [parent=#AI_AIR] Stop
-- @param #AI_AIR self
--- Asynchronous Event Trigger for Event Stop.
-- @function [parent=#AI_AIR] __Stop
-- @param #AI_AIR self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
--- OnBefore Transition Handler for Event Status.
-- @function [parent=#AI_AIR] OnBeforeStatus
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Status.
-- @function [parent=#AI_AIR] OnAfterStatus
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Status.
-- @function [parent=#AI_AIR] Status
-- @param #AI_AIR self
--- Asynchronous Event Trigger for Event Status.
-- @function [parent=#AI_AIR] __Status
-- @param #AI_AIR self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "RTB", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR.
--- OnBefore Transition Handler for Event RTB.
-- @function [parent=#AI_AIR] OnBeforeRTB
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event RTB.
-- @function [parent=#AI_AIR] OnAfterRTB
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event RTB.
-- @function [parent=#AI_AIR] RTB
-- @param #AI_AIR self
--- Asynchronous Event Trigger for Event RTB.
-- @function [parent=#AI_AIR] __RTB
-- @param #AI_AIR self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Returning.
-- @function [parent=#AI_AIR] OnLeaveReturning
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Returning.
-- @function [parent=#AI_AIR] OnEnterReturning
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Patrolling", "Refuel", "Refuelling" )
--- Refuel Handler OnBefore for AI_AIR
-- @function [parent=#AI_AIR] OnBeforeRefuel
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Refuel Handler OnAfter for AI_AIR
-- @function [parent=#AI_AIR] OnAfterRefuel
-- @param #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From
-- @param #string Event
-- @param #string To
--- Refuel Trigger for AI_AIR
-- @function [parent=#AI_AIR] Refuel
-- @param #AI_AIR self
--- Refuel Asynchronous Trigger for AI_AIR
-- @function [parent=#AI_AIR] __Refuel
-- @param #AI_AIR self
-- @param #number Delay
self:AddTransition( "*", "Takeoff", "Airborne" )
self:AddTransition( "*", "Return", "Returning" )
self:AddTransition( "*", "Hold", "Holding" )
self:AddTransition( "*", "Home", "Home" )
self:AddTransition( "*", "LostControl", "LostControl" )
self:AddTransition( "*", "Fuel", "Fuel" )
self:AddTransition( "*", "Damaged", "Damaged" )
self:AddTransition( "*", "Eject", "*" )
self:AddTransition( "*", "Crash", "Crashed" )
self:AddTransition( "*", "PilotDead", "*" )
self.IdleCount = 0
self.RTBSpeedMaxFactor = 0.6
self.RTBSpeedMinFactor = 0.5
return self
end
-- @param Wrapper.Group#GROUP self
-- @param Core.Event#EVENTDATA EventData
function GROUP:OnEventTakeoff( EventData, Fsm )
Fsm:Takeoff()
self:UnHandleEvent( EVENTS.Takeoff )
end
function AI_AIR:SetDispatcher( Dispatcher )
self.Dispatcher = Dispatcher
end
function AI_AIR:GetDispatcher()
return self.Dispatcher
end
function AI_AIR:SetTargetDistance( Coordinate )
local CurrentCoord = self.Controllable:GetCoordinate()
self.TargetDistance = CurrentCoord:Get2DDistance( Coordinate )
self.ClosestTargetDistance = ( not self.ClosestTargetDistance or self.ClosestTargetDistance > self.TargetDistance ) and self.TargetDistance or self.ClosestTargetDistance
end
function AI_AIR:ClearTargetDistance()
self.TargetDistance = nil
self.ClosestTargetDistance = nil
end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #AI_AIR self
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @return #AI_AIR self
function AI_AIR:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
end
--- Sets (modifies) the minimum and maximum RTB speed of the patrol.
-- @param #AI_AIR self
-- @param DCS#Speed RTBMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed RTBMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @return #AI_AIR self
function AI_AIR:SetRTBSpeed( RTBMinSpeed, RTBMaxSpeed )
self:F( { RTBMinSpeed, RTBMaxSpeed } )
self.RTBMinSpeed = RTBMinSpeed
self.RTBMaxSpeed = RTBMaxSpeed
end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #AI_AIR self
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #AI_AIR self
function AI_AIR:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
--- Sets the home airbase.
-- @param #AI_AIR self
-- @param Wrapper.Airbase#AIRBASE HomeAirbase
-- @return #AI_AIR self
function AI_AIR:SetHomeAirbase( HomeAirbase )
self:F2( { HomeAirbase } )
self.HomeAirbase = HomeAirbase
end
--- Sets to refuel at the given tanker.
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP TankerName The group name of the tanker as defined within the Mission Editor or spawned.
-- @return #AI_AIR self
function AI_AIR:SetTanker( TankerName )
self:F2( { TankerName } )
self.TankerName = TankerName
end
--- Sets the disengage range, that when engaging a target beyond the specified range, the engagement will be cancelled and the plane will RTB.
-- @param #AI_AIR self
-- @param #number DisengageRadius The disengage range.
-- @return #AI_AIR self
function AI_AIR:SetDisengageRadius( DisengageRadius )
self:F2( { DisengageRadius } )
self.DisengageRadius = DisengageRadius
end
--- Set the status checking off.
-- @param #AI_AIR self
-- @return #AI_AIR self
function AI_AIR:SetStatusOff()
self:F2()
self.CheckStatus = false
end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_AIR self
-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_AIR self
function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
self.FuelThresholdPercentage = FuelThresholdPercentage
self.OutOfFuelOrbitTime = OutOfFuelOrbitTime
self.Controllable:OptionRTBBingoFuel( false )
return self
end
--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
-- However, damage cannot be foreseen early on.
-- Therefore, when the damage threshold is reached,
-- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
-- @param #AI_AIR self
-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_AIR self
function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
self.PatrolManageDamage = true
self.PatrolDamageThreshold = PatrolDamageThreshold
return self
end
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR self
-- @return #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR:onafterStart( Controllable, From, Event, To )
self:__Status( 10 ) -- Check status status every 30 seconds.
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
self:HandleEvent( EVENTS.Crash, self.OnCrash )
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
Controllable:OptionROEHoldFire()
Controllable:OptionROTVertical()
end
--- Coordinates the approriate returning action.
-- @param #AI_AIR self
-- @return #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR:onafterReturn( Controllable, From, Event, To )
self:__RTB( self.TaskDelay )
end
-- @param #AI_AIR self
function AI_AIR:onbeforeStatus()
return self.CheckStatus
end
-- @param #AI_AIR self
function AI_AIR:onafterStatus()
if self.Controllable and self.Controllable:IsAlive() then
local RTB = false
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
if not self:Is( "Holding" ) and not self:Is( "Returning" ) then
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
if DistanceFromHomeBase > self.DisengageRadius then
self:T( self.Controllable:GetName() .. " is too far from home base, RTB!" )
self:Hold( 300 )
RTB = false
end
end
-- I think this code is not requirement anymore after release 2.5.
-- if self:Is( "Fuel" ) or self:Is( "Damaged" ) or self:Is( "LostControl" ) then
-- if DistanceFromHomeBase < 5000 then
-- self:E( self.Controllable:GetName() .. " is near the home base, RTB!" )
-- self:Home( "Destroy" )
-- end
-- end
if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then
local Fuel = self.Controllable:GetFuelMin()
-- If the fuel in the controllable is below the threshold percentage,
-- then send for refuel in case of a tanker, otherwise RTB.
if Fuel < self.FuelThresholdPercentage then
if self.TankerName then
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
self:Refuel()
else
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
OldAIControllable:SetTask( TimedOrbitTask, 10 )
self:Fuel()
RTB = true
end
else
end
end
if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then
RTB = true
end
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
local InitialLife = self.Controllable:GetLife0()
-- If the group is damaged, then RTB.
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
self:T( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
self:Damaged()
RTB = true
self:SetStatusOff()
end
-- Check if planes went RTB and are out of control.
-- We only check if planes are out of control, when they are in duty.
if self.Controllable:HasTask() == false then
if not self:Is( "Started" ) and
not self:Is( "Stopped" ) and
not self:Is( "Fuel" ) and
not self:Is( "Damaged" ) and
not self:Is( "Home" ) then
if self.IdleCount >= 10 then
if Damage ~= InitialLife then
self:Damaged()
else
self:T( self.Controllable:GetName() .. " control lost! " )
self:LostControl()
end
else
self.IdleCount = self.IdleCount + 1
end
end
else
self.IdleCount = 0
end
if RTB == true then
self:__RTB( self.TaskDelay )
end
if not self:Is("Home") then
self:__Status( 10 )
end
end
end
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBRoute( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:RTB()
end
end
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBHold( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( Fsm.TaskDelay )
Fsm:Return()
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
AIGroup:SetTask( Task )
end
end
--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
-- The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket).
-- A random value in this bracket is then applied in the waypoint routing generation.
-- @param #AI_AIR self
-- @param #number MinFactor Lower bracket factor. Defaults to 0.5.
-- @param #number MaxFactor Upper bracket factor. Defaults to 0.6.
-- @return #AI_AIR self
function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
self.RTBSpeedMaxFactor = MaxFactor or 0.6
self.RTBSpeedMinFactor = MinFactor or 0.5
return self
end
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
if AIGroup and AIGroup:IsAlive() then
self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
self:ClearTargetDistance()
--AIGroup:ClearTasks()
AIGroup:OptionProhibitAfterburner(true)
local EngageRoute = {}
--- Calculate the target route point.
local FromCoord = AIGroup:GetCoordinate()
if not FromCoord then return end
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
if not self.RTBMinSpeed or not self.RTBMaxSpeed then
local RTBSpeedMax = AIGroup:GetSpeedMax()
local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6
local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5
self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor)
end
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
local ToAirbaseCoord = ToTargetCoord2
if Distance < 5000 then
self:T( "RTB and near the airbase!" )
self:Home()
return
end
if not AIGroup:InAir() == true then
self:T( "Not anymore in the air, considered Home." )
self:Home()
return
end
--- Create a route point of type air.
local FromRTBRoutePoint = FromCoord:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
RTBSpeed,
true
)
--- Create a route point of type air.
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
RTBSpeed,
true
)
EngageRoute[#EngageRoute+1] = FromRTBRoutePoint
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
local Tasks = {}
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
AIGroup:OptionROEHoldFire()
AIGroup:OptionROTEvadeFire()
--- NOW ROUTE THE GROUP!
AIGroup:Route( EngageRoute, self.TaskDelay )
end
end
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHome( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
self:T( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then
end
end
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
self:F( { AIGroup, From, Event, To } )
self:T( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
if AIGroup and AIGroup:IsAlive() then
local Coordinate = AIGroup:GetCoordinate()
if Coordinate == nil then return end
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed, Coordinate )
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
local OrbitHoldTask = AIGroup:TaskOrbitCircle( 4000, self.PatrolMinSpeed )
--AIGroup:SetState( AIGroup, "AI_AIR", self )
AIGroup:SetTask( AIGroup:TaskCombo( { TimedOrbitTask, RTBTask, OrbitHoldTask } ), 1 )
end
end
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.Resume( AIGroup, Fsm )
AIGroup:T( { "AI_AIR.Resume:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:__RTB( Fsm.TaskDelay )
end
end
-- @param #AI_AIR self
-- @param Wrapper.Group#GROUP AIGroup
function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
if AIGroup and AIGroup:IsAlive() then
-- Get tanker group.
local Tanker = GROUP:FindByName( self.TankerName )
if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then
self:T( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
local RefuelRoute = {}
--- Calculate the target route point.
local FromRefuelCoord = AIGroup:GetCoordinate()
local ToRefuelCoord = Tanker:GetCoordinate()
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
--- Create a route point of type air.
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
--- Create a route point of type air. NOT used!
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
self:F( { ToRefuelSpeed = ToRefuelSpeed } )
RefuelRoute[#RefuelRoute+1] = FromRefuelRoutePoint
RefuelRoute[#RefuelRoute+1] = ToRefuelRoutePoint
AIGroup:OptionROEHoldFire()
AIGroup:OptionROTEvadeFire()
-- Get Class name for .Resume function
local classname=self:GetClassName()
-- AI_A2A_CAP can call this function but does not have a .Resume function. Try to fix.
if classname=="AI_A2A_CAP" then
classname="AI_AIR_PATROL"
end
env.info("FF refueling classname="..classname)
local Tasks = {}
Tasks[#Tasks+1] = AIGroup:TaskRefueling()
Tasks[#Tasks+1] = AIGroup:TaskFunction( classname .. ".Resume", self )
RefuelRoute[#RefuelRoute].task = AIGroup:TaskCombo( Tasks )
AIGroup:Route( RefuelRoute, self.TaskDelay )
else
-- No tanker defined ==> RTB!
self:RTB()
end
end
end
-- @param #AI_AIR self
function AI_AIR:onafterDead()
self:SetStatusOff()
end
-- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnCrash( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
if #self.Controllable:GetUnits() == 1 then
self:__Crash( self.TaskDelay, EventData )
end
end
end
-- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnEjection( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:__Eject( self.TaskDelay, EventData )
end
end
-- @param #AI_AIR self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR:OnPilotDead( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:__PilotDead( self.TaskDelay, EventData )
end
end
File diff suppressed because it is too large Load Diff
@@ -1,595 +0,0 @@
--- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Air_Engage
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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 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.
--
-- This cycle will continue.
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- 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.
--
-- ## 1. AI_AIR_ENGAGE constructor
--
-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
--
-- ## 2. Set the Zone of Engagement
--
-- 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_ENGAGE.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
--
-- # 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
AI_AIR_ENGAGE = {
ClassName = "AI_AIR_ENGAGE",
}
--- Creates a new AI_AIR_ENGAGE object
-- @param #AI_AIR_ENGAGE self
-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
-- @param Wrapper.Group#GROUP AIGroup The AI group.
-- @param DCS#Speed EngageMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Speed EngageMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @return #AI_AIR_ENGAGE
function AI_AIR_ENGAGE:New( AI_Air, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_ENGAGE
self.Accomplished = false
self.Engaging = false
local SpeedMax = AIGroup:GetSpeedMax()
self.EngageMinSpeed = EngageMinSpeed or SpeedMax * 0.5
self.EngageMaxSpeed = EngageMaxSpeed or SpeedMax * 0.75
self.EngageFloorAltitude = EngageFloorAltitude or 1000
self.EngageCeilingAltitude = EngageCeilingAltitude or 1500
self.EngageAltType = EngageAltType or "RADIO"
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "EngageRoute", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
--- OnBefore Transition Handler for Event EngageRoute.
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeEngageRoute
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event EngageRoute.
-- @function [parent=#AI_AIR_ENGAGE] OnAfterEngageRoute
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event EngageRoute.
-- @function [parent=#AI_AIR_ENGAGE] EngageRoute
-- @param #AI_AIR_ENGAGE self
--- Asynchronous Event Trigger for Event EngageRoute.
-- @function [parent=#AI_AIR_ENGAGE] __EngageRoute
-- @param #AI_AIR_ENGAGE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_AIR_ENGAGE] OnLeaveEngaging
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_AIR_ENGAGE] OnEnterEngaging
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( { "Started", "Engaging", "Returning", "Airborne", "Patrolling" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeEngage
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_AIR_ENGAGE] OnAfterEngage
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_AIR_ENGAGE] Engage
-- @param #AI_AIR_ENGAGE self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_AIR_ENGAGE] __Engage
-- @param #AI_AIR_ENGAGE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_AIR_ENGAGE] OnLeaveEngaging
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_AIR_ENGAGE] OnEnterEngaging
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeFired
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_AIR_ENGAGE] OnAfterFired
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_AIR_ENGAGE] Fired
-- @param #AI_AIR_ENGAGE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_AIR_ENGAGE] __Fired
-- @param #AI_AIR_ENGAGE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeDestroy
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_AIR_ENGAGE] OnAfterDestroy
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_AIR_ENGAGE] Destroy
-- @param #AI_AIR_ENGAGE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_AIR_ENGAGE] __Destroy
-- @param #AI_AIR_ENGAGE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeAbort
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_AIR_ENGAGE] OnAfterAbort
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_AIR_ENGAGE] Abort
-- @param #AI_AIR_ENGAGE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_AIR_ENGAGE] __Abort
-- @param #AI_AIR_ENGAGE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_ENGAGE.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_AIR_ENGAGE] OnBeforeAccomplish
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_AIR_ENGAGE] OnAfterAccomplish
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_AIR_ENGAGE] Accomplish
-- @param #AI_AIR_ENGAGE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_AIR_ENGAGE] __Accomplish
-- @param #AI_AIR_ENGAGE self
-- @param #number Delay The delay in seconds.
self:AddTransition( { "Patrolling", "Engaging" }, "Refuel", "Refuelling" )
return self
end
--- onafter event handler for Start event.
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The AI group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR_ENGAGE:onafterStart( AIGroup, From, Event, To )
self:GetParent( self, AI_AIR_ENGAGE ).onafterStart( self, AIGroup, From, Event, To )
AIGroup:HandleEvent( EVENTS.Takeoff, nil, self )
end
--- onafter event handler for Engage event.
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR_ENGAGE:onafterEngage( AIGroup, From, Event, To )
-- TODO: This function is overwritten below!
self:HandleEvent( EVENTS.Dead )
end
-- todo: need to fix this global function
--- onbefore event handler for Engage event.
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR_ENGAGE:onbeforeEngage( AIGroup, From, Event, To )
if self.Accomplished == true then
return false
end
return true
end
--- onafter event handler for Abort event.
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The AI Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR_ENGAGE:onafterAbort( AIGroup, From, Event, To )
AIGroup:ClearTasks()
self:Return()
end
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
self.Accomplished = true
--self:SetDetectionOff()
end
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
if EventData.IniUnit then
self.AttackUnits[EventData.IniUnit] = nil
end
end
-- @param #AI_AIR_ENGAGE self
-- @param Core.Event#EVENTDATA EventData
function AI_AIR_ENGAGE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then
if self.AttackUnits and self.AttackUnits[EventData.IniUnit] then
self:__Destroy( self.TaskDelay, EventData )
end
end
end
-- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
Fsm:T(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then
Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
end
end
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked.
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:T( { DefenderGroup, From, Event, To, AttackSetUnit } )
local DefenderGroupName = DefenderGroup:GetName()
self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
local AttackCount = AttackSetUnit:CountAlive()
if AttackCount > 0 then
if DefenderGroup:IsAlive() then
local EngageAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
-- Determine the distance to the target.
-- If it is less than 10km, then attack without a route.
-- Otherwise perform a route attack.
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
if TargetCoord == nil then
self:Return()
return
end
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
if TargetDistance <= EngageDistance * 9 then
--self:T(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
self:__Engage( 0.1, AttackSetUnit )
else
--self:T(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
local EngageRoute = {}
local AttackTasks = {}
--- Calculate the target route point.
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_AIR_ENGAGE.___EngageRoute", self, AttackSetUnit )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
DefenderGroup:OptionROEReturnFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:Route( EngageRoute, self.TaskDelay or 0.1 )
end
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:T( DefenderGroupName .. ": No targets found -> Going RTB")
self:Return()
end
end
-- @param Wrapper.Group#GROUP AIControllable
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
Fsm:T(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
if AIGroup and AIGroup:IsAlive() then
local delay=Fsm.TaskDelay or 0.1
Fsm:__Engage(delay, AttackSetUnit)
end
end
-- @param #AI_AIR_ENGAGE self
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Set#SET_UNIT AttackSetUnit Set of units to be attacked.
function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
local DefenderGroupName = DefenderGroup:GetName()
self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
local AttackCount = AttackSetUnit:CountAlive()
self:T({AttackCount = AttackCount})
if AttackCount > 0 then
if DefenderGroup and DefenderGroup:IsAlive() then
local EngageAltitude = math.random( self.EngageFloorAltitude or 500, self.EngageCeilingAltitude or 1000 )
local EngageSpeed = math.random( self.EngageMinSpeed, self.EngageMaxSpeed )
local DefenderCoord = DefenderGroup:GetPointVec3()
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
if not TargetCoord then
self:Return()
return
end
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
local EngageDistance = ( DefenderGroup:IsHelicopter() and 5000 ) or ( DefenderGroup:IsAirPlane() and 10000 )
local EngageRoute = {}
local AttackTasks = {}
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = FromWP
self:SetTargetDistance( TargetCoord ) -- For RTB status check
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
EngageRoute[#EngageRoute+1] = ToWP
-- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task!
if TargetDistance <= EngageDistance * 9 then
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
if #AttackUnitTasks == 0 then
self:T( DefenderGroupName .. ": No valid targets found -> Going RTB")
self:Return()
return
else
local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
self:T(text)
DefenderGroup:OptionROEOpenFire()
DefenderGroup:OptionROTEvadeFire()
DefenderGroup:OptionKeepWeaponsOnThreat()
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskCombo( AttackUnitTasks )
end
end
AttackTasks[#AttackTasks+1] = DefenderGroup:TaskFunction( "AI_AIR_ENGAGE.___Engage", self, AttackSetUnit )
EngageRoute[#EngageRoute].task = DefenderGroup:TaskCombo( AttackTasks )
DefenderGroup:Route( EngageRoute, self.TaskDelay or 0.1 )
end
else
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
self:T( DefenderGroupName .. ": No targets found -> returning.")
self:Return()
return
end
end
-- @param Wrapper.Group#GROUP AIEngage
function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
AIEngage:F( { "Resume:", AIEngage:GetName() } )
if AIEngage and AIEngage:IsAlive() then
Fsm:__Reset( Fsm.TaskDelay or 0.1 )
Fsm:__EngageRoute( Fsm.TaskDelay or 0.2, Fsm.AttackSetUnit )
end
end
@@ -1,393 +0,0 @@
--- **AI** - Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Air_Patrol
-- @image AI_Air_To_Ground_Patrol.JPG
-- @type AI_AIR_PATROL
-- @extends AI.AI_Air#AI_AIR
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_PATROL process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_CAP\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.
-- 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_CAP\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_CAP\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- 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.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
-- ## 1. AI_AIR_PATROL constructor
--
-- * @{#AI_AIR_PATROL.New}(): Creates a new AI_AIR_PATROL object.
--
-- ## 2. AI_AIR_PATROL is a FSM
--
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
-- ### 2.1 AI_AIR_PATROL States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2 AI_AIR_PATROL Events
--
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.PatrolRoute}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_AIR_PATROL.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_AIR_PATROL.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_AIR_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_AIR_PATROL.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.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_CAP\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_AIR_PATROL.SetEngageRange}() to define that range.
--
-- # 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
AI_AIR_PATROL = {
ClassName = "AI_AIR_PATROL",
}
--- Creates a new AI_AIR_PATROL object
-- @param #AI_AIR_PATROL self
-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
-- @param Wrapper.Group#GROUP AIGroup The AI group.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed (optional, default = 75% of max speed) The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO.
-- @return #AI_AIR_PATROL
function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_PATROL
local SpeedMax = AIGroup:GetSpeedMax()
self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude or 1000
self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500
self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5
self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75
-- defafult PatrolAltType to "RADIO" if not specified
self.PatrolAltType = PatrolAltType or "RADIO"
self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
--- OnBefore Transition Handler for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] OnBeforePatrol
-- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrol
-- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] Patrol
-- @param #AI_AIR_PATROL self
--- Asynchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] __Patrol
-- @param #AI_AIR_PATROL self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Patrolling.
-- @function [parent=#AI_AIR_PATROL] OnLeavePatrolling
-- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Patrolling.
-- @function [parent=#AI_AIR_PATROL] OnEnterPatrolling
-- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Patrolling", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
--- OnBefore Transition Handler for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] OnBeforePatrolRoute
-- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrolRoute
-- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] PatrolRoute
-- @param #AI_AIR_PATROL self
--- Asynchronous Event Trigger for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] __PatrolRoute
-- @param #AI_AIR_PATROL self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
return self
end
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_AIR_PATROL self
-- @param #number EngageRange The Engage Range.
-- @return #AI_AIR_PATROL self
function AI_AIR_PATROL:SetEngageRange( EngageRange )
self:F2()
if EngageRange then
self.EngageRange = EngageRange
else
self.EngageRange = nil
end
end
--- Set race track parameters. CAP flights will perform race track patterns rather than randomly patrolling the zone.
-- @param #AI_AIR_PATROL self
-- @param #number LegMin Min Length of the race track leg in meters. Default 10,000 m.
-- @param #number LegMax Max length of the race track leg in meters. Default 15,000 m.
-- @param #number HeadingMin Min heading of the race track in degrees. Default 0 deg, i.e. from South to North.
-- @param #number HeadingMax Max heading of the race track in degrees. Default 180 deg, i.e. from South to North.
-- @param #number DurationMin (Optional) Min duration before switching the orbit position. Default is keep same orbit until RTB or engage.
-- @param #number DurationMax (Optional) Max duration before switching the orbit position. Default is keep same orbit until RTB or engage.
-- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading.
-- @return #AI_AIR_PATROL self
function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)
self.racetrack=true
self.racetracklegmin=LegMin or 10000
self.racetracklegmax=LegMax or 15000
self.racetrackheadingmin=HeadingMin or 0
self.racetrackheadingmax=HeadingMax or 180
self.racetrackdurationmin=DurationMin
self.racetrackdurationmax=DurationMax
if self.racetrackdurationmax and not self.racetrackdurationmin then
self.racetrackdurationmin=self.racetrackdurationmax
end
self.racetrackcapcoordinates=CapCoordinates
end
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR_PATROL self
-- @return #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
self:F2()
self:ClearTargetDistance()
self:__PatrolRoute( self.TaskDelay )
AIPatrol:OnReSpawn(
function( PatrolGroup )
self:__Reset( self.TaskDelay )
self:__PatrolRoute( self.TaskDelay )
end
)
end
--- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
-- @param #AI_AIR_PATROL Fsm The FSM.
function AI_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
AIPatrol:F( { "AI_AIR_PATROL.___PatrolRoute:", AIPatrol:GetName() } )
if AIPatrol and AIPatrol:IsAlive() then
Fsm:PatrolRoute()
end
end
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
self:F2()
-- When RTB, don't allow anymore the routing.
if From == "RTB" then
return
end
if AIPatrol and AIPatrol:IsAlive() then
local PatrolRoute = {}
--- Calculate the target route point.
local CurrentCoord = AIPatrol:GetCoordinate()
local altitude= math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
ToTargetCoord:SetAlt( altitude )
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
local speedkmh=ToTargetSpeed
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = FromWP
if self.racetrack then
-- Random heading.
local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
-- Random leg length.
local leg=math.random(self.racetracklegmin, self.racetracklegmax)
-- Random duration if any.
local duration = self.racetrackdurationmin
if self.racetrackdurationmax then
duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
end
-- CAP coordinate.
local c0=self.PatrolZone:GetRandomCoordinate()
if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
end
-- Race track points.
local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
local c2=c1:Translate(leg, heading):SetAltitude(altitude)
self:SetTargetDistance(c0) -- For RTB status check
-- Debug:
self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration)))
--c1:MarkToAll("Race track c1")
--c2:MarkToAll("Race track c2")
-- Task to orbit.
local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
-- Task function to redo the patrol at other random position.
local taskPatrol=AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
-- Controlled task with task condition.
local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
-- Second waypoint
PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
else
--- Create a route point of type air.
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = ToWP
local Tasks = {}
Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
end
AIPatrol:OptionROEReturnFire()
AIPatrol:OptionROTEvadeFire()
AIPatrol:Route( PatrolRoute, self.TaskDelay )
end
end
--- Resumes the AIPatrol
-- @param Wrapper.Group#GROUP AIPatrol
-- @param Core.Fsm#FSM Fsm
function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
AIPatrol:F( { "AI_AIR_PATROL.Resume:", AIPatrol:GetName() } )
if AIPatrol and AIPatrol:IsAlive() then
Fsm:__Reset( Fsm.TaskDelay )
Fsm:__PatrolRoute( Fsm.TaskDelay )
end
end
@@ -1,296 +0,0 @@
--- **AI** - Models squadrons for airplanes and helicopters.
--
-- This is a class used in the @{AI.AI_Air_Dispatcher} and derived dispatcher classes.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Air_Squadron
-- @image MOOSE.JPG
--- @type AI_AIR_SQUADRON
-- @extends Core.Base#BASE
--- Implements the core functions modeling squadrons for airplanes and helicopters.
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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_SQUADRON
AI_AIR_SQUADRON = {
ClassName = "AI_AIR_SQUADRON",
}
--- Creates a new AI_AIR_SQUADRON object
-- @param #AI_AIR_SQUADRON self
-- @return #AI_AIR_SQUADRON
function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
self:T( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON
AI_Air_Squadron.Name = SquadronName
AI_Air_Squadron.Airbase = AIRBASE:FindByName( AirbaseName )
AI_Air_Squadron.AirbaseName = AI_Air_Squadron.Airbase:GetName()
if not AI_Air_Squadron.Airbase then
error( "Cannot find airbase with name:" .. AirbaseName )
end
AI_Air_Squadron.Spawn = {}
if type( TemplatePrefixes ) == "string" then
local SpawnTemplate = TemplatePrefixes
self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate ) -- :InitCleanUp( 180 )
AI_Air_Squadron.Spawn[1] = self.DefenderSpawns[SpawnTemplate]
else
for TemplateID, SpawnTemplate in pairs( TemplatePrefixes ) do
self.DefenderSpawns[SpawnTemplate] = self.DefenderSpawns[SpawnTemplate] or SPAWN:New( SpawnTemplate ) -- :InitCleanUp( 180 )
AI_Air_Squadron.Spawn[#AI_Air_Squadron.Spawn+1] = self.DefenderSpawns[SpawnTemplate]
end
end
AI_Air_Squadron.ResourceCount = ResourceCount
AI_Air_Squadron.TemplatePrefixes = TemplatePrefixes
AI_Air_Squadron.Captured = false -- Not captured. This flag will be set to true, when the airbase where the squadron is located, is captured.
self:SetSquadronLanguage( SquadronName, "EN" ) -- Squadrons speak English by default.
return AI_Air_Squadron
end
--- Set the Name of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #string Name The Squadron Name.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:SetName( Name )
self.Name = Name
return self
end
--- Get the Name of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @return #string The Squadron Name.
function AI_AIR_SQUADRON:GetName()
return self.Name
end
--- Set the ResourceCount of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #number ResourceCount The Squadron ResourceCount.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:SetResourceCount( ResourceCount )
self.ResourceCount = ResourceCount
return self
end
--- Get the ResourceCount of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @return #number The Squadron ResourceCount.
function AI_AIR_SQUADRON:GetResourceCount()
return self.ResourceCount
end
--- Add Resources to the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #number Resources The Resources to be added.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:AddResources( Resources )
self.ResourceCount = self.ResourceCount + Resources
return self
end
--- Remove Resources to the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #number Resources The Resources to be removed.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:RemoveResources( Resources )
self.ResourceCount = self.ResourceCount - Resources
return self
end
--- Set the Overhead of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #number Overhead The Squadron Overhead.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:SetOverhead( Overhead )
self.Overhead = Overhead
return self
end
--- Get the Overhead of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @return #number The Squadron Overhead.
function AI_AIR_SQUADRON:GetOverhead()
return self.Overhead
end
--- Set the Grouping of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #number Grouping The Squadron Grouping.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:SetGrouping( Grouping )
self.Grouping = Grouping
return self
end
--- Get the Grouping of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @return #number The Squadron Grouping.
function AI_AIR_SQUADRON:GetGrouping()
return self.Grouping
end
--- Set the FuelThreshold of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #number FuelThreshold The Squadron FuelThreshold.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:SetFuelThreshold( FuelThreshold )
self.FuelThreshold = FuelThreshold
return self
end
--- Get the FuelThreshold of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @return #number The Squadron FuelThreshold.
function AI_AIR_SQUADRON:GetFuelThreshold()
return self.FuelThreshold
end
--- Set the EngageProbability of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #number EngageProbability The Squadron EngageProbability.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:SetEngageProbability( EngageProbability )
self.EngageProbability = EngageProbability
return self
end
--- Get the EngageProbability of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @return #number The Squadron EngageProbability.
function AI_AIR_SQUADRON:GetEngageProbability()
return self.EngageProbability
end
--- Set the Takeoff of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #number Takeoff The Squadron Takeoff.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:SetTakeoff( Takeoff )
self.Takeoff = Takeoff
return self
end
--- Get the Takeoff of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @return #number The Squadron Takeoff.
function AI_AIR_SQUADRON:GetTakeoff()
return self.Takeoff
end
--- Set the Landing of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #number Landing The Squadron Landing.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:SetLanding( Landing )
self.Landing = Landing
return self
end
--- Get the Landing of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @return #number The Squadron Landing.
function AI_AIR_SQUADRON:GetLanding()
return self.Landing
end
--- Set the TankerName of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #string TankerName The Squadron Tanker Name.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:SetTankerName( TankerName )
self.TankerName = TankerName
return self
end
--- Get the Tanker Name of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @return #string The Squadron Tanker Name.
function AI_AIR_SQUADRON:GetTankerName()
return self.TankerName
end
--- Set the Radio of the Squadron.
-- @param #AI_AIR_SQUADRON self
-- @param #number RadioFrequency The frequency of communication.
-- @param #number RadioModulation The modulation of communication.
-- @param #number RadioPower The power in Watts of communication.
-- @param #string Language The language of the radio speech.
-- @return #AI_AIR_SQUADRON The Squadron.
function AI_AIR_SQUADRON:SetRadio( RadioFrequency, RadioModulation, RadioPower, Language )
self.RadioFrequency = RadioFrequency
self.RadioModulation = RadioModulation or radio.modulation.AM
self.RadioPower = RadioPower or 100
if self.RadioSpeech then
self.RadioSpeech:Stop()
end
self.RadioSpeech = nil
self.RadioSpeech = RADIOSPEECH:New( RadioFrequency, RadioModulation )
self.RadioSpeech.power = RadioPower
self.RadioSpeech:Start( 0.5 )
self.RadioSpeech:SetLanguage( Language )
return self
end
-653
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@@ -1,653 +0,0 @@
--- **AI** - Peform Battlefield Area Interdiction (BAI) within an engagement zone.
--
-- **Features:**
--
-- * Hold and standby within a patrol zone.
-- * Engage upon command the assigned targets within an engagement zone.
-- * Loop the zone until all targets are eliminated.
-- * Trigger different events upon the results achieved.
-- * After combat, return to the patrol zone and hold.
-- * RTB when commanded or after out of fuel.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_BAI)
--
-- ===
--
-- ### [YouTube Playlist]()
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **Gunterlund**: Test case revision.
--
-- ===
--
-- @module AI.AI_BAI
-- @image AI_Battlefield_Air_Interdiction.JPG
--- AI_BAI_ZONE class
-- @type AI_BAI_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)
--
-- The AI_BAI_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_BAI_ZONE process can be started through the **Start** event.
--
-- ![Start Event](..\Presentations\AI_BAI\Dia4.JPG)
--
-- Upon started, The AI will **Route** itself towards the random 3D point within a 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.
-- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
--
-- ![Route Event](..\Presentations\AI_BAI\Dia5.JPG)
--
-- When the AI is commanded to provide BattleGround Air Interdiction (through the event **Engage**), the AI will fly towards the Engage Zone.
-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia6.JPG)
--
-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia7.JPG)
--
-- Every target that is destroyed, is reported< by the AI.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia8.JPG)
--
-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia9.JPG)
--
-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
--
-- * a FAC
-- * a timed event
-- * a menu option selected by a human
-- * a condition
-- * others ...
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia10.JPG)
--
-- When the AI has accomplished the Bombing, it will fly back to the Patrol Zone.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia11.JPG)
--
-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
-- It can be notified to go RTB through the **RTB** event.
--
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia12.JPG)
--
-- # 1. AI_BAI_ZONE constructor
--
-- * @{#AI_BAI_ZONE.New}(): Creates a new AI_BAI_ZONE object.
--
-- ## 2. AI_BAI_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_BAI\Dia2.JPG)
--
-- ### 2.1. AI_BAI_ZONE States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing BOMB.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2. AI_BAI_ZONE Events
--
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_BAI_ZONE.Engage}**: Engage the AI to provide BOMB in the Engage Zone, destroying any target it finds.
-- * **@{#AI_BAI_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
--
-- Use the method @{#AI_BAI_ZONE.SearchOff}() to specify that the EngageZone is not to be searched for potential targets (UNITs), but that the center of the zone
-- is the point where a map object is to be destroyed (like a bridge).
--
-- Example:
--
-- -- Tell the BAI not to search for potential targets in the BAIEngagementZone, but rather use the center of the BAIEngagementZone as the bombing location.
-- 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.
--
-- # 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_BAI_ZONE
AI_BAI_ZONE = {
ClassName = "AI_BAI_ZONE",
}
--- Creates a new AI_BAI_ZONE object
-- @param #AI_BAI_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_BAI_ZONE self
function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_BAI_ZONE
self.EngageZone = EngageZone
self.Accomplished = false
self:SetDetectionZone( self.EngageZone )
self:SearchOn()
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_BAI_ZONE] OnBeforeEngage
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_BAI_ZONE] OnAfterEngage
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_BAI_ZONE] Engage
-- @param #AI_BAI_ZONE self
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_BAI_ZONE] __Engage
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_BAI_ZONE] OnLeaveEngaging
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_BAI_ZONE] OnEnterEngaging
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_BAI_ZONE] OnBeforeFired
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_BAI_ZONE] OnAfterFired
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_BAI_ZONE] Fired
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_BAI_ZONE] __Fired
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_BAI_ZONE] OnBeforeDestroy
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_BAI_ZONE] OnAfterDestroy
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_BAI_ZONE] Destroy
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_BAI_ZONE] __Destroy
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_BAI_ZONE] OnBeforeAbort
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_BAI_ZONE] OnAfterAbort
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_BAI_ZONE] Abort
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_BAI_ZONE] __Abort
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_BAI_ZONE.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_BAI_ZONE] OnBeforeAccomplish
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_BAI_ZONE] OnAfterAccomplish
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_BAI_ZONE] Accomplish
-- @param #AI_BAI_ZONE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_BAI_ZONE] __Accomplish
-- @param #AI_BAI_ZONE self
-- @param #number Delay The delay in seconds.
return self
end
--- Set the Engage Zone where the AI is performing BOMB. Note that if the EngageZone is changed, the AI needs to re-detect targets.
-- @param #AI_BAI_ZONE self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing BOMB.
-- @return #AI_BAI_ZONE self
function AI_BAI_ZONE:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
end
end
--- Specifies whether to search for potential targets in the zone, or let the center of the zone be the bombing coordinate.
-- AI_BAI_ZONE will search for potential targets by default.
-- @param #AI_BAI_ZONE self
-- @return #AI_BAI_ZONE
function AI_BAI_ZONE:SearchOnOff( Search )
self.Search = Search
return self
end
--- If Search is Off, the current zone coordinate will be the center of the bombing.
-- @param #AI_BAI_ZONE self
-- @return #AI_BAI_ZONE
function AI_BAI_ZONE:SearchOff()
self:SearchOnOff( false )
return self
end
--- If Search is On, BAI will search for potential targets in the zone.
-- @param #AI_BAI_ZONE self
-- @return #AI_BAI_ZONE
function AI_BAI_ZONE:SearchOn()
self:SearchOnOff( true )
return self
end
--- onafter State Transition for Event Start.
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To )
-- Call the parent Start event handler
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
self:HandleEvent( EVENTS.Dead )
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable
function _NewEngageRoute( AIControllable )
AIControllable:T( "NewEngageRoute" )
local EngageZone = AIControllable:GetState( AIControllable, "EngageZone" ) -- AI.AI_BAI#AI_BAI_ZONE
EngageZone:__Engage( 1, EngageZone.EngageSpeed, EngageZone.EngageAltitude, EngageZone.EngageWeaponExpend, EngageZone.EngageAttackQty, EngageZone.EngageDirection )
end
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
if self.Accomplished == true then
return false
end
end
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
self:F({"onafterTarget",self.Search,Controllable:IsAlive()})
if Controllable:IsAlive() then
local AttackTasks = {}
if self.Search == true then
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
if DetectedUnit:IsAlive() then
if DetectedUnit:IsInZone( self.EngageZone ) then
if Detected == true then
self:F( {"Target: ", DetectedUnit } )
self.DetectedUnits[DetectedUnit] = false
local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
self.Controllable:PushTask( AttackTask, 1 )
end
end
else
self.DetectedUnits[DetectedUnit] = nil
end
end
else
self:F("Attack zone")
local AttackTask = Controllable:TaskAttackMapObject(
self.EngageZone:GetPointVec2():GetVec2(),
true,
self.EngageWeaponExpend,
self.EngageAttackQty,
self.EngageDirection,
self.EngageAltitude
)
self.Controllable:PushTask( AttackTask, 1 )
end
self:__Target( -10 )
end
end
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
Controllable:ClearTasks()
self:__Route( 1 )
end
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
EngageSpeed,
EngageAltitude,
EngageWeaponExpend,
EngageAttackQty,
EngageDirection )
self:F("onafterEngage")
self.EngageSpeed = EngageSpeed or 400
self.EngageAltitude = EngageAltitude or 2000
self.EngageWeaponExpend = EngageWeaponExpend
self.EngageAttackQty = EngageAttackQty
self.EngageDirection = EngageDirection
if Controllable:IsAlive() then
local EngageRoute = {}
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
local AttackTasks = {}
if self.Search == true then
for DetectedUnitID, DetectedUnitData in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnitData -- Wrapper.Unit#UNIT
self:T( DetectedUnit )
if DetectedUnit:IsAlive() then
if DetectedUnit:IsInZone( self.EngageZone ) then
self:F( {"Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskBombing(
DetectedUnit:GetPointVec2():GetVec2(),
true,
EngageWeaponExpend,
EngageAttackQty,
EngageDirection,
EngageAltitude
)
end
else
self.DetectedUnits[DetectedUnit] = nil
end
end
else
self:F("Attack zone")
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackMapObject(
self.EngageZone:GetPointVec2():GetVec2(),
true,
EngageWeaponExpend,
EngageAttackQty,
EngageDirection,
EngageAltitude
)
end
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in EngageZone.
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
Controllable:OptionROEOpenFire()
Controllable:OptionROTVertical()
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Controllable:WayPointInitialize( EngageRoute )
--- Do a trick, link the NewEngageRoute function of the object to the AIControllable in a temporary variable ...
Controllable:SetState( Controllable, "EngageZone", self )
Controllable:WayPointFunction( #EngageRoute, 1, "_NewEngageRoute" )
--- NOW ROUTE THE GROUP!
Controllable:WayPointExecute( 1 )
self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated()
self:__Target( -2 ) -- Start targeting
end
end
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
self.Accomplished = true
self:SetDetectionDeactivated()
end
-- @param #AI_BAI_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData
function AI_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
if EventData.IniUnit then
self.DetectedUnits[EventData.IniUnit] = nil
end
end
-- @param #AI_BAI_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_BAI_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
self:__Destroy( 1, EventData )
end
end
end
-308
View File
@@ -1,308 +0,0 @@
--- **AI** - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
--
-- **Features:**
--
-- * Automatically spawn AI as a replacement of free player slots for a coalition.
-- * Make the AI to perform tasks.
-- * Define a maximum amount of AI to be active at the same time.
-- * Configure the behaviour of AI when a human joins a slot for which an AI is active.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Balancer)
--
-- ===
--
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl2CJVIrL1TdAumuVS8n64B7)
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **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 :-)
--
-- ===
--
-- @module AI.AI_Balancer
-- @image AI_Balancing.JPG
-- @type AI_BALANCER
-- @field Core.Set#SET_CLIENT SetClient
-- @field Core.Spawn#SPAWN SpawnAI
-- @field Wrapper.Group#GROUP Test
-- @extends Core.Fsm#FSM_SET
--- ![Banner Image](..\Images\deprecated.png)
--
-- Monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
--
-- 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.
-- 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:
--
-- * @{#AI_BALANCER.OnAfterSpawned}( AISet, From, Event, To, AIGroup ): Define to add extra logic when an AI is spawned.
--
-- ## 1. AI_BALANCER construction
--
-- Create a new AI_BALANCER object with the @{#AI_BALANCER.New}() method:
--
-- ## 2. AI_BALANCER is a FSM
--
-- ![Process](..\Presentations\AI_BALANCER\Dia13.JPG)
--
-- ### 2.1. AI_BALANCER States
--
-- * **Monitoring** ( Set ): Monitoring the Set if all AI is spawned for the Clients.
-- * **Spawning** ( Set, ClientName ): There is a new AI group spawned with ClientName as the name of reference.
-- * **Spawned** ( Set, AIGroup ): A new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
-- * **Destroying** ( Set, AIGroup ): The AI is being destroyed.
-- * **Returning** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods. Handle this state to customize the return behaviour of the AI, if any.
--
-- ### 2.2. AI_BALANCER Events
--
-- * **Monitor** ( Set ): Every 10 seconds, the Monitor event is triggered to monitor the Set.
-- * **Spawn** ( Set, ClientName ): Triggers when there is a new AI group to be spawned with ClientName as the name of reference.
-- * **Spawned** ( Set, AIGroup ): Triggers when a new AI has been spawned. You can handle this event to customize the AI behaviour with other AI FSMs or own processes.
-- * **Destroy** ( Set, AIGroup ): The AI is being destroyed.
-- * **Return** ( Set, AIGroup ): The AI is returning to the airbase specified by the ReturnToAirbase methods.
--
-- ## 3. AI_BALANCER spawn interval for replacement AI
--
-- Use the method @{#AI_BALANCER.InitSpawnInterval}() to set the earliest and latest interval in seconds that is waited until a new replacement AI is spawned.
--
-- ## 4. AI_BALANCER returns AI to Airbases
--
-- By default, When a human player joins a slot that is AI_BALANCED, the AI group will be destroyed by default.
-- However, there are 2 additional options that you can use to customize the destroy behaviour.
-- When a human player joins a slot, you can configure to let the AI return to:
--
-- * @{#AI_BALANCER.ReturnToHomeAirbase}: Returns the AI to the **home** @{Wrapper.Airbase#AIRBASE}.
-- * @{#AI_BALANCER.ReturnToNearestAirbases}: Returns the AI to the **nearest friendly** @{Wrapper.Airbase#AIRBASE}.
--
-- 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.
--
-- # 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_BALANCER
AI_BALANCER = {
ClassName = "AI_BALANCER",
PatrolZones = {},
AIGroups = {},
Earliest = 5, -- Earliest a new AI can be spawned is in 5 seconds.
Latest = 60, -- Latest a new AI can be spawned is in 60 seconds.
}
--- Creates a new AI_BALANCER object
-- @param #AI_BALANCER self
-- @param Core.Set#SET_CLIENT SetClient A SET\_CLIENT object that will contain the CLIENT objects to be monitored if they are alive or not (joined by a player).
-- @param Core.Spawn#SPAWN SpawnAI The default Spawn object to spawn new AI Groups when needed.
-- @return #AI_BALANCER
function AI_BALANCER:New( SetClient, SpawnAI )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_SET:New( SET_GROUP:New() ) ) -- AI.AI_Balancer#AI_BALANCER
-- TODO: Define the OnAfterSpawned event
self:SetStartState( "None" )
self:AddTransition( "*", "Monitor", "Monitoring" )
self:AddTransition( "*", "Spawn", "Spawning" )
self:AddTransition( "Spawning", "Spawned", "Spawned" )
self:AddTransition( "*", "Destroy", "Destroying" )
self:AddTransition( "*", "Return", "Returning" )
self.SetClient = SetClient
self.SetClient:FilterOnce()
self.SpawnAI = SpawnAI
self.SpawnQueue = {}
self.ToNearestAirbase = false
self.ToHomeAirbase = false
self:__Monitor( 1 )
return self
end
--- Sets the earliest to the latest interval in seconds how long AI_BALANCER will wait to spawn a new AI.
-- Provide 2 identical seconds if the interval should be a fixed amount of seconds.
-- @param #AI_BALANCER self
-- @param #number Earliest The earliest a new AI can be spawned in seconds.
-- @param #number Latest The latest a new AI can be spawned in seconds.
-- @return self
function AI_BALANCER:InitSpawnInterval( Earliest, Latest )
self.Earliest = Earliest
self.Latest = Latest
return self
end
--- Returns the AI to the nearest friendly @{Wrapper.Airbase#AIRBASE}.
-- @param #AI_BALANCER self
-- @param DCS#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
-- @param Core.Set#SET_AIRBASE ReturnAirbaseSet The SET of @{Core.Set#SET_AIRBASE}s to evaluate where to return to.
function AI_BALANCER:ReturnToNearestAirbases( ReturnThresholdRange, ReturnAirbaseSet )
self.ToNearestAirbase = true
self.ReturnThresholdRange = ReturnThresholdRange
self.ReturnAirbaseSet = ReturnAirbaseSet
end
--- Returns the AI to the home @{Wrapper.Airbase#AIRBASE}.
-- @param #AI_BALANCER self
-- @param DCS#Distance ReturnThresholdRange If there is an enemy @{Wrapper.Client#CLIENT} within the ReturnThresholdRange given in meters, the AI will not return to the nearest @{Wrapper.Airbase#AIRBASE}.
function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
self.ToHomeAirbase = true
self.ReturnThresholdRange = ReturnThresholdRange
end
--- AI_BALANCER:onenterSpawning
-- @param #AI_BALANCER self
-- @param Core.Set#SET_GROUP SetGroup
-- @param #string ClientName
-- @param Wrapper.Group#GROUP AIGroup
function AI_BALANCER:onenterSpawning( SetGroup, From, Event, To, ClientName )
-- OK, Spawn a new group from the default SpawnAI object provided.
local AIGroup = self.SpawnAI:Spawn() -- Wrapper.Group#GROUP
if AIGroup then
AIGroup:T( { "Spawning new AIGroup", ClientName = ClientName } )
--TODO: need to rework UnitName thing ...
SetGroup:Remove( ClientName ) -- Ensure that the previously allocated AIGroup to ClientName is removed in the Set.
SetGroup:Add( ClientName, AIGroup )
self.SpawnQueue[ClientName] = nil
-- Fire the Spawned event. The first parameter is the AIGroup just Spawned.
-- Mission designers can catch this event to bind further actions to the AIGroup.
self:Spawned( AIGroup )
end
end
--- AI_BALANCER:onenterDestroying
-- @param #AI_BALANCER self
-- @param Core.Set#SET_GROUP SetGroup
-- @param Wrapper.Group#GROUP AIGroup
function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup )
AIGroup:Destroy()
SetGroup:Flush( self )
SetGroup:Remove( ClientName )
SetGroup:Flush( self )
end
--- RTB
-- @param #AI_BALANCER self
-- @param Core.Set#SET_GROUP SetGroup
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Group#GROUP AIGroup
function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
local AIGroupTemplate = AIGroup:GetTemplate()
if self.ToHomeAirbase == true then
local WayPointCount = #AIGroupTemplate.route.points
local SwitchWayPointCommand = AIGroup:CommandSwitchWayPoint( 1, WayPointCount, 1 )
AIGroup:SetCommand( SwitchWayPointCommand )
AIGroup:MessageToRed( "Returning to home base ...", 30 )
else
-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
local PointVec2 = COORDINATE:New(AIGroup:GetVec2().x, 0, AIGroup:GetVec2().y)
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
self:T( ClosestAirbase.AirbaseName )
AIGroup:RouteRTB(ClosestAirbase)
end
end
--- AI_BALANCER:onenterMonitoring
-- @param #AI_BALANCER self
function AI_BALANCER:onenterMonitoring( SetGroup )
self:T2( { self.SetClient:Count() } )
--self.SetClient:Flush()
self.SetClient:ForEachClient(
--- SetClient:ForEachClient
-- @param Wrapper.Client#CLIENT Client
function( Client )
self:T3(Client.ClientName)
local AIGroup = self.Set:Get( Client.UnitName ) -- Wrapper.Group#GROUP
if AIGroup then self:T( { AIGroup = AIGroup:GetName(), IsAlive = AIGroup:IsAlive() } ) end
if Client:IsAlive() == true then
if AIGroup and AIGroup:IsAlive() == true then
if self.ToNearestAirbase == false and self.ToHomeAirbase == false then
self:Destroy( Client.UnitName, AIGroup )
else
-- We test if there is no other CLIENT within the self.ReturnThresholdRange of the first unit of the AI group.
-- If there is a CLIENT, the AI stays engaged and will not return.
-- If there is no CLIENT within the self.ReturnThresholdRange, then the unit will return to the Airbase return method selected.
local PlayerInRange = { Value = false }
local RangeZone = ZONE_RADIUS:New( 'RangeZone', AIGroup:GetVec2(), self.ReturnThresholdRange )
self:T2( RangeZone )
_DATABASE:ForEachPlayerUnit(
--- Nameless function
-- @param Wrapper.Unit#UNIT RangeTestUnit
function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
if RangeTestUnit:IsInZone( RangeZone ) == true then
self:T2( "in zone" )
if RangeTestUnit:GetCoalition() ~= AIGroup:GetCoalition() then
self:T2( "in range" )
PlayerInRange.Value = true
end
end
end,
--- Nameless function
-- @param Core.Zone#ZONE_RADIUS RangeZone
-- @param Wrapper.Group#GROUP AIGroup
function( RangeZone, AIGroup, PlayerInRange )
if PlayerInRange.Value == false then
self:Return( AIGroup )
end
end
, RangeZone, AIGroup, PlayerInRange
)
end
self.Set:Remove( Client.UnitName )
end
else
if not AIGroup or not AIGroup:IsAlive() == true then
self:T( "Client " .. Client.UnitName .. " not alive." )
self:T( { Queue = self.SpawnQueue[Client.UnitName] } )
if not self.SpawnQueue[Client.UnitName] then
-- Spawn a new AI taking into account the spawn interval Earliest, Latest
self:__Spawn( math.random( self.Earliest, self.Latest ), Client.UnitName )
self.SpawnQueue[Client.UnitName] = true
self:T( "New AI Spawned for Client " .. Client.UnitName )
end
end
end
return true
end
)
self:__Monitor( 10 )
end
-543
View File
@@ -1,543 +0,0 @@
--- **AI** - Perform Combat Air Patrolling (CAP) for airplanes.
--
-- **Features:**
--
-- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel threshold to RTB on time.
-- * Engage the enemy when detected.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_CAP)
--
-- ===
--
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl1YCyPxJgoZn-CfhwyeW65L)
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **Quax**: Concept, Advice & Testing.
-- * **Pikey**: Concept, Advice & Testing.
-- * **Gunterlund**: Test case revision.
-- * **Whisper**: Testing.
-- * **Delta99**: Testing.
--
-- ===
--
-- @module AI.AI_CAP
-- @image AI_Combat_Air_Patrol.JPG
-- @type AI_CAP_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
--
-- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_CAP\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.
-- 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_CAP\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_CAP\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_CAP\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- 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.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
-- ## 1. AI_CAP_ZONE constructor
--
-- * @{#AI_CAP_ZONE.New}(): Creates a new AI_CAP_ZONE object.
--
-- ## 2. AI_CAP_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_CAP\Dia2.JPG)
--
-- ### 2.1 AI_CAP_ZONE States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the bogeys.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2 AI_CAP_ZONE Events
--
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_CAP_ZONE.Engage}**: Let the AI engage the bogeys.
-- * **@{#AI_CAP_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_CAP_ZONE.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.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_CAP\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_CAP_ZONE.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\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_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_CAP_ZONE
AI_CAP_ZONE = {
ClassName = "AI_CAP_ZONE",
}
--- Creates a new AI_CAP_ZONE object
-- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_CAP_ZONE self
function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_CAP_ZONE
self.Accomplished = false
self.Engaging = false
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_CAP_ZONE] OnBeforeEngage
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_CAP_ZONE] OnAfterEngage
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] Engage
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] __Engage
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_CAP_ZONE] OnLeaveEngaging
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_CAP_ZONE] OnEnterEngaging
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnBeforeFired
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnAfterFired
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] Fired
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] __Fired
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] OnBeforeDestroy
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] OnAfterDestroy
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] Destroy
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] __Destroy
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_CAP_ZONE] OnBeforeAbort
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_CAP_ZONE] OnAfterAbort
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] Abort
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] __Abort
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] OnBeforeAccomplish
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] OnAfterAccomplish
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] Accomplish
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] __Accomplish
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
return self
end
--- Set the Engage Zone which defines where the AI will engage bogies.
-- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
-- @return #AI_CAP_ZONE self
function AI_CAP_ZONE:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
end
end
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_CAP_ZONE self
-- @param #number EngageRange The Engage Range.
-- @return #AI_CAP_ZONE self
function AI_CAP_ZONE:SetEngageRange( EngageRange )
self:F2()
if EngageRange then
self.EngageRange = EngageRange
else
self.EngageRange = nil
end
end
--- onafter State Transition for Event Start.
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
-- Call the parent Start event handler
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
self:HandleEvent( EVENTS.Dead )
end
-- @param AI.AI_CAP#AI_CAP_ZONE
-- @param Wrapper.Group#GROUP EngageGroup
function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
EngageGroup:F( { "AI_CAP_ZONE.EngageRoute:", EngageGroup:GetName() } )
if EngageGroup:IsAlive() then
Fsm:__Engage( 1 )
end
end
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onbeforeEngage( Controllable, From, Event, To )
if self.Accomplished == true then
return false
end
end
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
if From ~= "Engaging" then
local Engage = false
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
self:T( DetectedUnit )
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
Engage = true
break
end
end
if Engage == true then
self:F( 'Detected -> Engaging' )
self:__Engage( 1 )
end
end
end
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
Controllable:ClearTasks()
self:__Route( 1 )
end
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
if Controllable and Controllable:IsAlive() then
local EngageRoute = {}
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
if not CurrentVec2 then return self end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToEngageZoneSpeed,
true
)
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
--- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Define Speed and Altitude.
local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToTargetSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
Controllable:OptionROEOpenFire()
Controllable:OptionROTEvadeFire()
local AttackTasks = {}
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
self:T( { DetectedUnit, DetectedUnit:IsAlive(), DetectedUnit:IsAir() } )
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
if self.EngageZone then
if DetectedUnit:IsInZone( self.EngageZone ) then
self:F( {"Within Zone and Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
else
if self.EngageRange then
if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then
self:F( {"Within Range and Engaging", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
else
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
end
else
self.DetectedUnits[DetectedUnit] = nil
end
end
if #AttackTasks == 0 then
self:F("No targets found -> Going back to Patrolling")
self:__Abort( 1 )
self:__Route( 1 )
self:SetDetectionActivated()
else
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAP_ZONE.EngageRoute", self )
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
self:SetDetectionDeactivated()
end
Controllable:Route( EngageRoute, 0.5 )
end
end
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAP_ZONE:onafterAccomplish( Controllable, From, Event, To )
self.Accomplished = true
self:SetDetectionOff()
end
-- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData
function AI_CAP_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
if EventData.IniUnit then
self.DetectedUnits[EventData.IniUnit] = nil
end
end
-- @param #AI_CAP_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_CAP_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
self:__Destroy( 1, EventData )
end
end
end
-572
View File
@@ -1,572 +0,0 @@
--- **AI** - Perform Close Air Support (CAS) near friendlies.
--
-- **Features:**
--
-- * Hold and standby within a patrol zone.
-- * Engage upon command the enemies within an engagement zone.
-- * Loop the zone until all enemies are eliminated.
-- * Trigger different events upon the results achieved.
-- * After combat, return to the patrol zone and hold.
-- * RTB when commanded or after fuel.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_CAS)
--
-- ===
--
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl3JBO1WDqqpyYRRmIkR2ir2)
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **Quax**: Concept, Advice & Testing.
-- * **Pikey**: Concept, Advice & Testing.
-- * **Gunterlund**: Test case revision.
--
-- ===
--
-- @module AI.AI_CAS
-- @image AI_Close_Air_Support.JPG
--- AI_CAS_ZONE class
-- @type AI_CAS_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide Close Air Support in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)
--
-- The AI_CAS_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAS_ZONE process can be started through the **Start** event.
--
-- ![Start Event](..\Presentations\AI_CAS\Dia4.JPG)
--
-- Upon started, The AI will **Route** itself towards the random 3D point within a 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.
-- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
--
-- ![Route Event](..\Presentations\AI_CAS\Dia5.JPG)
--
-- When the AI is commanded to provide Close Air Support (through the event **Engage**), the AI will fly towards the Engage Zone.
-- Any target that is detected in the Engage Zone will be reported and will be destroyed by the AI.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia6.JPG)
--
-- The AI will detect the targets and will only destroy the targets within the Engage Zone.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia7.JPG)
--
-- Every target that is destroyed, is reported< by the AI.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia8.JPG)
--
-- Note that the AI does not know when the Engage Zone is cleared, and therefore will keep circling in the zone.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia9.JPG)
--
-- Until it is notified through the event **Accomplish**, which is to be triggered by an observing party:
--
-- * a FAC
-- * a timed event
-- * a menu option selected by a human
-- * a condition
-- * others ...
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia10.JPG)
--
-- When the AI has accomplished the CAS, it will fly back to the Patrol Zone.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia11.JPG)
--
-- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
-- It can be notified to go RTB through the **RTB** event.
--
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia12.JPG)
--
-- ## AI_CAS_ZONE constructor
--
-- * @{#AI_CAS_ZONE.New}(): Creates a new AI_CAS_ZONE object.
--
-- ## AI_CAS_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_CAS\Dia2.JPG)
--
-- ### 2.1. AI_CAS_ZONE States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Engaging** ( Group ): The AI is engaging the targets in the Engage Zone, executing CAS.
-- * **Returning** ( Group ): The AI is returning to Base..
--
-- ### 2.2. AI_CAS_ZONE Events
--
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Start}**: Start the process.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Route}**: Route the AI to a new random 3D point within the Patrol Zone.
-- * **@{#AI_CAS_ZONE.Engage}**: Engage the AI to provide CAS in the Engage Zone, destroying any target it finds.
-- * **@{#AI_CAS_ZONE.Abort}**: Aborts the engagement and return patrolling in the patrol zone.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.RTB}**: Route the AI to the home base.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detect}**: The AI is detecting targets.
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#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.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- # 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_CAS_ZONE
AI_CAS_ZONE = {
ClassName = "AI_CAS_ZONE",
}
--- Creates a new AI_CAS_ZONE object
-- @param #AI_CAS_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @param Core.Zone#ZONE_BASE EngageZone The zone where the engage will happen.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_CAS_ZONE self
function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageZone, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) ) -- #AI_CAS_ZONE
self.EngageZone = EngageZone
self.Accomplished = false
self:SetDetectionZone( self.EngageZone )
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
--- OnBefore Transition Handler for Event Engage.
-- @function [parent=#AI_CAS_ZONE] OnBeforeEngage
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_CAS_ZONE] OnAfterEngage
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAS_ZONE] Engage
-- @param #AI_CAS_ZONE self
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAS_ZONE] __Engage
-- @param #AI_CAS_ZONE self
-- @param #number Delay The delay in seconds.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack.
-- If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- Use the structure @{DCS#AI.Task.WeaponExpend} to define the amount of weapons to be release at each attack.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
--- OnLeave Transition Handler for State Engaging.
-- @function [parent=#AI_CAS_ZONE] OnLeaveEngaging
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Engaging.
-- @function [parent=#AI_CAS_ZONE] OnEnterEngaging
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Target", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_CAS_ZONE] OnBeforeFired
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_CAS_ZONE] OnAfterFired
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAS_ZONE] Fired
-- @param #AI_CAS_ZONE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAS_ZONE] __Fired
-- @param #AI_CAS_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Destroy", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
--- OnBefore Transition Handler for Event Destroy.
-- @function [parent=#AI_CAS_ZONE] OnBeforeDestroy
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_CAS_ZONE] OnAfterDestroy
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAS_ZONE] Destroy
-- @param #AI_CAS_ZONE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAS_ZONE] __Destroy
-- @param #AI_CAS_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
--- OnBefore Transition Handler for Event Abort.
-- @function [parent=#AI_CAS_ZONE] OnBeforeAbort
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_CAS_ZONE] OnAfterAbort
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAS_ZONE] Abort
-- @param #AI_CAS_ZONE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAS_ZONE] __Abort
-- @param #AI_CAS_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Accomplish", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAS_ZONE.
--- OnBefore Transition Handler for Event Accomplish.
-- @function [parent=#AI_CAS_ZONE] OnBeforeAccomplish
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_CAS_ZONE] OnAfterAccomplish
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAS_ZONE] Accomplish
-- @param #AI_CAS_ZONE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAS_ZONE] __Accomplish
-- @param #AI_CAS_ZONE self
-- @param #number Delay The delay in seconds.
return self
end
--- Set the Engage Zone where the AI is performing CAS. Note that if the EngageZone is changed, the AI needs to re-detect targets.
-- @param #AI_CAS_ZONE self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAS.
-- @return #AI_CAS_ZONE self
function AI_CAS_ZONE:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
end
end
--- onafter State Transition for Event Start.
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAS_ZONE:onafterStart( Controllable, From, Event, To )
-- Call the parent Start event handler
self:GetParent(self).onafterStart( self, Controllable, From, Event, To )
self:HandleEvent( EVENTS.Dead )
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end
-- @param AI.AI_CAS#AI_CAS_ZONE
-- @param Wrapper.Group#GROUP EngageGroup
function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm )
EngageGroup:F( { "AI_CAS_ZONE.EngageRoute:", EngageGroup:GetName() } )
if EngageGroup:IsAlive() then
Fsm:__Engage( 1, Fsm.EngageSpeed, Fsm.EngageAltitude, Fsm.EngageWeaponExpend, Fsm.EngageAttackQty, Fsm.EngageDirection )
end
end
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAS_ZONE:onbeforeEngage( Controllable, From, Event, To )
if self.Accomplished == true then
return false
end
end
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
if Controllable:IsAlive() then
local AttackTasks = {}
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
if DetectedUnit:IsAlive() then
if DetectedUnit:IsInZone( self.EngageZone ) then
if Detected == true then
self:F( {"Target: ", DetectedUnit } )
self.DetectedUnits[DetectedUnit] = false
local AttackTask = Controllable:TaskAttackUnit( DetectedUnit, false, self.EngageWeaponExpend, self.EngageAttackQty, self.EngageDirection, self.EngageAltitude, nil )
self.Controllable:PushTask( AttackTask, 1 )
end
end
else
self.DetectedUnits[DetectedUnit] = nil
end
end
self:__Target( -10 )
end
end
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAS_ZONE:onafterAbort( Controllable, From, Event, To )
Controllable:ClearTasks()
self:__Route( 1 )
end
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param #number EngageSpeed (optional) The speed the Group will hold when engaging to the target zone.
-- @param DCS#Distance EngageAltitude (optional) Desired altitude to perform the unit engagement.
-- @param DCS#AI.Task.WeaponExpend EngageWeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number EngageAttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth EngageDirection (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
EngageSpeed,
EngageAltitude,
EngageWeaponExpend,
EngageAttackQty,
EngageDirection )
self:F("onafterEngage")
self.EngageSpeed = EngageSpeed or 400
self.EngageAltitude = EngageAltitude or 2000
self.EngageWeaponExpend = EngageWeaponExpend
self.EngageAttackQty = EngageAttackQty
self.EngageDirection = EngageDirection
if Controllable:IsAlive() then
Controllable:OptionROEOpenFire()
Controllable:OptionROTVertical()
local EngageRoute = {}
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
local AttackTasks = {}
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
self:T( DetectedUnit )
if DetectedUnit:IsAlive() then
if DetectedUnit:IsInZone( self.EngageZone ) then
self:F( {"Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit,
true,
EngageWeaponExpend,
EngageAttackQty,
EngageDirection
)
end
else
self.DetectedUnits[DetectedUnit] = nil
end
end
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAS_ZONE.EngageRoute", self )
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in EngageZone.
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
self.EngageSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToTargetRoutePoint
Controllable:Route( EngageRoute, 0.5 )
self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated()
self:__Target( -2 ) -- Start targeting
end
end
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_CAS_ZONE:onafterAccomplish( Controllable, From, Event, To )
self.Accomplished = true
self:SetDetectionDeactivated()
end
-- @param #AI_CAS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Event#EVENTDATA EventData
function AI_CAS_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
if EventData.IniUnit then
self.DetectedUnits[EventData.IniUnit] = nil
end
end
-- @param #AI_CAS_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_CAS_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
if EventData.IniDCSUnit then
if self.DetectedUnits and self.DetectedUnits[EventData.IniUnit] then
self:__Destroy( 1, EventData )
end
end
end
-591
View File
@@ -1,591 +0,0 @@
--- **AI** - Models the intelligent transportation of infantry and other cargo.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo
-- @image Cargo.JPG
--- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Base class for the dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- The derived classes from this module are:
--
-- * @{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_Airplane} - Cargo transportation using airplanes to and from airbases.
--
-- # 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_CARGO
AI_CARGO = {
ClassName = "AI_CARGO",
Coordinate = nil, -- Core.Point#COORDINATE,
Carrier_Cargo = {},
}
--- Creates a new AI_CARGO object.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier Cargo carrier group.
-- @param Core.Set#SET_CARGO CargoSet Set of cargo(s) to transport.
-- @return #AI_CARGO self
function AI_CARGO:New( Carrier, CargoSet )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( Carrier ) ) -- #AI_CARGO
self.CargoSet = CargoSet -- Core.Set#SET_CARGO
self.CargoCarrier = Carrier -- Wrapper.Group#GROUP
self:SetStartState( "Unloaded" )
-- Board
self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
self:AddTransition( "*", "Load", "*" )
self:AddTransition( "*", "Reload", "*" )
self:AddTransition( "*", "Board", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "PickedUp", "Loaded" )
-- Unload
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Unload", "*" )
self:AddTransition( "*", "Unboard", "*" )
self:AddTransition( "*", "Unloaded", "Unloaded" )
self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
--- Pickup Handler OnBefore for AI_CARGO
-- @function [parent=#AI_CARGO] OnBeforePickup
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
-- @return #boolean
--- Pickup Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterPickup
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Pickup Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] Pickup
-- @param #AI_CARGO self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Pickup Asynchronous Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] __Pickup
-- @param #AI_CARGO self
-- @param #number Delay
-- @param Core.Point#COORDINATE Coordinate Pickup place. If not given, loading starts at the current location.
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Deploy Handler OnBefore for AI_CARGO
-- @function [parent=#AI_CARGO] OnBeforeDeploy
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
-- @return #boolean
--- Deploy Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterDeploy
-- @param #AI_CARGO self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Deploy Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] Deploy
-- @param #AI_CARGO self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Deploy Asynchronous Trigger for AI_CARGO
-- @function [parent=#AI_CARGO] __Deploy
-- @param #AI_CARGO self
-- @param #number Delay
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h. Default is 50% of max possible speed the group can do.
--- Loaded Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterLoaded
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From
-- @param #string Event
-- @param #string To
--- Unloaded Handler OnAfter for AI_CARGO
-- @function [parent=#AI_CARGO] OnAfterUnloaded
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From
-- @param #string Event
-- @param #string To
--- On after Deployed event.
-- @function [parent=#AI_CARGO] OnAfterDeployed
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- @param #boolean Defend Defend for APCs.
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
CarrierUnit:SetCargoBayWeightLimit()
end
self.Transporting = false
self.Relocating = false
return self
end
function AI_CARGO:IsTransporting()
return self.Transporting == true
end
function AI_CARGO:IsRelocating()
return self.Relocating == true
end
--- On after Pickup event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP APC
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate of the pickup point.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterPickup( APC, From, Event, To, Coordinate, Speed, Height, PickupZone )
self.Transporting = false
self.Relocating = true
end
--- On after Deploy event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP APC
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Deploy place.
-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the deploy coordinate.
-- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed.
function AI_CARGO:onafterDeploy( APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
self.Relocating = false
self.Transporting = true
end
--- On before Load event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onbeforeLoad( Carrier, From, Event, To, PickupZone )
self:F( { Carrier, From, Event, To } )
local Boarding = false
local LoadInterval = 2
local LoadDelay = 1
local Carrier_List = {}
local Carrier_Weight = {}
if Carrier and Carrier:IsAlive() then
self.Carrier_Cargo = {}
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
local CargoBayFreeWeight = CarrierUnit:GetCargoBayFreeWeight()
self:F({CargoBayFreeWeight=CargoBayFreeWeight})
Carrier_List[#Carrier_List+1] = CarrierUnit
Carrier_Weight[CarrierUnit] = CargoBayFreeWeight
end
local Carrier_Count = #Carrier_List
local Carrier_Index = 1
local Loaded = false
for _, Cargo in UTILS.spairs( self.CargoSet:GetSet(), function( t, a, b ) return t[a]:GetWeight() > t[b]:GetWeight() end ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } )
-- Try all Carriers, but start from the one according the Carrier_Index
for Carrier_Loop = 1, #Carrier_List do
local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT
-- This counters loop through the available Carriers.
Carrier_Index = Carrier_Index + 1
if Carrier_Index > Carrier_Count then
Carrier_Index = 1
end
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
if Cargo:IsInLoadRadius( CarrierUnit:GetCoordinate() ) then
self:F( { "In radius", CarrierUnit:GetName() } )
local CargoWeight = Cargo:GetWeight()
local CarrierSpace=Carrier_Weight[CarrierUnit]
-- Only when there is space within the bay to load the next cargo item!
if CarrierSpace > CargoWeight then
Carrier:RouteStop()
--Cargo:Ungroup()
Cargo:__Board( -LoadDelay, CarrierUnit )
self:__Board( LoadDelay, Cargo, CarrierUnit, PickupZone )
LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
-- So now this CarrierUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.Carrier_Cargo[Cargo] = CarrierUnit
Boarding = true
Carrier_Weight[CarrierUnit] = Carrier_Weight[CarrierUnit] - CargoWeight
Loaded = true
-- Ok, we loaded a cargo, now we can stop the loop.
break
else
self:T(string.format("WARNING: Cargo too heavy for carrier %s. Cargo=%.1f > %.1f free space", tostring(CarrierUnit:GetName()), CargoWeight, CarrierSpace))
end
end
end
end
end
if not Loaded == true then
-- No loading happened, so we need to pickup something else.
self.Relocating = false
end
end
return Boarding
end
--- On before Reload event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onbeforeReload( Carrier, From, Event, To )
self:F( { Carrier, From, Event, To } )
local Boarding = false
local LoadInterval = 2
local LoadDelay = 1
local Carrier_List = {}
local Carrier_Weight = {}
if Carrier and Carrier:IsAlive() then
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
Carrier_List[#Carrier_List+1] = CarrierUnit
end
local Carrier_Count = #Carrier_List
local Carrier_Index = 1
local Loaded = false
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsUnLoaded = Cargo:IsUnLoaded(), IsDeployed = Cargo:IsDeployed(), Cargo:GetName(), Carrier:GetName() } )
-- Try all Carriers, but start from the one according the Carrier_Index
for Carrier_Loop = 1, #Carrier_List do
local CarrierUnit = Carrier_List[Carrier_Index] -- Wrapper.Unit#UNIT
-- This counters loop through the available Carriers.
Carrier_Index = Carrier_Index + 1
if Carrier_Index > Carrier_Count then
Carrier_Index = 1
end
if Cargo:IsUnLoaded() and not Cargo:IsDeployed() then
Carrier:RouteStop()
Cargo:__Board( -LoadDelay, CarrierUnit )
self:__Board( LoadDelay, Cargo, CarrierUnit )
LoadDelay = LoadDelay + Cargo:GetCount() * LoadInterval
-- So now this CarrierUnit has Cargo that is being loaded.
-- This will be used further in the logic to follow and to check cargo status.
self.Carrier_Cargo[Cargo] = CarrierUnit
Boarding = true
Loaded = true
end
end
end
if not Loaded == true then
-- No loading happened, so we need to pickup something else.
self.Relocating = false
end
end
return Boarding
end
--- On after Board event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param Wrapper.Unit#UNIT CarrierUnit
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterBoard( Carrier, From, Event, To, Cargo, CarrierUnit, PickupZone )
self:F( { Carrier, From, Event, To, Cargo, CarrierUnit:GetName() } )
if Carrier and Carrier:IsAlive() then
self:F({ IsLoaded = Cargo:IsLoaded(), Cargo:GetName(), Carrier:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
self:__Board( -10, Cargo, CarrierUnit, PickupZone )
return
end
end
self:__Loaded( 0.1, Cargo, CarrierUnit, PickupZone )
end
--- On after Loaded event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @return #boolean Cargo loaded.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterLoaded( Carrier, From, Event, To, Cargo, PickupZone )
self:F( { Carrier, From, Event, To } )
local Loaded = true
if Carrier and Carrier:IsAlive() then
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
self:F( { IsLoaded = Cargo:IsLoaded(), IsDestroyed = Cargo:IsDestroyed(), Cargo:GetName(), Carrier:GetName() } )
if not Cargo:IsLoaded() and not Cargo:IsDestroyed() then
Loaded = false
end
end
end
if Loaded then
self:__PickedUp( 0.1, PickupZone )
end
end
--- On after PickedUp event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO:onafterPickedUp( Carrier, From, Event, To, PickupZone )
self:F( { Carrier, From, Event, To } )
Carrier:RouteResume()
local HasCargo = false
if Carrier and Carrier:IsAlive() then
for Cargo, CarrierUnit in pairs( self.Carrier_Cargo ) do
HasCargo = true
break
end
end
self.Relocating = false
if HasCargo then
self:F( "Transporting" )
self.Transporting = true
end
end
--- On after Unload event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnload( Carrier, From, Event, To, DeployZone, Defend )
self:F( { Carrier, From, Event, To, DeployZone, Defend = Defend } )
local UnboardInterval = 5
local UnboardDelay = 5
if Carrier and Carrier:IsAlive() then
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
Carrier:RouteStop()
for _, Cargo in pairs( CarrierUnit:GetCargo() ) do
self:F( { Cargo = Cargo:GetName(), Isloaded = Cargo:IsLoaded() } )
if Cargo:IsLoaded() then
Cargo:__UnBoard( UnboardDelay )
UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval
self:__Unboard( UnboardDelay, Cargo, CarrierUnit, DeployZone, Defend )
if not Defend == true then
Cargo:SetDeployed( true )
end
end
end
end
end
end
--- On after Unboard event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnboard( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
if Carrier and Carrier:IsAlive() then
if not Cargo:IsUnLoaded() then
self:__Unboard( 10, Cargo, CarrierUnit, DeployZone, Defend )
return
end
end
self:Unloaded( Cargo, CarrierUnit, DeployZone, Defend )
end
--- On after Unloaded event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
self:F( { Carrier, From, Event, To, Cargo:GetName(), DeployZone = DeployZone, Defend = Defend } )
local AllUnloaded = true
--Cargo:Regroup()
if Carrier and Carrier:IsAlive() then
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
local IsEmpty = CarrierUnit:IsCargoEmpty()
self:T({ IsEmpty = IsEmpty })
if not IsEmpty then
AllUnloaded = false
break
end
end
if AllUnloaded == true then
if DeployZone == true then
self.Carrier_Cargo = {}
end
self.CargoCarrier = Carrier
end
end
if AllUnloaded == true then
self:__Deployed( 5, DeployZone, Defend )
end
end
--- On after Deployed event.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
-- @param #boolean Defend Defend for APCs.
function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend )
self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
if not Defend == true then
self.Transporting = false
else
self:F( "Defending" )
end
end
-609
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@@ -1,609 +0,0 @@
--- **AI** - Models the intelligent transportation of cargo using ground vehicles.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG
-- @type AI_CARGO_APC
-- @extends AI.AI_Cargo#AI_CARGO
--- Brings a dynamic cargo handling capability for an AI vehicle group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_APC object recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- ## Cargo loading.
--
-- The module will load automatically cargo when the APCs are within boarding or loading radius.
-- The boarding or loading radius is specified when the cargo is created in the simulation, and therefore, this radius depends on the type of cargo
-- and the specified boarding radius.
--
-- ## **Defending** the APCs when enemies nearby.
--
-- Cargo will defend the carrier with its available arms, and to avoid cargo being lost within the battlefield.
--
-- When the APCs are approaching enemy units, something special is happening.
-- The APCs will stop moving, and the loaded infantry will unboard and follow the APCs and will help to defend the group.
-- The carrier will hold the route once the unboarded infantry is further than 50 meters from the APCs,
-- to ensure that the APCs are not too far away from the following running infantry.
-- Once all enemies are cleared, the infantry will board again automatically into the APCs. Once boarded, the APCs will follow its pre-defined route.
--
-- A combat radius needs to be specified in meters at the @{#AI_CARGO_APC.New}() method.
-- This combat radius will trigger the unboarding of troops when enemies are within the combat radius around the APCs.
-- During my tests, I've noticed that there is a balance between ensuring that the infantry is within sufficient hit radius (effectiveness) versus
-- vulnerability of the infantry. It all depends on the kind of enemies that are expected to be encountered.
-- A combat radius of 350 meters to 500 meters has been proven to be the most effective and efficient.
--
-- However, when the defense of the carrier, is not required, it must be switched off.
-- This is done by disabling the defense of the carrier using the method @{#AI_CARGO_APC.SetCombatRadius}(), and providing a combat radius of 0 meters.
-- It can be switched on later when required by reenabling the defense using the method and providing a combat radius larger than 0.
--
-- ## Infantry or cargo **health**.
--
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
-- However, infantry that was destroyed when unboarded and following the APCs, won't be respawned again. Destroyed is destroyed.
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
-- 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 ...
--
-- ## Control the APCs on the map.
--
-- It is possible also as a human ground commander to influence the path of the APCs, by pointing a new path using the DCS user interface on the map.
-- In this case, the APCs will change the direction towards its new indicated route. However, there is a catch!
-- Once the APCs are near the enemy, and infantry is unboarded, the APCs won't be able to hold the route until the infantry could catch up.
-- The APCs will simply drive on and won't stop! This is a limitation in ED that prevents user actions being controlled by the scripting engine.
-- No workaround is possible on this.
--
-- ## Cargo deployment.
--
-- Using the @{#AI_CARGO_APC.Deploy}() method, you are able to direct the APCs towards a point on the battlefield to unboard/unload 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.
--
-- ## Cargo pickup.
--
-- 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.
--
--
-- # 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_CARGO_APC
AI_CARGO_APC = {
ClassName = "AI_CARGO_APC",
Coordinate = nil, -- Core.Point#COORDINATE,
}
--- Creates a new AI_CARGO_APC object.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC The carrier APC group.
-- @param Core.Set#SET_CARGO CargoSet The set of cargo to be transported.
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When the combat radius is 0, no defense will happen of the carrier.
-- @return #AI_CARGO_APC
function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
local self = BASE:Inherit( self, AI_CARGO:New( APC, CargoSet ) ) -- #AI_CARGO_APC
self:AddTransition( "*", "Monitor", "*" )
self:AddTransition( "*", "Follow", "Following" )
self:AddTransition( "*", "Guard", "Unloaded" )
self:AddTransition( "*", "Home", "*" )
self:AddTransition( "*", "Reload", "Boarding" )
self:AddTransition( "*", "Deployed", "*" )
self:AddTransition( "*", "PickedUp", "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:SetCombatRadius( CombatRadius )
self:SetCarrier( APC )
return self
end
--- Set the Carrier.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @return #AI_CARGO_APC
function AI_CARGO_APC:SetCarrier( CargoCarrier )
self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUP
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_APC", self )
CargoCarrier:HandleEvent( EVENTS.Dead )
function CargoCarrier:OnEventDead( EventData )
self:F({"dead"})
local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat radius. Unload the CargoCarrier.
AICargoTroops:Destroyed()
end
end
end
-- CargoCarrier:HandleEvent( EVENTS.Hit )
--
-- function CargoCarrier:OnEventHit( EventData )
-- self:F({"hit"})
-- local AICargoTroops = self:GetState( self, "AI_CARGO_APC" )
-- if AICargoTroops then
-- self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
-- if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
-- -- There are enemies within combat radius. Unload the CargoCarrier.
-- AICargoTroops:Unload( false )
-- end
-- end
-- end
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
self.Coalition = self.CargoCarrier:GetCoalition()
self:SetControllable( CargoCarrier )
self:Guard()
return self
end
--- Set whether or not the carrier will use roads to *pickup* and *deploy* the cargo.
-- @param #AI_CARGO_APC self
-- @param #boolean Offroad If true, carrier will not use roads. If `nil` or `false` the carrier will use roads when available.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_APC self
function AI_CARGO_APC:SetOffRoad(Offroad, Formation)
self:SetPickupOffRoad(Offroad, Formation)
self:SetDeployOffRoad(Offroad, Formation)
return self
end
--- Set whether the carrier will *not* use roads to *pickup* the cargo.
-- @param #AI_CARGO_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_APC self
function AI_CARGO_APC:SetPickupOffRoad(Offroad, Formation)
self.pickupOffroad=Offroad
self.pickupFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end
--- Set whether the carrier will *not* use roads to *deploy* the cargo.
-- @param #AI_CARGO_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_APC self
function AI_CARGO_APC:SetDeployOffRoad(Offroad, Formation)
self.deployOffroad=Offroad
self.deployFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end
--- Find a free Carrier within a radius.
-- @param #AI_CARGO_APC self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Radius
-- @return Wrapper.Group#GROUP NewCarrier
function AI_CARGO_APC:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO_APC" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then
return NearUnit:GetGroup()
end
end
end
return nil
end
--- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).
-- This is only valid for APCs and trucks etc, thus ground vehicles.
-- @param #AI_CARGO_APC self
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby.
-- When the combat radius is 0, no defense will happen of the carrier.
-- When the combat radius is not provided, no defense will happen!
-- @return #AI_CARGO_APC
-- @usage
--
-- -- Disembark the infantry when the carrier is under attack.
-- AICargoAPC:SetCombatRadius( true )
--
-- -- Keep the cargo in the carrier when the carrier is under attack.
-- AICargoAPC:SetCombatRadius( false )
function AI_CARGO_APC:SetCombatRadius( CombatRadius )
self.CombatRadius = CombatRadius or 0
if self.CombatRadius > 0 then
self:__Monitor( -5 )
end
return self
end
--- Follow Infantry to the Carrier.
-- @param #AI_CARGO_APC self
-- @param #AI_CARGO_APC Me
-- @param Wrapper.Unit#UNIT APCUnit
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
-- @return #AI_CARGO_APC
function AI_CARGO_APC:FollowToCarrier( Me, APCUnit, CargoGroup )
local InfantryGroup = CargoGroup:GetGroup()
self:F( { self = self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
--if self:Is( "Following" ) then
if APCUnit:IsAlive() then
-- We check if the Cargo is near to the CargoCarrier.
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", APCUnit, 25 ) ) then
-- The Cargo does not need to follow the Carrier.
Me:Guard()
else
self:F( { InfantryGroup = InfantryGroup:GetName() } )
if InfantryGroup:IsAlive() then
self:F( { InfantryGroup = InfantryGroup:GetName() } )
local Waypoints = {}
-- Calculate the new Route.
local FromCoord = InfantryGroup:GetCoordinate()
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
self:F({FromGround=FromGround})
table.insert( Waypoints, FromGround )
local ToCoord = APCUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
self:F({ToGround=ToGround})
table.insert( Waypoints, ToGround )
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_APC.FollowToCarrier", Me, APCUnit, CargoGroup )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end
end
end
--- On after Monitor event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_APC:onafterMonitor( APC, From, Event, To )
self:F( { APC, From, Event, To, IsTransporting = self:IsTransporting() } )
if self.CombatRadius > 0 then
if APC and APC:IsAlive() then
if self.CarrierCoordinate then
if self:IsTransporting() == true then
local Coordinate = APC:GetCoordinate()
if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
self.Zone:Scan( { Object.Category.UNIT } )
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
if self:Is( "Unloaded" ) then
-- There are no enemies within combat radius. Reload the CargoCarrier.
self:Reload()
end
else
if self:Is( "Loaded" ) then
-- There are enemies within combat radius. Unload the CargoCarrier.
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
else
if self:Is( "Unloaded" ) then
--self:Follow()
end
self:F( "I am here" .. self:GetCurrentState() )
if self:Is( "Following" ) then
for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
local APCUnit = APCUnit -- Wrapper.Unit#UNIT
if Cargo:IsAlive() then
if not Cargo:IsNear( APCUnit, 40 ) then
APCUnit:RouteStop()
self.CarrierStopped = true
else
if self.CarrierStopped then
if Cargo:IsNear( APCUnit, 25 ) then
APCUnit:RouteResume()
self.CarrierStopped = nil
end
end
end
end
end
end
end
end
end
end
end
self.CarrierCoordinate = APC:GetCoordinate()
end
self:__Monitor( -5 )
end
end
--- On after Follow event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function AI_CARGO_APC:onafterFollow( APC, From, Event, To )
self:F( { APC, From, Event, To } )
self:F( "Follow" )
if APC and APC:IsAlive() then
for Cargo, APCUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
if Cargo:IsUnLoaded() then
self:FollowToCarrier( self, APCUnit, Cargo )
APCUnit:RouteResume()
end
end
end
end
--- Pickup task function. Triggers Load event.
-- @param Wrapper.Group#GROUP APC The cargo carrier group.
-- @param #AI_CARGO_APC sel `AI_CARGO_APC` class.
-- @param Core.Point#COORDINATE Coordinate. The coordinate (not used).
-- @param #number Speed Speed (not used).
-- @param Core.Zone#ZONE PickupZone Pickup zone.
function AI_CARGO_APC._Pickup(APC, self, Coordinate, Speed, PickupZone)
APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } )
if APC:IsAlive() then
self:Load( PickupZone )
end
end
--- Deploy task function. Triggers Unload event.
-- @param Wrapper.Group#GROUP APC The cargo carrier group.
-- @param #AI_CARGO_APC self `AI_CARGO_APC` class.
-- @param Core.Point#COORDINATE Coordinate. The coordinate (not used).
-- @param Core.Zone#ZONE DeployZone Deploy zone.
function AI_CARGO_APC._Deploy(APC, self, Coordinate, DeployZone)
APC:F( { "AI_CARGO_APC._Deploy:", APC } )
if APC:IsAlive() then
self:Unload( DeployZone )
end
end
--- On after Pickup event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate of the pickup point.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed, Height, PickupZone )
if APC and APC:IsAlive() then
if Coordinate then
self.RoutePickup = true
local _speed=Speed or APC:GetSpeedMax()*0.5
-- Route on road.
local Waypoints = {}
if self.pickupOffroad then
Waypoints[1]=APC:GetCoordinate():WaypointGround(Speed, self.pickupFormation)
Waypoints[2]=Coordinate:WaypointGround(_speed, self.pickupFormation, DCSTasks)
else
Waypoints=APC:TaskGroundOnRoad(Coordinate, _speed, ENUMS.Formation.Vehicle.OffRoad, true)
end
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self, Coordinate, Speed, PickupZone )
local Waypoint = Waypoints[#Waypoints]
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
else
AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
end
self:GetParent( self, AI_CARGO_APC ).onafterPickup( self, APC, From, Event, To, Coordinate, Speed, Height, PickupZone )
end
end
--- On after Deploy event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Deploy place.
-- @param #number Speed Speed in km/h to drive to the depoly coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the deploy coordinate. This parameter is ignored for APCs.
-- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed.
function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
if APC and APC:IsAlive() then
self.RouteDeploy = true
-- Set speed in km/h.
local speedmax=APC:GetSpeedMax()
local _speed=Speed or speedmax*0.5
_speed=math.min(_speed, speedmax)
-- Route on road.
local Waypoints = {}
if self.deployOffroad then
Waypoints[1]=APC:GetCoordinate():WaypointGround(Speed, self.deployFormation)
Waypoints[2]=Coordinate:WaypointGround(_speed, self.deployFormation, DCSTasks)
else
Waypoints=APC:TaskGroundOnRoad(Coordinate, _speed, ENUMS.Formation.Vehicle.OffRoad, true)
end
-- Task function
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self, Coordinate, DeployZone )
-- Last waypoint
local Waypoint = Waypoints[#Waypoints]
-- Set task function
APC:SetTaskWaypoint(Waypoint, TaskFunction) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
-- Route group
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
-- Call parent function.
self:GetParent( self, AI_CARGO_APC ).onafterDeploy( self, APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
end
end
--- On after Unloaded event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_APC:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
self:F( { Carrier, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
self:GetParent( self, AI_CARGO_APC ).onafterUnloaded( self, Carrier, From, Event, To, Cargo, CarrierUnit, DeployZone, Defend )
-- If Defend == true then we need to scan for possible enemies within combat zone and engage only ground forces.
if Defend == true then
self.Zone:Scan( { Object.Category.UNIT } )
if not self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
-- OK, enemies nearby, now find the enemies and attack them.
local AttackUnits = self.Zone:GetScannedUnits() -- #list<DCS#Unit>
local Move = {}
local CargoGroup = Cargo.CargoObject -- Wrapper.Group#GROUP
Move[#Move+1] = CargoGroup:GetCoordinate():WaypointGround( 70, "Custom" )
for UnitId, AttackUnit in pairs( AttackUnits ) do
local MooseUnit = UNIT:Find( AttackUnit )
if MooseUnit:GetCoalition() ~= CargoGroup:GetCoalition() then
Move[#Move+1] = MooseUnit:GetCoordinate():WaypointGround( 70, "Line abreast" )
--MoveTo.Task = CargoGroup:TaskCombo( CargoGroup:TaskAttackUnit( MooseUnit, true ) )
self:F( { MooseUnit = MooseUnit:GetName(), CargoGroup = CargoGroup:GetName() } )
end
end
CargoGroup:RoutePush( Move, 0.1 )
end
end
end
--- On after Deployed event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP Carrier
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_APC:onafterDeployed( APC, From, Event, To, DeployZone, Defend )
self:F( { APC, From, Event, To, DeployZone = DeployZone, Defend = Defend } )
self:__Guard( 0.1 )
self:GetParent( self, AI_CARGO_APC ).onafterDeployed( self, APC, From, Event, To, DeployZone, Defend )
end
--- On after Home event.
-- @param #AI_CARGO_APC self
-- @param Wrapper.Group#GROUP APC
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Home place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the home coordinate. This parameter is ignored for APCs.
function AI_CARGO_APC:onafterHome( APC, From, Event, To, Coordinate, Speed, Height, HomeZone )
if APC and APC:IsAlive() ~= nil then
self.RouteHome = true
Speed = Speed or APC:GetSpeedMax()*0.5
local Waypoints = APC:TaskGroundOnRoad( Coordinate, Speed, "Line abreast", true )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
end
end
@@ -1,512 +0,0 @@
--- **AI** - Models the intelligent transportation of cargo using airplanes.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Airplane
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
-- @type AI_CARGO_AIRPLANE
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Brings a dynamic cargo handling capability for an AI airplane group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
--
-- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission to make AI_CARGO_AIRPLANE recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- ## Cargo pickup.
--
-- Using the @{#AI_CARGO_AIRPLANE.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
--
-- ## Cargo deployment.
--
-- Using the @{#AI_CARGO_AIRPLANE.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
--
-- ## Infantry health.
--
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
-- 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 ...
--
--
-- # 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_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = {
ClassName = "AI_CARGO_AIRPLANE",
Coordinate = nil, -- Core.Point#COORDINATE
}
--- Creates a new AI_CARGO_AIRPLANE object.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Plane used for transportation of cargo.
-- @param Core.Set#SET_CARGO CargoSet Cargo set to be transported.
-- @return #AI_CARGO_AIRPLANE
function AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
local self = BASE:Inherit( self, AI_CARGO:New( Airplane, CargoSet ) ) -- #AI_CARGO_AIRPLANE
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Home" , "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
--- Pickup Handler OnBefore for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforePickup
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Airbase#AIRBASE Airbase Airbase where troops are picked up.
-- @param #number Speed in km/h for travelling to pickup base.
-- @return #boolean
--- Pickup Handler OnAfter for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterPickup
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
-- @param #number Speed Speed in km/h for travelling to pickup base.
-- @param #number Height Height in meters to move to the pickup coordinate.
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
--- Pickup Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] Pickup
-- @param #AI_CARGO_AIRPLANE self
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
-- @param #number Speed Speed in km/h for travelling to pickup base.
-- @param #number Height Height in meters to move to the pickup coordinate.
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
--- Pickup Asynchronous Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] __Pickup
-- @param #AI_CARGO_AIRPLANE self
-- @param #number Delay Delay in seconds.
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
-- @param #number Speed Speed in km/h for travelling to pickup base.
-- @param #number Height Height in meters to move to the pickup coordinate.
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
--- Deploy Handler OnBefore for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] OnBeforeDeploy
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase where troops are deployed.
-- @param #number Speed Speed in km/h for travelling to deploy base.
-- @return #boolean
--- Deploy Handler OnAfter for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeploy
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
-- @param #number Speed Speed in km/h for travelling to the deploy base.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
--- Deploy Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] Deploy
-- @param #AI_CARGO_AIRPLANE self
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
-- @param #number Speed Speed in km/h for travelling to the deploy base.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
--- Deploy Asynchronous Trigger for AI_CARGO_AIRPLANE
-- @function [parent=#AI_CARGO_AIRPLANE] __Deploy
-- @param #AI_CARGO_AIRPLANE self
-- @param #number Delay Delay in seconds.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
-- @param #number Speed Speed in km/h for travelling to the deploy base.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
--- On after Loaded event, i.e. triggered when the cargo is inside the carrier.
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterLoaded
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
-- @param From
-- @param Event
-- @param To
--- On after Deployed event.
-- @function [parent=#AI_CARGO_AIRPLANE] OnAfterDeployed
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed.
-- Set carrier.
self:SetCarrier( Airplane )
return self
end
--- Set the Carrier (controllable). Also initializes events for carrier and defines the coalition.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Transport plane.
-- @return #AI_CARGO_AIRPLANE self
function AI_CARGO_AIRPLANE:SetCarrier( Airplane )
local AICargo = self
self.Airplane = Airplane -- Wrapper.Group#GROUP
self.Airplane:SetState( self.Airplane, "AI_CARGO_AIRPLANE", self )
self.RoutePickup = false
self.RouteDeploy = false
Airplane:HandleEvent( EVENTS.Dead )
Airplane:HandleEvent( EVENTS.Hit )
Airplane:HandleEvent( EVENTS.EngineShutdown )
function Airplane:OnEventDead( EventData )
local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the Airplane.
AICargoTroops:Destroyed()
end
end
end
function Airplane:OnEventHit( EventData )
local AICargoTroops = self:GetState( self, "AI_CARGO_AIRPLANE" )
if AICargoTroops then
self:F( { OnHitLoaded = AICargoTroops:Is( "Loaded" ) } )
if AICargoTroops:Is( "Loaded" ) or AICargoTroops:Is( "Boarding" ) then
-- There are enemies within combat range. Unload the Airplane.
AICargoTroops:Unload()
end
end
end
function Airplane:OnEventEngineShutdown( EventData )
AICargo.Relocating = false
AICargo:Landed( self.Airplane )
end
self.Coalition = self.Airplane:GetCoalition()
self:SetControllable( Airplane )
return self
end
--- Find a free Carrier within a range.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Airbase#AIRBASE Airbase
-- @param #number Radius
-- @return Wrapper.Group#GROUP NewCarrier
function AI_CARGO_AIRPLANE:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone" , Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO_AIRPLANE" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then
self:SetCarrier( NearUnit )
break
end
end
end
end
--- On after "Landed" event. Called on engine shutdown and initiates the pickup mission or unloading event.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param From
-- @param Event
-- @param To
function AI_CARGO_AIRPLANE:onafterLanded( Airplane, From, Event, To )
self:F({Airplane, From, Event, To})
if Airplane and Airplane:IsAlive()~=nil then
-- Aircraft was sent to this airbase to pickup troops. Initiate loadling.
if self.RoutePickup == true then
self:Load( self.PickupZone )
end
-- Aircraft was send to this airbase to deploy troops. Initiate unloading.
if self.RouteDeploy == true then
self:Unload()
self.RouteDeploy = false
end
end
end
--- On after "Pickup" event. Routes transport to pickup airbase.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate The coordinate where to pickup stuff.
-- @param #number Speed Speed in km/h for travelling to pickup base.
-- @param #number Height Height in meters to move to the pickup coordinate.
-- @param Core.Zone#ZONE_AIRBASE PickupZone The airbase zone where the cargo will be picked up.
function AI_CARGO_AIRPLANE:onafterPickup( Airplane, From, Event, To, Coordinate, Speed, Height, PickupZone )
if Airplane and Airplane:IsAlive() then
local airbasepickup=Coordinate:GetClosestAirbase()
self.PickupZone = PickupZone or ZONE_AIRBASE:New(airbasepickup:GetName())
-- Get closest airbase of current position.
local ClosestAirbase, DistToAirbase=Airplane:GetCoordinate():GetClosestAirbase()
-- Two cases. Aircraft spawned in air or at an airbase.
if Airplane:InAir() then
self.Airbase=nil --> route will start in air
else
self.Airbase=ClosestAirbase
end
-- Set pickup airbase.
local Airbase = self.PickupZone:GetAirbase()
-- Distance from closest to pickup airbase ==> we need to know if we are already at the pickup airbase.
local Dist = Airbase:GetCoordinate():Get2DDistance(ClosestAirbase:GetCoordinate())
if Airplane:InAir() or Dist>500 then
-- Route aircraft to pickup airbase.
self:Route( Airplane, Airbase, Speed, Height )
-- Set airbase as starting point in the next Route() call.
self.Airbase = Airbase
-- Aircraft is on a pickup mission.
self.RoutePickup = true
else
-- We are already at the right airbase ==> Landed ==> triggers loading of troops. Is usually called at engine shutdown event.
self.RoutePickup=true
self:Landed()
end
self:GetParent( self, AI_CARGO_AIRPLANE ).onafterPickup( self, Airplane, From, Event, To, Coordinate, Speed, Height, self.PickupZone )
end
end
--- On after Depoly event. Routes plane to the airbase where the troops are deployed.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate Coordinate where to deploy stuff.
-- @param #number Speed Speed in km/h for travelling to the deploy base.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
function AI_CARGO_AIRPLANE:onafterDeploy( Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone )
if Airplane and Airplane:IsAlive()~=nil then
local Airbase = Coordinate:GetClosestAirbase()
if DeployZone then
Airbase=DeployZone:GetAirbase()
end
-- Activate uncontrolled airplane.
if Airplane:IsAlive()==false then
Airplane:SetCommand({id = 'Start', params = {}})
end
-- Route to destination airbase.
self:Route( Airplane, Airbase, Speed, Height )
-- Aircraft is on a depoly mission.
self.RouteDeploy = true
-- Set destination airbase for next :Route() command.
self.Airbase = Airbase
self:GetParent( self, AI_CARGO_AIRPLANE ).onafterDeploy( self, Airplane, From, Event, To, Coordinate, Speed, Height, DeployZone )
end
end
--- On after Unload event. Cargo is beeing unloaded, i.e. the unboarding process is started.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Cargo transport plane.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE_AIRBASE DeployZone The airbase zone where the cargo will be deployed.
function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone )
local UnboardInterval = 10
local UnboardDelay = 10
if Airplane and Airplane:IsAlive() then
for _, AirplaneUnit in pairs( Airplane:GetUnits() ) do
local Cargos = AirplaneUnit:GetCargo()
for CargoID, Cargo in pairs( Cargos ) do
local Angle = 180
local CargoCarrierHeading = Airplane:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
self:T( { CargoCarrierHeading, CargoDeployHeading } )
local CargoDeployCoordinate = Airplane:GetPointVec2():Translate( 150, CargoDeployHeading )
Cargo:__UnBoard( UnboardDelay, CargoDeployCoordinate )
UnboardDelay = UnboardDelay + UnboardInterval
Cargo:SetDeployed( true )
self:__Unboard( UnboardDelay, Cargo, AirplaneUnit, DeployZone )
end
end
end
end
--- Route the airplane from one airport or it's current position to another airbase.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Airplane group to be routed.
-- @param Wrapper.Airbase#AIRBASE Airbase Destination airbase.
-- @param #number Speed Speed in km/h. Default is 80% of max possible speed the group can do.
-- @param #number Height Height in meters to move to the Airbase.
-- @param #boolean Uncontrolled If true, spawn group in uncontrolled state.
function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled )
if Airplane and Airplane:IsAlive() then
-- Set takeoff type.
local Takeoff = SPAWN.Takeoff.Cold
-- Get template of group.
local Template = Airplane:GetTemplate()
-- Nil check
if Template==nil then
return
end
-- Waypoints of the route.
local Points={}
-- To point.
local AirbasePointVec2 = Airbase:GetPointVec2()
local ToWaypoint = AirbasePointVec2:WaypointAir(COORDINATE.WaypointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
--ToWaypoint["airdromeId"] = Airbase:GetID()
--ToWaypoint["speed_locked"] = true
-- If self.Airbase~=nil then group is currently at an airbase, where it should be respawned.
if self.Airbase then
-- Second point of the route. First point is done in RespawnAtCurrentAirbase() routine.
Template.route.points[2] = ToWaypoint
-- Respawn group at the current airbase.
Airplane:RespawnAtCurrentAirbase(Template, Takeoff, Uncontrolled)
else
-- From point.
local GroupPoint = Airplane:GetVec2()
local FromWaypoint = {}
FromWaypoint.x = GroupPoint.x
FromWaypoint.y = GroupPoint.y
FromWaypoint.type = "Turning Point"
FromWaypoint.action = "Turning Point"
FromWaypoint.speed = Airplane:GetSpeedMax()*0.8
-- The two route points.
Points[1] = FromWaypoint
Points[2] = ToWaypoint
local PointVec3 = Airplane:GetPointVec3()
Template.x = PointVec3.x
Template.y = PointVec3.z
Template.route.points = Points
local GroupSpawned = Airplane:Respawn(Template)
end
end
end
--- On after Home event. Aircraft will be routed to their home base.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane The cargo plane.
-- @param From From state.
-- @param Event Event.
-- @param To To State.
-- @param Core.Point#COORDINATE Coordinate Home place (not used).
-- @param #number Speed Speed in km/h to fly to the home airbase (zone). Default is 80% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE_AIRBASE HomeZone The home airbase (zone) where the plane should return to.
function AI_CARGO_AIRPLANE:onafterHome(Airplane, From, Event, To, Coordinate, Speed, Height, HomeZone )
if Airplane and Airplane:IsAlive() then
-- We are going home!
self.RouteHome = true
-- Home Base.
local HomeBase=HomeZone:GetAirbase()
self.Airbase=HomeBase
-- Now route the airplane home
self:Route( Airplane, HomeBase, Speed, Height )
end
end
File diff suppressed because it is too large Load Diff
@@ -1,265 +0,0 @@
--- **AI** - Models the intelligent transportation of infantry and other cargo using APCs.
--
-- ## Features:
--
-- * Quickly transport cargo to various deploy zones using ground vehicles (APCs, trucks ...).
-- * Various @{Cargo.Cargo#CARGO} types can be transported. These are infantry groups and crates.
-- * Define a list of deploy zones of various types to transport the cargo to.
-- * The vehicles follow the roads to ensure the fastest possible cargo transportation over the ground.
-- * Multiple vehicles can transport multiple cargo as one vehicle group.
-- * Multiple vehicle groups can be enabled as one collaborating transportation process.
-- * Infantry loaded as cargo, will unboard in case enemies are nearby and will help defending the vehicles.
-- * Different ranges can be setup for enemy defenses.
-- * Different options can be setup to tweak the cargo transporation behaviour.
--
-- ===
--
-- ## Test Missions:
--
-- Test missions can be located on the main GITHUB site.
--
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/]
-- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Dispatcher_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG
-- @type AI_CARGO_DISPATCHER_APC
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_APC class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!
--
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
--
-- On top, the AI_CARGO_DISPATCHER_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
--
--
-- # 1) AI_CARGO_DISPATCHER_APC constructor.
--
-- * @{#AI_CARGO_DISPATCHER_APC.New}(): Creates a new AI_CARGO_DISPATCHER_APC object.
--
-- ---
--
-- # 2) AI_CARGO_DISPATCHER_APC is a Finite State Machine.
--
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
-- * Monitoring => Monitor => Monitoring
-- * Monitoring => Stop => Idle
--
-- * Monitoring => Pickup => Monitoring
-- * Monitoring => Load => Monitoring
-- * Monitoring => Loading => Monitoring
-- * Monitoring => Loaded => Monitoring
-- * Monitoring => PickedUp => Monitoring
-- * Monitoring => Deploy => Monitoring
-- * Monitoring => Unload => Monitoring
-- * Monitoring => Unloaded => Monitoring
-- * Monitoring => Deployed => Monitoring
-- * Monitoring => Home => Monitoring
--
--
-- ## 2.1) AI_CARGO_DISPATCHER States.
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_CARGO_DISPATCHER Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
-- * **Home**: A Carrier is going home.
--
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
--
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
-- ---
--
-- # 3) Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER_APC.SetPickupRadius}(): Sets or randomizes the pickup location for the APC around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_APC.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
--
-- # 4) Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER_APC.SetDeployRadius}(): Sets or randomizes the deploy location for the APC around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_APC.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
--
-- # 5) Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the APCs will move when there isn't any cargo left for pickup.
-- 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.
--
-- # 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_CARGO_DISPATCHER_APC
AI_CARGO_DISPATCHER_APC = {
ClassName = "AI_CARGO_DISPATCHER_APC",
}
--- Creates a new AI_CARGO_DISPATCHER_APC object.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param Core.Set#SET_GROUP APCSet The set of @{Wrapper.Group#GROUP} objects of vehicles, trucks, APCs that will transport the cargo.
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
-- @param Core.Set#SET_ZONE PickupZoneSet (optional) The set of pickup zones, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere.
-- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones, which are used to where the cargo will be deployed by the APCs.
-- @param DCS#Distance CombatRadius The cargo will be unloaded from the APC and engage the enemy if the enemy is within CombatRadius range. The radius is in meters, the default value is 500 meters.
-- @return #AI_CARGO_DISPATCHER_APC
-- @usage
--
-- -- An AI dispatcher object for a vehicle squadron, moving infantry from pickup zones to deploy zones.
--
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local SetAPC = SET_GROUP:New():FilterPrefixes( "APC" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
--
-- AICargoDispatcherAPC = AI_CARGO_DISPATCHER_APC:New( SetAPC, SetCargoInfantry, nil, SetDeployZones )
-- AICargoDispatcherAPC:Start()
--
function AI_CARGO_DISPATCHER_APC:New( APCSet, CargoSet, PickupZoneSet, DeployZoneSet, CombatRadius )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( APCSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_APC
self:SetDeploySpeed( 120, 70 )
self:SetPickupSpeed( 120, 70 )
self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 )
self:SetPickupHeight()
self:SetDeployHeight()
self:SetCombatRadius( CombatRadius )
return self
end
--- AI cargo
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param Wrapper.Group#GROUP APC The APC carrier.
-- @param Core.Set#SET_CARGO CargoSet Cargo set.
-- @return AI.AI_Cargo_APC#AI_CARGO_DISPATCHER_APC AI cargo APC object.
function AI_CARGO_DISPATCHER_APC:AICargo( APC, CargoSet )
local aicargoapc=AI_CARGO_APC:New(APC, CargoSet, self.CombatRadius)
aicargoapc:SetDeployOffRoad(self.deployOffroad, self.deployFormation)
aicargoapc:SetPickupOffRoad(self.pickupOffroad, self.pickupFormation)
return aicargoapc
end
--- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).
-- This is only valid for APCs and trucks etc, thus ground vehicles.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby.
-- When the combat radius is 0 (default), no defense will happen of the carrier.
-- When the combat radius is not provided, no defense will happen!
-- @return #AI_CARGO_DISPATCHER_APC
-- @usage
--
-- -- Disembark the infantry when the carrier is under attack.
-- AICargoDispatcher:SetCombatRadius( 500 )
--
-- -- Keep the cargo in the carrier when the carrier is under attack.
-- AICargoDispatcher:SetCombatRadius( 0 )
function AI_CARGO_DISPATCHER_APC:SetCombatRadius( CombatRadius )
self.CombatRadius = CombatRadius or 0
return self
end
--- Set whether the carrier will *not* use roads to *pickup* and *deploy* the cargo.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_DISPATCHER_APC self
function AI_CARGO_DISPATCHER_APC:SetOffRoad(Offroad, Formation)
self:SetPickupOffRoad(Offroad, Formation)
self:SetDeployOffRoad(Offroad, Formation)
return self
end
--- Set whether the carrier will *not* use roads to *pickup* the cargo.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_DISPATCHER_APC self
function AI_CARGO_DISPATCHER_APC:SetPickupOffRoad(Offroad, Formation)
self.pickupOffroad=Offroad
self.pickupFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end
--- Set whether the carrier will *not* use roads to *deploy* the cargo.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_DISPATCHER_APC self
function AI_CARGO_DISPATCHER_APC:SetDeployOffRoad(Offroad, Formation)
self.deployOffroad=Offroad
self.deployFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end
@@ -1,171 +0,0 @@
--- **AI** - Models the intelligent transportation of infantry and other cargo using Planes.
--
-- ## Features:
--
-- * The airplanes will fly towards the pickup airbases to pickup the cargo.
-- * The airplanes will fly towards the deploy airbases to deploy the cargo.
--
-- ===
--
-- ## Test Missions:
--
-- Test missions can be located on the main GITHUB site.
--
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/]
-- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Dispatcher_Airplane
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
-- @type AI_CARGO_DISPATCHER_AIRPLANE
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- Brings a dynamic cargo handling capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_AIRPLANE class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!**
--
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
--
-- On top, the AI_CARGO_DISPATCHER_AIRPLANE class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
--
-- # 1) AI_CARGO_DISPATCHER_AIRPLANE constructor.
--
-- * @{#AI_CARGO_DISPATCHER_AIRPLANE.New}(): Creates a new AI_CARGO_DISPATCHER_AIRPLANE object.
--
-- ---
--
-- # 2) AI_CARGO_DISPATCHER_AIRPLANE is a Finite State Machine.
--
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
-- * Monitoring => Monitor => Monitoring
-- * Monitoring => Stop => Idle
--
-- * Monitoring => Pickup => Monitoring
-- * Monitoring => Load => Monitoring
-- * Monitoring => Loading => Monitoring
-- * Monitoring => Loaded => Monitoring
-- * Monitoring => PickedUp => Monitoring
-- * Monitoring => Deploy => Monitoring
-- * Monitoring => Unload => Monitoring
-- * Monitoring => Unloaded => Monitoring
-- * Monitoring => Deployed => Monitoring
-- * Monitoring => Home => Monitoring
--
--
-- ## 2.1) AI_CARGO_DISPATCHER States.
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_CARGO_DISPATCHER Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
-- * **Home**: A Carrier is going home.
--
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
--
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
--
-- # 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_CARGO_DISPATCHER_AIRPLANE
AI_CARGO_DISPATCHER_AIRPLANE = {
ClassName = "AI_CARGO_DISPATCHER_AIRPLANE",
}
--- Creates a new AI_CARGO_DISPATCHER_AIRPLANE object.
-- @param #AI_CARGO_DISPATCHER_AIRPLANE self
-- @param Core.Set#SET_GROUP AirplaneSet The set of @{Wrapper.Group#GROUP} objects of airplanes that will transport the cargo.
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
-- @param Core.Zone#SET_ZONE PickupZoneSet The set of zone airbases where the cargo has to be picked up.
-- @param Core.Zone#SET_ZONE DeployZoneSet The set of zone airbases where the cargo is deployed. Choice for each cargo is random.
-- @return #AI_CARGO_DISPATCHER_AIRPLANE self
-- @usage
--
-- -- An AI dispatcher object for an airplane squadron, moving infantry and vehicles from pickup airbases to deploy airbases.
--
-- local CargoInfantrySet = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local AirplanesSet = SET_GROUP:New():FilterPrefixes( "Airplane" ):FilterStart()
-- local PickupZoneSet = SET_ZONE:New()
-- local DeployZoneSet = SET_ZONE:New()
--
-- PickupZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Gudauta ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Sochi_Adler ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Maykop_Khanskaya ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Mineralnye_Vody ) )
-- DeployZoneSet:AddZone( ZONE_AIRBASE:New( AIRBASE.Caucasus.Vaziani ) )
--
-- AICargoDispatcherAirplanes = AI_CARGO_DISPATCHER_AIRPLANE:New( AirplanesSet, CargoInfantrySet, PickupZoneSet, DeployZoneSet )
-- AICargoDispatcherAirplanes:Start()
--
function AI_CARGO_DISPATCHER_AIRPLANE:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( AirplaneSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_AIRPLANE
self:SetPickupSpeed( 1200, 600 )
self:SetDeploySpeed( 1200, 600 )
self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 )
self:SetPickupHeight( 8000, 6000 )
self:SetDeployHeight( 8000, 6000 )
self:SetMonitorTimeInterval( 600 )
return self
end
function AI_CARGO_DISPATCHER_AIRPLANE:AICargo( Airplane, CargoSet )
return AI_CARGO_AIRPLANE:New( Airplane, CargoSet )
end
@@ -1,201 +0,0 @@
--- **AI** - Models the intelligent transportation of infantry and other cargo using Helicopters.
--
-- ## Features:
--
-- * The helicopters will fly towards the pickup locations to pickup the cargo.
-- * The helicopters will fly towards the deploy zones to deploy the cargo.
-- * Precision deployment as well as randomized deployment within the deploy zones are possible.
-- * Helicopters will orbit the deploy zones when there is no space for landing until the deploy zone is free.
--
-- ===
--
-- ## Test Missions:
--
-- Test missions can be located on the main GITHUB site.
--
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/]
-- (https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Dispatcher_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
-- @type AI_CARGO_DISPATCHER_HELICOPTER
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- A dynamic cargo handling capability for AI helicopter groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
--
-- The AI_CARGO_DISPATCHER_HELICOPTER module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_HELICOPTER class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!**
--
-- Especially to learn how to **Tailor the different cargo handling events**, this will be very useful!
--
-- On top, the AI_CARGO_DISPATCHER_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO_DISPATCHER_HELICOPTER object recognize the cargo.
--
-- ---
--
-- # 1. AI\_CARGO\_DISPATCHER\_HELICOPTER constructor.
--
-- * @{#AI_CARGO_DISPATCHER\_HELICOPTER.New}(): Creates a new AI\_CARGO\_DISPATCHER\_HELICOPTER object.
--
-- ---
--
-- # 2. AI\_CARGO\_DISPATCHER\_HELICOPTER is a Finite State Machine.
--
-- This section must be read as follows. Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
-- * Monitoring => Monitor => Monitoring
-- * Monitoring => Stop => Idle
--
-- * Monitoring => Pickup => Monitoring
-- * Monitoring => Load => Monitoring
-- * Monitoring => Loading => Monitoring
-- * Monitoring => Loaded => Monitoring
-- * Monitoring => PickedUp => Monitoring
-- * Monitoring => Deploy => Monitoring
-- * Monitoring => Unload => Monitoring
-- * Monitoring => Unloaded => Monitoring
-- * Monitoring => Deployed => Monitoring
-- * Monitoring => Home => Monitoring
--
--
-- ## 2.1) AI_CARGO_DISPATCHER States.
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_CARGO_DISPATCHER Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
-- * **Home**: A Carrier is going home.
--
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
--
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
-- ---
--
-- ## 3. Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupRadius}(): Sets or randomizes the pickup location for the helicopter around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetPickupHeight}(): Set the height or randomizes the height in meters to pickup the cargo.
--
-- ---
--
-- ## 4. Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeployRadius}(): Sets or randomizes the deploy location for the helicopter around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
-- * @{#AI_CARGO_DISPATCHER_HELICOPTER.SetDeployHeight}(): Set the height or randomizes the height in meters to deploy the cargo.
--
-- ---
--
-- ## 5. Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the Helicopters will move when there isn't any cargo left for pickup.
-- 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.
--
-- # 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_CARGO_DISPATCHER_HELICOPTER
AI_CARGO_DISPATCHER_HELICOPTER = {
ClassName = "AI_CARGO_DISPATCHER_HELICOPTER",
}
--- Creates a new AI_CARGO_DISPATCHER_HELICOPTER object.
-- @param #AI_CARGO_DISPATCHER_HELICOPTER self
-- @param Core.Set#SET_GROUP HelicopterSet The set of @{Wrapper.Group#GROUP} objects of helicopters that will transport the cargo.
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
-- @param Core.Set#SET_ZONE PickupZoneSet (optional) The set of pickup zones, which are used to where the cargo can be picked up by the APCs. If nil, then cargo can be picked up everywhere.
-- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones, which are used to where the cargo will be deployed by the Helicopters.
-- @return #AI_CARGO_DISPATCHER_HELICOPTER
-- @usage
--
-- -- An AI dispatcher object for a helicopter squadron, moving infantry from pickup zones to deploy zones.
--
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
--
-- AICargoDispatcherHelicopter = AI_CARGO_DISPATCHER_HELICOPTER:New( SetHelicopter, SetCargoInfantry, SetPickupZones, SetDeployZones )
-- AICargoDispatcherHelicopter:Start()
--
function AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( HelicopterSet, CargoSet, PickupZoneSet, DeployZoneSet ) ) -- #AI_CARGO_DISPATCHER_HELICOPTER
self:SetPickupSpeed( 350, 150 )
self:SetDeploySpeed( 350, 150 )
self:SetPickupRadius( 40, 12 )
self:SetDeployRadius( 40, 12 )
self:SetPickupHeight( 500, 200 )
self:SetDeployHeight( 500, 200 )
return self
end
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, CargoSet )
local dispatcher = AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
dispatcher:SetLandingSpeedAndHeight(27, 6)
return dispatcher
end
@@ -1,200 +0,0 @@
--- **AI** - Models the intelligent transportation of infantry and other cargo using Ships.
--
-- ## Features:
--
-- * Transport cargo to various deploy zones using naval vehicles.
-- * Various @{Cargo.Cargo#CARGO} types can be transported, including infantry, vehicles, and crates.
-- * Define a deploy zone of various types to determine the destination of the cargo.
-- * Ships will follow shipping lanes as defined in the Mission Editor.
-- * Multiple ships can transport multiple cargo as a single group.
--
-- ===
--
-- ## Test Missions:
--
-- NEED TO DO
--
-- ===
--
-- ### Author: **acrojason** (derived from AI_Cargo_Dispatcher_APC by FlightControl)
--
-- ===
--
-- @module AI.AI_Cargo_Dispatcher_Ship
-- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_DISPATCHER_SHIP
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- A dynamic cargo transportation capability for AI groups.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_SHIP class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!
--
-- This will be particularly helpful in order to determine how to **Tailor the different cargo handling events**.
--
-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must generally be declared within the mission to make the AI_CARGO_DISPATCHER_SHIP object recognize the cargo.
--
--
-- # 1) AI_CARGO_DISPATCHER_SHIP constructor.
--
-- * @{#AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object.
--
-- ---
--
-- # 2) AI_CARGO_DISPATCHER_SHIP is a Finite State Machine.
--
-- This section must be read as follows... Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
-- * Monitoring => Monitor => Monitoring
-- * Monitoring => Stop => Idle
--
-- * Monitoring => Pickup => Monitoring
-- * Monitoring => Load => Monitoring
-- * Monitoring => Loading => Monitoring
-- * Monitoring => Loaded => Monitoring
-- * Monitoring => PickedUp => Monitoring
-- * Monitoring => Deploy => Monitoring
-- * Monitoring => Unload => Monitoring
-- * Monitoring => Unloaded => Monitoring
-- * Monitoring => Deployed => Monitoring
-- * Monitoring => Home => Monitoring
--
--
-- ## 2.1) AI_CARGO_DISPATCHER States.
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_CARGO_DISPATCHER Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
-- * **Home**: A Carrier is going home.
--
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
--
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
-- ---
--
-- # 3) Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetPickupRadius}(): Sets or randomizes the pickup location for the Ship around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
--
-- # 4) Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetDeployRadius}(): Sets or randomizes the deploy location for the Ship around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
--
-- # 5) Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the Ship will move when there isn't any cargo left for pickup.
-- 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.
--
-- # 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_CARGO_DISPATCHER_SHIP
AI_CARGO_DISPATCHER_SHIP = {
ClassName = "AI_CARGO_DISPATCHER_SHIP"
}
--- Creates a new AI_CARGO_DISPATCHER_SHIP object.
-- @param #AI_CARGO_DISPATCHER_SHIP self
-- @param Core.Set#SET_GROUP ShipSet The set of @{Wrapper.Group#GROUP} objects of Ships that will transport the cargo
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, or CARGO_SLINGLOAD objects.
-- @param Core.Set#SET_ZONE PickupZoneSet The set of pickup zones which are used to determine from where the cargo can be picked up by the Ship.
-- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones which determine where the cargo will be deployed by the Ship.
-- @param #table ShippingLane Table containing list of Shipping Lanes to be used
-- @return #AI_CARGO_DISPATCHER_SHIP
-- @usage
--
-- -- An AI dispatcher object for a naval group, moving cargo from pickup zones to deploy zones via a predetermined Shipping Lane
--
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local SetShip = SET_GROUP:New():FilterPrefixes( "Ship" ):FilterStart()
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- NEED MORE THOUGHT - ShippingLane is part of Warehouse.......
-- local ShippingLane = SET_GROUP:New():FilterPrefixes( "ShippingLane" ):FilterOnce():GetSetObjects()
--
-- AICargoDispatcherShip = AI_CARGO_DISPATCHER_SHIP:New( SetShip, SetCargoInfantry, SetPickupZones, SetDeployZones, ShippingLane )
-- AICargoDispatcherShip:Start()
--
function AI_CARGO_DISPATCHER_SHIP:New( ShipSet, CargoSet, PickupZoneSet, DeployZoneSet, ShippingLane )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( ShipSet, CargoSet, PickupZoneSet, DeployZoneSet ) )
self:SetPickupSpeed( 60, 10 )
self:SetDeploySpeed( 60, 10 )
self:SetPickupRadius( 500, 6000 )
self:SetDeployRadius( 500, 6000 )
self:SetPickupHeight( 0, 0 )
self:SetDeployHeight( 0, 0 )
self:SetShippingLane( ShippingLane )
self:SetMonitorTimeInterval( 600 )
return self
end
function AI_CARGO_DISPATCHER_SHIP:SetShippingLane( ShippingLane )
self.ShippingLane = ShippingLane
return self
end
function AI_CARGO_DISPATCHER_SHIP:AICargo( Ship, CargoSet )
return AI_CARGO_SHIP:New( Ship, CargoSet, 0, self.ShippingLane )
end
@@ -1,663 +0,0 @@
--- **AI** - Models the intelligent transportation of cargo using helicopters.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Cargo_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
-- @type AI_CARGO_HELICOPTER
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Brings a dynamic cargo handling capability for an AI helicopter group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
--
-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission to make the AI_CARGO_HELICOPTER object recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- ## Cargo pickup.
--
-- Using the @{#AI_CARGO_HELICOPTER.Pickup}() method, you are able to direct the helicopters towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
--
-- ## Cargo deployment.
--
-- Using the @{#AI_CARGO_HELICOPTER.Deploy}() method, you are able to direct the helicopters towards a point on the battlefield to unboard/unload the cargo at the specific coordinate.
-- Ensure that the landing zone is horizontally flat, and that trees cannot be found in the landing vicinity, or the helicopters won't land or will even crash!
--
-- ## Infantry health.
--
-- When infantry is unboarded from the helicopters, the infantry is actually respawned into the battlefield.
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance this has
-- 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 ...
--
--
-- # 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_CARGO_HELICOPTER
AI_CARGO_HELICOPTER = {
ClassName = "AI_CARGO_HELICOPTER",
Coordinate = nil, -- Core.Point#COORDINATE,
}
AI_CARGO_QUEUE = {}
--- Creates a new AI_CARGO_HELICOPTER object.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param Core.Set#SET_CARGO CargoSet
-- @return #AI_CARGO_HELICOPTER
function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
local self = BASE:Inherit( self, AI_CARGO:New( Helicopter, CargoSet ) ) -- #AI_CARGO_HELICOPTER
self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
self:SetStartState( "Unloaded" )
-- Boarding
self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Load", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "PickedUp", "Loaded" )
-- Unboarding
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Queue", "*" )
self:AddTransition( "*", "Orbit" , "*" )
self:AddTransition( "*", "Destroyed", "*" )
self:AddTransition( "*", "Unload", "*" )
self:AddTransition( "*", "Unloaded", "Unloaded" )
self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
-- RTB
self:AddTransition( "*", "Home" , "*" )
--- Pickup Handler OnBefore for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean
--- Pickup Handler OnAfter for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickup
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- PickedUp Handler OnAfter for AI_CARGO_HELICOPTER - Cargo set has been picked up, ready to deploy
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickedUp
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter The helicopter #GROUP object
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT Unit The helicopter #UNIT object
--- Unloaded Handler OnAfter for AI_CARGO_HELICOPTER - Cargo unloaded, carrier is empty
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterUnloaded
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo The #CARGO_GROUP object.
-- @param Wrapper.Unit#UNIT Unit The helicopter #UNIT object
--- Pickup Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Pickup
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Pickup
-- @param #AI_CARGO_HELICOPTER self
-- @param #number Delay Delay in seconds.
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to go to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deploy Handler OnBefore for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforeDeploy
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate Place at which cargo is deployed.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @return #boolean
--- Deploy Handler OnAfter for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeploy
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deployed Handler OnAfter for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeployed
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Deploy Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Deploy
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Deploy
-- @param #number Delay Delay in seconds.
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Home Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Home
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height (optional) Height the Helicopter should be flying at.
--- Home Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Home
-- @param #number Delay Delay in seconds.
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height (optional) Height the Helicopter should be flying at.
-- We need to capture the Crash events for the helicopters.
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
-- So, we need to unlock this when the helo is not anymore ...
Helicopter:HandleEvent( EVENTS.Crash,
function( Helicopter, EventData )
AI_CARGO_QUEUE[Helicopter] = nil
end
)
-- We need to capture the Land events for the helicopters.
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
-- So, we need to unlock this when the helo has landed, which can be anywhere ...
-- But only free the landing coordinate after 1 minute, to ensure that all helos have left.
Helicopter:HandleEvent( EVENTS.Land,
function( Helicopter, EventData )
self:ScheduleOnce( 60,
function( Helicopter )
AI_CARGO_QUEUE[Helicopter] = nil
end, Helicopter
)
end
)
self:SetCarrier( Helicopter )
self.landingspeed = 15 -- kph
self.landingheight = 5.5 -- meter
return self
end
--- Set the Carrier.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @return #AI_CARGO_HELICOPTER
function AI_CARGO_HELICOPTER:SetCarrier( Helicopter )
local AICargo = self
self.Helicopter = Helicopter -- Wrapper.Group#GROUP
self.Helicopter:SetState( self.Helicopter, "AI_CARGO_HELICOPTER", self )
self.RoutePickup = false
self.RouteDeploy = false
Helicopter:HandleEvent( EVENTS.Dead )
Helicopter:HandleEvent( EVENTS.Hit )
Helicopter:HandleEvent( EVENTS.Land )
function Helicopter:OnEventDead( EventData )
local AICargoTroops = self:GetState( self, "AI_CARGO_HELICOPTER" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- There are enemies within combat range. Unload the Helicopter.
AICargoTroops:Destroyed()
end
end
end
function Helicopter:OnEventLand( EventData )
AICargo:Landed()
end
self.Coalition = self.Helicopter:GetCoalition()
self:SetControllable( Helicopter )
return self
end
--- Set landingspeed and -height for helicopter landings. Adjust after tracing if your helis get stuck after landing.
-- @param #AI_CARGO_HELICOPTER self
-- @param #number speed Landing speed in kph(!), e.g. 15
-- @param #number height Landing height in meters(!), e.g. 5.5
-- @return #AI_CARGO_HELICOPTER self
-- @usage If your choppers get stuck, add tracing to your script to determine if they hit the right parameters like so:
--
-- BASE:TraceOn()
-- BASE:TraceClass("AI_CARGO_HELICOPTER")
--
-- Watch the DCS.log for entries stating `Helicopter:<name>, Height = Helicopter:<number>, Velocity = Helicopter:<number>`
-- Adjust if necessary.
function AI_CARGO_HELICOPTER:SetLandingSpeedAndHeight(speed, height)
local _speed = speed or 15
local _height = height or 5.5
self.landingheight = _height
self.landingspeed = _speed
return self
end
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
self:F({From, Event, To})
Helicopter:F( { Name = Helicopter:GetName() } )
if Helicopter and Helicopter:IsAlive() then
-- S_EVENT_LAND is directly called in two situations:
-- 1 - When the helo lands normally on the ground.
-- 2 - when the helo is hit and goes RTB or even when it is destroyed.
-- For point 2, this is an issue, the infantry may not unload in this case!
-- So we check if the helo is on the ground, and velocity< 15.
-- Only then the infantry can unload (and load too, for consistency)!
self:T( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
if self.RoutePickup == true then
if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
--self:Load( Helicopter:GetPointVec2() )
self:Load( self.PickupZone )
self.RoutePickup = false
end
end
if self.RouteDeploy == true then
if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
self:Unload( self.DeployZone )
self.RouteDeploy = false
end
end
end
end
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
self:F({From, Event, To, Coordinate, Speed, DeployZone})
local HelicopterInZone = false
if Helicopter and Helicopter:IsAlive() == true then
local Distance = Coordinate:DistanceFromPointVec2( Helicopter:GetCoordinate() )
if Distance > 2000 then
self:__Queue( -10, Coordinate, Speed, DeployZone )
else
local ZoneFree = true
for Helicopter, ZoneQueue in pairs( AI_CARGO_QUEUE ) do
local ZoneQueue = ZoneQueue -- Core.Zone#ZONE_RADIUS
if ZoneQueue:IsCoordinateInZone( Coordinate ) then
ZoneFree = false
end
end
self:F({ZoneFree=ZoneFree})
if ZoneFree == true then
local ZoneQueue = ZONE_RADIUS:New( Helicopter:GetName(), Coordinate:GetVec2(), 100 )
AI_CARGO_QUEUE[Helicopter] = ZoneQueue
local Route = {}
-- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO",
-- COORDINATE.WaypointType.TurningPoint,
-- COORDINATE.WaypointAction.TurningPoint,
-- Speed,
-- true
-- )
-- Route[#Route+1] = WaypointFrom
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
50,
true
)
Route[#Route+1] = WaypointTo
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
-- Keep the DeployZone, because when the helo has landed, we want to provide the DeployZone to the mission designer as part of the Unloaded event.
self.DeployZone = DeployZone
else
self:__Queue( -10, Coordinate, Speed, DeployZone )
end
end
else
AI_CARGO_QUEUE[Helicopter] = nil
end
end
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate )
self:F({From, Event, To, Coordinate})
if Helicopter and Helicopter:IsAlive() then
local Route = {}
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, 50, true)
Route[#Route+1] = WaypointTo
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 80 ), 150, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route(Route, 0)
end
end
--- On after Deployed event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Cargo.Cargo#CARGO Cargo Cargo object.
-- @param #boolean Deployed Cargo is deployed.
-- @return #boolean True if all cargo has been unloaded.
function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone )
self:F( { From, Event, To, DeployZone = DeployZone } )
self:Orbit( Helicopter:GetCoordinate(), 50 )
-- Free the coordinate zone after 30 seconds, so that the original helicopter can fly away first.
self:ScheduleOnce( 30,
function( Helicopter )
AI_CARGO_QUEUE[Helicopter] = nil
end, Helicopter
)
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeployed( self, Helicopter, From, Event, To, DeployZone )
end
--- On after Pickup event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Pickup place.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
self:F({Coordinate, Speed, Height, PickupZone })
if Helicopter and Helicopter:IsAlive() ~= nil then
Helicopter:Activate()
self.RoutePickup = true
Coordinate.y = Height
local _speed=Speed or Helicopter:GetSpeedMax()*0.5
local Route = {}
--- Calculate the target route point.
local CoordinateFrom = Helicopter:GetCoordinate()
--- Create a route point of type air.
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
--- Create a route point of type air.
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint,_speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointTo
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Helicopter:WayPointInitialize( Route )
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 1 )
self.PickupZone = PickupZone
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterPickup( self, Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
end
end
--- Depoloy function and queue.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP AICargoHelicopter
-- @param Core.Point#COORDINATE Coordinate Coordinate
function AI_CARGO_HELICOPTER:_Deploy( AICargoHelicopter, Coordinate, DeployZone )
AICargoHelicopter:__Queue( -10, Coordinate, 100, DeployZone )
end
--- On after Deploy event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter Transport helicopter.
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the deploy coordinate.
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
self:F({From, Event, To, Coordinate, Speed, Height, DeployZone})
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteDeploy = true
local Route = {}
--- Calculate the target route point.
Coordinate.y = Height
local _speed=Speed or Helicopter:GetSpeedMax()*0.5
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointTo
Route[#Route+1] = WaypointTo
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Helicopter:WayPointInitialize( Route )
local Tasks = {}
-- The _Deploy function does not exist.
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate, DeployZone )
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
--Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeploy( self, Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
end
end
--- On after Home event.
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Home place.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed, Height, HomeZone )
self:F({From, Event, To, Coordinate, Speed, Height})
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteHome = true
local Route = {}
--- Calculate the target route point.
--Coordinate.y = Height
Height = Height or 50
Speed = Speed or Helicopter:GetSpeedMax()*0.5
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + Height -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointTo
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
Helicopter:WayPointInitialize( Route )
local Tasks = {}
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route(Route, 0)
end
end
@@ -1,404 +0,0 @@
--- **AI** - Models the intelligent transportation of infantry and other cargo.
--
-- ===
--
-- ### Author: **acrojason** (derived from AI_Cargo_APC by FlightControl)
--
-- ===
--
-- @module AI.AI_Cargo_Ship
-- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_SHIP
-- @extends AI.AI_Cargo#AI_CARGO
--- Brings a dynamic cargo handling capability for an AI naval group.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval ships can be utilized to transport cargo around the map following naval shipping lanes.
-- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- ## Cargo loading.
--
-- The module will automatically load cargo when the Ship is within boarding or loading radius.
-- The boarding or loading radius is specified when the cargo is created in the simulation and depends on the type of
-- cargo and the specified boarding radius.
--
-- ## Defending the Ship when enemies are nearby
-- This is not supported for naval cargo because most tanks don't float. Protect your transports...
--
-- ## Infantry or cargo **health**.
-- When cargo is unboarded from the Ship, the cargo is actually respawned into the battlefield.
-- As a result, the unboarding cargo is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of newly spawned units as a parameter.
-- However, cargo that was destroyed when unboarded and following the Ship won't be respawned again (this is likely not a thing for
-- naval cargo due to the lack of support for defending the Ship mentioned above). Destroyed is destroyed.
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance
-- this has marginal impact on the overall battlefield simulation. Given the relatively short duration of DCS missions and the somewhat
-- lengthy naval transport times, most units entering the Ship as cargo will be freshly en route to an amphibious landing or transporting
-- between warehouses.
--
-- ## Control the Ships on the map.
--
-- Currently, naval transports can only be controlled via scripts due to their reliance upon predefined Shipping Lanes created in the Mission
-- Editor. An interesting future enhancement could leverage new pathfinding functionality for ships in the Ops module.
--
-- ## Cargo deployment.
--
-- Using the @{#AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the
-- specified coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
--
-- ## Cargo pickup.
--
-- 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.
--
--
-- # 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_CARGO_SHIP
AI_CARGO_SHIP = {
ClassName = "AI_CARGO_SHIP",
Coordinate = nil -- Core.Point#COORDINATE
}
--- Creates a new AI_CARGO_SHIP object.
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP Ship The carrier Ship group
-- @param Core.Set#SET_CARGO CargoSet The set of cargo to be transported
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When CombatRadius is 0, no defense will occur.
-- @param #table ShippingLane Table containing list of Shipping Lanes to be used
-- @return #AI_CARGO_SHIP
function AI_CARGO_SHIP:New( Ship, CargoSet, CombatRadius, ShippingLane )
local self = BASE:Inherit( self, AI_CARGO:New( Ship, CargoSet ) ) -- #AI_CARGO_SHIP
self:AddTransition( "*", "Monitor", "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:AddTransition( "*", "Home", "*" )
self:SetCombatRadius( 0 ) -- Don't want to deploy cargo in middle of water to defend Ship, so set CombatRadius to 0
self:SetShippingLane ( ShippingLane )
self:SetCarrier( Ship )
return self
end
--- Set the Carrier
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @return #AI_CARGO_SHIP
function AI_CARGO_SHIP:SetCarrier( CargoCarrier )
self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUIP
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_SHIP", self )
CargoCarrier:HandleEvent( EVENTS.Dead )
function CargoCarrier:OnEventDead( EventData )
self:F({"dead"})
local AICargoTroops = self:GetState( self, "AI_CARGO_SHIP" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- Better hope they can swim!
AICargoTroops:Destroyed()
end
end
end
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
self.Coalition = self.CargoCarrier:GetCoalition()
self:SetControllable( CargoCarrier )
return self
end
--- FInd a free Carrier within a radius
-- @param #AI_CARGO_SHIP self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Radius
-- @return Wrapper.Group#GROUP NewCarrier
function AI_CARGO_SHIP:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone", Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO_SHIP" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttributes( "Trucks" ) then
return NearUnit:GetGroup()
end
end
end
return nil
end
function AI_CARGO_SHIP:SetShippingLane( ShippingLane )
self.ShippingLane = ShippingLane
return self
end
function AI_CARGO_SHIP:SetCombatRadius( CombatRadius )
self.CombatRadius = CombatRadius or 0
return self
end
--- Follow Infantry to the Carrier
-- @param #AI_CARGO_SHIP self
-- @param #AI_CARGO_SHIP Me
-- @param Wrapper.Unit#UNIT ShipUnit
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
-- @return #AI_CARGO_SHIP
function AI_CARGO_SHIP:FollowToCarrier( Me, ShipUnit, CargoGroup )
local InfantryGroup = CargoGroup:GetGroup()
self:F( { self=self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
if ShipUnit:IsAlive() then
-- Check if the Cargo is near the CargoCarrier
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", ShipUnit, 1000 ) ) then
-- Cargo does not need to navigate to Carrier
Me:Guard()
else
self:F( { InfantryGroup = InfantryGroup:GetName() } )
if InfantryGroup:IsAlive() then
self:F( { InfantryGroup = InfantryGroup:GetName() } )
local Waypoints = {}
-- Calculate new route
local FromCoord = InfantryGroup:GetCoordinate()
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
self:F({FromGround=FromGround})
table.insert( Waypoints, FromGround )
local ToCoord = ShipUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
self:F({ToGround=ToGround})
table.insert( Waypoints, ToGround )
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_SHIP.FollowToCarrier", Me, ShipUnit, CargoGroup )
self:F({Waypoints=Waypoints})
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random number of seconds to the Route. See Route method for details
end
end
end
end
function AI_CARGO_SHIP:onafterMonitor( Ship, From, Event, To )
self:F( { Ship, From, Event, To, IsTransporting = self:IsTransporting() } )
if self.CombatRadius > 0 then
-- We really shouldn't find ourselves in here for Ships since the CombatRadius should always be 0.
-- This is to avoid Unloading the Ship in the middle of the sea.
if Ship and Ship:IsAlive() then
if self.CarrierCoordinate then
if self:IsTransporting() == true then
local Coordinate = Ship:GetCoordinate()
if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
self.Zone:Scan( { Object.Category.UNIT } )
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
if self:Is( "Unloaded" ) then
-- There are no enemies within combat radius. Reload the CargoCarrier.
self:Reload()
end
else
if self:Is( "Loaded" ) then
-- There are enemies within combat radius. Unload the CargoCarrier.
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
else
if self:Is( "Unloaded" ) then
--self:Follow()
end
self:F( "I am here" .. self:GetCurrentState() )
if self:Is( "Following" ) then
for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
if Cargo:IsAlive() then
if not Cargo:IsNear( ShipUnit, 40 ) then
ShipUnit:RouteStop()
self.CarrierStopped = true
else
if self.CarrierStopped then
if Cargo:IsNear( ShipUnit, 25 ) then
ShipUnit:RouteResume()
self.CarrierStopped = nil
end
end
end
end
end
end
end
end
end
end
end
self.CarrierCoordinate = Ship:GetCoordinate()
end
self:__Monitor( -5 )
end
end
--- Check if cargo ship is alive and trigger Load event
-- @param Wrapper.Group#Group Ship
-- @param #AI_CARGO_SHIP self
function AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
Ship:F( { "AI_CARGO_Ship._Pickup:", Ship:GetName() } )
if Ship:IsAlive() then
self:Load( PickupZone )
end
end
--- Check if cargo ship is alive and trigger Unload event. Good time to remind people that Lua is case sensitive and Unload != UnLoad
-- @param Wrapper.Group#GROUP Ship
-- @param #AI_CARGO_SHIP self
function AI_CARGO_SHIP._Deploy( Ship, self, Coordinate, DeployZone )
Ship:F( { "AI_CARGO_Ship._Deploy:", Ship } )
if Ship:IsAlive() then
self:Unload( DeployZone )
end
end
--- on after Pickup event.
-- @param AI_CARGO_SHIP Ship
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate of the pickup point
-- @param #number Speed Speed in km/h to sail to the pickup coordinate. Default is 50% of max speed for the unit
-- @param #number Height Altitude in meters to move to the pickup coordinate. This parameter is ignored for Ships
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil if there was no PickupZoneSet provided
function AI_CARGO_SHIP:onafterPickup( Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
if Ship and Ship:IsAlive() then
AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
self:GetParent( self, AI_CARGO_SHIP ).onafterPickup( self, Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
end
end
--- On after Deploy event.
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP SHIP
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Coordinate of the deploy point
-- @param #number Speed Speed in km/h to sail to the deploy coordinate. Default is 50% of max speed for the unit
-- @param #number Height Altitude in meters to move to the deploy coordinate. This parameter is ignored for Ships
-- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed.
function AI_CARGO_SHIP:onafterDeploy( Ship, From, Event, To, Coordinate, Speed, Height, DeployZone )
if Ship and Ship:IsAlive() then
Speed = Speed or Ship:GetSpeedMax()*0.8
local lane = self.ShippingLane
if lane then
local Waypoints = {}
for i=1, #lane do
local coord = lane[i]
local Waypoint = coord:WaypointGround(_speed)
table.insert(Waypoints, Waypoint)
end
local TaskFunction = Ship:TaskFunction( "AI_CARGO_SHIP._Deploy", self, Coordinate, DeployZone )
local Waypoint = Waypoints[#Waypoints]
Ship:SetTaskWaypoint( Waypoint, TaskFunction )
Ship:Route(Waypoints, 1)
self:GetParent( self, AI_CARGO_SHIP ).onafterDeploy( self, Ship, From, Event, To, Coordinate, Speed, Height, DeployZone )
else
self:E(self.lid.."ERROR: No shipping lane defined for Naval Transport!")
end
end
end
--- On after Unload event.
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP Ship
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_SHIP:onafterUnload( Ship, From, Event, To, DeployZone, Defend )
self:F( { Ship, From, Event, To, DeployZone, Defend = Defend } )
local UnboardInterval = 5
local UnboardDelay = 5
if Ship and Ship:IsAlive() then
for _, ShipUnit in pairs( Ship:GetUnits() ) do
local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
Ship:RouteStop()
for _, Cargo in pairs( ShipUnit:GetCargo() ) do
self:F( { Cargo = Cargo:GetName(), Isloaded = Cargo:IsLoaded() } )
if Cargo:IsLoaded() then
local unboardCoord = DeployZone:GetRandomPointVec2()
Cargo:__UnBoard( UnboardDelay, unboardCoord, 1000)
UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval
self:__Unboard( UnboardDelay, Cargo, ShipUnit, DeployZone, Defend )
if not Defend == true then
Cargo:SetDeployed( true )
end
end
end
end
end
end
function AI_CARGO_SHIP:onafterHome( Ship, From, Event, To, Coordinate, Speed, Height, HomeZone )
if Ship and Ship:IsAlive() then
self.RouteHome = true
Speed = Speed or Ship:GetSpeedMax()*0.8
local lane = self.ShippingLane
if lane then
local Waypoints = {}
-- Need to find a more generalized way to do this instead of reversing the shipping lane.
-- This only works if the Source/Dest route waypoints are numbered 1..n and not n..1
for i=#lane, 1, -1 do
local coord = lane[i]
local Waypoint = coord:WaypointGround(_speed)
table.insert(Waypoints, Waypoint)
end
local Waypoint = Waypoints[#Waypoints]
Ship:Route(Waypoints, 1)
else
self:E(self.lid.."ERROR: No shipping lane defined for Naval Transport!")
end
end
end
File diff suppressed because it is too large Load Diff
@@ -1,192 +0,0 @@
--- **AI** - Models the automatic assignment of AI escorts to player flights.
--
-- ## Features:
-- --
-- * Provides the facilities to trigger escorts when players join flight slots.
-- *
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Escort_Dispatcher
-- @image MOOSE.JPG
-- @type AI_ESCORT_DISPATCHER
-- @extends Core.Fsm#FSM
--- Models the automatic assignment of AI escorts to player flights.
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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_ESCORT_DISPATCHER
AI_ESCORT_DISPATCHER = {
ClassName = "AI_ESCORT_DISPATCHER",
}
-- @field #list
AI_ESCORT_DISPATCHER.AI_Escorts = {}
--- Creates a new AI_ESCORT_DISPATCHER object.
-- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers for which escorts are spawned in.
-- @param Core.Spawn#SPAWN EscortSpawn The spawn object that will spawn in the Escorts.
-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where the escorts are spawned.
-- @param #string EscortName Name of the escort, which will also be the name of the escort menu.
-- @param #string EscortBriefing A text showing the briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
-- @return #AI_ESCORT_DISPATCHER
-- @usage
--
-- -- Create a new escort when a player joins an SU-25T plane.
-- Create a carrier set, which contains the player slots that can be joined by the players, for which escorts will be defined.
-- local Red_SU25T_CarrierSet = SET_GROUP:New():FilterPrefixes( "Red A2G Player Su-25T" ):FilterStart()
--
-- -- Create a spawn object that will spawn in the escorts, once the player has joined the player slot.
-- local Red_SU25T_EscortSpawn = SPAWN:NewWithAlias( "Red A2G Su-25 Escort", "Red AI A2G SU-25 Escort" ):InitLimit( 10, 10 )
--
-- -- Create an airbase object, where the escorts will be spawned.
-- local Red_SU25T_Airbase = AIRBASE:FindByName( AIRBASE.Caucasus.Maykop_Khanskaya )
--
-- -- Park the airplanes at the airbase, visible before start.
-- Red_SU25T_EscortSpawn:ParkAtAirbase( Red_SU25T_Airbase, AIRBASE.TerminalType.OpenMedOrBig )
--
-- -- New create the escort dispatcher, using the carrier set, the escort spawn object at the escort airbase.
-- -- Provide a name of the escort, which will be also the name appearing on the radio menu for the group.
-- -- And a briefing to appear when the player joins the player slot.
-- Red_SU25T_EscortDispatcher = AI_ESCORT_DISPATCHER:New( Red_SU25T_CarrierSet, Red_SU25T_EscortSpawn, Red_SU25T_Airbase, "Escort Su-25", "You Su-25T is escorted by one Su-25. Use the radio menu to control the escorts." )
--
-- -- The dispatcher needs to be started using the :Start() method.
-- Red_SU25T_EscortDispatcher:Start()
function AI_ESCORT_DISPATCHER:New( CarrierSet, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
local self = BASE:Inherit( self, FSM:New() ) -- #AI_ESCORT_DISPATCHER
self.CarrierSet = CarrierSet
self.EscortSpawn = EscortSpawn
self.EscortAirbase = EscortAirbase
self.EscortName = EscortName
self.EscortBriefing = EscortBriefing
self:SetStartState( "Idle" )
self:AddTransition( "Monitoring", "Monitor", "Monitoring" )
self:AddTransition( "Idle", "Start", "Monitoring" )
self:AddTransition( "Monitoring", "Stop", "Idle" )
-- Put a Dead event handler on CarrierSet, to ensure that when a carrier is destroyed, that all internal parameters are reset.
function self.CarrierSet.OnAfterRemoved( CarrierSet, From, Event, To, CarrierName, Carrier )
self:F( { Carrier = Carrier:GetName() } )
end
return self
end
function AI_ESCORT_DISPATCHER:onafterStart( From, Event, To )
self:HandleEvent( EVENTS.Birth )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventExit )
self:HandleEvent( EVENTS.Crash, self.OnEventExit )
self:HandleEvent( EVENTS.Dead, self.OnEventExit )
end
-- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
local PlayerGroupName = EventData.IniGroupName
local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit
self:T({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then
if self.AI_Escorts[PlayerGroupName] then
self.AI_Escorts[PlayerGroupName]:Stop()
self.AI_Escorts[PlayerGroupName] = nil
end
end
end
-- @param #AI_ESCORT_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
local PlayerGroupName = EventData.IniGroupName
local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit
self:T({EscortAirbase= self.EscortAirbase } )
self:T({PlayerGroupName = PlayerGroupName } )
self:T({PlayerGroup = PlayerGroup})
self:T({FirstGroup = self.CarrierSet:GetFirst()})
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
if self.CarrierSet:FindGroup( PlayerGroupName ) then
if not self.AI_Escorts[PlayerGroupName] then
local LeaderUnit = PlayerUnit
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
self:T({EscortGroup = EscortGroup})
self:ScheduleOnce( 1,
function( EscortGroup )
local EscortSet = SET_GROUP:New()
EscortSet:AddGroup( EscortGroup )
self.AI_Escorts[PlayerGroupName] = AI_ESCORT:New( LeaderUnit, EscortSet, self.EscortName, self.EscortBriefing )
self.AI_Escorts[PlayerGroupName]:FormationTrail( 0, 100, 0 )
if EscortGroup:IsHelicopter() then
self.AI_Escorts[PlayerGroupName]:MenusHelicopters()
else
self.AI_Escorts[PlayerGroupName]:MenusAirplanes()
end
self.AI_Escorts[PlayerGroupName]:__Start( 0.1 )
end, EscortGroup
)
end
end
end
--- Start Trigger for AI_ESCORT_DISPATCHER
-- @function [parent=#AI_ESCORT_DISPATCHER] Start
-- @param #AI_ESCORT_DISPATCHER self
--- Start Asynchronous Trigger for AI_ESCORT_DISPATCHER
-- @function [parent=#AI_ESCORT_DISPATCHER] __Start
-- @param #AI_ESCORT_DISPATCHER self
-- @param #number Delay
--- Stop Trigger for AI_ESCORT_DISPATCHER
-- @function [parent=#AI_ESCORT_DISPATCHER] Stop
-- @param #AI_ESCORT_DISPATCHER self
--- Stop Asynchronous Trigger for AI_ESCORT_DISPATCHER
-- @function [parent=#AI_ESCORT_DISPATCHER] __Stop
-- @param #AI_ESCORT_DISPATCHER self
-- @param #number Delay
@@ -1,153 +0,0 @@
--- **AI** - Models the assignment of AI escorts to player flights upon request using the radio menu.
--
-- ## Features:
--
-- * Provides the facilities to trigger escorts when players join flight units.
-- * Provide a menu for which escorts can be requested.
--
-- ===
--
-- ### Author: **FlightControl**
--
-- ===
--
-- @module AI.AI_Escort_Dispatcher_Request
-- @image MOOSE.JPG
-- @type AI_ESCORT_DISPATCHER_REQUEST
-- @extends Core.Fsm#FSM
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 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_ESCORT_DISPATCHER_REQUEST
AI_ESCORT_DISPATCHER_REQUEST = {
ClassName = "AI_ESCORT_DISPATCHER_REQUEST",
}
-- @field #list
AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {}
--- Creates a new AI_ESCORT_DISPATCHER_REQUEST object.
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers for which escorts are requested.
-- @param Core.Spawn#SPAWN EscortSpawn The spawn object that will spawn in the Escorts.
-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where the escorts are spawned.
-- @param #string EscortName Name of the escort, which will also be the name of the escort menu.
-- @param #string EscortBriefing A text showing the briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
-- @return #AI_ESCORT_DISPATCHER_REQUEST
function AI_ESCORT_DISPATCHER_REQUEST:New( CarrierSet, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
local self = BASE:Inherit( self, FSM:New() ) -- #AI_ESCORT_DISPATCHER_REQUEST
self.CarrierSet = CarrierSet
self.EscortSpawn = EscortSpawn
self.EscortAirbase = EscortAirbase
self.EscortName = EscortName
self.EscortBriefing = EscortBriefing
self:SetStartState( "Idle" )
self:AddTransition( "Monitoring", "Monitor", "Monitoring" )
self:AddTransition( "Idle", "Start", "Monitoring" )
self:AddTransition( "Monitoring", "Stop", "Idle" )
-- Put a Dead event handler on CarrierSet, to ensure that when a carrier is destroyed, that all internal parameters are reset.
function self.CarrierSet.OnAfterRemoved( CarrierSet, From, Event, To, CarrierName, Carrier )
self:F( { Carrier = Carrier:GetName() } )
end
return self
end
function AI_ESCORT_DISPATCHER_REQUEST:onafterStart( From, Event, To )
self:HandleEvent( EVENTS.Birth )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self.OnEventExit )
self:HandleEvent( EVENTS.Crash, self.OnEventExit )
self:HandleEvent( EVENTS.Dead, self.OnEventExit )
end
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
local PlayerGroupName = EventData.IniGroupName
local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit
if self.CarrierSet:FindGroup( PlayerGroupName ) then
if self.AI_Escorts[PlayerGroupName] then
self.AI_Escorts[PlayerGroupName]:Stop()
self.AI_Escorts[PlayerGroupName] = nil
end
end
end
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER_REQUEST:OnEventBirth( EventData )
local PlayerGroupName = EventData.IniGroupName
local PlayerGroup = EventData.IniGroup
local PlayerUnit = EventData.IniUnit
if self.CarrierSet:FindGroup( PlayerGroupName ) then
if not self.AI_Escorts[PlayerGroupName] then
local LeaderUnit = PlayerUnit
self:ScheduleOnce( 0.1,
function()
self.AI_Escorts[PlayerGroupName] = AI_ESCORT_REQUEST:New( LeaderUnit, self.EscortSpawn, self.EscortAirbase, self.EscortName, self.EscortBriefing )
self.AI_Escorts[PlayerGroupName]:FormationTrail( 0, 100, 0 )
if PlayerGroup:IsHelicopter() then
self.AI_Escorts[PlayerGroupName]:MenusHelicopters()
else
self.AI_Escorts[PlayerGroupName]:MenusAirplanes()
end
self.AI_Escorts[PlayerGroupName]:__Start( 0.1 )
end
)
end
end
end
--- Start Trigger for AI_ESCORT_DISPATCHER_REQUEST
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] Start
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
--- Start Asynchronous Trigger for AI_ESCORT_DISPATCHER_REQUEST
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] __Start
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param #number Delay
--- Stop Trigger for AI_ESCORT_DISPATCHER_REQUEST
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] Stop
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
--- Stop Asynchronous Trigger for AI_ESCORT_DISPATCHER_REQUEST
-- @function [parent=#AI_ESCORT_DISPATCHER_REQUEST] __Stop
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param #number Delay
@@ -1,323 +0,0 @@
--- **AI** - Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
--
-- ===
--
-- ## Features:
--
-- * Escort navigation commands.
-- * Escort hold at position commands.
-- * Escorts reporting detected targets.
-- * Escorts scanning targets in advance.
-- * Escorts attacking specific targets.
-- * Request assistance from other groups for attack.
-- * Manage rule of engagement of escorts.
-- * Manage the allowed evasion techniques of escorts.
-- * Make escort to execute a defined mission or path.
-- * Escort tactical situation reporting.
--
-- ===
--
-- ## Missions:
--
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Escort)
--
-- ===
--
-- Allows you to interact with escorting AI on your flight and take the lead.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
--
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.
-- Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts.
--
-- Escorts detect targets using a built-in detection mechanism. The detected targets are reported at a specified time interval.
-- Once targets are reported, each escort has these targets as menu options to command the attack of these targets.
-- Targets are by default grouped per area of 5000 meters, but the kind of detection and the grouping range can be altered.
--
-- Different formations can be selected in the Flight menu: Trail, Stack, Left Line, Right Line, Left Wing, Right Wing, Central Wing and Boxed formations are available.
-- The Flight menu also allows for a mass attack, where all of the escorts are commanded to attack a target.
--
-- Escorts can emit flares to reports their location. They can be commanded to hold at a location, which can be their current or the leader location.
-- In this way, you can spread out the escorts over the battle field before a coordinated attack.
--
-- But basically, the escort class provides 4 modes of operation, and depending on the mode, you are either leading the flight, or following the flight.
--
-- ## Leading the flight
--
-- When leading the flight, you are expected to guide the escorts towards the target areas,
-- and carefully coordinate the attack based on the threat levels reported, and the available weapons
-- carried by the escorts. Ground ships or ground troops can execute A-assisted attacks, when they have long-range ground precision weapons for attack.
--
-- ## Following the flight
--
-- Escorts can be commanded to execute a specific mission path. In this mode, the escorts are in the lead.
-- You as a player, are following the escorts, and are commanding them to progress the mission while
-- ensuring that the escorts survive. You are joining the escorts in the battlefield. They will detect and report targets
-- and you will ensure that the attacks are well coordinated, assigning the correct escort type for the detected target
-- type. Once the attack is finished, the escort will resume the mission it was assigned.
-- In other words, you can use the escorts for reconnaissance, and for guiding the attack.
-- Imagine you as a mi-8 pilot, assigned to pickup cargo. Two ka-50s are guiding the way, and you are
-- following. You are in control. The ka-50s detect targets, report them, and you command how the attack
-- will commence and from where. You can control where the escorts are holding position and which targets
-- are attacked first. You are in control how the ka-50s will follow their mission path.
--
-- Escorts can act as part of a AI A2G dispatcher offensive. In this way, You was a player are in control.
-- The mission is defined by the A2G dispatcher, and you are responsible to join the flight and ensure that the
-- attack is well coordinated.
--
-- It is with great proud that I present you this class, and I hope you will enjoy the functionality and the dynamism
-- it brings in your DCS world simulations.
--
-- # RADIO MENUs that can be created:
--
-- Find a summary below of the current available commands:
--
-- ## Navigation ...:
--
-- Escort group navigation functions:
--
-- * **"Join-Up":** The escort group fill follow you in the assigned formation.
-- * **"Flare":** Provides menu commands to let the escort group shoot a flare in the air in a color.
-- * **"Smoke":** Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops.
--
-- ## Hold position ...:
--
-- Escort group navigation functions:
--
-- * **"At current location":** The escort group will hover above the ground at the position they were. The altitude can be specified as a parameter.
-- * **"At my location":** The escort group will hover or orbit at the position where you are. The escort will fly to your location and hold position. The altitude can be specified as a parameter.
--
-- ## Report targets ...:
--
-- Report targets will make the escort group to report any target that it identifies within detection range. Any detected target can be attacked using the "Attack Targets" menu function. (see below).
--
-- * **"Report now":** Will report the current detected targets.
-- * **"Report targets on":** Will make the escorts to report the detected targets and will fill the "Attack Targets" menu list.
-- * **"Report targets off":** Will stop detecting targets.
--
-- ## Attack targets ...:
--
-- This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.
-- This menu will be available in Flight menu or in each Escort menu.
--
-- ## Scan targets ...:
--
-- Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or rejoin formation.
--
-- * **"Scan targets 30 seconds":** Scan 30 seconds for targets.
-- * **"Scan targets 60 seconds":** Scan 60 seconds for targets.
--
-- ## Request assistance from ...:
--
-- This menu item will list all detected targets within a 15km range, similar as with the menu item **Attack Targets**.
-- This menu item allows to request attack support from other ground based escorts supporting the current escort.
-- eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles.
-- eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area.
--
-- ## ROE ...:
--
-- Sets the Rules of Engagement (ROE) of the escort group when in flight.
--
-- * **"Hold Fire":** The escort group will hold fire.
-- * **"Return Fire":** The escort group will return fire.
-- * **"Open Fire":** The escort group will open fire on designated targets.
-- * **"Weapon Free":** The escort group will engage with any target.
--
-- ## Evasion ...:
--
-- Will define the evasion techniques that the escort group will perform during flight or combat.
--
-- * **"Fight until death":** The escort group will have no reaction to threats.
-- * **"Use flares, chaff and jammers":** The escort group will use passive defense using flares and jammers. No evasive manoeuvres are executed.
-- * **"Evade enemy fire":** The rescort group will evade enemy fire before firing.
-- * **"Go below radar and evade fire":** The escort group will perform evasive vertical manoeuvres.
--
-- ## Resume Mission ...:
--
-- 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.
--
-- # 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
--
-- ===
--
-- ### Authors: **FlightControl**
--
-- ===
--
-- @module AI.AI_Escort_Request
-- @image Escorting.JPG
-- @type AI_ESCORT_REQUEST
-- @extends AI.AI_Escort#AI_ESCORT
--- AI_ESCORT_REQUEST class
--
-- # AI_ESCORT_REQUEST construction methods.
--
-- Create a new AI_ESCORT_REQUEST object with the @{#AI_ESCORT_REQUEST.New} method:
--
-- * @{#AI_ESCORT_REQUEST.New}: Creates a new AI_ESCORT_REQUEST object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT}, with an optional briefing text.
--
-- @usage
-- -- Declare a new EscortPlanes object as follows:
--
-- -- First find the GROUP object and the CLIENT object.
-- local EscortUnit = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
--
-- -- Now use these 2 objects to construct the new EscortPlanes object.
-- EscortPlanes = AI_ESCORT_REQUEST: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." )
--
-- @field #AI_ESCORT_REQUEST
AI_ESCORT_REQUEST = {
ClassName = "AI_ESCORT_REQUEST",
}
--- AI_ESCORT_REQUEST.Mode class
-- @type AI_ESCORT_REQUEST.MODE
-- @field #number FOLLOW
-- @field #number MISSION
--- MENUPARAM type
-- @type MENUPARAM
-- @field #AI_ESCORT_REQUEST ParamSelf
-- @field #Distance ParamDistance
-- @field #function ParamFunction
-- @field #string ParamMessage
--- AI_ESCORT_REQUEST class constructor for an AI group
-- @param #AI_ESCORT_REQUEST self
-- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup.
-- @param Core.Spawn#SPAWN EscortSpawn The spawn object of AI, escorting the EscortUnit.
-- @param Wrapper.Airbase#AIRBASE EscortAirbase The airbase where escorts will be spawned once requested.
-- @param #string EscortName Name of the escort.
-- @param #string EscortBriefing A text showing the AI_ESCORT_REQUEST briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
-- @return #AI_ESCORT_REQUEST
-- @usage
-- EscortSpawn = SPAWN:NewWithAlias( "Red A2G Escort Template", "Red A2G Escort AI" ):InitLimit( 10, 10 )
-- EscortSpawn:ParkAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Sochi_Adler ), AIRBASE.TerminalType.OpenBig )
--
-- local EscortUnit = UNIT:FindByName( "Red A2G Pilot" )
--
-- Escort = AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, AIRBASE:FindByName(AIRBASE.Caucasus.Sochi_Adler), "A2G", "Briefing" )
-- Escort:FormationTrail( 50, 100, 100 )
-- Escort:Menus()
-- Escort:__Start( 5 )
function AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, EscortAirbase, EscortName, EscortBriefing )
local EscortGroupSet = SET_GROUP:New():FilterDeads():FilterCrashes()
local self = BASE:Inherit( self, AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing ) ) -- #AI_ESCORT_REQUEST
self.EscortGroupSet = EscortGroupSet
self.EscortSpawn = EscortSpawn
self.EscortAirbase = EscortAirbase
self.LeaderGroup = self.PlayerUnit:GetGroup()
self.Detection = DETECTION_AREAS:New( self.EscortGroupSet, 5000 )
self.Detection:__Start( 30 )
self.SpawnMode = self.__Enum.Mode.Mission
return self
end
-- @param #AI_ESCORT_REQUEST self
function AI_ESCORT_REQUEST:SpawnEscort()
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
self:ScheduleOnce( 0.1,
function( EscortGroup )
EscortGroup:OptionROTVertical()
EscortGroup:OptionROEHoldFire()
self.EscortGroupSet:AddGroup( EscortGroup )
local LeaderEscort = self.EscortGroupSet:GetFirst() -- Wrapper.Group#GROUP
local Report = REPORT:New()
Report:Add( "Joining Up " .. self.EscortGroupSet:GetUnitTypeNames():Text( ", " ) .. " from " .. LeaderEscort:GetCoordinate():ToString( self.EscortUnit ) )
LeaderEscort:MessageTypeToGroup( Report:Text(), MESSAGE.Type.Information, self.PlayerUnit )
self:SetFlightModeFormation( EscortGroup )
self:FormationTrail()
self:_InitFlightMenus()
self:_InitEscortMenus( EscortGroup )
self:_InitEscortRoute( EscortGroup )
-- @param #AI_ESCORT self
-- @param Core.Event#EVENTDATA EventData
function EscortGroup:OnEventDeadOrCrash( EventData )
self:F( { "EventDead", EventData } )
self.EscortMenu:Remove()
end
EscortGroup:HandleEvent( EVENTS.Dead, EscortGroup.OnEventDeadOrCrash )
EscortGroup:HandleEvent( EVENTS.Crash, EscortGroup.OnEventDeadOrCrash )
end, EscortGroup
)
end
-- @param #AI_ESCORT_REQUEST self
-- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
self:F()
if not self.MenuRequestEscort then
self.MainMenu = MENU_GROUP:New( self.PlayerGroup, self.EscortName )
self.MenuRequestEscort = MENU_GROUP_COMMAND:New( self.LeaderGroup, "Request new escort ", self.MainMenu,
function()
self:SpawnEscort()
end
)
end
self:GetParent( self ).onafterStart( self, EscortGroupSet )
self:HandleEvent( EVENTS.Dead, self.OnEventDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self.OnEventDeadOrCrash )
end
-- @param #AI_ESCORT_REQUEST self
-- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()
EscortGroup:OptionROTVertical()
EscortGroup:OptionROEOpenFire()
end
)
self.Detection:Stop()
self.MainMenu:Remove()
end
--- Set the spawn mode to be mission execution.
-- @param #AI_ESCORT_REQUEST self
function AI_ESCORT_REQUEST:SetEscortSpawnMission()
self.SpawnMode = self.__Enum.Mode.Mission
end
-950
View File
@@ -1,950 +0,0 @@
--- **AI** - Perform Air Patrolling for airplanes.
--
-- **Features:**
--
-- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel threshold to RTB on time.
--
-- ===
--
-- AI PATROL classes makes AI Controllables execute an Patrol.
--
-- There are the following types of PATROL classes defined:
--
-- * @{#AI_PATROL_ZONE}: Perform a PATROL in a zone.
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Patrol)
--
-- ===
--
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl35HvYZKA6G22WMt7iI3zky)
--
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **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**: Testing and API concept review.
--
-- ===
--
-- @module AI.AI_Patrol
-- @image AI_Air_Patrolling.JPG
--- AI_PATROL_ZONE class
-- @type AI_PATROL_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @field DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @field DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @field DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @field DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @field Core.Spawn#SPAWN CoordTest
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
-- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_PATROL\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.
-- 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_PATROL\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_PATROL\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_PATROL\Dia9.JPG)
--
---- Note that the enemy is not engaged! To model enemy engagement, either tailor the **Detected** event, or
-- use derived AI_ classes to model AI offensive or defensive behaviour.
--
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
--
-- 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.
--
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
--
-- ## 1. AI_PATROL_ZONE constructor
--
-- * @{#AI_PATROL_ZONE.New}(): Creates a new AI_PATROL_ZONE object.
--
-- ## 2. AI_PATROL_ZONE is a FSM
--
-- ![Process](..\Presentations\AI_PATROL\Dia2.JPG)
--
-- ### 2.1. AI_PATROL_ZONE States
--
-- * **None** ( Group ): The process is not started yet.
-- * **Patrolling** ( Group ): The AI is patrolling the Patrol Zone.
-- * **Returning** ( Group ): The AI is returning to Base.
-- * **Stopped** ( Group ): The process is stopped.
-- * **Crashed** ( Group ): The AI has crashed or is dead.
--
-- ### 2.2. AI_PATROL_ZONE Events
--
-- * **Start** ( Group ): Start the process.
-- * **Stop** ( Group ): Stop the process.
-- * **Route** ( Group ): Route the AI to a new random 3D point within the Patrol Zone.
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
-- * @{#AI_PATROL_ZONE.SetControllable}(): Set the AIControllable.
-- * @{#AI_PATROL_ZONE.GetControllable}(): Get the AIControllable.
--
-- ## 4. Set the Speed and Altitude boundaries of the AI controllable
--
-- * @{#AI_PATROL_ZONE.SetSpeed}(): Set the patrol speed boundaries of the AI, for the next patrol.
-- * @{#AI_PATROL_ZONE.SetAltitude}(): Set altitude boundaries of the AI, for the next patrol.
--
-- ## 5. Manage the detection process of the AI controllable
--
-- The detection process of the AI controllable can be manipulated.
-- Detection requires an amount of CPU power, which has an impact on your mission performance.
-- Only put detection on when absolutely necessary, and the frequency of the detection can also be set.
--
-- * @{#AI_PATROL_ZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
-- * @{#AI_PATROL_ZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
--
-- The detection frequency can be set with @{#AI_PATROL_ZONE.SetRefreshTimeInterval}( seconds ), where the amount of seconds specify how much seconds will be waited before the next detection.
-- Use the method @{#AI_PATROL_ZONE.GetDetectedUnits}() to obtain a list of the @{Wrapper.Unit}s detected by the AI.
--
-- The detection can be filtered to potential targets in a specific zone.
-- Use the method @{#AI_PATROL_ZONE.SetDetectionZone}() to set the zone where targets need to be detected.
-- Note that when the zone is too far away, or the AI is not heading towards the zone, or the AI is too high, no targets may be detected
-- according the weather conditions.
--
-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE
--
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targeted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this process in place.
--
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
--
-- 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).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
--
-- # 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_PATROL_ZONE
AI_PATROL_ZONE = {
ClassName = "AI_PATROL_ZONE",
}
--- Creates a new AI_PATROL_ZONE object
-- @param #AI_PATROL_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#AltitudeType PatrolAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to RADIO
-- @return #AI_PATROL_ZONE self
-- @usage
-- -- Define a new AI_PATROL_ZONE Object. This PatrolArea will patrol an AIControllable within PatrolZone between 3000 and 6000 meters, with a variying speed between 600 and 900 km/h.
-- PatrolZone = ZONE:New( 'PatrolZone' )
-- PatrolSpawn = SPAWN:New( 'Patrol Group' )
-- PatrolArea = AI_PATROL_ZONE:New( PatrolZone, 3000, 6000, 600, 900 )
function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_PATROL_ZONE
self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
-- defafult PatrolAltType to "BARO" if not specified
self.PatrolAltType = PatrolAltType or "BARO"
self:SetRefreshTimeInterval( 30 )
self.CheckStatus = true
self:ManageFuel( .2, 60 )
self:ManageDamage( 1 )
self.DetectedUnits = {} -- This table contains the targets detected during patrol.
self:SetStartState( "None" )
self:AddTransition( "*", "Stop", "Stopped" )
--- OnLeave Transition Handler for State Stopped.
-- @function [parent=#AI_PATROL_ZONE] OnLeaveStopped
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Stopped.
-- @function [parent=#AI_PATROL_ZONE] OnEnterStopped
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- OnBefore Transition Handler for Event Stop.
-- @function [parent=#AI_PATROL_ZONE] OnBeforeStop
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Stop.
-- @function [parent=#AI_PATROL_ZONE] OnAfterStop
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Stop.
-- @function [parent=#AI_PATROL_ZONE] Stop
-- @param #AI_PATROL_ZONE self
--- Asynchronous Event Trigger for Event Stop.
-- @function [parent=#AI_PATROL_ZONE] __Stop
-- @param #AI_PATROL_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "None", "Start", "Patrolling" )
--- OnBefore Transition Handler for Event Start.
-- @function [parent=#AI_PATROL_ZONE] OnBeforeStart
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Start.
-- @function [parent=#AI_PATROL_ZONE] OnAfterStart
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Start.
-- @function [parent=#AI_PATROL_ZONE] Start
-- @param #AI_PATROL_ZONE self
--- Asynchronous Event Trigger for Event Start.
-- @function [parent=#AI_PATROL_ZONE] __Start
-- @param #AI_PATROL_ZONE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Patrolling.
-- @function [parent=#AI_PATROL_ZONE] OnLeavePatrolling
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Patrolling.
-- @function [parent=#AI_PATROL_ZONE] OnEnterPatrolling
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Patrolling", "Route", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
--- OnBefore Transition Handler for Event Route.
-- @function [parent=#AI_PATROL_ZONE] OnBeforeRoute
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Route.
-- @function [parent=#AI_PATROL_ZONE] OnAfterRoute
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Route.
-- @function [parent=#AI_PATROL_ZONE] Route
-- @param #AI_PATROL_ZONE self
--- Asynchronous Event Trigger for Event Route.
-- @function [parent=#AI_PATROL_ZONE] __Route
-- @param #AI_PATROL_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Status", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
--- OnBefore Transition Handler for Event Status.
-- @function [parent=#AI_PATROL_ZONE] OnBeforeStatus
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Status.
-- @function [parent=#AI_PATROL_ZONE] OnAfterStatus
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Status.
-- @function [parent=#AI_PATROL_ZONE] Status
-- @param #AI_PATROL_ZONE self
--- Asynchronous Event Trigger for Event Status.
-- @function [parent=#AI_PATROL_ZONE] __Status
-- @param #AI_PATROL_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Detect", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
--- OnBefore Transition Handler for Event Detect.
-- @function [parent=#AI_PATROL_ZONE] OnBeforeDetect
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Detect.
-- @function [parent=#AI_PATROL_ZONE] OnAfterDetect
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Detect.
-- @function [parent=#AI_PATROL_ZONE] Detect
-- @param #AI_PATROL_ZONE self
--- Asynchronous Event Trigger for Event Detect.
-- @function [parent=#AI_PATROL_ZONE] __Detect
-- @param #AI_PATROL_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Detected", "*" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
--- OnBefore Transition Handler for Event Detected.
-- @function [parent=#AI_PATROL_ZONE] OnBeforeDetected
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Detected.
-- @function [parent=#AI_PATROL_ZONE] OnAfterDetected
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Detected.
-- @function [parent=#AI_PATROL_ZONE] Detected
-- @param #AI_PATROL_ZONE self
--- Asynchronous Event Trigger for Event Detected.
-- @function [parent=#AI_PATROL_ZONE] __Detected
-- @param #AI_PATROL_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "RTB", "Returning" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
--- OnBefore Transition Handler for Event RTB.
-- @function [parent=#AI_PATROL_ZONE] OnBeforeRTB
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event RTB.
-- @function [parent=#AI_PATROL_ZONE] OnAfterRTB
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event RTB.
-- @function [parent=#AI_PATROL_ZONE] RTB
-- @param #AI_PATROL_ZONE self
--- Asynchronous Event Trigger for Event RTB.
-- @function [parent=#AI_PATROL_ZONE] __RTB
-- @param #AI_PATROL_ZONE self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Returning.
-- @function [parent=#AI_PATROL_ZONE] OnLeaveReturning
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Returning.
-- @function [parent=#AI_PATROL_ZONE] OnEnterReturning
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
self:AddTransition( "*", "Eject", "*" )
self:AddTransition( "*", "Crash", "Crashed" )
self:AddTransition( "*", "PilotDead", "*" )
return self
end
--- Sets (modifies) the minimum and maximum speed of the patrol.
-- @param #AI_PATROL_ZONE self
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Controllable} in km/h.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
end
--- Sets the floor and ceiling altitude of the patrol.
-- @param #AI_PATROL_ZONE self
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
-- * @{#AI_PATROL_ZONE.SetDetectionOn}(): Set the detection on. The AI will detect for targets.
-- * @{#AI_PATROL_ZONE.SetDetectionOff}(): Set the detection off, the AI will not detect for targets. The existing target list will NOT be erased.
--- Set the detection on. The AI will detect for targets.
-- @param #AI_PATROL_ZONE self
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetDetectionOn()
self:F2()
self.DetectOn = true
end
--- Set the detection off. The AI will NOT detect for targets.
-- However, the list of already detected targets will be kept and can be enquired!
-- @param #AI_PATROL_ZONE self
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetDetectionOff()
self:F2()
self.DetectOn = false
end
--- Set the status checking off.
-- @param #AI_PATROL_ZONE self
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetStatusOff()
self:F2()
self.CheckStatus = false
end
--- Activate the detection. The AI will detect for targets if the Detection is switched On.
-- @param #AI_PATROL_ZONE self
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetDetectionActivated()
self:F2()
self:ClearDetectedUnits()
self.DetectActivated = true
self:__Detect( -self.DetectInterval )
end
--- Deactivate the detection. The AI will NOT detect for targets.
-- @param #AI_PATROL_ZONE self
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetDetectionDeactivated()
self:F2()
self:ClearDetectedUnits()
self.DetectActivated = false
end
--- Set the interval in seconds between each detection executed by the AI.
-- The list of already detected targets will be kept and updated.
-- Newly detected targets will be added, but already detected targets that were
-- not detected in this cycle, will NOT be removed!
-- The default interval is 30 seconds.
-- @param #AI_PATROL_ZONE self
-- @param #number Seconds The interval in seconds.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetRefreshTimeInterval( Seconds )
self:F2()
if Seconds then
self.DetectInterval = Seconds
else
self.DetectInterval = 30
end
end
--- Set the detection zone where the AI is detecting targets.
-- @param #AI_PATROL_ZONE self
-- @param Core.Zone#ZONE DetectionZone The zone where to detect targets.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetDetectionZone( DetectionZone )
self:F2()
if DetectionZone then
self.DetectZone = DetectionZone
else
self.DetectZone = nil
end
end
--- Gets a list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
-- No filtering is applied, so, ANY detected UNIT can be in this list.
-- It is up to the mission designer to use the @{Wrapper.Unit} class and methods to filter the targets.
-- @param #AI_PATROL_ZONE self
-- @return #table The list of @{Wrapper.Unit#UNIT}s
function AI_PATROL_ZONE:GetDetectedUnits()
self:F2()
return self.DetectedUnits
end
--- Clears the list of @{Wrapper.Unit#UNIT}s that were detected by the AI.
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ClearDetectedUnits()
self:F2()
self.DetectedUnits = {}
end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_PATROL_ZONE self
-- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
return self
end
--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
-- However, damage cannot be foreseen early on.
-- Therefore, when the damage threshold is reached,
-- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
-- @param #AI_PATROL_ZONE self
-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
self.PatrolManageDamage = true
self.PatrolDamageThreshold = PatrolDamageThreshold
return self
end
--- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
self:F2()
self:__Route( 1 ) -- Route to the patrol point. The asynchronous trigger is important, because a spawned group and units takes at least one second to come live.
self:__Status( 60 ) -- Check status status every 30 seconds.
self:SetDetectionActivated()
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
self:HandleEvent( EVENTS.Crash, self.OnCrash )
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
Controllable:OptionROEHoldFire()
Controllable:OptionROTVertical()
self.Controllable:OnReSpawn(
function( PatrolGroup )
self:T( "ReSpawn" )
self:__Reset( 1 )
self:__Route( 5 )
end
)
self:SetDetectionOn()
end
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable+
function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To )
return self.DetectOn and self.DetectActivated
end
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
local Detected = false
local DetectedTargets = Controllable:GetDetectedTargets()
for TargetID, Target in pairs( DetectedTargets or {} ) do
local TargetObject = Target.object
if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
local TargetUnit = UNIT:Find( TargetObject )
-- Check that target is alive due to issue https://github.com/FlightControl-Master/MOOSE/issues/1234
if TargetUnit and TargetUnit:IsAlive() then
local TargetUnitName = TargetUnit:GetName()
if self.DetectionZone then
if TargetUnit:IsInZone( self.DetectionZone ) then
self:T( {"Detected ", TargetUnit } )
if self.DetectedUnits[TargetUnit] == nil then
self.DetectedUnits[TargetUnit] = true
end
Detected = true
end
else
if self.DetectedUnits[TargetUnit] == nil then
self.DetectedUnits[TargetUnit] = true
end
Detected = true
end
end
end
end
self:__Detect( -self.DetectInterval )
if Detected == true then
self:__Detected( 1.5 )
end
end
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This static method is called from the route path within the last task at the last waypoint of the Controllable.
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
local PatrolZone = AIControllable:GetState( AIControllable, "PatrolZone" ) -- PatrolCore.Zone#AI_PATROL_ZONE
PatrolZone:__Route( 1 )
end
--- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
self:F2()
-- When RTB, don't allow anymore the routing.
if From == "RTB" then
return
end
local life = self.Controllable:GetLife() or 0
if self.Controllable:IsAlive() and life > 1 then
-- Determine if the AIControllable is within the PatrolZone.
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
local PatrolRoute = {}
-- Calculate the current route point of the controllable as the start point of the route.
-- However, when the controllable is not in the air,
-- the controllable current waypoint is probably the airbase...
-- Thus, if we would take the current waypoint as the startpoint, upon take-off, the controllable flies
-- immediately back to the airbase, and this is not correct.
-- Therefore, when on a runway, get as the current route point a random point within the PatrolZone.
-- This will make the plane fly immediately to the patrol zone.
if self.Controllable:InAir() == false then
self:T( "Not in the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
if not CurrentVec2 then return end
--Done: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TakeOffParking,
COORDINATE.WaypointAction.FromParkingArea,
ToPatrolZoneSpeed,
true
)
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
else
self:T( "In the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
if not CurrentVec2 then return end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
end
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
self:T2( ToTargetVec2 )
--- Define Speed and Altitude.
local ToTargetAltitude = math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToTargetSpeed,
true
)
--self.CoordTest:SpawnFromVec3( ToTargetPointVec3:GetVec3() )
--ToTargetPointVec3:SmokeRed()
PatrolRoute[#PatrolRoute+1] = ToTargetRoutePoint
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
self.Controllable:WayPointInitialize( PatrolRoute )
--- Do a trick, link the NewPatrolRoute function of the PATROLGROUP object to the AIControllable in a temporary variable ...
self.Controllable:SetState( self.Controllable, "PatrolZone", self )
self.Controllable:WayPointFunction( #PatrolRoute, 1, "AI_PATROL_ZONE:_NewPatrolRoute" )
--- NOW ROUTE THE GROUP!
self.Controllable:WayPointExecute( 1, 2 )
end
end
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onbeforeStatus()
return self.CheckStatus
end
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterStatus()
self:F2()
if self.Controllable and self.Controllable:IsAlive() then
local RTB = false
local Fuel = self.Controllable:GetFuelMin()
if Fuel < self.PatrolFuelThresholdPercentage then
self:T( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.PatrolOutOfFuelOrbitTime,nil ) )
OldAIControllable:SetTask( TimedOrbitTask, 10 )
RTB = true
end
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
if Damage <= self.PatrolDamageThreshold then
self:T( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
RTB = true
end
if self:IsInstanceOf("AI_CAS") or self:IsInstanceOf("AI_BAI") then
local atotal,shells,rockets,bombs,missiles = self.Controllable:GetAmmunition()
local arelevant = rockets+bombs
if arelevant == 0 or missiles == 0 then
RTB = true
self:T({total=atotal,shells=shells,rockets=rockets,bombs=bombs,missiles=missiles})
self:T( self.Controllable:GetName() .. " is out of ammo, RTB!" )
end
end
if RTB == true then
self:RTB()
else
self:__Status( 60 ) -- Execute the Patrol event after 30 seconds.
end
end
end
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterRTB()
self:F2()
if self.Controllable and self.Controllable:IsAlive() then
self:SetDetectionOff()
self.CheckStatus = false
local PatrolRoute = {}
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
if not CurrentVec2 then return end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
--local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
COORDINATE.WaypointType.TurningPoint,
COORDINATE.WaypointAction.TurningPoint,
ToPatrolZoneSpeed,
true
)
PatrolRoute[#PatrolRoute+1] = CurrentRoutePoint
--- Now we're going to do something special, we're going to call a function from a waypoint action at the AIControllable...
self.Controllable:WayPointInitialize( PatrolRoute )
--- NOW ROUTE THE GROUP!
self.Controllable:WayPointExecute( 1, 1 )
end
end
-- @param #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterDead()
self:SetDetectionOff()
self:SetStatusOff()
end
-- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnCrash( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
if #self.Controllable:GetUnits() == 1 then
self:__Crash( 1, EventData )
end
end
end
-- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnEjection( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:__Eject( 1, EventData )
end
end
-- @param #AI_PATROL_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_PATROL_ZONE:OnPilotDead( EventData )
if self.Controllable:IsAlive() and EventData.IniDCSGroupName == self.Controllable:GetName() then
self:__PilotDead( 1, EventData )
end
end
@@ -1,312 +0,0 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ===
--
-- @module Actions.Act_Account
-- @image MOOSE.JPG
do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## ACT_ACCOUNT state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
-- ### ACT_ACCOUNT States
--
-- * **Assigned**: The player is assigned.
-- * **Waiting**: Waiting for an event.
-- * **Report**: Reporting.
-- * **Account**: Account for an event.
-- * **Accounted**: All events have been accounted for, end of the process.
-- * **Failed**: Failed the process.
--
-- ### ACT_ACCOUNT Events
--
-- * **Start**: Start the process.
-- * **Wait**: Wait for an event.
-- * **Report**: Report the status of the accounting.
-- * **Event**: An event happened, process the event.
-- * **More**: More targets.
-- * **NoMore (*)**: No more targets.
-- * **Fail (*)**: The action process has failed.
--
-- (*) End states of the process.
--
-- ### ACT_ACCOUNT state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
-- If the state transition method returns false, then the processing of the state transition will not be done!
-- If you want to change the behaviour of the AIControllable at this event, return false,
-- but then you'll need to specify your own logic using the AIControllable!
--
-- * **After** the state transition.
-- 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.
--
-- # 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
--
-- @type ACT_ACCOUNT
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Core.Fsm#FSM_PROCESS
ACT_ACCOUNT = {
ClassName = "ACT_ACCOUNT",
TargetSetUnit = nil,
}
--- Creates a new DESTROY process.
-- @param #ACT_ACCOUNT self
-- @return #ACT_ACCOUNT
function ACT_ACCOUNT:New()
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_PROCESS:New() ) -- Core.Fsm#FSM_PROCESS
self:AddTransition( "Assigned", "Start", "Waiting" )
self:AddTransition( "*", "Wait", "Waiting" )
self:AddTransition( "*", "Report", "Report" )
self:AddTransition( "*", "Event", "Account" )
self:AddTransition( "Account", "Player", "AccountForPlayer" )
self:AddTransition( "Account", "Other", "AccountForOther" )
self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "More", "Wait" )
self:AddTransition( { "Account", "AccountForPlayer", "AccountForOther" }, "NoMore", "Accounted" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddEndState( "Failed" )
self:SetStartState( "Assigned" )
return self
end
--- Process Events
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterStart( ProcessUnit, From, Event, To )
self:HandleEvent( EVENTS.Dead, self.onfuncEventDead )
self:HandleEvent( EVENTS.Crash, self.onfuncEventCrash )
self:HandleEvent( EVENTS.Hit )
self:__Wait( 1 )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onenterWaiting( ProcessUnit, From, Event, To )
if self.DisplayCount >= self.DisplayInterval then
self:Report()
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
return true -- Process always the event.
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To )
self:__NoMore( 1 )
end
end -- ACT_ACCOUNT
do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{#ACT_ACCOUNT}
--
-- 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 will end after each target has been successfully destroyed.
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
--
--
-- ## ACT_ACCOUNT_DEADS constructor:
--
-- * @{#ACT_ACCOUNT_DEADS.New}(): Creates a new ACT_ACCOUNT_DEADS object.
--
-- @type ACT_ACCOUNT_DEADS
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends #ACT_ACCOUNT
ACT_ACCOUNT_DEADS = {
ClassName = "ACT_ACCOUNT_DEADS",
}
--- Creates a new DESTROY process.
-- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param #string TaskName
function ACT_ACCOUNT_DEADS:New()
-- Inherits from BASE
local self = BASE:Inherit( self, ACT_ACCOUNT:New() ) -- #ACT_ACCOUNT_DEADS
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self.DisplayCategory = "HQ" -- Targets is the default display category
return self
end
function ACT_ACCOUNT_DEADS:Init( FsmAccount )
self.Task = self:GetTask()
self.TaskName = self.Task:GetName()
end
--- Process Events
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ACCOUNT_DEADS:onenterReport( ProcessUnit, Task, From, Event, To )
local MessageText = "Your group with assigned " .. self.TaskName .. " task has " .. Task.TargetSetUnit:GetUnitTypesText() .. " targets left to be destroyed."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param Tasking.Task#TASK Task
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onafterEvent( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
if Task.TargetSetUnit:FindUnit( EventData.IniUnitName ) then
local PlayerName = ProcessUnit:GetPlayerName()
local PlayerHit = self.PlayerHits and self.PlayerHits[EventData.IniUnitName]
if PlayerHit == PlayerName then
self:Player( EventData )
else
self:Other( EventData )
end
end
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param Tasking.Task#TASK Task
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onenterAccountForPlayer( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
local TaskGroup = ProcessUnit:GetGroup()
Task.TargetSetUnit:Remove( EventData.IniUnitName )
local MessageText = "You have destroyed a target.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
local PlayerName = ProcessUnit:GetPlayerName()
Task:AddProgress( PlayerName, "Destroyed " .. EventData.IniTypeName, timer.getTime(), 1 )
if Task.TargetSetUnit:Count() > 0 then
self:__More( 1 )
else
self:__NoMore( 1 )
end
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param Tasking.Task#TASK Task
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onenterAccountForOther( ProcessUnit, Task, From, Event, To, EventData )
self:T( { ProcessUnit:GetName(), Task:GetName(), From, Event, To, EventData } )
local TaskGroup = ProcessUnit:GetGroup()
Task.TargetSetUnit:Remove( EventData.IniUnitName )
local MessageText = "One of the task targets has been destroyed.\nYour group assigned with task " .. self.TaskName .. " has\n" .. Task.TargetSetUnit:Count() .. " targets ( " .. Task.TargetSetUnit:GetUnitTypesText() .. " ) left to be destroyed."
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
if Task.TargetSetUnit:Count() > 0 then
self:__More( 1 )
else
self:__NoMore( 1 )
end
end
--- DCS Events
-- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:OnEventHit( EventData )
self:T( { "EventDead", EventData } )
if EventData.IniPlayerName and EventData.TgtDCSUnitName then
self.PlayerHits = self.PlayerHits or {}
self.PlayerHits[EventData.TgtDCSUnitName] = EventData.IniPlayerName
end
end
-- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
self:T( { "EventDead", EventData } )
if EventData.IniDCSUnit then
self:Event( EventData )
end
end
--- DCS Events
-- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData )
self:T( { "EventDead", EventData } )
if EventData.IniDCSUnit then
self:Event( EventData )
end
end
end -- ACT_ACCOUNT DEADS
@@ -1,294 +0,0 @@
--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments.
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ASSIGN state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
-- ### ACT_ASSIGN **Events**:
--
-- These are the events defined in this class:
--
-- * **Start**: Start the tasking acceptance process.
-- * **Assign**: Assign the task.
-- * **Reject**: Reject the task..
--
-- ### ACT_ASSIGN **Event methods**:
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
--
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ACT_ASSIGN **States**:
--
-- * **UnAssigned**: The player has not accepted the task.
-- * **Assigned (*)**: The player has accepted the task.
-- * **Rejected (*)**: The player has not accepted the task.
-- * **Waiting**: The process is awaiting player feedback.
-- * **Failed (*)**: The process has failed.
--
-- (*) End states of the process.
--
-- ### ACT_ASSIGN state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
-- If the state transition method returns false, then the processing of the state transition will not be done!
-- If you want to change the behaviour of the AIControllable at this event, return false,
-- but then you'll need to specify your own logic using the AIControllable!
--
-- * **After** the state transition.
-- 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.
--
-- # 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
--
-- ===
--
-- # 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.
--
-- ## 1.1) ACT_ASSIGN_ACCEPT constructor:
--
-- * @{#ACT_ASSIGN_ACCEPT.New}(): Creates a new ACT_ASSIGN_ACCEPT object.
--
-- ===
--
-- # 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.
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
-- The assignment type also allows to reject the task.
--
-- ## 2.1) ACT_ASSIGN_MENU_ACCEPT constructor:
-- -----------------------------------------
--
-- * @{#ACT_ASSIGN_MENU_ACCEPT.New}(): Creates a new ACT_ASSIGN_MENU_ACCEPT object.
--
-- ===
--
-- @module Actions.Act_Assign
-- @image MOOSE.JPG
do -- ACT_ASSIGN
--- ACT_ASSIGN class
-- @type ACT_ASSIGN
-- @field Tasking.Task#TASK Task
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends Core.Fsm#FSM_PROCESS
ACT_ASSIGN = {
ClassName = "ACT_ASSIGN",
}
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #ACT_ASSIGN self
-- @return #ACT_ASSIGN The task acceptance process.
function ACT_ASSIGN:New()
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIGN" ) ) -- Core.Fsm#FSM_PROCESS
self:AddTransition( "UnAssigned", "Start", "Waiting" )
self:AddTransition( "Waiting", "Assign", "Assigned" )
self:AddTransition( "Waiting", "Reject", "Rejected" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddEndState( "Assigned" )
self:AddEndState( "Rejected" )
self:AddEndState( "Failed" )
self:SetStartState( "UnAssigned" )
return self
end
end -- ACT_ASSIGN
do -- ACT_ASSIGN_ACCEPT
--- ACT_ASSIGN_ACCEPT class
-- @type ACT_ASSIGN_ACCEPT
-- @field Tasking.Task#TASK Task
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIGN
ACT_ASSIGN_ACCEPT = {
ClassName = "ACT_ASSIGN_ACCEPT",
}
--- Creates a new task assignment state machine. The process will accept the task by default, no player intervention accepted.
-- @param #ACT_ASSIGN_ACCEPT self
-- @param #string TaskBriefing
function ACT_ASSIGN_ACCEPT:New( TaskBriefing )
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_ACCEPT
self.TaskBriefing = TaskBriefing
return self
end
function ACT_ASSIGN_ACCEPT:Init( FsmAssign )
self.TaskBriefing = FsmAssign.TaskBriefing
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To )
self:__Assign( 1 )
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup )
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
end
end -- ACT_ASSIGN_ACCEPT
do -- ACT_ASSIGN_MENU_ACCEPT
--- ACT_ASSIGN_MENU_ACCEPT class
-- @type ACT_ASSIGN_MENU_ACCEPT
-- @field Tasking.Task#TASK Task
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIGN
ACT_ASSIGN_MENU_ACCEPT = {
ClassName = "ACT_ASSIGN_MENU_ACCEPT",
}
--- Init.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param #string TaskBriefing
-- @return #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:New( TaskBriefing )
-- Inherits from BASE
local self = BASE:Inherit( self, ACT_ASSIGN:New() ) -- #ACT_ASSIGN_MENU_ACCEPT
self.TaskBriefing = TaskBriefing
return self
end
--- Creates a new task assignment state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param #string TaskBriefing
-- @return #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:Init( TaskBriefing )
self.TaskBriefing = TaskBriefing
return self
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterStart( ProcessUnit, Task, From, Event, To )
self:GetCommandCenter():MessageToGroup( "Task " .. self.Task:GetName() .. " has been assigned to you and your group!\nRead the briefing and use the Radio Menu (F10) / Task ... CONFIRMATION menu to accept or reject the task.\nYou have 2 minutes to accept, or the task assignment will be cancelled!", ProcessUnit:GetGroup(), 120 )
local TaskGroup = ProcessUnit:GetGroup()
self.Menu = MENU_GROUP:New( TaskGroup, "Task " .. self.Task:GetName() .. " CONFIRMATION" )
self.MenuAcceptTask = MENU_GROUP_COMMAND:New( TaskGroup, "Accept task " .. self.Task:GetName(), self.Menu, self.MenuAssign, self, TaskGroup )
self.MenuRejectTask = MENU_GROUP_COMMAND:New( TaskGroup, "Reject task " .. self.Task:GetName(), self.Menu, self.MenuReject, self, TaskGroup )
self:__Reject( 120, TaskGroup )
end
--- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuAssign( TaskGroup )
self:__Assign( -1, TaskGroup )
end
--- Menu function.
-- @param #ACT_ASSIGN_MENU_ACCEPT self
function ACT_ASSIGN_MENU_ACCEPT:MenuReject( TaskGroup )
self:__Reject( -1, TaskGroup )
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterAssign( ProcessUnit, Task, From, Event, To, TaskGroup )
self.Menu:Remove()
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_MENU_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onafterReject( ProcessUnit, Task, From, Event, To, TaskGroup )
self:F( { TaskGroup = TaskGroup } )
self.Menu:Remove()
--TODO: need to resolve this problem ... it has to do with the events ...
--self.Task:UnAssignFromUnit( ProcessUnit )needs to become a callback funtion call upon the event
self.Task:RejectGroup( TaskGroup )
end
--- StateMachine callback function
-- @param #ACT_ASSIGN_ACCEPT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIGN_MENU_ACCEPT:onenterAssigned( ProcessUnit, Task, From, Event, To, TaskGroup )
--self.Task:AssignToGroup( TaskGroup )
self.Task:Assign( ProcessUnit, ProcessUnit:GetPlayerName() )
end
end -- ACT_ASSIGN_MENU_ACCEPT
@@ -1,220 +0,0 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ![Banner Image](..\Images\deprecated.png)
-- ## ACT_ASSIST state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
-- ### ACT_ASSIST **Events**:
--
-- These are the events defined in this class:
--
-- * **Start**: The process is started.
-- * **Next**: The process is smoking the targets in the given zone.
--
-- ### ACT_ASSIST **Event methods**:
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
--
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ACT_ASSIST **States**:
--
-- * **None**: The controllable did not receive route commands.
-- * **AwaitSmoke (*)**: The process is awaiting to smoke the targets in the zone.
-- * **Smoking (*)**: The process is smoking the targets in the zone.
-- * **Failed (*)**: The process has failed.
--
-- (*) End states of the process.
--
-- ### ACT_ASSIST state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
-- If the state transition method returns false, then the processing of the state transition will not be done!
-- If you want to change the behaviour of the AIControllable at this event, return false,
-- but then you'll need to specify your own logic using the AIControllable!
--
-- * **After** the state transition.
-- 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.
--
-- ===
--
-- # 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 targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
-- At random intervals, a new target is smoked.
--
-- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor:
--
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
--
-- # 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
--
-- ===
--
-- @module Actions.Act_Assist
-- @image MOOSE.JPG
do -- ACT_ASSIST
--- ACT_ASSIST class
-- @type ACT_ASSIST
-- @extends Core.Fsm#FSM_PROCESS
ACT_ASSIST = {
ClassName = "ACT_ASSIST",
}
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIST self
-- @return #ACT_ASSIST
function ACT_ASSIST:New()
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ASSIST" ) ) -- Core.Fsm#FSM_PROCESS
self:AddTransition( "None", "Start", "AwaitSmoke" )
self:AddTransition( "AwaitSmoke", "Next", "Smoking" )
self:AddTransition( "Smoking", "Next", "AwaitSmoke" )
self:AddTransition( "*", "Stop", "Success" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddEndState( "Failed" )
self:AddEndState( "Success" )
self:SetStartState( "None" )
return self
end
--- Task Events
--- StateMachine callback function
-- @param #ACT_ASSIST self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIST:onafterStart( ProcessUnit, From, Event, To )
local ProcessGroup = ProcessUnit:GetGroup()
local MissionMenu = self:GetMission():GetMenu( ProcessGroup )
local function MenuSmoke( MenuParam )
local self = MenuParam.self
local SmokeColor = MenuParam.SmokeColor
self.SmokeColor = SmokeColor
self:__Next( 1 )
end
self.Menu = MENU_GROUP:New( ProcessGroup, "Target acquisition", MissionMenu )
self.MenuSmokeBlue = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop blue smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Blue } )
self.MenuSmokeGreen = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop green smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Green } )
self.MenuSmokeOrange = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Orange smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Orange } )
self.MenuSmokeRed = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop Red smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.Red } )
self.MenuSmokeWhite = MENU_GROUP_COMMAND:New( ProcessGroup, "Drop White smoke on targets", self.Menu, MenuSmoke, { self = self, SmokeColor = SMOKECOLOR.White } )
end
--- StateMachine callback function
-- @param #ACT_ASSIST self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIST:onafterStop( ProcessUnit, From, Event, To )
self.Menu:Remove() -- When stopped, remove the menus
end
end
do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
--- ACT_ASSIST_SMOKE_TARGETS_ZONE class
-- @type ACT_ASSIST_SMOKE_TARGETS_ZONE
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @field Core.Zone#ZONE_BASE TargetZone
-- @extends #ACT_ASSIST
ACT_ASSIST_SMOKE_TARGETS_ZONE = {
ClassName = "ACT_ASSIST_SMOKE_TARGETS_ZONE",
}
-- function ACT_ASSIST_SMOKE_TARGETS_ZONE:_Destructor()
-- self:E("_Destructor")
--
-- self.Menu:Remove()
-- self:EventRemoveAll()
-- end
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Core.Zone#ZONE_BASE TargetZone
function ACT_ASSIST_SMOKE_TARGETS_ZONE:New( TargetSetUnit, TargetZone )
local self = BASE:Inherit( self, ACT_ASSIST:New() ) -- #ACT_ASSIST
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
return self
end
function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( FsmSmoke )
self.TargetSetUnit = FsmSmoke.TargetSetUnit
self.TargetZone = FsmSmoke.TargetZone
end
--- Creates a new target smoking state machine. The process will request from the menu if it accepts the task, if not, the unit is removed from the simulator.
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
-- @param Core.Set#SET_UNIT TargetSetUnit
-- @param Core.Zone#ZONE_BASE TargetZone
-- @return #ACT_ASSIST_SMOKE_TARGETS_ZONE self
function ACT_ASSIST_SMOKE_TARGETS_ZONE:Init( TargetSetUnit, TargetZone )
self.TargetSetUnit = TargetSetUnit
self.TargetZone = TargetZone
return self
end
--- StateMachine callback function
-- @param #ACT_ASSIST_SMOKE_TARGETS_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To )
self.TargetSetUnit:ForEachUnit(
-- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then
SCHEDULER:New( self,
function()
if SmokeUnit:IsAlive() then
SmokeUnit:Smoke( self.SmokeColor, 150 )
end
end, {}, math.random( 10, 60 )
)
end
end
)
end
end
@@ -1,485 +0,0 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
--
-- ===
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
--
-- ## ACT_ROUTE state machine:
--
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
-- All derived classes from this class will start with the class name, followed by a \_. See the relevant derived class descriptions below.
-- Each derived class follows exactly the same process, using the same events and following the same state transitions,
-- but will have **different implementation behaviour** upon each event or state transition.
--
-- ### ACT_ROUTE **Events**:
--
-- These are the events defined in this class:
--
-- * **Start**: The process is started. The process will go into the Report state.
-- * **Report**: The process is reporting to the player the route to be followed.
-- * **Route**: The process is routing the controllable.
-- * **Pause**: The process is pausing the route of the controllable.
-- * **Arrive**: The controllable has arrived at a route point.
-- * **More**: There are more route points that need to be followed. The process will go back into the Report state.
-- * **NoMore**: There are no more route points that need to be followed. The process will go into the Success state.
--
-- ### ACT_ROUTE **Event methods**:
--
-- Event methods are available (dynamically allocated by the state machine), that accomodate for state transitions occurring in the process.
-- There are two types of event methods, which you can use to influence the normal mechanisms in the state machine:
--
-- * **Immediate**: The event method has exactly the name of the event.
-- * **Delayed**: The event method starts with a __ + the name of the event. The first parameter of the event method is a number value, expressing the delay in seconds when the event will be executed.
--
-- ### ACT_ROUTE **States**:
--
-- * **None**: The controllable did not receive route commands.
-- * **Arrived (*)**: The controllable has arrived at a route point.
-- * **Aborted (*)**: The controllable has aborted the route path.
-- * **Routing**: The controllable is understay to the route point.
-- * **Pausing**: The process is pausing the routing. AI air will go into hover, AI ground will stop moving. Players can fly around.
-- * **Success (*)**: All route points were reached.
-- * **Failed (*)**: The process has failed.
--
-- (*) End states of the process.
--
-- ### ACT_ROUTE state transition methods:
--
-- State transition functions can be set **by the mission designer** customizing or improving the behaviour of the state.
-- There are 2 moments when state transition methods will be called by the state machine:
--
-- * **Before** the state transition.
-- The state transition method needs to start with the name **OnBefore + the name of the state**.
-- If the state transition method returns false, then the processing of the state transition will not be done!
-- If you want to change the behaviour of the AIControllable at this event, return false,
-- but then you'll need to specify your own logic using the AIControllable!
--
-- * **After** the state transition.
-- 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.
--
-- ===
--
-- # 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 player receives on perioding times messages with the coordinates of the route to follow.
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
--
-- # 1.1) ACT_ROUTE_ZONE constructor:
--
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
--
-- # 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
--
-- ===
--
-- @module Actions.Act_Route
-- @image MOOSE.JPG
do -- ACT_ROUTE
--- ACT_ROUTE class
-- @type ACT_ROUTE
-- @field Tasking.Task#TASK TASK
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE Zone
-- @field Core.Point#COORDINATE Coordinate
-- @extends Core.Fsm#FSM_PROCESS
ACT_ROUTE = {
ClassName = "ACT_ROUTE",
}
--- Creates a new routing state machine. The process will route a CLIENT to a ZONE until the CLIENT is within that ZONE.
-- @param #ACT_ROUTE self
-- @return #ACT_ROUTE self
function ACT_ROUTE:New()
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_PROCESS:New( "ACT_ROUTE" ) ) -- Core.Fsm#FSM_PROCESS
self:AddTransition( "*", "Reset", "None" )
self:AddTransition( "None", "Start", "Routing" )
self:AddTransition( "*", "Report", "*" )
self:AddTransition( "Routing", "Route", "Routing" )
self:AddTransition( "Routing", "Pause", "Pausing" )
self:AddTransition( "Routing", "Arrive", "Arrived" )
self:AddTransition( "*", "Cancel", "Cancelled" )
self:AddTransition( "Arrived", "Success", "Success" )
self:AddTransition( "*", "Fail", "Failed" )
self:AddTransition( "", "", "" )
self:AddTransition( "", "", "" )
self:AddEndState( "Arrived" )
self:AddEndState( "Failed" )
self:AddEndState( "Cancelled" )
self:SetStartState( "None" )
self:SetRouteMode( "C" )
return self
end
--- Set a Cancel Menu item.
-- @param #ACT_ROUTE self
-- @return #ACT_ROUTE
function ACT_ROUTE:SetMenuCancel( MenuGroup, MenuText, ParentMenu, MenuTime, MenuTag )
self.CancelMenuGroupCommand = MENU_GROUP_COMMAND:New(
MenuGroup,
MenuText,
ParentMenu,
self.MenuCancel,
self
):SetTime( MenuTime ):SetTag( MenuTag )
ParentMenu:SetTime( MenuTime )
ParentMenu:Remove( MenuTime, MenuTag )
return self
end
--- Set the route mode.
-- There are 2 route modes supported:
--
-- * SetRouteMode( "B" ): Route mode is Bearing and Range.
-- * SetRouteMode( "C" ): Route mode is LL or MGRS according coordinate system setup.
--
-- @param #ACT_ROUTE self
-- @return #ACT_ROUTE
function ACT_ROUTE:SetRouteMode( RouteMode )
self.RouteMode = RouteMode
return self
end
--- Get the routing text to be displayed.
-- The route mode determines the text displayed.
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT Controllable
-- @return #string
function ACT_ROUTE:GetRouteText( Controllable )
local RouteText = ""
local Coordinate = nil -- Core.Point#COORDINATE
if self.Coordinate then
Coordinate = self.Coordinate
end
if self.Zone then
Coordinate = self.Zone:GetPointVec3( self.Altitude )
Coordinate:SetHeading( self.Heading )
end
local Task = self:GetTask() -- This is to dermine that the coordinates are for a specific task mode (A2A or A2G).
local CC = self:GetTask():GetMission():GetCommandCenter()
if CC then
if CC:IsModeWWII() then
-- Find closest reference point to the target.
local ShortestDistance = 0
local ShortestReferencePoint = nil
local ShortestReferenceName = ""
self:F( { CC.ReferencePoints } )
for ZoneName, Zone in pairs( CC.ReferencePoints ) do
self:F( { ZoneName = ZoneName } )
local Zone = Zone -- Core.Zone#ZONE
local ZoneCoord = Zone:GetCoordinate()
local ZoneDistance = ZoneCoord:Get2DDistance( Coordinate )
self:F( { ShortestDistance, ShortestReferenceName } )
if ShortestDistance == 0 or ZoneDistance < ShortestDistance then
ShortestDistance = ZoneDistance
ShortestReferencePoint = ZoneCoord
ShortestReferenceName = CC.ReferenceNames[ZoneName]
end
end
if ShortestReferencePoint then
RouteText = Coordinate:ToStringFromRP( ShortestReferencePoint, ShortestReferenceName, Controllable )
end
else
RouteText = Coordinate:ToString( Controllable, nil, Task )
end
end
return RouteText
end
function ACT_ROUTE:MenuCancel()
self:F("Cancelled")
self.CancelMenuGroupCommand:Remove()
self:__Cancel( 1 )
end
--- Task Events
--- StateMachine callback function
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ROUTE:onafterStart( ProcessUnit, From, Event, To )
self:__Route( 1 )
end
--- Check if the controllable has arrived.
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #boolean
function ACT_ROUTE:onfuncHasArrived( ProcessUnit )
return false
end
--- StateMachine callback function
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ROUTE:onbeforeRoute( ProcessUnit, From, Event, To )
if ProcessUnit:IsAlive() then
local HasArrived = self:onfuncHasArrived( ProcessUnit ) -- Polymorphic
if self.DisplayCount >= self.DisplayInterval then
self:T( { HasArrived = HasArrived } )
if not HasArrived then
self:Report()
end
self.DisplayCount = 1
else
self.DisplayCount = self.DisplayCount + 1
end
if HasArrived then
self:__Arrive( 1 )
else
self:__Route( 1 )
end
return HasArrived -- if false, then the event will not be executed...
end
return false
end
end -- ACT_ROUTE
do -- ACT_ROUTE_POINT
--- ACT_ROUTE_POINT class
-- @type ACT_ROUTE_POINT
-- @field Tasking.Task#TASK TASK
-- @extends #ACT_ROUTE
ACT_ROUTE_POINT = {
ClassName = "ACT_ROUTE_POINT",
}
--- Creates a new routing state machine.
-- The task will route a controllable to a Coordinate until the controllable is within the Range.
-- @param #ACT_ROUTE_POINT self
-- @param Core.Point#COORDINATE The Coordinate to Target.
-- @param #number Range The Distance to Target.
-- @param Core.Zone#ZONE_BASE Zone
function ACT_ROUTE_POINT:New( Coordinate, Range )
local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_POINT
self.Coordinate = Coordinate
self.Range = Range or 0
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
return self
end
--- Creates a new routing state machine.
-- The task will route a controllable to a Coordinate until the controllable is within the Range.
-- @param #ACT_ROUTE_POINT self
function ACT_ROUTE_POINT:Init( FsmRoute )
self.Coordinate = FsmRoute.Coordinate
self.Range = FsmRoute.Range or 0
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
self:SetStartState("None")
end
--- Set Coordinate
-- @param #ACT_ROUTE_POINT self
-- @param Core.Point#COORDINATE Coordinate The Coordinate to route to.
function ACT_ROUTE_POINT:SetCoordinate( Coordinate )
self:F2( { Coordinate } )
self.Coordinate = Coordinate
end
--- Get Coordinate
-- @param #ACT_ROUTE_POINT self
-- @return Core.Point#COORDINATE Coordinate The Coordinate to route to.
function ACT_ROUTE_POINT:GetCoordinate()
self:F2( { self.Coordinate } )
return self.Coordinate
end
--- Set Range around Coordinate
-- @param #ACT_ROUTE_POINT self
-- @param #number Range The Range to consider the arrival. Default is 10000 meters.
function ACT_ROUTE_POINT:SetRange( Range )
self:F2( { Range } )
self.Range = Range or 10000
end
--- Get Range around Coordinate
-- @param #ACT_ROUTE_POINT self
-- @return #number The Range to consider the arrival. Default is 10000 meters.
function ACT_ROUTE_POINT:GetRange()
self:F2( { self.Range } )
return self.Range
end
--- Method override to check if the controllable has arrived.
-- @param #ACT_ROUTE_POINT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #boolean
function ACT_ROUTE_POINT:onfuncHasArrived( ProcessUnit )
if ProcessUnit:IsAlive() then
local Distance = self.Coordinate:Get2DDistance( ProcessUnit:GetCoordinate() )
if Distance <= self.Range then
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived."
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
return true
end
end
return false
end
--- Task Events
--- StateMachine callback function
-- @param #ACT_ROUTE_POINT self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ROUTE_POINT:onafterReport( ProcessUnit, From, Event, To )
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
end
end -- ACT_ROUTE_POINT
do -- ACT_ROUTE_ZONE
--- ACT_ROUTE_ZONE class
-- @type ACT_ROUTE_ZONE
-- @field Tasking.Task#TASK TASK
-- @field Wrapper.Unit#UNIT ProcessUnit
-- @field Core.Zone#ZONE_BASE Zone
-- @extends #ACT_ROUTE
ACT_ROUTE_ZONE = {
ClassName = "ACT_ROUTE_ZONE",
}
--- Creates a new routing state machine. The task will route a controllable to a ZONE until the controllable is within that ZONE.
-- @param #ACT_ROUTE_ZONE self
-- @param Core.Zone#ZONE_BASE Zone
function ACT_ROUTE_ZONE:New( Zone )
local self = BASE:Inherit( self, ACT_ROUTE:New() ) -- #ACT_ROUTE_ZONE
self.Zone = Zone
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
return self
end
function ACT_ROUTE_ZONE:Init( FsmRoute )
self.Zone = FsmRoute.Zone
self.DisplayInterval = 30
self.DisplayCount = 30
self.DisplayMessage = true
self.DisplayTime = 10 -- 10 seconds is the default
end
--- Set Zone
-- @param #ACT_ROUTE_ZONE self
-- @param Core.Zone#ZONE_BASE Zone The Zone object where to route to.
-- @param #number Altitude
-- @param #number Heading
function ACT_ROUTE_ZONE:SetZone( Zone, Altitude, Heading ) -- R2.2 Added altitude and heading
self.Zone = Zone
self.Altitude = Altitude
self.Heading = Heading
end
--- Get Zone
-- @param #ACT_ROUTE_ZONE self
-- @return Core.Zone#ZONE_BASE Zone The Zone object where to route to.
function ACT_ROUTE_ZONE:GetZone()
return self.Zone
end
--- Method override to check if the controllable has arrived.
-- @param #ACT_ROUTE self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #boolean
function ACT_ROUTE_ZONE:onfuncHasArrived( ProcessUnit )
if ProcessUnit:IsInZone( self.Zone ) then
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", you have arrived within the zone."
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
end
return ProcessUnit:IsInZone( self.Zone )
end
--- Task Events
--- StateMachine callback function
-- @param #ACT_ROUTE_ZONE self
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @param #string Event
-- @param #string From
-- @param #string To
function ACT_ROUTE_ZONE:onafterReport( ProcessUnit, From, Event, To )
self:F( { ProcessUnit = ProcessUnit } )
local RouteText = "Task \"" .. self:GetTask():GetName() .. "\", " .. self:GetRouteText( ProcessUnit )
self:GetCommandCenter():MessageTypeToGroup( RouteText, ProcessUnit:GetGroup(), MESSAGE.Type.Update )
end
end -- ACT_ROUTE_ZONE
+1 -1
View File
@@ -372,7 +372,7 @@ CARGOS = {}
do -- CARGO
-- @type CARGO
--- @type CARGO
-- @extends Core.Fsm#FSM_PROCESS
-- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
-- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo.
+12 -2
View File
@@ -20,7 +20,7 @@
--
-- @module Core.ClientMenu
-- @image Core_Menu.JPG
-- last change: Jan 2025
-- last change: Sept 2025
-- TODO
----------------------------------------------------------------------------------------------------------------
@@ -417,7 +417,7 @@ end
CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER",
lid = "",
version = "0.1.6",
version = "0.1.7",
name = nil,
clientset = nil,
menutree = {},
@@ -806,6 +806,16 @@ function CLIENTMENUMANAGER:ResetMenuComplete()
return self
end
--- Remove the entry and all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteEntry(Entry,Client)
self:T(self.lid.."DeleteEntry")
return self:DeleteF10Entry(Entry,Client)
end
--- Remove the entry and all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
+19 -13
View File
@@ -577,13 +577,19 @@ do -- Zones and Pathlines
-- For a rectangular polygon drawing, we have the width (y) and height (x).
local w=objectData.width
local h=objectData.height
local rotation = UTILS.ToRadian(objectData.angle or 0)
-- Create points from center using with and height (width for y and height for x is a bit confusing, but this is how ED implemented it).
local points={}
points[1]={x=vec2.x-h/2, y=vec2.y+w/2} --Upper left
points[2]={x=vec2.x+h/2, y=vec2.y+w/2} --Upper right
points[3]={x=vec2.x+h/2, y=vec2.y-w/2} --Lower right
points[4]={x=vec2.x-h/2, y=vec2.y-w/2} --Lower left
local sinRot = math.sin(rotation)
local cosRot = math.cos(rotation)
local dx = h / 2
local dy = w / 2
local points = {
{ x = -dx * cosRot - (-dy * sinRot) + vec2.x, y = -dx * sinRot + (-dy * cosRot) + vec2.y },
{ x = dx * cosRot - (-dy * sinRot) + vec2.x, y = dx * sinRot + (-dy * cosRot) + vec2.y },
{ x = dx * cosRot - (dy * sinRot) + vec2.x, y = dx * sinRot + (dy * cosRot) + vec2.y },
{ x = -dx * cosRot - (dy * sinRot) + vec2.x, y = -dx * sinRot + (dy * cosRot) + vec2.y },
}
--local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY")
@@ -1112,7 +1118,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
else
self.STNS[stn] = UnitTemplate.name
self:I("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
self:T("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
end
end
if UnitTemplate.AddPropAircraft.SADL_TN then
@@ -1121,7 +1127,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
else
self.SADL[sadl] = UnitTemplate.name
self:I("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
self:T("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
end
end
end
@@ -1382,7 +1388,7 @@ function DATABASE:GetCoalitionFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CoalitionID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@@ -1394,7 +1400,7 @@ function DATABASE:GetCategoryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CategoryID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@@ -1406,7 +1412,7 @@ function DATABASE:GetCountryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CountryID
end
self:E("WARNING: Template does not exist for client "..tostring(ClientName))
self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil
end
@@ -1699,7 +1705,7 @@ function DATABASE:_EventOnBirth( Event )
if PlayerName then
-- Debug info.
self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
self:I(string.format("Player '%s' joined unit '%s' (%s) of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniTypeName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already.
if client == nil or (client and client:CountPlayers() == 0) then
@@ -1814,7 +1820,7 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
if Event.IniDCSUnit then
-- Player entering a CA slot
if Event.IniObjectCategory == 1 and Event.IniGroup and Event.IniGroup:IsGround() then
if Event.IniObjectCategory == 1 and Event.IniUnit and Event.IniUnit:IsGround() then
local IsPlayer = Event.IniDCSUnit:getPlayerName()
if IsPlayer then
+23 -39
View File
@@ -184,6 +184,7 @@ EVENT = {
ClassName = "EVENT",
ClassID = 0,
MissionEnd = false,
CreateMarkCoordinateOnEvent = false,
}
world.event.S_EVENT_NEW_CARGO = world.event.S_EVENT_MAX + 1000
@@ -339,14 +340,18 @@ EVENTS = {
-- @field #string WeaponName Name of the weapon.
-- @field DCS#Unit WeaponTgtDCSUnit Target DCS unit of the weapon.
--
-- @field Cargo.Cargo#CARGO Cargo The cargo object.
-- @field #string CargoName The name of the cargo object.
--
-- @field Core.Zone#ZONE Zone The zone object.
-- @field #string ZoneName The name of the zone.
--
-- @field Wrapper.DynamicCargo#DYNAMICCARGO IniDynamicCargo The dynamic cargo object.
-- @field #string IniDynamicCargoName The dynamic cargo unit name.
--
-- @field #number MarkCoalition Coalition of a marker (if any)
-- @field DCS#Vec3 MarkVec3 Position of a marker
-- @field #string MarkText Text content of a marker, if any
-- @field #number MarkID ID of the marker, for deletion
-- @field #number MarkGroupID Group ID of the group that created the marker
-- @field Core.Point#COORDINATE Coordinate object of the marker, only filled if EVENT.CreateMarkCoordinateOnEvent is set to true (off by default)
@@ -1063,36 +1068,6 @@ end
do -- Event Creation
--- Creation of a New Cargo Event.
-- @param #EVENT self
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
function EVENT:CreateEventNewCargo( Cargo )
self:F( { Cargo } )
local Event = {
id = EVENTS.NewCargo,
time = timer.getTime(),
cargo = Cargo,
}
world.onEvent( Event )
end
--- Creation of a Cargo Deletion Event.
-- @param #EVENT self
-- @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.
function EVENT:CreateEventDeleteCargo( Cargo )
self:F( { Cargo } )
local Event = {
id = EVENTS.DeleteCargo,
time = timer.getTime(),
cargo = Cargo,
}
world.onEvent( Event )
end
--- Creation of a New Zone Event.
-- @param #EVENT self
-- @param Core.Zone#ZONE_BASE Zone The Zone created.
@@ -1361,7 +1336,8 @@ function EVENT:onEvent( Event )
Event.IniDynamicCargoName = Event.IniUnitName
Event.IniPlayerName = string.match(Event.IniUnitName,"^(.+)|%d%d:%d%d|PKG%d+")
else
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
--Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
Event.IniUnit = STATIC:FindByName( Event.IniDCSUnitName, false )
end
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
@@ -1374,7 +1350,9 @@ function EVENT:onEvent( Event )
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = ( Event.IniDCSUnit and Event.IniDCSUnit.getName ) and Event.IniDCSUnit:getName() or "Scenery no name "..math.random(1,20000)
Event.IniUnitName = Event.IniDCSUnitName
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
local ID = (Event.IniDCSUnit and Event.IniDCSUnit.getID) and Event.IniDCSUnit:getID() or Event.IniDCSUnitName
Event.IniUnit = (_SCENERY ~= nil) and _SCENERY[ID] or nil
--Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
Event.IniCategory = (Event.IniDCSUnit and Event.IniDCSUnit.getDesc ) and Event.IniDCSUnit:getDesc().category
Event.IniTypeName = (Event.initiator and Event.initiator.isExist
and Event.initiator:isExist() and Event.IniDCSUnit and Event.IniDCSUnit.getTypeName) and Event.IniDCSUnit:getTypeName() or "SCENERY"
@@ -1475,10 +1453,12 @@ function EVENT:onEvent( Event )
-- SCENERY
---
Event.TgtDCSUnit = Event.target
Event.TgtDCSUnitName = Event.TgtDCSUnit.getName and Event.TgtDCSUnit.getName() or nil
Event.TgtDCSUnitName = Event.TgtDCSUnit.getName and Event.TgtDCSUnit:getName() or nil
if Event.TgtDCSUnitName~=nil then
Event.TgtUnitName = Event.TgtDCSUnitName
Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
local ID = (Event.TgtDCSUnit and Event.TgtDCSUnit.getID) and Event.TgtDCSUnit:getID() or Event.TgtDCSUnitName
--Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
Event.TgtUnit = (_SCENERY ~= nil) and _SCENERY[ID] or nil
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
end
@@ -1508,7 +1488,9 @@ function EVENT:onEvent( Event )
else
if Event.place:isExist() and Object.getCategory(Event.place) ~= Object.Category.SCENERY then
Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName()
if Event.Place then
Event.PlaceName=Event.Place:GetName()
end
end
end
end
@@ -1517,7 +1499,9 @@ function EVENT:onEvent( Event )
if Event.idx then
Event.MarkID=Event.idx
Event.MarkVec3=Event.pos
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
if self.CreateMarkCoordinateOnEvent == true then
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
end
Event.MarkText=Event.text
Event.MarkCoalition=Event.coalition
Event.IniCoalition=Event.coalition
+1
View File
@@ -79,6 +79,7 @@
do -- FSM
--- FSM class
-- @type FSM
-- @field #string ClassName Name of the class.
-- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler.
+43 -25
View File
@@ -50,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.1.3",
version = "0.1.5",
debug = false,
Casesensitive = true,
}
@@ -59,9 +59,8 @@ MARKEROPS_BASE = {
-- @param #MARKEROPS_BASE self
-- @param #string Tagname Name to identify us from the event text.
-- @param #table Keywords Table of keywords recognized from the event text.
-- @param #boolean Casesensitive (Optional) Switch case sensitive identification of Tagname. Defaults to true.
-- @return #MARKEROPS_BASE self
function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
function MARKEROPS_BASE:New(Tagname,Keywords)
-- Inherit FSM
local self=BASE:Inherit(self, FSM:New()) -- #MARKEROPS_BASE
@@ -72,11 +71,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
self.Keywords = Keywords or {} -- #table - might want to use lua regex here, too
self.debug = false
self.Casesensitive = true
if Casesensitive and Casesensitive == false then
self.Casesensitive = false
end
-----------------------
--- FSM Transitions ---
-----------------------
@@ -145,7 +140,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
end
--- (internal) Handle events.
--- (Internal) Handle events.
-- @param #MARKEROPS_BASE self
-- @param Core.Event#EVENTDATA Event
function MARKEROPS_BASE:OnEventMark(Event)
@@ -154,14 +149,7 @@ function MARKEROPS_BASE:OnEventMark(Event)
self:E("Skipping onEvent. Event or Event.idx unknown.")
return true
end
--position
local vec3={y=Event.pos.y, x=Event.pos.x, z=Event.pos.z}
local coord=COORDINATE:NewFromVec3(vec3)
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local coalition = Event.MarkCoalition
-- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then
@@ -170,8 +158,14 @@ function MARKEROPS_BASE:OnEventMark(Event)
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
local coord=COORDINATE:NewFromVec3({y=Event.pos.y, x=Event.pos.x, z=Event.pos.z})
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
end
end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
@@ -180,8 +174,14 @@ function MARKEROPS_BASE:OnEventMark(Event)
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
local coord=COORDINATE:NewFromVec3({y=Event.pos.y, x=Event.pos.x, z=Event.pos.z})
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark changed at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
end
end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
@@ -196,15 +196,17 @@ function MARKEROPS_BASE:OnEventMark(Event)
end
end
--- (internal) Match tag.
--- (Internal) Match tag.
-- @param #MARKEROPS_BASE self
-- @param #string Eventtext Text added to the marker.
-- @return #boolean
function MARKEROPS_BASE:_MatchTag(Eventtext)
local matches = false
if not self.Casesensitive then
--self:I(self.lid .. "Casesensitive "..tostring(self.Casesensitive))
if self.Casesensitive == false then
--self:I(self.lid .. "Marker non-casesensitive "..Eventtext)
local type = string.lower(self.Tag) -- #string
if string.find(string.lower(Eventtext),type) then
if string.find(string.lower(Eventtext),type,1,true) then
matches = true --event text contains tag
end
else
@@ -216,7 +218,7 @@ function MARKEROPS_BASE:_MatchTag(Eventtext)
return matches
end
--- (internal) Match keywords table.
--- (Internal) Match keywords table.
-- @param #MARKEROPS_BASE self
-- @param #string Eventtext Text added to the marker.
-- @return #table
@@ -281,6 +283,22 @@ function MARKEROPS_BASE:onenterStopped(From,Event,To)
self:UnHandleEvent(EVENTS.MarkRemoved)
end
--- Switch off case sensitive matching
-- @param #MARKEROPS_BASE self
-- @return self
function MARKEROPS_BASE:SwitchCaseSensitiveOff()
self.Casesensitive = false
return self
end
--- Switch on case sensitive matching
-- @param #MARKEROPS_BASE self
-- @return self
function MARKEROPS_BASE:SwitchCaseSensitiveOn()
self.Casesensitive = true
return self
end
--------------------------------------------------------------------------
-- MARKEROPS_BASE Class Definition End.
--------------------------------------------------------------------------
+7 -7
View File
@@ -452,7 +452,7 @@ end
_MESSAGESRS = {}
--- Set up MESSAGE generally to allow Text-To-Speech via SRS and TTS functions. `SetMSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #string PathToSRS (optional) Path to SRS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone" or your configuration file setting.
-- @param #string PathToSRS (optional) Path to SRS TTS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone\\ExternalAudio" or your configuration file setting.
-- @param #number Port Port (optional) number of SRS, defaults to 5002 or your configuration file setting.
-- @param #string PathToCredentials (optional) Path to credentials file for Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
@@ -468,13 +468,13 @@ _MESSAGESRS = {}
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate,Backend)
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
_MESSAGESRS.frequency = Frequency or MSRS.frequencies or 243
_MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM
@@ -535,7 +535,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
@@ -567,7 +567,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSBlue()
--
@@ -589,7 +589,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSRed()
--
@@ -611,7 +611,7 @@ end
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSAll()
--
+79 -4
View File
@@ -49,7 +49,7 @@
--
-- # Mark on F10 map
--
-- The ponints of the PATHLINE can be marked on the F10 map with the @{#PATHLINE.MarkPoints}(`true`) function. The mark points contain information of the surface type, land height and
-- The points of the PATHLINE can be marked on the F10 map with the @{#PATHLINE.MarkPoints}(`true`) function. The mark points contain information of the surface type, land height and
-- water depth.
--
-- To remove the marks, use @{#PATHLINE.MarkPoints}(`false`).
@@ -69,11 +69,12 @@ PATHLINE = {
-- @field #number landHeight Land height in meters.
-- @field #number depth Water depth in meters.
-- @field #number markerID Marker ID.
-- @field #number lineID Line marker ID.
--- PATHLINE class version.
-- @field #string version
PATHLINE.version="0.1.1"
PATHLINE.version="0.2.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -301,18 +302,42 @@ function PATHLINE:GetPoint2DFromIndex(n)
return nil
end
--- Calculate the length of the line.
-- @param #PATHLINE self
-- @param #boolean Project2D Calculate 2D distance between points.
-- @return #number Length in meters.
function PATHLINE:GetLength(Project2D)
local l=0
local np=#self.points
for i=1,np-1 do
local p1=self.points[i] --#PATHLINE.Point
local p2=self.points[i+1] --#PATHLINE.Point
if Project2D then
l=l+UTILS.VecDist2D(p1.vec2, p2.vec2)
else
l=l+UTILS.VecDist3D(p1.vec3, p2.vec3)
end
end
return l
end
--- Mark points on F10 map.
-- @param #PATHLINE self
-- @param #boolean Switch If `true` or nil, set marks. If `false`, remove marks.
-- @return <DCS#Vec3> List of DCS#Vec3 points.
-- @return #PATHLINE self
function PATHLINE:MarkPoints(Switch)
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if Switch==false then
if point.markerID then
UTILS.RemoveMark(point.markerID, Delay)
UTILS.RemoveMark(point.markerID)
end
else
@@ -329,6 +354,56 @@ function PATHLINE:MarkPoints(Switch)
end
end
return self
end
--- Draw line on F10 map.
-- @param #PATHLINE self
-- @param #number Recipient Recipent of the line: -1=All.
-- @param #table Color Color as RGB table plus alpha value. Default {1, 0, 0, 1.0}.
-- @param #number LineType Line type: 1=Solid (default).
-- @return #PATHLINE self
function PATHLINE:DrawLine(Recipient, Color, LineType)
-- Input
Recipient= Recipient or -1
Color= Color or {1,0,0, 1.0}
LineType=LineType or 1
local ReadOnly=false
local np=#self.points
for i=1,np-1 do
local p1=self.points[i] --#PATHLINE.Point
local p2=self.points[i+1] --#PATHLINE.Point
p1.lineID = UTILS.GetMarkID()
trigger.action.lineToAll(Recipient, p1.lineID, p1.vec3, p2.vec3, Color, LineType, ReadOnly, "")
end
return self
end
--- Remove line on F10 map.
-- @param #PATHLINE self
-- @param #number Delay Delay in seconds before line is removed.
-- @return #PATHLINE self
function PATHLINE:UnDrawLine(Delay)
local np=#self.points
for _,_point in pairs(self.points) do
local p=_point --#PATHLINE.Point
if p.lineID then
UTILS.RemoveMark(p.lineID, Delay)
end
end
return self
end
+173 -173
View File
@@ -3,8 +3,6 @@
-- ## Features:
--
-- * Provides a COORDINATE class, which allows to manage points in 3D space and perform various operations on it.
-- * Provides a POINT\_VEC2 class, which is derived from COORDINATE, and allows to manage points in 3D space, but from a Lat/Lon and Altitude perspective.
-- * Provides a POINT\_VEC3 class, which is derived from COORDINATE, and allows to manage points in 3D space, but from a X, Z and Y vector perspective.
--
-- ===
--
@@ -59,6 +57,10 @@ do -- COORDINATE
-- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange.
-- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white.
-- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green.
-- * @{#COORDINATE.SetSmokeOffsetDirection}(): To set an offset point direction for smoke.
-- * @{#COORDINATE.SetSmokeOffsetDistance}(): To set an offset point distance for smoke.
-- * @{#COORDINATE.SwitchSmokeOffsetOn}(): To set an offset point for smoke to on.
-- * @{#COORDINATE.SwitchSmokeOffsetOff}(): To set an offset point for smoke to off.
--
-- ## 2.2) Flare
--
@@ -773,7 +775,9 @@ do -- COORDINATE
-- @return DCS#Vec2 Vec2
function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } )
math.random()
math.random()
math.random()
local Theta = 2 * math.pi * math.random()
local Radials = math.random() + math.random()
if Radials > 1 then
@@ -833,6 +837,26 @@ do -- COORDINATE
return land.getHeight( Vec2 )
end
--- Returns a table of DCS#Vec3 points representing the terrain profile between two points.
-- @param #COORDINATE self
-- @param Destination DCS#Vec3 Ending point of the profile.
-- @return #table DCS#Vec3 table of the profile
function COORDINATE:GetLandProfileVec3(Destination)
return land.profile(self:GetVec3(), Destination)
end
--- Returns a table of #COORDINATE representing the terrain profile between two points.
-- @param #COORDINATE self
-- @param Destination #COORDINATE Ending coordinate of the profile.
-- @return #table #COORDINATE table of the profile
function COORDINATE:GetLandProfileCoordinates(Destination)
local points = self:GetLandProfileVec3(Destination:GetVec3())
local coords = {}
for _, point in ipairs(points) do
table.insert(coords, COORDINATE:NewFromVec3(point))
end
return coords
end
--- Set the heading of the coordinate, if applicable.
-- @param #COORDINATE self
@@ -1611,6 +1635,7 @@ do -- COORDINATE
if AirbaseCategory == Airbase.Category.SHIP or AirbaseCategory == Airbase.Category.HELIPAD then
RoutePoint.linkUnit = AirbaseID
RoutePoint.helipadId = AirbaseID
RoutePoint.airdromeId = airbase:IsAirdrome() and AirbaseID or nil
elseif AirbaseCategory == Airbase.Category.AIRDROME then
RoutePoint.airdromeId = AirbaseID
else
@@ -2033,6 +2058,40 @@ do -- COORDINATE
return Path, Way, GotPath
end
--- Returns a table of coordinates to a destination using only roads or railroads.
-- The first point is the closest point on road of the given coordinate.
-- By default, the last point is the closest point on road of the ToCoord. Hence, the coordinate itself and the final ToCoord are not necessarily included in the path.
-- @param #COORDINATE self
-- @param #COORDINATE ToCoord Coordinate of destination.
-- @param #boolean IncludeEndpoints (Optional) Include the coordinate itself and the ToCoordinate in the path.
-- @param #boolean Railroad (Optional) If true, path on railroad is returned. Default false.
-- @return Core.Pathline#PATHLINE Pathline containing the points on road. If no path on road can be found, nil is returned or just the endpoints.
function COORDINATE:GetPathlineOnRoad(ToCoord, IncludeEndpoints, Railroad)
-- Set road type.
local RoadType="roads"
if Railroad==true then
RoadType="railroads"
end
-- DCS API function returning a table of vec2.
local path = land.findPathOnRoads(RoadType, self.x, self.z, ToCoord.x, ToCoord.z)
if IncludeEndpoints then
path=path or {}
table.insert(path, 1, self:GetVec2())
table.insert(path, ToCoord:GetVec2())
end
local pathline=nil
if path then
pathline=PATHLINE:NewFromVec2Array(RoadType, path)
end
return pathline
end
--- Gets the surface type at the coordinate.
-- @param #COORDINATE self
@@ -2124,21 +2183,32 @@ do -- COORDINATE
-- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
-- @param #number Delay (Optional) Delay before the smoke is started in seconds.
-- @param #string Name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
-- @param #boolean Offset (Optional) If true, offset the smokle a bit.
-- @param #number Direction (Optional) If Offset is true this is the direction of the offset, 1-359 (degrees). Default random.
-- @param #number Distance (Optional) If Offset is true this is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:Smoke( SmokeColor, Duration, Delay, Name)
self:F2( { SmokeColor, Name, Duration, Delay } )
function COORDINATE:Smoke( SmokeColor, Duration, Delay, Name, Offset,Direction,Distance)
self:F2( { SmokeColor, Name, Duration, Delay, Offset } )
SmokeColor=SmokeColor or SMOKECOLOR.Green
if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.Smoke, self, SmokeColor, Duration, 0, Name)
self:ScheduleOnce(Delay, COORDINATE.Smoke, self, SmokeColor, Duration, 0, Name, Direction,Distance)
else
-- Create a name which is used to stop the smoke manually
self.firename = Name or "Smoke-"..math.random(1,100000)
-- Create smoke
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
if Offset or self.SmokeOffset then
local Angle = Direction or self:GetSmokeOffsetDirection()
local Distance = Distance or self:GetSmokeOffsetDistance()
local newpos = self:Translate(Distance,Angle,true,false)
local newvec3 = newpos:GetVec3()
trigger.action.smoke( newvec3, SmokeColor, self.firename )
else
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
end
-- Stop smoke
if Duration and Duration>0 then
@@ -2148,6 +2218,72 @@ do -- COORDINATE
return self
end
--- Get the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Direction in degrees.
function COORDINATE:GetSmokeOffsetDirection()
local direction = self.SmokeOffsetDirection or math.random(1,359)
return direction
end
--- Set the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Direction (Optional) This is the direction of the offset, 1-359 (degrees). Default random.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDirection(Direction)
if self then
self.SmokeOffsetDirection = Direction or math.random(1,359)
return self
else
COORDINATE.SmokeOffsetDirection = Direction or math.random(1,359)
end
end
--- Get the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Distance Distance in meters.
function COORDINATE:GetSmokeOffsetDistance()
local distance = self.SmokeOffsetDistance or math.random(10,20)
return distance
end
--- Set the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Distance (Optional) This is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDistance(Distance)
if self then
self.SmokeOffsetDistance = Distance or math.random(10,20)
return self
else
COORDINATE.SmokeOffsetDistance = Distance or math.random(10,20)
end
end
--- Set the offset on when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOn()
if self then
self.SmokeOffset = true
return self
else
COORDINATE.SmokeOffset = true
end
end
--- Set the offset off when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOff()
if self then
self.SmokeOffset = false
return self
else
COORDINATE.SmokeOffset = false
end
end
--- Stops smoking the point in a color.
-- @param #COORDINATE self
@@ -3145,7 +3281,6 @@ do -- COORDINATE
return delta/60
end
--- Return a BR string from a COORDINATE to the COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
@@ -3159,6 +3294,20 @@ do -- COORDINATE
local Distance = self:Get2DDistance( FromCoordinate )
return "BR, " .. self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar, Precision )
end
--- Return a Bearing string from a COORDINATE to the (self) COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, also get angle in MagVar for BR/BRA
-- @param #number Precision Rounding precision, currently full km as default (=0)
-- @return #string The BR text.
function COORDINATE:ToStringBearing( FromCoordinate, Settings, MagVar, Precision )
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
--local Distance = self:Get2DDistance( FromCoordinate )
return self:GetBearingText(AngleRadians,Precision,Settings,MagVar)
end
--- Return a BRA string from a COORDINATE to the COORDINATE.
-- @param #COORDINATE self
@@ -3716,173 +3865,24 @@ do -- COORDINATE
function COORDINATE:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
return COORDINATE:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
end
end
do
--- The POINT_VEC3 class
-- @type POINT_VEC3
-- @field #number x The x coordinate in 3D space.
-- @field #number y The y coordinate in 3D space.
-- @field #number z The z COORDINATE in 3D space.
-- @field Utilities.Utils#SMOKECOLOR SmokeColor
-- @field Utilities.Utils#FLARECOLOR FlareColor
-- @field #POINT_VEC3.RoutePointAltType RoutePointAltType
-- @field #POINT_VEC3.RoutePointType RoutePointType
-- @field #POINT_VEC3.RoutePointAction RoutePointAction
-- @extends #COORDINATE
--- Defines a 3D point in the simulator and with its methods, you can use or manipulate the point in 3D space.
--
-- **DEPRECATED - PLEASE USE COORDINATE!**
--
-- **Important Note:** Most of the functions in this section were taken from MIST, and reworked to OO concepts.
-- In order to keep the credibility of the the author,
-- I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors,
-- who you can find on the Eagle Dynamics Forums.
--
--
-- ## POINT_VEC3 constructor
--
-- A new POINT_VEC3 object can be created with:
--
-- * @{#POINT_VEC3.New}(): a 3D point.
-- * @{#POINT_VEC3.NewFromVec3}(): a 3D point created from a @{DCS#Vec3}.
--
--
-- ## Manupulate the X, Y, Z coordinates of the POINT_VEC3
--
-- A POINT_VEC3 class works in 3D space. It contains internally an X, Y, Z coordinate.
-- Methods exist to manupulate these coordinates.
--
-- The current X, Y, Z axis can be retrieved with the methods @{#POINT_VEC3.GetX}(), @{#POINT_VEC3.GetY}(), @{#POINT_VEC3.GetZ}() respectively.
-- The methods @{#POINT_VEC3.SetX}(), @{#POINT_VEC3.SetY}(), @{#POINT_VEC3.SetZ}() change the respective axis with a new value.
-- The current axis values can be changed by using the methods @{#POINT_VEC3.AddX}(), @{#POINT_VEC3.AddY}(), @{#POINT_VEC3.AddZ}()
-- to add or substract a value from the current respective axis value.
-- Note that the Set and Add methods return the current POINT_VEC3 object, so these manipulation methods can be chained... For example:
--
-- local Vec3 = PointVec3:AddX( 100 ):AddZ( 150 ):GetVec3()
--
--
-- ## 3D calculation methods
--
-- Various calculation methods exist to use or manipulate 3D space. Find below a short description of each method:
--
--
-- ## Point Randomization
--
-- Various methods exist to calculate random locations around a given 3D point.
--
-- * @{#POINT_VEC3.GetRandomPointVec3InRadius}(): Provides a random 3D point around the current 3D point, in the given inner to outer band.
--
--
-- @field #POINT_VEC3
POINT_VEC3 = {
ClassName = "POINT_VEC3",
Metric = true,
RoutePointAltType = {
BARO = "BARO",
},
RoutePointType = {
TakeOffParking = "TakeOffParking",
TurningPoint = "Turning Point",
},
RoutePointAction = {
FromParkingArea = "From Parking Area",
TurningPoint = "Turning Point",
},
}
--- RoutePoint AltTypes
-- @type POINT_VEC3.RoutePointAltType
-- @field BARO "BARO"
--- RoutePoint Types
-- @type POINT_VEC3.RoutePointType
-- @field TakeOffParking "TakeOffParking"
-- @field TurningPoint "Turning Point"
--- RoutePoint Actions
-- @type POINT_VEC3.RoutePointAction
-- @field FromParkingArea "From Parking Area"
-- @field TurningPoint "Turning Point"
-- Constructor.
--- Create a new POINT_VEC3 object.
-- @param #POINT_VEC3 self
-- @param DCS#Distance x The x coordinate of the Vec3 point, pointing to the North.
-- @param DCS#Distance y The y coordinate of the Vec3 point, pointing Upwards.
-- @param DCS#Distance z The z coordinate of the Vec3 point, pointing to the Right.
-- @return Core.Point#POINT_VEC3
function POINT_VEC3:New( x, y, z )
local self = BASE:Inherit( self, COORDINATE:New( x, y, z ) ) -- Core.Point#POINT_VEC3
self:F2( self )
return self
end
end
do
--- @type POINT_VEC2
-- @field DCS#Distance x The x coordinate in meters.
-- @field DCS#Distance y the y coordinate in meters.
-- @extends Core.Point#COORDINATE
--- Defines a 2D point in the simulator. The height coordinate (if needed) will be the land height + an optional added height specified.
--
-- **DEPRECATED - PLEASE USE COORDINATE!**
--
-- ## POINT_VEC2 constructor
--
-- A new POINT_VEC2 instance can be created with:
--
-- * @{Core.Point#POINT_VEC2.New}(): a 2D point, taking an additional height parameter.
-- * @{Core.Point#POINT_VEC2.NewFromVec2}(): a 2D point created from a @{DCS#Vec2}.
--
-- ## Manupulate the X, Altitude, Y coordinates of the 2D point
--
-- A POINT_VEC2 class works in 2D space, with an altitude setting. It contains internally an X, Altitude, Y coordinate.
-- Methods exist to manupulate these coordinates.
--
-- The current X, Altitude, Y axis can be retrieved with the methods @{#POINT_VEC2.GetX}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetY}() respectively.
-- The methods @{#POINT_VEC2.SetX}(), @{#POINT_VEC2.SetAlt}(), @{#POINT_VEC2.SetY}() change the respective axis with a new value.
-- The current Lat(itude), Alt(itude), Lon(gitude) values can also be retrieved with the methods @{#POINT_VEC2.GetLat}(), @{#POINT_VEC2.GetAlt}(), @{#POINT_VEC2.GetLon}() respectively.
-- The current axis values can be changed by using the methods @{#POINT_VEC2.AddX}(), @{#POINT_VEC2.AddAlt}(), @{#POINT_VEC2.AddY}()
-- to add or substract a value from the current respective axis value.
-- Note that the Set and Add methods return the current POINT_VEC2 object, so these manipulation methods can be chained... For example:
--
-- local Vec2 = PointVec2:AddX( 100 ):AddY( 2000 ):GetVec2()
--
-- @field #POINT_VEC2
POINT_VEC2 = {
ClassName = "POINT_VEC2",
}
--- POINT_VEC2 constructor.
-- @param #POINT_VEC2 self
-- @param DCS#Distance x The x coordinate of the Vec3 point, pointing to the North.
-- @param DCS#Distance y The y coordinate of the Vec3 point, pointing to the Right.
-- @param DCS#Distance LandHeightAdd (optional) The default height if required to be evaluated will be the land height of the x, y coordinate. You can specify an extra height to be added to the land height.
-- @return Core.Point#POINT_VEC2
function POINT_VEC2:New( x, y, LandHeightAdd )
local LandHeight = land.getHeight( { ["x"] = x, ["y"] = y } )
LandHeightAdd = LandHeightAdd or 0
LandHeight = LandHeight + LandHeightAdd
local self = BASE:Inherit( self, COORDINATE:New( x, LandHeight, y ) ) -- Core.Point#POINT_VEC2
self:F2( self )
return self
--- Search for clear zones in a given area. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #number SearchRadius Radius of the search area.
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of Core.Point#COORDINATE that are clear of map objects within the given PosRadius. nil if no positions are found.
function COORDINATE:GetSimpleZones(SearchRadius, PosRadius, NumPositions)
local clearPositions = UTILS.GetSimpleZones(self:GetVec3(), SearchRadius, PosRadius, NumPositions)
if clearPositions and #clearPositions > 0 then
local coords = {}
for _, pos in pairs(clearPositions) do
local coord = COORDINATE:NewFromVec2(pos)
table.insert(coords, coord)
end
return coords
end
return nil
end
end
@@ -175,7 +175,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local Name = Info.name or "?"
local ErrorHandler = function( errmsg )
env.info( "Error in timer function: " .. errmsg )
env.info( "Error in timer function: " .. errmsg or "" )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
@@ -326,7 +326,7 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule.ScheduleID then
if Schedule and Schedule.ScheduleID then
self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
File diff suppressed because it is too large Load Diff
+32 -1
View File
@@ -1049,6 +1049,23 @@ function SPAWN:InitSetUnitAbsolutePositions(Positions)
return self
end
--- Uses Disposition and other fallback logic to find better ground positions for ground units.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
-- @param #SPAWN self
-- @param #boolean OnOff Enable/disable the feature.
-- @param #number MaxRadius (Optional) Max radius to search for valid ground locations in meters. Default is double the max radius of the units.
-- @param #number Spacing (Optional) Minimum spacing between units in meters. Default is 5% of the search radius or 5 meters, whichever is larger.
-- @return #SPAWN
function SPAWN:InitValidateAndRepositionGroundUnits(OnOff, MaxRadius, Spacing)
self.SpawnValidateAndRepositionGroundUnits = OnOff
self.SpawnValidateAndRepositionGroundUnitsRadius = MaxRadius
self.SpawnValidateAndRepositionGroundUnitsSpacing = Spacing
return self
end
--- This method is rather complicated to understand. But I'll try to explain.
-- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor,
-- but they will all follow the same Template route and have the same prefix name.
@@ -1650,6 +1667,9 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
-- If RandomizeUnits, then Randomize the formation at the start point.
if self.SpawnRandomizeUnits then
if self.SpawnRandomizePosition then
PointVec3 = COORDINATE:New( SpawnTemplate.x, SpawnTemplate.route.points[1].alt, SpawnTemplate.y )
end
for UnitID = 1, #SpawnTemplate.units do
local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
if (SpawnZone) then
@@ -1829,7 +1849,13 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if self.SpawnHiddenOnMap then
SpawnTemplate.hidden=self.SpawnHiddenOnMap
end
if self.SpawnValidateAndRepositionGroundUnits then
local units = SpawnTemplate.units
local gPos = { x = SpawnTemplate.x, y = SpawnTemplate.y }
UTILS.ValidateAndRepositionGroundUnits(units, gPos, self.SpawnValidateAndRepositionGroundUnitsRadius, self.SpawnValidateAndRepositionGroundUnitsSpacing)
end
-- Set country, coalition and category.
SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID
@@ -3495,6 +3521,11 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
max = 18
ctable = CALLSIGN.F15E
end
if SpawnTemplate.units[1].type == "A6E" then
min = 4
max = 18
ctable = CALLSIGN.Intruder
end
local callsignnr = math.random(min,max)
local callsignname = "Enfield"
for name, value in pairs(ctable) do
+90 -4
View File
@@ -149,6 +149,7 @@ function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
self.StaticCopyFrom = SpawnTemplateName
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
@@ -302,12 +303,16 @@ end
-- @param #number CallsignID Callsign ID. Default 1 (="London").
-- @param #number Frequency Frequency in MHz. Default 127.5 MHz.
-- @param #number Modulation Modulation 0=AM, 1=FM.
-- @param #boolean DynamicSpawns If true, allow Dynamic Spawns
-- @param #boolean DynamicHotStarts If true, and DynamicSpawns is true, then allow Dynamic Spawns with hot starts.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation)
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation, DynamicSpawns,DynamicHotStarts)
self.InitFarp=true
self.InitFarpCallsignID=CallsignID or 1
self.InitFarpFreq=Frequency or 127.5
self.InitFarpModu=Modulation or 0
self.InitFarpDynamicSpawns = DynamicSpawns
self.InitFarpDynamicHotStarts = (DynamicSpawns == true and DynamicHotStarts == true) and true or nil
return self
end
@@ -329,6 +334,31 @@ function SPAWNSTATIC:InitCargo(IsCargo)
return self
end
--- Hide the static on the map view (visible to game master slots!).
-- @param #SPAWN self
-- @param #boolean OnOff Defaults to true
-- @return #SPAWN The SPAWN object
function SPAWNSTATIC:InitHiddenOnMap(OnOff)
self.SpawnHiddenOnMap = OnOff == false and false or true
return self
end
--- Hide the static on MFDs (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWNSTATIC:InitHiddenOnMFD()
self.SpawnHiddenOnMFD = true
return self
end
--- Hide the static on planner (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWNSTATIC:InitHiddenOnPlanner()
self.SpawnHiddenOnPlanner = true
return self
end
--- Initialize as dead.
-- @param #SPAWNSTATIC self
-- @param #boolean IsDead If true, this static is dead.
@@ -373,6 +403,20 @@ function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
return self
end
--- Uses Disposition and other fallback logic to find a better and valid ground spawn position.
--- NOTE: This is not a spawn randomizer.
--- It will try to a find clear ground location avoiding trees, water, roads, runways, map scenery, other statics and other units in the area.
--- Uses the initial position if it's a valid location.
-- @param #SPAWNSTATIC self
-- @param #boolean OnOff Enable/disable the feature.
-- @param #number MaxRadius (Optional) Max radius to search for a valid ground location in meters. Default is 10 times the max radius of the static.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitValidateAndRepositionStatic(OnOff, MaxRadius)
self.ValidateAndRepositionStatic = OnOff
self.ValidateAndRepositionStaticMaxRadius = MaxRadius
return self
end
--- Allows to place a CallFunction hook when a new static spawns.
-- The provided method will be called when a new group is spawned, including its given parameters.
-- The first parameter of the SpawnFunction is the @{Wrapper.Static#STATIC} that was spawned.
@@ -459,8 +503,9 @@ end
function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone.
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
--local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
local Static = self:SpawnFromCoordinate(Zone:GetCoordinate(), Heading, NewName)
return Static
end
@@ -513,6 +558,19 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template.mass=self.InitStaticCargoMass
end
-- hiding options
if self.SpawnHiddenOnPlanner then
Template.hiddenOnPlanner=true
end
if self.SpawnHiddenOnMFD then
Template.hiddenOnMFD=true
end
if self.SpawnHiddenOnMap then
Template.hidden=self.SpawnHiddenOnMap
end
if self.InitLinkUnit then
Template.linkUnit=self.InitLinkUnit:GetID()
Template.linkOffset=true
@@ -538,6 +596,14 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- Add static to the game.
local Static=nil --DCS#StaticObject
if self.ValidateAndRepositionStatic then
local validPos = UTILS.ValidateAndRepositionStatic(CountryID, Template.category, Template.type, Template, Template.shape_name, self.ValidateAndRepositionStaticMaxRadius)
if validPos then
Template.x = validPos.x
Template.y = validPos.y
end
end
if self.InitFarp then
local TemplateGroup={}
@@ -549,6 +615,13 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
if self.InitFarpDynamicSpawns == true then
TemplateGroup.units[1].dynamicSpawn = true
if self.InitFarpDynamicHotStarts == true then
TemplateGroup.units[1].allowHotStart = true
end
end
self:T("Spawning FARP")
self:T({Template=Template})
@@ -556,7 +629,8 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup)
--Static=coalition.addStaticObject(CountryID, Template)
-- Currently DCS 2.8 does not trigger birth events if FARPS are spawned!
-- We create such an event. The airbase is registered in Core.Event
local Event = {
@@ -594,6 +668,18 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- delay calling this for .3 seconds so that it hopefully comes after the BIRTH event of the group.
self:ScheduleOnce(0.3, self.SpawnFunctionHook, mystatic, unpack(self.SpawnFunctionArguments))
end
if self.StaticCopyFrom ~= nil then
mystatic.StaticCopyFrom = self.StaticCopyFrom
end
local TemplateGroup={}
TemplateGroup.units={}
TemplateGroup.units[1]=Template
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
_DATABASE:_RegisterStaticTemplate( TemplateGroup, self.CoalitionID, self.CategoryID, CountryID )
return mystatic
end
File diff suppressed because it is too large Load Diff
+147 -29
View File
@@ -70,6 +70,7 @@
-- @field #table Table of any trigger zone properties from the ME. The key is the Name of the property, and the value is the property's Value.
-- @field #number Surface Type of surface. Only determined at the center of the zone!
-- @field #number Checktime Check every Checktime seconds, used for ZONE:Trigger()
-- @field #boolean PartlyInside When called, a GROUP is considered inside as soon as any of its units enters the zone even if they are far apart.
-- @extends Core.Fsm#FSM
@@ -534,6 +535,19 @@ function ZONE_BASE:GetZoneProbability()
return self.ZoneProbability
end
--- Get the coordinate on the radius of the zone nearest to Outsidecoordinate. Useto e.g. find an ingress point.
-- @param #ZONE_BASE self
-- @param Core.Point#COORDINATE Outsidecoordinate The coordinate outside of the zone from where to look.
-- @return Core.Point#COORDINATE CoordinateOnRadius
function ZONE_BASE:FindNearestCoordinateOnRadius(Outsidecoordinate)
local Vec1 = self:GetVec2()
local Radius = self:GetRadius()
local Vec2 = Outsidecoordinate:GetVec2()
local Point = UTILS.FindNearestPointOnCircle(Vec1,Radius,Vec2)
local rc = COORDINATE:NewFromVec2(Point)
return rc
end
--- Get the zone taking into account the randomization probability of a zone to be selected.
-- @param #ZONE_BASE self
-- @return #ZONE_BASE The zone is selected taking into account the randomization probability factor.
@@ -599,6 +613,8 @@ end
--
-- -- Stop watching the zone after 1 hour
-- triggerzone:__TriggerStop(3600)
-- -- Call :SetPartlyInside() if you use SET_GROUP to count as inside when any of their units enters even when they are far apart.
-- -- Make sure to call :SetPartlyInside() before :Trigger()!
function ZONE_BASE:Trigger(Objects)
--self:I("Added Zone Trigger")
self:SetStartState("TriggerStopped")
@@ -667,6 +683,16 @@ function ZONE_BASE:Trigger(Objects)
end
--- Toggle “partly-inside” handling for this zone. To be used before :Trigger().
-- * Default:* flag is **false** until you call the method.
-- * Call with no argument or with **true** → enable.
-- * Call with **false** → disable again (handy if it was enabled before).
-- @param #ZONE_BASE self
-- @return #ZONE_BASE self
function ZONE_BASE:SetPartlyInside(state)
self.PartlyInside = state or not ( state == false )
return self
end
--- (Internal) Check the assigned objects for being in/out of the zone
-- @param #ZONE_BASE self
-- @param #boolean fromstart If true, do the init of the objects
@@ -705,7 +731,12 @@ function ZONE_BASE:_TriggerCheck(fromstart)
obj.TriggerInZone[self.ZoneName] = false
end
-- is obj in zone?
local inzone = self:IsCoordinateInZone(obj:GetCoordinate())
local inzone
if self.PartlyInside and obj.ClassName == "GROUP" then
inzone = obj:IsAnyInZone(self) -- TRUE if any unit is inside
else
inzone = self:IsCoordinateInZone(obj:GetCoordinate()) -- original barycentre test
end
--self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
if inzone and obj.TriggerInZone[self.ZoneName] then
-- just count
@@ -752,7 +783,7 @@ end
-- @param #ZONE_BASE self
-- @param #string From
-- @param #string Event
-- @param #string to
-- @param #string To
-- @return #ZONE_BASE self
function ZONE_BASE:onafterTriggerRunCheck(From,Event,To)
if self:GetState() ~= "TriggerStopped" then
@@ -1127,17 +1158,17 @@ end
-- myzone:Scan({Object.Category.UNIT},{Unit.Category.GROUND_UNIT})
-- local IsAttacked = myzone:IsSomeInZoneOfCoalition( self.Coalition )
function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
self.ScanData = {}
self.ScanData.Coalitions = {}
self.ScanData.Scenery = {}
self.ScanData.SceneryTable = {}
self.ScanData.Units = {}
local ZoneCoord = self:GetCoordinate()
local ZoneCoord = self:GetCoordinate():SetAlt()
local ZoneRadius = self:GetRadius()
--self:F({ZoneCoord = ZoneCoord, ZoneRadius = ZoneRadius, ZoneCoordLL = ZoneCoord:ToStringLLDMS()})
--self:I({x = ZoneCoord.x, y=ZoneCoord.y, z=ZoneCoord.z, ZoneRadius = ZoneRadius})
local SphereSearch = {
id = world.VolumeType.SPHERE,
@@ -1149,15 +1180,14 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
local function EvaluateZone( ZoneObject )
--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 and self:IsVec3InZone(ZoneObject:getPoint()) then
-- Get object category.
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
local CoalitionDCSUnit = ZoneObject:getCoalition()
local Include = false
if not UnitCategories then
-- Anything found is included.
@@ -1236,38 +1266,48 @@ end
--- Get a set of scanned units.
-- @param #ZONE_RADIUS self
-- @param #number Coalition (optional) Filter for this coalition only.
-- @return Core.Set#SET_UNIT Set of units and statics inside the zone.
function ZONE_RADIUS:GetScannedSetUnit()
local SetUnit = SET_UNIT:New()
function ZONE_RADIUS:GetScannedSetUnit(Coalition)
self.SetUnit = self.SetUnit or SET_UNIT:New()
self.SetUnit:Clear(false)
self.SetUnit.Set={}
if self.ScanData then
for ObjectID, UnitObject in pairs( self.ScanData.Units ) do
local UnitObject = UnitObject -- DCS#Unit
if UnitObject:isExist() then
local FoundUnit = UNIT:FindByName( UnitObject:getName() )
if FoundUnit then
SetUnit:AddUnit( FoundUnit )
local FoundCoalition = FoundUnit and FoundUnit:GetCoalition() or nil
local includeoncoalition = true
if Coalition ~= nil and FoundCoalition==Coalition then includeoncoalition = true else includeoncoalition = false end
if Coalition == nil then includeoncoalition = true end
--self:I(string.format("Unit name %s coalition %s filter coalition = %s include = %s",FoundUnit:GetName(),tostring(FoundCoalition),tostring(Coalition),tostring(includeoncoalition)))
if FoundUnit and includeoncoalition then
self.SetUnit:AddUnit( FoundUnit )
else
local FoundStatic = STATIC:FindByName( UnitObject:getName(), false )
if FoundStatic then
SetUnit:AddUnit( FoundStatic )
self.SetUnit:AddUnit( FoundStatic )
end
end
end
end
end
return SetUnit
return self.SetUnit
end
--- Get a set of scanned groups.
-- @param #ZONE_RADIUS self
-- @param #number Coalition (optional) Filter for this coalition only.
-- @return Core.Set#SET_GROUP Set of groups.
function ZONE_RADIUS:GetScannedSetGroup()
function ZONE_RADIUS:GetScannedSetGroup(Coalition)
self.ScanSetGroup=self.ScanSetGroup or SET_GROUP:New() --Core.Set#SET_GROUP
self.ScanSetGroup:Clear(false)
self.ScanSetGroup.Set={}
if self.ScanData then
@@ -1276,7 +1316,12 @@ function ZONE_RADIUS:GetScannedSetGroup()
if UnitObject:isExist() then
local FoundUnit=UNIT:FindByName(UnitObject:getName())
if FoundUnit then
local FoundCoalition = FoundUnit and FoundUnit:GetCoalition() or nil
local includeoncoalition = true
if Coalition ~= nil and FoundCoalition==Coalition then includeoncoalition = true else includeoncoalition = false end
if Coalition == nil then includeoncoalition = true end
--self:I(string.format("Unit name %s coalition %s filter coalition = %s include = %s",FoundUnit:GetName(),tostring(FoundCoalition),tostring(Coalition),tostring(includeoncoalition)))
if FoundUnit and includeoncoalition then
local group=FoundUnit:GetGroup()
self.ScanSetGroup:AddGroup(group)
end
@@ -1509,6 +1554,26 @@ function ZONE_RADIUS:IsVec3InZone( Vec3 )
return InZone
end
--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_RADIUS self
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
function ZONE_RADIUS:GetClearZonePositions(PosRadius, NumPositions)
return UTILS.GetClearZonePositions(self, PosRadius, NumPositions)
end
--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_RADIUS self
-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
function ZONE_RADIUS:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions)
end
--- Returns a random Vec2 location within the zone.
-- @param #ZONE_RADIUS self
-- @param #number inner (Optional) Minimal distance from the center of the zone. Default is 0.
@@ -1520,6 +1585,10 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
local Vec2 = self:GetVec2()
local _inner = inner or 0
local _outer = outer or self:GetRadius()
math.random()
math.random()
math.random()
if surfacetypes and type(surfacetypes)~="table" then
surfacetypes={surfacetypes}
@@ -1881,6 +1950,21 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset)
return self
end
--- Updates the current location from a @{Wrapper.Group}.
-- @param #ZONE_UNIT self
-- @param Wrapper.Group#GROUP Group (optional) Update from this Unit, if nil, update from the UNIT this zone is based on.
-- @return self
function ZONE_UNIT:UpdateFromUnit(Unit)
if Unit and Unit:IsAlive() then
local vec2 = Unit:GetVec2()
self.LastVec2 = vec2
elseif self.ZoneUNIT and self.ZoneUNIT:IsAlive() then
local ZoneVec2 = self.ZoneUNIT:GetVec2()
self.LastVec2 = ZoneVec2
end
return self
end
--- Returns the current location of the @{Wrapper.Unit#UNIT}.
-- @param #ZONE_UNIT self
@@ -2018,6 +2102,22 @@ function ZONE_GROUP:GetVec2()
return ZoneVec2
end
--- Updates the current location from a @{Wrapper.Group}.
-- @param #ZONE_GROUP self
-- @param Wrapper.Group#GROUP Group (optional) Update from this Group, if nil, update from the GROUP this zone is based on.
-- @return self
function ZONE_GROUP:UpdateFromGroup(Group)
if Group and Group:IsAlive() then
local vec2 = Group:GetVec2()
self.Vec2 = vec2
elseif self._.ZoneGROUP and self._.ZoneGROUP:IsAlive() then
local ZoneVec2 = self._.ZoneGROUP:GetVec2()
self.Vec2 = ZoneVec2
self._.ZoneVec2Cache = ZoneVec2
end
return self
end
--- Returns a random location within the zone of the @{Wrapper.Group}.
-- @param #ZONE_GROUP self
-- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location.
@@ -2487,6 +2587,26 @@ function ZONE_POLYGON_BASE:Flush()
return self
end
--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_POLYGON_BASE self
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
function ZONE_POLYGON_BASE:GetClearZonePositions(PosRadius, NumPositions)
return UTILS.GetClearZonePositions(self, PosRadius, NumPositions)
end
--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_POLYGON_BASE self
-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
function ZONE_POLYGON_BASE:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions)
end
--- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self
-- @param #boolean UnBound If true, the tyres will be destroyed.
@@ -2865,6 +2985,11 @@ end
function ZONE_POLYGON_BASE:GetRandomVec2()
-- make sure we assign weights to the triangles based on their surface area, otherwise
-- we'll be more likely to generate random points in smaller triangles
math.random()
math.random()
math.random()
local weights = {}
for _, triangle in pairs(self._Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
@@ -3204,12 +3329,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
local vectors = self:GetBoundingSquare()
local minVec3 = {x=vectors.x1, y=0, z=vectors.y1}
local maxVec3 = {x=vectors.x2, y=0, z=vectors.y2}
local minmarkcoord = COORDINATE:NewFromVec3(minVec3)
local maxmarkcoord = COORDINATE:NewFromVec3(maxVec3)
local ZoneRadius = minmarkcoord:Get2DDistance(maxmarkcoord)/2
local ZoneRadius = UTILS.VecDist2D({x=vectors.x1, y=vectors.y1}, {x=vectors.x2, y=vectors.y2})/2
-- self:I("Scan Radius:" ..ZoneRadius)
local CenterVec3 = self:GetCoordinate():GetVec3()
@@ -3233,14 +3353,12 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
local function EvaluateZone( ZoneObject )
if ZoneObject then
if ZoneObject and self:IsVec3InZone(ZoneObject:getPoint()) then
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
local CoalitionDCSUnit = ZoneObject:getCoalition()
local Include = false
if not UnitCategories then
-- Anything found is included.
@@ -3272,13 +3390,13 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
end
-- trying with box search
if ObjectCategory == Object.Category.SCENERY and self:IsVec3InZone(ZoneObject:getPoint()) then
if ObjectCategory == Object.Category.SCENERY then
local SceneryType = ZoneObject:getTypeName()
local SceneryName = ZoneObject:getName()
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}
self.ScanData.Scenery[SceneryType][SceneryName] = SCENERY:Register( SceneryName, ZoneObject )
table.insert(self.ScanData.SceneryTable,self.ScanData.Scenery[SceneryType][SceneryName])
--self:T( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
--self:I( { SCENERY = self.ScanData.Scenery[SceneryType][SceneryName] } )
end
end
+52 -18
View File
@@ -22,7 +22,7 @@
-- ===
--
-- ### Author: **Applevangelist**
-- Last Update Sept 2023
-- Last Update July 2025
--
-- ===
-- @module Functional.AICSAR
@@ -57,6 +57,8 @@
-- @field #number Speed Default speed setting for the helicopter FLIGHTGROUP is 100kn.
-- @field #boolean UseEventEject In case Event LandingAfterEjection isn't working, use set this to true.
-- @field #number Delay In case of UseEventEject wait this long until we spawn a landed pilot.
-- @field #boolean UseRescueZone If true, use a rescue zone and not the max distance to FARP/MASH
-- @field Core.Zone#ZONE_RADIUS RescueZone Use this zone as operational area for the AICSAR instance.
-- @extends Core.Fsm#FSM
@@ -153,10 +155,10 @@
-- To set up AICSAR for SRS TTS output, add e.g. the following to your script:
--
-- -- setup for google TTS, radio 243 AM, SRS server port 5002 with a google standard-quality voice (google cloud account required)
-- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone",243,radio.modulation.AM,5002,MSRS.Voices.Google.Standard.en_US_Standard_D,"en-US","female","C:\\Program Files\\DCS-SimpleRadio-Standalone\\google.json")
-- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",243,radio.modulation.AM,5002,MSRS.Voices.Google.Standard.en_US_Standard_D,"en-US","female","C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio\\google.json")
--
-- -- alternatively for MS Desktop TTS (voices need to be installed locally first!)
-- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone",243,radio.modulation.AM,5002,MSRS.Voices.Microsoft.Hazel,"en-GB","female")
-- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",243,radio.modulation.AM,5002,MSRS.Voices.Microsoft.Hazel,"en-GB","female")
--
-- -- define a different voice for the downed pilot(s)
-- my_aicsar:SetPilotTTSVoice(MSRS.Voices.Google.Standard.en_AU_Standard_D,"en-AU","male")
@@ -177,7 +179,7 @@
--
-- Switch on radio transmissions via **either** SRS **or** "normal" DCS radio e.g. like so:
--
-- my_aicsar:SetSRSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone",270,radio.modulation.AM,nil,5002)
-- my_aicsar:SetSRSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",270,radio.modulation.AM,nil,5002)
--
-- or
--
@@ -191,7 +193,7 @@
-- @field #AICSAR
AICSAR = {
ClassName = "AICSAR",
version = "0.1.16",
version = "0.1.18",
lid = "",
coalition = coalition.side.BLUE,
template = "",
@@ -236,6 +238,8 @@ AICSAR = {
Altitude = 1500,
UseEventEject = false,
Delay = 100,
UseRescueZone = false,
RescueZone = nil,
}
-- TODO Messages
@@ -304,8 +308,9 @@ AICSAR.RadioLength = {
-- @param #string Helotemplate Helicopter template name.
-- @param Wrapper.Airbase#AIRBASE FARP FARP object or Airbase from where to start.
-- @param Core.Zone#ZONE MASHZone Zone where to drop pilots after rescue.
-- @param #number Helonumber Max number of alive Ai Helos at the same time. Defaults to three.
-- @return #AICSAR self
function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone)
function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone,Helonumber)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New())
@@ -373,7 +378,7 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone)
-- limit number of available helos at the same time
self.limithelos = true
self.helonumber = 3
self.helonumber = Helonumber or 3
-- localization
self:InitLocalization()
@@ -524,10 +529,20 @@ function AICSAR:InitLocalization()
return self
end
--- [User] Use a defined zone as area of operation and not the distance to FARP.
-- @param #AICSAR self
-- @param Core.Zone#ZONE Zone The operational zone to use. Downed pilots in this area will be rescued. Can be any known #ZONE type.
-- @return #AICSAR self
function AICSAR:SetUsingRescueZone(Zone)
self.UseRescueZone = true
self.RescueZone = Zone
return self
end
--- [User] Switch sound output on and use SRS output for sound files.
-- @param #AICSAR self
-- @param #boolean OnOff Switch on (true) or off (false).
-- @param #string Path Path to your SRS Server Component, e.g. "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone"
-- @param #string Path Path to your SRS Server External Audio Component, e.g. "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone\\\\ExternalAudio"
-- @param #number Frequency Defaults to 243 (guard)
-- @param #number Modulation Radio modulation. Defaults to radio.modulation.AM
-- @param #string SoundPath Where to find the audio files. Defaults to nil, i.e. add messages via "Sound to..." in the Mission Editor.
@@ -538,7 +553,7 @@ function AICSAR:SetSRSRadio(OnOff,Path,Frequency,Modulation,SoundPath,Port)
self.SRSRadio = OnOff and true
self.SRSTTSRadio = false
self.SRSFrequency = Frequency or 243
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
self.SRS:SetLabel("ACSR")
self.SRS:SetCoalition(self.coalition)
self.SRSModulation = Modulation or radio.modulation.AM
@@ -556,7 +571,7 @@ end
-- See `AICSAR:SetPilotTTSVoice()` and `AICSAR:SetOperatorTTSVoice()`
-- @param #AICSAR self
-- @param #boolean OnOff Switch on (true) or off (false).
-- @param #string Path Path to your SRS Server Component, e.g. "E:\\\\Program Files\\\\DCS-SimpleRadio-Standalone"
-- @param #string Path Path to your SRS Server Component, e.g. "E:\\\\Program Files\\\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- @param #number Frequency (Optional) Defaults to 243 (guard)
-- @param #number Modulation (Optional) Radio modulation. Defaults to radio.modulation.AM
-- @param #number Port (Optional) Port of the SRS, defaults to 5002.
@@ -570,7 +585,7 @@ function AICSAR:SetSRSTTSRadio(OnOff,Path,Frequency,Modulation,Port,Voice,Cultur
self.SRSTTSRadio = OnOff and true
self.SRSRadio = false
self.SRSFrequency = Frequency or 243
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
self.SRSModulation = Modulation or radio.modulation.AM
self.SRSPort = Port or MSRS.port or 5002
if OnOff then
@@ -693,7 +708,7 @@ function AICSAR:_EjectEventHandler(EventData)
local _LandingPos = COORDINATE:NewFromVec3(_event.initiator:getPosition().p)
local _country = _event.initiator:getCountry()
local _coalition = coalition.getCountryCoalition( _country )
local data = UTILS.DeepCopy(EventData)
--local data = UTILS.DeepCopy(EventData)
Unit.destroy(_event.initiator) -- shagrat remove static Pilot model
self:ScheduleOnce(self.Delay,self._DelayedSpawnPilot,self,_LandingPos,_coalition)
end
@@ -708,7 +723,14 @@ end
-- @return #AICSAR self
function AICSAR:_DelayedSpawnPilot(_LandingPos,_coalition)
local distancetofarp = _LandingPos:Get2DDistance(self.farp:GetCoordinate())
local distancetofarp = _LandingPos:Get2DDistance(self.farp:GetCoordinate())
if self.UseRescueZone == true and self.RescueZone ~= nil then
if self.RescueZone:IsCoordinateInZone(_LandingPos) then
distancetofarp = self.maxdistance - 10
else
distancetofarp = self.maxdistance + 10
end
end
-- Mayday Message
local Text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTDOWN",self.locale)
local text = ""
@@ -795,7 +817,13 @@ function AICSAR:_EventHandler(EventData, FromEject)
-- DONE: add distance check
local distancetofarp = _LandingPos:Get2DDistance(self.farp:GetCoordinate())
if self.UseRescueZone == true and self.RescueZone ~= nil then
if self.RescueZone:IsCoordinateInZone(_LandingPos) then
distancetofarp = self.maxdistance - 10
else
distancetofarp = self.maxdistance + 10
end
end
-- Mayday Message
local Text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTDOWN",self.locale)
local text = ""
@@ -817,7 +845,6 @@ function AICSAR:_EventHandler(EventData, FromEject)
if _coalition == self.coalition then
if self.verbose then
MESSAGE:New(msgtxt,15,"AICSAR"):ToCoalition(self.coalition)
-- MESSAGE:New(msgtxt,15,"AICSAR"):ToLog()
end
if self.SRSRadio then
local sound = SOUNDFILE:New(Soundfile,self.SRSSoundPath,Soundlength)
@@ -869,6 +896,7 @@ function AICSAR:_GetFlight()
:InitUnControlled(true)
:OnSpawnGroup(
function(Group)
Group:OptionPreferVerticalLanding()
self:__HeloOnDuty(1,Group)
end
)
@@ -892,7 +920,7 @@ function AICSAR:_InitMission(Pilot,Index)
--local pilotset = SET_GROUP:New()
--pilotset:AddGroup(Pilot)
-- Cargo transport assignment.
-- Cargo transport assignment.
local opstransport=OPSTRANSPORT:New(Pilot, pickupzone, self.farpzone)
--opstransport:SetVerbosity(3)
@@ -934,6 +962,10 @@ function AICSAR:_InitMission(Pilot,Index)
helo:__UnloadingDone(5)
end
function helo:OnAfterLandAtAirbase(From,Event,To,airbase)
helo:Despawn(2)
end
self.helos[Index] = helo
return self
@@ -984,7 +1016,9 @@ function AICSAR:_CheckHelos()
local name = helo:GetName()
self:T("Helo group "..name.." in state "..state)
if state == "Arrived" then
helo:__Stop(5)
--helo:__Stop(5)
helo.OnAfterDead = nil
helo:Despawn(35)
self.helos[_index] = nil
end
else
@@ -1025,7 +1059,7 @@ function AICSAR:_CheckQueue(OpsGroup)
if self:_CheckInMashZone(_pilot) then
self:T("Pilot" .. _pilot.GroupName .. " rescued!")
if OpsGroup then
OpsGroup:Despawn(10)
--OpsGroup:Despawn(10)
else
_pilot:Destroy(true,10)
end
@@ -27,7 +27,7 @@
--
-- ### Author: **funkyfranky**
--
-- ### Contributions: FlightControl
-- ### Contributions: FlightControl, Applevangelist
--
-- ====
-- @module Functional.Artillery
@@ -780,7 +780,7 @@ ARTY.db={
--- Arty script version.
-- @field #string version
ARTY.version="1.3.3"
ARTY.version="1.3.4"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -2268,7 +2268,7 @@ function ARTY._FuncTrack(weapon, self, target)
if _dist<target.radius then
-- Get random coordinate within a certain radius.
local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
local _cr=_coord:GetRandomCoordinateInRadius(target.radius)
-- Fire smoke at this coordinate.
_cr:Smoke(self.smokeColor)
+16 -17
View File
@@ -105,7 +105,7 @@ AUTOLASE = {
debug = false,
smokemenu = true,
RoundingPrecision = 0,
increasegroundawareness = true,
increasegroundawareness = false,
MonitorFrequency = 30,
}
@@ -216,7 +216,7 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
self.smokemenu = true
self.threatmenu = true
self.RoundingPrecision = 0
self.increasegroundawareness = true
self.increasegroundawareness = false
self.MonitorFrequency = 30
self:EnableSmokeMenu({Angle=math.random(0,359),Distance=math.random(10,20)})
@@ -493,7 +493,7 @@ end
--- (User) Function enable sending messages via SRS.
-- @param #AUTOLASE self
-- @param #boolean OnOff Switch usage on and off
-- @param #string Path Path to SRS directory, e.g. C:\\Program Files\\DCS-SimpleRadio-Standalone
-- @param #string Path Path to SRS TTS directory, e.g. C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio
-- @param #number Frequency Frequency to send, e.g. 243
-- @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
@@ -508,7 +508,7 @@ end
function AUTOLASE:SetUsingSRS(OnOff,Path,Frequency,Modulation,Label,Gender,Culture,Port,Voice,Volume,PathToGoogleKey)
if OnOff then
self.useSRS = true
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
self.SRSFreq = Frequency or 271
self.SRSMod = Modulation or radio.modulation.AM
self.Gender = Gender or MSRS.gender or "male"
@@ -693,7 +693,7 @@ end
function AUTOLASE:GetLosFromUnit(Unit)
local lasedistance = self.LaseDistance
local unitheight = Unit:GetHeight()
local coord = Unit:GetCoordinate()
local coord = Unit:GetCoord()
local landheight = coord:GetLandHeight()
local asl = unitheight - landheight
if asl > 100 then
@@ -845,7 +845,7 @@ function AUTOLASE:ShowStatus(Group,Unit)
locationstring = entry.coordinate:ToStringLLDDM(settings)
elseif settings:IsA2G_BR() then
-- attention this is the distance from the ASKING unit to target, not from RECCE to target!
local startcoordinate = Unit:GetCoordinate() or Group:GetCoordinate()
local startcoordinate = Unit:GetCoord() or Group:GetCoord()
locationstring = entry.coordinate:ToStringBR(startcoordinate,settings,false,self.RoundingPrecision)
end
end
@@ -963,8 +963,8 @@ function AUTOLASE:CanLase(Recce,Unit)
end
end
-- calculate LOS
local reccecoord = Recce:GetCoordinate()
local unitcoord = Unit:GetCoordinate()
local reccecoord = Recce:GetCoord()
local unitcoord = Unit:GetCoord()
local islos = reccecoord:IsLOS(unitcoord,2.5)
-- calculate distance
local distance = math.floor(reccecoord:Get3DDistance(unitcoord))
@@ -1020,8 +1020,8 @@ function AUTOLASE:_Prescient()
self:T(self.lid.."Checking possibly visible STATICs for Recce "..unit:GetName())
for _,_static in pairs(Statics) do -- DCS static object here
local static = STATIC:Find(_static)
if static and static:GetCoalition() ~= self.coalition then
local IsLOS = position:IsLOS(static:GetCoordinate())
if static and static:GetCoalition() ~= self.coalition and static:GetCoord() then
local IsLOS = position:IsLOS(static:GetCoord())
if IsLOS then
unit:KnowUnit(static,true,true)
end
@@ -1081,7 +1081,7 @@ function AUTOLASE:onafterMonitor(From, Event, To)
local threat = contact.threatlevel or 0
local reccegrp = UNIT:FindByName(reccename)
if reccegrp then
local reccecoord = reccegrp:GetCoordinate()
local reccecoord = reccegrp:GetCoord()
local distance = math.floor(reccecoord:Get3DDistance(coord))
local text = string.format("%s of %s | Distance %d km | Threatlevel %d",contact.attribute, contact.groupname, math.floor(distance/1000), contact.threatlevel)
report:Add(text)
@@ -1120,7 +1120,6 @@ function AUTOLASE:onafterMonitor(From, Event, To)
local unit = _unit -- Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
local threat = unit:GetThreatLevel()
local coord = unit:GetCoordinate()
if threat >= self.minthreatlevel then
local unitname = unit:GetName()
-- prefer radar units
@@ -1176,16 +1175,16 @@ function AUTOLASE:onafterMonitor(From, Event, To)
local code = self:GetLaserCode(reccename)
local spot = SPOT:New(recce)
spot:LaseOn(unit,code,self.LaseDuration)
local locationstring = unit:GetCoordinate():ToStringLLDDM()
local locationstring = unit:GetCoord():ToStringLLDDM()
if _SETTINGS:IsA2G_MGRS() then
local precision = _SETTINGS:GetMGRS_Accuracy()
local settings = {}
settings.MGRS_Accuracy = precision
locationstring = unit:GetCoordinate():ToStringMGRS(settings)
locationstring = unit:GetCoord():ToStringMGRS(settings)
elseif _SETTINGS:IsA2G_LL_DMS() then
locationstring = unit:GetCoordinate():ToStringLLDMS(_SETTINGS)
locationstring = unit:GetCoord():ToStringLLDMS(_SETTINGS)
elseif _SETTINGS:IsA2G_BR() then
locationstring = unit:GetCoordinate():ToStringBULLS(self.coalition,_SETTINGS)
locationstring = unit:GetCoord():ToStringBULLS(self.coalition,_SETTINGS)
end
local laserspot = { -- #AUTOLASE.LaserSpot
@@ -1198,7 +1197,7 @@ function AUTOLASE:onafterMonitor(From, Event, To)
unitname = unitname,
reccename = reccename,
unittype = unit:GetTypeName(),
coordinate = unit:GetCoordinate(),
coordinate = unit:GetCoord(),
}
if self.smoketargets then
local coord = unit:GetCoordinate()
File diff suppressed because it is too large Load Diff
@@ -1,736 +0,0 @@
--- **Functional** - Train missile defence and deflection.
--
-- ===
--
-- ## Features:
--
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range
-- * Provide alerts when a missile would have killed your aircraft.
-- * Provide alerts when the missile self destructs.
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
--
-- ===
--
-- ## Missions:
--
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/MissileTrainer)
--
-- ===
--
-- Uses the MOOSE messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
--
-- When running a mission where the missile trainer is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
--
-- * **Messages**: Menu to configure all messages.
-- * **Messages On**: Show all messages.
-- * **Messages Off**: Disable all messages.
-- * **Tracking**: Menu to configure missile tracking messages.
-- * **To All**: Shows missile tracking messages to all players.
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targeted at.
-- * **Tracking On**: Show missile tracking messages.
-- * **Tracking Off**: Disable missile tracking messages.
-- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
-- * **Alerts**: Menu to configure alert messages.
-- * **To All**: Shows alert messages to all players.
-- * **To Target**: Shows alert messages only to the player where the missile is (was) targeted at.
-- * **Hits On**: Show missile hit alert messages.
-- * **Hits Off**: Disable missile hit alert messages.
-- * **Launches On**: Show missile launch messages.
-- * **Launches Off**: Disable missile launch messages.
-- * **Details**: Menu to configure message details.
-- * **Range On**: Shows range information when a missile is fired to a target.
-- * **Range Off**: Disable range information when a missile is fired to a target.
-- * **Bearing On**: Shows bearing information when a missile is fired to a target.
-- * **Bearing Off**: Disable bearing information when a missile is fired to a target.
-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
-- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.
-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
--
-- # Developer Note
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- 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 and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--
-- ===
--
-- ### Authors: **FlightControl**
--
-- ### Contributions:
--
-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
-- * **132nd Squadron**: Testing and optimizing the logic.
--
-- ===
--
-- @module Functional.MissileTrainer
-- @image Missile_Trainer.JPG
---
-- @type MISSILETRAINER
-- @field Core.Set#SET_CLIENT DBClients
-- @extends Core.Base#BASE
---
--
-- # Constructor:
--
-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
--
-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
--
-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
--
-- # Initialization:
--
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
--
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targeted to you.
-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
-- * @{#MISSILETRAINER.InitAlertsHitsOnOff}: Sets by default the display of hit alerts ON or OFF.
-- * @{#MISSILETRAINER.InitAlertsLaunchesOnOff}: Sets by default the display of launch alerts ON or OFF.
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
--
-- # 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 and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--
-- @field #MISSILETRAINER
MISSILETRAINER = {
ClassName = "MISSILETRAINER",
TrackingMissiles = {},
}
function MISSILETRAINER._Alive( Client, self )
if self.Briefing then
Client:Message( self.Briefing, 15, "Trainer" )
end
if self.MenusOnOff == true then
Client:Message( "Use the 'Radio Menu' -> 'Other (F10)' -> 'Missile Trainer' menu options to change the Missile Trainer settings (for all players).", 15, "Trainer" )
Client.MainMenu = MENU_GROUP:New( Client:GetGroup(), "Missile Trainer", nil ) -- Menu#MENU_GROUP
Client.MenuMessages = MENU_GROUP:New( Client:GetGroup(), "Messages", Client.MainMenu )
Client.MenuOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Messages On", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = true } )
Client.MenuOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Messages Off", Client.MenuMessages, self._MenuMessages, { MenuSelf = self, MessagesOnOff = false } )
Client.MenuTracking = MENU_GROUP:New( Client:GetGroup(), "Tracking", Client.MainMenu )
Client.MenuTrackingToAll = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To All", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = true } )
Client.MenuTrackingToTarget = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To Target", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingToAll = false } )
Client.MenuTrackOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Tracking On", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = true } )
Client.MenuTrackOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Tracking Off", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingOnOff = false } )
Client.MenuTrackIncrease = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Frequency Increase", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = -1 } )
Client.MenuTrackDecrease = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Frequency Decrease", Client.MenuTracking, self._MenuMessages, { MenuSelf = self, TrackingFrequency = 1 } )
Client.MenuAlerts = MENU_GROUP:New( Client:GetGroup(), "Alerts", Client.MainMenu )
Client.MenuAlertsToAll = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To All", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = true } )
Client.MenuAlertsToTarget = MENU_GROUP_COMMAND:New( Client:GetGroup(), "To Target", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsToAll = false } )
Client.MenuHitsOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Hits On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = true } )
Client.MenuHitsOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Hits Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsHitsOnOff = false } )
Client.MenuLaunchesOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Launches On", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = true } )
Client.MenuLaunchesOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Launches Off", Client.MenuAlerts, self._MenuMessages, { MenuSelf = self, AlertsLaunchesOnOff = false } )
Client.MenuDetails = MENU_GROUP:New( Client:GetGroup(), "Details", Client.MainMenu )
Client.MenuDetailsDistanceOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Range On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = true } )
Client.MenuDetailsDistanceOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Range Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsRangeOnOff = false } )
Client.MenuDetailsBearingOn = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Bearing On", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = true } )
Client.MenuDetailsBearingOff = MENU_GROUP_COMMAND:New( Client:GetGroup(), "Bearing Off", Client.MenuDetails, self._MenuMessages, { MenuSelf = self, DetailsBearingOnOff = false } )
Client.MenuDistance = MENU_GROUP:New( Client:GetGroup(), "Set distance to plane", Client.MainMenu )
Client.MenuDistance50 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "50 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 50 / 1000 } )
Client.MenuDistance100 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "100 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 100 / 1000 } )
Client.MenuDistance150 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "150 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 150 / 1000 } )
Client.MenuDistance200 = MENU_GROUP_COMMAND:New( Client:GetGroup(), "200 meter", Client.MenuDistance, self._MenuMessages, { MenuSelf = self, Distance = 200 / 1000 } )
else
if Client.MainMenu then
Client.MainMenu:Remove()
end
end
local ClientID = Client:GetID()
self:T( ClientID )
if not self.TrackingMissiles[ClientID] then
self.TrackingMissiles[ClientID] = {}
end
self.TrackingMissiles[ClientID].Client = Client
if not self.TrackingMissiles[ClientID].MissileData then
self.TrackingMissiles[ClientID].MissileData = {}
end
end
--- Creates the main object which is handling missile tracking.
-- When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
-- @param #MISSILETRAINER self
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
-- @return #MISSILETRAINER
function MISSILETRAINER:New( Distance, Briefing )
local self = BASE:Inherit( self, BASE:New() )
self:F( Distance )
if Briefing then
self.Briefing = Briefing
end
self.Schedulers = {}
self.SchedulerID = 0
self.MessageInterval = 2
self.MessageLastTime = timer.getTime()
self.Distance = Distance / 1000
self:HandleEvent( EVENTS.Shot )
self.DBClients = SET_CLIENT:New():FilterStart()
-- for ClientID, Client in pairs( self.DBClients.Database ) do
-- self:F( "ForEach:" .. Client.UnitName )
-- Client:Alive( self._Alive, self )
-- end
--
self.DBClients:ForEachClient(
function( Client )
self:F( "ForEach:" .. Client.UnitName )
Client:Alive( self._Alive, self )
end
)
-- self.DB:ForEachClient(
-- -- @param Wrapper.Client#CLIENT Client
-- function( Client )
--
-- ... actions ...
--
-- end
-- )
self.MessagesOnOff = true
self.TrackingToAll = false
self.TrackingOnOff = true
self.TrackingFrequency = 3
self.AlertsToAll = true
self.AlertsHitsOnOff = true
self.AlertsLaunchesOnOff = true
self.DetailsRangeOnOff = true
self.DetailsBearingOnOff = true
self.MenusOnOff = true
self.TrackingMissiles = {}
self.TrackingScheduler = SCHEDULER:New( self, self._TrackMissiles, {}, 0.5, 0.05, 0 )
return self
end
-- Initialization methods.
--- Sets by default the display of any message to be ON or OFF.
-- @param #MISSILETRAINER self
-- @param #boolean MessagesOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff )
self:F( MessagesOnOff )
self.MessagesOnOff = MessagesOnOff
if self.MessagesOnOff == true then
MESSAGE:New( "Messages ON", 15, "Menu" ):ToAll()
else
MESSAGE:New( "Messages OFF", 15, "Menu" ):ToAll()
end
return self
end
--- Sets by default the missile tracking report for all players or only for those missiles targeted to you.
-- @param #MISSILETRAINER self
-- @param #boolean TrackingToAll true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitTrackingToAll( TrackingToAll )
self:F( TrackingToAll )
self.TrackingToAll = TrackingToAll
if self.TrackingToAll == true then
MESSAGE:New( "Missile tracking to all players ON", 15, "Menu" ):ToAll()
else
MESSAGE:New( "Missile tracking to all players OFF", 15, "Menu" ):ToAll()
end
return self
end
--- Sets by default the display of missile tracking report to be ON or OFF.
-- @param #MISSILETRAINER self
-- @param #boolean TrackingOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitTrackingOnOff( TrackingOnOff )
self:F( TrackingOnOff )
self.TrackingOnOff = TrackingOnOff
if self.TrackingOnOff == true then
MESSAGE:New( "Missile tracking ON", 15, "Menu" ):ToAll()
else
MESSAGE:New( "Missile tracking OFF", 15, "Menu" ):ToAll()
end
return self
end
--- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- The default frequency is a 3 second interval, so the Tracking Frequency parameter specifies the increase or decrease from the default 3 seconds or the last frequency update.
-- @param #MISSILETRAINER self
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency )
self:F( TrackingFrequency )
self.TrackingFrequency = self.TrackingFrequency + TrackingFrequency
if self.TrackingFrequency < 0.5 then
self.TrackingFrequency = 0.5
end
if self.TrackingFrequency then
MESSAGE:New( "Missile tracking frequency is " .. self.TrackingFrequency .. " seconds.", 15, "Menu" ):ToAll()
end
return self
end
--- Sets by default the display of alerts to be shown to all players or only to you.
-- @param #MISSILETRAINER self
-- @param #boolean AlertsToAll true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitAlertsToAll( AlertsToAll )
self:F( AlertsToAll )
self.AlertsToAll = AlertsToAll
if self.AlertsToAll == true then
MESSAGE:New( "Alerts to all players ON", 15, "Menu" ):ToAll()
else
MESSAGE:New( "Alerts to all players OFF", 15, "Menu" ):ToAll()
end
return self
end
--- Sets by default the display of hit alerts ON or OFF.
-- @param #MISSILETRAINER self
-- @param #boolean AlertsHitsOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitAlertsHitsOnOff( AlertsHitsOnOff )
self:F( AlertsHitsOnOff )
self.AlertsHitsOnOff = AlertsHitsOnOff
if self.AlertsHitsOnOff == true then
MESSAGE:New( "Alerts Hits ON", 15, "Menu" ):ToAll()
else
MESSAGE:New( "Alerts Hits OFF", 15, "Menu" ):ToAll()
end
return self
end
--- Sets by default the display of launch alerts ON or OFF.
-- @param #MISSILETRAINER self
-- @param #boolean AlertsLaunchesOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitAlertsLaunchesOnOff( AlertsLaunchesOnOff )
self:F( AlertsLaunchesOnOff )
self.AlertsLaunchesOnOff = AlertsLaunchesOnOff
if self.AlertsLaunchesOnOff == true then
MESSAGE:New( "Alerts Launches ON", 15, "Menu" ):ToAll()
else
MESSAGE:New( "Alerts Launches OFF", 15, "Menu" ):ToAll()
end
return self
end
--- Sets by default the display of range information of missiles ON of OFF.
-- @param #MISSILETRAINER self
-- @param #boolean DetailsRangeOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitRangeOnOff( DetailsRangeOnOff )
self:F( DetailsRangeOnOff )
self.DetailsRangeOnOff = DetailsRangeOnOff
if self.DetailsRangeOnOff == true then
MESSAGE:New( "Range display ON", 15, "Menu" ):ToAll()
else
MESSAGE:New( "Range display OFF", 15, "Menu" ):ToAll()
end
return self
end
--- Sets by default the display of bearing information of missiles ON of OFF.
-- @param #MISSILETRAINER self
-- @param #boolean DetailsBearingOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitBearingOnOff( DetailsBearingOnOff )
self:F( DetailsBearingOnOff )
self.DetailsBearingOnOff = DetailsBearingOnOff
if self.DetailsBearingOnOff == true then
MESSAGE:New( "Bearing display OFF", 15, "Menu" ):ToAll()
else
MESSAGE:New( "Bearing display OFF", 15, "Menu" ):ToAll()
end
return self
end
--- Enables / Disables the menus.
-- @param #MISSILETRAINER self
-- @param #boolean MenusOnOff true or false
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitMenusOnOff( MenusOnOff )
self:F( MenusOnOff )
self.MenusOnOff = MenusOnOff
if self.MenusOnOff == true then
MESSAGE:New( "Menus are ENABLED (only when a player rejoins a slot)", 15, "Menu" ):ToAll()
else
MESSAGE:New( "Menus are DISABLED", 15, "Menu" ):ToAll()
end
return self
end
-- Menu functions
function MISSILETRAINER._MenuMessages( MenuParameters )
local self = MenuParameters.MenuSelf
if MenuParameters.MessagesOnOff ~= nil then
self:InitMessagesOnOff( MenuParameters.MessagesOnOff )
end
if MenuParameters.TrackingToAll ~= nil then
self:InitTrackingToAll( MenuParameters.TrackingToAll )
end
if MenuParameters.TrackingOnOff ~= nil then
self:InitTrackingOnOff( MenuParameters.TrackingOnOff )
end
if MenuParameters.TrackingFrequency ~= nil then
self:InitTrackingFrequency( MenuParameters.TrackingFrequency )
end
if MenuParameters.AlertsToAll ~= nil then
self:InitAlertsToAll( MenuParameters.AlertsToAll )
end
if MenuParameters.AlertsHitsOnOff ~= nil then
self:InitAlertsHitsOnOff( MenuParameters.AlertsHitsOnOff )
end
if MenuParameters.AlertsLaunchesOnOff ~= nil then
self:InitAlertsLaunchesOnOff( MenuParameters.AlertsLaunchesOnOff )
end
if MenuParameters.DetailsRangeOnOff ~= nil then
self:InitRangeOnOff( MenuParameters.DetailsRangeOnOff )
end
if MenuParameters.DetailsBearingOnOff ~= nil then
self:InitBearingOnOff( MenuParameters.DetailsBearingOnOff )
end
if MenuParameters.Distance ~= nil then
self.Distance = MenuParameters.Distance
MESSAGE:New( "Hit detection distance set to " .. ( self.Distance * 1000 ) .. " meters", 15, "Menu" ):ToAll()
end
end
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @param #MISSILETRAINER self
-- @param Core.Event#EVENTDATA EventData
function MISSILETRAINER:OnEventShot( EVentData )
self:F( { EVentData } )
local TrainerSourceDCSUnit = EVentData.IniDCSUnit
local TrainerSourceDCSUnitName = EVentData.IniDCSUnitName
local TrainerWeapon = EVentData.Weapon -- Identify the weapon fired
local TrainerWeaponName = EVentData.WeaponName -- return weapon type
self:T( "Missile Launched = " .. TrainerWeaponName )
local TrainerTargetDCSUnit = TrainerWeapon:getTarget() -- Identify target
if TrainerTargetDCSUnit then
local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill
self:T(TrainerTargetDCSUnitName )
local Client = self.DBClients:FindClient( TrainerTargetDCSUnitName )
if Client then
local TrainerSourceUnit = UNIT:Find( TrainerSourceDCSUnit )
local TrainerTargetUnit = UNIT:Find( TrainerTargetDCSUnit )
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
local Message = MESSAGE:New(
string.format( "%s launched a %s",
TrainerSourceUnit:GetTypeName(),
TrainerWeaponName
) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ), 5, "Launch Alert" )
if self.AlertsToAll then
Message:ToAll()
else
Message:ToClient( Client )
end
end
local ClientID = Client:GetID()
self:T( ClientID )
local MissileData = {}
MissileData.TrainerSourceUnit = TrainerSourceUnit
MissileData.TrainerWeapon = TrainerWeapon
MissileData.TrainerTargetUnit = TrainerTargetUnit
MissileData.TrainerWeaponTypeName = TrainerWeapon:getTypeName()
MissileData.TrainerWeaponLaunched = true
table.insert( self.TrackingMissiles[ClientID].MissileData, MissileData )
--self:T( self.TrackingMissiles )
end
else
-- TODO: some weapons don't know the target unit... Need to develop a workaround for this.
if ( TrainerWeapon:getTypeName() == "9M311" ) then
SCHEDULER:New( TrainerWeapon, TrainerWeapon.destroy, {}, 1 )
else
end
end
end
function MISSILETRAINER:_AddRange( Client, TrainerWeapon )
local RangeText = ""
if self.DetailsRangeOnOff then
local PositionMissile = TrainerWeapon:getPoint()
local TargetVec3 = Client:GetVec3()
local Range = ( ( PositionMissile.x - TargetVec3.x )^2 +
( PositionMissile.y - TargetVec3.y )^2 +
( PositionMissile.z - TargetVec3.z )^2
) ^ 0.5 / 1000
RangeText = string.format( ", at %4.2fkm", Range )
end
return RangeText
end
function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
local BearingText = ""
if self.DetailsBearingOnOff then
local PositionMissile = TrainerWeapon:getPoint()
local TargetVec3 = Client:GetVec3()
self:T2( { TargetVec3, PositionMissile })
local DirectionVector = { x = PositionMissile.x - TargetVec3.x, y = PositionMissile.y - TargetVec3.y, z = PositionMissile.z - TargetVec3.z }
local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x )
if DirectionRadians < 0 then
DirectionRadians = DirectionRadians + 2 * math.pi
end
local DirectionDegrees = DirectionRadians * 180 / math.pi
BearingText = string.format( ", %d degrees", DirectionDegrees )
end
return BearingText
end
function MISSILETRAINER:_TrackMissiles()
self:F2()
local ShowMessages = false
if self.MessagesOnOff and self.MessageLastTime + self.TrackingFrequency <= timer.getTime() then
self.MessageLastTime = timer.getTime()
ShowMessages = true
end
-- ALERTS PART
-- Loop for all Player Clients to check the alerts and deletion of missiles.
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
if Client and Client:IsAlive() then
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local TargetVec3 = Client:GetVec3()
local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 +
( PositionMissile.y - TargetVec3.y )^2 +
( PositionMissile.z - TargetVec3.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
), 15, "Hit Alert" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T(ClientData.MissileData)
end
end
else
if not ( TrainerWeapon and TrainerWeapon:isExist() ) then
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
-- Weapon does not exist anymore. Delete from Table
local Message = MESSAGE:New(
string.format( "%s launched by %s self destructed!",
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
), 5, "Tracking" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
end
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T( ClientData.MissileData )
end
end
end
else
self.TrackingMissiles[ClientDataID] = nil
end
end
if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed.
-- TRACKING PART
-- For the current client, the missile range and bearing details are displayed To the Player Client.
-- For the other clients, the missile range and bearing details are displayed To the other Player Clients.
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
-- Main Player Client loop
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
--self:T2( { Client:GetName() } )
ClientData.MessageToClient = ""
ClientData.MessageToAll = ""
-- Other Players Client loop
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
--self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
if ShowMessages == true then
local TrackingTo
TrackingTo = string.format( " -> %s",
TrainerWeaponTypeName
)
if ClientDataID == TrackingDataID then
if ClientData.MessageToClient == "" then
ClientData.MessageToClient = "Missiles to You:\n"
end
ClientData.MessageToClient = ClientData.MessageToClient .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. "\n"
else
if self.TrackingToAll == true then
if ClientData.MessageToAll == "" then
ClientData.MessageToAll = "Missiles to other Players:\n"
end
ClientData.MessageToAll = ClientData.MessageToAll .. TrackingTo .. self:_AddRange( ClientData.Client, TrainerWeapon ) .. self:_AddBearing( ClientData.Client, TrainerWeapon ) .. " ( " .. TrainerTargetUnit:GetPlayerName() .. " )\n"
end
end
end
end
end
end
-- Once the Player Client and the Other Player Client tracking messages are prepared, show them.
if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, 1, "Tracking" ):ToClient( Client )
end
end
end
return true
end
@@ -100,7 +100,7 @@ PSEUDOATC.id="PseudoATC | "
--- PSEUDOATC version.
-- @field #number version
PSEUDOATC.version="0.10.5"
PSEUDOATC.version="0.10.6"
-----------------------------------------------------------------------------------------------------------------------------------------
@@ -579,6 +579,9 @@ function PSEUDOATC:MenuAirports(GID,UID)
-- Create menu reporting commands
missionCommands.addCommandForGroup(GID, "Weather Report", submenu, self.ReportWeather, self, GID, UID, pos, name)
missionCommands.addCommandForGroup(GID, "Request BR", submenu, self.ReportBR, self, GID, UID, pos, name)
if self.radios then
missionCommands.addCommandForGroup(GID, "Radios", submenu, self.ReportRadios, self, GID, UID, pos, name)
end
-- Debug message.
self:T(string.format(PSEUDOATC.id.."Creating airport menu item %s for ID %d", name, GID))
@@ -705,7 +708,30 @@ function PSEUDOATC:ReportWeather(GID, UID, position, location)
end
--- Report absolute bearing and range form player unit to airport.
--- Report airport radio information.
-- @param #PSEUDOATC self
-- @param #number GID Group id of player unit.
-- @param #number UID Unit id of player.
-- @param Core.Point#COORDINATE position Coordinate of the airport.
-- @param #string location Name of the airport.
function PSEUDOATC:ReportRadios(GID, UID, position, location)
self:F({GID=GID, UID=UID, position=position, location=location})
if self.radios then
local Text=""
local radio = self.radios:GetClosestRadio(position,9) --Navigation.Radios#RADIOS.Radio
if radio then
Text=self.radios:_GetMarkerText(radio)
else
Text=self.group[GID].player[UID].playername..", no radio information found!"
end
-- Send message
self:_DisplayMessageToGroup(self.group[GID].player[UID].unit, Text, self.mdur, true)
end
return self
end
--- Report absolute bearing and range from player unit to airport.
-- @param #PSEUDOATC self
-- @param #number GID Group id of player unit.
-- @param #number UID Unit id of player.
@@ -979,3 +1005,22 @@ function PSEUDOATC:_myname(unitname)
return string.format("%s (%s)", csign, pname)
end
--- Returns a string which consits of this callsign and the player name.
-- @param #PSEUDOATC self
-- @param #string path Path to map data, e.g. `[[<DCS_Install_Directory>\Mods\terrains\<Map_Name>\Radio.lua]]` (replace with correct path).
-- Needs `lfs` and `io` to be desanitized in the `MissionScripting.lua` in `<DCS_Install_Directory>\Scripts`
-- @return #PSEUDOATC self
-- @usage
--
-- mypseudoatc:SetUsingRadioInformationFromMap([[C:\Program Files\Eagle Dynamics\DCS World.Openbeta\Mods\terrains\Caucasus\Radio.lua]])
--
function PSEUDOATC:SetUsingRadioInformationFromMap(path)
if RADIOS and lfs and io then
self.radios = RADIOS:NewFromFile(path)
else
self:E("PSEUDOATC:SetUsingRadioInformationFromMap Needs `lfs`and `io` to be desanitized in the `MissionScripting.lua` in `<DCS_Install_Directory>/Scripts`")
end
return self
end
+48 -21
View File
@@ -1805,6 +1805,17 @@ function RAT:SetMaxCruiseSpeed(speed)
return self
end
--- Set the minimum cruise speed of the aircraft.
-- @param #RAT self
-- @param #number speed Speed in km/h.
-- @return #RAT RAT self object.
function RAT:SetMinCruiseSpeed(speed)
self:F2(speed)
-- Convert to m/s.
self.Vcruisemin=speed/3.6
return self
end
--- Set the climb rate. This automatically sets the climb angle.
-- @param #RAT self
-- @param #number rate Climb rate in ft/min. Default is 1500 ft/min. Minimum is 100 ft/min. Maximum is 15,000 ft/min.
@@ -2135,10 +2146,18 @@ function RAT:_InitAircraft(DCSgroup)
self.aircraft.length=16
self.aircraft.height=5
self.aircraft.width=9
elseif DCStype == "Saab340" then -- <- These lines added
self.aircraft.length=19.73 -- <- These lines added
self.aircraft.height=6.97 -- <- These lines added
self.aircraft.width=21.44 -- <- These lines added
elseif DCStype == "Saab340" then
self.aircraft.length=19.73
self.aircraft.height=6.97
self.aircraft.width=21.44
elseif DCStype == "vwv_l-1049" then
self.aircraft.length=35.41
self.aircraft.height=7.54
self.aircraft.width=38.47
elseif DCStype == "uh2b" then
self.aircraft.length=11.48
self.aircraft.height=4.11
self.aircraft.width=13.41
end
self.aircraft.box=math.max(self.aircraft.length,self.aircraft.width)
@@ -2813,9 +2832,15 @@ function RAT:_SetRoute(takeoff, landing, _departure, _destination, _waypoint)
-- Max cruise speed 90% of Vmax or 900 km/h whichever is lower.
VxCruiseMax = math.min(self.aircraft.Vmax*0.90, 250)
end
-- Min cruise speed 70% of max cruise or 600 km/h whichever is lower.
local VxCruiseMin = math.min(VxCruiseMax*0.70, 166)
-- Min cruise speed.
local VxCruiseMin
if self.Vcruisemin then
VxCruiseMin = self.Vcruisemin
else
-- Min cruise speed 70% of max cruise or 600 km/h whichever is lower.
VxCruiseMin = math.min(VxCruiseMax*0.70, 166)
end
-- Cruise speed (randomized). Expectation value at midpoint between min and max.
local VxCruise = UTILS.RandomGaussian((VxCruiseMax-VxCruiseMin)/2+VxCruiseMin, (VxCruiseMax-VxCruiseMax)/4, VxCruiseMin, VxCruiseMax)
@@ -5584,7 +5609,7 @@ end
-- @param #string dest Name of the destination airport.
function RAT:_ATCAddFlight(name, dest)
-- Debug info
BASE:I(RAT.id..string.format("ATC %s: Adding flight %s with destination %s.", dest, name, dest))
BASE:T(RAT.id..string.format("ATC %s: Adding flight %s with destination %s.", dest, name, dest))
-- Create new flight
local flight={} --#RAT.AtcFlight
@@ -5603,7 +5628,7 @@ end
function RAT._ATCDelFlight(t,entry)
for k,_ in pairs(t) do
if k==entry then
BASE:I(RAT.id..string.format("Removing flight %s from queue", entry))
BASE:T(RAT.id..string.format("Removing flight %s from queue", entry))
t[entry]=nil
end
end
@@ -5614,7 +5639,7 @@ end
-- @param #string name Group name of the flight.
-- @param #number time Time the fight first registered.
function RAT._ATCRegisterFlight(name, time)
BASE:I(RAT.id..string.format("Flight %s registered at ATC for landing clearance.", name))
BASE:T(RAT.id..string.format("Flight %s registered at ATC for landing clearance.", name))
RAT.ATC.flight[name].Tarrive=time
RAT.ATC.flight[name].holding=0
end
@@ -5649,15 +5674,16 @@ function RAT._ATCStatus()
-- Aircraft is holding.
local text=string.format("ATC %s: Flight %s is holding for %i:%02d. %s.", dest, name, hold/60, hold%60, busy)
BASE:I(RAT.id..text)
BASE:T(RAT.id..text)
elseif hold==RAT.ATC.onfinal then
-- Aircarft is on final approach for landing.
local Tfinal=Tnow-flight.Tonfinal
local Tonfinal = flight.Tonfinal or timer.getTime()-1
local Tfinal=Tnow-Tonfinal
local text=string.format("ATC %s: Flight %s is on final. Waiting %i:%02d for landing event.", dest, name, Tfinal/60, Tfinal%60)
BASE:I(RAT.id..text)
BASE:T(RAT.id..text)
elseif hold==RAT.ATC.unregistered then
@@ -5711,13 +5737,13 @@ function RAT._ATCCheck()
-- Debug message.
local text=string.format("ATC %s: Flight %s runway is busy. You are #%d of %d in landing queue. Your holding time is %i:%02d.",
airportname, flightname, qID, nqueue, flight.holding/60, flight.holding%60)
BASE:I(RAT.id..text)
BASE:T(RAT.id..text)
else
local text=string.format("ATC %s: Flight %s was cleared for landing. Your holding time was %i:%02d.",
airportname, flightname, flight.holding/60, flight.holding%60)
BASE:I(RAT.id..text)
BASE:T(RAT.id..text)
-- Clear flight for landing.
RAT._ATCClearForLanding(airportname, flightname)
@@ -5772,7 +5798,7 @@ function RAT._ATCClearForLanding(airportname, flightname)
-- Debug message.
BASE:I(RAT.id..string.format("ATC %s: Flight %s cleared for landing", airportname, flightname))
BASE:T(RAT.id..string.format("ATC %s: Flight %s cleared for landing", airportname, flightname))
if string.find(flightname,"#") then
flightname = string.match(flightname,"^(.+)#")
@@ -5799,8 +5825,9 @@ function RAT._ATCFlightLanded(name)
-- Times for holding and final approach.
local Tnow=timer.getTime()
local Tfinal=Tnow-flight.Tonfinal
local Thold=flight.Tonfinal-flight.Tarrive
local Tonfinal = flight.Tonfinal or timer.getTime()-1
local Tfinal=Tnow-Tonfinal
local Thold=Tonfinal-flight.Tarrive
local airport=RAT.ATC.airport[dest] --#RAT.AtcAirport
@@ -5823,9 +5850,9 @@ function RAT._ATCFlightLanded(name)
local TrafficPerHour=airport.traffic/(timer.getTime()-RAT.ATC.T0)*3600
-- Debug info
BASE:I(RAT.id..string.format("ATC %s: Flight %s landed. Tholding = %i:%02d, Tfinal = %i:%02d.", dest, name, Thold/60, Thold%60, Tfinal/60, Tfinal%60))
BASE:I(RAT.id..string.format("ATC %s: Number of flights still on final %d.", dest, airport.Nonfinal))
BASE:I(RAT.id..string.format("ATC %s: Traffic report: Number of planes landed in total %d. Flights/hour = %3.2f.", dest, airport.traffic, TrafficPerHour))
BASE:T(RAT.id..string.format("ATC %s: Flight %s landed. Tholding = %i:%02d, Tfinal = %i:%02d.", dest, name, Thold/60, Thold%60, Tfinal/60, Tfinal%60))
BASE:T(RAT.id..string.format("ATC %s: Number of flights still on final %d.", dest, airport.Nonfinal))
BASE:T(RAT.id..string.format("ATC %s: Traffic report: Number of planes landed in total %d. Flights/hour = %3.2f.", dest, airport.traffic, TrafficPerHour))
if string.find(name,"#") then
name = string.match(name,"^(.+)#")
+20 -6
View File
@@ -109,7 +109,6 @@
-- @field Core.Menu#MENU_MISSION menuF10root Specific user defined root F10 menu.
-- @field #number ceilingaltitude Range ceiling altitude in ft MSL. Aircraft above this altitude are not considered to be in the range. Default is 20000 ft.
-- @field #boolean ceilingenabled Range has a ceiling and is not unlimited. Default is false.
-- @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
@@ -1271,6 +1270,9 @@ function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume,
self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE)
self.controlmsrs:SetLabel("RANGEC")
self.controlmsrs:SetVolume(Volume or 1.0)
if self.rangezone then
self.controlmsrs:SetCoordinate(self.rangezone:GetCoordinate())
end
self.controlsrsQ = MSRSQUEUE:New("CONTROL")
self.instructmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 305, Modulation or radio.modulation.AM)
@@ -1278,6 +1280,9 @@ function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume,
self.instructmsrs:SetCoalition(Coalition or coalition.side.BLUE)
self.instructmsrs:SetLabel("RANGEI")
self.instructmsrs:SetVolume(Volume or 1.0)
if self.rangezone then
self.instructmsrs:SetCoordinate(self.rangezone:GetCoordinate())
end
self.instructsrsQ = MSRSQUEUE:New("INSTRUCT")
if PathToGoogleKey then
@@ -1316,8 +1321,13 @@ function RANGE:SetSRSRangeControl( frequency, modulation, voice, culture, gender
self.rangecontrol = true
if relayunitname then
local unit = UNIT:FindByName(relayunitname)
local Coordinate = unit:GetCoordinate()
self.rangecontrolrelayname = relayunitname
if unit then
local Coordinate = unit:GetCoordinate()
self.rangecontrolrelayname = relayunitname
self.controlmsrs:SetCoordinate(Coordinate)
else
MESSAGE:New("RANGE: Control Relay Unit "..relayunitname.." not found!",15,"ERROR"):ToAllIf(self.Debug):ToLog()
end
end
return self
end
@@ -1345,9 +1355,13 @@ function RANGE:SetSRSRangeInstructor( frequency, modulation, voice, culture, gen
self.instructor = true
if relayunitname then
local unit = UNIT:FindByName(relayunitname)
local Coordinate = unit:GetCoordinate()
self.instructmsrs:SetCoordinate(Coordinate)
self.instructorrelayname = relayunitname
if unit then
local Coordinate = unit:GetCoordinate()
self.instructmsrs:SetCoordinate(Coordinate)
self.instructorrelayname = relayunitname
else
MESSAGE:New("RANGE: Instructor Relay Unit "..relayunitname.." not found!",15,"ERROR"):ToAllIf(self.Debug):ToLog()
end
end
return self
end
+368 -92
View File
@@ -90,7 +90,8 @@
-- @image Scoring.JPG
--- @type SCORING
-- @field Players A collection of the current players that have joined the game.
-- @field #table Players A collection of the current players that have joined the game.
-- @field Core.Set#SET_SCENERY ScoringScenery
-- @extends Core.Base#BASE
--- SCORING class
@@ -229,7 +230,10 @@ SCORING = {
ClassID = 0,
Players = {},
AutoSave = true,
version = "1.18.4"
version = "1.18.5",
ScoringScenery = nil, -- Core.Set#SET_SCENERY
SceneryHitsInZone = false,
LoadSave = false,
}
local _SCORINGCoalition = {
@@ -248,15 +252,16 @@ local _SCORINGCategory = {
--- Creates a new SCORING object to administer the scoring achieved by players.
-- @param #SCORING self
-- @param #string GameName The name of the game. This name is also logged in the CSV score file.
-- @param #string SavePath (Optional) Path where to save the CSV file, defaults to your **<User>\\Saved Games\\DCS\\Logs** folder.
-- @param #boolean AutoSave (Optional) If passed as `false`, then swith autosave off.
-- @param #string SavePath (Optional) Path where to save the CSV files, defaults to your **<User>\\Saved Games\\DCS\\Logs** folder. See next two options.
-- @param #boolean AutoSave (Optional) If passed as `false`, then swith autosave off. This stores a detailed table which will never be loaded again by SCORING (for e.g. Discord purposes).
-- @param #boolean LoadSave (Optional) If passed as `true` save summary scores per player, and load at restart of the mission.
-- @return #SCORING self
-- @usage
--
-- -- Define a new scoring object for the mission Gori Valley.
-- ScoringObject = SCORING:New( "Gori Valley" )
--
function SCORING:New( GameName, SavePath, AutoSave )
function SCORING:New( GameName, SavePath, AutoSave, LoadSave )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #SCORING
@@ -264,7 +269,7 @@ function SCORING:New( GameName, SavePath, AutoSave )
if GameName then
self.GameName = GameName
else
error( "A game name must be given to register the scoring results" )
error( "A game name must be given to register the scoring results!" )
end
-- Additional Object scores
@@ -299,6 +304,12 @@ function SCORING:New( GameName, SavePath, AutoSave )
self.penaltyoncoalitionchange = true
self:SetDisplayMessagePrefix()
self.SceneryHitsInZone = false
if LoadSave then
self.LoadSave = LoadSave
end
-- Event handlers
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
@@ -320,13 +331,67 @@ function SCORING:New( GameName, SavePath, AutoSave )
-- Create the CSV file.
self.AutoSavePath = SavePath
self.AutoSave = AutoSave or true
self:OpenCSV( GameName )
self.AutoSave = (AutoSave == nil or AutoSave == true) and true or false
if self.AutoSavePath and self.AutoSave == true then
self:OpenCSV( GameName )
end
self:I("SCORING "..tostring(GameName).." started! v"..self.version)
if LoadSave == true then
self:_LoadPlayerSummaryScore()
end
return self
end
--- [Internal] Helper to load scores from disk at scoring start
-- @param #SCORING self
-- @return #SCORING self
function SCORING:_LoadPlayerSummaryScore()
if lfs and io and self.LoadSave == true then
local path = self.AutoSavePath or lfs.writedir() .. [[Logs\]]
local filename = self.GameName or "PlayerScoresSummary"
filename = filename..".csv"
if UTILS.CheckFileExists(path,filename) then
local ok, data = UTILS.LoadFromFile(path,filename)
-- Playername;;Score;;Penalty
table.remove(data,1)
for _,_data in pairs(data) do
local line = UTILS.Split(_data,";;")
local playername = tostring(line[1])
local score = tonumber(line[2])
local penalty = tonumber(line[3])
self:I(string.format("Player %s Score %d Penalty %d",playername,score,penalty))
local PlayerData = self.Players[playername]
if not PlayerData then
PlayerData = {}
PlayerData.Hit = {}
PlayerData.Destroy = {}
PlayerData.Goals = {}
PlayerData.Goals[self.GameName] = {Score = score, Penalty = penalty}
PlayerData.Mission = {}
PlayerData.HitPlayers = {}
PlayerData.Score = score
PlayerData.Penalty = penalty
PlayerData.PenaltyCoalition = 0
PlayerData.PenaltyWarning = 0
self.Players[playername] = PlayerData
else
PlayerData.Score = score
PlayerData.Penalty =penalty
self.Players[playername] = PlayerData
PlayerData.Goals[self.GameName] = {Score = score, Penalty = penalty}
end
end
end
end
return self
end
--- Set a prefix string that will be displayed at each scoring message sent.
-- @param #SCORING self
-- @param #string DisplayMessagePrefix (Default="Scoring: ") The scoring prefix string.
@@ -375,7 +440,7 @@ function SCORING:AddUnitScore( ScoreUnit, Score )
return self
end
--- Removes a @{Wrapper.Unit} for additional scoring when the @{Wrapper.Unit} is destroyed.
--- Removes a @{Wrapper.Unit} for scoring when the @{Wrapper.Unit} is destroyed.
-- @param #SCORING self
-- @param Wrapper.Unit#UNIT ScoreUnit The @{Wrapper.Unit} for which the Score needs to be given.
-- @return #SCORING
@@ -392,10 +457,26 @@ end
-- Note that if there was already a @{Wrapper.Static} declared within the scoring with the same name,
-- then the old @{Wrapper.Static} will be replaced with the new @{Wrapper.Static}.
-- @param #SCORING self
-- @param Wrapper.Static#UNIT ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
-- @param Wrapper.Static#STATIC ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddStaticScore( ScoreStatic, Score )
return self:AddScoreStatic( ScoreStatic, Score )
end
--- Add a @{Wrapper.Static} for additional scoring when the @{Wrapper.Static} is destroyed.
-- Note that if there was already a @{Wrapper.Static} declared within the scoring with the same name,
-- then the old @{Wrapper.Static} will be replaced with the new @{Wrapper.Static}.
-- @param #SCORING self
-- @param Wrapper.Static#STATIC ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreStatic( ScoreStatic, Score )
if ScoreStatic == nil then
BASE:E("SCORING.AddStaticScore: Parameter ScoreStatic is nil!")
return self
end
local StaticName = ScoreStatic:GetName()
@@ -404,7 +485,61 @@ function SCORING:AddStaticScore( ScoreStatic, Score )
return self
end
--- Removes a @{Wrapper.Static} for additional scoring when the @{Wrapper.Static} is destroyed.
--- Add a @{Wrapper.Scenery} for additional scoring when the @{Wrapper.Scenery} is destroyed.
-- @param #SCORING self
-- @param Wrapper.Scenery#SCENERY ScoreScenery The @{Wrapper.Scenery} for which the Score needs to be given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreScenery( ScoreScenery, Score )
if ScoreScenery == nil then
self:E("SCORING.ScoreScenery: Parameter ScoreScenery is nil!")
return self
end
if not self.ScoringScenery then
self.ScoringScenery = SET_SCENERY:New() -- Core.Set#SET_SCENERY
end
local StaticName = ScoreScenery:GetName()
self:T("Scenery name = ".. StaticName)
self.ScoringScenery:AddScenery(ScoreScenery)
return self
end
--- Removes a @{Wrapper.Scenery} for scoring when the @{Wrapper.Scenery} is destroyed.
-- @param #SCORING self
-- @param Wrapper.Scenery#SCENERY ScoreStatic The @{Wrapper.Scenery} for which the Score needs to be given.
-- @return #SCORING
function SCORING:RemoveSceneryScore( ScoreScenery )
local StaticName = ScoreScenery:GetName()
self.ScoringObjects[StaticName] = nil
return self
end
--- Specify a special additional score for a @{Core.Set#SET_SCENERY}.
-- @param #SCORING self
-- @param Core.Set#SET_SCENERY Set The @{Core.Set#SET_SCENERY} for which each @{Wrapper.Scenery} in the SET a Score is given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreSetScenery(Set, Score)
local set = Set.Set
for _,_static in pairs (set) do
if _static ~= nil then
self:AddScoreScenery(_static,Score)
end
end
return self
end
--- Removes a @{Wrapper.Static} for scoring when the @{Wrapper.Static} is destroyed.
-- @param #SCORING self
-- @param Wrapper.Static#UNIT ScoreStatic The @{Wrapper.Static} for which the Score needs to be given.
-- @return #SCORING
@@ -459,6 +594,31 @@ function SCORING:AddScoreSetGroup(Set, Score)
return self
end
--- Specify a special additional score for a @{Core.Set#SET_STATIC}.
-- @param #SCORING self
-- @param Core.Set#SET_STATIC Set The @{Core.Set#SET_STATIC} for which each @{Wrapper.Static} in the SET a Score is given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreSetStatic(Set, Score)
local set = Set:GetSetObjects()
for _,_static in pairs (set) do
if _static and _static:IsAlive() then
self:AddStaticScore(_static,Score)
end
end
local function AddScore(static)
self:AddStaticScore(static,Score)
end
function Set:OnAfterAdded(From,Event,To,ObjectName,Object)
AddScore(Object)
end
return self
end
--- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
-- This allows for a dynamic destruction zone evolution within your mission.
@@ -478,7 +638,40 @@ function SCORING:AddZoneScore( ScoreZone, Score )
return self
end
--- Remove a @{Core.Zone} for additional scoring.
--- Allow Scenery hits in Zones to count (no specific(!) scenery targets). NOTE - Allowing this can spam your scoring display!
-- @param #SCORING self
-- @return #SCORING self
function SCORING:EnableSceneryHitsinZones()
self.SceneryHitsInZone = true
return self
end
--- Disallow Scenery hits in Zones to count (no specific(!) scenery targets).
-- @param #SCORING self
-- @return #SCORING self
function SCORING:DisableSceneryHitsinZones()
self.SceneryHitsInZone = false
return self
end
--- Add a @{Core.Set#SET_ZONE} to define additional scoring when any object is destroyed in that zone.
-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
-- This allows for a dynamic destruction zone evolution within your mission.
-- @param #SCORING self
-- @param Core.Set#SET_ZONE ScoreZoneSet The @{Core.Set#SET_ZONE} which defines the destruction score perimeters.
-- Note that a zone can be a polygon or a moving zone.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddZoneScoreSet( ScoreZoneSet, Score )
for _,_zone in pairs(ScoreZoneSet.Set or {}) do
self:AddZoneScore(_zone,Score)
end
return self
end
--- Remove a @{Core.Zone} for scoring.
-- The scoring will search if any @{Core.Zone} is added with the given name, and will remove that zone from the scoring.
-- This allows for a dynamic destruction zone evolution within your mission.
-- @param #SCORING self
@@ -759,6 +952,20 @@ function SCORING:AddGoalScorePlayer( PlayerName, GoalTag, Text, Score )
-- PlayerName can be nil, if the Unit with the player crashed or due to another reason.
if PlayerName then
local PlayerData = self.Players[PlayerName]
if not PlayerData then
PlayerData = {}
PlayerData.Goals = {}
PlayerData.Hit = {}
PlayerData.Destroy = {}
PlayerData.Goals = {}
PlayerData.Mission = {}
PlayerData.HitPlayers = {}
PlayerData.Score = 0
PlayerData.Penalty = 0
PlayerData.PenaltyCoalition = 0
PlayerData.PenaltyWarning = 0
self.Players[PlayerName] = PlayerData
end
PlayerData.Goals[GoalTag] = PlayerData.Goals[GoalTag] or { Score = 0 }
PlayerData.Goals[GoalTag].Score = PlayerData.Goals[GoalTag].Score + Score
@@ -956,7 +1163,7 @@ end
-- @param #SCORING self
-- @param Core.Event#EVENTDATA Event
function SCORING:_EventOnHit( Event )
self:F( { Event } )
--self:F( { Event } )
local InitUnit = nil
local InitUNIT = nil
@@ -985,6 +1192,8 @@ function SCORING:_EventOnHit( Event )
local TargetUnitCoalition = nil
local TargetUnitCategory = nil
local TargetUnitType = nil
local TargetIsScenery = false
local TargetSceneryObject = nil
if Event.IniDCSUnit then
@@ -1006,7 +1215,7 @@ function SCORING:_EventOnHit( Event )
InitUnitCategory = _SCORINGCategory[InitCategory]
InitUnitType = InitType
self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType, InitUnitCoalition, InitUnitCategory, InitUnitType } )
--self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType, InitUnitCoalition, InitUnitCategory, InitUnitType } )
end
if Event.TgtDCSUnit then
@@ -1024,12 +1233,23 @@ function SCORING:_EventOnHit( Event )
-- TargetCategory = TargetUnit:getDesc().category
TargetCategory = Event.TgtCategory
TargetType = Event.TgtTypeName
-- Scenery hit
if TargetUNIT ~= nil and TargetUNIT:IsInstanceOf("SCENERY") then
TargetCategory = Unit.Category.STRUCTURE
TargetIsScenery = true
TargetType = "Scenery"
TargetSceneryObject = TargetUNIT
self:T("***** Target is Scenery and TargetUNIT is SCENERY object!")
--UTILS.PrintTableToLog(TargetSceneryObject)
end
TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
TargetUnitCategory = _SCORINGCategory[TargetCategory]
TargetUnitType = TargetType
self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType, TargetUnitCoalition, TargetUnitCategory, TargetUnitType } )
--self:T( { TargetUnitName=TargetUnitName, TargetGroupName=TargetGroupName, TargetPlayerName=TargetPlayerName, TargetCoalition=TargetCoalition, TargetCategory=TargetCategory, TargetType=TargetType, TargetUnitCoalition=TargetUnitCoalition, TargetUnitCategory=TargetUnitCategory, TargetUnitType=TargetUnitType } )
end
if InitPlayerName ~= nil then -- It is a player that is hitting something
@@ -1042,7 +1262,7 @@ function SCORING:_EventOnHit( Event )
self:T( "Hitting Something" )
-- What is he hitting?
if TargetCategory then
if (TargetCategory ~=nil) and (TargetIsScenery == false) then
-- A target got hit, score it.
-- Player contains the score data from self.Players[InitPlayerName]
@@ -1062,7 +1282,7 @@ function SCORING:_EventOnHit( Event )
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
if PlayerHit.UNIT and PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil or PlayerHit.ThreatType == "" then
@@ -1117,17 +1337,22 @@ function SCORING:_EventOnHit( Event )
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else
elseif TargetIsScenery ~= true then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
elseif TargetIsScenery == true then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object." .. " Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
end
else -- A scenery object was hit.
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.",
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit nothing special.",
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@@ -1143,21 +1368,21 @@ function SCORING:_EventOnHit( Event )
-- It is a weapon initiated by a player, that is hitting something
-- This seems to occur only with scenery and static objects.
if Event.WeaponPlayerName ~= nil then
self:_AddPlayerFromUnit( Event.WeaponUNIT )
if self.Players[Event.WeaponPlayerName] then -- This should normally not happen, but i'll test it anyway.
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
self:_AddPlayerFromUnit( TargetUNIT )
end
if Event.WeaponPlayerName ~= nil or TargetIsScenery == true then
local playername = Event.WeaponPlayerName or Event.IniPlayerName or "Ghost"
--self:_AddPlayerFromUnit( Event.WeaponUNIT )
if self.Players[playername] then -- This should normally not happen, but i'll test it anyway.
self:T( "Hitting Scenery" )
self:T( "Hitting Scenery or Static" )
-- What is he hitting?
if TargetCategory then
if Event.TgtObjectCategory then
-- A scenery or static got hit, score it.
-- Player contains the score data from self.Players[WeaponPlayerName]
local Player = self.Players[Event.WeaponPlayerName]
local Player = self.Players[playername]
-- Ensure there is a hit table per TargetCategory and TargetUnitName.
Player.Hit[TargetCategory] = Player.Hit[TargetCategory] or {}
@@ -1165,15 +1390,17 @@ function SCORING:_EventOnHit( Event )
-- PlayerHit contains the score counters and data per unit that was hit.
local PlayerHit = Player.Hit[TargetCategory][TargetUnitName]
-- Init player scores
PlayerHit.Score = PlayerHit.Score or 0
PlayerHit.Penalty = PlayerHit.Penalty or 0
PlayerHit.ScoreHit = PlayerHit.ScoreHit or 0
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
if PlayerHit.UNIT and PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil then
@@ -1181,8 +1408,8 @@ function SCORING:_EventOnHit( Event )
PlayerHit.ThreatType = "Unknown"
end
else
PlayerHit.ThreatLevel = PlayerHit.UNIT.ThreatLevel
PlayerHit.ThreatType = PlayerHit.UNIT.ThreatType
PlayerHit.ThreatLevel = PlayerHit.UNIT and PlayerHit.UNIT.ThreatLevel or 1
PlayerHit.ThreatType = PlayerHit.UNIT and PlayerHit.UNIT.ThreatType or "Unknown"
end
-- Only grant hit scores if there was more than one second between the last hit.
@@ -1190,50 +1417,69 @@ function SCORING:_EventOnHit( Event )
PlayerHit.TimeStamp = timer.getTime()
local Score = 0
if InitCoalition then -- A coalition object was hit, probably a static.
if InitCoalition == TargetCoalition then
-- TODO: Penalty according scale
local Penalty = 10
Player.Penalty = Player.Penalty + Penalty --* self.ScaleDestroyPenalty
PlayerHit.Penalty = PlayerHit.Penalty + Penalty --* self.ScaleDestroyPenalty
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 * self.ScaleDestroyPenalty
MESSAGE
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Penalty: -" .. Penalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Update
)
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else
local TgtName = Event.TgtDCSUnit and Event.TgtDCSUnit.getName and Event.TgtDCSUnit:getName() or "Unknown"
--if InitCoalition then -- A coalition object was hit, probably a static.
if TargetIsScenery == true and self.ScoringScenery:IsInSet(TargetSceneryObject) then
Player.Score = Player.Score + self.ScoreIncrementOnHit
PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. playername .. "' hit scenery target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
end
else -- A scenery object was hit.
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit scenery object.",
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( playername, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
elseif TargetIsScenery == false and Event.TgtObjectCategory == Object.Category.STATIC and self.ScoringObjects[TgtName] then
Player.Score = Player.Score + self.ScoreIncrementOnHit
PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. playername .. "' hit static target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, "", "HIT_SCORE", 1, 0, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, "", "Scenery", TargetUnitType )
end
self:ScoreCSV( playername, TargetPlayerName, "HIT_SCORE", 1, 1, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else
self:E("Hit unregistered scenery or static object - NO target! ("..TgtName..")")
end
--end
end
end
end
-- Check if there are Zones where the destruction happened.
for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do
self:F( { ScoringZone = ScoreZoneData } )
local hit=Event.TgtUnit
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
local Score = ScoreZoneData.Score
if TargetUNIT and ScoreZone:IsVec2InZone( TargetUNIT:GetVec2() ) then
-- A scenery or static got hit, score it.
-- Player contains the score data from self.Players[WeaponPlayerName]
local PlayerName = Event.IniPlayerName or "Ghost"
local Player = self.Players[PlayerName]
if Player then
Player.Score = Player.Score + Score
Player.Score = Player.Score + self.ScoreIncrementOnHit
MESSAGE:NewType( self.DisplayMessagePrefix .. "hit in zone '" .. ScoreZone:GetName() .. "'." ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
self:ScoreCSV( PlayerName, "", "HIT_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Zone", TargetUnitType )
end
end
end
end
end
end
--- Track DEAD or CRASH events for the scoring.
-- @param #SCORING self
-- @param Core.Event#EVENTDATA Event
@@ -1291,7 +1537,7 @@ function SCORING:_EventOnDeadOrCrash( Event )
local Destroyed = false
-- What is the player destroying?
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 and (TargetUnit.BirthTime == nil or Player.Hit[TargetCategory][TargetUnitName].TimeStamp > TargetUnit.BirthTime) then -- Was there a hit for this unit for this player before registered???
if Player and Player.Hit and Player.Hit[TargetCategory] and Player.Hit[TargetCategory][TargetUnitName] and Player.Hit[TargetCategory][TargetUnitName].TimeStamp ~= 0 and TargetUnit and (TargetUnit.BirthTime == nil or Player.Hit[TargetCategory][TargetUnitName].TimeStamp > TargetUnit.BirthTime) then -- Was there a hit for this unit for this player before registered???
local TargetThreatLevel = Player.Hit[TargetCategory][TargetUnitName].ThreatLevel
local TargetThreatType = Player.Hit[TargetCategory][TargetUnitName].ThreatType
@@ -1411,22 +1657,24 @@ function SCORING:_EventOnDeadOrCrash( Event )
end
else
-- Check if there are Zones where the destruction happened.
for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do
self:F( { ScoringZone = ScoreZoneData } )
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
local Score = ScoreZoneData.Score
if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
Destroyed = true
if self.SceneryHitsInZone == true then
-- Check if there are Zones where the destruction happened.
for ZoneName, ScoreZoneData in pairs( self.ScoringZones ) do
self:F( { ScoringZone = ScoreZoneData } )
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
local Score = ScoreZoneData.Score
if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE:NewType( self.DisplayMessagePrefix .. "Scenery destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " .. "Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
Destroyed = true
end
end
end
end
@@ -1770,9 +2018,12 @@ end
--- Report all players score
-- @param #SCORING self
-- @param Wrapper.Group#GROUP PlayerGroup The player group.
function SCORING:ReportScoreAllSummary( PlayerGroup )
-- @param #boolean JustScore If this is true, return just a table with playernames and overall scores.
-- @return #table ReportTable Table returned if JustScore is true.
function SCORING:ReportScoreAllSummary( PlayerGroup, JustScore )
local PlayerMessage = ""
local ReportTable = {}
self:T( { "Summary Score Report of All Players", Players = self.Players } )
@@ -1804,20 +2055,28 @@ function SCORING:ReportScoreAllSummary( PlayerGroup )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
PlayerMessage =
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
PlayerName,
PlayerScore - PlayerPenalty,
PlayerScore,
PlayerPenalty
)
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):ToGroup( PlayerGroup )
if JustScore~=true then
PlayerMessage =
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
PlayerName,
PlayerScore - PlayerPenalty,
PlayerScore,
PlayerPenalty
)
MESSAGE:NewType( PlayerMessage, MESSAGE.Type.Overview ):ToGroup( PlayerGroup )
else
ReportTable[PlayerName] = {["Score"]=PlayerScore,["Penalty"]=PlayerPenalty}
end
end
end
return ReportTable
end
--- Opens a score CSV file to log the scores.
-- @param #SCORING self
-- @param #number sSeconds
-- @return #string ClockString
function SCORING:SecondsToClock( sSeconds )
local nSeconds = sSeconds
if nSeconds == 0 then
@@ -1923,7 +2182,7 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
TargetUnitType = TargetUnitType or ""
TargetUnitName = TargetUnitName or ""
if lfs and io and os and self.AutoSave then
if lfs and io and os and self.AutoSave == true and self.CSVFile ~= nil then
self.CSVFile:write(
'"' .. self.GameName .. '"' .. ',' ..
'"' .. self.RunTime .. '"' .. ',' ..
@@ -1945,6 +2204,23 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
self.CSVFile:write( "\n" )
end
if lfs and io and self.LoadSave == true then
local path = self.AutoSavePath or lfs.writedir() .. [[Logs\]]
local filename = self.GameName or "PlayerScoresSummary"
filename = filename..".csv"
local data = self:ReportScoreAllSummary("",true)
local text = "-- Playername;;Score;;Penalty\n"
for _playername,_data in pairs(data or {}) do
-- ReportTable[PlayerName] = {["Score"]=PlayerScore,["Penalty"]=PlayerPenalty}
local Playername = _playername or "Ghost"
local Score = _data.Score or 0
local Penalty = _data.Penalty or 0
text = text..string.format("%s;;%d;;%d\n",Playername,Score,Penalty)
end
UTILS.SaveToFile(path,filename,text)
end
end
--- Close CSV file
+16 -5
View File
@@ -19,7 +19,7 @@
--
-- ### Authors: **applevangelist**, **FlightControl**
--
-- Last Update: Dec 2024
-- Last Update: January 2026
--
-- ===
--
@@ -157,7 +157,7 @@ function SEAD:New( SEADGroupPrefixes, Padding )
self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.9")
self:I("*** SEAD - Started Version 0.4.11")
return self
end
@@ -318,7 +318,7 @@ function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADG
elseif height <= 12500 then
Ropt = Ropt * 0.98
end
local WeaponWrapper = WEAPON:New(SEADWeapon)
-- look at a couple of zones across the trajectory
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
@@ -342,7 +342,7 @@ function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADG
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:ManageEvasion(_targetskill,_targetgroup,pos0,"AGM_88",SEADGroup, 20)
self:ManageEvasion(_targetskill,_targetgroup,pos0,"AGM_88",SEADGroup, 20, WeaponWrapper)
end
--end
end
@@ -442,7 +442,18 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
local SuppressionStartTime = timer.getTime() + delay
local SuppressionEndTime = timer.getTime() + delay + _tti + self.Padding + delay
local _targetgroupname = _targetgroup:GetName()
if not self.SuppressedGroups[_targetgroupname] then
local shoradactive = _targetgroup:GetProperty("SHORAD_ACTIVE")
if not self.SuppressedGroups[_targetgroupname] and shoradactive ~= true then
-- TODO: ask callback if suppression is allowed BEFORE scheduling timers
local allow = true
if self.UseCallBack and self.CallBack and self.CallBack.SeadAllowSuppression then
allow = self.CallBack:SeadAllowSuppression(_targetgroup,_targetgroupname,SEADGroup,SEADWeaponName,Weapon,_tti,delay)
end
if not allow then
self:T(string.format("*** SEAD - %s | Suppression vetoed by callback", _targetgroupname))
-- Important: do NOT schedule SuppressionStart/Stop and do NOT flip SuppressedGroups true.
return self
end
self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
timer.scheduleFunction(SuppressionStart,{_targetgroup,_targetgroupname, SEADGroup},SuppressionStartTime)
timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime)
+132 -59
View File
@@ -21,7 +21,7 @@
-- @image Functional.Shorad.jpg
--
-- Date: Nov 2021
-- Last Update: Jan 2025
-- Last Update: Jan 2026
-------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE
@@ -48,7 +48,9 @@
-- @field #number minscootdist Min distance of the next zone
-- @field #number maxscootdist Max distance of the next zone
-- @field #boolean scootrandomcoord If true, use a random coordinate in the zone and not the center
-- @field #string scootformation Formation to take for scooting, e.g. "Vee" or "Cone"
-- @field #string scootformation Formation to take for scooting, e.g. "Vee" or "Cone"
-- @field #boolean SmokeDecoy = false,
-- @field #number SmokeDecoyColor = SMOKECOLOR.White
-- @extends Core.Base#BASE
@@ -114,7 +116,9 @@ SHORAD = {
SkateZones = nil,
minscootdist = 100,
maxscootdist = 3000,
scootrandomcoord = false,
scootrandomcoord = false,
SmokeDecoy = false,
SmokeDecoyColor = SMOKECOLOR.White
}
-----------------------------------------------------------------------
@@ -161,8 +165,10 @@ do
-- @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 #boolean UseEmOnOff Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch)
-- @param #boolean SmokeDecoy Throw smoke decoy when getting activated. Defaults to false.
-- @param #number SmokeDecoyColor SMOLECOLOR to use. Defaults to SMOLECOLOR.White
-- @return #SHORAD self
function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff)
function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff, SmokeDecoy, SmokeDecoyColor)
local self = BASE:Inherit( self, FSM:New() )
self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition})
@@ -171,6 +177,7 @@ do
self.name = Name or "MyShorad"
self.Prefixes = ShoradPrefix or "SAM SHORAD"
self.Radius = Radius or 20000
if type(Coalition) == "number" then Coalition = string.lower(UTILS.GetCoalitionName(Coalition)) end
self.Coalition = Coalition or "blue"
self.Samset = Samset or GroupSet
self.ActiveTimer = ActiveTimer or 600
@@ -181,8 +188,15 @@ do
self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
self.UseEmOnOff = true -- Decide if we are using Emission on/off (default) or AlarmState red/green
if UseEmOnOff == false then self.UseEmOnOff = UseEmOnOff end
self:I("*** SHORAD - Started Version 0.3.4")
if SmokeDecoy then
self.SmokeDecoy = SmokeDecoy
self.SmokeDecoyColor = SmokeDecoyColor or SMOKECOLOR.White
end
self:I("*** SHORAD - Started Version 0.3.6")
-- Set the string id for output to DCS.log file.
self.lid=string.format("SHORAD %s | ", self.name)
self:_InitState()
@@ -451,6 +465,43 @@ do
return returnname
end
--- Set an object to call back when going evasive.
-- @param #SHORAD self
-- @param #table Object The object to call.
-- @return #SHORAD self
function SHORAD:AddCallBack(Object)
self:T({Class=Object.ClassName})
self.CallBack = Object
self.UseCallBack = true
return self
end
--- Smoke a SHORAD Group
-- @param #SHORAD self
-- @param Wrapper.Group#GROUP Group The Shorad Group to Smoke
-- @return self
function SHORAD:_SmokeUnits(Group)
if self.SmokeDecoy == true then
if Group and Group:IsAlive() then
local units = Group:GetUnits()
for _,_unit in pairs(units) do
local unit = _unit -- Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
local coordinate = unit:GetCoordinate()
if coordinate then
coordinate:SwitchSmokeOffsetOn()
coordinate:Smoke(self.SmokeDecoyColor,Duration,nil,Name,true,1,20)
coordinate:Smoke(self.SmokeDecoyColor,Duration,nil,Name,true,180,20)
coordinate:Smoke(self.SmokeDecoyColor,Duration,nil,Name,true,270,20)
coordinate:Smoke(self.SmokeDecoyColor,Duration,nil,Name,true,90,20)
end
end
end
end
end
return self
end
--- Calculate if the missile shot is detected
-- @param #SHORAD self
-- @return #boolean Returns true for a detection, else false
@@ -484,7 +535,56 @@ do
-- mymantis:Start()
function SHORAD:onafterWakeUpShorad(From, Event, To, TargetGroup, Radius, ActiveTimer, TargetCat, ShotAt)
self:T(self.lid .. " WakeUpShorad")
self:T({TargetGroup, Radius, ActiveTimer, TargetCat})
--self:T({TargetGroup, Radius, ActiveTimer, TargetCat})
local TDiff = 4
-- local function to switch off shorad again
local function SleepShorad(group)
if group and group:IsAlive() then
local groupname = group:GetName()
self.ActiveGroups[groupname] = nil
if self.UseEmOnOff then
group:EnableEmission(false)
else
group:OptionAlarmStateGreen()
end
group:SetProperty("SHORAD_ACTIVE",false)
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)
else
--group:RelocateGroundRandomInRadius(30,500,false,true,"Diamond",true)
end
end
end
local function WakeUp(_group,groupname)
-- shot at a group we protect
local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
if self.UseEmOnOff then
_group:EnableEmission(true)
end
_group:OptionAlarmStateRed()
_group:SetProperty("SHORAD_ACTIVE",true)
self:_SmokeUnits(_group)
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
self.ActiveGroups[groupname] = { Timing = ActiveTimer }
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
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
local targetcat = TargetCat or Object.Category.UNIT
local targetgroup = TargetGroup
local targetvec2 = nil
@@ -501,69 +601,41 @@ do
local groupset = self.Groupset --Core.Set#SET_GROUP
local shoradset = groupset:GetAliveSet() --#table
-- local function to switch off shorad again
local function SleepShorad(group)
if group and group:IsAlive() then
local groupname = group:GetName()
self.ActiveGroups[groupname] = nil
if self.UseEmOnOff then
group:EnableEmission(false)
else
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
-- go through set and find the one(s) to activate
local TDiff = 4
for _,_group in pairs (shoradset) do
local groupname = _group:GetName()
if groupname == TargetGroup and ShotAt==true then
-- Shot at a SHORAD group
if self.UseEmOnOff then
_group:EnableEmission(false)
local allow = false
if self.CallBack and self.UseCallBack == true then
allow = self.CallBack:SeadAllowSuppression(_group,groupname)
end
_group:OptionAlarmStateGreen()
self.ActiveGroups[groupname] = nil
local text = string.format("Shot at SHORAD %s! Evading!", _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
elseif _group:IsAnyInZone(targetzone) or groupname == TargetGroup then
-- shot at a group we protect
local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
if self.UseEmOnOff then
_group:EnableEmission(true)
end
_group:OptionAlarmStateRed()
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
self.ActiveGroups[groupname] = { Timing = ActiveTimer }
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
self.ActiveGroups[groupname].Timer = TIMER:New(SleepShorad,_group):Start(endtime)
if allow == true then
if self.UseEmOnOff then
_group:EnableEmission(false)
end
_group:OptionAlarmStateGreen()
self.ActiveGroups[groupname] = nil
local text = string.format("Shot at SHORAD %s! Evading!", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
self:_SmokeUnits(_group)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(TDiff,_group)
TDiff=TDiff+1
self:__ShootAndScoot(1,_group)
else
_group:RelocateGroundRandomInRadius(30,500,false,true,"Diamond",true)
end
else
WakeUp(_group,groupname)
end
end
end
elseif _group:IsAnyInZone(targetzone) or groupname == TargetGroup then
WakeUp(_group,groupname)
end -- end if
end -- end in pairs
return self
end
@@ -679,11 +751,12 @@ do
-- @param Core.Event#EVENTDATA EventData The event details table data set
-- @return #SHORAD self
function SHORAD:HandleEventShot( EventData )
self:T( { EventData } )
--self:T( { EventData.id } )
self:T(self.lid .. " HandleEventShot")
local ShootingWeapon = EventData.Weapon -- Identify the weapon fired
local ShootingWeaponName = EventData.WeaponName -- return weapon type
-- get firing coalition
if not EventData.IniGroup then return self end
local weaponcoalition = EventData.IniGroup:GetCoalition()
-- get detection probability
if self:_CheckCoalition(weaponcoalition) then --avoid overhead on friendly fire
@@ -703,7 +776,7 @@ do
-- Is there target data?
if not targetdata or self.debug then
if string.find(ShootingWeaponName,"AGM_88",1,true) then
self:I("**** Tracking AGM-88 with no target data.")
self:T("**** Tracking AGM-88 with no target data.")
local pos0 = EventData.IniUnit:GetCoordinate()
local fheight = EventData.IniUnit:GetHeight()
self:__CalculateHitZone(20,ShootingWeapon,pos0,fheight,EventData.IniGroup)
File diff suppressed because it is too large Load Diff
@@ -1132,7 +1132,7 @@
-- specify an "Assignment". This can be later used to identify the request and take the right actions.
--
-- Once the request is processed, the @{#WAREHOUSE.OnAfterSelfRequest} function is called. This is where we hook in and postprocess the spawned assets.
-- In particular, we use the @{AI.AI_Formation#AI_FORMATION} class to make some nice escorts for our carrier.
-- In particular, we use the @{Functional.Formation#FORMATION} class to make some nice escorts for our carrier.
--
-- When the resue helo is spawned, we can check that this is the correct asset and make the helo go into formation with the carrier.
-- Once the helo runs out of fuel, it will automatically return to the ship and land. For the warehouse, this means that the "cargo", i.e. the helicopter
@@ -1175,7 +1175,7 @@
--
-- -- Define AI Formation object.
-- -- Note that this has to be a global variable or the garbage collector will remove it for some reason!
-- CarrierFormationLeft = AI_FORMATION:New(Mother, groupset, "Left Formation with Carrier", "Escort Carrier.")
-- CarrierFormationLeft = FORMATION:New(Mother, groupset, "Left Formation with Carrier")
--
-- -- Formation parameters.
-- CarrierFormationLeft:FormationLeftWing(200 ,50, 0, 0, 500, 50)
@@ -1190,7 +1190,7 @@
--
-- -- Define AI Formation object.
-- -- Note that this has to be a global variable or the garbage collector will remove it for some reason!
-- CarrierFormationRight = AI_FORMATION:New(Mother, groupset, "Right Formation with Carrier", "Escort Carrier.")
-- CarrierFormationRight = FORMATION:New(Mother, groupset, "Right Formation with Carrier")
--
-- -- Formation parameters.
-- CarrierFormationRight:FormationRightWing(200 ,50, 0, 0, 500, 50)
@@ -1208,7 +1208,7 @@
-- group:StartUncontrolled()
--
-- -- Define AI Formation object.
-- CarrierFormationHelo = AI_FORMATION:New(Mother, groupset, "Helo Formation with Carrier", "Fly Formation.")
-- CarrierFormationHelo = FORMATION:New(Mother, groupset, "Helo Formation with Carrier")
--
-- -- Formation parameters.
-- CarrierFormationHelo:FormationCenterWing(-150, 50, 20, 50, 100, 50)
@@ -3153,7 +3153,7 @@ end
-- @param #WAREHOUSE self
-- @return Core.Point#COORDINATE The coordinate of the warehouse.
function WAREHOUSE:GetCoordinate()
return self.warehouse:GetCoordinate()
return self.warehouse:GetCoord()
end
--- Get 3D vector of warehouse static.
@@ -3340,7 +3340,6 @@ function WAREHOUSE:FindAssetInDB(group)
if aid~=nil then
local asset=_WAREHOUSEDB.Assets[aid]
self:T2({asset=asset})
if asset==nil then
self:_ErrorMessage(string.format("ERROR: Asset for group %s not found in the data base!", group:GetName()), 0)
end
@@ -3918,7 +3917,7 @@ end
-- @param #string assignment A free to choose string specifying an assignment for the asset. This can be used with the @{#WAREHOUSE.OnAfterNewAsset} function.
-- @param #table other (Optional) Table of other useful data. Can be collected via WAREHOUSE.OnAfterNewAsset() function for example
function WAREHOUSE:onafterAddAsset(From, Event, To, group, ngroups, forceattribute, forcecargobay, forceweight, loadradius, skill, liveries, assignment, other)
self:T({group=group, ngroups=ngroups, forceattribute=forceattribute, forcecargobay=forcecargobay, forceweight=forceweight})
--self:T({group=group:GetName(), ngroups=ngroups, forceattribute=forceattribute, forcecargobay=forcecargobay, forceweight=forceweight})
-- Set default.
local n=ngroups or 1
@@ -4113,10 +4112,10 @@ function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute, forcecargobay,
-- Get name of template group.
local templategroupname=group:GetName()
local Descriptors=group:GetUnit(1):GetDesc()
local unit = group:GetUnit(1)
local Descriptors= (unit and unit:IsAlive()) and unit:GetDesc() or {}
local Category=group:GetCategory()
local TypeName=group:GetTypeName()
local TypeName=group:GetTypeName() or "none"
local SpeedMax=group:GetSpeedMax()
local RangeMin=group:GetRange()
local smax,sx,sy,sz=_GetObjectSize(Descriptors)
@@ -4247,6 +4246,16 @@ function WAREHOUSE:_AssetItemInfo(asset)
self:T3({Template=asset.template})
end
--- This function uses Disposition and other fallback logic to find better ground positions for ground units.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
--- Uses UTILS.ValidateAndRepositionGroundUnits.
-- @param #boolean Enabled Enable/disable the feature.
function WAREHOUSE:SetValidateAndRepositionGroundUnits(Enabled)
self.ValidateAndRepositionGroundUnits = Enabled
end
--- On after "NewAsset" event. A new asset has been added to the warehouse stock.
-- @param #WAREHOUSE self
-- @param #string From From state.
@@ -4436,7 +4445,6 @@ end
-- @param #WAREHOUSE.Queueitem Request Information table of the request.
-- @return #boolean If true, request is granted.
function WAREHOUSE:onbeforeRequest(From, Event, To, Request)
self:T3({warehouse=self.alias, request=Request})
-- Distance from warehouse to requesting warehouse.
local distance=self:GetCoordinate():Get2DDistance(Request.warehouse:GetCoordinate())
@@ -5965,6 +5973,10 @@ function WAREHOUSE:_SpawnAssetGroundNaval(alias, asset, request, spawnzone, late
template.y = coord.z
template.alt = coord.y
if self.ValidateAndRepositionGroundUnits then
UTILS.ValidateAndRepositionGroundUnits(template.units)
end
-- Spawn group.
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
@@ -6120,6 +6132,7 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
unit.onboard_num=asset.modex[i]
end
if asset.callsign then
--UTILS.PrintTableToLog(asset.callsign)
unit.callsign=asset.callsign[i]
end
@@ -6139,9 +6152,6 @@ function WAREHOUSE:_SpawnAssetAircraft(alias, asset, request, parking, uncontrol
-- Uncontrolled spawning.
template.uncontrolled=uncontrolled
-- Debug info.
self:T2({airtemplate=template})
-- Spawn group.
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
@@ -6893,7 +6903,7 @@ function WAREHOUSE:_CheckConquered()
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
local distance=coord:Get2DDistance(unit:GetCoordinate())
local distance=coord:Get2DDistance(unit:GetCoord())
-- Filter only alive groud units. Also check distance again, because the scan routine might give some larger distances.
if unit:IsGround() and unit:IsAlive() and distance <= radius then
@@ -8587,6 +8597,8 @@ function WAREHOUSE:_DeleteStockItem(stockitem)
local item=self.stock[i] --#WAREHOUSE.Assetitem
if item.uid==stockitem.uid then
table.remove(self.stock,i)
-- remove also from warehouse DB (not good! causes an error if the asset needs to be added to a requesting wherehouse)
--_WAREHOUSEDB.Assets[stockitem.uid]=nil
break
end
end
+7
View File
@@ -20,6 +20,13 @@ _DATABASE:_RegisterCargos()
_DATABASE:_RegisterZones()
_DATABASE:_RegisterAirbases()
--- Function that writes to DCS log file
-- @param #string text Formatted text.
-- @param ... Format passed to string.format().
function printf(text, ...)
env.info(string.format(text, ...))
end
--- Check if os etc is available.
BASE:I("Checking de-sanitization of os, io and lfs:")
local __na = false
+7 -54
View File
@@ -32,6 +32,7 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/TextAndSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Pathline.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/ClientMenu.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Vector.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' )
@@ -60,7 +61,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/CleanUp.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Movement.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Sead.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Escort.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/MissileTrainer.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ATC_Ground.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Detection.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/DetectionZones.lua' )
@@ -84,6 +84,7 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneGoalCargo.lua'
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Tiresias.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Stratego.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ClientWatch.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Formation.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' )
@@ -116,43 +117,7 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerRecce.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Squadron.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Target.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/EasyGCICAP.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Balancer.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air_Patrol.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air_Engage.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Patrol.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Cap.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Gci.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_BAI.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_CAS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_SEAD.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Patrol.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_CAP.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_CAS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_BAI.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Formation.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort_Request.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort_Dispatcher_Request.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_APC.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Helicopter.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Airplane.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Ship.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assign.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Route.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Account.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assist.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/EasyA2G.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/ShapeBase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Circle.lua' )
@@ -169,21 +134,9 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/RadioQueue.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/RadioSpeech.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SRS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/CommandCenter.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Mission.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/TaskInfo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Manager.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/DetectionManager.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2G_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2G.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2A_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2A.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_CARGO.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_Transport.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_CSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Zone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Point.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Beacons.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Radios.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Navigation/Towns.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Globals.lua' )
-181
View File
@@ -1,181 +0,0 @@
__Moose.Include( 'Utilities\\Enums.lua' )
__Moose.Include( 'Utilities\\Utils.lua' )
__Moose.Include( 'Utilities\\Profiler.lua' )
--__Moose.Include( 'Utilities\\STTS.lua' )
__Moose.Include( 'Utilities\\FiFo.lua' )
__Moose.Include( 'Utilities\\Socket.lua' )
__Moose.Include( 'Core\\Base.lua' )
__Moose.Include( 'Core\\Beacon.lua' )
__Moose.Include( 'Core\\UserFlag.lua' )
__Moose.Include( 'Core\\Report.lua' )
__Moose.Include( 'Core\\Scheduler.lua' )
__Moose.Include( 'Core\\ScheduleDispatcher.lua' )
__Moose.Include( 'Core\\Event.lua' )
__Moose.Include( 'Core\\Settings.lua' )
__Moose.Include( 'Core\\Menu.lua' )
__Moose.Include( 'Core\\Zone.lua' )
__Moose.Include( 'Core\\Velocity.lua' )
__Moose.Include( 'Core\\Database.lua' )
__Moose.Include( 'Core\\Set.lua' )
__Moose.Include( 'Core\\Point.lua' )
__Moose.Include( 'Core\\Pathline.lua' )
__Moose.Include( 'Core\\Message.lua' )
__Moose.Include( 'Core\\Fsm.lua' )
__Moose.Include( 'Core\\Spawn.lua' )
__Moose.Include( 'Core\\SpawnStatic.lua' )
__Moose.Include( 'Core\\Timer.lua' )
__Moose.Include( 'Core\\Goal.lua' )
__Moose.Include( 'Core\\Spot.lua' )
__Moose.Include( 'Core\\Astar.lua' )
__Moose.Include( 'Core\\MarkerOps_Base.lua' )
__Moose.Include( 'Core\\TextAndSound.lua' )
__Moose.Include( 'Core\\Condition.lua' )
__Moose.Include( 'Core\\ClientMenu.lua' )
__Moose.Include( 'Wrapper\\Object.lua' )
__Moose.Include( 'Wrapper\\Identifiable.lua' )
__Moose.Include( 'Wrapper\\Positionable.lua' )
__Moose.Include( 'Wrapper\\Controllable.lua' )
__Moose.Include( 'Wrapper\\Group.lua' )
__Moose.Include( 'Wrapper\\Unit.lua' )
__Moose.Include( 'Wrapper\\Client.lua' )
__Moose.Include( 'Wrapper\\Static.lua' )
__Moose.Include( 'Wrapper\\Airbase.lua' )
__Moose.Include( 'Wrapper\\Scenery.lua' )
__Moose.Include( 'Wrapper\\Marker.lua' )
__Moose.Include( 'Wrapper\\Net.lua' )
__Moose.Include( 'Wrapper\\Weapon.lua' )
__Moose.Include( 'Wrapper\\Storage.lua' )
__Moose.Include( 'Wrapper\\DynamicCargo.lua' )
__Moose.Include( 'Cargo\\Cargo.lua' )
__Moose.Include( 'Cargo\\CargoUnit.lua' )
__Moose.Include( 'Cargo\\CargoSlingload.lua' )
__Moose.Include( 'Cargo\\CargoCrate.lua' )
__Moose.Include( 'Cargo\\CargoGroup.lua' )
__Moose.Include( 'Functional\\Scoring.lua' )
__Moose.Include( 'Functional\\CleanUp.lua' )
__Moose.Include( 'Functional\\Movement.lua' )
__Moose.Include( 'Functional\\Sead.lua' )
__Moose.Include( 'Functional\\Escort.lua' )
__Moose.Include( 'Functional\\MissileTrainer.lua' )
__Moose.Include( 'Functional\\ATC_Ground.lua' )
__Moose.Include( 'Functional\\Detection.lua' )
__Moose.Include( 'Functional\\DetectionZones.lua' )
__Moose.Include( 'Functional\\Designate.lua' )
__Moose.Include( 'Functional\\RAT.lua' )
__Moose.Include( 'Functional\\Range.lua' )
__Moose.Include( 'Functional\\ZoneGoal.lua' )
__Moose.Include( 'Functional\\ZoneGoalCoalition.lua' )
__Moose.Include( 'Functional\\ZoneCaptureCoalition.lua' )
__Moose.Include( 'Functional\\Artillery.lua' )
__Moose.Include( 'Functional\\Suppression.lua' )
__Moose.Include( 'Functional\\PseudoATC.lua' )
__Moose.Include( 'Functional\\Warehouse.lua' )
__Moose.Include( 'Functional\\Fox.lua' )
__Moose.Include( 'Functional\\Mantis.lua' )
__Moose.Include( 'Functional\\Shorad.lua' )
__Moose.Include( 'Functional\\Autolase.lua' )
__Moose.Include( 'Functional\\AICSAR.lua' )
__Moose.Include( 'Functional\\AmmoTruck.lua' )
__Moose.Include( 'Functional\\Tiresias.lua' )
__Moose.Include( 'Functional\\Stratego.lua' )
__Moose.Include( 'Functional\\ClientWatch.lua' )
__Moose.Include( 'Ops\\Airboss.lua' )
__Moose.Include( 'Ops\\RecoveryTanker.lua' )
__Moose.Include( 'Ops\\RescueHelo.lua' )
__Moose.Include( 'Ops\\ATIS.lua' )
__Moose.Include( 'Ops\\Auftrag.lua' )
__Moose.Include( 'Ops\\Target.lua' )
__Moose.Include( 'Ops\\OpsGroup.lua' )
__Moose.Include( 'Ops\\FlightGroup.lua' )
__Moose.Include( 'Ops\\NavyGroup.lua' )
__Moose.Include( 'Ops\\ArmyGroup.lua' )
__Moose.Include( 'Ops\\Cohort.lua' )
__Moose.Include( 'Ops\\Squadron.lua' )
__Moose.Include( 'Ops\\Platoon.lua' )
__Moose.Include( 'Ops\\Legion.lua' )
__Moose.Include( 'Ops\\AirWing.lua' )
__Moose.Include( 'Ops\\Brigade.lua' )
__Moose.Include( 'Ops\\Intelligence.lua' )
__Moose.Include( 'Ops\\Commander.lua' )
__Moose.Include( 'Ops\\OpsTransport.lua' )
__Moose.Include( 'Ops\\CSAR.lua' )
__Moose.Include( 'Ops\\CTLD.lua' )
__Moose.Include( 'Ops\\OpsZone.lua' )
__Moose.Include( 'Ops\\Chief.lua' )
__Moose.Include( 'Ops\\Flotilla.lua' )
__Moose.Include( 'Ops\\Fleet.lua' )
__Moose.Include( 'Ops\\Awacs.lua' )
__Moose.Include( 'Ops\\PlayerTask.lua' )
__Moose.Include( 'Ops\\Operation.lua' )
__Moose.Include( 'Ops\\FlightControl.lua' )
__Moose.Include( 'Ops\\PlayerRecce.lua' )
__Moose.Include( 'Ops\\EasyGCICAP.lua' )
__Moose.Include( 'Ops\\EasyA2G.lua' )
__Moose.Include( 'AI\\AI_Balancer.lua' )
__Moose.Include( 'AI\\AI_Air.lua' )
__Moose.Include( 'AI\\AI_Air_Patrol.lua' )
__Moose.Include( 'AI\\AI_Air_Engage.lua' )
__Moose.Include( 'AI\\AI_A2A_Patrol.lua' )
__Moose.Include( 'AI\\AI_A2A_Cap.lua' )
__Moose.Include( 'AI\\AI_A2A_Gci.lua' )
__Moose.Include( 'AI\\AI_A2A_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_A2G_BAI.lua' )
__Moose.Include( 'AI\\AI_A2G_CAS.lua' )
__Moose.Include( 'AI\\AI_A2G_SEAD.lua' )
__Moose.Include( 'AI\\AI_A2G_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Patrol.lua' )
__Moose.Include( 'AI\\AI_Cap.lua' )
__Moose.Include( 'AI\\AI_Cas.lua' )
__Moose.Include( 'AI\\AI_Bai.lua' )
__Moose.Include( 'AI\\AI_Formation.lua' )
__Moose.Include( 'AI\\AI_Escort.lua' )
__Moose.Include( 'AI\\AI_Escort_Request.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher_Request.lua' )
__Moose.Include( 'AI\\AI_Cargo.lua' )
__Moose.Include( 'AI\\AI_Cargo_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Ship.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( 'Actions\\Act_Assign.lua' )
__Moose.Include( 'Actions\\Act_Route.lua' )
__Moose.Include( 'Actions\\Act_Account.lua' )
__Moose.Include( 'Actions\\Act_Assist.lua' )
__Moose.Include( 'Sound\\UserSound.lua' )
__Moose.Include( 'Sound\\SoundOutput.lua' )
__Moose.Include( 'Sound\\Radio.lua' )
__Moose.Include( 'Sound\\RadioQueue.lua' )
__Moose.Include( 'Sound\\RadioSpeech.lua' )
__Moose.Include( 'Sound\\SRS.lua' )
__Moose.Include( 'Tasking\\CommandCenter.lua' )
__Moose.Include( 'Tasking\\Mission.lua' )
__Moose.Include( 'Tasking\\Task.lua' )
__Moose.Include( 'Tasking\\TaskInfo.lua' )
__Moose.Include( 'Tasking\\Task_Manager.lua' )
__Moose.Include( 'Tasking\\DetectionManager.lua' )
__Moose.Include( 'Tasking\\Task_A2G_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2G.lua' )
__Moose.Include( 'Tasking\\Task_A2A_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2A.lua' )
__Moose.Include( 'Tasking\\Task_Cargo.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Transport.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_CSAR.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Zone.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Globals.lua' )
@@ -0,0 +1,434 @@
--- **NAVIGATION** - Beacons of the map/theatre.
--
-- **Main Features:**
--
-- * Access beacons of the map
-- * Find closest beacon
-- * Get frequencies and channels
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Beacons).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Beacons
-- @image MOOSE.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- BEACONS class.
-- @type BEACONS
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table beacons Beacons.
--
-- @extends Core.Base#BASE
--- *Hope is the beacon that guides lost ships back to the shore.*
--
-- ===
--
-- # The BEACONS Concept
--
-- This class is designed to make information about beacons of a map/theatre easier accessible. The information contains location, type and frequencies of all or specific beacons of the map.
--
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `beacons.lua` that can be
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
-- **Note** your `MissionScripting` environment needs to be desanitized to read this data. `Package` als needs to be available.
--
-- # Basic Setup
--
-- A new `BEACONS` object can be created with the @{#BEACONS.NewFromFile}(*beacons_lua_file*) function.
--
-- local beacons=BEACONS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\beacons.lua")
-- beacons:MarkerShow()
--
-- This will load the beacons from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
-- you provided is correct and all relevant beacons are present.
--
-- # User Functions
--
-- ## F10 Map Markers
--
-- ## Position
--
-- ## Get Closest Beacon
--
--
-- @field #BEACONS
BEACONS = {
ClassName = "BEACONS",
verbose = 1,
beacons = {},
}
--- Mission capability.
-- @type BEACONS.Beacon
-- @field #function display_name Function that returns the localized name.
-- @field #number type Beacon type.
-- @field #string beaconId Beacon ID.
-- @field #string callsign Call sign.
-- @field #number frequency Frequency in Hz.
-- @field #number channel TACAN, RSBN or PRMG channel depending on type.
-- @field #table position Position table.
-- @field #number direction Direction in degrees.
-- @field #table positionGeo Table with latitude and longitude.
-- @field #table sceneObjects Table with scenery objects, e.g. `{t:393396742}`.
-- @field #number chartOffsetX No idea what this offset is?!
-- @field DCS#Vec3 vec3 Position vector 3D.
-- @field #number markerID ID for the F10 marker.
-- @field #string typeName Name of becon type.
-- @field Wrapper.Scenery#SCENERY scenery The scenery object.
--- BEACONS class version.
-- @field #string version
BEACONS.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- DONE: TACAN channel from frequency (was already in beacon.lua as channel)
-- DONE: Scenery object
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new BEACONS class instance from a given table.
-- @param #BEACONS self
-- @param #table BeaconTable Table with beacon info.
-- @return #BEACONS self
function BEACONS:NewFromTable(BeaconTable)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #BEACONS
for _,_beacon in pairs(BeaconTable) do
local beacon=_beacon --#BEACONS.Beacon
-- Get 3D vector
beacon.vec3={x=beacon.position[1], y=beacon.position[2], z=beacon.position[3]}
-- Get coordinate
beacon.coordinate=COORDINATE:NewFromVec3(beacon.vec3)
-- Get type name
beacon.typeName=self:_GetTypeName(beacon.type)
-- Find closest scenery object from scan
beacon.scenery=beacon.coordinate:FindClosestScenery(20)
-- Debug stuff for scenery object
if false then
if beacon.scenery then
env.info(string.format("FF Beacon %s %s %s got scenery object %s, %s", beacon.callsign, beacon.beaconId, beacon.typeName, beacon.scenery:GetName(), beacon.scenery:GetTypeName() ))
UTILS.PrintTableToLog(beacon.scenery.SceneryObject)
UTILS.PrintTableToLog(beacon.sceneObjects)
else
env.info(string.format("FF NO scenery object %s %s %s ", beacon.callsign, beacon.beaconId, beacon.typeName))
end
end
-- Add to table
table.insert(self.beacons, beacon)
end
-- Debug output
self:I(string.format("Added %d beacons", #self.beacons))
if self.verbose > 0 then
local text="Beacon types:"
for typeName,typeID in pairs(BEACON.Type) do
local n=self:CountBeacons(typeID)
text=text..string.format("\n%s = %d", typeName, n)
end
self:I(text)
end
return self
end
--- Create a new BEACONS class instance from a given file.
-- @param #BEACONS self
-- @param #string FileName Full path to the file containing the map beacons.
-- @return #BEACONS self
function BEACONS:NewFromFile(FileName)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #BEACONS
local exists=UTILS.FileExists(FileName)
if exists==false then
self:E(string.format("ERROR: file with beacon info does not exist!"))
return nil
end
-- This will create a global table `beacons`
dofile(FileName)
-- Get beacons from table.
self=self:NewFromTable(beacons)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D position vector of a specific beacon.
-- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return DCS#Vec3 Position vector.
function BEACONS:GetVec3(beacon)
return beacon.vec3
end
--- Get COORDINATE of a specific beacon.
-- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return Core.Point#COORDINATE The coordinate.
function BEACONS:GetCoordinate(beacon)
local coordinate=COORDINATE:NewFromVec3(beacon.vec3)
return coordinate
end
--- Find closest beacon to a given coordinate.
-- @param #BEACONS self
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
-- @param #number TypeID (Optional) Only search for specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @param #number DistMax (Optional) Max search distance in meters.
-- @param #table ExcludeList (Optional) List of beacons to exclude.
-- @return #BEACONS.Beacon The closest beacon.
function BEACONS:GetClosestBeacon(Coordinate, TypeID, DistMax, ExcludeList)
local beacon=nil --#BEACONS.Beacon
local distmin=math.huge
ExcludeList=ExcludeList or {}
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if (TypeID==nil or TypeID==bc.type) and (not UTILS.IsInTable(ExcludeList, bc, "beaconId")) then
local dist=Coordinate:Get2DDistance(bc.vec3)
if dist<distmin and (DistMax==nil or dist<=DistMax) then
distmin=dist
beacon=bc
end
end
end
return beacon
end
--- Find closest beacons to a given coordinate.
-- @param #BEACONS self
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
-- @param #number Nmax Max number of beacons. Default 5.
-- @param #number TypeID (Optional) Only search for specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @param #number DistMax (Optional) Max search distance in meters.
-- @return #table Table of #BEACONS.Beacon closest beacons.
function BEACONS:GetClosestBeacons(Coordinate, Nmax, TypeID, DistMax)
Nmax=Nmax or 5
local closest={}
for i=1,Nmax do
local beacon=self:GetClosestBeacon(Coordinate, TypeID, DistMax, closest)
if beacon then
table.insert(closest, beacon)
else
break
end
end
return closest
end
--- Get table of all beacons, optionally of a given type.
-- @param #BEACONS self
-- @param #number TypeID (Optional) Only return specific beacon types, *e.g.* `BEACON.Type.TACAN`. Can be handed in as tanle of beacon types.
-- @return #table Table of beacons. Each element is of type #BEACON.Beacon.
function BEACONS:GetBeacons(TypeID)
local beacons={}
local keys = {}
if TypeID~=nil and type(TypeID) ~= "table" then
TypeID = {TypeID}
end
for _,_typeid in pairs(TypeID or {}) do
if _typeid ~= nil then
keys[_typeid] = _typeid
end
end
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if TypeID==nil or keys[bc.type] ~= nil then
table.insert(beacons, bc)
end
end
return beacons
end
--- Count beacons, optionally of a given type.
-- @param #BEACONS self
-- @param #number TypeID (Optional) Only count specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #number Number of beacons.
function BEACONS:CountBeacons(TypeID)
local n=0
if TypeID then
for _,_beacon in pairs(self.beacons) do
local bc=_beacon --#BEACONS.Beacon
if TypeID==bc.type then
n=n+1
end
end
else
n=#self.beacons
end
return n
end
--- Add markers for all beacons on the F10 map. Optionally, only a specific beacon or a certain beacon type can be marked.
-- @param #BEACONS self
-- @param #BEACONS.Beacon Beacon (Optional) Only this specifc beacon.
-- @param #number TypeID (Optional) Only show specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #BEACONS self
function BEACONS:MarkerShow(Beacon, TypeID)
for _,_beacon in pairs(self.beacons) do
local beacon=_beacon --#BEACONS.Beacon
if Beacon==nil or Beacon.beaconId==beacon.beaconId then
if TypeID==nil or beacon.type==TypeID then
local text=self:_GetMarkerText(beacon)
local coord=COORDINATE:NewFromVec3(beacon.vec3)
if beacon.markerID then
UTILS.RemoveMark(beacon.markerID)
end
beacon.markerID=coord:MarkToAll(text)
end
end
end
return self
end
--- Remove markers of all beacons from the F10 map. Optionally, remove only marker of a specific beacon or a certain beacon type.
-- @param #BEACONS self
-- @param #BEACONS.Beacon Beacon (Optional) Only this specifc beacon.
-- @param #number TypeID (Optional) Only show specific beacon types, *e.g.* `BEACON.Type.TACAN`.
-- @return #BEACONS self
function BEACONS:MarkerRemove(Beacon, TypeID)
for _,_beacon in pairs(self.beacons) do
local beacon=_beacon --#BEACONS.Beacon
if Beacon==nil or Beacon.beaconId==beacon.beaconId then
if TypeID==nil or beacon.type==TypeID then
if beacon.markerID then
UTILS.RemoveMark(beacon.markerID)
beacon.markerID=nil
end
end
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #BEACONS self
-- @param #BEACONS.Beacon beacon The beacon data structure.
-- @return #string Marker text.
function BEACONS:_GetMarkerText(beacon)
local frequency, funit=self:_GetFrequency(beacon.frequency)
local direction=beacon.direction~=nil and beacon.direction or -1
local text=string.format("Beacon %s [ID=%s]", tostring(beacon.typeName), tostring(beacon.beaconId))
text=text..string.format("\nCallsign: %s", tostring(beacon.callsign))
if UTILS.IsInTable({BEACON.Type.TACAN, BEACON.Type.RSBN, BEACON.Type.PRMG_GLIDESLOPE, BEACON.Type.PRMG_LOCALIZER}, beacon.type) then
text=text..string.format("\nChannel: %s", tostring(beacon.channel))
end
text=text..string.format("\nFrequency: %.3f %s", frequency, funit)
text=text..string.format("\nDirection: %.1f°", direction)
return text
end
--- Get converted frequency.
-- @param #BEACONS self
-- @param #number freq Frequency in Hz.
-- @return #number Frequency in better unit.
-- @return #string Unit ("Hz", "kHz", "MHz").
function BEACONS:_GetFrequency(freq)
freq=freq or 0
local unit="Hz"
if freq>=1e6 then
freq=freq/1e6
unit="MHz"
elseif freq>=1e3 then
freq=freq/1e3
unit="kHz"
end
return freq, unit
end
--- Get name of beacon type.
-- @param #BEACONS self
-- @param #number typeID Beacon type number.
-- @return #string Type name.
function BEACONS:_GetTypeName(typeID)
if typeID~=nil then
for typeName,_typeID in pairs(BEACON.Type) do
if _typeID==typeID then
return typeName
end
end
end
return "Unknown"
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -0,0 +1,602 @@
--- **NAVIGATION** - Navigation Airspace Points, Fixes and Aids.
--
-- **Main Features:**
--
-- * Navigation Fixes
-- * Navigation Aids
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20NavFix).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Point
-- @image MOOSE.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- NAVFIX class.
-- @type NAVFIX
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #string name Name of the point.
-- @field #string typePoint Type of the point, *e.g. "Intersection", "VOR", "Airport".
-- @field Core.Vector#VECTOR vector Position vector of the fix.
-- @field Wrapper.Marker#MARKER marker Marker on F10 map.
-- @field #number altMin Minimum altitude in meters.
-- @field #number altMax Maximum altitude in meters.
-- @field #number speedMin Minimum speed in knots.
-- @field #number speedMax Maximum speed in knots.
--
-- @field #boolean isCompulsory Is this a compulsory fix.
-- @field #boolean isFlyover Is this a flyover fix (`true`) or turning point otherwise.
-- @field #boolean isFAF Is this a final approach fix.
-- @field #boolean isIAF Is this an initial approach fix.
-- @field #boolean isIF Is this an initial fix.
-- @field #boolean isMAF Is this an initial fix.
--
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The NAVFIX Concept
--
-- The NAVFIX class has a great concept!
--
-- A NAVFIX describes a geo position and can, *e.g.*, be part of a FLIGHTPLAN. It has a unique name and is of a certain type, *e.g.* "Intersection", "VOR", "Airbase" etc.
-- It can also have further properties as min/max altitudes and speeds that aircraft need to obey when they pass the point.
--
-- # Basic Setup
--
-- A new `NAVFIX` object can be created with the @{#NAVFIX.New}() function.
--
-- myNavPoint=NAVFIX:New()
-- myTemplate:SetXYZ(X, Y, Z)
--
-- This is how it works.
--
-- @field #NAVFIX
NAVFIX = {
ClassName = "NAVFIX",
verbose = 0,
}
--- Type of point.
-- @type NAVFIX.Type
-- @field #string POINT Waypoint.
-- @field #string INTERSECTION Intersection of airway.
-- @field #string AIRPORT Airport.
-- @field #string VOR Very High Frequency Omnidirectional Range Station.
-- @field #string DME Distance Measuring Equipment.
-- @field #string NDB Non-Directional Beacon.
-- @field #string VORDME Combined VHF omnidirectional range (VOR) with a distance-measuring equipment (DME).
-- @field #string LOC Localizer.
-- @field #string ILS Instrument Landing System.
-- @field #string TACAN TACtical Air Navigation System (TACAN).
NAVFIX.Type={
POINT="Point",
INTERSECTION="Intersection",
AIRPORT="Airport",
NDB="NDB",
VOR="VOR",
DME="DME",
VORDME="VOR/DME",
LOC="Localizer",
ILS="ILS",
TACAN="TACAN"
}
--- NAVFIX class version.
-- @field #string version
NAVFIX.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new NAVFIX class instance from a given VECTOR.
-- @param #NAVFIX self
-- @param #string Name Name/ident of the point. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param Core.Vector#VECTOR Vector Position vector of the navpoint.
-- @return #NAVFIX self
function NAVFIX:NewFromVector(Name, Type, Vector)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #NAVFIX
-- Vector of point.
self.vector=Vector
-- Name of point.
self.name=Name
-- Type of the point.
self.typePoint=Type or NAVFIX.Type.POINT
local coord=COORDINATE:NewFromVec3(self.vector)
-- Marker on F10.
self.marker=MARKER:New(coord, self:_GetMarkerText())
-- Log ID string.
self.lid=string.format("NAVFIX %s [%s] | ", tostring(self.name), tostring(self.typePoint))
-- Debug info.
self:I(self.lid..string.format("Created NAVFIX"))
return self
end
--- Create a new NAVFIX class instance from a given COORDINATE.
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param Core.Point#COORDINATE Coordinate Coordinate of the point.
-- @return #NAVFIX self
function NAVFIX:NewFromCoordinate(Name, Type, Coordinate)
-- Create a VECTOR from the coordinate.
local Vector=VECTOR:NewFromVec(Coordinate)
-- Create NAVFIX.
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
--- Create a new NAVFIX instance from given latitude and longitude in degrees, minutes and seconds (DMS).
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param #string Latitude Latitude in DMS as string.
-- @param #string Longitude Longitude in DMS as string.
-- @return #NAVFIX self
function NAVFIX:NewFromLLDMS(Name, Type, Latitude, Longitude)
-- Create a VECTOR from the coordinate.
local Vector=VECTOR:NewFromLLDMS(Latitude, Longitude)
-- Create NAVFIX.
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
--- Create a new NAVFIX instance from given latitude and longitude in decimal degrees (DD).
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param #number Latitude Latitude in DD.
-- @param #number Longitude Longitude in DD.
-- @return #NAVFIX self
function NAVFIX:NewFromLLDD(Name, Type, Latitude, Longitude)
-- Create a VECTOR from the coordinate.
local Vector=VECTOR:NewFromLLDD(Latitude, Longitude)
-- Create NAVFIX.
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
--- Create a new NAVFIX class instance relative to a given other NAVFIX.
-- You have to specify the distance and bearing from the new point to the given point. *E.g.*, for a distance of 5 NM and a bearing of 090° (West), the
-- new nav point is created 5 NM East of the given nav point. The reason is that this corresponts to convention used in most maps.
-- You can, however, use the `Reciprocal` switch to create the new point in the direction you specify.
-- @param #NAVFIX self
-- @param #string Name Name of the fix. Should be unique!
-- @param #string Type Type of navfix.
-- @param #NAVFIX NavFix The given/existing navigation fix relative to which the new fix is created.
-- @param #number Distance Distance from the given to the new point in nautical miles.
-- @param #number Bearing Bearing [Deg] from the new point to the given one.
-- @param #boolean Reciprocal If `true` the reciprocal `Bearing` is taken so it specifies the direction from the given point to the new one.
-- @return #NAVFIX self
function NAVFIX:NewFromNavFix(Name, Type, NavFix, Distance, Bearing, Reciprocal)
-- Convert magnetic to true bearing by adding magnetic declination, e.g. mag. bearing 10°M ==> true bearing 16°M (for 6° variation on Caucasus map)
Bearing=Bearing+UTILS.GetMagneticDeclination()
if Reciprocal then
Bearing=Bearing-180
end
-- Translate.
local Vector=NavFix.vector:Translate(UTILS.NMToMeters(Distance), Bearing, true)
self=NAVFIX:NewFromVector(Name, Type, Vector)
return self
end
--- Create a new NAVFIX class instance from BEACONS.Beacon data.
-- @param #NAVFIX self
-- @param Navigation.Beacons#BEACONS.Beacon Beacon The beacon data.
-- @return #NAVFIX self
function NAVFIX:NewFromBeacon(Beacon)
local frequency, unit = BEACONS:_GetFrequency(Beacon.frequency)
frequency = string.format("%.3f",frequency)
if Beacon.typeName == "TACAN" then
frequency = Beacon.channel
unit = "X"
end
self = NAVFIX:NewFromVector(string.format("%s %s %s",Beacon.typeName,frequency,unit),Beacon.typeName,Beacon.vec3)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set whether this is the intermediate fix (IF).
-- @param #NAVFIX self
-- @return #NAVFIX self
function NAVFIX:SetIntermediateFix(IntermediateFix)
self.isIF=IntermediateFix
return self
end
--- Set whether this is an initial approach fix (IAF).
-- The IAF is the point where the initial approach segment of an instrument approach begins.
-- It is usually a designated intersection, VHF omidirectional range (VOR) non-directional beacon (NDB)
-- or distance measuring equipment (DME) fix.
-- The IAF may be collocated with the intermediate fix (IF) of the instrument apprach an in such case they designate the
-- beginning of the intermediate segment of the approach. When the IAF and the IF are combined, there is no inital approach segment.
-- @param #NAVFIX self
-- @param #boolean IntermediateFix If `true`, this is an intermediate fix.
-- @return #NAVFIX self
function NAVFIX:SetInitialApproachFix(IntermediateFix)
self.isIAF=IntermediateFix
return self
end
--- Set whether this is the final approach fix (FAF).
-- @param #NAVFIX self
-- @param #boolean FinalApproachFix If `true`, this is a final approach fix.
-- @return #NAVFIX self
function NAVFIX:SetFinalApproachFix(FinalApproachFix)
self.isFAF=FinalApproachFix
return self
end
--- Set whether this is the final approach fix (FAF).
-- @param #NAVFIX self
-- @param #boolean FinalApproachFix If `true`, this is a final approach fix.
-- @return #NAVFIX self
function NAVFIX:SetMissedApproachFix(MissedApproachFix)
self.isMAF=MissedApproachFix
return self
end
--- Set minimum altitude.
-- @param #NAVFIX self
-- @param #number Altitude Min altitude in feet.
-- @return #NAVFIX self
function NAVFIX:SetAltMin(Altitude)
self.altMin=Altitude
return self
end
--- Set maximum altitude.
-- @param #NAVFIX self
-- @param #number Altitude Max altitude in feet.
-- @return #NAVFIX self
function NAVFIX:SetAltMax(Altitude)
self.altMax=Altitude
return self
end
--- Set mandatory altitude (min alt = max alt).
-- @param #NAVFIX self
-- @param #number Altitude Altitude in feet.
-- @return #NAVFIX self
function NAVFIX:SetAltMandatory(Altitude)
self.altMin=Altitude
self.altMax=Altitude
return self
end
--- Set minimum allowed speed at this fix.
-- @param #NAVFIX self
-- @param #number Speed Min speed in knots.
-- @return #NAVFIX self
function NAVFIX:SetSpeedMin(Speed)
self.speedMin=Speed
return self
end
--- Set maximum allowed speed at this fix.
-- @param #NAVFIX self
-- @param #number Speed Max speed in knots.
-- @return #NAVFIX self
function NAVFIX:SetSpeedMax(Speed)
self.speedMax=Speed
return self
end
--- Set mandatory speed (min speed = max speed) at this fix.
-- @param #NAVFIX self
-- @param #number Speed Mandatory speed in knots.
-- @return #NAVFIX self
function NAVFIX:SetSpeedMandatory(Speed)
self.speedMin=Speed
self.speedMax=Speed
return self
end
--- Set whether this fix is compulsory.
-- @param #NAVFIX self
-- @param #boolean Compulsory If `true`, this is a compulsory fix. If `false` or nil, it is non-compulsory.
-- @return #NAVFIX self
function NAVFIX:SetCompulsory(Compulsory)
self.isCompulsory=Compulsory
return self
end
--- Set whether this is a fly-over fix fix.
-- @param #NAVFIX self
-- @param #boolean FlyOver If `true`, this is a fly over fix. If `false` or nil, it is not.
-- @return #NAVFIX self
function NAVFIX:SetFlyOver(FlyOver)
self.isFlyover=FlyOver
return self
end
--- Get the altitude in feet MSL. If min and max altitudes are set, it will return a random altitude between min and max.
-- @param #NAVFIX self
-- @return #number Altitude in feet MSL. Can be `nil`, if neither min nor max altitudes have beeen set.
function NAVFIX:GetAltitude()
local alt=nil
if self.altMin and self.altMax and self.altMin~=self.altMax then
alt=math.random(self.altMin, self.altMax)
elseif self.altMin then
alt=self.altMin
elseif self.altMax then
alt=self.altMax
end
return alt
end
--- Get the speed. If min and max speeds are set, it will return a random speed between min and max.
-- @param #NAVFIX self
-- @return #number Speed in knots. Can be `nil`, if neither min nor max speeds have beeen set.
function NAVFIX:GetSpeed()
local speed=nil
if self.speedMin and self.speedMax and self.speedMin~=self.speedMax then
speed=math.random(self.speedMin, self.speedMax)
elseif self.speedMin then
speed=self.speedMin
elseif self.speedMax then
speed=self.speedMax
end
return speed
end
--- Add marker the NAVFIX on the F10 map.
-- @param #NAVFIX self
-- @return #NAVFIX self
function NAVFIX:MarkerShow()
self.marker:ToAll()
return self
end
--- Remove marker of the NAVFIX from the F10 map.
-- @param #NAVFIX self
-- @return #NAVFIX self
function NAVFIX:MarkerRemove()
self.marker:Remove()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #NAVFIX self
-- @return #string Marker text.
function NAVFIX:_GetMarkerText()
local altmin=self.altMin and tostring(self.altMin) or ""
local altmax=self.altMax and tostring(self.altMax) or ""
local speedmin=self.speedMin and tostring(self.speedMin) or ""
local speedmax=self.speedMax and tostring(self.speedMax) or ""
local text=string.format("NAVFIX %s", self.name)
if self.isIAF then
text=text..string.format(" (IAF)")
end
if self.isIF then
text=text..string.format(" (IF)")
end
text=text..string.format("\nAltitude [ft]: %s - %s", altmin, altmax)
text=text..string.format("\nSpeed [knots]: %s - %s", speedmin, speedmax)
text=text..string.format("\nCompulsory: %s", tostring(self.isCompulsory))
text=text..string.format("\nFly Over: %s", tostring(self.isFlyover))
return text
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- NAVAID class.
-- @type NAVAID
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @extends Navigation.Point#NAVFIX
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The NAVAID Concept
--
-- A NAVAID consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
-- # Basic Setup
--
-- A new `NAVAID` object can be created with the @{#NAVAID.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
--
-- myFleet=NAVAID:New("myWarehouseName", "1st Fleet")
-- myFleet:SetPortZone(ZonePort1stFleet)
-- myFleet:Start()
--
-- A fleet needs a *port zone*, which is set via the @{#NAVAID.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
--
-- Finally, the fleet needs to be started using the @{#NAVAID.Start}() function. If the fleet is not started, it will not process any requests.
--
-- @field #NAVAID
NAVAID = {
ClassName = "NAVAID",
verbose = 0,
}
--- NAVAID class version.
-- @field #string version
NAVAID.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add frequencies. Which unit MHz, kHz, Hz?
-- TODO: Add radial function
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new NAVAID class instance.
-- @param #NAVAID self
-- @param #string Name Name/ident of this navaid.
-- @param #string Type Type of the point. Default `NAVFIX.Type.POINT`.
-- @param #string ZoneName Name of the zone to scan the scenery.
-- @param #string SceneryName Name of the scenery object.
-- @return #NAVAID self
function NAVAID:NewFromScenery(Name, Type, ZoneName, SceneryName)
-- Get the zone.
local zone=ZONE:FindByName(ZoneName)
-- Get coordinate.
local Coordinate=zone:GetCoordinate()
-- Inherit everything from NAVFIX class.
self=BASE:Inherit(self, NAVFIX:NewFromCoordinate(Name, Type, Coordinate)) -- #NAVAID
-- Set zone.
self.zone=ZONE:FindByName(ZoneName)
-- Try to get the scenery object. Note not all can be found unfortunately.
if SceneryName then
self.scenery=SCENERY:FindByNameInZone(SceneryName, ZoneName)
if not self.scenery then
self:E(string.format("ERROR: Could not find scenery object %s in zone %s", SceneryName, ZoneName))
end
end
-- Alias.
self.alias=string.format("%s %s %s", tostring(ZoneName), tostring(SceneryName), tostring(Type))
-- Set some string id for output to DCS.log file.
self.lid=string.format("NAVAID %s | ", self.alias)
-- Debug info.
self:I(self.lid..string.format("Created NAVAID!"))
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set frequency the beacon transmits on.
-- @param #NAVAID self
-- @param #number Frequency Frequency in Hz.
-- @return #NAVAID self
function NAVAID:SetFrequency(Frequency)
self.frequency=Frequency
return self
end
--- Set channel of, *e.g.*, TACAN beacons.
-- @param #NAVAID self
-- @param #number Channel The channel.
-- @param #string Band The band either `"X"` (default) or `"Y"`.
-- @return #NAVAID self
function NAVAID:SetChannel(Channel, Band)
self.channel=Channel
self.band=Band or "X"
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Add private CLASS functions here.
-- No private NAVAID functions yet.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -0,0 +1,423 @@
--- **NAVIGATION** - Airbase radios.
--
-- **Main Features:**
--
-- * Get radio frequencies of airbases
-- * Find closest airbase radios
-- * Mark radio frequencies on F10 map
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Radios).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Radios
-- @image MOOSE.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- RADIOS class.
-- @type RADIOS
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table radios Radios.
--
-- @extends Core.Base#BASE
--- *It's not true I had nothing on, I had the radio on.* -- *Marilyn Monroe*
--
-- ===
--
-- # The RADIOS Concept
--
-- This class is designed to make information about radios of a map/theatre easier accessible. The information contains mostly the frequencies of airbases of the map.
--
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `radio.lua` that can be
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
-- **Note** your `MissionScripting` environment needs to be desanitized to read this data.
--
-- # Basic Setup
--
-- A new `RADIOS` object can be created with the @{#RADIOS.NewFromFile}(*radio_lua_file*) function.
--
-- local radios=RADIOS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\Radio.lua")
-- radios:MarkerShow()
--
-- This will load the radios from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
-- you provided is correct and all relevant radios are present.
--
-- # User Functions
--
-- ## F10 Map Markers
--
-- ## Position
--
-- ## Closest Radio
--
--
-- @field #RADIOS
RADIOS = {
ClassName = "RADIOS",
verbose = 0,
radios = {},
}
--- Radio item data structure.
-- @type RADIOS.Radio
-- @field #string radioId Radio ID.
-- @field #table role Roles of the radio (usually {"ground", "tower", "approach"}).
-- @field #table callsign Callsigns of the radio (usually the airbase name).
-- @field #table frequency Frequencies of the radios.
-- @field #table position Position table.
-- @field #table sceneObjects Scenery objects.
-- @field #string name Name of the airbase.
-- @field Wrapper.Airbase#AIRBASE airbase Airbase.
-- @field Core.Point#COORDINATE coordinate The COORDINATE of the radio.
-- @field DCS#Vec3 vec3 3D vector.
-- @field #number markerID Marker ID.
--- Radio item data structure.
-- @type RADIOS.Frequency
-- @field #number modu Modulation type.
-- @field #number freq Frequency in Hz.
--- RADIOS class version.
-- @field #string version
RADIOS.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new RADIOS class instance from a given table.
-- @param #RADIOS self
-- @param #table RadioTable Table with radios info.
-- @return #RADIOS self
function RADIOS:NewFromTable(RadioTable)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #RADIOS
--local airbasenames=AIRBASE.GetAllAirbaseNames()
-- Get all airdromes
local airdromes=AIRBASE.GetAllAirbases(nil, Airbase.Category.AIRDROME)
for _,_radio in pairs(RadioTable) do
local radio=_radio --#RADIOS.Radio
-- The table structure of callsign is a bit awkward. We need to get the airbase name.
-- Note that unfortunately, the callsign does not always correspond to the airbase name.
if false then
local cs=radio.callsign[1]
if cs and cs.common then
radio.name=cs.common[1]
elseif cs and cs.nato then
radio.name=cs.nato[1]
else
radio.name="Unknown"
end
radio.name=self:_GetAirbaseName(airbasenames, radio.name)
radio.airbase=AIRBASE:FindByName(radio.name)
end
-- Each radio item has a key radioId = 'airfield106_0', where 106 is the UID of the airbase.
-- So we can use that to get the airbase.
local aid = tonumber(string.match(radio.radioId, "airfield(%d+)_"))
-- Get airbase
radio.airbase=self:_GetAirbaseByID(airdromes, aid)
-- Set other stuff
if radio.airbase then
radio.coordinate=radio.airbase:GetCoordinate()
radio.vec3=radio.airbase:GetVec3()
radio.name=radio.airbase:GetName()
end
-- Add to table
table.insert(self.radios, radio)
end
-- Debug output
self:I(string.format("Added %d radios", #self.radios))
return self
end
--- Create a new RADIOS class instance from a given file.
-- @param #RADIOS self
-- @param #string FileName Full path to the file containing the map radios.
-- @return #RADIOS self
function RADIOS:NewFromFile(FileName)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #RADIOS
local exists=UTILS.FileExists(FileName)
if exists==false then
self:E(string.format("ERROR: file with radios info does not exist! File=%s", tostring(FileName)))
return nil
end
-- Backup DCS radio table
local radiobak=UTILS.DeepCopy(radio)
-- This will create a global table `radio`
dofile(FileName)
-- Get radios from table.
self=self:NewFromTable(radio)
-- Restore DCS radio table
radio=UTILS.DeepCopy(radiobak)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D position vector of a specific radio.
-- @param #RADIOS self
-- @param #RADIOS.Radio radio The radio data structure.
-- @return DCS#Vec3 Position vector.
function RADIOS:GetVec3(radio)
return radio.vec3
end
--- Get COORDINATE of a specific radio.
-- @param #RADIOS self
-- @param #RADIOS.Radio radio The radio data structure.
-- @return Core.Point#COORDINATE The coordinate.
function RADIOS:GetCoordinate(radio)
return radio.coordinate
end
--- Find closest radio to a given coordinate.
-- @param #RADIOS self
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
-- @param #number DistMax (Optional) Max search distance in meters.
-- @param #table ExcludeList (Optional) List of radios to exclude.
-- @return #RADIOS.Radio The closest radio.
function RADIOS:GetClosestRadio(Coordinate, DistMax, ExcludeList)
local radio=nil --#RADIOS.Radio
local distmin=math.huge
ExcludeList=ExcludeList or {}
for _,_radio in pairs(self.radios) do
local ra=_radio --#RADIOS.Radio
if (not UTILS.IsInTable(ExcludeList, ra, "radioId")) then
local dist=Coordinate:Get2DDistance(ra.coordinate)
if dist<distmin and (DistMax==nil or dist<=DistMax) then
distmin=dist
radio=ra
end
end
end
return radio
end
--- Find closest radios to a given coordinate.
-- @param #RADIOS self
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
-- @param #number Nmax Max number of radios. Default 5.
-- @param #number DistMax (Optional) Max search distance in meters.
-- @return #table Table of #RADIOS.Radio closest radios.
function RADIOS:GetClosestRadios(Coordinate, Nmax, DistMax)
Nmax=Nmax or 5
local closest={}
for i=1,Nmax do
local radio=self:GetClosestRadio(Coordinate, DistMax, closest)
if radio then
table.insert(closest, radio)
else
break
end
end
return closest
end
--- Add markers for all radios on the F10 map.
-- @param #RADIOS self
-- @param #RADIOS.Radio Radio (Optional) Only this specifc radio.
-- @return #RADIOS self
function RADIOS:MarkerShow(Radio)
for _,_radio in pairs(self.radios) do
local radio=_radio --#RADIOS.Radio
if Radio==nil or Radio.radioId==radio.radioId then
local coord=self:GetCoordinate(radio)
if coord then
local text=self:_GetMarkerText(radio)
if radio.markerID then
UTILS.RemoveMark(radio.markerID)
end
radio.markerID=coord:MarkToAll(text)
end
end
end
return self
end
--- Remove markers of all radios from the F10 map.
-- @param #RADIOS self
-- @param #RADIOS.Radio Radio (Optional) Only this specifc radio.
-- @return #RADIOS self
function RADIOS:MarkerRemove(Radio)
for _,_radio in pairs(self.radios) do
local radio=_radio --#RADIOS.Radio
if Radio==nil or Radio.radioId==radio.radioId then
if radio.markerID then
UTILS.RemoveMark(radio.markerID)
radio.markerID=nil
end
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #RADIOS self
-- @param #RADIOS.Radio radio The radio data structure.
-- @return #string Marker text.
function RADIOS:_GetMarkerText(radio)
local text=string.format("Radio %s", tostring(radio.name))
for b,f in pairs(radio.frequency) do
local frequency=f --#RADIOS.Frequency
local mod=frequency[1]
local fre=frequency[2]
local freq, funit=self:_GetFrequency(fre)
--UTILS.PrintTableToLog(frequency)
local band=self:_GetBandName(b)
text=text..string.format("\n%s: %.3f %s", band, freq, funit)
end
return text
end
--- Get converted frequency.
-- @param #RADIOS self
-- @param #number freq Frequency in Hz.
-- @return #number Frequency in better unit.
-- @return #string Unit ("Hz", "kHz", "MHz").
function RADIOS:_GetFrequency(freq)
freq=freq or 0
local unit="Hz"
if freq>=1e6 then
freq=freq/1e6
unit="MHz"
elseif freq>=1e3 then
freq=freq/1e3
unit="kHz"
end
return freq, unit
end
--- Get name of frequency band.
-- @param #RADIOS self
-- @param #number BandNumber Band as number.
-- @return #string Band name.
function RADIOS:_GetBandName(BandNumber)
if BandNumber~=nil then
for bandName,bandNumber in pairs(ENUMS.FrequencyBand) do
if bandNumber==BandNumber then
return bandName
end
end
end
return "Unknown"
end
--- Get name of frequency band.
-- @param #RADIOS self
-- @param #table airbasenames Names of all airbases.
-- @param #string name Name of airbase.
-- @return #string Name of airbase
function RADIOS:_GetAirbaseName(airbasenames, name)
local airbase=AIRBASE:FindByName(name)
if airbase then
return name
else
for _,airbasename in pairs(airbasenames) do
if string.find(airbasename, name) then
return airbasename
end
end
end
return "Unknown"
end
--- Get name of frequency band.
-- @param #RADIOS self
-- @param #table airbases Table of airbases.
-- @param #number aid Airbase ID.
-- @return Wrapper.Airbase#AIRBASE Airbase matching the ID or nil.
function RADIOS:_GetAirbaseByID(airbases, aid)
for _,_airbase in pairs(airbases) do
local airbase=_airbase --Wrapper.Airbase#AIRBASE
local id=airbase:GetID(true)
if id==aid then
return airbase
end
end
return nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -0,0 +1,332 @@
--- **NAVIGATION** - Towns of the map/theatre.
--
-- **Main Features:**
--
-- * Find towns of map
-- * Road and rail connections
-- * Find closest town to a given coordinate
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Towns).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Towns
-- @image MOOSE.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- TOWNS class.
-- @type TOWNS
--
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table towns Towns.
--
-- @extends Core.Base#BASE
--- *Hope is the beacon that guides lost ships back to the shore.*
--
-- ===
--
-- # The TOWNS Concept
--
-- This class is designed to make information about towns of a map/theatre easier accessible. The information contains location and road/rail connections of the towns.
--
-- **Note** that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file `towns.lua` that can be
-- found in the installation directory of DCS for each map or a table that the user needs to provide.
-- **Note** your `MissionScripting` environment needs to be desanitized to read this data.
--
-- # Basic Setup
--
-- A new `TOWNS` object can be created with the @{#TOWNS.NewFromFile}(*towns_lua_file*) function.
--
-- local towns=TOWNS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\map\towns.lua")
-- towns:MarkerShow()
--
-- This will load the towns from the `<DCS_Install_Directory>` for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file
-- you provided is correct and all relevant towns are present.
--
-- # User Functions
--
-- ## F10 Map Markers
--
-- ## Position
--
-- ## Get Closest Town
--
--
-- @field #TOWNS
TOWNS = {
ClassName = "TOWNS",
verbose = 0,
towns = {},
}
--- Town data.
-- @type TOWNS.Town
-- @field #string display_name Displayed name.
-- @field #string name Name of the town.
-- @field #number latitude Latitude.
-- @field #number longitude Longitude
-- @field DCS#Vec3 vec3 Position vector 3D.
-- @field Core.Point#COORDINATE coordinate The coordinate.
-- @field Core.Point#COORDINATE coordRoad The coordinate of the closest road.
-- @field Core.Point#COORDINATE coordRail The coordinate of the closest railway.
-- @field #number markerID ID for the F10 marker.
--- TOWNS class version.
-- @field #string version
TOWNS.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- DONE: Road connection
-- DONE: Rail connection
-- DONE: Connection between towns
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor(s)
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new TOWNS class instance from a given table.
-- @param #TOWNS self
-- @param #table TownTable Table with all towns data.
-- @return #TOWNS self
function TOWNS:NewFromTable(TownTable)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #TOWNS
for TownName,_town in pairs(TownTable) do
local town=_town --#TOWNS.Town
town.name=TownName
-- Get coordinate
town.coordinate=COORDINATE:NewFromLLDD(town.latitude, town.longitude)
-- Get coordinate of closest road
town.coordRoad=town.coordinate:GetClosestPointToRoad()
-- Get coordinate of closest rail
town.coordRail=town.coordinate:GetClosestPointToRoad(true)
-- Add to table
table.insert(self.towns, town)
end
-- Debug output
self:I(string.format("Added %d towns", #self.towns))
return self
end
--- Create a new TOWNS class instance from a given file.
-- @param #TOWNS self
-- @param #string FileName Full path to the file containing the towns data.
-- @return #TOWNS self
function TOWNS:NewFromFile(FileName)
-- Inherit everything from BASE class.
self=BASE:Inherit(self, BASE:New()) -- #TOWNS
local exists=UTILS.FileExists(FileName)
if exists==false then
self:E(string.format("ERROR: file with towns info does not exist!"))
return nil
end
-- This will create a global table `towns`
dofile(FileName)
-- Get towns from table.
self=self:NewFromTable(towns)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D position vector of a specific town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return DCS#Vec3 Position vector.
function TOWNS:GetVec3(town)
return town.vec3
end
--- Get COORDINATE of a specific town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return Core.Point#COORDINATE The coordinate.
function TOWNS:GetCoordinate(town)
return town.coordinate
end
--- Get closest road coordinate of a town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return Core.Point#COORDINATE The closest road coordinate.
function TOWNS:GetCoordRoad(town)
return town.coordRoad
end
--- Get closest rail coordinate of a town.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return Core.Point#COORDINATE The closest rail coordinate.
function TOWNS:GetCoordRail(town)
return town.coordRail
end
--- Get road or rail connection between two towns.
-- @param #TOWNS self
-- @param #TOWNS.Town townA The town data structure.
-- @param #TOWNS.Town townB The town data structure.
-- @param #boolean Railroad If `true`, find rail road connection
-- @return Core.Pathline#PATHLINE Pathline connecting the two towns on road.
function TOWNS:GetConnectionRoad(townA, townB, Railroad)
local path=townA.coordRoad:GetPathlineOnRoad(townB.coordRoad, false, Railroad)
return path
end
--- Find closest town to a given coordinate.
-- @param #TOWNS self
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
-- @param #number DistMax (Optional) Max search distance in meters.
-- @param #table ExcludeList (Optional) List of towns excluded from the search.
-- @return #TOWNS.Town The closest town.
function TOWNS:GetClosestTown(Coordinate, DistMax, ExcludeList)
local Town=nil --#TOWNS.Town
local distmin=math.huge
ExcludeList=ExcludeList or {}
for _,_town in pairs(self.towns) do
local town=_town --#TOWNS.Town
if (not UTILS.IsInTable(ExcludeList, town, "name")) then
local dist=Coordinate:Get2DDistance(town.coordinate)
if dist<distmin then
distmin=dist
Town=town
end
end
end
return Town
end
--- Find closest towns to a given coordinate.
-- @param #TOWNS self
-- @param Core.Point#COORDINATE Coordinate The reference coordinate.
-- @param #number Nmax Max number of towns. Default 5.
-- @param #number DistMax (Optional) Max search distance in meters.
-- @return #table Table of #TOWNS.Town closest towns.
function TOWNS:GetClosestTowns(Coordinate, Nmax, DistMax)
Nmax=Nmax or 5
local closest={}
for i=1,Nmax do
local town=self:GetClosestTown(Coordinate, DistMax, closest)
if town then
table.insert(closest, town)
else
break
end
end
return closest
end
--- Get table of all towns, optionally of a given type.
-- @param #TOWNS self
-- @return #table Table of towns. Each element is of type #TOWN.Town.
function TOWNS:GetTowns()
return self.towns
end
--- Add markers for all towns on the F10 map.
-- @param #TOWNS self
-- @param #TOWNS.Town Town (Optional) Only this specifc town.
-- @return #TOWNS self
function TOWNS:MarkerShow(Town)
for _,_town in pairs(self.towns) do
local town=_town --#TOWNS.Town
if Town==nil or Town.name==town.name then
local text=self:_GetMarkerText(town)
local coord=town.coordinate
if town.markerID then
UTILS.RemoveMark(town.markerID)
end
town.markerID=coord:MarkToAll(text)
end
end
return self
end
--- Remove markers of all towns from the F10 map.
-- @param #TOWNS self
-- @param #TOWNS.Town Town (Optional) Only this specifc town.
-- @return #TOWNS self
function TOWNS:MarkerRemove(Town)
for _,_town in pairs(self.towns) do
local town=_town --#TOWNS.Town
if Town==nil or Town.name==town.name then
if town.markerID then
UTILS.RemoveMark(town.markerID)
town.markerID=nil
end
end
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #TOWNS self
-- @param #TOWNS.Town town The town data structure.
-- @return #string Marker text.
function TOWNS:_GetMarkerText(town)
local text=string.format("Town %s", town.name)
--text=text..string.format("\nCallsign: %s", tostring(beacon.callsign))
return text
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+129 -21
View File
@@ -159,6 +159,8 @@ AIRWING = {
-- @field #number refuelsystem Refueling system type: `0=Unit.RefuelingSystem.BOOM_AND_RECEPTACLE`, `1=Unit.RefuelingSystem.PROBE_AND_DROGUE`.
-- @field #number noccupied Number of flights on this patrol point.
-- @field Wrapper.Marker#MARKER marker F10 marker.
-- @field #boolean IsZonePoint flag for using a (moving) zone as point for patrol etc.
-- @field Core.Zone#ZONE_BASE patrolzone in case Patrol coordinate was handed as zone, store here.
--- Patrol zone.
-- @type AIRWING.PatrolZone
@@ -187,13 +189,14 @@ AIRWING = {
--- AIRWING class version.
-- @field #string version
AIRWING.version="0.9.6"
AIRWING.version="0.9.7"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Check that airbase has enough parking spots if a request is BIG.
-- DONE: Allow (moving) zones as base for patrol points.
-- DONE: Spawn in air ==> Needs WAREHOUSE update.
-- DONE: Spawn hot.
-- DONE: Make special request to transfer squadrons to anther airwing (or warehouse).
@@ -323,6 +326,42 @@ function AIRWING:AddSquadron(Squadron)
if Squadron:IsStopped() then
Squadron:Start()
end
-- if storage is limited, add the amount of aircraft needed
local airbasename = self:GetAirbaseName()
if airbasename then
local group = Squadron.templategroup
if group then
local Nunits = 1
local units
if group then units = group:GetUnits() end
if units then Nunits = #units end
local typename = Squadron.aircrafttype or "none"
local NAssets = Squadron.Ngroups * Nunits
local storage = STORAGE:New(airbasename)
self:T(self.lid.."Adding "..typename.." #"..NAssets)
if storage and storage.warehouse and storage:IsLimitedAircraft() and typename ~= "none" then
local NInStore = storage:GetItemAmount(typename) or 0
if NAssets > NInStore then
storage:AddItem(typename,NAssets)
end
end
local unit = group:GetUnit(1)
-- if storage is limited, add the amount of liquids needed
if unit and storage and storage.warehouse and storage:IsLimitedLiquids() and typename ~= "none" then
local fuel = unit:GetFuelMassMax()
local neededfuel = (fuel*NAssets) -- kgs of fuel
local NInStore = storage:GetLiquidAmount(STORAGE.Liquid.JETFUEL) or 0
self:T(string.format(self.lid.."Fuel Needed: %dt | Fuel in store: %dt",neededfuel/1000,NInStore/1000))
if neededfuel > NInStore then
storage:AddLiquid(STORAGE.Liquid.JETFUEL,neededfuel)
end
end
end
end
return self
end
@@ -807,13 +846,22 @@ function AIRWING:_PatrolPointMarkerText(point)
end
--- Update marker of the patrol point.
-- @param #AIRWING self
-- @param #AIRWING.PatrolData point Patrol point table.
function AIRWING:UpdatePatrolPointMarker(point)
if self.markpoints then -- sometimes there's a direct call from #OPSGROUP
if self and self.markpoints then -- sometimes there's a direct call from #OPSGROUP
local text=string.format("%s Occupied=%d\nheading=%03d, leg=%d NM, alt=%d ft, speed=%d kts",
point.type, point.noccupied, point.heading, point.leg, point.altitude, point.speed)
point.marker:UpdateText(text, 1)
if point.IsZonePoint and point.IsZonePoint == true and point.patrolzone then
-- update position
local Coordinate = point.patrolzone:GetCoordinate()
point.marker:UpdateCoordinate(Coordinate)
point.marker:UpdateText(text, 1.5)
else
point.marker:UpdateText(text, 1)
end
end
end
@@ -821,7 +869,7 @@ end
--- Create a new generic patrol point.
-- @param #AIRWING self
-- @param #string Type Patrol point type, e.g. "CAP" or "AWACS". Default "Unknown".
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Default 10-15 NM away from the location of the airwing.
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Default 10-15 NM away from the location of the airwing. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Orbit altitude in feet. Default random between Angels 10 and 20.
-- @param #number Heading Heading in degrees. Default random (0, 360] degrees.
-- @param #number LegLength Length of race-track orbit in NM. Default 15 NM.
@@ -830,14 +878,16 @@ end
-- @return #AIRWING.PatrolData Patrol point table.
function AIRWING:NewPatrolPoint(Type, Coordinate, Altitude, Speed, Heading, LegLength, RefuelSystem)
-- Check if a zone was passed instead of a coordinate.
if Coordinate and Coordinate:IsInstanceOf("ZONE_BASE") then
Coordinate=Coordinate:GetCoordinate()
end
local patrolpoint={} --#AIRWING.PatrolData
patrolpoint.type=Type or "Unknown"
patrolpoint.coord=Coordinate or self:GetCoordinate():Translate(UTILS.NMToMeters(math.random(10, 15)), math.random(360))
if Coordinate and Coordinate:IsInstanceOf("ZONE_BASE") then
patrolpoint.IsZonePoint = true
patrolpoint.patrolzone = Coordinate
patrolpoint.coord = patrolpoint.patrolzone:GetCoordinate()
else
patrolpoint.IsZonePoint = false
end
patrolpoint.heading=Heading or math.random(360)
patrolpoint.leg=LegLength or 15
patrolpoint.altitude=Altitude or math.random(10,20)*1000
@@ -847,7 +897,7 @@ function AIRWING:NewPatrolPoint(Type, Coordinate, Altitude, Speed, Heading, LegL
if self.markpoints then
patrolpoint.marker=MARKER:New(Coordinate, "New Patrol Point"):ToAll()
AIRWING.UpdatePatrolPointMarker(patrolpoint)
self:UpdatePatrolPointMarker(patrolpoint)
end
return patrolpoint
@@ -855,7 +905,7 @@ end
--- Add a patrol Point for CAP missions.
-- @param #AIRWING self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point.
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Orbit altitude in feet.
-- @param #number Speed Orbit speed in knots.
-- @param #number Heading Heading in degrees.
@@ -872,7 +922,7 @@ end
--- Add a patrol Point for RECON missions.
-- @param #AIRWING self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point.
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Orbit altitude in feet.
-- @param #number Speed Orbit speed in knots.
-- @param #number Heading Heading in degrees.
@@ -889,7 +939,7 @@ end
--- Add a patrol Point for TANKER missions.
-- @param #AIRWING self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point.
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Orbit altitude in feet.
-- @param #number Speed Orbit speed in knots.
-- @param #number Heading Heading in degrees.
@@ -907,7 +957,7 @@ end
--- Add a patrol Point for AWACS missions.
-- @param #AIRWING self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point.
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Orbit altitude in feet.
-- @param #number Speed Orbit speed in knots.
-- @param #number Heading Heading in degrees.
@@ -974,6 +1024,46 @@ function AIRWING:SetTakeoffAir()
return self
end
--- Set the aircraft of the AirWing to land straight in.
-- @param #AIRWING self
-- @return #FLIGHTGROUP self
function AIRWING:SetLandingStraightIn()
self.OptionLandingStraightIn = true
return self
end
--- Set the aircraft of the AirWing to land in pairs for groups > 1 aircraft.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:SetLandingForcePair()
self.OptionLandingForcePair = true
return self
end
--- Set the aircraft of the AirWing to NOT land in pairs.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:SetLandingRestrictPair()
self.OptionLandingRestrictPair = true
return self
end
--- Set the aircraft of the AirWing to land after overhead break.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:SetLandingOverheadBreak()
self.OptionLandingOverheadBreak = true
return self
end
--- [Helicopter] Set the aircraft of the AirWing to prefer vertical takeoff and landing.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:SetOptionPreferVerticalLanding()
self.OptionPreferVerticalLanding = true
return self
end
--- Set despawn after landing. Aircraft will be despawned after the landing event.
-- Can help to avoid DCS AI taxiing issues.
-- @param #AIRWING self
@@ -1136,6 +1226,10 @@ function AIRWING:_GetPatrolData(PatrolPoints, RefuelSystem)
for _,_patrolpoint in pairs(PatrolPoints) do
local patrolpoint=_patrolpoint --#AIRWING.PatrolData
if patrolpoint.IsZonePoint and patrolpoint.IsZonePoint == true and patrolpoint.patrolzone then
-- update
patrolpoint.coord = patrolpoint.patrolzone:GetCoordinate()
end
if (RefuelSystem and patrolpoint.refuelsystem and RefuelSystem==patrolpoint.refuelsystem) or RefuelSystem==nil or patrolpoint.refuelsystem==nil then
return patrolpoint
end
@@ -1195,7 +1289,7 @@ function AIRWING:CheckCAP()
patrol.noccupied=patrol.noccupied+1
if self.markpoints then AIRWING.UpdatePatrolPointMarker(patrol) end
if self.markpoints then self:UpdatePatrolPointMarker(patrol) end
self:AddMission(missionCAP)
@@ -1247,7 +1341,7 @@ function AIRWING:CheckRECON()
patrol.noccupied=patrol.noccupied+1
if self.markpoints then AIRWING.UpdatePatrolPointMarker(patrol) end
if self.markpoints then self:UpdatePatrolPointMarker(patrol) end
self:AddMission(missionRECON)
@@ -1292,7 +1386,7 @@ function AIRWING:CheckTANKER()
patrol.noccupied=patrol.noccupied+1
if self.markpoints then AIRWING.UpdatePatrolPointMarker(patrol) end
if self.markpoints then self:UpdatePatrolPointMarker(patrol) end
self:AddMission(mission)
@@ -1311,7 +1405,7 @@ function AIRWING:CheckTANKER()
patrol.noccupied=patrol.noccupied+1
if self.markpoints then AIRWING.UpdatePatrolPointMarker(patrol) end
if self.markpoints then self:UpdatePatrolPointMarker(patrol) end
self:AddMission(mission)
@@ -1349,7 +1443,7 @@ function AIRWING:CheckAWACS()
patrol.noccupied=patrol.noccupied+1
if self.markpoints then AIRWING.UpdatePatrolPointMarker(patrol) end
if self.markpoints then self:UpdatePatrolPointMarker(patrol) end
self:AddMission(mission)
@@ -1464,7 +1558,21 @@ function AIRWING:onafterFlightOnMission(From, Event, To, FlightGroup, Mission)
self:T(self.lid..string.format("Group %s on %s mission %s", FlightGroup:GetName(), Mission:GetType(), Mission:GetName()))
if self.UseConnectedOpsAwacs and self.ConnectedOpsAwacs then
self.ConnectedOpsAwacs:__FlightOnMission(2,FlightGroup,Mission)
end
end
-- Landing Options
if self.OptionLandingForcePair then
FlightGroup:SetOptionLandingForcePair()
elseif self.OptionLandingOverheadBreak then
FlightGroup:SetOptionLandingOverheadBreak()
elseif self.OptionLandingRestrictPair then
FlightGroup:SetOptionLandingRestrictPair()
elseif self.OptionLandingStraightIn then
FlightGroup:SetOptionLandingStraightIn()
end
-- Landing Options Helo
if self.OptionPreferVerticalLanding then
FlightGroup:SetOptionPreferVertical()
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
File diff suppressed because it is too large Load Diff
+6 -7
View File
@@ -839,8 +839,8 @@ function ARMYGROUP:Status()
local ammo=self:GetAmmoElement(element)
-- Output text for element.
text=text..string.format("\n[%d] %s: status=%s, life=%.1f/%.1f, guns=%d, rockets=%d, bombs=%d, missiles=%d, cargo=%d/%d kg",
i, name, status, life, life0, ammo.Guns, ammo.Rockets, ammo.Bombs, ammo.Missiles, element.weightCargo, element.weightMaxCargo)
text=text..string.format("\n[%d] %s: status=%s, life=%.1f/%.1f, guns=%d, cannons=%d, rockets=%d, missiles=%d, cargo=%d/%d kg",
i, name, status, life, life0, ammo.Guns, ammo.Cannons, ammo.Rockets, ammo.Missiles, element.weightCargo, element.weightMaxCargo)
end
if #self.elements==0 then
text=text.." none!"
@@ -1571,7 +1571,7 @@ end
-- @param Core.Zone#ZONE Zone The zone to return to.
-- @param #number Formation Formation of the group.
function ARMYGROUP:onafterRTZ(From, Event, To, Zone, Formation)
self:T2(self.lid.."onafterRTZ")
self:T(self.lid.."onafterRTZ")
-- Zone.
local zone=Zone or self.homezone
@@ -1841,8 +1841,6 @@ function ARMYGROUP:_UpdateEngageTarget()
-- Check if target moved more than 100 meters or we do not have line of sight.
if dist>100 or los==false then
--env.info("FF Update Engage Target Moved "..self.engage.Target:GetName())
-- Update new position.
self.engage.Coordinate:UpdateFromVec3(vec3)
@@ -1852,13 +1850,14 @@ function ARMYGROUP:_UpdateEngageTarget()
-- Remove current waypoint
self:RemoveWaypointByID(self.engage.Waypoint.uid)
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.9)
-- Get new coordinate where to go.
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.95)
-- Add waypoint after current.
self.engage.Waypoint=self:AddWaypoint(intercoord, self.engage.Speed, uid, self.engage.Formation, true)
-- Set if we want to resume route after reaching the detour waypoint.
self.engage.Waypoint.detour=0
self.engage.Waypoint.detour=1
end
+227 -38
View File
@@ -324,6 +324,10 @@
--
-- A ground attack mission can be created with the @{#AUFTRAG.NewGROUNDATTACK}() function.
--
-- ## NAVALENGAGEMENT
--
-- A naval engagement mission can be created with the @{#AUFTRAG.NewNAVALENGAGEMENT}() function.
--
-- # Assigning Missions
--
-- An AUFTRAG can be assigned to groups (FLIGHTGROUP, ARMYGROUP, NAVYGROUP), legions (AIRWING, BRIGADE, FLEET) or to a COMMANDER.
@@ -397,6 +401,7 @@ AUFTRAG = {
conditionPush = {},
conditionSuccessSet = false,
conditionFailureSet = false,
repeatDelay = 1,
}
--- Global mission counter.
@@ -442,6 +447,7 @@ _AUFTRAGSNR=0
-- @field #string HOVER Hover.
-- @field #string LANDATCOORDINATE Land at coordinate.
-- @field #string GROUNDATTACK Ground attack.
-- @field #string NAVALENGAGEMENT Naval engagement (similar to GROUNDATTACK).
-- @field #string CARGOTRANSPORT Cargo transport.
-- @field #string RELOCATECOHORT Relocate a cohort from one legion to another.
-- @field #string AIRDEFENSE Air defense.
@@ -490,6 +496,7 @@ AUFTRAG.Type={
HOVER="Hover",
LANDATCOORDINATE="Land at Coordinate",
GROUNDATTACK="Ground Attack",
NAVALENGAGEMENT="Naval Engagement",
CARGOTRANSPORT="Cargo Transport",
RELOCATECOHORT="Relocate Cohort",
AIRDEFENSE="Air Defence",
@@ -514,6 +521,7 @@ AUFTRAG.Type={
-- @field #string BARRAGE Barrage.
-- @field #string HOVER Hover.
-- @field #string GROUNDATTACK Ground attack.
-- @field #string NAVALENGAGEMENT Naval engagement.
-- @field #string FERRY Ferry mission.
-- @field #string RELOCATECOHORT Relocate cohort.
-- @field #string AIRDEFENSE Air defense.
@@ -536,6 +544,7 @@ AUFTRAG.SpecialTask={
ARMORATTACK="AmorAttack",
HOVER="Hover",
GROUNDATTACK="Ground Attack",
NAVALENGAGEMENT="Naval Engagement",
FERRY="Ferry",
RELOCATECOHORT="Relocate Cohort",
AIRDEFENSE="Air Defense",
@@ -665,7 +674,7 @@ AUFTRAG.Category={
--- AUFTRAG class version.
-- @field #string version
AUFTRAG.version="1.2.1"
AUFTRAG.version="1.3.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -1320,13 +1329,19 @@ end
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit indicated airspeed in knots at the set altitude ASL. Default 350 KIAS.
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
-- @param #number Leg Length of race-track in NM. Default 10 NM.
-- @param #number Leg Length of race-track in NM. Default 10 NM. Set to 0 for a simple circular orbit.
-- @param #number RefuelSystem Refueling system (0=boom, 1=probe). This info is *only* for AIRWINGs so they launch the right tanker type.
-- @return #AUFTRAG self
function AUFTRAG:NewTANKER(Coordinate, Altitude, Speed, Heading, Leg, RefuelSystem)
local mission
if Leg == 0 then
mission=AUFTRAG:NewORBIT_CIRCLE(Coordinate,Altitude,Speed)
else
mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate,Altitude,Speed,Heading,Leg)
end
-- Create ORBIT first.
local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)
--local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)
-- Mission type TANKER.
mission.type=AUFTRAG.Type.TANKER
@@ -1428,7 +1443,7 @@ function AUFTRAG:NewCAP(ZoneCAP, Altitude, Speed, Coordinate, Heading, Leg, Targ
mission:_SetLogID()
-- DCS task parameters:
mission.engageZone=ZoneCAP
mission.engageZone=ZoneCAP or Coordinate
mission.engageTargetTypes=TargetTypes or {"Air"}
-- Mission options:
@@ -1715,6 +1730,42 @@ function AUFTRAG:NewSEAD(Target, Altitude)
return mission
end
--- **[AIR]** Create a SEAD in Zone mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE TargetZone The target zone to attack.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #table TargetTypes Table of string of DCS known target types, defaults to {"Air Defence"}. See [DCS Target Attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)
-- @param #number Duration Engage this much time when the AUFTRAG starts executing.
-- @return #AUFTRAG self
function AUFTRAG:NewSEADInZone(TargetZone, Altitude, TargetTypes, Duration)
local mission=AUFTRAG:New(AUFTRAG.Type.SEAD)
--mission:_TargetFromObject(TargetZone)
-- DCS Task options:
mission.engageWeaponType=ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000)
mission.engageZone = TargetZone
mission.engageTargetTypes = TargetTypes or {"Air Defence"}
-- Mission options:
mission.missionTask=ENUMS.MissionTask.SEAD
mission.missionAltitude=mission.engageAltitude
mission.missionFraction=0.2
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
mission:SetDuration(Duration or 1800)
return mission
end
--- **[AIR]** Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
@@ -1752,8 +1803,9 @@ end
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @param #boolean Divebomb If true, use a dive bombing attack approach.
-- @return #AUFTRAG self
function AUFTRAG:NewBOMBING(Target, Altitude, EngageWeaponType)
function AUFTRAG:NewBOMBING(Target, Altitude, EngageWeaponType, Divebomb)
local mission=AUFTRAG:New(AUFTRAG.Type.BOMBING)
@@ -1770,6 +1822,7 @@ function AUFTRAG:NewBOMBING(Target, Altitude, EngageWeaponType)
mission.missionFraction=0.5
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.NoReaction -- No reaction is better.
mission.optionDivebomb = Divebomb or nil
-- Evaluate result after 5 min. We might need time until the bombs have dropped and targets have been detroyed.
mission.dTevaluate=5*60
@@ -1984,7 +2037,7 @@ function AUFTRAG:NewRESCUEHELO(Carrier)
-- Mission options:
mission.missionTask=ENUMS.MissionTask.NOTHING
mission.missionFraction=0.5
mission.missionFraction=0.9
mission.optionROE=ENUMS.ROE.WeaponHold
mission.optionROT=ENUMS.ROT.NoReaction
@@ -2165,7 +2218,7 @@ end
-- **Note** that it is recommended to set the weapon range via the `OPSGROUP:AddWeaponRange()` function as this cannot be retrieved from the DCS API.
-- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Center of the firing solution.
-- @param #number Nshots Number of shots to be fired. Default `#nil`.
-- @param #number Nshots Number of shots to be fired. Default `#nil`. If value is in (0,1), it is interpreted as per cent of available ammo.
-- @param #number Radius Radius of the shells in meters. Default 100 meters.
-- @param #number Altitude Altitude in meters. Can be used to setup a Barrage. Default `#nil`.
-- @return #AUFTRAG self
@@ -2279,8 +2332,9 @@ end
-- @param #number Speed Speed in knots.
-- @param #number Altitude Altitude in feet. Only for airborne units. Default 2000 feet ASL.
-- @param #string Formation Formation used by ground units during patrol. Default "Off Road".
-- @param #number StayInZoneTime Stay this many seconds in the zone when done, only then drive back.
-- @return #AUFTRAG self
function AUFTRAG:NewCAPTUREZONE(OpsZone, Coalition, Speed, Altitude, Formation)
function AUFTRAG:NewCAPTUREZONE(OpsZone, Coalition, Speed, Altitude, Formation, StayInZoneTime)
local mission=AUFTRAG:New(AUFTRAG.Type.CAPTUREZONE)
@@ -2294,6 +2348,7 @@ function AUFTRAG:NewCAPTUREZONE(OpsZone, Coalition, Speed, Altitude, Formation)
mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.StayInZoneTime = StayInZoneTime
mission.missionFraction=0.1
mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
@@ -2335,11 +2390,13 @@ function AUFTRAG:NewARMORATTACK(Target, Speed, Formation)
return mission
end
--- **[GROUND]** Create a GROUNDATTACK mission. Ground group(s) will go to a target object and attack.
--- **[GROUND]** Create a GROUNDATTACK mission. Ground group(s) will go to a target object and attack at their own discretion.
-- Unfortunately, the "Attack Group" and "Attack Unit" tasks do not work for ground and naval groups (only for aircraft).
-- Therefore, we resort to this workaround, which guides the attacking group to the vicinity of the target. Then they start shooting on their own, once they detect the target.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be a GROUP, UNIT or STATIC object.
-- @param #number Speed Speed in knots. Default max.
-- @param #string Formation The attack formation, e.g. "Wedge", "Vee" etc. Default `ENUMS.Formation.Vehicle.Vee`.
-- @param #string Formation The attack formation, e.g. "Wedge", "Vee" etc. Default `ENUMS.Formation.Vehicle.Vee`. Only working for ground, not naval!
-- @return #AUFTRAG self
function AUFTRAG:NewGROUNDATTACK(Target, Speed, Formation)
@@ -2366,6 +2423,38 @@ function AUFTRAG:NewGROUNDATTACK(Target, Speed, Formation)
return mission
end
--- **[NAVAL]** Create a NAVALENGAGEMENT mission. Naval group(s) will go to a target object and attack at their own discretion.
-- Unfortunately, the "Attack Group" and "Attack Unit" tasks do not work for ground and naval groups (only for aircraft).
-- Therefore, we resort to this workaround, which guides the attacking group to the vicinity of the target. Then they start shooting on their own, once they detect the target.
-- @param #AUFTRAG self
-- @param Wrapper.Positionable#POSITIONABLE Target The target to attack. Can be a GROUP, UNIT or STATIC object.
-- @param #number Speed Speed in knots. Default max.
-- @param #number Depth The attack depth in meters. Only for submarines!
-- @return #AUFTRAG self
function AUFTRAG:NewNAVALENGAGEMENT(Target, Speed, Depth)
local mission=AUFTRAG:New(AUFTRAG.Type.NAVALENGAGEMENT)
mission:_TargetFromObject(Target)
mission.missionTask=mission:GetMissionTaskforMissionType(AUFTRAG.Type.NAVALENGAGEMENT)
-- Defaults.
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionAlarm=ENUMS.AlarmState.Auto
mission.missionFraction=0.70
mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
mission.missionAltitude=Depth or 0
mission.categories={AUFTRAG.Category.NAVAL}
mission.DCStask=mission:GetDCSMissionTask()
mission.DCStask.params.speed=mission.missionSpeed and UTILS.KmphToMps(mission.missionSpeed) or nil
return mission
end
--- **[AIR, GROUND, NAVAL]** Create a RECON mission.
-- @param #AUFTRAG self
-- @param Core.Set#SET_ZONE ZoneSet The recon zones.
@@ -2658,33 +2747,35 @@ function AUFTRAG:NewFromTarget(Target, MissionType)
local mission=nil --#AUFTRAG
if MissionType==AUFTRAG.Type.ANTISHIP then
mission=self:NewANTISHIP(Target, Altitude)
mission=self:NewANTISHIP(Target)
elseif MissionType==AUFTRAG.Type.ARTY then
mission=self:NewARTY(Target, Nshots, Radius)
mission=self:NewARTY(Target, 0.3) -- use 30% of the available ammo
elseif MissionType==AUFTRAG.Type.BAI then
mission=self:NewBAI(Target, Altitude)
mission=self:NewBAI(Target)
elseif MissionType==AUFTRAG.Type.BOMBCARPET then
mission=self:NewBOMBCARPET(Target, Altitude, CarpetLength)
mission=self:NewBOMBCARPET(Target)
elseif MissionType==AUFTRAG.Type.BOMBING then
mission=self:NewBOMBING(Target, Altitude)
mission=self:NewBOMBING(Target)
elseif MissionType==AUFTRAG.Type.BOMBRUNWAY then
mission=self:NewBOMBRUNWAY(Target, Altitude)
mission=self:NewBOMBRUNWAY(Target)
elseif MissionType==AUFTRAG.Type.STRAFING then
mission=self:NewSTRAFING(Target, Altitude)
mission=self:NewSTRAFING(Target)
elseif MissionType==AUFTRAG.Type.CAS then
mission=self:NewCAS(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000), Altitude, Speed, Target:GetAverageCoordinate(), Heading, Leg, TargetTypes)
mission=self:NewCAS(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000), nil, nil, Target:GetAverageCoordinate())
elseif MissionType==AUFTRAG.Type.CASENHANCED then
mission=self:NewCASENHANCED(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000), Altitude, Speed, RangeMax, NoEngageZoneSet, TargetTypes)
mission=self:NewCASENHANCED(ZONE_RADIUS:New(Target:GetName(),Target:GetVec2(),1000))
elseif MissionType==AUFTRAG.Type.INTERCEPT then
mission=self:NewINTERCEPT(Target)
elseif MissionType==AUFTRAG.Type.SEAD then
mission=self:NewSEAD(Target, Altitude)
mission=self:NewSEAD(Target)
elseif MissionType==AUFTRAG.Type.STRIKE then
mission=self:NewSTRIKE(Target, Altitude)
mission=self:NewSTRIKE(Target)
elseif MissionType==AUFTRAG.Type.ARMORATTACK then
mission=self:NewARMORATTACK(Target, Speed)
mission=self:NewARMORATTACK(Target)
elseif MissionType==AUFTRAG.Type.GROUNDATTACK then
mission=self:NewGROUNDATTACK(Target, Speed, Formation)
mission=self:NewGROUNDATTACK(Target)
elseif MissionType==AUFTRAG.Type.NAVALENGAGEMENT then
mission=self:NewNAVALENGAGEMENT(Target)
else
return nil
end
@@ -2801,7 +2892,7 @@ function AUFTRAG:NewAUTO(EngageGroup)
if auftrag==AUFTRAG.Type.ANTISHIP then
mission=AUFTRAG:NewANTISHIP(Target)
elseif auftrag==AUFTRAG.Type.ARTY then
mission=AUFTRAG:NewARTY(Target)
mission=AUFTRAG:NewARTY(Target, 0.2)
elseif auftrag==AUFTRAG.Type.AWACS then
mission=AUFTRAG:NewAWACS(Coordinate, Altitude,Speed,Heading,Leg)
elseif auftrag==AUFTRAG.Type.BAI then
@@ -2966,6 +3057,16 @@ function AUFTRAG:SetRepeat(Nrepeat)
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set the repeat delay in seconds after a mission is successful/failed. Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, FLEET) or higher level.
-- @param #AUFTRAG self
-- @param #number RepeatDelay Repeat delay in seconds. Default 1.
-- @return #AUFTRAG self
function AUFTRAG:SetRepeatDelay(RepeatDelay)
self.repeatDelay = RepeatDelay
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set how many times the mission is repeated if it fails. Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, FLEET) or higher level.
-- @param #AUFTRAG self
-- @param #number Nrepeat Number of repeats. Default 0.
@@ -3961,6 +4062,23 @@ function AUFTRAG:IsOver()
return over
end
--- Check if mission is repeatable.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is repeatable.
function AUFTRAG:IsRepeatable()
local repeatmeS=self.repeatedSuccess<self.NrepeatSuccess or self.repeated<self.Nrepeat
local repeatmeF=self.repeatedFailure<self.NrepeatFailure or self.repeated<self.Nrepeat
if repeatmeS==true or repeatmeF==true then return true else return false end
return false
end
--- Check if mission is NOT repeatable.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is NOT repeatable.
function AUFTRAG:IsNotRepeatable()
return not self:IsRepeatable()
end
--- Check if mission is NOT over.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is NOT over yet.
@@ -4325,7 +4443,7 @@ function AUFTRAG:onafterStatus(From, Event, To)
-- Group info.
if self.verbose>=3 then
-- Data on assigned groups.
local text=string.format("Assets [N=%d,Nassigned=%s, Ndead=%s]:", self.Nassets or 0, self.Nassigned or 0, self.Ndead or 0)
local text=string.format("Assets [N=%d, Nassigned=%s, Ndead=%s]:", self.Nassets or 0, self.Nassigned or 0, self.Ndead or 0)
for i,_asset in pairs(self.assets or {}) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
text=text..string.format("\n[%d] %s: spawned=%s, requested=%s, reserved=%s", i, asset.spawngroupname, tostring(asset.spawned), tostring(asset.requested), tostring(asset.reserved))
@@ -4366,7 +4484,7 @@ function AUFTRAG:Evaluate()
local owndamage=self.Ncasualties/self.Nelements*100
-- Current number of mission targets.
local Ntargets=self:CountMissionTargets()
local Ntargets=self:CountMissionTargets(true)
local Ntargets0=self:GetTargetInitialNumber()
local Life=self:GetTargetLife()
@@ -4765,6 +4883,8 @@ end
-- @return #boolean If `true`, all groups are done with the mission.
function AUFTRAG:CheckGroupsDone()
local fsmState = self:GetState()
-- Check status of all OPS groups.
for groupname,data in pairs(self.groupdata) do
local groupdata=data --#AUFTRAG.GroupData
@@ -4815,13 +4935,27 @@ function AUFTRAG:CheckGroupsDone()
self:T2(self.lid..string.format("CheckGroupsDone: Mission is still in state %s [FSM=%s] and reinfoce=%d. Mission NOT DONE!", self.status, self:GetState(), self.reinforce))
return false
end
local NopsgroupsAlive=self:CountOpsGroups()
local NopsgroupsDone=self:CountOpsGroupsInStatus(AUFTRAG.GroupStatus.DONE)+self:CountOpsGroupsInStatus(AUFTRAG.GroupStatus.CANCELLED)
-- It could be that all groups were destroyed on the way to the mission execution waypoint.
-- TODO: would be better to check if everybody is dead by now.
if self:IsStarted() and self:CountOpsGroups()==0 then
if self:IsStarted() and NopsgroupsAlive==0 then
self:T(self.lid..string.format("CheckGroupsDone: Mission is STARTED state %s [FSM=%s] but count of alive OPSGROUP is zero. Mission DONE!", self.status, self:GetState()))
return true
end
-- Every group alive is done or cancelled
if NopsgroupsAlive==NopsgroupsDone then
self:T(self.lid..string.format("CheckGroupsDone: Mission is in state %s [FSM=%s] but all groups [=%d] are done or cancelled. Mission DONE!", self.status, self:GetState(), NopsgroupsAlive))
return true
end
if (self:IsStarted() or self:IsExecuting()) and (fsmState == AUFTRAG.Status.STARTED or fsmState == AUFTRAG.Status.EXECUTING) and NopsgroupsAlive>0 then
self:T(self.lid..string.format("CheckGroupsDone: Mission is in state %s [FSM=%s] and count of alive OPSGROUP > zero. Mission NOT DONE!", self.status, self:GetState()))
return false
end
return true
end
@@ -5160,7 +5294,7 @@ function AUFTRAG:onafterSuccess(From, Event, To)
-- Repeat mission.
self:T(self.lid..string.format("Mission SUCCESS! Repeating mission for the %d time (max %d times) ==> Repeat mission!", self.repeated+1, N))
self:Repeat()
self:__Repeat(self.repeatDelay)
else
@@ -5202,7 +5336,7 @@ function AUFTRAG:onafterFailed(From, Event, To)
-- Repeat mission.
self:T(self.lid..string.format("Mission FAILED! Repeating mission for the %d time (max %d times) ==> Repeat mission!", self.repeated+1, N))
self:Repeat()
self:__Repeat(self.repeatDelay)
else
@@ -5413,8 +5547,9 @@ end
--- Count alive mission targets.
-- @param #AUFTRAG self
-- @param #boolean OnlyReallyAlive (Optional) If `true`, count only really alive targets (units, groups) but not coordinates or zones.
-- @return #number Number of alive target units.
function AUFTRAG:CountMissionTargets()
function AUFTRAG:CountMissionTargets(OnlyReallyAlive)
local N=0
@@ -5422,7 +5557,7 @@ function AUFTRAG:CountMissionTargets()
local Coalitions=self.coalition and UTILS.GetCoalitionEnemy(self.coalition, true) or nil
if self.engageTarget then
N=self.engageTarget:CountTargets(Coalitions)
N=self.engageTarget:CountTargets(Coalitions, OnlyReallyAlive)
end
return N
@@ -6110,7 +6245,7 @@ function AUFTRAG:GetDCSMissionTask()
local coords = self.engageTarget:GetCoordinates()
for _, coord in pairs(coords) do
local DCStask = CONTROLLABLE.TaskBombing(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
local DCStask = CONTROLLABLE.TaskBombing(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, self.optionDivebomb)
table.insert(DCStasks, DCStask)
end
@@ -6150,8 +6285,16 @@ function AUFTRAG:GetDCSMissionTask()
-----------------
-- CAP Mission --
-----------------
local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, self.engageZone:GetVec2(), self.engageZone:GetRadius(), self.engageTargetTypes, Priority)
local Vec2 = self.engageZone:GetVec2()
local Radius
if self.engageZone:IsInstanceOf("COORDINATE") then
Radius = UTILS.NMToMeters(20)
else
Radius = self.engageZone:GetRadius()
end
local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, Vec2, Radius, self.engageTargetTypes, Priority)
table.insert(self.enrouteTasks, DCStask)
@@ -6305,9 +6448,35 @@ function AUFTRAG:GetDCSMissionTask()
-- Add enroute task SEAD. Disabled that here because the group enganges everything on its route.
--local DCStask=CONTROLLABLE.EnRouteTaskSEAD(nil, self.TargetType)
--table.insert(self.enrouteTasks, DCStask)
self:_GetDCSAttackTask(self.engageTarget, DCStasks)
if self.engageZone then
--local DCStask=CONTROLLABLE.EnRouteTaskSEAD(nil, self.engageTargetTypes)
--table.insert(self.enrouteTasks, DCStask)
self.engageZone:Scan({Object.Category.UNIT},{Unit.Category.GROUND_UNIT})
local ScanUnitSet = self.engageZone:GetScannedSetUnit()
local SeadUnitSet = SET_UNIT:New()
for _,_unit in pairs (ScanUnitSet.Set) do
local unit = _unit -- Wrapper.Unit#UNTI
if unit and unit:IsAlive() and unit:HasSEAD() then
self:T("Adding UNIT for SEAD: "..unit:GetName())
local task = CONTROLLABLE.TaskAttackUnit(nil,unit,GroupAttack,AI.Task.WeaponExpend.ALL,1,Direction,self.engageAltitude,2956984318)
table.insert(DCStasks, task)
SeadUnitSet:AddUnit(unit)
end
end
self.engageTarget = TARGET:New(SeadUnitSet)
--local OrbitTask = CONTROLLABLE.TaskOrbitCircle(nil,self.engageAltitude,self.missionSpeed,self.engageZone:GetCoordinate())
--local Point = self.engageZone:GetVec2()
--local OrbitTask = CONTROLLABLE.TaskOrbitCircleAtVec2(nil,Point,self.engageAltitude,self.missionSpeed)
--table.insert(DCStasks, OrbitTask)
else
self:_GetDCSAttackTask(self.engageTarget, DCStasks)
end
elseif self.type==AUFTRAG.Type.STRIKE then
--------------------
@@ -6527,6 +6696,26 @@ function AUFTRAG:GetDCSMissionTask()
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.NAVALENGAGEMENT then
---------------------------
-- NAVAL ENGAGEMENT Mission --
---------------------------
local DCStask={}
DCStask.id=AUFTRAG.SpecialTask.NAVALENGAGEMENT
-- We create a "fake" DCS task and pass the parameters to the NAVYGROUP.
local param={}
param.target=self:GetTargetData()
param.speed=self.missionSpeed and UTILS.KmphToMps(self.missionSpeed) or nil
param.altitude=self.missionAltitude or 0
DCStask.params=param
table.insert(DCStasks, DCStask)
elseif self.type==AUFTRAG.Type.AMMOSUPPLY then
-------------------------
+148 -25
View File
@@ -17,7 +17,7 @@
-- ===
--
-- ### Author: **applevangelist**
-- @date Last Update Jan 2025
-- @date Last Update July 2025
-- @module Ops.AWACS
-- @image OPS_AWACS.jpg
@@ -237,7 +237,7 @@ do
-- -- Callsign will be "Focus". We'll be a Angels 30, doing 300 knots, orbit leg to 88deg with a length of 25nm.
-- testawacs:SetAwacsDetails(CALLSIGN.AWACS.Focus,1,30,300,88,25)
-- -- Set up SRS on port 5010 - change the below to your path and port
-- testawacs:SetSRS("C:\\Program Files\\DCS-SimpleRadio-Standalone","female","en-GB",5010)
-- testawacs:SetSRS("C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio","female","en-GB",5010)
-- -- Add a "red" border we don't want to cross, set up in the mission editor with a late activated helo named "Red Border#ZONE_POLYGON"
-- testawacs:SetRejectionZone(ZONE:FindByName("Red Border"))
-- -- Our CAP flight will have the callsign "Ford", we want 4 AI planes, Time-On-Station is four hours, doing 300 kn IAS.
@@ -255,7 +255,7 @@ do
-- -- The CAP station zone is called "Fremont". We will be on 255 AM. Note the Orbit Zone is given as *nil* in the `New()`-Statement
-- local testawacs = AWACS:New("GCI Senaki",AwacsAW,"blue",AIRBASE.Caucasus.Senaki_Kolkhi,nil,ZONE:FindByName("Rock"),"Fremont",255,radio.modulation.AM )
-- -- Set up SRS on port 5010 - change the below to your path and port
-- testawacs:SetSRS("C:\\Program Files\\DCS-SimpleRadio-Standalone","female","en-GB",5010)
-- testawacs:SetSRS("C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio","female","en-GB",5010)
-- -- Add a "red" border we don't want to cross, set up in the mission editor with a late activated helo named "Red Border#ZONE_POLYGON"
-- testawacs:SetRejectionZone(ZONE:FindByName("Red Border"))
-- -- Our CAP flight will have the callsign "Ford", we want 4 AI planes, Time-On-Station is four hours, doing 300 kn IAS.
@@ -509,7 +509,7 @@ do
-- @field #AWACS
AWACS = {
ClassName = "AWACS", -- #string
version = "0.2.71", -- #string
version = "0.2.74", -- #string
lid = "", -- #string
coalition = coalition.side.BLUE, -- #number
coalitiontxt = "blue", -- #string
@@ -1123,7 +1123,7 @@ function AWACS:New(Name,AirWing,Coalition,AirbaseName,AwacsOrbit,OpsZone,Station
self.EscortMissionReplacement = {}
-- SRS
self.PathToSRS = "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.PathToSRS = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
self.Gender = "female"
self.Culture = "en-GB"
self.Voice = nil
@@ -1242,6 +1242,8 @@ function AWACS:New(Name,AirWing,Coalition,AirbaseName,AwacsOrbit,OpsZone,Station
self:AddTransition("*", "Intercept", "*")
self:AddTransition("*", "InterceptSuccess", "*")
self:AddTransition("*", "InterceptFailure", "*")
self:AddTransition("*", "VIDSuccess", "*")
self:AddTransition("*", "VIDFailure", "*")
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
@@ -1365,18 +1367,38 @@ function AWACS:New(Name,AirWing,Coalition,AirbaseName,AwacsOrbit,OpsZone,Station
-- @param #string To To state.
--- On After "InterceptSuccess" event. Intercept successful.
-- @function [parent=#AWACS] OnAfterIntercept
-- @function [parent=#AWACS] OnAfterInterceptSuccess
-- @param #AWACS self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "InterceptFailure" event. Intercept failure.
-- @function [parent=#AWACS] OnAfterIntercept
-- @function [parent=#AWACS] OnAfterInterceptFailure
-- @param #AWACS self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "VIDSuccess" event. Intercept successful.
-- @function [parent=#AWACS] OnAfterVIDSuccess
-- @param #AWACS self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number GID Managed group ID (Player)
-- @param Wrapper.Group#GROUP Group (Player) Group done the VID
-- @param #AWACS.ManagedContact Contact The contact that was VID'd
--- On After "VIDFailure" event. Intercept failure.
-- @function [parent=#AWACS] OnAfterVIDFailure
-- @param #AWACS self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number GID Managed group ID (Player)
-- @param Wrapper.Group#GROUP Group (Player) Group done the VID
-- @param #AWACS.ManagedContact Contact The contact that was VID'd
return self
end
@@ -1574,6 +1596,16 @@ function AWACS:SetLocale(Locale)
return self
end
--- [User] Set own coordinate for BullsEye.
-- @param #AWACS self
-- @param Core.Point#COORDINATE
-- @return #AWACS self
function AWACS:SetBullsCoordinate(Coordinate)
self:T(self.lid.."SetBullsCoordinate")
self.AOCoordinate = Coordinate
return self
end
--- [User] Set the max mission range flights can be away from their home base.
-- @param #AWACS self
-- @param #number NM Distance in nautical miles
@@ -1999,7 +2031,9 @@ function AWACS:SetAdditionalZone(Zone, Draw)
self.BorderZone = Zone
if self.debug then
Zone:DrawZone(self.coalition,{1,0.64,0},1,{1,0.64,0},0.2,1,true)
MARKER:New(Zone:GetCoordinate(),"Defensive Zone"):ToCoalition(self.coalition)
if self.AllowMarkers then
MARKER:New(Zone:GetCoordinate(),"Defensive Zone"):ToCoalition(self.coalition)
end
elseif Draw then
Zone:DrawZone(self.coalition,{1,0.64,0},1,{1,0.64,0},0.2,1,true)
end
@@ -2019,11 +2053,62 @@ function AWACS:SetRejectionZone(Zone,Draw)
--MARKER:New(Zone:GetCoordinate(),"Rejection Zone"):ToAll()
elseif self.debug then
Zone:DrawZone(self.coalition,{1,0.64,0},1,{1,0.64,0},0.2,1,true)
MARKER:New(Zone:GetCoordinate(),"Rejection Zone"):ToCoalition(self.coalition)
if self.AllowMarkers then
MARKER:New(Zone:GetCoordinate(),"Rejection Zone"):ToCoalition(self.coalition)
end
end
return self
end
--- Function to set corridor zones.
-- @param #AWACS self
-- @param Core.Set#SET_ZONE CorridorZones Can be handed in as SET\_ZONE or single ZONE object.
-- @return #AWACS self
function AWACS:SetCorridorZones(CorridorZones)
self:T(self.lid .. "SetCorridorZones")
if CorridorZones and CorridorZones:IsInstanceOf("SET_ZONE") then
self.corridorzones = CorridorZones
self.usecorridors = true
elseif CorridorZones and CorridorZones:IsInstanceOf("ZONE_BASE") then
if not self.corridorzones then self.corridorzones = SET_ZONE:New() end
self.corridorzones:AddZone(CorridorZones)
self.usecorridors = true
end
return self
end
--- Function to add one corridor zone.
-- @param #AWACS self
-- @param Core.Zone#ZONE CorridorZone The ZONE object to be added.
-- @return #AWACS self
function AWACS:AddCorridorZone(CorridorZone)
self:T(self.lid .. "AddCorridorZone")
self:SetCorridorZones(CorridorZone)
return self
end
--- Function to set corridor zone floor and ceiling in FEET.
-- @param #AWACS self
-- @param #number Floor Floor altitude ASL in feet.
-- @param #number Ceiling Ceiling altitude ASL in feet.
-- @return #AWACS self
function AWACS:SetCorridorZoneFloorAndCeiling(Floor,Ceiling)
self.corridorfloor = UTILS.FeetToMeters(Floor)
self.corridorceiling = UTILS.FeetToMeters(Ceiling)
return self
end
--- Function to set corridor zone floor and ceiling in METERS.
-- @param #AWACS self
-- @param #number Floor Floor altitude ASL in meters.
-- @param #number Ceiling Ceiling altitude ASL in meters.
-- @return #AWACS self
function AWACS:SetCorridorZoneFloorAndCeilingMeters(Floor,Ceiling)
self.corridorfloor = Floor
self.corridorceiling = Ceiling
return self
end
--- [User] Draw a line around the FEZ on the F10 map.
-- @param #AWACS self
-- @return #AWACS self
@@ -2091,7 +2176,7 @@ end
--- [User] Set AWACS SRS TTS details - see @{Sound.SRS} for details. `SetSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #AWACS self
-- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone"
-- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- @param #string Gender Defaults to "male"
-- @param #string Culture Defaults to "en-US"
-- @param #number Port Defaults to 5002
@@ -2104,7 +2189,7 @@ end
-- @return #AWACS self
function AWACS:SetSRS(PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey,Backend)
self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
self.Gender = Gender or MSRS.gender or "male"
self.Culture = Culture or MSRS.culture or "en-US"
self.Port = Port or MSRS.port or 5002
@@ -3263,12 +3348,14 @@ function AWACS:_VID(Group,Declaration)
local vidpos = self.gettext:GetEntry("VIDPOS",self.locale)
text = string.format(vidpos,Callsign,self.callsigntxt, Declaration)
self:T(text)
self:__VIDSuccess(3,GID,group,cluster)
else
-- too far away
self:T("Contact VID not close enough")
local vidneg = self.gettext:GetEntry("VIDNEG",self.locale)
text = string.format(vidneg,Callsign,self.callsigntxt)
self:T(text)
self:__VIDFailure(3,GID,group,cluster)
end
self:_NewRadioEntry(text,text,GID,Outcome,true,true,false,true)
end
@@ -4070,10 +4157,14 @@ function AWACS:_CreateAnchorStackFromMarker(Name,Coord)
if self.debug then
AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true)
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
else
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
end
self.AnchorStacks:Push(AnchorStackOne,newname)
@@ -4116,10 +4207,14 @@ function AWACS:_CreateAnchorStack()
--self.AnchorStacks:Flush()
AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true)
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
else
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
end
self.AnchorStacks:Push(AnchorStackOne,newname)
else
@@ -4143,10 +4238,14 @@ function AWACS:_CreateAnchorStack()
if self.debug then
AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true)
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
else
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
end
self.AnchorStacks:Push(AnchorStackOne,newname)
end
@@ -4286,6 +4385,14 @@ function AWACS:_StartIntel(awacs)
intel:SetFilterCategory({Unit.Category.AIRPLANE,Unit.Category.HELICOPTER})
end
-- Corridors
if self.usecorridors == true then
intel:SetCorridorZones(self.corridorzones)
if self.corridorceiling or self.corridorfloor then
intel:SetCorridorLimits(self.corridorfloor,self.corridorceiling)
end
end
-- Callbacks
local function NewCluster(Cluster)
self:__NewCluster(5,Cluster)
@@ -5078,10 +5185,14 @@ function AWACS:AddCAPAirWing(AirWing,Zone)
if self.debug then
AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true)
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
else
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
end
self.AnchorStacks:Push(AnchorStackOne,newname)
AirWing.HasOwnStation = true
@@ -5924,23 +6035,35 @@ function AWACS:onafterStart(From, Event, To)
self.OpsZone:DrawZone(self.coalition,{1,0,0},1,{1,0,0},0.2,5,true)
local AOCoordString = self.AOCoordinate:ToStringLLDDM()
local Rocktag = string.format("FEZ: %s\nBulls Coordinate: %s",self.AOName,AOCoordString)
MARKER:New(self.AOCoordinate,Rocktag):ToCoalition(self.coalition)
if self.AllowMarkers then
MARKER:New(self.AOCoordinate,Rocktag):ToCoalition(self.coalition)
end
self.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true)
local stationtag = string.format("Station: %s\nCoordinate: %s",self.StationZoneName,self.StationZone:GetCoordinate():ToStringLLDDM())
if not self.GCI then
MARKER:New(self.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
if self.AllowMarkers then
MARKER:New(self.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
self.OrbitZone:DrawZone(self.coalition,{0,1,0},1,{0,1,0},0.2,5,true)
MARKER:New(self.OrbitZone:GetCoordinate(),"AIC Orbit Zone"):ToCoalition(self.coalition)
if self.AllowMarkers then
MARKER:New(self.OrbitZone:GetCoordinate(),"AIC Orbit Zone"):ToCoalition(self.coalition)
end
end
else
local AOCoordString = self.AOCoordinate:ToStringLLDDM()
local Rocktag = string.format("FEZ: %s\nBulls Coordinate: %s",self.AOName,AOCoordString)
MARKER:New(self.AOCoordinate,Rocktag):ToCoalition(self.coalition)
if self.AllowMarkers then
MARKER:New(self.AOCoordinate,Rocktag):ToCoalition(self.coalition)
end
if not self.GCI then
MARKER:New(self.OrbitZone:GetCoordinate(),"AIC Orbit Zone"):ToCoalition(self.coalition)
if self.AllowMarkers then
MARKER:New(self.OrbitZone:GetCoordinate(),"AIC Orbit Zone"):ToCoalition(self.coalition)
end
end
local stationtag = string.format("Station: %s\nCoordinate: %s",self.StationZoneName,self.StationZone:GetCoordinate():ToStringLLDDM())
MARKER:New(self.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
if self.AllowMarkers then
MARKER:New(self.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
end
if not self.GCI then
+74 -1
View File
@@ -599,7 +599,80 @@ function BRIGADE:onafterStatus(From, Event, To)
text=text..string.format("\n* %s: spawned=%s", asset.spawngroupname, tostring(asset.spawned))
end
self:I(self.lid..text)
end
end
if self.verbose>=3 then
-- Count numbers
local Ntotal=0
local Nspawned=0
local Nrequested=0
local Nreserved=0
local Nstock=0
local text="\n===========================================\n"
text=text.."Assets:"
local legion=self --Ops.Legion#LEGION
for _,_cohort in pairs(legion.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
for _,_asset in pairs(cohort.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
local state="In Stock"
if asset.flightgroup then
state=asset.flightgroup:GetState()
local mission=legion:GetAssetCurrentMission(asset)
if mission then
state=state..string.format(", Mission \"%s\" [%s]", mission:GetName(), mission:GetType())
end
else
if asset.spawned then
env.info("FF ERROR: asset has opsgroup but is NOT spawned!")
end
if asset.requested and asset.isReserved then
env.info("FF ERROR: asset is requested and reserved. Should not be both!")
state="Reserved+Requested!"
elseif asset.isReserved then
state="Reserved"
elseif asset.requested then
state="Requested"
end
end
-- Text.
text=text..string.format("\n[UID=%03d] %s Legion=%s [%s]: State=%s [RID=%s]",
asset.uid, asset.spawngroupname, legion.alias, cohort.name, state, tostring(asset.rid))
if asset.spawned then
Nspawned=Nspawned+1
end
if asset.requested then
Nrequested=Nrequested+1
end
if asset.isReserved then
Nreserved=Nreserved+1
end
if not (asset.spawned or asset.requested or asset.isReserved) then
Nstock=Nstock+1
end
Ntotal=Ntotal+1
end
end
text=text.."\n-------------------------------------------"
text=text..string.format("\nNstock = %d", Nstock)
text=text..string.format("\nNreserved = %d", Nreserved)
text=text..string.format("\nNrequested = %d", Nrequested)
text=text..string.format("\nNspawned = %d", Nspawned)
text=text..string.format("\nNtotal = %d (=%d)", Ntotal, Nstock+Nspawned+Nrequested+Nreserved)
text=text.."\n==========================================="
self:I(self.lid..text)
end
end
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+18 -4
View File
@@ -35,7 +35,7 @@
-- @field #number Nsuccess Number of successful missions.
-- @field #number Nfailure Number of failed mission.
-- @field #table assetNumbers Asset numbers. Each entry is a table of data type `#CHIEF.AssetNumber`.
-- @extends Ops.Intel#INTEL
-- @extends Ops.Intelligence#INTEL
--- *In preparing for battle I have always found that plans are useless, but planning is indispensable* -- Dwight D Eisenhower
--
@@ -48,7 +48,7 @@
--
-- # Territory
--
-- The chief class allows you to define boarder zones, conflict zones and attack zones.
-- The chief class allows you to define border zones, conflict zones and attack zones.
--
-- ## Border Zones
--
@@ -332,7 +332,7 @@ CHIEF.Strategy = {
--- CHIEF class version.
-- @field #string version
CHIEF.version="0.6.1"
CHIEF.version="0.7.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -396,7 +396,8 @@ function CHIEF:New(Coalition, AgentSet, Alias)
self.TransportCategories = {Group.Category.HELICOPTER}
-- Create a new COMMANDER.
self.commander=COMMANDER:New(Coalition)
self.commander=COMMANDER:New(Coalition, Alias)
-- Add FSM transitions.
-- From State --> Event --> To State
@@ -2897,6 +2898,8 @@ function CHIEF:_GetMissionPerformanceFromTarget(Target)
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
else
-- Everything else
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.BAI, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.GROUNDATTACK, 50))
@@ -2912,6 +2915,8 @@ function CHIEF:_GetMissionPerformanceFromTarget(Target)
---
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ANTISHIP, 100))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.NAVALENGAGEMENT, 50))
table.insert(missionperf, self:_CreateMissionPerformance(AUFTRAG.Type.ARTY, 30))
else
self:E(self.lid.."ERROR: Unknown Group category!")
@@ -3353,6 +3358,15 @@ function CHIEF._CheckAssetProperties(Asset, Properties)
return false
end
--- Checks whether or not any of the legions con run a mission.
-- @param #CHIEF self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #boolean If `true`, one of the cohorts can run the mission.
function CHIEF:CanMission(Mission)
return self.commander and self.commander:CanMission(Mission)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+48 -22
View File
@@ -88,7 +88,7 @@ COHORT = {
--- COHORT class version.
-- @field #string version
COHORT.version="0.3.6"
COHORT.version="0.3.7"
--- Global variable to store the unique(!) cohort names
_COHORTNAMES={}
@@ -100,6 +100,7 @@ _COHORTNAMES={}
-- DONE: Create FLOTILLA class.
-- DONE: Added check for properties.
-- DONE: Make general so that PLATOON and SQUADRON can inherit this class.
-- DONE: Better setting of call signs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@@ -515,10 +516,12 @@ end
-- @param #COHORT self
-- @param #number Callsign Callsign from CALLSIGN.Aircraft, e.g. "Chevy" for CALLSIGN.Aircraft.CHEVY.
-- @param #number Index Callsign index, Chevy-**1**.
-- @param #string CallsignString (optional) Set this for tasks like TANKER, AWACS or KIOWA and the like, which have special names. E.g. "Darkstar" or "Roughneck".
-- @return #COHORT self
function COHORT:SetCallsign(Callsign, Index)
function COHORT:SetCallsign(Callsign, Index, CallsignString)
self.callsignName=Callsign
self.callsignIndex=Index
self.callsignClearName=CallsignString
self.callsign={}
self.callsign.NumberSquad=Callsign
self.callsign.NumberGroup=Index
@@ -626,32 +629,42 @@ end
--- Remove assets from pool. Not that assets must not be spawned or already reserved or requested.
-- @param #COHORT self
-- @param #number N Number of assets to be removed. Default 1.
-- @param #number Delay Delay in seconds before assets are removed.
-- @return #COHORT self
function COHORT:RemoveAssets(N)
function COHORT:RemoveAssets(N, Delay)
self:T2(self.lid..string.format("Remove %d assets of Cohort", N))
N=N or 1
local n=0
for i=#self.assets,1,-1 do
local asset=self.assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
if Delay and Delay>0 then
-- Delayed call
self:ScheduleOnce(Delay, COHORT.RemoveAssets, self, N, 0)
else
self:T2(self.lid..string.format("Checking removing asset %s", asset.spawngroupname))
if not (asset.requested or asset.spawned or asset.isReserved) then
self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
table.remove(self.assets, i)
n=n+1
else
self:T2(self.lid..string.format("Could NOT Remove asset %s", asset.spawngroupname))
N=N or 1
local n=0
for i=#self.assets,1,-1 do
local asset=self.assets[i] --Functional.Warehouse#WAREHOUSE.Assetitem
self:T2(self.lid..string.format("Checking removing asset %s", asset.spawngroupname))
if not (asset.requested or asset.spawned or asset.isReserved) then
self:T2(self.lid..string.format("Removing asset %s", asset.spawngroupname))
-- Remove from warehouse and warehouse DB
asset.legion:_DeleteStockItem(asset)
table.remove(self.assets, i)
n=n+1
else
self:T2(self.lid..string.format("Could NOT Remove asset %s", asset.spawngroupname))
end
if n>=N then
break
end
end
if n>=N then
break
end
self:T(self.lid..string.format("Removed %d/%d assets. New asset count=%d", n, N, #self.assets))
end
self:T(self.lid..string.format("Removed %d/%d assets. New asset count=%d", n, N, #self.assets))
return self
end
@@ -679,7 +692,16 @@ end
function COHORT:GetCallsign(Asset)
if self.callsignName then
--[[
["callsign"] =
{
[2] = 1,
["name"] = "Darkstar11",
[3] = 1,
[1] = 5,
[4] = "Darkstar11",
}, -- end of ["callsign"]
]]
Asset.callsign={}
for i=1,Asset.nunits do
@@ -695,12 +717,16 @@ function COHORT:GetCallsign(Asset)
else
self.callsigncounter=self.callsigncounter+1
end
callsign["name"] = self.callsignClearName or UTILS.GetCallsignName(self.callsignName) or "None"
callsign["name"] = string.format("%s%d%d",callsign["name"],callsign[2],callsign[3])
callsign[4] = callsign["name"]
Asset.callsign[i]=callsign
self:T3({callsign=callsign})
--TODO: there is also a table entry .name, which is a string.
--DONE: there is also a table entry .name, which is a string.
--UTILS.PrintTableToLog(callsign)
end
+95 -9
View File
@@ -136,6 +136,7 @@ COMMANDER = {
awacsZones = {},
tankerZones = {},
limitMission = {},
maxMissionsAssignPerCycle = 1,
}
--- COMMANDER class version.
@@ -1535,6 +1536,8 @@ function COMMANDER:CheckMissionQueue()
end
end
local missionsAssigned = 0
-- Loop over missions in queue.
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
@@ -1594,9 +1597,12 @@ function COMMANDER:CheckMissionQueue()
-- Recruited assets but no requested escort available. Unrecruit assets!
LEGION.UnRecruitAssets(assets, mission)
end
-- Only ONE mission is assigned.
return
missionsAssigned = missionsAssigned + 1
if missionsAssigned >= (self.maxMissionsAssignPerCycle or 1) then
return
end
end
else
@@ -1611,6 +1617,16 @@ function COMMANDER:CheckMissionQueue()
end
--- Set how many missions can be assigned in a single status iteration. (eg. This is useful for persistent missions where you need to load all AUFTRAGs on mission start and then change it back to default)
--- Warning: Increasing this value will increase the number of missions started per iteration and thus may lead to performance issues if too many missions are started at once.
-- @param #COMMANDER self
-- @param #number Number of missions assigned per status iteration. Default is 1.
-- @return #COMMANDER self.
function COMMANDER:SetMaxMissionsAssignPerCycle(MaxMissionsAssignPerCycle)
self.maxMissionsAssignPerCycle = MaxMissionsAssignPerCycle or 1
return self
end
--- Get cohorts.
-- @param #COMMANDER self
-- @param #table Legions Special legions.
@@ -1670,9 +1686,12 @@ function COMMANDER:_GetCohorts(Legions, Cohorts, Operation)
for _,_legion in pairs(Legions or {}) do
local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
-- Check that runway is operational.
local Runway=true
if legion:IsAirwing() then
Runway=legion:IsRunwayOperational() and legion.airbase and legion.airbase:GetCoalition() == legion:GetCoalition()
end
-- Legion has to be running.
if legion:IsRunning() and Runway then
@@ -1703,9 +1722,12 @@ function COMMANDER:_GetCohorts(Legions, Cohorts, Operation)
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
-- Check that runway is operational.
local Runway=true
if legion:IsAirwing() then
Runway=legion:IsRunwayOperational() and legion.airbase and legion.airbase:GetCoalition() == legion:GetCoalition()
end
-- Legion has to be running.
if legion:IsRunning() and Runway then
@@ -1726,6 +1748,70 @@ function COMMANDER:_GetCohorts(Legions, Cohorts, Operation)
return cohorts
end
--- Checks whether or not any of the legions con run a mission.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- @return #boolean If `true`, one of the cohorts can run the mission.
function COMMANDER:CanMission(Mission)
local commander = self
-- Target position.
local TargetVec2 = Mission:GetTargetVec2()
local MaxWeight = nil
if Mission.NcarriersMin then
local legions = commander.legions
local cohorts = nil
if Mission.transportLegions or Mission.transportCohorts then
legions = Mission.transportLegions
cohorts = Mission.transportCohorts
end
-- Get transport cohorts.
local Cohorts = LEGION._GetCohorts(legions, cohorts)
-- Filter cohorts that can actually perform transport missions.
local transportcohorts = {}
for _, _cohort in pairs(Cohorts) do
local cohort = _cohort --Ops.Cohort#COHORT
-- Check if cohort can perform transport to target.
local can = LEGION._CohortCan(cohort, AUFTRAG.Type.OPSTRANSPORT, Mission.carrierCategories, Mission.carrierAttributes, Mission.carrierProperties, nil, TargetVec2)
-- MaxWeight of cargo assets is limited by the largets available cargo bay. We don't want to select, e.g., tanks that cannot be transported by APCs or helos.
if can and (MaxWeight == nil or cohort.cargobayLimit > MaxWeight) then
MaxWeight = cohort.cargobayLimit
end
end
end
local legions = commander.legions
local cohorts = nil
if Mission.specialLegions or Mission.specialCohorts then
legions = Mission.specialLegions
cohorts = Mission.specialCohorts
end
-- Get cohorts.
local Cohorts = LEGION._GetCohorts(legions, cohorts, Mission.operation, commander.opsqueue)
for _, _cohort in pairs(Cohorts) do
local cohort = _cohort --Ops.Cohort#COHORT
-- Check if cohort can do the mission.
local can = LEGION._CohortCan(cohort, Mission.type, nil, Mission.attributes, Mission.properties, { Mission.engageWeaponType }, TargetVec2, Mission.engageRange, Mission.refuelSystem, nil, MaxWeight)
if can then
return true
end
end
return false
end
--- Recruit assets for a given mission.
-- @param #COMMANDER self
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
+950
View File
@@ -0,0 +1,950 @@
--- **Ops** - Create your A2G Defenses.
--
-- **Main Features:**
--
-- * Automatically create and manage A2G defenses using an AirWing and Squadrons for one coalition
-- * Easy set-up
--
-- ===
--
-------------------------------------------------------------------------
-- Easy A2G Engagement Class, based on OPS classes
-------------------------------------------------------------------------
--
-- ## Documentation:
--
-- https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.EasyAG.html
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/EasyAG).
--
-------------------------------------------------------------------------
-- Date: Dec 2025
-- Last Update: Jan 2026
-------------------------------------------------------------------------
--
-- ===
--
-- **Main Features:**
--
-- * Automatically create and manage A2G defenses using an AirWing and Squadrons for one coalition
-- * Easy set-up
-- * Add additional AirWings on other airbases
-- * Each wing can have more than one Squadron - tasking to Squadrons is done on a random basis per AirWing
-- * Create borders and zones of engagement
-- * Detection can be ground based and/or via AWACS
--
-- ===
--
-- ### AUTHOR: **applevangelist**
--
-- @module Ops.EasyAG
-- @image AI_Air_To_Ground_Dispatching.JPG
--- EASYA2G Class
-- @type EASYA2G
-- @field #string ClassName
-- @field #number overhead
-- @field #number engagerange
-- @field #number capgrouping
-- @field #string airbasename
-- @field Wrapper.Airbase#AIRBASE airbase
-- @field #number coalition
-- @field #string alias
-- @field #table wings
-- @field Ops.Intel#INTEL Intel
-- @field #number resurrection
-- @field #number capspeed
-- @field #number capalt
-- @field #number capdir
-- @field #number capleg
-- @field #number maxinterceptsize
-- @field #number missionrange
-- @field #number noalert5
-- @field #table ManagedAW
-- @field #table ManagedSQ
-- @field #table ManagedCP
-- @field #table ManagedTK
-- @field #table ManagedEWR
-- @field #table ManagedREC
-- @field #number MaxAliveMissions
-- @field #boolean debug
-- @field #number repeatsonfailure
-- @field Core.Set#SET_ZONE GoZoneSet
-- @field Core.Set#SET_ZONE NoGoZoneSet
-- @field Core.Set#SET_ZONE ConflictZoneSet
-- @field #boolean Monitor
-- @field #boolean TankerInvisible
-- @field #number CapFormation
-- @field #table ReadyFlightGroups
-- @field #boolean DespawnAfterLanding
-- @field #boolean DespawnAfterHolding
-- @field #list<Ops.Auftrag#AUFTRAG> ListOfAuftrag
-- @field #string defaulttakeofftype Take off type
-- @field #number FuelLowThreshold
-- @field #number FuelCriticalThreshold
-- @field #boolean showpatrolpointmarks
-- @field #table EngageTargetTypes
-- @extends Ops.EasyGCICAP#EASYGCICAP
--- *“High-Threat Close-Air-Support is a Myth.”* -- Mike “Starbaby” Pietrucha.
--
-- ===
--
-- # The EasyAG Concept
--
-- The idea of this class is partially to make the OPS classes easier operational for an A2G defense network, and to replace the legacy AI_A2G_Dispatcher system - not to it's
-- full extent, but make a basic system work very quickly.
--
-- # Setup
--
-- ## Basic understanding
--
-- The basics are, there is **one** and only **one** AirWing per airbase. Each AirWing has **at least** one Squadron, who will do A2G tasks. Squadrons will be randomly chosen for the task at hand.
-- Each AirWing has **at least** one Conflict Zone that it manages. COnflict Zones will be covered by the AirWing automatically as long as airframes are available. Detected enemy ground forces will be assigned to **one**
-- AirWing based on proximity (that is, if you have more than one).
--
-- ## Assignment of tasks for enemies
--
-- An exisiting plane or a newly spawned plane will take care of the intruders. Standard overhead is 0.1, i.e. a group of 10 intrudes will
-- be managed by one planes from the assigned AirWing. There is an maximum missions limitation per AirWing, so we do not spam the skies.
--
-- ## Basic set-up code
--
-- ### Prerequisites
--
-- You have to put a **STATIC WAREHOUSE** object on the airbase with the UNIT name according to the name of the airbase. **Do not put any other static type or it creates a conflict with the airbase name!**
-- E.g. for Kutaisi this has to have the unit name Kutaisi. This object symbolizes the AirWing HQ.
-- Next put a late activated template group for your A2G Squadron on the map. Last, put a zone on the map for the Defense operations, let's name it "Blue Zone 1". Size of the zone plays no role.
-- Put a scout system on the map and name it aptly, like "Blue SCOUT".
--
-- ### Zones
--
-- For our example, you create a RED and a BLUE border, as a closed polygonal zone representing the borderlines. You can also have conflict zone, where - for our example - BLUE will attack
-- RED groups, despite being on or close to RED territory. Think of a no-fly zone or an limited area of engagement. Conflict zones take precedence over borders, i.e. they can overlap all borders.
--
-- ### Code it
--
-- -- Set up a basic system for the blue side, we'll reside on Kutaisi, and use GROUP objects with "Blue SCOUT" in the name as Detecting Systems.
-- local mywing = EASYA2G:New("A2G",AIRBASE.Caucasus.Kutaisi,"blue","SCOUT")
--
-- -- Add a holding/ingress point belonging to our airbase, we'll be at 5k ft doing 250 kn, initial direction 225 degrees (West), leg 5NM
-- -- This will effectively be the ingress coordinate into the cnflict zone
-- local Coordinate = ZONE:New("A2G Loitering"):GetCoordinate()
-- mywing:AddHoldingPointA2G(AIRBASE.Caucasus.Kutaisi,Coordinate,5000,250,225,5)
--
-- -- Add a recon point over the conflict zone, we'll use a reaper for recon
-- local Coordinate2 = ZONE:New("A2G Recon"):GetCoordinate()
-- mywing:AddPatrolPointRecon(AIRBASE.Caucasus.Kutaisi,Coordinate2,15000,225,225,5)
--
-- -- Add three Squadrons with templates "Hero 1" and "Hero 2", 20 airframes, skill as set
-- mywing:AddSquadron("A2G Flight", "Hero 1", AIRBASE.Caucasus.Kutaisi, 5, AI.Skill.GOOD, Modex, Livery)
-- mywing:AddSquadron("A2G Helo", "Hero 2", AIRBASE.Caucasus.Kutaisi, 5, AI.Skill.HIGH, Modex, Livery)
-- mywing:AddReconSquadron("Recon Drone", "SpyInTheSky SCOUT", AIRBASE.Caucasus.Kutaisi, 5, AI.Skill.EXCELLENT, Modex, Livery)
--
-- -- Ensure our reaper doesn't get immediately killed
-- mywing:SetTankerAndScoutsInvisible(true)
--
-- -- Add a couple of zones
-- -- We'll defend our own border
-- mywing:AddAcceptZone(ZONE_POLYGON:New( "Blue Border", GROUP:FindByName( "Blue Border" ) ))
-- -- We'll attack intruders also here - conflictzones can overlap borders(!) - limited zone of engagement
-- mywing:AddConflictZone(ZONE_POLYGON:New("Red Defense Zone", GROUP:FindByName( "Red Defense Zone" )))
-- -- We'll leave the reds alone on their turf
-- mywing:AddRejectZone(ZONE_POLYGON:New( "Red Border", GROUP:FindByName( "Red Border" ) ))
--
-- -- Optional - Draw the borders on the map so we see what's going on
-- -- Set up borders on map
-- local BlueBorder = ZONE_POLYGON:New( "Blue Border", GROUP:FindByName( "Blue Border" ) )
-- BlueBorder:DrawZone(-1,{0,0,1},1,FillColor,FillAlpha,1,true)
-- local ConflictZone = ZONE_POLYGON:New("Red Defense Zone", GROUP:FindByName( "Red Defense Zone" ))
-- ConflictZone:DrawZone(-1,{1,1,0},1,FillColor,FillAlpha,2,true)
-- local BlueNoGoZone = ZONE_POLYGON:New( "Red Border", GROUP:FindByName( "Red Border" ) )
-- BlueNoGoZone:DrawZone(-1,{1,0,0},1,FillColor,FillAlpha,4,true)
--
-- ### Add a second airwing with squads and own patrol point (optional)
--
-- -- Set this up at Sukhumi
-- mywing:AddAirwing(AIRBASE.Caucasus.Sukhumi_Babushara,"Blue A2G Sukhumi")
-- -- A2G Point "Blue Zone 2"
-- mywing:AddPatrolPointA2G(AIRBASE.Caucasus.Sukhumi_Babushara,ZONE:FindByName("Blue Zone 2"):GetCoordinate(),30000,400,90,20)
--
-- -- This one has two squadrons to choose from
-- mywing:AddSquadron("Blue Sq3 F16","A2G Sukhumi II",AIRBASE.Caucasus.Sukhumi_Babushara,20,AI.Skill.GOOD,402,"JASDF 6th TFS 43-8526 Skull Riders")
-- mywing:AddSquadron("Blue Sq2 F15","A2G Sukhumi I",AIRBASE.Caucasus.Sukhumi_Babushara,20,AI.Skill.GOOD,202,"390th Fighter SQN")
--
-- ### Add a tanker (optional)
--
-- -- **Note** If you need different tanker types, i.e. Boom and Drogue, set them up at different AirWings!
-- -- Add a tanker point
-- mywing:AddPatrolPointTanker(AIRBASE.Caucasus.Kutaisi,ZONE:FindByName("Blue Zone Tanker"):GetCoordinate(),20000,280,270,50)
-- -- Add a tanker squad - Radio 251 AM, TACAN 51Y
-- mywing:AddTankerSquadron("Blue Tanker","Tanker Ops Kutaisi",AIRBASE.Caucasus.Kutaisi,20,AI.Skill.EXCELLENT,602,nil,251,radio.modulation.AM,51)
--
-- ### Add an AWACS (optional)
--
-- -- Add an AWACS point
-- mywing:AddPatrolPointAwacs(AIRBASE.Caucasus.Kutaisi,ZONE:FindByName("Blue Zone AWACS"):GetCoordinate(),25000,300,270,50)
-- -- Add an AWACS squad - Radio 251 AM, TACAN 51Y
-- mywing:AddAWACSSquadron("Blue AWACS","AWACS Ops Kutaisi",AIRBASE.Caucasus.Kutaisi,20,AI.Skill.AVERAGE,702,nil,271,radio.modulation.AM)
--
-- # Fine-Tuning
--
-- ## Change Defaults
--
-- * @{#EASYA2G.SetDefaultResurrection}: Set how many seconds the AirWing stays inoperable after the AirWing STATIC HQ ist destroyed, default 900 secs.
-- * @{#EASYA2G.SetDefaultA2GSpeed}: Set how many knots the A2G flights should do (will be altitude corrected), default 225 kn.
-- * @{#EASYA2G.SetDefaultA2GAlt}: Set at which altitude (ASL) the A2G planes will fly, default 10,000 ft.
-- * @{#EASYA2G.SetDefaultA2GDirection}: Set the initial direction from the A2G point the planes will fly in degrees, default is 90°.
-- * @{#EASYA2G.SetDefaultA2GLeg}: Set the length of the A2G leg, default is 5 NM.
-- * @{#EASYA2G.SetDefaultA2GGrouping}: Set how many planes will be spawned per mission (CVAP/GCI), defaults to 1.
-- * @{#EASYA2G.SetDefaultMissionRange}: Set how many NM the planes can go from the home base, defaults to 100.
-- * @{#EASYA2G.SetDefaultNumberAlert5Standby}: Set how many planes will be spawned on cold standby (Alert5), default 2.
-- * @{#EASYA2G.SetDefaultEngageRange}: Set max engage range for A2G flights if they detect intruders, defaults to 50.
-- * @{#EASYA2G.SetMaxAliveMissions}: Set max parallel missions can be done (A2G+GCI+Alert5+Tanker+AWACS), defaults to 8.
-- * @{#EASYA2G.SetDefaultRepeatOnFailure}: Set max repeats on failure for intercepting/killing intruders, defaults to 3.
-- * @{#EASYA2G.SetTankerAndScoutsInvisible}: Set Tanker and Scouts to be invisible to enemy AI eyes. Is set to `true` by default.
--
-- ## Debug and Monitor
--
-- mywing.debug = true -- log information
-- mywing.Monitor = true -- show some statistics on screen
--
--
-- @field #EASYA2G
EASYA2G = {
ClassName = "EASYA2G",
overhead = 0.2,
capgrouping = 1,
airbasename = nil,
airbase = nil,
coalition = "blue",
alias = nil,
wings = {},
Intel = nil,
resurrection = 900,
capspeed = 300,
capalt = 25000,
capdir = 45,
capleg = 5,
maxinterceptsize = 2,
missionrange = 100,
noalert5 = 2,
ManagedAW = {},
ManagedSQ = {},
ManagedCP = {},
ManagedTK = {},
ManagedEWR = {},
ManagedREC = {},
MaxAliveMissions = 8,
debug = false,
engagerange = 50,
repeatsonfailure = 3,
GoZoneSet = nil,
NoGoZoneSet = nil,
ConflictZoneSet = nil,
Monitor = false,
TankerInvisible = true,
CapFormation = nil,
ReadyFlightGroups = {},
DespawnAfterLanding = false,
DespawnAfterHolding = true,
ListOfAuftrag = {},
defaulttakeofftype = "hot",
FuelLowThreshold = 25,
FuelCriticalThreshold = 10,
showpatrolpointmarks = false,
EngageTargetTypes = {"Ground"},
}
--- Internal Squadron data type
-- @type EASYA2G.Squad
-- @field #string TemplateName
-- @field #string SquadName
-- @field #string AirbaseName
-- @field #number AirFrames
-- @field #string Skill
-- @field #string Modex
-- @field #string Livery
-- @field #boolean Tanker
-- @field #boolean AWACS
-- @field #boolean RECON
-- @field #number Frequency
-- @field #number Modulation
-- @field #number TACAN
--- Internal Wing data type
-- @type EASYA2G.Wing
-- @field #string AirbaseName
-- @field #string Alias
-- @field #string CapZoneName
--- Internal CapPoint data type
-- @type EASYA2G.CapPoint
-- @field #string AirbaseName
-- @field Core.Point#COORDINATE Coordinate
-- @field #number Altitude
-- @field #number Speed
-- @field #number Heading
-- @field #number LegLength
-- @field Core.Zone#ZONE_BASE Zone
--- EASYA2G class version.
-- @field #string version
EASYA2G.version="0.1.4"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: TBD
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new GCIA2G Manager
-- @param #EASYA2G self
-- @param #string Alias A Name for this A2G Setup
-- @param #string AirbaseName Name of the Home Airbase
-- @param #string Coalition Coalition, e.g. "blue" or "red"
-- @param #string ScoutName (Partial) group name of the detection system of the coalition, e.g. "Red SCOUT", can be handed in as table of names, e.g.{"SCOUT","DRONE","SAM"}
-- @return #EASYA2G self
function EASYA2G:New(Alias, AirbaseName, Coalition, ScoutName)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, EASYGCICAP:New(Alias, AirbaseName, Coalition, ScoutName)) -- #EASYA2G
-- defaults
self.alias = Alias or AirbaseName.." A2G Wing"
-- Set some string id for output to DCS.log file.
self.lid=string.format("EASYA2G %s | ", self.alias)
self.coalitionname = string.lower(Coalition) or "blue"
self.coalition = self.coalitionname == "blue" and coalition.side.BLUE or coalition.side.RED
self.wings = {}
if type(ScoutName) == "string" then ScoutName = {ScoutName} end
self.EWRName = ScoutName --or self.coalitionname.." EWR"
--self.CapZoneName = CapZoneName
self.airbasename = AirbaseName
self.airbase = AIRBASE:FindByName(self.airbasename)
self.GoZoneSet = SET_ZONE:New()
self.NoGoZoneSet = SET_ZONE:New()
self.ConflictZoneSet = SET_ZONE:New()
self.resurrection = 900
self.capspeed = 225
self.capalt = 5000
self.capdir = 90
self.capleg = 5
self.capgrouping = 2
self.missionrange = 100
self.noalert5 = 2
self.MaxAliveMissions = 8
self.engagerange = 50
self.repeatsonfailure = 3
self.Monitor = false
self.TankerInvisible = true
self.CapFormation = ENUMS.Formation.FixedWing.FingerFour.Group
self.DespawnAfterLanding = false
self.DespawnAfterHolding = true
self.ListOfAuftrag = {}
self.defaulttakeofftype = "hot"
self.FuelLowThreshold = 25
self.FuelCriticalThreshold = 10
self.showpatrolpointmarks = false
self.EngageTargetTypes = {"Ground"}
self:SetDefaultTurnoverTime()
-- Add FSM transitions.
-- From State --> Event --> To State
self:SetStartState("Stopped")
self:AddTransition("Stopped", "Start", "Running")
self:AddTransition("Running", "Stop", "Stopped")
self:AddTransition("*", "Status", "*")
--- On Before "Start" event.
-- @function [parent=#EASYA2G] OnBeforeStart
-- @param #EASYA2G self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Start" event.
-- @function [parent=#EASYA2G] OnAfterStart
-- @param #EASYA2G self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On Before "Status" event.
-- @function [parent=#EASYA2G] OnBeforeStatus
-- @param #EASYA2G self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Status" event.
-- @function [parent=#EASYA2G] OnAfterStatus
-- @param #EASYA2G self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
self:AddAirwing(self.airbasename,self.alias,self.CapZoneName)
self:I(self.lid.."Created new instance (v"..self.version..")")
self:__Start(math.random(6,12))
return self
end
-------------------------------------------------------------------------
-- Functions
-------------------------------------------------------------------------
--- Set Tanker and Scouts to be invisible to enemy AI eyes
-- @param #EASYA2G self
-- @param #boolean Switch Set to true or false, by default this is set to true already
-- @return #EASYA2G self
function EASYA2G:SetTankerAndScoutsInvisible(Switch)
self:T(self.lid.."SetTankerAndScoutsInvisible")
self.TankerInvisible = Switch
return self
end
--- Set default A2G Speed in knots
-- @param #EASYA2G self
-- @param #number Speed Speed defaults to 300
-- @return #EASYA2G self
function EASYA2G:SetDefaultA2GSpeed(Speed)
self:T(self.lid.."SetDefaultSpeed")
self.capspeed = Speed or 300
return self
end
--- Set A2G Flight formation.
-- @param #EASYA2G self
-- @param #number Formation Formation to fly, defaults to ENUMS.Formation.FixedWing.FingerFour.Group
-- @return #EASYA2G self
function EASYA2G:SetA2GFormation(Formation)
self:T(self.lid.."SetA2GFormation")
self.CapFormation = Formation
return self
end
--- Set default A2G Altitude in feet
-- @param #EASYA2G self
-- @param #number Altitude Altitude defaults to 25000
-- @return #EASYA2G self
function EASYA2G:SetDefaultA2GAlt(Altitude)
self:T(self.lid.."SetDefaultAltitude")
self.capalt = Altitude or 25000
return self
end
--- Set default A2G lieg initial direction in degrees
-- @param #EASYA2G self
-- @param #number Direction Direction defaults to 90 (East)
-- @return #EASYA2G self
function EASYA2G:SetDefaultA2GDirection(Direction)
self:T(self.lid.."SetDefaultDirection")
self.capdir = Direction or 90
return self
end
--- Set default leg length in NM
-- @param #EASYA2G self
-- @param #number Leg Leg defaults to 5
-- @return #EASYA2G self
function EASYA2G:SetDefaultA2GLeg(Leg)
self:T(self.lid.."SetDefaultLeg")
self.capleg = Leg or 5
return self
end
--- Set default grouping, i.e. how many airplanes per A2G point
-- @param #EASYA2G self
-- @param #number Grouping Grouping defaults to 2
-- @return #EASYA2G self
function EASYA2G:SetDefaultA2GGrouping(Grouping)
self:T(self.lid.."SetDefaultA2GGrouping")
self.capgrouping = Grouping or 2
return self
end
--- Set A2G mission start to vary randomly between Start end End seconds.
-- @param #EASYA2G self
-- @param #number Start
-- @param #number End
-- @return #EASYA2G self
function EASYA2G:SetA2GStartTimeVariation(Start, End)
self.capOptionVaryStartTime = Start or 5
self.capOptionVaryEndTime = End or 60
return self
end
--- Set which target types A2G flights will prefer to engage, defaults to {"Ground"}
-- @param #EASYA2G self
-- @param #table types Table of comma separated #string entries, defaults to {"Ground"} (everything that is ground and is not a weapon). Useful other options are e.g. {"Armored vehicles"}, {"Tanks"},
-- or {"APC"} or combinations like {"APC", "Tanks", "Artillery"}. See [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_attributes).
-- @return #EASYA2G self
function EASYA2G:SetA2GEngageTargetTypes(types)
self.EngageTargetTypes = types or {"Ground"}
return self
end
--- Add a A2G patrol/holding point to a Wing
-- @param #EASYA2G self
-- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Defaults to 25000 feet ASL.
-- @param #number Speed Defaults to 300 knots TAS.
-- @param #number Heading Defaults to 90 degrees (East).
-- @param #number LegLength Defaults to 15 NM.
-- @return #EASYA2G self
function EASYA2G:AddHoldingPointA2G(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength)
self:T(self.lid.."AddHoldingPointA2G")--..Coordinate:ToStringLLDDM())
local coordinate = Coordinate
local EntryCAP = {} -- #EASYGCICAP.CapPoint
if Coordinate:IsInstanceOf("ZONE_BASE") then
-- adjust coordinate and get the coordinate from the zone
coordinate = Coordinate:GetCoordinate()
EntryCAP.Zone = Coordinate
end
EntryCAP.AirbaseName = AirbaseName
EntryCAP.Coordinate = coordinate
EntryCAP.Altitude = Altitude or 25000
EntryCAP.Speed = Speed or 300
EntryCAP.Heading = Heading or 90
EntryCAP.LegLength = LegLength or 5
self.ManagedCP[#self.ManagedCP+1] = EntryCAP
if self.debug then
local mark = MARKER:New(coordinate,self.lid.."Holding Point"):ToAll()
end
return self
end
--- (Internal) Add a Squadron to an Airwing of the manager
-- @param #EASYA2G self
-- @param #string TemplateName Name of the group template.
-- @param #string SquadName Squadron name - must be unique!
-- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi
-- @param #number AirFrames Number of available airframes, e.g. 20.
-- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE
-- @param #string Modex (optional) Modex to be used,e.g. 402.
-- @param #string Livery (optional) Livery name to be used.
-- @param #number Frequency (optional) Radio Frequency to be used.
-- @param #number Modulation (optional) Radio Modulation to be used, e.g. radio.modulation.AM or radio.modulation.FM
-- @return #EASYA2G self
function EASYA2G:_AddSquadron(TemplateName, SquadName, AirbaseName, AirFrames, Skill, Modex, Livery, Frequency, Modulation)
self:T(self.lid.."_AddSquadron "..SquadName)
-- Add Squadrons
local Squadron_One = SQUADRON:New(TemplateName,AirFrames,SquadName)
Squadron_One:AddMissionCapability({AUFTRAG.Type.CAS, AUFTRAG.Type.CASENHANCED, AUFTRAG.Type.BAI, AUFTRAG.Type.ALERT5, AUFTRAG.Type.BOMBING, AUFTRAG.Type.STRIKE})
--Squadron_One:SetFuelLowRefuel(true)
Squadron_One:SetFuelLowThreshold(0.3)
Squadron_One:SetTurnoverTime(self.maintenancetime,self.repairtime)
Squadron_One:SetModex(Modex)
Squadron_One:SetLivery(Livery)
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
Squadron_One:SetMissionRange(self.missionrange)
local wing = self.wings[AirbaseName][1] -- Ops.Airwing#AIRWING
wing:AddSquadron(Squadron_One)
wing:NewPayload(TemplateName,-1,{AUFTRAG.Type.CAS, AUFTRAG.Type.CASENHANCED, AUFTRAG.Type.BAI, AUFTRAG.Type.ALERT5, AUFTRAG.Type.BOMBING, AUFTRAG.Type.STRIKE},75)
return self
end
--- (Internal) Try to assign the intercept to a FlightGroup already in air and ready.
-- @param #EASYA2G self
-- @param #table ReadyFlightGroups ReadyFlightGroups
-- @param Ops.Auftrag#AUFTRAG Auftrag The Auftrag
-- @param Wrapper.Group#GROUP Group The Target
-- @param #number WingSize Calculated number of Flights
-- @return #boolean assigned
-- @return #number leftover
function EASYA2G:_TryAssignMission(ReadyFlightGroups,Auftrag,Group,WingSize)
self:T("_TryAssignMission for size "..WingSize or 1)
local assigned = false
local wingsize = WingSize or 1
local mindist = 0
local disttable = {}
if Group and Group:IsAlive() then
local gcoord = Group:GetCoordinate() or COORDINATE:New(0,0,0)
self:T(self.lid..string.format("Assignment for %s",Group:GetName()))
for _name,_FG in pairs(ReadyFlightGroups or {}) do
local FG = _FG -- Ops.FlightGroup#FLIGHTGROUP
local fcoord = FG:GetCoordinate()
local dist = math.floor(UTILS.Round(fcoord:Get2DDistance(gcoord)/1000,1))
self:T(self.lid..string.format("FG %s Distance %dkm",_name,dist))
disttable[#disttable+1] = { FG=FG, dist=dist}
if dist>mindist then mindist=dist end
end
local function sortDistance(a, b)
return a.dist < b.dist
end
table.sort(disttable, sortDistance)
for _,_entry in ipairs(disttable) do
local FG = _entry.FG -- Ops.FlightGroup#FLIGHTGROUP
FG:AddMission(Auftrag)
local cm = FG:GetMissionCurrent()
if cm then cm:Cancel() end
wingsize = wingsize - 1
self:T(self.lid..string.format("Assigned to FG %s Distance %dkm",FG:GetName(),_entry.dist))
if wingsize == 0 then
assigned = true
break
end
end
end
return assigned, wingsize
end
--- Find a holding point closest to the group to be attacked (if any set)
-- @param #EASYA2G self
-- @param Wrapper.Group#GROUP Group
-- @return Core.Point#COORDINATE Point (can be nil!)
function EASYA2G:_GetClosestHoldingPoint(Group)
local point = nil
local mindist = 0
if Group and Group:IsAlive() then
local gcoord = Group:GetCoordinate() or COORDINATE:New(0,0,0)
for _,_data in pairs(self.ManagedCP or {}) do
local data = _data -- #EASYGCICAP.CapPoint
--data.Coordinate
local dist = math.floor(UTILS.Round(data.Coordinate:Get2DDistance(gcoord)/1000,1))
self:T(self.lid..string.format("Holding Point Distance %dkm",dist))
if dist>mindist then
mindist=dist
point=data.Coordinate
end
end
end
return point
end
--- Here, we'll decide if we need to launch an attacking flight, and from where
-- @param #EASYA2G self
-- @param Ops.Intel#INTEL.Cluster Cluster
-- @return #EASYA2G self
function EASYA2G:_AssignMission(Cluster)
self:I(self.lid.."_AssignMission")
-- Here, we'll decide if we need to launch an attacking flight, and from where
local overhead = self.overhead
local capspeed = self.capspeed + 100
local capalt = self.capalt or 5000
local maxsize = self.maxinterceptsize
local repeatsonfailure = self.repeatsonfailure
local wings = self.wings
local ctlpts = self.ManagedCP
local MaxAliveMissions = self.MaxAliveMissions --* self.capgrouping
local nogozoneset = self.NoGoZoneSet
local conflictzoneset = self.ConflictZoneSet
local ReadyFlightGroups = self.ReadyFlightGroups
-- Aircraft?
if Cluster.ctype == INTEL.Ctype.AIRCRAFT then return end
-- Threatlevel 0..10
local contact = self.Intel:GetHighestThreatContact(Cluster)
local name = contact.groupname --#string
local threat = contact.threatlevel --#number
local position = self.Intel:CalcClusterFuturePosition(Cluster,300)
-- calculate closest zone
local bestdistance = 2000*1000 -- 2000km
local targetairwing = nil -- Ops.Airwing#AIRWING
local targetawname = "" -- #string
local clustersize = self.Intel:ClusterCountUnits(Cluster) or 1
local wingsize = math.abs(overhead * (clustersize+1))
if wingsize > maxsize then wingsize = maxsize end
-- existing mission, and if so - done?
local retrymission = true
if Cluster.mission and (not Cluster.mission:IsOver()) then
retrymission = false
end
if (retrymission) and (wingsize >= 1) then
MESSAGE:New(string.format("**** %s Attackers need wingsize %d", UTILS.GetCoalitionName(self.coalition), wingsize),15,"A2G"):ToAllIf(self.debug):ToLog()
for _,_data in pairs (wings) do
local airwing = _data[1] -- Ops.Airwing#AIRWING
local zone = _data[2] -- Core.Zone#ZONE
local zonecoord = zone:GetCoordinate()
local name = _data[3] -- #string
local coa = AIRBASE:FindByName(name):GetCoalition()
local distance = position:DistanceFromPointVec2(zonecoord)
local airframes = airwing:CountAssets(true)
local samecoalitionab = coa == self.coalition and true or false
if distance < bestdistance and airframes >= wingsize and samecoalitionab == true then
bestdistance = distance
targetairwing = airwing
targetawname = name
end
end
for _,_data in pairs (ctlpts) do
--local airwing = _data[1] -- Ops.Airwing#AIRWING
--local zone = _data[2] -- Core.Zone#ZONE
--local zonecoord = zone:GetCoordinate()
--local name = _data[3] -- #string
local data = _data -- #EASYGCICAP.CapPoint
local name = data.AirbaseName
local zonecoord = data.Coordinate
if data.Zone then
-- refresh coordinate in case we have a (moving) zone
zonecoord = data.Zone:GetCoordinate()
end
local airwing = wings[name][1]
local coa = AIRBASE:FindByName(name):GetCoalition()
local samecoalitionab = coa == self.coalition and true or false
local distance = position:DistanceFromPointVec2(zonecoord)
local airframes = airwing:CountAssets(true)
if distance < bestdistance and airframes >= wingsize and samecoalitionab == true then
bestdistance = distance
targetairwing = airwing -- Ops.Airwing#AIRWING
targetawname = name
end
end
local text = string.format("Closest Airwing is %s", targetawname)
local m = MESSAGE:New(text,10,"EasyA2G"):ToAllIf(self.debug):ToLog()
-- Do we have a matching airwing?
if targetairwing then
local AssetCount = targetairwing:CountAssetsOnMission(MissionTypes,Cohort)
local missioncount = self:_CountAliveAuftrags()
-- Enough airframes on mission already?
self:T(self.lid.." Assets on Mission "..AssetCount)
if missioncount < MaxAliveMissions then
local repeats = repeatsonfailure
local Vec1 = contact.group:GetVec2()
local Vec2 = targetairwing:GetVec2()
--local HoldingVec2 = UTILS.FindNearestPointOnCircle(Vec1,UTILS.NMToMeters(10),Vec2)
local IngressCoordinate = self:_GetClosestHoldingPoint(contact.group)
if IngressCoordinate == nil then
local IngressVec2 = UTILS.FindNearestPointOnCircle(Vec1,UTILS.NMToMeters(10),Vec2)
IngressCoordinate = COORDINATE:NewFromVec2(IngressVec2)
end
local InterceptAuftrag = AUFTRAG:NewBAI(contact.group,capalt)
:SetMissionRange(150)
:SetPriority(1,true,1)
:SetRepeatDelay(300)
--:SetRequiredAssets(wingsize)
:SetRepeatOnFailure(repeats)
:SetMissionSpeed(UTILS.KnotsToAltKIAS(capspeed,capalt))
:SetMissionAltitude(capalt)
-- TODO: Refine this
--:SetMissionHoldingCoord(COORDINATE:NewFromVec2(HoldingVec2),capalt,capspeed,120)
:SetMissionIngressCoord(IngressCoordinate,capalt,capspeed)
--:SetMissionEgressCoord(COORDINATE:NewFromVec2(HoldingVec2),capalt,capspeed)
if nogozoneset:Count() > 0 then
InterceptAuftrag:AddConditionSuccess(
function(group,zoneset,conflictset)
local success = false
if group and group:IsAlive() then
local coord = group:GetCoordinate()
if coord and zoneset:Count() > 0 and zoneset:IsCoordinateInZone(coord) then
success = true
end
if coord and conflictset:Count() > 0 and conflictset:IsCoordinateInZone(coord) then
success = false
end
else
success = true -- target dead
end
return success
end,
contact.group,
nogozoneset,
conflictzoneset
)
end
InterceptAuftrag:AddConditionFailure(
function()
local failure = false
if InterceptAuftrag:CountOpsGroups()==0 and InterceptAuftrag:IsExecuting() then failure = true end
return failure
end
)
table.insert(self.ListOfAuftrag,InterceptAuftrag)
local assigned, rest = self:_TryAssignMission(ReadyFlightGroups,InterceptAuftrag,contact.group,wingsize)
if not assigned then
InterceptAuftrag:SetRequiredAssets(rest)
targetairwing:AddMission(InterceptAuftrag)
end
Cluster.mission = InterceptAuftrag
end
else
MESSAGE:New("**** Not enough airframes available or max mission limit reached!",15,"EasyA2G"):ToAllIf(self.debug):ToLog()
end
end
end
--- (Internal) Start detection.
-- @param #EASYA2G self
-- @return #EASYA2G self
function EASYA2G:_StartIntel()
self:T(self.lid.."_StartIntel")
-- Border GCI Detection
local BlueAir_DetectionSetGroup = SET_GROUP:New()
BlueAir_DetectionSetGroup:FilterPrefixes( self.EWRName )
BlueAir_DetectionSetGroup:FilterStart()
-- Intel type detection
local BlueIntel = INTEL:New(BlueAir_DetectionSetGroup,self.coalitionname, self.alias)
BlueIntel:SetClusterAnalysis(true,false,false)
BlueIntel:SetForgetTime(300)
BlueIntel:SetAcceptZones(self.GoZoneSet)
BlueIntel:SetRejectZones(self.NoGoZoneSet)
BlueIntel:SetConflictZones(self.ConflictZoneSet)
BlueIntel:SetVerbosity(0)
if self.usecorridors == true then
BlueIntel:SetCorridorZones(self.corridorzones)
if self.corridorfloor or self.corridorceiling then
BlueIntel:SetCorridorLimitsFeet(self.corridorfloor,self.corridorceiling)
end
end
BlueIntel:Start()
if self.debug then
BlueIntel.debug = true
end
local function AssignCluster(Cluster)
self:_AssignMission(Cluster)
end
function BlueIntel:onbeforeNewCluster(From,Event,To,Cluster)
AssignCluster(Cluster)
end
self.Intel = BlueIntel
return self
end
-------------------------------------------------------------------------
-- TODO FSM Functions
-------------------------------------------------------------------------
--- (Internal) FSM Function onafterStart
-- @param #EASYA2G self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #EASYA2G self
function EASYA2G:onafterStart(From,Event,To)
self:T({From,Event,To})
self:_StartIntel()
self:_CreateAirwings()
self:_CreateSquads()
--self:_SetCAPPatrolPoints()
self:_SetTankerPatrolPoints()
self:_SetAwacsPatrolPoints()
self:_SetReconPatrolPoints()
self:__Status(-10)
return self
end
--- (Internal) FSM Function onafterStatus
-- @param #EASYA2G self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #EASYA2G self
function EASYA2G:onafterStatus(From,Event,To)
self:T({From,Event,To})
-- cleanup
local cleaned = false
local cleanlist = {}
for _,_auftrag in pairs(self.ListOfAuftrag) do
local auftrag = _auftrag -- Ops.Auftrag#AUFTRAG
if auftrag and (not (auftrag:IsCancelled() or auftrag:IsDone() or auftrag:IsOver())) then
table.insert(cleanlist,auftrag)
cleaned = true
end
end
if cleaned == true then
self.ListOfAuftrag = nil
self.ListOfAuftrag = cleanlist
end
-- Gather Some Stats
local function counttable(tbl)
local count = 0
for _,_data in pairs(tbl) do
count = count + 1
end
return count
end
local wings = counttable(self.ManagedAW)
local squads = counttable(self.ManagedSQ)
local caps = counttable(self.ManagedCP)
local assets = 0
local instock = 0
local capmission = 0
local interceptmission = 0
local reconmission = 0
local awacsmission = 0
local tankermission = 0
local alert5mission = 0
for _,_wing in pairs(self.wings) do
local count = _wing[1]:CountAssetsOnMission(MissionTypes,Cohort)
local count2 = _wing[1]:CountAssets(true,MissionTypes,Attributes)
--capmission = capmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.PATROLRACETRACK})
interceptmission = interceptmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.BAI})
reconmission = reconmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.RECON})
awacsmission = awacsmission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.AWACS})
tankermission = tankermission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.TANKER})
alert5mission = alert5mission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.ALERT5})
assets = assets + count
instock = instock + count2
local assetsonmission = _wing[1]:GetAssetsOnMission({AUFTRAG.Type.BAI,AUFTRAG.Type.ALERT5})
-- update ready groups
self.ReadyFlightGroups = nil
self.ReadyFlightGroups = {}
for _,_asset in pairs(assetsonmission or {}) do
local asset = _asset -- Functional.Warehouse#WAREHOUSE.Assetitem
local FG = asset.flightgroup -- Ops.FlightGroup#FLIGHTGROUP
if FG then
local name = FG:GetName()
local engage = FG:IsEngaging()
local hasmissiles = FG:CanAirToGround()
--self:T("Is Alert5? "..tostring(FG:GetMissionCurrent().type))
local isalert5 = (FG:GetMissionCurrent() ~= nil and FG:GetMissionCurrent().type == AUFTRAG.Type.ALERT5) and true or false
local ready = hasmissiles and FG:IsFuelGood() and (FG:IsAirborne() or isalert5)
self:T(string.format("Flightgroup %s Engaging = %s Ready = %s (HasAmmo = %s HasFuel = %s Alert5 = %s)",tostring(name),tostring(engage),tostring(ready),tostring(hasmissiles),tostring(FG:IsFuelGood()), tostring(isalert5)))
if ready then
self.ReadyFlightGroups[name] = FG
end
end
end
end
if self.Monitor then
local threatcount = #self.Intel.Clusters or 0
local text = self.alias
text = text.."\nWings: "..wings.."\nSquads: "..squads.."\nHoldPoints: "..caps.."\nAssets on Mission: "..assets.."\nAssets in Stock: "..instock
text = text.."\nThreats: "..threatcount
text = text.."\nAirWing alive Missions: "..capmission+awacsmission+tankermission+reconmission+interceptmission+alert5mission
--text = text.."\n - A2G Holding: "..capmission
text = text.."\n - A2G Attack: "..interceptmission
text = text.."\n - AWACS: "..awacsmission
text = text.."\n - TANKER: "..tankermission
text = text.."\n - Recon: "..reconmission
text = text.."\n - Alert5 "..alert5mission
text = text.."\nMission Limit: "..self.MaxAliveMissions
MESSAGE:New(text,15,"A2G"):ToAll():ToLogIf(self.debug)
end
self:__Status(30)
return self
end
+330 -38
View File
@@ -1,13 +1,27 @@
--- **Ops** - Create your A2A Defenses.
--
-- **Main Features:**
--
-- * Automatically create and manage A2A defenses using an AirWing and Squadrons for one coalition
-- * Easy set-up
--
-- ===
--
-------------------------------------------------------------------------
-- Easy CAP/GCI Class, based on OPS classes
-------------------------------------------------------------------------
-- Documentation
--
-- ## Documentation:
--
-- https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.EasyGCICAP.html
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/EasyGCICAP).
--
-------------------------------------------------------------------------
-- Date: September 2023
-- Last Update: July 2024
-- Last Update: Jan 2026
-------------------------------------------------------------------------
--
--- **Ops** - Easy GCI & CAP Manager
@@ -71,6 +85,12 @@
-- @field #boolean DespawnAfterHolding
-- @field #list<Ops.Auftrag#AUFTRAG> ListOfAuftrag
-- @field #string defaulttakeofftype Take off type
-- @field #number FuelLowThreshold
-- @field #number FuelCriticalThreshold
-- @field #boolean showpatrolpointmarks
-- @field #table EngageTargetTypes
-- @field #number maintenancetime
-- @field #number repairtime
-- @extends Core.Fsm#FSM
--- *“Airspeed, altitude, and brains. Two are always needed to successfully complete the flight.”* -- Unknown.
@@ -100,7 +120,7 @@
-- ### Prerequisites
--
-- You have to put a **STATIC WAREHOUSE** object on the airbase with the UNIT name according to the name of the airbase. **Do not put any other static type or it creates a conflict with the airbase name!**
-- E.g. for Kuitaisi this has to have the unit name Kutaisi. This object symbolizes the AirWing HQ.
-- E.g. for Kutaisi this has to have the unit name Kutaisi. This object symbolizes the AirWing HQ.
-- Next put a late activated template group for your CAP/GCI Squadron on the map. Last, put a zone on the map for the CAP operations, let's name it "Blue Zone 1". Size of the zone plays no role.
-- Put an EW radar system on the map and name it aptly, like "Blue EWR".
--
@@ -196,7 +216,7 @@ EASYGCICAP = {
coalition = "blue",
alias = nil,
wings = {},
Intel = nil,
Intel = nil, -- Ops.Intel#INTEL
resurrection = 900,
capspeed = 300,
capalt = 25000,
@@ -226,6 +246,10 @@ EASYGCICAP = {
DespawnAfterHolding = true,
ListOfAuftrag = {},
defaulttakeofftype = "hot",
FuelLowThreshold = 25,
FuelCriticalThreshold = 10,
showpatrolpointmarks = false,
EngageTargetTypes = {"Air"},
}
--- Internal Squadron data type
@@ -258,13 +282,15 @@ EASYGCICAP = {
-- @field #number Speed
-- @field #number Heading
-- @field #number LegLength
-- @field Core.Zone#ZONE_BASE Zone
--- EASYGCICAP class version.
-- @field #string version
EASYGCICAP.version="0.1.21"
EASYGCICAP.version="0.1.34"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
--
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: TBD
@@ -286,6 +312,10 @@ function EASYGCICAP:New(Alias, AirbaseName, Coalition, EWRName)
-- defaults
self.alias = Alias or AirbaseName.." CAP Wing"
-- Set some string id for output to DCS.log file.
self.lid=string.format("EASYGCICAP %s | ", self.alias)
self.coalitionname = string.lower(Coalition) or "blue"
self.coalition = self.coalitionname == "blue" and coalition.side.BLUE or coalition.side.RED
self.wings = {}
@@ -315,10 +345,12 @@ function EASYGCICAP:New(Alias, AirbaseName, Coalition, EWRName)
self.DespawnAfterHolding = true
self.ListOfAuftrag = {}
self.defaulttakeofftype = "hot"
self.FuelLowThreshold = 25
self.FuelCriticalThreshold = 10
self.showpatrolpointmarks = false
self.EngageTargetTypes = {"Air"}
self:SetDefaultTurnoverTime()
-- Set some string id for output to DCS.log file.
self.lid=string.format("EASYGCICAP %s | ", self.alias)
-- Add FSM transitions.
-- From State --> Event --> To State
self:SetStartState("Stopped")
@@ -332,6 +364,34 @@ function EASYGCICAP:New(Alias, AirbaseName, Coalition, EWRName)
self:__Start(math.random(6,12))
--- On Before "Start" event.
-- @function [parent=#EASYGCICAP] OnBeforeStart
-- @param #EASYGCICAP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Start" event.
-- @function [parent=#EASYGCICAP] OnAfterStart
-- @param #EASYGCICAP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On Before "Status" event.
-- @function [parent=#EASYGCICAP] OnBeforeStatus
-- @param #EASYGCICAP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On After "Status" event.
-- @function [parent=#EASYGCICAP] OnAfterStatus
-- @param #EASYGCICAP self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
return self
end
@@ -339,6 +399,85 @@ end
-- Functions
-------------------------------------------------------------------------
--- Get a specific managed AirWing by name
-- @param #EASYGCICAP self
-- @param #string AirbaseName Airbase name of the home of this wing.
-- @return Ops.AirWing#AIRWING Airwing or nil if not found
function EASYGCICAP:GetAirwing(AirbaseName)
self:T(self.lid.."GetAirwing")
if self.wings[AirbaseName] then
return self.wings[AirbaseName][1]
end
return nil
end
--- Add an agent to the underlying INTEL detection - caution, we need to be started first for this to work!
-- Normally this isn't necessary when the Group name is correctly filled (see EWRName in `New()`).
-- @param #EASYGCICAP self
-- @param Wrapper.Group#GROUP Group The group object to be added as Intel Agent.
-- @return #EASYGCICAP self
function EASYGCICAP:AddAgent(Group)
self:T(self.lid.."AddAgent")
if Group:IsInstanceOf("GROUP") and self.Intel ~= nil then
self.Intel:AddAgent(Group)
if self.TankerInvisible == true then
Group:SetCommandInvisible(true)
Group:OptionROEHoldFire()
if Group:IsAir() then
Group:OptionROTEvadeFire()
else
Group:OptionDisperseOnAttack(30)
end
end
end
return self
end
--- Get a table of all managed AirWings
-- @param #EASYGCICAP self
-- @return #table Table of Ops.AirWing#AIRWING Airwings
function EASYGCICAP:GetAirwingTable()
self:T(self.lid.."GetAirwingTable")
local Wingtable = {}
for _,_object in pairs(self.wings or {}) do
table.insert(Wingtable,_object[1])
end
return Wingtable
end
--- Set "fuel low" threshold for CAP and INTERCEPT flights.
-- @param #EASYGCICAP self
-- @param #number Percent RTB if fuel at this percent. Values: 1..100, defaults to 25.
-- @return #EASYGCICAP self
function EASYGCICAP:SetFuelLow(Percent)
self:T(self.lid.."SetFuelLow")
self.FuelLowThreshold = Percent or 25
return self
end
--- Set markers on the map for Patrol Points.
-- @param #EASYGCICAP self
-- @param #boolean onoff Set to true to switch markers on.
-- @return #EASYGCICAP self
function EASYGCICAP:ShowPatrolPointMarkers(onoff)
if onoff then
self.showpatrolpointmarks = true
else
self.showpatrolpointmarks = false
end
return self
end
--- Set "fuel critical" threshold for CAP and INTERCEPT flights.
-- @param #EASYGCICAP self
-- @param #number Percent RTB if fuel at this percent. Values: 1..100, defaults to 10.
-- @return #EASYGCICAP self
function EASYGCICAP:SetFuelCritical(Percent)
self:T(self.lid.."SetFuelCritical")
self.FuelCriticalThreshold = Percent or 10
return self
end
--- Set CAP formation.
-- @param #EASYGCICAP self
-- @param #number Formation Formation to fly, defaults to ENUMS.Formation.FixedWing.FingerFour.Group
@@ -359,7 +498,7 @@ function EASYGCICAP:SetTankerAndAWACSInvisible(Switch)
return self
end
--- Count alive missions in our internal stack.
--- (internal) Count alive missions in our internal stack.
-- @param #EASYGCICAP self
-- @return #number count
function EASYGCICAP:_CountAliveAuftrags()
@@ -473,6 +612,18 @@ function EASYGCICAP:SetDefaultMissionRange(Range)
return self
end
--- Set default turnover times for squadrons in minutes
-- @param #EASYGCICAP self
-- @param #number MaintenanceTime Time in minutes it takes until a flight is combat ready again. Default is 5 min.
-- @param #number RepairTime Time in minutes it takes to repair a flight for each life point taken. Default is 10 min.
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultTurnoverTime(MaintenanceTime,RepairTime)
self:T(self.lid.."SetDefaultTurnoverTime")
self.maintenancetime=MaintenanceTime or 5
self.repairtime=RepairTime or 10
return self
end
--- Set default number of airframes standing by for intercept tasks (visible on the airfield)
-- @param #EASYGCICAP self
-- @param #number Airframes defaults to 2
@@ -536,6 +687,16 @@ function EASYGCICAP:SetCapStartTimeVariation(Start, End)
return self
end
--- Set which target types CAP flights will prefer to engage, defaults to {"Air"}
-- @param #EASYGCICAP self
-- @param #table types Table of comma separated #string entries, defaults to {"Air"} (everything that flies and is not a weapon). Useful other options are e.g. {"Bombers"}, {"Fighters"},
-- or {"Helicopters"} or combinations like {"Bombers", "Fighters", "UAVs"}. See [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_attributes).
-- @return #EASYGCICAP self
function EASYGCICAP:SetCAPEngageTargetTypes(types)
self.EngageTargetTypes = types or {"Air"}
return self
end
--- Add an AirWing to the manager
-- @param #EASYGCICAP self
-- @param #string Airbasename
@@ -570,7 +731,7 @@ function EASYGCICAP:_CreateAirwings()
return self
end
--- (internal) Create and add another AirWing to the manager
--- (Internal) Create and add another AirWing to the manager
-- @param #EASYGCICAP self
-- @param #string Airbasename
-- @param #string Alias
@@ -582,6 +743,13 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local DespawnAfterLanding = self.DespawnAfterLanding
local DespawnAfterHolding = self.DespawnAfterHolding
-- Check STATIC name
local check = STATIC:FindByName(Airbasename,false) or UNIT:FindByName(Airbasename)
if check == nil then
MESSAGE:New(self.lid.."There's no warehouse static on the map (wrong naming?) for airbase "..tostring(Airbasename).."!",30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
-- Create Airwing
local CAP_Wing = AIRWING:New(Airbasename,Alias)
CAP_Wing:SetVerbosityLevel(0)
@@ -591,6 +759,10 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
CAP_Wing:SetRespawnAfterDestroyed()
CAP_Wing:SetNumberCAP(self.capgrouping)
CAP_Wing:SetCapCloseRaceTrack(true)
if self.showpatrolpointmarks then
CAP_Wing:ShowPatrolPointMarkers(true)
end
if self.capOptionVaryStartTime then
CAP_Wing:SetCapStartTimeVariation(self.capOptionVaryStartTime,self.capOptionVaryEndTime)
@@ -621,6 +793,9 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local engagerange = self.engagerange
local GoZoneSet = self.GoZoneSet
local NoGoZoneSet = self.NoGoZoneSet
local FuelLow = self.FuelLowThreshold or 25
local FuelCritical = self.FuelCriticalThreshold or 10
local EngageTypes = self.EngageTargetTypes or {"Air"}
function CAP_Wing:onbeforeFlightOnMission(From, Event, To, Flightgroup, Mission)
local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP
@@ -632,10 +807,15 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
flightgroup:SetDestinationbase(AIRBASE:FindByName(Airbasename))
flightgroup:GetGroup():CommandEPLRS(true,5)
flightgroup:GetGroup():SetOptionRadarUsingForContinousSearch()
flightgroup:GetGroup():SetOptionLandingOverheadBreak()
if Mission.type ~= AUFTRAG.Type.TANKER and Mission.type ~= AUFTRAG.Type.AWACS and Mission.type ~= AUFTRAG.Type.RECON then
flightgroup:SetDetection(true)
flightgroup:SetEngageDetectedOn(engagerange,{"Air"},GoZoneSet,NoGoZoneSet)
flightgroup:SetEngageDetectedOn(engagerange,EngageTypes,GoZoneSet,NoGoZoneSet)
flightgroup:SetOutOfAAMRTB()
flightgroup:SetFuelLowRTB(true)
flightgroup:SetFuelLowThreshold(FuelLow)
flightgroup:SetFuelCriticalRTB(true)
flightgroup:SetFuelCriticalThreshold(FuelCritical)
if CapFormation then
flightgroup:GetGroup():SetOption(AI.Option.Air.id.FORMATION,CapFormation)
end
@@ -658,8 +838,13 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
end
end
if self.noalert5 > 0 then
local alert = AUFTRAG:NewALERT5(AUFTRAG.Type.INTERCEPT)
if self.noalert5 > 0 then
local alert
if self.ClassName == "EASYGCICAP" then
alert = AUFTRAG:NewALERT5(AUFTRAG.Type.INTERCEPT)
elseif self.ClassName == "EASYA2G" then
alert = AUFTRAG:NewALERT5(AUFTRAG.Type.BAI)
end
alert:SetRequiredAssets(self.noalert5)
alert:SetRepeat(99)
CAP_Wing:AddMission(alert)
@@ -674,24 +859,30 @@ end
--- Add a CAP patrol point to a Wing
-- @param #EASYGCICAP self
-- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate.
-- @param Core.Point#COORDINATE Coordinate. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Defaults to 25000 feet ASL.
-- @param #number Speed Defaults to 300 knots TAS.
-- @param #number Heading Defaults to 90 degrees (East).
-- @param #number LegLength Defaults to 15 NM.
-- @return #EASYGCICAP self
function EASYGCICAP:AddPatrolPointCAP(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength)
self:T(self.lid.."AddPatrolPointCAP "..Coordinate:ToStringLLDDM())
local EntryCAP = {} -- #EASYGCICAP.CapPoint
self:T(self.lid.."AddPatrolPointCAP")--..Coordinate:ToStringLLDDM())
local coordinate = Coordinate
local EntryCAP = {} -- #EASYGCICAP.CapPoint
if Coordinate:IsInstanceOf("ZONE_BASE") then
-- adjust coordinate and get the coordinate from the zone
coordinate = Coordinate:GetCoordinate()
EntryCAP.Zone = Coordinate
end
EntryCAP.AirbaseName = AirbaseName
EntryCAP.Coordinate = Coordinate
EntryCAP.Coordinate = coordinate
EntryCAP.Altitude = Altitude or 25000
EntryCAP.Speed = Speed or 300
EntryCAP.Heading = Heading or 90
EntryCAP.LegLength = LegLength or 15
self.ManagedCP[#self.ManagedCP+1] = EntryCAP
if self.debug then
local mark = MARKER:New(Coordinate,self.lid.."Patrol Point"):ToAll()
local mark = MARKER:New(coordinate,self.lid.."Patrol Point"):ToAll()
end
return self
end
@@ -699,7 +890,7 @@ end
--- Add a RECON patrol point to a Wing
-- @param #EASYGCICAP self
-- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate.
-- @param Core.Point#COORDINATE Coordinate. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Defaults to 25000 feet.
-- @param #number Speed Defaults to 300 knots.
-- @param #number Heading Defaults to 90 degrees (East).
@@ -724,7 +915,7 @@ end
--- Add a TANKER patrol point to a Wing
-- @param #EASYGCICAP self
-- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate.
-- @param Core.Point#COORDINATE Coordinate. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Defaults to 25000 feet.
-- @param #number Speed Defaults to 300 knots.
-- @param #number Heading Defaults to 90 degrees (East).
@@ -749,7 +940,7 @@ end
--- Add an AWACS patrol point to a Wing
-- @param #EASYGCICAP self
-- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate.
-- @param Core.Point#COORDINATE Coordinate. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Defaults to 25000 feet.
-- @param #number Speed Defaults to 300 knots.
-- @param #number Heading Defaults to 90 degrees (East).
@@ -778,6 +969,11 @@ function EASYGCICAP:_SetTankerPatrolPoints()
self:T(self.lid.."_SetTankerPatrolPoints")
for _,_data in pairs(self.ManagedTK) do
local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create a TANKER point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
@@ -797,6 +993,11 @@ function EASYGCICAP:_SetAwacsPatrolPoints()
self:T(self.lid.."_SetAwacsPatrolPoints")
for _,_data in pairs(self.ManagedEWR) do
local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create an AWACS point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
@@ -816,13 +1017,23 @@ function EASYGCICAP:_SetCAPPatrolPoints()
self:T(self.lid.."_SetCAPPatrolPoints")
for _,_data in pairs(self.ManagedCP) do
local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create a CAP point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
local Speed = data.Speed
local Heading = data.Heading
local LegLength = data.LegLength
Wing:AddPatrolPointCAP(Coordinate,Altitude,Speed,Heading,LegLength)
local Zone = _data.Zone
if Zone then
Wing:AddPatrolPointCAP(Zone,Altitude,Speed,Heading,LegLength)
else
Wing:AddPatrolPointCAP(Coordinate,Altitude,Speed,Heading,LegLength)
end
end
return self
@@ -835,6 +1046,11 @@ function EASYGCICAP:_SetReconPatrolPoints()
self:T(self.lid.."_SetReconPatrolPoints")
for _,_data in pairs(self.ManagedREC) do
local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create a RECON point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate
local Altitude = data.Altitude
@@ -883,7 +1099,7 @@ end
-- @param #string SquadName Squadron name - must be unique!
-- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi
-- @param #number AirFrames Number of available airframes, e.g. 20.
-- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE
-- @param #string Skill (optional) Skill level, e.g. AI.Skill.AVERAGE
-- @param #string Modex (optional) Modex to be used,e.g. 402.
-- @param #string Livery (optional) Livery name to be used.
-- @return #EASYGCICAP self
@@ -1017,7 +1233,7 @@ function EASYGCICAP:_AddSquadron(TemplateName, SquadName, AirbaseName, AirFrames
Squadron_One:AddMissionCapability({AUFTRAG.Type.CAP, AUFTRAG.Type.GCICAP, AUFTRAG.Type.INTERCEPT, AUFTRAG.Type.PATROLRACETRACK, AUFTRAG.Type.ALERT5})
--Squadron_One:SetFuelLowRefuel(true)
Squadron_One:SetFuelLowThreshold(0.3)
Squadron_One:SetTurnoverTime(10,20)
Squadron_One:SetTurnoverTime(self.maintenancetime,self.repairtime)
Squadron_One:SetModex(Modex)
Squadron_One:SetLivery(Livery)
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
@@ -1048,7 +1264,7 @@ function EASYGCICAP:_AddReconSquadron(TemplateName, SquadName, AirbaseName, AirF
Squadron_One:AddMissionCapability({AUFTRAG.Type.RECON})
--Squadron_One:SetFuelLowRefuel(true)
Squadron_One:SetFuelLowThreshold(0.3)
Squadron_One:SetTurnoverTime(10,20)
Squadron_One:SetTurnoverTime(self.maintenancetime,self.repairtime)
Squadron_One:SetModex(Modex)
Squadron_One:SetLivery(Livery)
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
@@ -1082,13 +1298,15 @@ function EASYGCICAP:_AddTankerSquadron(TemplateName, SquadName, AirbaseName, Air
Squadron_One:AddMissionCapability({AUFTRAG.Type.TANKER})
--Squadron_One:SetFuelLowRefuel(true)
Squadron_One:SetFuelLowThreshold(0.3)
Squadron_One:SetTurnoverTime(10,20)
Squadron_One:SetTurnoverTime(self.maintenancetime,self.repairtime)
Squadron_One:SetModex(Modex)
Squadron_One:SetLivery(Livery)
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
Squadron_One:SetMissionRange(self.missionrange)
Squadron_One:SetRadio(Frequency,Modulation)
Squadron_One:AddTacanChannel(TACAN,TACAN)
if TACAN then
Squadron_One:AddTacanChannel(TACAN,TACAN)
end
local wing = self.wings[AirbaseName][1] -- Ops.Airwing#AIRWING
@@ -1117,7 +1335,7 @@ function EASYGCICAP:_AddAWACSSquadron(TemplateName, SquadName, AirbaseName, AirF
Squadron_One:AddMissionCapability({AUFTRAG.Type.AWACS})
--Squadron_One:SetFuelLowRefuel(true)
Squadron_One:SetFuelLowThreshold(0.3)
Squadron_One:SetTurnoverTime(10,20)
Squadron_One:SetTurnoverTime(self.maintenancetime,self.repairtime)
Squadron_One:SetModex(Modex)
Squadron_One:SetLivery(Livery)
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
@@ -1162,6 +1380,54 @@ function EASYGCICAP:AddConflictZone(Zone)
return self
end
--- Function to set corridor zones.
-- @param #EASYGCICAP self
-- @param Core.Set#SET_ZONE CorridorZones Can be handed in as SET\_ZONE or single ZONE object.
-- @return #EASYGCICAP self
function EASYGCICAP:SetCorridorZones(CorridorZones)
self:T(self.lid .. "SetCorridorZones")
if CorridorZones and CorridorZones:IsInstanceOf("SET_ZONE") then
self.corridorzones = CorridorZones
self.usecorridors = true
elseif CorridorZones and CorridorZones:IsInstanceOf("ZONE_BASE") then
if not self.corridorzones then self.corridorzones = SET_ZONE:New() end
self.corridorzones:AddZone(CorridorZones)
self.usecorridors = true
end
return self
end
--- Function to add one corridor zone.
-- @param #EASYGCICAP self
-- @param Core.Zone#ZONE CorridorZone The ZONE object to be added.
-- @return #EASYGCICAP self
function EASYGCICAP:AddCorridorZone(CorridorZone)
self:T(self.lid .. "AddCorridorZone")
self:SetCorridorZones(CorridorZone)
return self
end
--- Function to set corridor zone floor and ceiling in FEET.
-- @param #EASYGCICAP self
-- @param #number Floor Floor altitude ASL in feet.
-- @param #number Ceiling Ceiling altitude ASL in feet.
-- @return #EASYGCICAP self
function EASYGCICAP:SetCorridorZoneFloorAndCeiling(Floor,Ceiling)
self.corridorfloor = UTILS.FeetToMeters(Floor)
self.corridorceiling = UTILS.FeetToMeters(Ceiling)
return self
end
--- Function to set corridor zone floor and ceiling in METERS.
-- @param #EASYGCICAP self
-- @param #number Floor Floor altitude ASL in meters.
-- @param #number Ceiling Ceiling altitude ASL in meters.
-- @return #EASYGCICAP self
function EASYGCICAP:SetCorridorZoneFloorAndCeilingMeters(Floor,Ceiling)
self.corridorfloor = Floor
self.corridorceiling = Ceiling
return self
end
--- (Internal) Try to assign the intercept to a FlightGroup already in air and ready.
-- @param #EASYGCICAP self
@@ -1172,19 +1438,19 @@ end
-- @return #boolean assigned
-- @return #number leftover
function EASYGCICAP:_TryAssignIntercept(ReadyFlightGroups,InterceptAuftrag,Group,WingSize)
self:I("_TryAssignIntercept for size "..WingSize or 1)
self:T("_TryAssignIntercept for size "..WingSize or 1)
local assigned = false
local wingsize = WingSize or 1
local mindist = 0
local disttable = {}
if Group and Group:IsAlive() then
local gcoord = Group:GetCoordinate() or COORDINATE:New(0,0,0)
self:I(self.lid..string.format("Assignment for %s",Group:GetName()))
self:T(self.lid..string.format("Assignment for %s",Group:GetName()))
for _name,_FG in pairs(ReadyFlightGroups or {}) do
local FG = _FG -- Ops.FlightGroup#FLIGHTGROUP
local fcoord = FG:GetCoordinate()
local dist = math.floor(UTILS.Round(fcoord:Get2DDistance(gcoord)/1000,1))
self:I(self.lid..string.format("FG %s Distance %dkm",_name,dist))
self:T(self.lid..string.format("FG %s Distance %dkm",_name,dist))
disttable[#disttable+1] = { FG=FG, dist=dist}
if dist>mindist then mindist=dist end
end
@@ -1201,7 +1467,7 @@ function EASYGCICAP:_TryAssignIntercept(ReadyFlightGroups,InterceptAuftrag,Group
local cm = FG:GetMissionCurrent()
if cm then cm:Cancel() end
wingsize = wingsize - 1
self:I(self.lid..string.format("Assigned to FG %s Distance %dkm",FG:GetName(),_entry.dist))
self:T(self.lid..string.format("Assigned to FG %s Distance %dkm",FG:GetName(),_entry.dist))
if wingsize == 0 then
assigned = true
break
@@ -1231,7 +1497,7 @@ function EASYGCICAP:_AssignIntercept(Cluster)
local conflictzoneset = self.ConflictZoneSet
local ReadyFlightGroups = self.ReadyFlightGroups
-- Aircraft?
-- Aircraft?
if Cluster.ctype ~= INTEL.Ctype.AIRCRAFT then return end
-- Threatlevel 0..10
local contact = self.Intel:GetHighestThreatContact(Cluster)
@@ -1276,6 +1542,10 @@ function EASYGCICAP:_AssignIntercept(Cluster)
local data = _data -- #EASYGCICAP.CapPoint
local name = data.AirbaseName
local zonecoord = data.Coordinate
if data.Zone then
-- refresh coordinate in case we have a (moving) zone
zonecoord = data.Zone:GetCoordinate()
end
local airwing = wings[name][1]
local coa = AIRBASE:FindByName(name):GetCoalition()
local samecoalitionab = coa == self.coalition and true or false
@@ -1317,6 +1587,8 @@ function EASYGCICAP:_AssignIntercept(Cluster)
if coord and conflictset:Count() > 0 and conflictset:IsCoordinateInZone(coord) then
success = false
end
else
success = true
end
return success
end,
@@ -1326,6 +1598,14 @@ function EASYGCICAP:_AssignIntercept(Cluster)
)
end
InterceptAuftrag:AddConditionFailure(
function()
local failure = false
if InterceptAuftrag:CountOpsGroups()==0 and InterceptAuftrag:IsExecuting() then failure = true end
return failure
end
)
table.insert(self.ListOfAuftrag,InterceptAuftrag)
local assigned, rest = self:_TryAssignIntercept(ReadyFlightGroups,InterceptAuftrag,contact.group,wingsize)
if not assigned then
@@ -1358,6 +1638,14 @@ function EASYGCICAP:_StartIntel()
BlueIntel:SetRejectZones(self.NoGoZoneSet)
BlueIntel:SetConflictZones(self.ConflictZoneSet)
BlueIntel:SetVerbosity(0)
if self.usecorridors == true then
BlueIntel:SetCorridorZones(self.corridorzones)
if self.corridorfloor or self.corridorceiling then
BlueIntel:SetCorridorLimits(self.corridorfloor,self.corridorceiling)
end
end
BlueIntel:Start()
if self.debug then
@@ -1377,7 +1665,7 @@ function EASYGCICAP:_StartIntel()
end
-------------------------------------------------------------------------
-- FSM Functions
-- TODO FSM Functions
-------------------------------------------------------------------------
--- (Internal) FSM Function onafterStart
@@ -1461,7 +1749,7 @@ function EASYGCICAP:onafterStatus(From,Event,To)
tankermission = tankermission + _wing[1]:CountMissionsInQueue({AUFTRAG.Type.TANKER})
assets = assets + count
instock = instock + count2
local assetsonmission = _wing[1]:GetAssetsOnMission({AUFTRAG.Type.GCICAP,AUFTRAG.Type.PATROLRACETRACK})
local assetsonmission = _wing[1]:GetAssetsOnMission({AUFTRAG.Type.ALERT5, AUFTRAG.Type.GCICAP,AUFTRAG.Type.PATROLRACETRACK})
-- update ready groups
self.ReadyFlightGroups = nil
self.ReadyFlightGroups = {}
@@ -1472,8 +1760,9 @@ function EASYGCICAP:onafterStatus(From,Event,To)
local name = FG:GetName()
local engage = FG:IsEngaging()
local hasmissiles = FG:IsOutOfMissiles() == nil and true or false
local ready = hasmissiles and FG:IsFuelGood() and FG:IsAirborne()
--self:I(string.format("Flightgroup %s Engaging = %s Ready = %s",tostring(name),tostring(engage),tostring(ready)))
local isalert5 = (FG:GetMissionCurrent() ~= nil and FG:GetMissionCurrent().type == AUFTRAG.Type.ALERT5) and true or false
local ready = hasmissiles and FG:IsFuelGood() and (FG:IsAirborne() or isalert5)
--self:T(string.format("Flightgroup %s Engaging = %s Ready = %s",tostring(name),tostring(engage),tostring(ready)))
if ready then
self.ReadyFlightGroups[name] = FG
end
@@ -1508,5 +1797,8 @@ end
function EASYGCICAP:onafterStop(From,Event,To)
self:T({From,Event,To})
self.Intel:Stop()
for _,_wing in pairs(self.wings or {}) do
_wing:Stop()
end
return self
end
@@ -2464,7 +2464,7 @@ end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Payer Menu
-- Player Menu
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create player menu.
+71 -6
View File
@@ -779,6 +779,61 @@ function FLIGHTGROUP:SetJettisonWeapons(Switch)
return self
end
--- Set the aircraft to land straight in.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOptionLandingStraightIn()
self.OptionLandingStraightIn = true
if self:GetGroup():IsAlive() then
self:GetGroup():SetOptionLandingStraightIn()
end
return self
end
--- Set the aircraft to land in pairs.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOptionLandingForcePair()
self.OptionLandingForcePair = true
if self:GetGroup():IsAlive() then
self:GetGroup():SetOptionLandingForcePair()
end
return self
end
--- Set the aircraft to NOT land in pairs.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOptionLandingRestrictPair()
self.OptionLandingRestrictPair = true
if self:GetGroup():IsAlive() then
self:GetGroup():SetOptionLandingRestrictPair()
end
return self
end
--- Set the aircraft to land after overhead break.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOptionLandingOverheadBreak()
self.OptionLandingOverheadBreak = true
if self:GetGroup():IsAlive() then
self:GetGroup():SetOptionLandingOverheadBreak()
end
return self
end
--- [HELICOPTER] Set the aircraft to prefer takeoff and landing vertically.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOptionPreferVertical()
self.OptionPreferVertical = true
if self:GetGroup():IsAlive() then
self:GetGroup():OptionPreferVerticalLanding()
end
return self
end
--- Set if group is ready for taxi/takeoff if controlled by a `FLIGHTCONTROL`.
-- @param #FLIGHTGROUP self
-- @param #boolean ReadyTO If `true`, flight is ready for takeoff.
@@ -2002,6 +2057,9 @@ function FLIGHTGROUP:onafterElementAirborne(From, Event, To, Element)
-- Debug info.
self:T2(self.lid..string.format("Element airborne %s", Element.name))
-- Set parking spot to free. Also for FC. This is usually done after taxiing but doing it here in case the group is teleported.
self:_SetElementParkingFree(Element)
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.AIRBORNE)
@@ -3076,7 +3134,7 @@ function FLIGHTGROUP:onbeforeLandAtAirbase(From, Event, To, airbase)
local Tsuspend=nil
if airbase==nil then
self:T(self.lid.."ERROR: Airbase is nil in LandAtAirase() call!")
self:T(self.lid.."ERROR: Airbase is nil in LandAtAirbase() call!")
allowed=false
end
@@ -4494,6 +4552,11 @@ function FLIGHTGROUP:GetParkingSpot(element, maxdist, airbase)
-- Airbase.
airbase=airbase or self:GetClosestAirbase()
if airbase == nil then
self:T(self.lid.."No airbase found for element "..element.name)
return nil
end
-- Parking table of airbase.
local parking=airbase.parking --:GetParkingSpotsTable()
@@ -4604,10 +4667,12 @@ function FLIGHTGROUP:GetParking(airbase)
local coords={}
for clientname, client in pairs(clients) do
local template=_DATABASE:GetGroupTemplateFromUnitName(clientname)
local units=template.units
for i,unit in pairs(units) do
local coord=COORDINATE:New(unit.x, unit.alt, unit.y)
coords[unit.name]=coord
if template then
local units=template.units
for i,unit in pairs(units) do
local coord=COORDINATE:New(unit.x, unit.alt, unit.y)
coords[unit.name]=coord
end
end
end
return coords
@@ -4964,7 +5029,7 @@ function FLIGHTGROUP:_UpdateMenu(delay)
-- Message to group.
MESSAGE:New(text, 5):ToGroup(self.group)
self:I(self.lid..text)
self:T(self.lid..text)
end
-- Get current position of player.
+172 -10
View File
@@ -27,6 +27,9 @@
-- @field Core.Set#SET_ZONE acceptzoneset Set of accept zones. If defined, only contacts in these zones are considered.
-- @field Core.Set#SET_ZONE rejectzoneset Set of reject zones. Contacts in these zones are not considered, even if they are in accept zones.
-- @field Core.Set#SET_ZONE conflictzoneset Set of conflict zones. Contacts in these zones are considered, even if they are not in accept zones or if they are in reject zones.
-- @field Core.Set#SET_ZONE corridorzoneset Set of corridor zones. Contacts in these zones are never considered. Also see corridorfloorheight and corridorfloorceiling.
-- @field #number corridorfloor [Air] Contacts below this height (ASL!) are considered, even if they are in a corridor zone.
-- @field #number corridorceiling [Air] Contacts above this height (ASL!) are considered, even if they are in a corridor zone.
-- @field #table Contacts Table of detected items.
-- @field #table ContactsLost Table of lost detected items.
-- @field #table ContactsUnknown Table of new detected items.
@@ -39,6 +42,9 @@
-- @field #number prediction Seconds default to be used with CalcClusterFuturePosition.
-- @field #boolean detectStatics If `true`, detect STATIC objects. Default `false`.
-- @field #number statusupdate Time interval in seconds after which the status is refreshed. Default 60 sec. Should be negative.
-- @field #boolean DetectAccoustic If true, also detect by sound (ie proximity).
-- @field #number DetectAccousticRadius Radius dfor accoustic detection, defaults to 2000 meters.
-- @field #table DetectAccousticUnitTypes Types of units we can detect accousticly. Defaults to {Unit.Category.HELICOPTER}
-- @extends Core.Fsm#FSM
--- Top Secret!
@@ -102,6 +108,9 @@ INTEL = {
clusterarrows = false,
prediction = 300,
detectStatics = false,
DetectAccoustic = false,
DetectAccousticRadius = 1000,
DetectAccousticUnitTypes = {Unit.Category.HELICOPTER},
}
--- Detected item info.
@@ -160,14 +169,14 @@ INTEL.Ctype={
--- INTEL class version.
-- @field #string version
INTEL.version="0.3.6"
INTEL.version="0.3.10"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add min cluster size. Only create new clusters if they have a certain group size.
-- TODO: process detected set asynchroniously for better performance.
-- NODO: process detected set asynchroniously for better performance.
-- DONE: Add statics.
-- DONE: Filter detection methods.
-- DONE: Accept zones.
@@ -175,6 +184,7 @@ INTEL.version="0.3.6"
-- NOGO: SetAttributeZone --> return groups of generalized attributes in a zone.
-- DONE: Loose units only if they remain undetected for a given time interval. We want to avoid fast oscillation between detected/lost states. Maybe 1-5 min would be a good time interval?!
-- DONE: Combine units to groups for all, new and lost.
-- DONE: Add corridor zones.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@@ -266,6 +276,7 @@ function INTEL:New(DetectionSet, Coalition, Alias)
self:SetForgetTime()
self:SetAcceptZones()
self:SetRejectZones()
self:SetCorridorZones()
self:SetConflictZones()
------------------------
@@ -398,6 +409,26 @@ function INTEL:SetAcceptZones(AcceptZoneSet)
return self
end
--- Set to accept accoustic detection.
-- @param #INTEL self
-- @param #number Radius Radius in which we can "hear" units. Defaults to 1000 meters.
-- @param #table UnitCategories Set what Unit Categories we can "hear". Defaults to `{Unit.Category.GROUND_UNIT,Unit.Category.HELICOPTER}`
-- @return #INTEL self
function INTEL:SetAccousticDetectionOn(Radius,UnitCategories)
self.DetectAccoustic = true
self.DetectAccousticRadius = Radius or 1000
self.DetectAccousticUnitTypes = UnitCategories or {Unit.Category.HELICOPTER}
return self
end
--- Switch off accoustic detection.
-- @param #INTEL self
-- @return #INTEL self
function INTEL:SetAccousticDetectionOff()
self.DetectAccoustic = false
return self
end
--- Add an accept zone. Only contacts detected in this zone are considered.
-- @param #INTEL self
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
@@ -475,7 +506,69 @@ function INTEL:RemoveConflictZone(ConflictZone)
return self
end
--- **OBSOLETE, will be removed in next version!** Set forget contacts time interval.
--- Set corrdidor zones. Contacts detected in this/these zone(s) are never reported by the detection.
-- Note that corrdidor zones overrule all other zones, for exceptions see corridor floor and corridor ceiling heights.
-- @param #INTEL self
-- @param Core.Set#SET_ZONE CorridorZoneSet Set of corrdidor zone(s).
-- @return #INTEL self
function INTEL:SetCorridorZones(CorridorZoneSet)
self.corridorzoneset=CorridorZoneSet or SET_ZONE:New()
return self
end
--- Add a corrdidor zone. Contacts detected in this zone are corrdidored and not reported by the detection.
-- Note that corrdidor zones overrule all other zones, for exceptions see corridor floor and corridor ceiling heights.
-- @param #INTEL self
-- @param Core.Zone#ZONE CorridorZone Add a zone to the corrdidor zone set.
-- @return #INTEL self
function INTEL:AddCorridorZone(CorridorZone)
self.corridorzoneset:AddZone(CorridorZone)
return self
end
--- Remove a corrdidor zone from the corrdidor zone set.
-- Note that corrdidor zones overrule all other zones, for exceptions see corridor floor and corridor ceiling heights.
-- @param #INTEL self
-- @param Core.Zone#ZONE CorridorZone Remove a zone from the corrdidor zone set.
-- @return #INTEL self
function INTEL:RemoveCorridorZone(CorridorZone)
self.corridorzoneset:Remove(CorridorZone:GetName(), true)
return self
end
--- [Air] Add corrdidor zone floor and height. This is generally applicable to all(!) corridor zones. Considered as ASL (above sea level or barometric) values.
-- Overrides corridor exception for objects flying outside this limitations.
-- To set an individual ceiling/floor on any Core.Zone#ZONE you wish to use, set these properties on the Core.Zone#ZONE object:
-- `mycorridorzone:SetProperty("CorridorFloor",500)` -- meters, case sensitivity matters!
-- `mycorridorzone:SetProperty("CorridorCeiling",10000)` -- meters, case sensitivity matters!
-- @param #INTEL self
-- @param #number Floor Floor altitude in meters.
-- @param #number Ceiling Ceiling altitude in meters.
-- @return #INTEL self
function INTEL:SetCorridorLimits(Floor,Ceiling)
self.corridorceiling = Ceiling or 10000
self.corridorfloor = Floor or 1
return self
end
--- [Air] Add corrdidor zone floor and height. This is generally applicable to all(!) corridor zones. Considered as ASL (above sea level or barometric) values.
-- Overrides corridor exception for objects flying outside this limitations.
-- To set an individual ceiling/floor on any Core.Zone#ZONE you wish to use, set these properties on the Core.Zone#ZONE object:
-- `mycorridorzone:SetProperty("CorridorFloor",UTILS.FeetToMeters(5000))` -- feet, case sensitivity matters!
-- `mycorridorzone:SetProperty("CorridorCeiling",UTILS.FeetToMeters(20000))` -- feet, case sensitivity matters!
-- @param #INTEL self
-- @param #number Floor Floor altitude in feet.
-- @param #number Ceiling Ceiling altitude in feet.
-- @return #INTEL self
function INTEL:SetCorridorLimitsFeet(Floor,Ceiling)
local Ceiling = Ceiling or 25000
local Floor = Floor or 15000
self.corridorceiling = UTILS.FeetToMeters(Ceiling)
self.corridorfloor = UTILS.FeetToMeters(Floor)
return self
end
--- **OBSOLETE, not functional!** Set forget contacts time interval.
-- Previously known contacts that are not detected any more, are "lost" after this time.
-- This avoids fast oscillations between a contact being detected and undetected.
-- @param #INTEL self
@@ -831,6 +924,18 @@ function INTEL:UpdateIntel()
self:GetDetectedUnits(recce, DetectedUnits, RecceDetecting, self.DetectVisual, self.DetectOptical, self.DetectRadar, self.DetectIRST, self.DetectRWR, self.DetectDLINK)
end
if self.DetectAccoustic then
local recce = group:GetFirstUnitAlive()
local detectionzone = group:GetProperty("INTEL_DETECT_ACCZONE")
if not detectionzone then
detectionzone = ZONE_GROUP:New(group.IdentifiableName.."INTEL_DETECT_ACCZONE",group,self.DetectAccousticRadius or 2000)
group:SetProperty("INTEL_DETECT_ACCZONE",detectionzone)
end
if recce and recce:IsGround() then
self:GetDetectedUnitsAccoustic(recce,DetectedUnits,RecceDetecting,detectionzone)
end
end
end
end
@@ -884,6 +989,36 @@ function INTEL:UpdateIntel()
table.insert(remove, unitname)
end
end
-- Check if unit is in any of the corridor zones.
if self.corridorzoneset:Count()>0 then
self:T("Corridorzone Check for unit "..unit:GetName())
local inzone = false
for _,_zone in pairs(self.corridorzoneset.Set) do
local zone=_zone --Core.Zone#ZONE
if unit:IsInZone(zone) then
local corridorfloor = zone:GetProperty("CorridorFloor") or self.corridorfloor
local corridorceiling = zone:GetProperty("CorridorCeiling") or self.corridorceiling
local debugtext = "Corridorzone Check for unit "..unit:GetName().."\n"
debugtext = debugtext .. string.format("IsAir %s | Alt %dft | Floor %dft | Ceil %dft",tostring(unit:IsAir()),tonumber(UTILS.MetersToFeet(unit:GetAltitude())),
tonumber(UTILS.MetersToFeet(corridorfloor)),tonumber(UTILS.MetersToFeet(corridorceiling)))
MESSAGE:New(debugtext,15,"INTEL"):ToAllIf(self.verbose>1):ToLogIf(self.verbose>1)
if unit:IsAir() and (corridorfloor ~= nil or corridorceiling ~= nil) then
local alt = unit:GetAltitude()
if corridorfloor and alt > corridorfloor then inzone = true end
if corridorceiling and (inzone == true or corridorfloor == nil) and alt < corridorceiling then inzone = true else inzone = false end
if inzone == true then break end
else
inzone=true
break
end
end
end
-- Unit is inside a corridor zone ==> remove!
if inzone then
table.insert(remove, unitname)
end
end
-- Filter unit categories. Added check that we have a UNIT and not a STATIC object because :GetUnitCategory() is only available for units.
if #self.filterCategory>0 and unit:IsInstanceOf("UNIT") then
@@ -1040,7 +1175,7 @@ function INTEL:_CreateContact(Positionable, RecceName)
item.category=3 --static:GetCategory()
item.categoryname=static:GetCategoryName() or "Unknown"
item.threatlevel=static:GetThreatLevel() or 0
item.position=static:GetCoordinate()
item.position=static:GetCoord()
item.velocity=static:GetVelocityVec3()
item.speed=0
item.recce=RecceName
@@ -1106,7 +1241,7 @@ function INTEL:CreateDetectedItems(DetectedGroups, DetectedStatics, RecceDetecti
return self
end
--- (Internal) Return the detected target groups of the controllable as a @{Core.Set#SET_GROUP}.
--- (Internal) Return the detected target groups of the controllable as a table.
-- The optional parameters specify the detection methods that can be applied.
-- If no detection method is given, the detection will use all the available methods by default.
-- @param #INTEL self
@@ -1147,15 +1282,15 @@ function INTEL:GetDetectedUnits(Unit, DetectedUnits, RecceDetecting, DetectVisua
local DetectionAccepted = true
if self.RadarAcceptRange then
local reccecoord = Unit:GetCoordinate()
local coord = unit:GetCoordinate()
local reccecoord = Unit:GetCoord()
local coord = unit:GetCoord()
local dist = math.floor(coord:Get2DDistance(reccecoord)/1000) -- km
if dist > self.RadarAcceptRangeKilometers then DetectionAccepted = false end
end
if self.RadarBlur then
local reccecoord = Unit:GetCoordinate()
local coord = unit:GetCoordinate()
local reccecoord = Unit:GetCoord()
local coord = unit:GetCoord()
local dist = math.floor(coord:Get2DDistance(reccecoord)/1000) -- km
local AGL = unit:GetAltitude(true)
local minheight = self.RadarBlurMinHeight or 250 -- meters
@@ -1202,6 +1337,33 @@ function INTEL:GetDetectedUnits(Unit, DetectedUnits, RecceDetecting, DetectVisua
end
end
--- (Internal) Return the detected target groups of the controllable as a @{Core.Set#SET_GROUP}.
-- @param #INTEL self
-- @param Wrapper.Unit#UNIT Recce The unit detecting.
-- @param #table DetectedUnits Table of detected units to be filled.
-- @param #table RecceDetecting Table of recce per unit to be filled.
-- @param Core.Zone#ZONE_GROUP detectionzone The zone where to look.
function INTEL:GetDetectedUnitsAccoustic(Recce,DetectedUnits,RecceDetecting,detectionzone)
local othercoalition = self.coalition == coalition.side.BLUE and coalition.side.RED or coalition.side.BLUE
self:T("Other coalition = "..othercoalition)
if detectionzone then
-- Get detected units
local reccename = Recce:GetName()
local DetectAccousticUnitTypes = self.DetectAccousticUnitTypes or {Unit.Category.HELICOPTER}
detectionzone:Scan({Object.Category.UNIT},DetectAccousticUnitTypes)
local unitset = detectionzone:GetScannedSetUnit(othercoalition) -- Core.Set#SET_UNIT
self:T("Accoustic detection found #Units "..unitset:CountAlive())
for _,_unit in pairs(unitset.Set or {}) do
if _unit and _unit:IsAlive() and _unit:GetCoalition() ~= self.coalition then
local name = _unit:GetName() or "none"
DetectedUnits[name]=_unit
RecceDetecting[name]=reccename
self:T("Unit name = "..name)
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -2144,7 +2306,7 @@ function INTEL:GetClusterCoordinate(Cluster, Update)
return Cluster.coordinate
end
--- Check if the coorindate of the cluster changed.
--- Check if the coordindate of the cluster changed.
-- @param #INTEL self
-- @param #INTEL.Cluster Cluster The cluster.
-- @param #number Threshold in meters. Default 100 m.
+27 -9
View File
@@ -662,6 +662,15 @@ function LEGION:CheckMissionQueue()
if mission:IsNotOver() and mission:IsReadyToCancel() then
mission:Cancel()
end
-- Housekeeping
local TNow = timer.getTime()
if mission:IsOver() and mission:IsNotRepeatable() and mission.DeletionTimstamp == nil then
mission.DeletionTimstamp = TNow
end
if mission.DeletionTimstamp ~= nil and TNow - mission.DeletionTimstamp > 1800 then
mission = nil
end
end
-- Check that runway is operational and that carrier is not recovering.
@@ -761,7 +770,7 @@ function LEGION:CheckMissionQueue()
-- Reduce number of reinforcements.
if reinforce then
mission.reinforce=mission.reinforce-#assets
self:I(self.lid..string.format("Reinforced with N=%d Nreinforce=%d", #assets, mission.reinforce))
self:T(self.lid..string.format("Reinforced with N=%d Nreinforce=%d", #assets, mission.reinforce))
end
return true
@@ -1823,6 +1832,7 @@ function LEGION:_CreateFlightGroup(asset)
---
opsgroup=ARMYGROUP:New(asset.spawngroupname)
opsgroup:SetValidateAndRepositionGroundUnits(self.ValidateAndRepositionGroundUnits)
elseif self:IsFleet() then
@@ -1891,7 +1901,7 @@ function LEGION:_TacticalOverview()
for _,mtype in pairs(AUFTRAG.Type) do
local n=self:CountMissionsInQueue(mtype)
if n>0 then
local N=self:CountMissionsInQueue(mtype)
local N=self:CountMissionsInQueue(mtype, true)
text=text..string.format(" - %s: %d [Running=%d]\n", mtype, n, N)
end
end
@@ -2047,18 +2057,23 @@ end
--- Count missions in mission queue.
-- @param #LEGION self
-- @param #table MissionTypes Types on mission to be checked. Default *all* possible types `AUFTRAG.Type`.
-- @param #boolean OnlyRunning If `true`, only count running missions.
-- @return #number Number of missions that are not over yet.
function LEGION:CountMissionsInQueue(MissionTypes)
function LEGION:CountMissionsInQueue(MissionTypes, OnlyRunning)
MissionTypes=MissionTypes or AUFTRAG.Type
local N=0
for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
if (not OnlyRunning) or (mission.statusLegion~=AUFTRAG.Status.PLANNED) then
-- Check if this mission type is requested.
if mission:IsNotOver() and AUFTRAG.CheckMissionType(mission.type, MissionTypes) then
N=N+1
-- Check if this mission type is requested.
if mission:IsNotOver() and AUFTRAG.CheckMissionType(mission.type, MissionTypes) then
N=N+1
end
end
end
@@ -2513,9 +2528,12 @@ function LEGION._GetCohorts(Legions, Cohorts, Operation, OpsQueue)
for _,_legion in pairs(Legions or {}) do
local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true
-- Check that runway is operational.
local Runway=true
if legion:IsAirwing() then
Runway=legion:IsRunwayOperational() and legion.airbase and legion.airbase:GetCoalition() == legion:GetCoalition()
end
-- Legion has to be running.
if legion:IsRunning() and Runway then
+25 -19
View File
@@ -86,12 +86,14 @@ NAVYGROUP = {
-- @field Ops.Target#TARGET Target The target.
-- @field Core.Point#COORDINATE Coordinate Last known coordinate of the target.
-- @field Ops.OpsGroup#OPSGROUP.Waypoint Waypoint the waypoint created to go to the target.
-- @field #number Speed Speed in knots.
-- @field #number Depth Depth of the engagement (submarines).
-- @field #number roe ROE backup.
-- @field #number alarmstate Alarm state backup.
--- NavyGroup version.
-- @field #string version
NAVYGROUP.version="1.0.3"
NAVYGROUP.version="1.0.4"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -1081,7 +1083,7 @@ function NAVYGROUP:onafterSpawned(From, Event, To)
text=text..string.format("Elements = %d\n", #self.elements)
text=text..string.format("Waypoints = %d\n", #self.waypoints)
text=text..string.format("Radio = %.1f MHz %s %s\n", self.radio.Freq, UTILS.GetModulationName(self.radio.Modu), tostring(self.radio.On))
text=text..string.format("Ammo = %d (G=%d/R=%d/M=%d/T=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Rockets, self.ammo.Missiles, self.ammo.Torpedos)
text=text..string.format("Ammo = %d (G=%d/C=%d/R=%d/M=%d/T=%d)\n", self.ammo.Total, self.ammo.Guns, self.ammo.Cannons, self.ammo.Rockets, self.ammo.Missiles, self.ammo.Torpedos)
text=text..string.format("FSM state = %s\n", self:GetState())
text=text..string.format("Is alive = %s\n", tostring(self:IsAlive()))
text=text..string.format("LateActivate = %s\n", tostring(self:IsLateActivated()))
@@ -1602,8 +1604,10 @@ end
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP Group the group to be engaged.
function NAVYGROUP:onafterEngageTarget(From, Event, To, Target)
-- @param Ops.Target#TARGET Target The target to be engaged. Can also be a GROUP or UNIT object.
-- @param #number Speed Attack speed in knots.
-- @param #number Depth The depth in meters. Only for submarins.
function NAVYGROUP:onafterEngageTarget(From, Event, To, Target, Speed, Depth)
self:T(self.lid.."Engaging Target")
if Target:IsInstanceOf("TARGET") then
@@ -1615,11 +1619,9 @@ function NAVYGROUP:onafterEngageTarget(From, Event, To, Target)
-- Target coordinate.
self.engage.Coordinate=UTILS.DeepCopy(self.engage.Target:GetCoordinate())
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.9)
-- Get a coordinate close to the target.
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.8)
-- Backup ROE and alarm state.
self.engage.roe=self:GetROE()
self.engage.alarmstate=self:GetAlarmstate()
@@ -1629,11 +1631,17 @@ function NAVYGROUP:onafterEngageTarget(From, Event, To, Target)
self:SwitchROE(ENUMS.ROE.OpenFire)
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
local uid=self:GetWaypointCurrentUID()
-- Set formation.
self.engage.Depth=Depth or 0
-- Set speed.
self.engage.Speed=Speed
-- Add waypoint after current.
self.engage.Waypoint=self:AddWaypoint(intercoord, nil, uid, Formation, true)
self.engage.Waypoint=self:AddWaypoint(intercoord, Speed, uid, Depth, true)
-- Set if we want to resume route after reaching the detour waypoint.
self.engage.Waypoint.detour=1
@@ -1656,24 +1664,22 @@ function NAVYGROUP:_UpdateEngageTarget()
-- Check if target moved more than 100 meters.
if dist>100 then
--env.info("FF Update Engage Target Moved "..self.engage.Target:GetName())
-- Update new position.
self.engage.Coordinate:UpdateFromVec3(vec3)
-- ID of current waypoint.
local uid=self:GetWaypointCurrent().uid
local uid=self:GetWaypointCurrentUID()
-- Remove current waypoint
self:RemoveWaypointByID(self.engage.Waypoint.uid)
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.9)
local intercoord=self:GetCoordinate():GetIntermediateCoordinate(self.engage.Coordinate, 0.8)
-- Add waypoint after current.
self.engage.Waypoint=self:AddWaypoint(intercoord, nil, uid, Formation, true)
self.engage.Waypoint=self:AddWaypoint(intercoord, self.engage.Speed, uid, self.engage.Depth, true)
-- Set if we want to resume route after reaching the detour waypoint.
self.engage.Waypoint.detour=0
self.engage.Waypoint.detour=1
end
@@ -1709,8 +1715,8 @@ function NAVYGROUP:onafterDisengage(From, Event, To)
local task=self:GetTaskCurrent()
-- Get if current task is ground attack.
if task and task.dcstask.id==AUFTRAG.SpecialTask.GROUNDATTACK then
self:T(self.lid.."Disengage with current task GROUNDATTACK ==> Task Done!")
if task and (task.dcstask.id==AUFTRAG.SpecialTask.GROUNDATTACK or task.dcstask.id==AUFTRAG.SpecialTask.NAVALENGAGEMENT) then
self:T(self.lid.."Disengage with current task GROUNDATTACK/NAVALENGAGEMENT ==> Task Done!")
self:TaskDone(task)
end
+126 -28
View File
@@ -405,7 +405,9 @@ OPSGROUP.TaskType={
--- Ammo data.
-- @type OPSGROUP.Ammo
-- @field #number Total Total amount of ammo.
-- @field #number Guns Amount of gun shells.
-- @field #number Shells Amount of shells (guns + cannons).
-- @field #number Guns Amount of gun shells (caliber < 25).
-- @field #number Cannons Amount of cannon shells (caliber >= 25).
-- @field #number Bombs Amount of bombs.
-- @field #number Rockets Amount of rockets.
-- @field #number Torpedos Amount of torpedos.
@@ -1189,8 +1191,8 @@ function OPSGROUP:GetDCSObject()
return self.dcsgroup
end
--- Set detection on or off.
-- If detection is on, detected targets of the group will be evaluated and FSM events triggered.
--- Make a target (unit, group, opsgroup) known to this group.
-- This is useing the DCS function `controller.knowTarget`.
-- @param #OPSGROUP self
-- @param Wrapper.Positionable#POSITIONABLE TargetObject The target object.
-- @param #boolean KnowType Make type known.
@@ -2739,6 +2741,15 @@ function OPSGROUP:IsOutOfTorpedos()
return self.outofTorpedos
end
--- Check if the group is out of A2G Ammo
-- @param #OPSGROUP self
-- @return #boolean If `true`, group is out of torpedos.
function OPSGROUP:IsOutOfA2GAmmo()
if (self.outofMissilesAG and self.outofBombs and self.outofGuns) or self.outofAmmo then
return true
end
return false
end
--- Check if the group has currently switched a LASER on.
-- @param #OPSGROUP self
@@ -4300,7 +4311,27 @@ function OPSGROUP:_UpdateTask(Task, Mission)
Mission=Mission or self:GetMissionByTaskID(self.taskcurrent)
if Task.dcstask.id==AUFTRAG.SpecialTask.FORMATION then
if Mission.type == AUFTRAG.Type.RESCUEHELO then
self:T("**********")
self:T("** RESCUEHELO USED")
self:T("**********")
local param=Task.dcstask.params
local followUnit=UNIT:FindByName(param.unitname)
local helogroupname = self:GetGroup():GetName()
Task.formation = RESCUEHELO:New(followUnit,helogroupname)
Task.formation:SetRespawnOnOff(false)
Task.formation.respawninair=false
Task.formation:SetTakeoffCold()
Task.formation:SetHomeBase(followUnit)
Task.formation.helo = self:GetGroup()
-- Start formation FSM.
Task.formation:Start()
if self:IsFlightgroup() then
self:SetDespawnAfterLanding()
end
else
-- Set of group(s) to follow Mother.
local followSet=SET_GROUP:New():AddGroup(self.group)
@@ -4309,7 +4340,7 @@ function OPSGROUP:_UpdateTask(Task, Mission)
local followUnit=UNIT:FindByName(param.unitname)
-- Define AI Formation object.
Task.formation=AI_FORMATION:New(followUnit, followSet, AUFTRAG.SpecialTask.FORMATION, "Follow X at given parameters.")
Task.formation=FORMATION:New(followUnit, followSet, AUFTRAG.SpecialTask.FORMATION)
-- Formation parameters.
Task.formation:FormationCenterWing(-param.offsetX, 50, math.abs(param.altitude), 50, param.offsetZ, 50)
@@ -4318,11 +4349,13 @@ function OPSGROUP:_UpdateTask(Task, Mission)
Task.formation:SetFollowTimeInterval(param.dtFollow)
-- Formation mode.
Task.formation:SetFlightModeFormation(self.group)
--Task.formation:SetFlightModeFormation(self.group)
-- Start formation FSM.
Task.formation:Start()
end
elseif Task.dcstask.id==AUFTRAG.SpecialTask.PATROLZONE then
---
@@ -4513,6 +4546,25 @@ function OPSGROUP:_UpdateTask(Task, Mission)
if target then
self:EngageTarget(target, speed, Task.dcstask.params.formation)
end
elseif Task.dcstask.id==AUFTRAG.SpecialTask.NAVALENGAGEMENT then
---
-- Task "Naval Engagement" Mission.
---
-- Engage target.
local target=Task.dcstask.params.target --Ops.Target#TARGET
-- Set speed. Default max.
local speed=self.speedMax and UTILS.KmphToKnots(self.speedMax) or nil
if Task.dcstask.params.speed then
speed=UTILS.MpsToKnots(Task.dcstask.params.speed)
end
if target then
self:EngageTarget(target, speed, Task.dcstask.params.altitude)
end
elseif Task.dcstask.id==AUFTRAG.SpecialTask.PATROLRACETRACK then
@@ -4631,7 +4683,12 @@ function OPSGROUP:_UpdateTask(Task, Mission)
self:T(self.lid..string.format("Zone %s captured ==> Task DONE!", zoneCurr:GetName()))
-- Task done.
self:TaskDone(Task)
if Task.StayInZoneTime then
local stay = Task.StayInZoneTime
self:__TaskDone(stay,Task)
else
self:TaskDone(Task)
end
else
-- Current zone NOT captured yet ==> Find Target
@@ -4734,7 +4791,7 @@ function OPSGROUP:_UpdateTask(Task, Mission)
elseif weaponType==ENUMS.WeaponFlag.AnyRocket then
nAmmo=ammo.Rockets
elseif weaponType==ENUMS.WeaponFlag.Cannons then
nAmmo=ammo.Guns
nAmmo=ammo.Cannons
end
--TODO: Update target location while we're at it anyway.
@@ -4881,7 +4938,7 @@ function OPSGROUP:onafterTaskCancel(From, Event, To, Task)
done=true
elseif Task.dcstask.id==AUFTRAG.SpecialTask.ONGUARD or Task.dcstask.id==AUFTRAG.SpecialTask.ARMOREDGUARD then
done=true
elseif Task.dcstask.id==AUFTRAG.SpecialTask.GROUNDATTACK or Task.dcstask.id==AUFTRAG.SpecialTask.ARMORATTACK then
elseif Task.dcstask.id==AUFTRAG.SpecialTask.GROUNDATTACK or Task.dcstask.id==AUFTRAG.SpecialTask.ARMORATTACK or Task.dcstask.id==AUFTRAG.SpecialTask.NAVALENGAGEMENT then
done=true
elseif Task.dcstask.id==AUFTRAG.SpecialTask.NOTHING then
done=true
@@ -5589,10 +5646,13 @@ function OPSGROUP:onafterUnpauseMission(From, Event, To)
-- Debug info.
self:T(self.lid..string.format("Unpausing mission %s [%s]", mission:GetName(), mission:GetType()))
-- Set state of mission, e.g. for not teleporting again
mission.unpaused=true
-- Start mission.
self:MissionStart(mission)
-- Remove mission from
-- Remove mission from pausedmissions queue
for i,mid in pairs(self.pausedmissions) do
--self:T(self.lid..string.format("Checking paused mission", mid))
if mid==mission.auftragsnummer then
@@ -5710,7 +5770,7 @@ end
function OPSGROUP:onafterMissionDone(From, Event, To, Mission)
-- Debug info.
local text=string.format("Mission %s DONE!", Mission.name)
local text=string.format("Mission DONE %s!", Mission.name)
self:T(self.lid..text)
-- Set group status.
@@ -5727,7 +5787,7 @@ function OPSGROUP:onafterMissionDone(From, Event, To, Mission)
-- Decrease patrol data.
if Mission.patroldata then
Mission.patroldata.noccupied=Mission.patroldata.noccupied-1
AIRWING.UpdatePatrolPointMarker(Mission.patroldata)
AIRWING.UpdatePatrolPointMarker(self,Mission.patroldata)
end
-- Switch auto engage detected off. This IGNORES that engage detected had been activated for the group!
@@ -6223,16 +6283,17 @@ function OPSGROUP:RouteToMission(mission, delay)
self:T(self.lid.."Already in mission zone ==> TaskExecute()")
self:TaskExecute(waypointtask)
-- TODO: Calling PassingWaypoint here is probably better as it marks the mission waypoint as passed!
--self:PassingWaypoint(waypoint)
self:PassingWaypoint(waypoint)
return
elseif d<25 then
self:T(self.lid.."Already within 25 meters of mission waypoint ==> TaskExecute()")
self:TaskExecute(waypointtask)
self:PassingWaypoint(waypoint)
return
end
-- Check if group is mobile. Note that some immobile units report a speed of 1 m/s = 3.6 km/h.
if self.speedMax<=3.6 or mission.teleport then
if (self.speedMax<=3.6 or mission.teleport) and not mission.unpaused then
-- Teleport to waypoint coordinate. Mission will not be paused.
self:Teleport(waypointcoord, nil, true)
@@ -7531,7 +7592,7 @@ end
function OPSGROUP:onafterElementDead(From, Event, To, Element)
-- Debug info.
self:I(self.lid..string.format("Element dead %s at t=%.3f", Element.name, timer.getTime()))
self:T(self.lid..string.format("Element dead %s at t=%.3f", Element.name, timer.getTime()))
-- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.DEAD)
@@ -7842,10 +7903,15 @@ function OPSGROUP:_Spawn(Delay, Template)
self:ScheduleOnce(Delay, OPSGROUP._Spawn, self, 0, Template)
else
-- Debug output.
self:T2({Template=Template})
--self:T2({Template=Template})
if self:IsArmygroup() and self.ValidateAndRepositionGroundUnits then
UTILS.ValidateAndRepositionGroundUnits(Template.units)
end
-- Spawn new group.
self.group=_DATABASE:Spawn(Template)
self.group:SetValidateAndRepositionGroundUnits(self.ValidateAndRepositionGroundUnits)
--local countryID=self.group:GetCountry()
--local categoryID=self.group:GetCategory()
--local dcsgroup=coalition.addGroup(countryID, categoryID, Template)
@@ -7985,11 +8051,16 @@ function OPSGROUP:onafterDead(From, Event, To)
-- Get asset.
local asset=self.legion:GetAssetByName(self.groupname)
if asset then
-- Get request.
local request=self.legion:GetRequestByID(asset.rid)
-- Trigger asset dead event.
self.legion:AssetDead(asset, request)
end
end
-- Stop in 5 sec to give possible respawn attempts a chance.
@@ -8082,7 +8153,7 @@ function OPSGROUP:onafterStop(From, Event, To)
_DATABASE.FLIGHTGROUPS[self.groupname]=nil
-- Debug output.
self:I(self.lid.."STOPPED! Unhandled events, cleared scheduler and removed from _DATABASE")
self:T(self.lid.."STOPPED! Unhandled events, cleared scheduler and removed from _DATABASE")
end
--- On after "OutOfAmmo" event.
@@ -11177,11 +11248,11 @@ function OPSGROUP:_CheckAmmoStatus()
self:OutOfAmmo()
end
-- Guns.
if self.outofGuns and ammo.Guns>0 then
-- Guns (changed to shells)
if self.outofGuns and ammo.Shells>0 then
self.outofGuns=false
end
if ammo.Guns==0 and self.ammo.Guns>0 and not self.outofGuns then
if ammo.Shells==0 and self.ammo.Shells>0 and not self.outofGuns then
self.outofGuns=true
self:OutOfGuns()
end
@@ -12682,7 +12753,7 @@ end
-- @return #OPSGROUP self
function OPSGROUP:SetDefaultCallsign(CallsignName, CallsignNumber)
self:T(self.lid..string.format("Setting Default callsing %s-%s", tostring(CallsignName), tostring(CallsignNumber)))
self:T(self.lid..string.format("Setting Default callsign %s-%s", tostring(CallsignName), tostring(CallsignNumber)))
self.callsignDefault={} --#OPSGROUP.Callsign
self.callsignDefault.NumberSquad=CallsignName
@@ -13357,7 +13428,9 @@ function OPSGROUP:GetAmmoTot()
local Ammo={} --#OPSGROUP.Ammo
Ammo.Total=0
Ammo.Shells=0
Ammo.Guns=0
Ammo.Cannons=0
Ammo.Rockets=0
Ammo.Bombs=0
Ammo.Torpedos=0
@@ -13378,7 +13451,9 @@ function OPSGROUP:GetAmmoTot()
-- Add up total.
Ammo.Total=Ammo.Total+ammo.Total
Ammo.Shells=Ammo.Shells+ammo.Shells
Ammo.Guns=Ammo.Guns+ammo.Guns
Ammo.Cannons=Ammo.Cannons+ammo.Cannons
Ammo.Rockets=Ammo.Rockets+ammo.Rockets
Ammo.Bombs=Ammo.Bombs+ammo.Bombs
Ammo.Torpedos=Ammo.Torpedos+ammo.Torpedos
@@ -13411,6 +13486,8 @@ function OPSGROUP:GetAmmoUnit(unit, display)
-- Init counter.
local nammo=0
local nshells=0
local nguns=0
local ncannons=0
local nrockets=0
local nmissiles=0
local nmissilesAA=0
@@ -13433,10 +13510,10 @@ function OPSGROUP:GetAmmoUnit(unit, display)
local ammotable=unit:GetAmmo()
if ammotable then
local weapons=#ammotable
--self:I(ammotable)
--self:I(ammotable)
--UTILS.PrintTableToLog(ammotable)
-- Loop over all weapons.
for w=1,weapons do
@@ -13444,9 +13521,9 @@ function OPSGROUP:GetAmmoUnit(unit, display)
-- Number of current weapon.
local Nammo=ammotable[w]["count"]
-- Range in meters. Seems only to exist for missiles (not shells).
local rmin=ammotable[w]["desc"]["rangeMin"] or 0
local rmax=ammotable[w]["desc"]["rangeMaxAltMin"] or 0
-- Range in meters. Seems only to exist for missiles (not shells).
local rmin=ammotable[w]["desc"]["rangeMin"] or 0
local rmax=ammotable[w]["desc"]["rangeMaxAltMin"] or 0
-- Type name of current weapon.
local Tammo=ammotable[w]["desc"]["typeName"]
@@ -13468,6 +13545,16 @@ function OPSGROUP:GetAmmoUnit(unit, display)
-- Add up all shells.
nshells=nshells+Nammo
-- Add small and large caliber shells for guns and cannons
if ammotable[w]["desc"]["warhead"] and ammotable[w]["desc"]["warhead"]["caliber"] then
local caliber=ammotable[w]["desc"]["warhead"]["caliber"]
if caliber<25 then
nguns=nguns+Nammo
else
ncannons=ncannons+Nammo
end
end
-- Debug info.
text=text..string.format("- %d shells of type %s, range=%d - %d meters\n", Nammo, _weaponName, rmin, rmax)
@@ -13546,7 +13633,9 @@ function OPSGROUP:GetAmmoUnit(unit, display)
local ammo={} --#OPSGROUP.Ammo
ammo.Total=nammo
ammo.Guns=nshells
ammo.Shells=nshells
ammo.Guns=nguns
ammo.Cannons=ncannons
ammo.Rockets=nrockets
ammo.Bombs=nbombs
ammo.Torpedos=ntorps
@@ -13952,6 +14041,15 @@ function OPSGROUP:_GetDetectedTarget()
return targetgroup, targetdist
end
--- This function uses Disposition and other fallback logic to find better ground positions for ground units.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
--- Uses UTILS.ValidateAndRepositionGroundUnits.
-- @param #boolean Enabled Enable/disable the feature.
function OPSGROUP:SetValidateAndRepositionGroundUnits(Enabled)
self.ValidateAndRepositionGroundUnits = Enabled
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+2 -2
View File
@@ -1544,7 +1544,7 @@ end
-- @param #PLAYERRECCE self
-- @param #number Frequency Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations!
-- @param #number Modulation Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies!
-- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone"
-- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- @param #string Gender (Optional) Defaults to "male"
-- @param #string Culture (Optional) Defaults to "en-US"
-- @param #number Port (Optional) Defaults to 5002
@@ -1556,7 +1556,7 @@ end
-- @return #PLAYERRECCE self
function PLAYERRECCE:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,Backend)
self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" --
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio" --
self.Gender = Gender or MSRS.gender or "male" --
self.Culture = Culture or MSRS.culture or "en-US" --
self.Port = Port or MSRS.port or 5002 --
+509 -71
View File
@@ -21,7 +21,7 @@
-- ===
-- @module Ops.PlayerTask
-- @image OPS_PlayerTask.jpg
-- @date Last Update April 2025
-- @date Last Update Dec 2025
do
@@ -59,6 +59,9 @@ do
-- @field #string FinalState
-- @field #string TypeName
-- @field #number PreviousCount
-- @field #boolean CanSmoke
-- @field #boolean ShowThreatDetails
-- @field #boolean PersistMe
-- @extends Core.Fsm#FSM
@@ -94,11 +97,14 @@ PLAYERTASK = {
NextTaskFailure = {},
FinalState = "none",
PreviousCount = 0,
CanSmoke = true,
ShowThreatDetails = true,
PersistMe = false,
}
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASK.version="0.1.26"
PLAYERTASK.version="0.1.31"
--- Generic task condition.
-- @type PLAYERTASK.Condition
@@ -231,6 +237,7 @@ function PLAYERTASK:New(Type, Target, Repeat, Times, TTSType)
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #boolean Silent If true, suppress message output on cancel.
--- On After "Planned" event. Task has been planned.
-- @function [parent=#PLAYERTASK] OnAfterPilotPlanned
@@ -387,9 +394,26 @@ function PLAYERTASK:_CheckCaptureOpsZoneSuccess(OpsZone, CaptureSquadGroupNamePr
return OpsZone:GetOwner() == Coalition and isClientInZone and isCaptureGroupInZone
end
--- [User] Override this function in order to implement custom logic if a player can join a task or not.
-- @param #PLAYERTASK self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @return #boolean Outcome True if player can join the task, false if not
function PLAYERTASK:CanJoinTask(Group, Client)
return true
end
--- [User] Set this task for persistance, if persistance is enabled on the PLAYERTASKCONTROLLER instance.
-- @param #PLAYERTASK self
-- @return #PLAYERTASK self
function PLAYERTASK:EnablePersistance()
self.PersistMe = true
return self
end
--- [Internal] Add a PLAYERTASKCONTROLLER for this task
-- @param #PLAYERTASK self
--
-- @param Ops.PlayerTask#PLAYERTASKCONTROLLER Controller
-- @return #PLAYERTASK self
function PLAYERTASK:_SetController(Controller)
@@ -460,6 +484,26 @@ function PLAYERTASK:SetSubType(Type)
return self
end
--- [USER] Set if a task can have a smoke marker.
-- @param #PLAYERTASK self
-- @param #boolean OnOff If true (default) it can be smoke, false if not.
-- @return #PLAYERTASK self
function PLAYERTASK:SetCanSmoke(OnOff)
self:T(self.lid.."AddSSetCanSmokeubType")
self.CanSmoke = OnOff
return self
end
--- [USER] Set if a task can show threat details.
-- @param #PLAYERTASK self
-- @param #boolean OnOff If true (default) it can be shown, false if not.
-- @return #PLAYERTASK self
function PLAYERTASK:SetShowThreatDetails(OnOff)
self:T(self.lid.."SetShowThreatDetails")
self.ShowThreatDetails = OnOff
return self
end
--- [USER] Get task sub type description from this task.
-- @param #PLAYERTASK self
-- @return #string Type or nil
@@ -1055,7 +1099,6 @@ function PLAYERTASK:onafterStatus(From, Event, To)
return self
end
--- [Internal] On after progress call
-- @param #PLAYERTASK self
-- @param #string From
@@ -1165,11 +1208,12 @@ end
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #boolean Silent
-- @return #PLAYERTASK self
function PLAYERTASK:onafterCancel(From, Event, To)
function PLAYERTASK:onafterCancel(From, Event, To, Silent)
self:T({From, Event, To})
if self.TaskController then
self.TaskController:__TaskCancelled(-1,self)
self.TaskController:__TaskCancelled(-1,self, Silent)
end
self.timestamp = timer.getAbsTime()
self.FinalState = "Cancelled"
@@ -1227,7 +1271,10 @@ function PLAYERTASK:onafterFailed(From, Event, To)
self.TargetMarker:Remove()
end
self.FinalState = "Failed"
self:__Done(-1)
if self.TaskController then
self.TaskController:__TaskFailed(-1,self)
end
self:__Done(-1.5)
end
if self.TaskController.Scoring then
local clients,count = self:GetClientObjects()
@@ -1326,6 +1373,12 @@ do
-- @field Core.ClientMenu#CLIENTMENU MenuNoTask
-- @field #boolean InformationMenu Show Radio Info Menu
-- @field #number TaskInfoDuration How long to show the briefing info on the screen
-- @field #table TaskPersistance Table for persistance data
-- @field #boolean TaskPersistanceSwitch Switch for persisting tasks
-- @field #string TaskPersistancePath File path for persisting tasks
-- @field #string TaskPersistanceFilename File name for persisting tasks
-- @field #table TasksPersistable List of persistable tasks
-- @field #number SceneryExplosivesAmount Kgs of TNT to explode scenery on task persistance loading
-- @extends Core.Fsm#FSM
---
@@ -1440,9 +1493,9 @@ do
-- taskmanager:AddRejectZone(ZONE:FindByName("RejectZone"))
--
-- -- Set up using SRS for messaging
-- local hereSRSPath = "C:\\Program Files\\DCS-SimpleRadio-Standalone"
-- local hereSRSPath = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- local hereSRSPort = 5002
-- -- local hereSRSGoogle = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\yourkey.json"
-- -- local hereSRSGoogle = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio\\yourkey.json"
-- taskmanager:SetSRS({130,255},{radio.modulation.AM,radio.modulation.AM},hereSRSPath,"female","en-GB",hereSRSPort,"Microsoft Hazel Desktop",0.7,hereSRSGoogle)
--
-- -- Controller will announce itself under these broadcast frequencies, handy to use cold-start frequencies here of your aircraft
@@ -1546,6 +1599,7 @@ do
-- ELEVATION = "\nTarget Elevation: %s %s",
-- METER = "meter",
-- FEET = "feet",
-- INTERCEPTCOURSE = "Intercept course",
-- },
--
-- e.g.
@@ -1595,7 +1649,7 @@ do
--
-- The event is triggered when a task was cancelled manually. Use @{#PLAYERTASKCONTROLLER.OnAfterTaskCancelled}()` to link into this event:
--
-- function taskmanager:OnAfterTaskCancelled(From, Event, To, Task)
-- function taskmanager:OnAfterTaskCancelled(From, Event, To, Task, Silent)
-- ... your code here ...
-- end
--
@@ -1632,8 +1686,28 @@ do
--
-- Set a marker on the map and add the following text to create targets from it: "TARGET". This is effectively the same as adding a COORDINATE object as target.
-- The marker can be deleted any time.
--
-- ## 9 Discussion
--
-- ## 9 Single Task Persistence for mission designer added tasks
--
-- The class can persist the state of single tasks of type BOMBING, PRECISIONBOMBING, ARTY and SEAD, i.e. tasks which have a GROUND(!) GROUP, UNIT, STATIC or SCENERY as target.
-- This requires the task to have a unique(!) menu name set, a TARGET which already exists on the map at mission start(!), and a flag that this task is actually to be persisted.
-- Also, you need to desanitize the mission scripting environment, i.e. "lfs" and "io" must be available so we can write to disk.
--
-- -- First, we need to enable on the PLAYERTASKCONTROLLER itself
-- taskmanager:EnableTaskPersistance([[C:\Users\myname\Saved Games\DCS\Missions\MyMisionFolder\]],"Mission Tasks.csv") -- Path and Filename
--
-- -- Then, we can design a task marking mission progress that we want to persist
-- local RussianRadios = SET_STATIC:New():FilterPrefixes("Comms Tower Russia"):FilterOnce()
--
-- local RadioTask = PLAYERTASK:New(AUFTRAG.Type.BOMBING,RussianRadios,true,5,"Bombing")
-- RadioTask:SetMenuName("Neutralize Comms Towers") -- UNIQUE menu name so we can find the task later!
-- RadioTask:AddFreetext("Find and neutralize the two communication towers near NB70 East of Fulda on Streufelsberg!")
-- RadioTask:AddFreetextTTS("Find and neutralize the two communication towers naer N;B;7;zero; East of Fulda on Streufelsberg!")
-- RadioTask:EnablePersistance() -- Enable persistence for this task
--
-- taskmanager:AddPlayerTaskToQueue(RadioTask,true,false)
--
-- ## 10 Discussion
--
-- If you have questions or suggestions, please visit the [MOOSE Discord](https://discord.gg/AeYAkHP) #ops-playertask channel.
--
@@ -1683,6 +1757,12 @@ PLAYERTASKCONTROLLER = {
MenuNoTask = nil,
InformationMenu = false,
TaskInfoDuration = 30,
TaskPersistance = {},
TaskPersistanceSwitch = false,
TaskPersistancePath = nil,
TaskPersistanceFilename = nil,
TasksPersistable = {},
SceneryExplosivesAmount = 300,
}
---
@@ -1703,6 +1783,7 @@ AUFTRAG.Type.PRECISIONBOMBING = "Precision Bombing"
AUFTRAG.Type.CTLD = "Combat Transport"
AUFTRAG.Type.CSAR = "Combat Rescue"
AUFTRAG.Type.CONQUER = "Conquer"
---
-- @type Scores
PLAYERTASKCONTROLLER.Scores = {
@@ -1722,6 +1803,24 @@ PLAYERTASKCONTROLLER.Scores = {
[AUFTRAG.Type.CAP] = 100,
[AUFTRAG.Type.CAPTUREZONE] = 100,
}
---
-- @type TasksPersistable
PLAYERTASKCONTROLLER.TasksPersistable = {
[AUFTRAG.Type.PRECISIONBOMBING] = true,
[AUFTRAG.Type.BOMBING] = true,
[AUFTRAG.Type.ARTY] = true,
[AUFTRAG.Type.SEAD] = true,
}
---
-- @type PersistenceData
-- @field #number ID
-- @field #string Name
-- @field #string Type
-- @field #number InitialTargets
-- @field #number Targetsleft
-- @field #boolean updated
---
-- @type SeadAttributes
@@ -1759,12 +1858,15 @@ PLAYERTASKCONTROLLER.Messages = {
THREATMEDIUM = "medium",
THREATLOW = "low",
THREATTEXT = "%s\nThreat: %s\nTargets left: %d\nCoord: %s",
NOTHREATTEXT = "%s\nNo target information available.",
ELEVATION = "\nTarget Elevation: %s %s",
METER = "meter",
FEET = "feet",
THREATTEXTTTS = "%s, %s. Target information for %s. Threat level %s. Targets left %d. Target location %s.",
NOTHREATTEXTTTS = "%s, %s. No target information available.",
MARKTASK = "%s, %s, copy, task %03d location marked on map!",
SMOKETASK = "%s, %s, copy, task %03d location smoked!",
NOSMOKETASK = "%s, %s, negative, task %03d location cannot be smoked!",
FLARETASK = "%s, %s, copy, task %03d location illuminated!",
ABORTTASK = "All stations, %s, %s has aborted %s task %03d!",
UNKNOWN = "Unknown",
@@ -1820,6 +1922,7 @@ PLAYERTASKCONTROLLER.Messages = {
DESTROYER = "Destroyer",
CARRIER = "Aircraft Carrier",
RADIOS = "Radios",
INTERCEPTCOURSE = "Intercept course",
},
DE = {
TASKABORT = "Auftrag abgebrochen!",
@@ -1843,12 +1946,15 @@ PLAYERTASKCONTROLLER.Messages = {
THREATMEDIUM = "mittel",
THREATLOW = "niedrig",
THREATTEXT = "%s\nGefahrstufe: %s\nZiele: %d\nKoord: %s",
NOTHREATTEXT = "%s\nKeine Zielinformation verfügbar.",
ELEVATION = "\nZiel Höhe: %s %s",
METER = "Meter",
FEET = "Fuss",
THREATTEXTTTS = "%s, %s. Zielinformation zu %s. Gefahrstufe %s. Ziele %d. Zielposition %s.",
NOTHREATTEXTTTS = "%s, %s. Keine Zielinformation verfügbar.",
MARKTASK = "%s, %s, verstanden, Zielposition %03d auf der Karte markiert!",
SMOKETASK = "%s, %s, verstanden, Zielposition %03d mit Rauch markiert!",
NOSMOKETASK = "%s, %s, negativ, Zielposition %03d kann nicht markiert werden!",
FLARETASK = "%s, %s, verstanden, Zielposition %03d beleuchtet!",
ABORTTASK = "%s, an alle, %s hat Auftrag %s %03d abgebrochen!",
UNKNOWN = "Unbekannt",
@@ -1904,12 +2010,13 @@ PLAYERTASKCONTROLLER.Messages = {
DESTROYER = "Zerstörer",
CARRIER = "Flugzeugträger",
RADIOS = "Frequenzen",
INTERCEPTCOURSE = "Abfangkurs",
},
}
--- PLAYERTASK class version.
-- @field #string version
PLAYERTASKCONTROLLER.version="0.1.70"
PLAYERTASKCONTROLLER.version="0.1.73"
--- Create and run a new TASKCONTROLLER instance.
-- @param #PLAYERTASKCONTROLLER self
@@ -1951,7 +2058,7 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
self.taskinfomenu = false
self.activehasinfomenu = false
self.MenuName = nil
self.menuitemlimit = 5
self.menuitemlimit = 6
self.holdmenutime = 30
self.MarkerReadOnly = false
@@ -2016,7 +2123,7 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
self:AddTransition("*", "Stop", "Stopped")
self:__Start(2)
local starttime = math.random(5,10)
local starttime = math.random(10,15)
self:__Status(starttime)
self:I(self.lid..self.version.." Started.")
@@ -2050,6 +2157,7 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @param #boolean Silent If true suppress message output.
--- On After "TaskFailed" event. Task has failed.
-- @function [parent=#PLAYERTASKCONTROLLER] OnAfterTaskFailed
@@ -2130,6 +2238,30 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
end
--- [User] Enable Task persistance (for specific gound target tasks)
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Path Path where to save the task data
-- @param #string Filename File name under which to save the task data
-- @param #number KgsOfTNT (Optional) Explosives kgs used to remove scenery for persistence, defaults to 300
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:EnableTaskPersistance(Path,Filename,KgsOfTNT)
self.TaskPersistanceSwitch = true
self.TaskPersistancePath = Path
self.TaskPersistanceFilename = Filename
self.SceneryExplosivesAmount = KgsOfTNT or 300
return self
end
--- [User] Disable Task persistance (for specific gound target tasks)
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:DisableTaskPersistance()
self.TaskPersistanceSwitch = false
self.TaskPersistancePath = nil
self.TaskPersistanceFilename = nil
return self
end
--- [User] Set or create a SCORING object for this taskcontroller
-- @param #PLAYERTASKCONTROLLER self
-- @param Functional.Scoring#SCORING Scoring (optional) the Scoring object
@@ -2581,7 +2713,7 @@ function PLAYERTASKCONTROLLER:SetMenuOptions(InfoMenu,ItemLimit,HoldTime)
if self.activehasinfomenu then
self:EnableTaskInfoMenu()
end
self.menuitemlimit = ItemLimit or 5
self.menuitemlimit = ItemLimit+1 or 6
self.holdmenutime = HoldTime or 30
return self
end
@@ -2730,11 +2862,12 @@ end
--- [User] Manually cancel a specific task
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK Task The task to be cancelled
-- @param Ops.PlayerTask#PLAYERTASK Task The task to be cancelled.
-- @param #boolean Silent If true suppress message output.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:CancelTask(Task)
function PLAYERTASKCONTROLLER:CancelTask(Task,Silent)
self:T(self.lid.."CancelTask")
Task:__Cancel(-1)
Task:__Cancel(-1,Silent)
return self
end
@@ -2816,15 +2949,6 @@ function PLAYERTASKCONTROLLER:_GetTasksPerType()
end
end
--[[
for _type,_data in pairs(tasktypes) do
self:I("Task Type: ".._type)
for _id,_task in pairs(_data) do
self:I("Task Name: ".._task.Target:GetName())
end
end
--]]
return tasktypes
end
@@ -3486,7 +3610,7 @@ end
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK PlayerTask
-- @param #boolean Silent If true, make no "has new task" announcement
-- @param #boolen TaskFilter If true, apply the white/black-list task filters here, also
-- @param #boolean TaskFilter If true, apply the white/black-list task filters here, also
-- @return #PLAYERTASKCONTROLLER self
-- @usage
-- Example to create a PLAYERTASK of type CTLD and give Players 10 minutes to complete:
@@ -3521,15 +3645,25 @@ function PLAYERTASKCONTROLLER:AddPlayerTaskToQueue(PlayerTask,Silent,TaskFilter)
PlayerTask:_SetController(self)
PlayerTask:SetCoalition(self.Coalition)
self.TaskQueue:Push(PlayerTask)
if not Silent then
self:__TaskAdded(10,PlayerTask)
end
--if not Silent then
self:__TaskAdded(10,PlayerTask,Silent)
--end
else
self:E(self.lid.."***** NO valid PAYERTASK object sent!")
end
return self
end
--- [User] Override this function in order to implement custom logic if a player can join a task or not.
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @return #boolean Outcome True if player can join the task, false if not
function PLAYERTASKCONTROLLER:CanJoinTask(Task, Group, Client)
return true
end
--- [Internal] Join a player to a task
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK Task
@@ -3540,6 +3674,15 @@ end
function PLAYERTASKCONTROLLER:_JoinTask(Task, Force, Group, Client)
self:T({Force, Group, Client})
self:T(self.lid.."_JoinTask")
if not self:CanJoinTask(Task, Group, Client) then
return self
end
if not Task:CanJoinTask(Group, Client) then
return self
end
local force = false
if type(Force) == "boolean" then
force = Force
@@ -3636,6 +3779,41 @@ function PLAYERTASKCONTROLLER:_ShowRadioInfo(Group, Client)
return self
end
--- Calculate group future position after given seconds.
-- @param #PLAYERTASKCONTROLLER self
-- @param Wrapper.Group#GROUP group The group to calculate for.
-- @param #number seconds Time interval in seconds. Default is `self.prediction`.
-- @return Core.Point#COORDINATE Calculated future position of the cluster.
function PLAYERTASKCONTROLLER:_CalcGroupFuturePosition(group, seconds)
-- Get current position of the cluster.
local p=group:GetCoordinate()
-- Velocity vector in m/s.
local v=group:GetVelocityVec3()
-- Time in seconds.
local t=seconds or self.prediction
-- Extrapolated vec3.
local Vec3={x=p.x+v.x*t, y=p.y+v.y*t, z=p.z+v.z*t}
-- Future position.
local futureposition=COORDINATE:NewFromVec3(Vec3)
-- Create an arrow pointing in the direction of the movement.
if self.verbose == true then
local markerID = group:GetProperty("PLAYERTASK_ARROW")
if markerID then
COORDINATE:RemoveMark(markerID)
end
markerID = p:ArrowToAll(futureposition, self.coalition, {1,0,0}, 1, {1,1,0}, 0.5, 2, true, "Position Calc")
group:SetProperty("PLAYERTASK_ARROW",markerID)
end
return futureposition
end
--- [Internal] Flashing directional info for a client
-- @param #PLAYERTASKCONTROLLER self
-- @return #PLAYERTASKCONTROLLER self
@@ -3645,16 +3823,34 @@ function PLAYERTASKCONTROLLER:_FlashInfo()
if _client and _client:IsAlive() then
if self.TasksPerPlayer:HasUniqueID(_playername) then
local task = self.TasksPerPlayer:ReadByID(_playername) -- Ops.PlayerTask#PLAYERTASK
local Coordinate = task.Target:GetCoordinate()
local Coordinate = task.Target:GetCoordinate() -- Core.Point#COORDINATE
local CoordText = ""
if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then
if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A and task.Type~=AUFTRAG.Type.INTERCEPT then
CoordText = Coordinate:ToStringA2G(_client, nil, self.ShowMagnetic)
local targettxt = self.gettext:GetEntry("TARGET",self.locale)
local text = targettxt..": "..CoordText
local m = MESSAGE:New(text,10,"Tasking"):ToClient(_client)
else
CoordText = Coordinate:ToStringA2A(_client, nil, self.ShowMagnetic)
local targettxt = self.gettext:GetEntry("TARGET",self.locale)
local text = targettxt..": "..CoordText
-- calc intercept position
local name=task.Target:GetName()
local group = GROUP:FindByName(name)
local clientcoord = _client:GetCoordinate()
if group and clientcoord and group:IsAlive() and task.Type==AUFTRAG.Type.INTERCEPT then
local speed = math.max(UTILS.KnotsToMps(350) or _client:GetVelocityMPS())
local dist = Coordinate:Get3DDistance(clientcoord)
local iTime = math.floor(dist/speed)+5
if iTime < 10 then iTime = 10
elseif iTime > 600 then iTime = 600 end
local npos = self:_CalcGroupFuturePosition(group,iTime)
local BR = npos:ToStringBearing(clientcoord,nil,self.ShowMagnetic,0 )
local Intercepttext = self.gettext:GetEntry("INTERCEPTCOURSE",self.locale)
text = text .. "\n"..Intercepttext.." "..BR
end
local m = MESSAGE:New(text,10,"Tasking"):ToClient(_client)
end
local targettxt = self.gettext:GetEntry("TARGET",self.locale)
local text = "Target: "..CoordText
local m = MESSAGE:New(text,10,"Tasking"):ToClient(_client)
end
end
end
@@ -3704,8 +3900,9 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
local Elevation = Coordinate:GetLandHeight() or 0 -- meters
local CoordText = ""
local CoordTextLLDM = nil
local ShowThreatInfo = task.ShowThreatDetails
local LasingDrone = self:_FindLasingDroneForTaskID(task.PlayerTaskNr)
if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A then
if self.Type ~= PLAYERTASKCONTROLLER.Type.A2A and task.Type~=AUFTRAG.Type.INTERCEPT then
CoordText = Coordinate:ToStringA2G(Client,nil,self.ShowMagnetic)
else
CoordText = Coordinate:ToStringA2A(Client,nil,self.ShowMagnetic)
@@ -3727,7 +3924,12 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
local clientlist, clientcount = task:GetClients()
local ThreatGraph = "[" .. string.rep( "", ThreatLevel ) .. string.rep( "", 10 - ThreatLevel ) .. "]: "..ThreatLevel
local ThreatLocaleText = self.gettext:GetEntry("THREATTEXT",self.locale)
text = string.format(ThreatLocaleText, taskname, ThreatGraph, targets, CoordText)
if ShowThreatInfo == true then
text = string.format(ThreatLocaleText, taskname, ThreatGraph, targets, CoordText)
else
ThreatLocaleText = self.gettext:GetEntry("NOTHREATTEXT",self.locale)
text = string.format(ThreatLocaleText, taskname)
end
local settings = _DATABASE:GetPlayerSettings(playername) or _SETTINGS -- Core.Settings#SETTINGS
local elevationmeasure = self.gettext:GetEntry("FEET",self.locale)
if settings:IsMetric() then
@@ -3737,8 +3939,10 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
Elevation = math.floor(UTILS.MetersToFeet(Elevation))
end
-- ELEVATION = "\nTarget Elevation: %s %s",
local elev = self.gettext:GetEntry("ELEVATION",self.locale)
text = text .. string.format(elev,tostring(math.floor(Elevation)),elevationmeasure)
if task.Type ~= AUFTRAG.Type.INTERCEPT then
local elev = self.gettext:GetEntry("ELEVATION",self.locale)
text = text .. string.format(elev,tostring(math.floor(Elevation)),elevationmeasure)
end
-- Prec bombing
if task.Type == AUFTRAG.Type.PRECISIONBOMBING and self.precisionbombing then
if LasingDrone and LasingDrone.playertask then
@@ -3850,9 +4054,19 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
end
--self:I(self.lid.." | ".. CoordText)
end
local ttstext
local ThreatLocaleTextTTS = self.gettext:GetEntry("THREATTEXTTTS",self.locale)
local ttstext = string.format(ThreatLocaleTextTTS,ttsplayername,self.MenuName or self.Name,ttstaskname,ThreatLevelText, targets, CoordText)
-- THREATTEXT = "%s\nThreat: %s\nTargets left: %d\nCoord: %s",
-- THREATTEXTTTS = "%s, %s. Target information for %s. Threat level %s. Targets left %d. Target location %s.",
if ShowThreatInfo == true then
ttstext = string.format(ThreatLocaleTextTTS,ttsplayername,self.MenuName or self.Name,ttstaskname,ThreatLevelText, targets, CoordText)
else
ThreatLocaleTextTTS = self.gettext:GetEntry("NOTHREATTEXTTTS",self.locale)
ttstext = string.format(ThreatLocaleTextTTS,ttsplayername,self.MenuName or self.Name)
end
-- POINTERTARGETLASINGTTS = ". Pointer over target and lasing."
if task.Type == AUFTRAG.Type.PRECISIONBOMBING and self.precisionbombing then
if LasingDrone and LasingDrone.playertask.inreach and LasingDrone:IsLasing() then
local lasingtext = self.gettext:GetEntry("POINTERTARGETLASINGTTS",self.locale)
@@ -3921,15 +4135,25 @@ function PLAYERTASKCONTROLLER:_SmokeTask(Group, Client)
local text = ""
if self.TasksPerPlayer:HasUniqueID(playername) then
local task = self.TasksPerPlayer:ReadByID(playername) -- Ops.PlayerTask#PLAYERTASK
task:SmokeTarget()
local textmark = self.gettext:GetEntry("SMOKETASK",self.locale)
text = string.format(textmark, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr)
self:T(self.lid..text)
--local m=MESSAGE:New(text,"10","Tasking"):ToAll()
if self.UseSRS then
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2)
if task.CanSmoke == true then
task:SmokeTarget()
local textmark = self.gettext:GetEntry("SMOKETASK",self.locale)
text = string.format(textmark, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr)
self:T(self.lid..text)
--local m=MESSAGE:New(text,"10","Tasking"):ToAll()
if self.UseSRS then
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2)
end
self:__TaskTargetSmoked(5,task)
else
local textmark = self.gettext:GetEntry("NOSMOKETASK",self.locale)
text = string.format(textmark, ttsplayername, self.MenuName or self.Name, task.PlayerTaskNr)
self:T(self.lid..text)
--local m=MESSAGE:New(text,"10","Tasking"):ToAll()
if self.UseSRS then
self.SRSQueue:NewTransmission(text,nil,self.SRS,nil,2)
end
end
self:__TaskTargetSmoked(5,task)
else
text = self.gettext:GetEntry("NOACTIVETASK",self.locale)
end
@@ -4494,6 +4718,76 @@ function PLAYERTASKCONTROLLER:RemoveConflictZone(ConflictZone)
return self
end
--- [User] Add an corridor zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE CorridorZone Add a zone to the corridor zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddCorridorZone(CorridorZone)
self:T(self.lid.."AddCorridorZone")
if self.Intel then
self.Intel:AddCorridorZone(CorridorZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Add an corridor SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE CorridorZoneSet Add a SET_ZONE to the corridor zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddCorridorZoneSet(CorridorZoneSet)
self:T(self.lid.."AddCorridorZoneSet")
if self.Intel then
self.Intel.corridorzoneset:AddSet(CorridorZoneSet)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Remove an corridor zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE CorridorZone Remove this zone from the corridor zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveCorridorZone(CorridorZone)
self:T(self.lid.."RemoveCorridorZone")
if self.Intel then
self.Intel:RemoveCorridorZone(CorridorZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- Function to set corridor zone floor and ceiling in FEET.
-- @param #PLAYERTASKCONTROLLER self
-- @param #number Floor Floor altitude ASL in feet.
-- @param #number Ceiling Ceiling altitude ASL in feet.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetCorridorZoneFloorAndCeiling(Floor,Ceiling)
if self.Intel then
self.Intel:SetCorridorLimitsFeet(Floor,Ceiling)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- Function to set corridor zone floor and ceiling in METERS.
-- @param #PLAYERTASKCONTROLLER self
-- @param #number Floor Floor altitude ASL in meters.
-- @param #number Ceiling Ceiling altitude ASL in meters.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetCorridorZoneFloorAndCeilingMeters(Floor,Ceiling)
if self.Intel then
self.Intel:SetCorridorLimits(Floor,Ceiling)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Set the top menu name to a custom string.
-- @param #PLAYERTASKCONTROLLER self
-- @param #string Name The name to use as the top menu designation.
@@ -4606,7 +4900,7 @@ end
-- @param #PLAYERTASKCONTROLLER self
-- @param #number Frequency Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations!
-- @param #number Modulation Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies!
-- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone"
-- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- @param #string Gender (Optional) Defaults to "male"
-- @param #string Culture (Optional) Defaults to "en-US"
-- @param #number Port (Optional) Defaults to 5002
@@ -4620,7 +4914,7 @@ end
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey,Coordinate,Backend)
self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" --
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio" --
self.Gender = Gender or MSRS.gender or "male" --
self.Culture = Culture or MSRS.culture or "en-US" --
self.Port = Port or MSRS.port or 5002 --
@@ -4675,6 +4969,128 @@ function PLAYERTASKCONTROLLER:SetSRSBroadcast(Frequency,Modulation)
return self
end
---
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLASERTASK Task
-- @param #number TargetsLeft
function PLAYERTASKCONTROLLER:_UpdateTargetsAlive(Task,TargetsLeft)
self:T(self.lid.."_UpdateTargetsAlive")
local delta = Task.Target:CountTargets() - TargetsLeft
if delta > 0 then
self:T("Delta targets to be removed: "..delta)
local count = 0
local targets = Task.Target:GetObjects()
for _,_object in pairs(targets or {}) do
if _object and _object.ClassName and (_object:IsInstanceOf("GROUP") or _object:IsInstanceOf("UNIT") or _object:IsInstanceOf("STATIC") or _object:IsInstanceOf("SCENERY")) then
if count < delta then
count = count + 1
if not _object:IsInstanceOf("SCENERY") then
_object:Destroy(true)
else
_object:Explode(self.SceneryExplosivesAmount)
end
end
end
end
end
return self
end
---
-- @param #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_LoadTasksPersisted()
self:T(self.lid.."_LoadTasksPersisted")
local function MatchTask(Type,Name)
local foundtask
self.TaskQueue:ForEach(
function(_task)
local task = _task -- #PLAYERTASK
if task.Type == Type and task.Target.name and task.Target.name == Name then
foundtask = task
end
end
)
return foundtask
end
if lfs and io then
local ok,data = UTILS.LoadFromFile(self.TaskPersistancePath,self.TaskPersistanceFilename)
if ok == true then
table.remove(data, 1)
for _,_entry in pairs(data) do
-- "--ID;;Name;;InitialTargets;;Targetsleft;;Type\n"
local dataset = UTILS.Split(_entry,";;")
local Taskdata = {} -- #PersistenceData
Taskdata.ID = tonumber(dataset[1])
Taskdata.Name = tostring(dataset[2])
Taskdata.InitialTargets = tonumber(dataset[3])
Taskdata.Targetsleft = tonumber(dataset[4])
Taskdata.Type = tostring(dataset[5])
Taskdata.Task = MatchTask(Taskdata.Type,Taskdata.Name)
if Taskdata.Task == nil then
self:E(self.lid.."No actual task found for "..Taskdata.Name)
else
self:T(self.lid.."Task loaded and match found for "..Taskdata.Name)
end
Taskdata.updated = Taskdata.InitialTargets == Taskdata.Targetsleft and true or false
if Taskdata.Task and Taskdata.updated == false then
self:_UpdateTargetsAlive(Taskdata.Task,Taskdata.Targetsleft)
Taskdata.updated = true
end
self.TaskPersistance[Taskdata.ID] = Taskdata
end
end
end
return self
end
--- [User] Clear persisted data on disk.
-- @param #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:ClearPersistedData()
if lfs and io then
local text = "-- Data Cleared\n"
UTILS.SaveToFile(self.TaskPersistancePath,self.TaskPersistanceFilename,text)
end
return self
end
---
-- @param #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:_SaveTasksPersisted()
if lfs and io then
local text = "--ID;;Name;;InitialTargets;;Targetsleft;;Type\n"
for _,_data in pairs(self.TaskPersistance) do
local data = _data -- #PersistenceData
data.Targetsleft = data.Task.Target:CountTargets() -- recount
if data.Task and data.Task:IsDone() then data.Targetsleft = 0 end
local tasktext = string.format("%d;;%s;;%d;;%d;;%s\n",data.ID,data.Name,data.InitialTargets,data.Targetsleft,data.Type)
text = text..tasktext
end
UTILS.SaveToFile(self.TaskPersistancePath,self.TaskPersistanceFilename,text)
end
return self
end
---
-- @param #PLAYERTASKCONTROLLER self
-- @param #PLAYERTASK Task
function PLAYERTASKCONTROLLER:_AddPersistenceData(Task)
local Taskdata = {} -- #PersistenceData
if not self.TaskPersistance[Task.PlayerTaskNr] then
Taskdata.ID = Task.PlayerTaskNr
Taskdata.Name = Task.Target.name or "none"
Taskdata.InitialTargets = Task.Target:CountTargets()
Taskdata.Targetsleft = Taskdata.InitialTargets
Taskdata.Type = Task.Type
Taskdata.updated = true
Taskdata.Task = Task
self.TaskPersistance[Task.PlayerTaskNr] = Taskdata
end
return self
end
-------------------------------------------------------------------------------------------------------------------
-- FSM Functions PLAYERTASKCONTROLLER
-- TODO: FSM Functions PLAYERTASKCONTROLLER
@@ -4698,7 +5114,12 @@ function PLAYERTASKCONTROLLER:onafterStart(From, Event, To)
self:HandleEvent(EVENTS.PilotDead, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:HandleEvent(EVENTS.UnitLost, self._EventHandler)
self:SetEventPriority(5)
self:SetEventPriority(5)
-- Persistence
if self.TaskPersistanceSwitch == true then
self:ScheduleOnce(5,self._LoadTasksPersisted,self)
--self:_LoadTasksPersisted()
end
return self
end
@@ -4738,6 +5159,11 @@ function PLAYERTASKCONTROLLER:onafterStatus(From, Event, To)
self:I(text)
end
-- Persistence
if self.TaskPersistanceSwitch == true then
self:_SaveTasksPersisted()
end
if self:GetState() ~= "Stopped" then
self:__Status(-30)
end
@@ -4763,22 +5189,27 @@ end
-- @param #string Event
-- @param #string To
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @param #boolean Silent If true, suppress message output on cancel.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:onafterTaskCancelled(From, Event, To, Task)
function PLAYERTASKCONTROLLER:onafterTaskCancelled(From, Event, To, Task, Silent)
self:T({From, Event, To})
self:T(self.lid.."TaskCancelled")
local canceltxt = self.gettext:GetEntry("TASKCANCELLED",self.locale)
local canceltxttts = self.gettext:GetEntry("TASKCANCELLEDTTS",self.locale)
local taskname = string.format(canceltxt, Task.PlayerTaskNr, tostring(Task.Type))
if not self.NoScreenOutput then
self:_SendMessageToClients(taskname,15)
--local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
if Silent ~= true then
local canceltxt = self.gettext:GetEntry("TASKCANCELLED",self.locale)
local canceltxttts = self.gettext:GetEntry("TASKCANCELLEDTTS",self.locale)
local taskname = string.format(canceltxt, Task.PlayerTaskNr, tostring(Task.Type))
if self.NoScreenOutput ~= true then
self:_SendMessageToClients(taskname,15)
--local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
end
if self.UseSRS then
taskname = string.format(canceltxttts, self.MenuName or self.Name, Task.PlayerTaskNr, tostring(Task.TTSType))
self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2)
end
end
if self.UseSRS then
taskname = string.format(canceltxttts, self.MenuName or self.Name, Task.PlayerTaskNr, tostring(Task.TTSType))
self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2)
end
local clients=Task:GetClientObjects()
for _,client in pairs(clients) do
self:_RemoveMenuEntriesForTask(Task,client)
@@ -4888,19 +5319,26 @@ end
-- @param #string Event
-- @param #string To
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @param #boolean Silent
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:onafterTaskAdded(From, Event, To, Task)
function PLAYERTASKCONTROLLER:onafterTaskAdded(From, Event, To, Task, Silent)
self:T({From, Event, To})
self:T(self.lid.."TaskAdded")
local addtxt = self.gettext:GetEntry("TASKADDED",self.locale)
local taskname = string.format(addtxt, self.MenuName or self.Name, tostring(Task.Type))
if not self.NoScreenOutput then
self:_SendMessageToClients(taskname,15)
--local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
if not Silent then
if not self.NoScreenOutput then
self:_SendMessageToClients(taskname,15)
--local m = MESSAGE:New(taskname,15,"Tasking"):ToCoalition(self.Coalition)
end
if self.UseSRS then
taskname = string.format(addtxt, self.MenuName or self.Name, tostring(Task.TTSType))
self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2)
end
end
if self.UseSRS then
taskname = string.format(addtxt, self.MenuName or self.Name, tostring(Task.TTSType))
self.SRSQueue:NewTransmission(taskname,nil,self.SRS,nil,2)
self:T(self.lid..string.format("Pers = %s | Type = %s | TypePers = %s | TaskFlag = %s",tostring(self.TaskPersistanceSwitch),tostring(Task.Type),tostring(self.TasksPersistable[Task.Type]),tostring(Task.PersistMe)))
if self.TaskPersistanceSwitch == true and self.TasksPersistable[Task.Type] == true and Task.PersistMe == true then
self:_AddPersistenceData(Task)
end
return self
end
+34 -4
View File
@@ -310,7 +310,7 @@ _RECOVERYTANKERID=0
--- Class version.
-- @field #string version
RECOVERYTANKER.version="1.0.10"
RECOVERYTANKER.version="1.0.11"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -923,6 +923,22 @@ function RECOVERYTANKER:onafterStart(From, Event, To)
Spawn:InitRadioCommsOnOff(true)
Spawn:InitRadioFrequency(self.RadioFreq)
Spawn:InitRadioModulation(self.RadioModu)
if self.callsignname and self.callsignnumber then
local grp = GROUP:FindByName(self.tankergroupname)
if grp then
local typename = grp:GetTypeName() or ""
--self:I(self.lid.."Typename: "..typename)
local Name
local enumerator = CALLSIGN.Tanker
if typename == "A6E" then
enumerator = CALLSIGN.Intruder
end
Name = self:_GetCallsignName(self.callsignname,enumerator)
--self:I(self.lid.."CallsignName: "..Name)
Spawn:InitCallSign(self.callsignname,Name,self.callsignnumber,self.callsignnumber)
end
end
Spawn:InitModex(self.modex)
-- Spawn on carrier.
@@ -1190,9 +1206,9 @@ function RECOVERYTANKER:onafterPatternUpdate(From, Event, To)
-- Task combo.
-- Be a tanker or be an AWACS.
local taskroll = self.tanker:EnRouteTaskTanker()
local taskrole = self.tanker:EnRouteTaskTanker()
if self.awacs then
taskroll=self.tanker:EnRouteTaskAWACS()
taskrole=self.tanker:EnRouteTaskAWACS()
end
--local taskeplrs=self.tanker:TaskEPLRS(true, 2)
@@ -1201,7 +1217,7 @@ function RECOVERYTANKER:onafterPatternUpdate(From, Event, To)
local taskroute = self.tanker:TaskRoute(wp)
-- Note that the order is important here! tasktanker has to come first. Otherwise it does not work.
local taskcombo = self.tanker:TaskCombo({taskroll, taskroute})
local taskcombo = self.tanker:TaskCombo({taskrole, taskroute})
-- Set task.
self.tanker:SetTask(taskcombo, 1)
@@ -1450,6 +1466,20 @@ function RECOVERYTANKER:_RefuelingStop(EventData)
end
--- Get clear name callsign for spawn from enumerator
-- @param #RECOVERYTANKER self
-- @param #number Callsign
-- @param #table Enumerator The table of callsigns, e.g. `CALLSIGN.Tanker`
-- @return #string Name Name or "" if not found
function RECOVERYTANKER:_GetCallsignName(Callsign, Enumerator)
for name, value in pairs(Enumerator or {}) do
if value==Callsign then
return name
end
end
return ""
end
--- A unit crashed or died.
-- @param #RECOVERYTANKER self
-- @param Core.Event#EVENTDATA EventData Event data.
+29 -21
View File
@@ -20,7 +20,6 @@
-- ===
--
-- ### Author: **funkyfranky**
-- ### Contributions: Flightcontrol (@{AI.AI_Formation} class being used here)
--
-- @module Ops.RescueHelo
-- @image Ops_RescueHelo.png
@@ -37,7 +36,7 @@
-- @field #number takeoff Takeoff type.
-- @field Wrapper.Airbase#AIRBASE airbase The airbase object acting as home base of the helo.
-- @field Core.Set#SET_GROUP followset Follow group set.
-- @field AI.AI_Formation#AI_FORMATION formation AI_FORMATION object.
-- @field Functional.Formation#FORMATION formation FORMATION object.
-- @field #number lowfuel Low fuel threshold of helo in percent.
-- @field #number altitude Altitude of helo in meters.
-- @field #number offsetX Offset in meters to carrier in longitudinal direction.
@@ -235,7 +234,7 @@ _RESCUEHELOID=0
--- Class version.
-- @field #string version
RESCUEHELO.version="1.1.0"
RESCUEHELO.version="1.2.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -248,6 +247,7 @@ RESCUEHELO.version="1.1.0"
-- DONE: Possibility to add already present/spawned aircraft, e.g. for warehouse.
-- DONE: Add rescue event when aircraft crashes.
-- DONE: Make offset input parameter.
-- DONE: Make useable for AUFTRAG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@@ -337,6 +337,9 @@ function RESCUEHELO:New(carrierunit, helogroupname)
self:AddTransition("*", "Status", "*")
self:AddTransition("*", "Stop", "Stopped")
self:I(self.lid.."Started.")
--- Triggers the FSM event "Start" that starts the rescue helo. Initializes parameters and starts event handlers.
-- @function [parent=#RESCUEHELO] Start
@@ -871,15 +874,25 @@ function RESCUEHELO:onafterStart(From, Event, To)
-- Delay before formation is started.
local delay=120
-- Spawn helo. We need to introduce an alias in case this class is used twice. This would confuse the spawn routine.
local Spawn=SPAWN:NewWithAlias(self.helogroupname, self.alias)
-- Set modex for spawn.
Spawn:InitModex(self.modex)
local UsesAliveGroup=false
local Spawn = GROUP:FindByName(self.helogroupname)
if Spawn and Spawn:IsAlive() then
self.helo=Spawn
UsesAliveGroup = true
delay = 1
else
-- Spawn helo. We need to introduce an alias in case this class is used twice. This would confuse the spawn routine.
Spawn=SPAWN:NewWithAlias(self.helogroupname, self.alias)
-- Set modex for spawn.
Spawn:InitModex(self.modex)
end
-- Spawn in air or at airbase.
if self.takeoff==SPAWN.Takeoff.Air then
if UsesAliveGroup==false and self.takeoff==SPAWN.Takeoff.Air then
-- Carrier heading
local hdg=self.carrier:GetHeading()
@@ -899,7 +912,7 @@ function RESCUEHELO:onafterStart(From, Event, To)
-- Start formation in 1 seconds
delay=1
else
elseif UsesAliveGroup==false and self.uncontrolledac then
-- Check if an uncontrolled helo group was requested.
if self.uncontrolledac then
@@ -919,9 +932,9 @@ function RESCUEHELO:onafterStart(From, Event, To)
-- No group of that name!
self:E(string.format("ERROR: No uncontrolled (alive) rescue helo group with name %s could be found!", self.helogroupname))
return
end
else
end
end
elseif UsesAliveGroup==false then
-- Spawn at airbase.
self.helo=Spawn:SpawnAtAirbase(self.airbase, self.takeoff, nil, AIRBASE.TerminalType.HelicopterUsable)
@@ -935,9 +948,8 @@ function RESCUEHELO:onafterStart(From, Event, To)
delay=60
end
end
end
-- Set of group(s) to follow Mother.
self.followset=SET_GROUP:New()
@@ -947,17 +959,13 @@ function RESCUEHELO:onafterStart(From, Event, To)
self.HeloFuel0=self.helo:GetFuel()
-- Define AI Formation object.
self.formation=AI_FORMATION:New(self.carrier, self.followset, "Helo Formation with Carrier", "Follow Carrier at given parameters.")
self.formation=FORMATION:New(self.carrier, self.followset, "Helo Formation with Carrier")
-- Formation parameters.
self.formation:FormationCenterWing(-self.offsetX, 50, math.abs(self.altitude), 50, self.offsetZ, 50)
-- Set follow time interval.
self.formation:SetFollowTimeInterval(self.dtFollow)
-- Formation mode.
self.formation:SetFlightModeFormation(self.helo)
-- Start formation FSM.
self.formation:__Start(delay)
+12 -6
View File
@@ -2006,9 +2006,10 @@ end
--- Count alive objects.
-- @param #TARGET self
-- @param #TARGET.Object Target Target objective.
-- @param #table Coalitions (Optional) Only count targets of the given coalition(s).
-- @param #table Coalitions (Optional) Only count targets of the given coalition(s).
-- @param #boolean OnlyReallyAlive (Optional) If `true`, count only really alive targets (units, groups) but not coordinates or zones.
-- @return #number Number of alive target objects.
function TARGET:CountObjectives(Target, Coalitions)
function TARGET:CountObjectives(Target, Coalitions, OnlyReallyAlive)
local N=0
@@ -2067,13 +2068,17 @@ function TARGET:CountObjectives(Target, Coalitions)
-- No target, where we can check the alive status, so we assume it is alive. Changed this because otherwise target count is 0 if we pass a coordinate.
-- This is also more consitent with the life and is alive status.
N=N+1
if not OnlyReallyAlive then
N=N+1
end
elseif Target.Type==TARGET.ObjectType.ZONE then
-- No target, where we can check the alive status, so we assume it is alive. Changed this because otherwise target count is 0 if we pass a coordinate.
-- This is also more consitent with the life and is alive status.
N=N+1
if not OnlyReallyAlive then
N=N+1
end
elseif Target.Type==TARGET.ObjectType.OPSZONE then
@@ -2093,15 +2098,16 @@ end
--- Count alive targets.
-- @param #TARGET self
-- @param #table Coalitions (Optional) Only count targets of the given coalition(s).
-- @param #boolean OnlyReallyAlive (Optional) If `true`, count only really alive targets (units, groups) but not coordinates or zones.
-- @return #number Number of alive target objects.
function TARGET:CountTargets(Coalitions)
function TARGET:CountTargets(Coalitions, OnlyReallyAlive)
local N=0
for _,_target in pairs(self.targets) do
local Target=_target --#TARGET.Object
N=N+self:CountObjectives(Target, Coalitions)
N=N+self:CountObjectives(Target, Coalitions, OnlyReallyAlive)
end
+11 -1
View File
@@ -72,7 +72,7 @@ end
--- Checks if a point is contained within the circle.
-- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise
-- @return #boolean True if the point is contained, false otherwise
function CIRCLE:ContainsPoint(point)
if ((point.x - self.CenterVec2.x) ^ 2 + (point.y - self.CenterVec2.y) ^ 2) ^ 0.5 <= self.Radius then
return true
@@ -226,6 +226,11 @@ end
--- Returns a random Vec2 within the circle.
-- @return #table The random Vec2
function CIRCLE:GetRandomVec2()
math.random()
math.random()
math.random()
local angle = math.random() * 2 * math.pi
local rx = math.random(0, self.Radius) * math.cos(angle) + self.CenterVec2.x
@@ -237,6 +242,11 @@ end
--- Returns a random Vec2 on the border of the circle.
-- @return #table The random Vec2
function CIRCLE:GetRandomVec2OnBorder()
math.random()
math.random()
math.random()
local angle = math.random() * 2 * math.pi
local rx = self.Radius * math.cos(angle) + self.CenterVec2.x

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