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256 Commits

Author SHA1 Message Date
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
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
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
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 5955c2d61f #VARIOUS Small fixes 2025-11-22 15:17:26 +01:00
Applevangelist 26fbae8672 #AIRBOSS Added early F-14A 2025-11-15 16:48:05 +01:00
Applevangelist 5089e7df25 xx 2025-11-14 17:26:24 +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
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
Applevangelist 046bd37fd5 xx 2025-11-09 17:19:29 +01:00
Applevangelist fbf83b3aed #SET - Rationalize FilterCoalitions() and allow values like coalition.side.BLUE 2025-11-09 16:53:10 +01:00
Applevangelist 22097987dc #CTLD, #DYNAMICCARGO - C-130j-30 additions 2025-11-09 14:43:11 +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
Shafik 17d1cf673d [ADDED] IsRed, IsBlue and IsNeutral to IDENTIFIABLE 2025-11-06 12:23:13 +02:00
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
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 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
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
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
Thomas 2047e818ef Merge pull request #2428 from shaji-Dev/master
[FIXED] SET_CLIENT:HandleCASlots()
2025-10-31 06:28:04 +01:00
Shafik 801b4f01b6 [FIXED] SET_CLIENT:HandleCASlots() 2025-10-30 23:10:17 +02:00
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
Applevangelist 8392788cdb Minor fixes 2025-10-26 16:19:10 +01:00
nasgroup94 4a1b23c52a added Tomcat AA grading adjustments and T45 AOA adjustments 2025-10-26 09:43:17 -04:00
Thomas 55242edbde Merge pull request #2423 from nasgroup94/master
Minor Fixes
2025-10-26 07:27:37 +01:00
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 86798ae9ea #CTLD - fix 2025-10-24 16:27:17 +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 0f270a6a35 #UTILS - FARP helper - add options to spawn multiple pads 2025-10-23 12:10:05 +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 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
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 2e0d1fd90f #DYNAMICCARGO - Added Mi-8 type and dimensions 2025-10-12 19:14:59 +02:00
Applevangelist 69e6497655 #CTLD - Small fix for subcats 2025-10-12 17:23:54 +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 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 405235a59d #CONTROLLABLE - Fix for double brackets 2025-10-08 16:01:21 +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 3260279cb7 xx 2025-10-08 12:29:59 +02:00
Applevangelist 1e60a0a32a #RAT 3.0.0 2025-10-07 18:06:20 +02:00
Applevangelist 146f869aaa #RAT - reduce log noise 2025-10-07 17:48:06 +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
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 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 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 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
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 8fb4d4c7c6 #CTLD - add CratesPickedUp at one more point 2025-09-25 12:13:29 +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 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 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 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 5e8676cf8a Merge pull request #2387 from shaji-Dev/master
LandingAfterEjection error
2025-09-18 06:47:01 +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
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
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 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 873879ff79 #AIRBOSS - Slight tweak to EnableSRS() when no parameters are handed in. 2025-08-31 18:22:17 +02:00
Applevangelist 6c1907f7e0 GROUO correction in class self line 3205 2025-08-31 13:27:24 +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
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 417caf1b62 Merge pull request #2370 from shaji-Dev/master
[ADDED] `ValidateAndRepositionGroundUnits` to UNIT and GROUP respawns
2025-08-26 06:22:57 +02:00
smiki cc76851614 [ADDED] ValidateAndRepositionGroundUnits to UNIT and GROUP respawns 2025-08-25 23:08:25 +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 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 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 b9cf1e46af xx 2025-08-14 17:17:34 +02:00
Applevangelist 4a04d7cce7 xx 2025-08-14 17:15:43 +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
Applevangelist 4c97d966a2 #MSRS - align google voices catalog with new voice types. 2025-08-10 13:20:22 +02:00
Applevangelist 674c6eec81 More randomness in functions using random coordinates 2025-08-07 11:30:44 +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 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 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 13fa8f373e #MANTIS - added radar entry for Dog Ear and Nike 2025-08-01 14:02:57 +02:00
Applevangelist b318e8ae13 #AIRBOSS - Added :SetCarrierIllumination(Mode) 2025-07-31 09:47:54 +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 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 f094716b73 CTLD - Added option for Vehicle Formation when going to a MOVE zone. 2025-07-29 12:04:41 +02:00
Applevangelist 4b1888a34d CSAR - Allow also the initial down message to be suppressed 2025-07-29 10:02:22 +02:00
Applevangelist b9be3aa7f8 xx 2025-07-27 14:50:45 +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 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 23ff128ac8 #ZONE added ZONE_BASE:FindNearestCoordinateOnRadius() 2025-07-25 19:05:01 +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 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 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 367014ebf3 xxx 2025-07-23 15:47:56 +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
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 7ae4cdc8f1 #Documentation 2025-07-21 15:02:45 +02:00
Applevangelist 8c92a578ed #UTILS - added UTILS.SpawnMASHStatics() 2025-07-21 14:50:08 +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 1b18ae1597 #MANTIS - Added SAMP/T, SA-17 data correction, HDS explanations expanded 2025-07-20 14:03:33 +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 0e836973fd #Fix SRS TTS folder path in documentation and defaults 2025-07-19 16:04:49 +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
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 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 da70f4ce6c #DynamicSlots for dynamic FARPs 2025-07-05 18:56:59 +02:00
Applevangelist 727cb3276c #SET fix for table insert of GetAliveSet 2025-07-03 16:39:24 +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
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 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
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
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 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 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 42e7e3f94f Update Airboss.lua 2025-06-23 22:28:48 +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 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 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 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 cbcc893ce5 #CTLD - avoid smoking runways on airbase zones 2025-06-15 17:01:58 +02:00
Applevangelist 382b049c5f #AIRBASE - Syria and Sinai few names corrected 2025-06-15 15:38:12 +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 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 0aeb1fc6af #UTILS - Small fix for GetReportingName to distinguish Shark from Mainstay 2025-06-10 18:05:02 +02:00
Applevangelist eeeeda4e5e #POINT - Offset options for smoke 2025-06-08 18:43:01 +02:00
Applevangelist f5881eda53 AIRBOSS - Remove useless E Messages for non-debug 2025-06-01 12:19:42 +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
Applevangelist dd5ca93f26 CSAR Small addition 2025-05-30 11:13:50 +02:00
129 changed files with 8853 additions and 87347 deletions
-1
View File
@@ -57,7 +57,6 @@ jobs:
- name: Update apt-get (needed for act docker image)
run: |
sudo rm /etc/apt/sources.list.d/microsoft-prod.list
sudo apt-get -qq update
- name: Install tree
+1 -1
View File
@@ -110,7 +110,7 @@ jobs:
- name: Run LuaSrcDiet
run: |
luasrcdiet --basic --opt-emptylines ./build/result/Moose_Include_Static/Moose.lua -o ./build/result/Moose_Include_Static/Moose_.lua
#########################################################################
# Push to MOOSE_INCLUDE
#########################################################################
-7
View File
@@ -28,13 +28,6 @@ local.properties
.buildpath
#####################
## Visual Studio Code
#####################
*.code-workspace
.vscode/
#################
## Visual Studio
#################
+2 -12
View File
@@ -1,17 +1,7 @@
{
"Lua.workspace.preloadFileSize": 10000,
"Lua.workspace.preloadFileSize": 1000,
"Lua.diagnostics.disable": [
"undefined-doc-name",
"duplicate-set-field",
"trailing-space",
"need-check-nil",
"ambiguity-1",
"undefined-doc-param",
"redundant-parameter",
"param-type-mismatch",
"deprecated",
"undefined-global",
"lowercase-global"
"undefined-doc-name"
],
"Lua.diagnostics.globals": [
"BASE",
+1 -1
View File
@@ -11,7 +11,7 @@
-- @module AI.AI_A2A_Cap
-- @image AI_Combat_Air_Patrol.JPG
-- @type AI_A2A_CAP
--- @type AI_A2A_CAP
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
+2 -4
View File
@@ -13,8 +13,8 @@
-- @type AI_A2A_GCI
-- @extends AI.AI_A2A#AI_A2A
--- @type AI_A2A_GCI
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
@@ -41,8 +41,6 @@
--
-- ## 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.
+2 -2
View File
@@ -10,8 +10,8 @@
-- @image AI_Air_Patrolling.JPG
-- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A
--- @type AI_A2A_PATROL
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
+4 -3
View File
@@ -11,8 +11,9 @@
-- @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.
--- @type AI_A2G_BAI
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
@@ -48,7 +49,7 @@ 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_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 )
+4 -3
View File
@@ -11,8 +11,9 @@
-- @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.
--- @type AI_A2G_CAS
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
@@ -48,7 +49,7 @@ 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_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 )
+3 -2
View File
@@ -13,8 +13,9 @@
-- @type AI_A2G_SEAD
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
--- @type AI_A2G_SEAD
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
+1 -1
View File
@@ -9,7 +9,7 @@
-- @module AI.AI_Air_Patrol
-- @image AI_Air_To_Ground_Patrol.JPG
-- @type AI_AIR_PATROL
--- @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}
+8 -8
View File
@@ -409,7 +409,7 @@ function AI_BAI_ZONE:onafterStart( Controllable, From, Event, To )
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
function _NewEngageRoute( AIControllable )
AIControllable:T( "NewEngageRoute" )
@@ -418,7 +418,7 @@ function _NewEngageRoute( AIControllable )
end
-- @param #AI_BAI_ZONE self
--- @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.
@@ -430,7 +430,7 @@ function AI_BAI_ZONE:onbeforeEngage( Controllable, From, Event, To )
end
end
-- @param #AI_BAI_ZONE self
--- @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.
@@ -479,7 +479,7 @@ function AI_BAI_ZONE:onafterTarget( Controllable, From, Event, To )
end
-- @param #AI_BAI_ZONE self
--- @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.
@@ -489,7 +489,7 @@ function AI_BAI_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 )
end
-- @param #AI_BAI_ZONE self
--- @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.
@@ -613,7 +613,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
end
-- @param #AI_BAI_ZONE self
--- @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.
@@ -624,7 +624,7 @@ function AI_BAI_ZONE:onafterAccomplish( Controllable, From, Event, To )
end
-- @param #AI_BAI_ZONE self
--- @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.
@@ -638,7 +638,7 @@ function AI_BAI_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end
-- @param #AI_BAI_ZONE self
--- @param #AI_BAI_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_BAI_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
+1 -1
View File
@@ -27,7 +27,7 @@
-- @module AI.AI_Balancer
-- @image AI_Balancing.JPG
-- @type AI_BALANCER
--- @type AI_BALANCER
-- @field Core.Set#SET_CLIENT SetClient
-- @field Core.Spawn#SPAWN SpawnAI
-- @field Wrapper.Group#GROUP Test
+9 -9
View File
@@ -31,7 +31,7 @@
-- @module AI.AI_CAP
-- @image AI_Combat_Air_Patrol.JPG
-- @type AI_CAP_ZONE
--- @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
@@ -346,7 +346,7 @@ function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
end
-- @param AI.AI_CAP#AI_CAP_ZONE
--- @param AI.AI_CAP#AI_CAP_ZONE
-- @param Wrapper.Group#GROUP EngageGroup
function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
@@ -357,7 +357,7 @@ function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
end
end
-- @param #AI_CAP_ZONE self
--- @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.
@@ -369,7 +369,7 @@ function AI_CAP_ZONE:onbeforeEngage( Controllable, From, Event, To )
end
end
-- @param #AI_CAP_ZONE self
--- @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.
@@ -397,7 +397,7 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
end
end
-- @param #AI_CAP_ZONE self
--- @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.
@@ -407,7 +407,7 @@ function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 )
end
-- @param #AI_CAP_ZONE self
--- @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.
@@ -507,7 +507,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
end
end
-- @param #AI_CAP_ZONE self
--- @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.
@@ -517,7 +517,7 @@ function AI_CAP_ZONE:onafterAccomplish( Controllable, From, Event, To )
self:SetDetectionOff()
end
-- @param #AI_CAP_ZONE self
--- @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.
@@ -530,7 +530,7 @@ function AI_CAP_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end
end
-- @param #AI_CAP_ZONE self
--- @param #AI_CAP_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_CAP_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
+9 -8
View File
@@ -165,6 +165,7 @@ function AI_CAS_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @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.
@@ -365,7 +366,7 @@ function AI_CAS_ZONE:onafterStart( Controllable, From, Event, To )
self:SetDetectionDeactivated() -- When not engaging, set the detection off.
end
-- @param AI.AI_CAS#AI_CAS_ZONE
--- @param AI.AI_CAS#AI_CAS_ZONE
-- @param Wrapper.Group#GROUP EngageGroup
function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm )
@@ -377,7 +378,7 @@ function AI_CAS_ZONE.EngageRoute( EngageGroup, Fsm )
end
-- @param #AI_CAS_ZONE self
--- @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.
@@ -389,7 +390,7 @@ function AI_CAS_ZONE:onbeforeEngage( Controllable, From, Event, To )
end
end
-- @param #AI_CAS_ZONE self
--- @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.
@@ -422,7 +423,7 @@ function AI_CAS_ZONE:onafterTarget( Controllable, From, Event, To )
end
-- @param #AI_CAS_ZONE self
--- @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.
@@ -432,7 +433,7 @@ function AI_CAS_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 )
end
-- @param #AI_CAS_ZONE self
--- @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.
@@ -532,7 +533,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
end
-- @param #AI_CAS_ZONE self
--- @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.
@@ -543,7 +544,7 @@ function AI_CAS_ZONE:onafterAccomplish( Controllable, From, Event, To )
end
-- @param #AI_CAS_ZONE self
--- @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.
@@ -557,7 +558,7 @@ function AI_CAS_ZONE:onafterDestroy( Controllable, From, Event, To, EventData )
end
-- @param #AI_CAS_ZONE self
--- @param #AI_CAS_ZONE self
-- @param Core.Event#EVENTDATA EventData
function AI_CAS_ZONE:OnEventDead( EventData )
self:F( { "EventDead", EventData } )
+1 -1
View File
@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG
-- @type AI_CARGO_APC
--- @type AI_CARGO_APC
-- @extends AI.AI_Cargo#AI_CARGO
@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Airplane
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
-- @type AI_CARGO_AIRPLANE
--- @type AI_CARGO_AIRPLANE
-- @extends Core.Fsm#FSM_CONTROLLABLE
@@ -30,7 +30,7 @@
-- @module AI.AI_Cargo_Dispatcher_APC
-- @image AI_Cargo_Dispatching_For_APC.JPG
-- @type AI_CARGO_DISPATCHER_APC
--- @type AI_CARGO_DISPATCHER_APC
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
@@ -24,7 +24,7 @@
-- @image AI_Cargo_Dispatching_For_Airplanes.JPG
-- @type AI_CARGO_DISPATCHER_AIRPLANE
--- @type AI_CARGO_DISPATCHER_AIRPLANE
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
@@ -25,7 +25,7 @@
-- @module AI.AI_Cargo_Dispatcher_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
-- @type AI_CARGO_DISPATCHER_HELICOPTER
--- @type AI_CARGO_DISPATCHER_HELICOPTER
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
@@ -23,7 +23,7 @@
-- @module AI.AI_Cargo_Dispatcher_Ship
-- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_DISPATCHER_SHIP
--- @type AI_CARGO_DISPATCHER_SHIP
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
@@ -162,7 +162,7 @@ AI_CARGO_DISPATCHER_SHIP = {
-- 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()
-- local ShippingLane = GROUP:New():FilterPrefixes( "ShippingLane" ):FilterStart()
--
-- AICargoDispatcherShip = AI_CARGO_DISPATCHER_SHIP:New( SetShip, SetCargoInfantry, SetPickupZones, SetDeployZones, ShippingLane )
-- AICargoDispatcherShip:Start()
@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Helicopter
-- @image AI_Cargo_Dispatching_For_Helicopters.JPG
-- @type AI_CARGO_HELICOPTER
--- @type AI_CARGO_HELICOPTER
-- @extends Core.Fsm#FSM_CONTROLLABLE
@@ -289,7 +289,7 @@ function AI_CARGO_HELICOPTER:SetLandingSpeedAndHeight(speed, height)
return self
end
-- @param #AI_CARGO_HELICOPTER self
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
@@ -328,7 +328,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
end
-- @param #AI_CARGO_HELICOPTER self
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
@@ -411,7 +411,7 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
end
-- @param #AI_CARGO_HELICOPTER self
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
-- @param From
-- @param Event
+1 -1
View File
@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo_Ship
-- @image AI_Cargo_Dispatcher.JPG
-- @type AI_CARGO_SHIP
--- @type AI_CARGO_SHIP
-- @extends AI.AI_Cargo#AI_CARGO
--- Brings a dynamic cargo handling capability for an AI naval group.
@@ -15,7 +15,7 @@
-- @image MOOSE.JPG
-- @type AI_ESCORT_DISPATCHER_REQUEST
--- @type AI_ESCORT_DISPATCHER_REQUEST
-- @extends Core.Fsm#FSM
@@ -35,7 +35,7 @@ AI_ESCORT_DISPATCHER_REQUEST = {
ClassName = "AI_ESCORT_DISPATCHER_REQUEST",
}
-- @field #list
--- @field #list
AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {}
@@ -82,7 +82,7 @@ function AI_ESCORT_DISPATCHER_REQUEST:onafterStart( From, Event, To )
end
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
--- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
@@ -99,7 +99,7 @@ function AI_ESCORT_DISPATCHER_REQUEST:OnEventExit( EventData )
end
-- @param #AI_ESCORT_DISPATCHER_REQUEST self
--- @param #AI_ESCORT_DISPATCHER_REQUEST self
-- @param Core.Event#EVENTDATA EventData
function AI_ESCORT_DISPATCHER_REQUEST:OnEventBirth( EventData )
@@ -138,12 +138,12 @@
--
-- 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
--
--
-- # 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**
@@ -155,7 +155,7 @@
-- @type AI_ESCORT_REQUEST
--- @type AI_ESCORT_REQUEST
-- @extends AI.AI_Escort#AI_ESCORT
--- AI_ESCORT_REQUEST class
@@ -230,7 +230,7 @@ function AI_ESCORT_REQUEST:New( EscortUnit, EscortSpawn, EscortAirbase, EscortNa
return self
end
-- @param #AI_ESCORT_REQUEST self
--- @param #AI_ESCORT_REQUEST self
function AI_ESCORT_REQUEST:SpawnEscort()
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
@@ -255,7 +255,7 @@ function AI_ESCORT_REQUEST:SpawnEscort()
self:_InitEscortMenus( EscortGroup )
self:_InitEscortRoute( EscortGroup )
-- @param #AI_ESCORT self
--- @param #AI_ESCORT self
-- @param Core.Event#EVENTDATA EventData
function EscortGroup:OnEventDeadOrCrash( EventData )
self:F( { "EventDead", EventData } )
@@ -270,7 +270,7 @@ function AI_ESCORT_REQUEST:SpawnEscort()
end
-- @param #AI_ESCORT_REQUEST self
--- @param #AI_ESCORT_REQUEST self
-- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
@@ -292,14 +292,14 @@ function AI_ESCORT_REQUEST:onafterStart( EscortGroupSet )
end
-- @param #AI_ESCORT_REQUEST self
--- @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
--- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()
+14 -16
View File
@@ -34,8 +34,8 @@
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
-- @field #number FollowDistance The current follow distance.
-- @field #boolean ReportTargets If true, nearby targets are reported.
-- @Field DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field DCS#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCS#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates.
@@ -94,12 +94,12 @@
-- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
-- LargeFormation:__Start( 1 )
--
-- # 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_FORMATION
AI_FORMATION = {
ClassName = "AI_FORMATION",
@@ -119,7 +119,7 @@ AI_FORMATION = {
AI_FORMATION.__Enum = {}
-- @type AI_FORMATION.__Enum.Formation
--- @type AI_FORMATION.__Enum.Formation
-- @field #number None
-- @field #number Line
-- @field #number Trail
@@ -144,7 +144,7 @@ AI_FORMATION.__Enum.Formation = {
Box = 10,
}
-- @type AI_FORMATION.__Enum.Mode
--- @type AI_FORMATION.__Enum.Mode
-- @field #number Mission
-- @field #number Formation
AI_FORMATION.__Enum.Mode = {
@@ -154,13 +154,12 @@ AI_FORMATION.__Enum.Mode = {
Reconnaissance = "R",
}
-- @type AI_FORMATION.__Enum.ReportType
--- @type AI_FORMATION.__Enum.ReportType
-- @field #number All
-- @field #number Airborne
-- @field #number GroundRadar
-- @field #number Ground
AI_FORMATION.__Enum.ReportType = {
All = "*",
Airborne = "A",
GroundRadar = "R",
Ground = "G",
@@ -998,7 +997,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else
self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
@@ -1022,7 +1021,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else
self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
@@ -1046,7 +1045,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else
self.FollowGroupSet:ForSomeGroupAlive(
-- @param Core.Group#GROUP EscortGroup
--- @param Wrapper.Group#GROUP EscortGroup
function( FollowGroup )
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
@@ -1224,7 +1223,6 @@ function AI_FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
local CVI = {
x = CV2.x + CS * 10 * math.sin(Ca),
y = GH2.y + Inclination, -- + FollowFormation.y,
--y = GH2.y,
z = CV2.z + CS * 10 * math.cos(Ca),
}
@@ -276,7 +276,7 @@ do -- ACT_ACCOUNT_DEADS
--- DCS Events
-- @param #ACT_ACCOUNT_DEADS self
--- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:OnEventHit( EventData )
self:T( { "EventDead", EventData } )
@@ -287,7 +287,7 @@ do -- ACT_ACCOUNT_DEADS
end
end
-- @param #ACT_ACCOUNT_DEADS self
--- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventDead( EventData )
self:T( { "EventDead", EventData } )
@@ -299,7 +299,7 @@ do -- ACT_ACCOUNT_DEADS
--- DCS Events
-- @param #ACT_ACCOUNT_DEADS self
--- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Event#EVENTDATA EventData
function ACT_ACCOUNT_DEADS:onfuncEventCrash( EventData )
self:T( { "EventDead", EventData } )
@@ -201,7 +201,7 @@ do -- ACT_ASSIST_SMOKE_TARGETS_ZONE
function ACT_ASSIST_SMOKE_TARGETS_ZONE:onenterSmoking( ProcessUnit, From, Event, To )
self.TargetSetUnit:ForEachUnit(
-- @param Wrapper.Unit#UNIT SmokeUnit
--- @param Wrapper.Unit#UNIT SmokeUnit
function( SmokeUnit )
if math.random( 1, ( 100 * self.TargetSetUnit:Count() ) / 4 ) <= 100 then
SCHEDULER:New( self,
+1 -1
View File
@@ -81,7 +81,7 @@ do -- CARGO_CRATE
return self
end
-- @param #CARGO_CRATE self
--- @param #CARGO_CRATE self
-- @param Core.Event#EVENTDATA EventData
function CARGO_CRATE:OnEventCargoDead( EventData )
+1 -1
View File
@@ -601,7 +601,7 @@ do -- CARGO_GROUP
end
--- Get the underlying GROUP object from the CARGO_GROUP.
--- Get the amount of cargo units in the group.
-- @param #CARGO_GROUP self
-- @return #CARGO_GROUP
function CARGO_GROUP:GetGroup( Cargo )
@@ -74,7 +74,7 @@ do -- CARGO_SLINGLOAD
end
-- @param #CARGO_SLINGLOAD self
--- @param #CARGO_SLINGLOAD self
-- @param Core.Event#EVENTDATA EventData
function CARGO_SLINGLOAD:OnEventCargoDead( EventData )
-924
View File
@@ -1,924 +0,0 @@
--- **Core** - Client Menu Management.
--
-- **Main Features:**
--
-- * For complex, non-static menu structures
-- * Lightweigt implementation as alternative to MENU
-- * Separation of menu tree creation from menu on the clients's side
-- * Works with a SET_CLIENT set of clients
-- * Allow manipulation of the shadow tree in various ways
-- * Push to all or only one client
-- * Change entries' menu text
-- * Option to make an entry usable once only across all clients
-- * Auto appends GROUP and CLIENT objects to menu calls
--
-- ===
--
-- ### Author: **applevangelist**
--
-- ===
--
-- @module Core.ClientMenu
-- @image Core_Menu.JPG
-- last change: Jan 2025
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENU
--
----------------------------------------------------------------------------------------------------------------
---
-- @type CLIENTMENU
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field #string groupname Group name
-- @field #table path
-- @field #table parentpath
-- @field #CLIENTMENU Parent
-- @field Wrapper.Client#CLIENT client
-- @field #number GroupID Group ID
-- @field #number ID Entry ID
-- @field Wrapper.Group#GROUP group
-- @field #string UUID Unique ID based on path+name
-- @field #string Function
-- @field #table Functionargs
-- @field #table Children
-- @field #boolean Once
-- @field #boolean Generic
-- @field #boolean debug
-- @field #CLIENTMENUMANAGER Controller
-- @field #active boolean
-- @extends Core.Base#BASE
---
-- @field #CLIENTMENU
CLIENTMENU = {
ClassName = "CLIENTMENU",
lid = "",
version = "0.1.3",
name = nil,
path = nil,
group = nil,
client = nil,
GroupID = nil,
Children = {},
Once = false,
Generic = false,
debug = false,
Controller = nil,
groupname = nil,
active = false,
}
---
-- @field #CLIENTMENU_ID
CLIENTMENU_ID = 0
--- Create an new CLIENTMENU object.
-- @param #CLIENTMENU self
-- @param Wrapper.Client#CLIENT Client The client for whom this entry is. Leave as nil for a generic entry.
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated
-- @return #CLIENTMENU self
function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENU
CLIENTMENU_ID = CLIENTMENU_ID + 1
self.ID = CLIENTMENU_ID
if Client then
self.group = Client:GetGroup()
self.client = Client
self.GroupID = self.group:GetID()
self.groupname = self.group:GetName() or "Unknown Groupname"
else
self.Generic = true
end
self.name = Text or "unknown entry"
if Parent then
if Parent:IsInstanceOf("MENU_BASE") then
self.parentpath = Parent.MenuPath
else
self.parentpath = Parent:GetPath()
Parent:AddChild(self)
end
end
self.Parent = Parent
self.Function = Function
self.Functionargs = arg or {}
table.insert(self.Functionargs,self.group)
table.insert(self.Functionargs,self.client)
if self.Functionargs and self.debug then
self:T({"Functionargs",self.Functionargs})
end
if not self.Generic and self.active == false then
if Function ~= nil then
local ErrorHandler = function( errmsg )
env.info( "MOOSE Error in CLIENTMENU COMMAND function: " .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
self.CallHandler = function()
local function MenuFunction()
return self.Function( unpack( self.Functionargs ) )
end
local Status, Result = xpcall( MenuFunction, ErrorHandler)
if self.Once == true then
self:Clear()
end
end
self.path = missionCommands.addCommandForGroup(self.GroupID,Text,self.parentpath, self.CallHandler)
self.active = true
else
self.path = missionCommands.addSubMenuForGroup(self.GroupID,Text,self.parentpath)
self.active = true
end
else
if self.parentpath then
self.path = UTILS.DeepCopy(self.parentpath)
else
self.path = {}
end
self.path[#self.path+1] = Text
end
self.UUID = table.concat(self.path,";")
self:T({self.UUID})
self.Once = false
-- Log id.
self.lid=string.format("CLIENTMENU %s | %s | ", self.ID, self.name)
self:T(self.lid.."Created")
return self
end
--- Create a UUID
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Parent The parent object if any
-- @param #string Text The menu entry text
-- @return #string UUID
function CLIENTMENU:CreateUUID(Parent,Text)
local path = {}
if Parent and Parent.path then
path = Parent.path
end
path[#path+1] = Text
local UUID = table.concat(path,";")
return UUID
end
--- Set the CLIENTMENUMANAGER for this entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENUMANAGER Controller The controlling object.
-- @return #CLIENTMENU self
function CLIENTMENU:SetController(Controller)
self.Controller = Controller
return self
end
--- The entry will be deleted after being used used - for menu entries with functions only.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:SetOnce()
self:T(self.lid.."SetOnce")
self.Once = true
return self
end
--- Remove the entry from the F10 menu.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveF10()
self:T(self.lid.."RemoveF10")
if self.GroupID then
--self:I(self.lid.."Removing "..table.concat(self.path,";"))
local function RemoveFunction()
return missionCommands.removeItemForGroup(self.GroupID , self.path )
end
local status, err = pcall(RemoveFunction)
if not status then
self:I(string.format("**** Error Removing Menu Entry %s for %s!",tostring(self.name),self.groupname))
end
self.active = false
end
return self
end
--- Get the menu path table.
-- @param #CLIENTMENU self
-- @return #table Path
function CLIENTMENU:GetPath()
self:T(self.lid.."GetPath")
return self.path
end
--- Get the UUID.
-- @param #CLIENTMENU self
-- @return #string UUID
function CLIENTMENU:GetUUID()
self:T(self.lid.."GetUUID")
return self.UUID
end
--- Link a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to link as a child.
-- @return #CLIENTMENU self
function CLIENTMENU:AddChild(Child)
self:T(self.lid.."AddChild "..Child.ID)
table.insert(self.Children,Child.ID,Child)
return self
end
--- Remove a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to remove from the children.
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveChild(Child)
self:T(self.lid.."RemoveChild "..Child.ID)
table.remove(self.Children,Child.ID)
return self
end
--- Remove all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveSubEntries()
self:T(self.lid.."RemoveSubEntries")
self:T({self.Children})
for _id,_entry in pairs(self.Children) do
self:T("Removing ".._id)
if _entry then
_entry:RemoveSubEntries()
_entry:RemoveF10()
if _entry.Parent then
_entry.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(_entry.ID)
--end
--_entry = nil
end
end
return self
end
--- Remove this entry and all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:Clear()
self:T(self.lid.."Clear")
for _id,_entry in pairs(self.Children) do
if _entry then
_entry:RemoveSubEntries()
_entry = nil
end
end
self:RemoveF10()
if self.Parent then
self.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(self.ID)
--end
return self
end
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENUMANAGER
--
----------------------------------------------------------------------------------------------------------------
--- Class CLIENTMENUMANAGER
-- @type CLIENTMENUMANAGER
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field Core.Set#SET_CLIENT clientset The set of clients this menu manager is for
-- @field #table flattree
-- @field #table rootentries
-- @field #table menutree
-- @field #number entrycount
-- @field #boolean debug
-- @field #table PlayerMenu
-- @field #number Coalition
-- @extends Core.Base#BASE
--- *As a child my family's menu consisted of two choices: take it, or leave it.*
--
-- ===
--
-- ## CLIENTMENU and CLIENTMENUMANAGER
--
-- Manage menu structures for a SET_CLIENT of clients.
--
-- ## Concept
--
-- Separate creation of a menu tree structure from pushing it to each client. Create a shadow "reference" menu structure tree for your client pilot's in a mission.
-- This can then be propagated to all clients. Manipulate the entries in the structure with removing, clearing or changing single entries, create replacement sub-structures
-- for entries etc, push to one or all clients.
--
-- Many functions can either change the tree for one client or for all clients.
--
-- ## Conceptual remarks
--
-- There's a couple of things to fully understand:
--
-- 1) **CLIENTMENUMANAGER** manages a set of entries from **CLIENTMENU**, it's main purpose is to administer the *shadow menu tree*, ie. a menu structure which is not
-- (yet) visible to any client
-- 2) The entries are **CLIENTMENU** objects, which are linked in a tree form. There's two ways to create them:
-- A) in the manager with ":NewEntry()" which initially
-- adds it to the shadow menu **only**
-- B) stand-alone directly as `CLIENTMENU:NewEntry()` - here it depends on whether or not you gave a CLIENT object if the entry is created as generic entry or pushed
-- a **specific** client. **Be aware** though that the entries are not managed by the CLIENTMANAGER before the next step!
-- A generic entry can be added to the manager (and the shadow tree) with `:AddEntry()` - this will also push it to all clients(!) if no client is given, or a specific client only.
-- 3) Pushing only works for alive clients.
-- 4) Live and shadow tree entries are managed via the CLIENTMENUMANAGER object.
-- 5) `Propagate()`refreshes the menu tree for all, or a single client.
--
-- ## Create a base reference tree and send to all clients
--
-- local clientset = SET_CLIENT:New():FilterStart()
--
-- local menumgr = CLIENTMENUMANAGER:New(clientset,"Dayshift")
-- local mymenu = menumgr:NewEntry("Top")
-- local mymenu_lv1a = menumgr:NewEntry("Level 1 a",mymenu)
-- local mymenu_lv1b = menumgr:NewEntry("Level 1 b",mymenu)
-- -- next one is a command menu entry, which can only be used once
-- local mymenu_lv1c = menumgr:NewEntry("Action Level 1 c",mymenu, testfunction, "testtext"):SetOnce()
--
-- local mymenu_lv2a = menumgr:NewEntry("Go here",mymenu_lv1a)
-- local mymenu_lv2b = menumgr:NewEntry("Level 2 ab",mymenu_lv1a)
-- local mymenu_lv2c = menumgr:NewEntry("Level 2 ac",mymenu_lv1a)
--
-- local mymenu_lv2ba = menumgr:NewEntry("Level 2 ba",mymenu_lv1b)
-- local mymenu_lv2bb = menumgr:NewEntry("Level 2 bb",mymenu_lv1b)
-- local mymenu_lv2bc = menumgr:NewEntry("Level 2 bc",mymenu_lv1b)
--
-- local mymenu_lv3a = menumgr:NewEntry("Level 3 aaa",mymenu_lv2a)
-- local mymenu_lv3b = menumgr:NewEntry("Level 3 aab",mymenu_lv2a)
-- local mymenu_lv3c = menumgr:NewEntry("Level 3 aac",mymenu_lv2a)
--
-- menumgr:Propagate() -- propagate **once** to all clients in the SET_CLIENT
--
-- ## Remove a single entry's subtree
--
-- menumgr:RemoveSubEntries(mymenu_lv3a)
--
-- ## Remove a single entry and also it's subtree
--
-- menumgr:DeleteEntry(mymenu_lv3a)
--
-- ## Add a single entry
--
-- local baimenu = menumgr:NewEntry("BAI",mymenu_lv1b)
--
-- menumgr:AddEntry(baimenu)
--
-- ## Add an entry with a function
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, Argument1, Argument1)
--
-- Now, the class will **automatically append the call with GROUP and CLIENT objects**, as this is can only be done when pushing the entry to the clients. So, the actual function implementation needs to look like this:
--
-- function TestFunction( Argument1, Argument2, Group, Client)
--
-- **Caveat is**, that you need to ensure your arguments are not **nil** or **false**, as LUA will optimize those away. You would end up having Group and Client in wrong places in the function call. Hence,
-- if you need/ want to send **nil** or **false**, send a place holder instead and ensure your function can handle this, e.g.
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, "nil", Argument1)
--
-- ## Change the text of a leaf entry in the menu tree
--
-- menumgr:ChangeEntryTextForAll(mymenu_lv1b,"Attack")
--
-- ## Reset a single clients menu tree
--
-- menumgr:ResetMenu(client)
--
-- ## Reset all and clear the reference tree
--
-- menumgr:ResetMenuComplete()
--
-- ## Set to auto-propagate for CLIENTs joining the SET_CLIENT **after** the script is loaded - handy if you have a single menu tree.
--
-- menumgr:InitAutoPropagation()
--
-- @field #CLIENTMENUMANAGER
CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER",
lid = "",
version = "0.1.6",
name = nil,
clientset = nil,
menutree = {},
flattree = {},
playertree = {},
entrycount = 0,
rootentries = {},
debug = true,
PlayerMenu = {},
Coalition = nil,
}
--- Create a new ClientManager instance.
-- @param #CLIENTMENUMANAGER self
-- @param Core.Set#SET_CLIENT ClientSet The set of clients to manage.
-- @param #string Alias The name of this manager.
-- @param #number Coalition (Optional) Coalition of this Manager, defaults to coalition.side.BLUE
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:New(ClientSet, Alias, Coalition)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENUMANAGER
self.clientset = ClientSet
self.PlayerMenu = {}
self.name = Alias or "Nightshift"
self.Coalition = Coalition or coalition.side.BLUE
-- Log id.
self.lid=string.format("CLIENTMENUMANAGER %s | %s | ", self.version, self.name)
if self.debug then
self:I(self.lid.."Created")
end
return self
end
--- [Internal] Event handling
-- @param #CLIENTMENUMANAGER self
-- @param Core.Event#EVENTDATA EventData
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:_EventHandler(EventData,Retry)
self:T(self.lid.."_EventHandler: "..EventData.id)
--self:I(self.lid.."_EventHandler: "..tostring(EventData.IniPlayerName))
if EventData.id == EVENTS.PlayerLeaveUnit or EventData.id == EVENTS.Ejection or EventData.id == EVENTS.Crash or EventData.id == EVENTS.PilotDead then
self:T(self.lid.."Leave event for player: "..tostring(EventData.IniPlayerName))
local Client = _DATABASE:FindClient( EventData.IniUnitName )
if Client then
self:ResetMenu(Client)
end
elseif (EventData.id == EVENTS.PlayerEnterAircraft) and EventData.IniCoalition == self.Coalition then
if EventData.IniPlayerName and EventData.IniGroup then
if (not self.clientset:IsIncludeObject(_DATABASE:FindClient( EventData.IniUnitName ))) then
self:T(self.lid.."Client not in SET: "..EventData.IniPlayerName)
if not Retry then
-- try again in 2 secs
self:ScheduleOnce(2,CLIENTMENUMANAGER._EventHandler,self,EventData,true)
end
return self
end
--self:I(self.lid.."Join event for player: "..EventData.IniPlayerName)
local player = _DATABASE:FindClient( EventData.IniUnitName )
self:Propagate(player)
end
elseif EventData.id == EVENTS.PlayerEnterUnit then
-- special for CA slots
local grp = GROUP:FindByName(EventData.IniGroupName)
if grp:IsGround() then
self:T(string.format("Player %s entered GROUND unit %s!",EventData.IniPlayerName,EventData.IniUnitName))
local IsPlayer = EventData.IniDCSUnit:getPlayerName()
if IsPlayer then
local client=_DATABASE.CLIENTS[EventData.IniDCSUnitName] --Wrapper.Client#CLIENT
-- Add client in case it does not exist already.
if not client then
-- Debug info.
self:I(string.format("Player '%s' joined ground unit '%s' of group '%s'", tostring(EventData.IniPlayerName), tostring(EventData.IniDCSUnitName), tostring(EventData.IniDCSGroupName)))
client=_DATABASE:AddClient(EventData.IniDCSUnitName)
-- Add player.
client:AddPlayer(EventData.IniPlayerName)
-- Add player.
if not _DATABASE.PLAYERS[EventData.IniPlayerName] then
_DATABASE:AddPlayer( EventData.IniUnitName, EventData.IniPlayerName )
end
-- Player settings.
local Settings = SETTINGS:Set( EventData.IniPlayerName )
Settings:SetPlayerMenu(EventData.IniUnit)
end
--local player = _DATABASE:FindClient( EventData.IniPlayerName )
self:Propagate(client)
end
end
end
return self
end
--- Set this Client Manager to auto-propagate menus **once** to newly joined players. Useful if you have **one** menu structure only. Does not automatically push follow-up changes to the client(s).
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:InitAutoPropagation()
-- Player Events
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._EventHandler)
self:HandleEvent(EVENTS.Ejection, self._EventHandler)
self:HandleEvent(EVENTS.Crash, self._EventHandler)
self:HandleEvent(EVENTS.PilotDead, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterUnit, self._EventHandler)
self:SetEventPriority(6)
return self
end
--- Create a new entry in the **generic** structure.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:NewEntry(Text,Parent,Function,...)
self:T(self.lid.."NewEntry "..Text or "None")
self.entrycount = self.entrycount + 1
local entry = CLIENTMENU:NewEntry(nil,Text,Parent,Function,unpack(arg))
if not Parent then
self.rootentries[self.entrycount] = entry
end
local depth = #entry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],entry.UUID)
self.flattree[entry.UUID] = entry
return entry
end
--- Check matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #boolean Exists
function CLIENTMENUMANAGER:EntryUUIDExists(UUID)
local exists = self.flattree[UUID] and true or false
return exists
end
--- Find matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #CLIENTMENU Entry The #CLIENTMENU object found or nil.
function CLIENTMENUMANAGER:FindEntryByUUID(UUID)
self:T(self.lid.."FindEntryByUUID "..UUID or "None")
local entry = nil
for _gid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Entry and Entry.UUID == UUID then
entry = Entry
end
end
return entry
end
--- Find matching entries by text in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the menu entry to find.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByText(Text,Parent)
self:T(self.lid.."FindUUIDsByText "..Text or "None")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.name,Text,1,true) and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
else
if Entry and string.find(Entry.name,Text,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure by the menu text.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the F10 menu entry.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByText(Text,Parent)
self:T(self.lid.."FindEntriesByText "..Text or "None")
local matches, objects, number = self:FindUUIDsByText(Text, Parent)
return objects, number
end
--- Find matching entries under a parent in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByParent(Parent)
self:T(self.lid.."FindUUIDsByParent")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure under a parent.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByParent(Parent)
self:T(self.lid.."FindEntriesByParent")
local matches, objects, number = self:FindUUIDsByParent(Parent)
return objects, number
end
--- Alter the text of a leaf entry in the generic structure and push to one specific client's F10 menu.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The menu entry.
-- @param #string Text New Text of the F10 menu entry.
-- @param Wrapper.Client#CLIENT Client (optional) The client for whom to alter the entry, if nil done for all clients.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ChangeEntryText(Entry, Text, Client)
self:T(self.lid.."ChangeEntryText "..Text or "None")
local newentry = CLIENTMENU:NewEntry(nil,Text,Entry.Parent,Entry.Function,unpack(Entry.Functionargs))
self:DeleteF10Entry(Entry,Client)
self:DeleteGenericEntry(Entry)
if not Entry.Parent then
self.rootentries[self.entrycount] = newentry
end
local depth = #newentry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],newentry.UUID)
self.flattree[newentry.UUID] = newentry
self:AddEntry(newentry,Client)
return self
end
--- Push the complete menu structure to each of the clients in the set - refresh the menu tree of the clients.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, propagate only for this client.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:Propagate(Client)
self:T(self.lid.."Propagate")
--self:I(UTILS.PrintTableToLog(Client,1))
local knownunits = {} -- track so we can ID multi seated
local Set = self.clientset.Set
if Client then
Set = {Client}
end
self:ResetMenu(Client)
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playerunit = client:GetName()
--local playergroup = client:GetGroup()
local playername = client:GetPlayerName() or "none"
if not knownunits[playerunit] then
knownunits[playerunit] = true
else
self:I("Player in multi seat unit: "..playername)
break -- multi seat already build
end
if not self.playertree[playername] then
self.playertree[playername] = {}
end
for level,branch in pairs (self.menutree) do
self:T("Building branch:" .. level)
for _,leaf in pairs(branch) do
self:T("Building leaf:" .. leaf)
local entry = self:FindEntryByUUID(leaf)
if entry then
self:T("Found generic entry:" .. entry.UUID)
local parent = nil
if entry.Parent and entry.Parent.UUID then
parent = self.playertree[playername][entry.Parent.UUID] or self:FindEntryByUUID(entry.Parent.UUID)
end
self.playertree[playername][entry.UUID] = CLIENTMENU:NewEntry(client,entry.name,parent,entry.Function,unpack(entry.Functionargs))
self.playertree[playername][entry.UUID].Once = entry.Once
else
self:T("NO generic entry for:" .. leaf)
end
end
end
end
end
return self
end
--- Push a single previously created entry into the F10 menu structure of all clients.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to add.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:AddEntry(Entry,Client)
self:T(self.lid.."AddEntry")
local Set = self.clientset.Set
local knownunits = {}
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName() or "None"
local unitname = client:GetName()
if not knownunits[unitname] then
knownunits[unitname] = true
else
self:I("Player in multi seat unit: "..playername)
break
end
if Entry then
self:T("Adding generic entry:" .. Entry.UUID)
local parent = nil
if not self.playertree[playername] then
self.playertree[playername] = {}
end
if Entry.Parent and Entry.Parent.UUID then
parent = self.playertree[playername][Entry.Parent.UUID] or self:FindEntryByUUID(Entry.Parent.UUID)
end
self.playertree[playername][Entry.UUID] = CLIENTMENU:NewEntry(client,Entry.name,parent,Entry.Function,unpack(Entry.Functionargs))
self.playertree[playername][Entry.UUID].Once = Entry.Once
else
self:T("NO generic entry given")
end
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from the client's F10 menus, leaving the generic structure untouched.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, remove only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenu(Client)
self:T(self.lid.."ResetMenu")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry,Client)
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from all clients' F10 menus, and **delete** the generic structure.
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenuComplete()
self:T(self.lid.."ResetMenuComplete")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry)
end
end
self.playertree = nil
self.playertree = {}
self.rootentries = nil
self.rootentries = {}
self.menutree = nil
self.menutree = {}
return self
end
--- Remove the entry and all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteF10Entry(Entry,Client)
self:T(self.lid.."DeleteF10Entry")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
if centry then
--self:I("Match for "..Entry.UUID)
centry:Clear()
end
end
end
end
return self
end
--- Remove the entry and all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteGenericEntry(Entry)
self:T(self.lid.."DeleteGenericEntry")
if Entry.Children and #Entry.Children > 0 then
self:RemoveGenericSubEntries(Entry)
end
local depth = #Entry.path
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
--self:I("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) or _uuid == uuid then
--self:I("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveGenericSubEntries(Entry)
self:T(self.lid.."RemoveGenericSubEntries")
local depth = #Entry.path + 1
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
self:T("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) then
self:T("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client. In this case the generic structure will not be touched.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveF10SubEntries(Entry,Client)
self:T(self.lid.."RemoveSubEntries")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
centry:RemoveSubEntries()
end
end
end
return self
end
----------------------------------------------------------------------------------------------------------------
--
-- End ClientMenu
--
----------------------------------------------------------------------------------------------------------------
+18 -12
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
+4 -2
View File
@@ -1475,7 +1475,7 @@ 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 )
@@ -1508,7 +1508,9 @@ 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
+5 -7
View File
@@ -79,7 +79,7 @@
do -- FSM
-- @type FSM
--- @type FSM
-- @field #string ClassName Name of the class.
-- @field Core.Scheduler#SCHEDULER CallScheduler Call scheduler.
-- @field #table options Options.
@@ -948,9 +948,8 @@ do -- FSM
end
do -- FSM_CONTROLLABLE
---
-- @type FSM_CONTROLLABLE
--- @type FSM_CONTROLLABLE
-- @field Wrapper.Controllable#CONTROLLABLE Controllable
-- @extends Core.Fsm#FSM
@@ -1082,9 +1081,8 @@ do -- FSM_CONTROLLABLE
end
do -- FSM_PROCESS
---
-- @type FSM_PROCESS
--- @type FSM_PROCESS
-- @field Tasking.Task#TASK Task
-- @extends Core.Fsm#FSM_CONTROLLABLE
+4 -4
View File
@@ -24,7 +24,7 @@
do -- Goal
-- @type GOAL
--- @type GOAL
-- @extends Core.Fsm#FSM
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
@@ -71,10 +71,10 @@ do -- Goal
ClassName = "GOAL",
}
-- @field #table GOAL.Players
--- @field #table GOAL.Players
GOAL.Players = {}
-- @field #number GOAL.TotalContributions
--- @field #number GOAL.TotalContributions
GOAL.TotalContributions = 0
--- GOAL Constructor.
@@ -145,7 +145,7 @@ do -- Goal
self.TotalContributions = self.TotalContributions + 1
end
-- @param #GOAL self
--- @param #GOAL self
-- @param #number Player contribution.
function GOAL:GetPlayerContribution( PlayerName )
return self.Players[PlayerName] or 0
+18 -13
View File
@@ -50,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.1.3",
version = "0.1.4",
debug = false,
Casesensitive = true,
}
@@ -154,14 +154,7 @@ 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 +163,14 @@ 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 +179,14 @@ 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
+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()
--
+129 -6
View File
@@ -59,6 +59,10 @@ 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 +777,9 @@ 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 +839,26 @@ 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 +1637,7 @@ 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
@@ -2124,21 +2151,32 @@ 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 +2186,72 @@ 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
@@ -3716,7 +3820,26 @@ do -- COORDINATE
function COORDINATE:GetRandomPointVec3InRadius( OuterRadius, InnerRadius )
return COORDINATE:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
end
--- 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
do
+1 -2
View File
@@ -15,8 +15,7 @@
-- @module Core.Report
-- @image Core_Report.JPG
---
-- @type REPORT
--- @type REPORT
-- @extends Core.Base#BASE
--- Provides a handy means to create messages and reports.
@@ -1,4 +1,4 @@
---- **Core** - SCHEDULEDISPATCHER dispatches the different schedules.
--- **Core** - SCHEDULEDISPATCHER dispatches the different schedules.
--
-- ===
--
@@ -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
+24 -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.
@@ -1829,7 +1846,13 @@ 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
+52 -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
@@ -373,6 +378,20 @@ 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 +478,9 @@ 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
@@ -538,6 +558,14 @@ 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 +577,13 @@ 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 +591,8 @@ 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 +630,18 @@ 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
+1 -1
View File
@@ -18,7 +18,7 @@
do -- UserFlag
-- @type USERFLAG
--- @type USERFLAG
-- @field #string ClassName Name of the class
-- @field #string UserFlagName Name of the flag.
-- @extends Core.Base#BASE
+2 -2
View File
@@ -20,7 +20,7 @@
do -- Velocity
-- @type VELOCITY
--- @type VELOCITY
-- @extends Core.Base#BASE
@@ -127,7 +127,7 @@ end
do -- VELOCITY_POSITIONABLE
-- @type VELOCITY_POSITIONABLE
--- @type VELOCITY_POSITIONABLE
-- @extends Core.Base#BASE
+117 -15
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
@@ -1134,7 +1165,7 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
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()})
@@ -1149,15 +1180,13 @@ 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.
@@ -1509,6 +1538,26 @@ 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 +1569,10 @@ 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 +1934,21 @@ 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 +2086,22 @@ 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 +2571,26 @@ 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 +2969,11 @@ 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 +3313,7 @@ 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 +3337,12 @@ 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.
@@ -3272,7 +3374,7 @@ 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 {}
File diff suppressed because it is too large Load Diff
@@ -1,806 +0,0 @@
--- **Functional** -- Send a truck to supply artillery groups.
--
-- ===
--
-- **AMMOTRUCK** - Send a truck to supply artillery groups.
--
-- ===
--
-- ## Missions:
--
-- Demo missions can be found on [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Functional/AmmoTruck)
--
-- ===
--
-- ### Author : **applevangelist**
--
-- @module Functional.AmmoTruck
-- @image Artillery.JPG
--
-- Last update: July 2023
-------------------------------------------------------------------------
--- **AMMOTRUCK** class, extends Core.Fsm#FSM
-- @type AMMOTRUCK
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string alias Alias name
-- @field #boolean debug Debug flag
-- @field #table trucklist List of (alive) #AMMOTRUCK.data trucks
-- @field #table targetlist List of (alive) #AMMOTRUCK.data artillery
-- @field #number coalition Coalition this is for
-- @field Core.Set#SET_GROUP truckset SET of trucks
-- @field Core.Set#SET_GROUP targetset SET of artillery
-- @field #table remunitionqueue List of (alive) #AMMOTRUCK.data artillery to be reloaded
-- @field #table waitingtargets List of (alive) #AMMOTRUCK.data artillery waiting
-- @field #number ammothreshold Threshold (min) ammo before sending a truck
-- @field #number remunidist Max distance trucks will go
-- @field #number monitor Monitor interval in seconds
-- @field #number unloadtime Unload time in seconds
-- @field #number waitingtime Max waiting time in seconds
-- @field #boolean routeonroad Route truck on road if true (default)
-- @field #number reloads Number of reloads a single truck can do before he must return home
-- @extends Core.Fsm#FSM
--- *Amateurs talk about tactics, but professionals study logistics.* - General Robert H Barrow, USMC
--
-- Simple Class to re-arm your artillery with trucks.
--
-- #AMMOTRUCK
--
-- * Controls a SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition.
--
-- ## 1 The AMMOTRUCK concept
--
-- A SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition. They will be based on a
-- homebase and drive from there to the artillery groups and then back home.
-- Trucks are the **only known in-game mechanic** to re-arm artillery and other units in DCS. Working units are e.g.: M-939 (blue), Ural-375 and ZIL-135 (both red).
--
-- ## 2 Set-up
--
-- Define a set of trucks and a set of artillery:
--
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
--
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
--
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
--
-- ## 2 Options and their default values
--
-- ammotruck.ammothreshold = 5 -- send a truck when down to this many rounds
-- ammotruck.remunidist = 20000 -- 20km - send trucks max this far from home
-- ammotruck.unloadtime = 600 -- 10 minutes - min time to unload ammunition
-- ammotruck.waitingtime = 1800 -- 30 mintes - wait max this long until remunition is done
-- ammotruck.monitor = -60 -- 1 minute - AMMOTRUCK checks run every one minute
-- ammotruck.routeonroad = true -- Trucks will **try** to drive on roads
-- ammotruck.usearmygroup = false -- If true, will make use of ARMYGROUP in the background (if used in DEV branch)
-- ammotruck.reloads = 5 -- Maxn re-arms a truck can do before he needs to go home and restock. Set to -1 for unlimited
--
-- ## 3 FSM Events to shape mission
--
-- Truck has been sent off:
--
-- function ammotruck:OnAfterRouteTruck(From, Event, To, Truckdata, Aridata)
-- ...
-- end
--
-- Truck has arrived:
--
-- function ammotruck:OnAfterTruckArrived(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is unloading:
--
-- function ammotruck:OnAfterTruckUnloading(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is returning home:
--
-- function ammotruck:OnAfterTruckReturning(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is arrived at home:
--
-- function ammotruck:OnAfterTruckHome(From, Event, To, Truckdata)
-- ...
-- end
--
-- @field #AMMOTRUCK
AMMOTRUCK = {
ClassName = "AMMOTRUCK",
lid = "",
version = "0.0.12",
alias = "",
debug = false,
trucklist = {},
targetlist = {},
coalition = nil,
truckset = nil,
targetset = nil,
remunitionqueue = {},
waitingtargets = {},
ammothreshold = 5,
remunidist = 20000,
monitor = -60,
unloadtime = 600,
waitingtime = 1800,
routeonroad = true,
reloads = 5,
}
---
-- @type AMMOTRUCK.State
AMMOTRUCK.State = {
IDLE = "idle",
DRIVING = "driving",
ARRIVED = "arrived",
UNLOADING = "unloading",
RETURNING = "returning",
WAITING = "waiting",
RELOADING = "reloading",
OUTOFAMMO = "outofammo",
REQUESTED = "requested",
}
---
--@type AMMOTRUCK.data
--@field Wrapper.Group#GROUP group
--@field #string name
--@field #AMMOTRUCK.State statusquo
--@field #number timestamp
--@field #number ammo
--@field Core.Point#COORDINATE coordinate
--@field #string targetname
--@field Wrapper.Group#GROUP targetgroup
--@field Core.Point#COORDINATE targetcoordinate
--@field #number reloads
---
-- @param #AMMOTRUCK self
-- @param Core.Set#SET_GROUP Truckset Set of truck groups
-- @param Core.Set#SET_GROUP Targetset Set of artillery groups
-- @param #number Coalition Coalition
-- @param #string Alias Alias Name
-- @param Core.Zone#ZONE Homezone Home, return zone for trucks
-- @return #AMMOTRUCK self
-- @usage
-- Define a set of trucks and a set of artillery:
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
--
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
function AMMOTRUCK:New(Truckset,Targetset,Coalition,Alias,Homezone)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, FSM:New()) -- #AMMOTRUCK
self.truckset = Truckset -- Core.Set#SET_GROUP
self.targetset = Targetset -- Core.Set#SET_GROUP
self.coalition = Coalition -- #number
self.alias = Alias -- #string
self.debug = false
self.remunitionqueue = {}
self.trucklist = {}
self.targetlist = {}
self.ammothreshold = 5
self.remunidist = 20000
self.homezone = Homezone -- Core.Zone#ZONE
self.waitingtime = 1800
self.usearmygroup = false
self.hasarmygroup = false
-- Log id.
self.lid=string.format("AMMOTRUCK %s | %s | ", self.version, self.alias)
self:SetStartState("Stopped")
self:AddTransition("Stopped", "Start", "Running")
self:AddTransition("*", "Monitor", "*")
self:AddTransition("*", "RouteTruck", "*")
self:AddTransition("*", "TruckArrived", "*")
self:AddTransition("*", "TruckUnloading", "*")
self:AddTransition("*", "TruckReturning", "*")
self:AddTransition("*", "TruckHome", "*")
self:AddTransition("*", "Stop", "Stopped")
self:__Start(math.random(5,10))
self:I(self.lid .. "Started")
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Stop". Stops the AMMOTRUCK and all its event handlers.
-- @function [parent=#AMMOTRUCK] Stop
-- @param #AMMOTRUCK self
--- Triggers the FSM event "Stop" after a delay. Stops the AMMOTRUCK and all its event handlers.
-- @function [parent=#AMMOTRUCK] __Stop
-- @param #AMMOTRUCK self
-- @param #number delay Delay in seconds.
--- On after "RouteTruck" event.
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
-- @param #AMMOTRUCK.data Artillery
--- On after "TruckUnloading" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckUnloading
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "TruckReturning" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckReturning
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "RouteTruck" event.
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "TruckHome" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckHome
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckDrivingTrucks(dataset)
self:T(self.lid .. " CheckDrivingTrucks")
local data = dataset
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see if we arrived at destination
local coord = truck.group:GetCoordinate()
local tgtcoord = truck.targetcoordinate
local dist = coord:Get2DDistance(tgtcoord)
if dist <= 150 then
-- arrived
truck.statusquo = AMMOTRUCK.State.ARRIVED
truck.timestamp = timer.getAbsTime()
truck.coordinate = coord
self:__TruckArrived(1,truck)
end
-- still driving?
local Tnow = timer.getAbsTime()
if Tnow - truck.timestamp > 30 then
local group = truck.group
if self.usearmygroup then
group = truck.group:GetGroup()
end
local currspeed = group:GetVelocityKMH()
if truck.lastspeed then
if truck.lastspeed == 0 and currspeed == 0 then
self:T(truck.group:GetName().." Is not moving!")
-- try and move it
truck.timestamp = timer.getAbsTime()
if self.routeonroad then
group:RouteGroundOnRoad(truck.targetcoordinate,30,2,"Vee")
else
group:RouteGroundTo(truck.targetcoordinate,30,"Vee",2)
end
end
truck.lastspeed = currspeed
else
truck.lastspeed = currspeed
truck.timestamp = timer.getAbsTime()
end
self:I({truck=truck.group:GetName(),currspeed=currspeed,lastspeed=truck.lastspeed})
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param Wrapper.Group#GROUP Group
-- @return #AMMOTRUCK self
function AMMOTRUCK:GetAmmoStatus(Group)
local ammotot, shells, rockets, bombs, missiles, narti = Group:GetAmmunition()
return rockets+missiles+narti
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckWaitingTargets(dataset)
self:T(self.lid .. " CheckWaitingTargets")
local data = dataset
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see how long we're waiting - maybe ammo truck is dead?
local Tnow = timer.getAbsTime()
local Tdiff = Tnow - truck.timestamp
if Tdiff > self.waitingtime then
local hasammo = self:GetAmmoStatus(truck.group)
if hasammo <= self.ammothreshold then
truck.statusquo = AMMOTRUCK.State.OUTOFAMMO
else
truck.statusquo = AMMOTRUCK.State.IDLE
end
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckReturningTrucks(dataset)
self:T(self.lid .. " CheckReturningTrucks")
local data = dataset
local tgtcoord = self.homezone:GetCoordinate()
local radius = self.homezone:GetRadius()
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see if we arrived at destination
local coord = truck.group:GetCoordinate()
local dist = coord:Get2DDistance(tgtcoord)
self:T({name=truck.name,radius=radius,distance=dist})
if dist <= radius then
-- arrived
truck.statusquo = AMMOTRUCK.State.IDLE
truck.timestamp = timer.getAbsTime()
truck.coordinate = coord
truck.reloads = self.reloads or 5
self:__TruckHome(1,truck)
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string name Artillery group name to find
-- @return #AMMOTRUCK.data Data
function AMMOTRUCK:FindTarget(name)
self:T(self.lid .. " FindTarget")
local data = nil
local dataset = self.targetlist
for _,_entry in pairs(dataset) do
local entry = _entry -- #AMMOTRUCK.data
if entry.name == name then
data = entry
break
end
end
return data
end
---
-- @param #AMMOTRUCK self
-- @param #string name Truck group name to find
-- @return #AMMOTRUCK.data Data
function AMMOTRUCK:FindTruck(name)
self:T(self.lid .. " FindTruck")
local data = nil
local dataset = self.trucklist
for _,_entry in pairs(dataset) do
local entry = _entry -- #AMMOTRUCK.data
if entry.name == name then
data = entry
break
end
end
return data
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckArrivedTrucks(dataset)
self:T(self.lid .. " CheckArrivedTrucks")
local data = dataset
for _,_data in pairs (data) do
-- set to unloading
local truck = _data -- #AMMOTRUCK.data
truck.statusquo = AMMOTRUCK.State.UNLOADING
truck.timestamp = timer.getAbsTime()
self:__TruckUnloading(2,truck)
-- set target to reloading
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
if aridata then
aridata.statusquo = AMMOTRUCK.State.RELOADING
aridata.timestamp = timer.getAbsTime()
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckUnloadingTrucks(dataset)
self:T(self.lid .. " CheckUnloadingTrucks")
local data = dataset
for _,_data in pairs (data) do
-- check timestamp
local truck = _data -- #AMMOTRUCK.data
local Tnow = timer.getAbsTime()
local Tpassed = Tnow - truck.timestamp
local hasammo = self:GetAmmoStatus(truck.targetgroup)
if Tpassed > self.unloadtime and hasammo > self.ammothreshold then
truck.statusquo = AMMOTRUCK.State.RETURNING
truck.timestamp = timer.getAbsTime()
self:__TruckReturning(2,truck)
-- set target to reloaded
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
if aridata then
aridata.statusquo = AMMOTRUCK.State.IDLE
aridata.timestamp = timer.getAbsTime()
end
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckTargetsAlive()
self:T(self.lid .. " CheckTargetsAlive")
local arilist = self.targetlist
for _,_ari in pairs(arilist) do
local ari = _ari -- #AMMOTRUCK.data
if ari.group and ari.group:IsAlive() then
-- everything fine
else
-- ari dead
self.targetlist[ari.name] = nil
end
end
-- new arrivals?
local aritable = self.targetset:GetSetObjects() --#table
for _,_ari in pairs(aritable) do
local ari = _ari -- Wrapper.Group#GROUP
if ari and ari:IsAlive() and not self.targetlist[ari:GetName()] then
local name = ari:GetName()
local newari = {} -- #AMMOTRUCK.data
newari.name = name
newari.group = ari
newari.statusquo = AMMOTRUCK.State.IDLE
newari.timestamp = timer.getAbsTime()
newari.coordinate = ari:GetCoordinate()
local hasammo = self:GetAmmoStatus(ari)
--newari.ammo = ari:GetAmmunition()
newari.ammo = hasammo
self.targetlist[name] = newari
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckTrucksAlive()
self:T(self.lid .. " CheckTrucksAlive")
local trucklist = self.trucklist
for _,_truck in pairs(trucklist) do
local truck = _truck -- #AMMOTRUCK.data
if truck.group and truck.group:IsAlive() then
-- everything fine
else
-- truck dead
local tgtname = truck.targetname
local targetdata = self:FindTarget(tgtname) -- #AMMOTRUCK.data
if targetdata then
if targetdata.statusquo ~= AMMOTRUCK.State.IDLE then
targetdata.statusquo = AMMOTRUCK.State.IDLE
end
end
self.trucklist[truck.name] = nil
end
end
-- new arrivals?
local trucktable = self.truckset:GetSetObjects() --#table
for _,_truck in pairs(trucktable) do
local truck = _truck -- Wrapper.Group#GROUP
if truck and truck:IsAlive() and not self.trucklist[truck:GetName()] then
local name = truck:GetName()
local newtruck = {} -- #AMMOTRUCK.data
newtruck.name = name
newtruck.group = truck
if self.hasarmygroup then
-- is (not) already ARMYGROUP?
if truck.ClassName and truck.ClassName == "GROUP" then
local trucker = ARMYGROUP:New(truck)
trucker:Activate()
newtruck.group = trucker
end
end
newtruck.statusquo = AMMOTRUCK.State.IDLE
newtruck.timestamp = timer.getAbsTime()
newtruck.coordinate = truck:GetCoordinate()
newtruck.reloads = self.reloads or 5
self.trucklist[name] = newtruck
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterStart(From, Event, To)
self:T({From, Event, To})
if ARMYGROUP and self.usearmygroup then
self.hasarmygroup = true
else
self.hasarmygroup = false
end
if self.debug then
BASE:TraceOn()
BASE:TraceClass("AMMOTRUCK")
end
self:CheckTargetsAlive()
self:CheckTrucksAlive()
self:__Monitor(-30)
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterMonitor(From, Event, To)
self:T({From, Event, To})
self:CheckTargetsAlive()
self:CheckTrucksAlive()
-- update ammo state
local remunition = false
local remunitionqueue = {}
local waitingtargets = {}
for _,_ari in pairs(self.targetlist) do
local data = _ari -- #AMMOTRUCK.data
if data.group and data.group:IsAlive() then
data.ammo = self:GetAmmoStatus(data.group)
data.timestamp = timer.getAbsTime()
local text = string.format("Ari %s | Ammo %d | State %s",data.name,data.ammo,data.statusquo)
self:T(text)
if data.ammo <= self.ammothreshold and (data.statusquo == AMMOTRUCK.State.IDLE or data.statusquo == AMMOTRUCK.State.OUTOFAMMO) then
-- add to remu queue
data.statusquo = AMMOTRUCK.State.OUTOFAMMO
remunitionqueue[#remunitionqueue+1] = data
remunition = true
elseif data.statusquo == AMMOTRUCK.State.WAITING then
waitingtargets[#waitingtargets+1] = data
end
else
self.targetlist[data.name] = nil
end
end
-- sort trucks in buckets
local idletrucks = {}
local drivingtrucks = {}
local unloadingtrucks = {}
local arrivedtrucks = {}
local returningtrucks = {}
local found = false
for _,_truckdata in pairs(self.trucklist) do
local data = _truckdata -- #AMMOTRUCK.data
if data.group and data.group:IsAlive() then
-- check state
local text = string.format("Truck %s | State %s",data.name,data.statusquo)
self:T(text)
if data.statusquo == AMMOTRUCK.State.IDLE then
idletrucks[#idletrucks+1] = data
found = true
elseif data.statusquo == AMMOTRUCK.State.DRIVING then
drivingtrucks[#drivingtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.ARRIVED then
arrivedtrucks[#arrivedtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.UNLOADING then
unloadingtrucks[#unloadingtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.RETURNING then
returningtrucks[#returningtrucks+1] = data
if data.reloads > 0 or data.reloads == -1 then
idletrucks[#idletrucks+1] = data
found = true
end
end
else
self.truckset[data.name] = nil
end
end
-- see if we can/need route one
local n=0
if found and remunition then
-- match
--local match = false
for _,_truckdata in pairs(idletrucks) do
local truckdata = _truckdata -- #AMMOTRUCK.data
local truckcoord = truckdata.group:GetCoordinate() -- Core.Point#COORDINATE
for _,_aridata in pairs(remunitionqueue) do
local aridata = _aridata -- #AMMOTRUCK.data
local aricoord = aridata.coordinate
local distance = truckcoord:Get2DDistance(aricoord)
if distance <= self.remunidist and aridata.statusquo == AMMOTRUCK.State.OUTOFAMMO and n <= #idletrucks then
n = n + 1
aridata.statusquo = AMMOTRUCK.State.REQUESTED
self:__RouteTruck(n*5,truckdata,aridata)
break
end
end
end
end
-- check driving trucks
if #drivingtrucks > 0 then
self:CheckDrivingTrucks(drivingtrucks)
end
-- check arrived trucks
if #arrivedtrucks > 0 then
self:CheckArrivedTrucks(arrivedtrucks)
end
-- check unloading trucks
if #unloadingtrucks > 0 then
self:CheckUnloadingTrucks(unloadingtrucks)
end
-- check returningtrucks trucks
if #returningtrucks > 0 then
self:CheckReturningTrucks(returningtrucks)
end
-- check waiting targets
if #waitingtargets > 0 then
self:CheckWaitingTargets(waitingtargets)
end
self:__Monitor(self.monitor)
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truckdata
-- @param #AMMOTRUCK.data Aridata
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterRouteTruck(From, Event, To, Truckdata, Aridata)
self:T({From, Event, To, Truckdata.name, Aridata.name})
local truckdata = Truckdata -- #AMMOTRUCK.data
local aridata = Aridata -- #AMMOTRUCK.data
local tgtgrp = aridata.group
local tgtzone = ZONE_GROUP:New(aridata.name,tgtgrp,30)
local tgtcoord = tgtzone:GetRandomCoordinate(15)
if self.hasarmygroup then
local mission = AUFTRAG:NewONGUARD(tgtcoord)
local oldmission = truckdata.group:GetMissionCurrent()
if oldmission then oldmission:Cancel() end
mission:SetTime(5)
mission:SetTeleport(false)
truckdata.group:AddMission(mission)
elseif self.routeonroad then
truckdata.group:RouteGroundOnRoad(tgtcoord,30)
else
truckdata.group:RouteGroundTo(tgtcoord,30)
end
truckdata.statusquo = AMMOTRUCK.State.DRIVING
truckdata.targetgroup = tgtgrp
truckdata.targetname = aridata.name
truckdata.targetcoordinate = tgtcoord
aridata.statusquo = AMMOTRUCK.State.WAITING
aridata.timestamp = timer.getAbsTime()
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truckdata
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterTruckUnloading(From, Event, To, Truckdata)
local m = MESSAGE:New("Truck "..Truckdata.name.." unloading!",15,"AmmoTruck"):ToCoalitionIf(self.coalition,self.debug)
local truck = Truckdata -- Functional.AmmoTruck#AMMOTRUCK.data
local coord = truck.group:GetCoordinate()
local heading = truck.group:GetHeading()
heading = heading < 180 and (360-heading) or (heading - 180)
local cid = self.coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA
cid = self.coalition == coalition.side.NEUTRAL and country.id.UN_PEACEKEEPERS or cid
local ammo = {}
for i=1,5 do
ammo[i] = SPAWNSTATIC:NewFromType("ammo_cargo","Cargos",cid)
:InitCoordinate(coord:Translate((15+((i-1)*4)),heading))
:Spawn(0,"AmmoCrate-"..math.random(1,10000))
end
local function destroyammo(ammo)
for _,_crate in pairs(ammo) do
_crate:Destroy(false)
end
end
local scheduler = SCHEDULER:New(nil,destroyammo,{ammo},self.waitingtime)
-- one reload less
if truck.reloads ~= -1 then
truck.reloads = truck.reloads - 1
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truck
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterTruckReturning(From, Event, To, Truck)
self:T({From, Event, To, Truck.name})
-- route home
local truckdata = Truck -- #AMMOTRUCK.data
local tgtzone = self.homezone
local tgtcoord = tgtzone:GetRandomCoordinate()
if self.hasarmygroup then
local mission = AUFTRAG:NewONGUARD(tgtcoord)
local oldmission = truckdata.group:GetMissionCurrent()
if oldmission then oldmission:Cancel() end
mission:SetTime(5)
mission:SetTeleport(false)
truckdata.group:AddMission(mission)
elseif self.routeonroad then
truckdata.group:RouteGroundOnRoad(tgtcoord,30,1,"Cone")
else
truckdata.group:RouteGroundTo(tgtcoord,30,"Cone",1)
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterStop(From, Event, To)
self:T({From, Event, To})
return self
end
@@ -2386,12 +2386,12 @@ function ARTY:OnEventShot(EventData)
self.Nukes=self.Nukes-1
end
-- Decrease available illumination shells because we just fired one.
-- Decrease available illuminatin shells because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells then
self.Nillu=self.Nillu-1
end
-- Decrease available smoke shells because we just fired one.
-- Decrease available illuminatin shells because we just fired one.
if self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells then
self.Nsmoke=self.Nsmoke-1
end
@@ -3804,6 +3804,51 @@ function ARTY:_NuclearBlast(_coord)
ignite(_fires)
end
--[[
local ZoneNuke=ZONE_RADIUS:New("Nukezone", _coord:GetVec2(), 2000)
-- Scan for Scenery objects.
ZoneNuke:Scan(Object.Category.SCENERY)
-- Array with all possible hideouts, i.e. scenery objects in the vicinity of the group.
local scenery={}
for SceneryTypeName, SceneryData in pairs(ZoneNuke:GetScannedScenery()) do
for SceneryName, SceneryObject in pairs(SceneryData) do
local SceneryObject = SceneryObject -- Wrapper.Scenery#SCENERY
-- Position of the scenery object.
local spos=SceneryObject:GetCoordinate()
-- Distance from group to impact point.
local distance= spos:Get2DDistance(_coord)
-- Place markers on every possible scenery object.
if self.Debug then
local MarkerID=spos:MarkToAll(string.format("%s scenery object %s", self.Controllable:GetName(), SceneryObject:GetTypeName()))
local text=string.format("%s scenery: %s, Coord %s", self.Controllable:GetName(), SceneryObject:GetTypeName(), SceneryObject:GetCoordinate():ToStringLLDMS())
self:T2(SUPPRESSION.id..text)
end
-- Add to table.
table.insert(scenery, {object=SceneryObject, distance=distance})
--SceneryObject:Destroy()
end
end
-- Sort scenery wrt to distance from impact point.
-- local _sort = function(a,b) return a.distance < b.distance end
-- table.sort(scenery,_sort)
-- for _,object in pairs(scenery) do
-- local sobject=object -- Wrapper.Scenery#SCENERY
-- sobject:Destroy()
-- end
]]
end
--- Route group to a certain point.
File diff suppressed because it is too large Load Diff
@@ -52,13 +52,11 @@
-- @module Functional.CleanUp
-- @image CleanUp_Airbases.JPG
---
-- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
--- @type CLEANUP_AIRBASE.__ Methods which are not intended for mission designers, but which are used interally by the moose designer :-)
-- @field #map<#string,Wrapper.Airbase#AIRBASE> Airbases Map of Airbases.
-- @extends Core.Base#BASE
---
-- @type CLEANUP_AIRBASE
--- @type CLEANUP_AIRBASE
-- @extends #CLEANUP_AIRBASE.__
--- Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.
@@ -95,7 +93,7 @@ CLEANUP_AIRBASE = {
-- @field #CLEANUP_AIRBASE.__
CLEANUP_AIRBASE.__ = {}
-- @field #CLEANUP_AIRBASE.__.Airbases
--- @field #CLEANUP_AIRBASE.__.Airbases
CLEANUP_AIRBASE.__.Airbases = {}
--- Creates the main object which is handling the cleaning of the debris within the given Zone Names.
@@ -242,8 +240,7 @@ function CLEANUP_AIRBASE.__:DestroyMissile( MissileObject )
end
end
---
-- @param #CLEANUP_AIRBASE self
--- @param #CLEANUP_AIRBASE self
-- @param Core.Event#EVENTDATA EventData
function CLEANUP_AIRBASE.__:OnEventBirth( EventData )
self:F( { EventData } )
@@ -4,7 +4,7 @@
do -- DETECTION_ZONES
-- @type DETECTION_ZONES
--- @type DETECTION_ZONES
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE
@@ -68,7 +68,7 @@ do -- DETECTION_ZONES
return self
end
-- @param #DETECTION_ZONES self
--- @param #DETECTION_ZONES self
-- @param #number The amount of alive recce.
function DETECTION_ZONES:CountAliveRecce()
@@ -76,7 +76,7 @@ do -- DETECTION_ZONES
end
-- @param #DETECTION_ZONES self
--- @param #DETECTION_ZONES self
function DETECTION_ZONES:ForEachAliveRecce( IteratorFunction, ... )
self:F2( arg )
@@ -352,7 +352,7 @@ do -- DETECTION_ZONES
--DetectedSet:Flush( self )
DetectedSet:ForEachUnit(
-- @param Wrapper.Unit#UNIT DetectedUnit
--- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit )
if DetectedUnit:IsAlive() then
--self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )
@@ -380,7 +380,7 @@ do -- DETECTION_ZONES
end
-- @param #DETECTION_ZONES self
--- @param #DETECTION_ZONES self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
@@ -141,7 +141,6 @@ FOX = {
explosiondist = 200,
explosiondist2 = 500,
bigmissilemass = 50,
--destroy = nil,
dt50 = 5,
dt10 = 1,
dt05 = 0.5,
+47 -27
View File
@@ -22,7 +22,7 @@
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
--
-- Last Update: May 2025
-- Last Update: August 2025
-------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE
@@ -108,10 +108,15 @@
-- * Patriot
-- * Rapier
-- * Roland
-- * IRIS-T SLM
-- * Pantsir S1
-- * TOR M2
-- * C-RAM
-- * Silkworm (though strictly speaking this is a surface to ship missile)
-- * SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-13, SA-15, SA-19
-- * From IDF mod: STUNNER IDFA, TAMIR IDFA (Note all caps!)
-- * From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2
-- * From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2, SAMP/T Block 1, SAMP/T Block 1INT, SAMP/T Block2
-- * Other Mods: Nike
--
-- * From SMA: RBS98M, RBS70, RBS90, RBS90M, RBS103A, RBS103B, RBS103AM, RBS103BM, Lvkv9040M
-- **NOTE** If you are using the Swedish Military Assets (SMA), please note that the **group name** for RBS-SAM types also needs to contain the keyword "SMA"
@@ -125,10 +130,11 @@
-- * SA-2 (with V759 missile, e.g. "Red SAM SA-2 HDS")
-- * SA-2 (with HQ-2 launcher, use HQ-2 in the group name, e.g. "Red SAM HQ-2" )
-- * SA-3 (with V601P missile, e.g. "Red SAM SA-3 HDS")
-- * SA-10B (overlap with other SA-10 types, e.g. "Red SAM SA-10B HDS")
-- * SA-10C (overlap with other SA-10 types, e.g. "Red SAM SA-10C HDS")
-- * SA-12 (launcher dependent range, e.g. "Red SAM SA-12 HDS")
-- * SA-23 (launcher dependent range, e.g. "Red SAM SA-23 HDS")
-- * SA-10B (overlap with other SA-10 types, e.g. "Red SAM SA-10B HDS" with 5P85CE launcher)
-- * SA-10C (overlap with other SA-10 types, e.g. "Red SAM SA-10C HDS" with 5P85SE launcher)
-- * SA-12 (launcher dependent range, e.g. "Red SAM SA-12 HDS 2" for the 9A82 variant and "Red SAM SA-12 HDS 1" for the 9A83 variant)
-- * SA-23 (launcher dependent range, e.g. "Red SAM SA-23 HDS 2" for the 9A82ME variant and "Red SAM SA-23 HDS 1" for the 9A83ME variant)
-- * SAMP/T (launcher dependent range, e.g. "Blue SAM SAMPT Block 1 HDS" for Block 1, "Blue SAM SAMPT Block 1INT HDS", "Blue SAM SAMPT Block 2 HDS")
--
-- The other HDS types work like the rest of the known SAM systems.
--
@@ -274,6 +280,7 @@
MANTIS = {
ClassName = "MANTIS",
name = "mymantis",
version = "0.9.34",
SAM_Templates_Prefix = "",
SAM_Group = nil,
EWR_Templates_Prefix = "",
@@ -382,15 +389,21 @@ MANTIS.SamData = {
["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" },
["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
["HEMTT_C-RAM_Phalanx"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="HEMTT_C-RAM_Phalanx", Point="true" },
["C-RAM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="HEMTT_C-RAM_Phalanx", Point="true" },
-- units from HDS Mod, multi launcher options is tricky
["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"},
["SA-17"] = { Range=50, Blindspot=3, Height=30, Type="Medium", Radar="SA-17" },
["SA-17"] = { Range=50, Blindspot=3, Height=50, Type="Medium", Radar="SA-17" },
["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"},
["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"},
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
["NIKE"] = { Range=155, Blindspot=6, Height=30, Type="Long", Radar="HIPAR" },
["Dog Ear"] = { Range=11, Blindspot=0, Height=9, Type="Point", Radar="Dog Ear", Point="true" },
-- CH Added to DCS core 2.9.19.x
["Pantsir S1"] = { Range=20, Blindspot=1.2, Height=15, Type="Point", Radar="PantsirS1" , Point="true" },
["Tor M2"] = { Range=12, Blindspot=1, Height=10, Type="Point", Radar="TorM2", Point="true" },
["IRIS-T SLM"] = { Range=40, Blindspot=0.5, Height=20, Type="Medium", Radar="CH_IRIST_SLM" },
}
--- SAM data HDS
@@ -406,13 +419,17 @@ MANTIS.SamDataHDS = {
-- group name MUST contain HDS to ID launcher type correctly!
["SA-2 HDS"] = { Range=56, Blindspot=7, Height=30, Type="Medium", Radar="V759" },
["SA-3 HDS"] = { Range=20, Blindspot=6, Height=30, Type="Short", Radar="V-601P" },
["SA-10C HDS 2"] = { Range=90, Blindspot=5, Height=25, Type="Long" , Radar="5P85DE ln"}, -- V55RUD
["SA-10C HDS 1"] = { Range=90, Blindspot=5, Height=25, Type="Long" , Radar="5P85CE ln"}, -- V55RUD
["SA-12 HDS 2"] = { Range=100, Blindspot=10, Height=25, Type="Long" , Radar="S-300V 9A82 l"},
["SA-12 HDS 1"] = { Range=75, Blindspot=1, Height=25, Type="Long" , Radar="S-300V 9A83 l"},
["SA-10B HDS"] = { Range=90, Blindspot=5, Height=25, Type="Long" , Radar="5P85CE ln"}, -- V55RUD
["SA-10C HDS"] = { Range=75, Blindspot=5, Height=25, Type="Long" , Radar="5P85SE ln"}, -- V55RUD
["SA-17 HDS"] = { Range=50, Blindspot=3, Height=50, Type="Medium", Radar="SA-17 " },
["SA-12 HDS 2"] = { Range=100, Blindspot=13, Height=30, Type="Long" , Radar="S-300V 9A82 l"},
["SA-12 HDS 1"] = { Range=75, Blindspot=6, Height=25, Type="Long" , Radar="S-300V 9A83 l"},
["SA-23 HDS 2"] = { Range=200, Blindspot=5, Height=37, Type="Long", Radar="S-300VM 9A82ME" },
["SA-23 HDS 1"] = { Range=100, Blindspot=1, Height=50, Type="Long", Radar="S-300VM 9A83ME" },
["HQ-2 HDS"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["SAMPT Block 1 HDS"] = { Range=120, Blindspot=1, Height=20, Type="long", Radar="SAMPT_MLT_Blk1" }, -- Block 1 Launcher
["SAMPT Block 1INT HDS"] = { Range=150, Blindspot=1, Height=25, Type="long", Radar="SAMPT_MLT_Blk1NT" }, -- Block 1-INT Launcher
["SAMPT Block 2 HDS"] = { Range=200, Blindspot=10, Height=70, Type="long", Radar="SAMPT_MLT_Blk2" }, -- Block 2 Launcher
}
--- SAM data SMA
@@ -452,15 +469,15 @@ MANTIS.SamDataCH = {
-- https://www.currenthill.com/
-- group name MUST contain CHM to ID launcher type correctly!
["2S38 CHM"] = { Range=6, Blindspot=0.1, Height=4.5, Type="Short", Radar="2S38" },
["PantsirS1 CHM"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" },
["PantsirS1 CHM"] = { Range=20, Blindspot=1.2, Height=15, Type="Point", Radar="PantsirS1", Point="true" },
["PantsirS2 CHM"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" },
["PGL-625 CHM"] = { Range=10, Blindspot=1, Height=5, Type="Short", Radar="PGL_625" },
["HQ-17A CHM"] = { Range=15, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" },
["M903PAC2 CHM"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" },
["M903PAC3 CHM"] = { Range=160, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
["TorM2 CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" },
["TorM2K CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" },
["TorM2M CHM"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" },
["TorM2 CHM"] = { Range=12, Blindspot=1, Height=10, Type="Point", Radar="TorM2", Point="true" },
["TorM2K CHM"] = { Range=12, Blindspot=1, Height=10, Type="Point", Radar="TorM2K", Point="true" },
["TorM2M CHM"] = { Range=16, Blindspot=1, Height=10, Type="Point", Radar="TorM2M", Point="true" },
["NASAMS3-AMRAAMER CHM"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" },
["NASAMS3-AIM9X2 CHM"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" },
["C-RAM CHM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="CH_Centurion_C_RAM", Point="true" },
@@ -680,9 +697,6 @@ do
-- counter for SAM table updates
self.checkcounter = 1
-- TODO Version
-- @field #string version
self.version="0.9.30"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions ---
@@ -879,7 +893,11 @@ do
self.AcceptZones = AcceptZones or {}
self.RejectZones = RejectZones or {}
self.ConflictZones = ConflictZones or {}
if #self.AcceptZones > 0 or #self.RejectZones > 0 or #self.ConflictZones > 0 then
self.AcceptZonesNo = UTILS.TableLength(self.AcceptZones)
self.RejectZonesNo = UTILS.TableLength(self.RejectZones)
self.ConflictZonesNo = UTILS.TableLength(self.ConflictZones)
self:T(string.format("AcceptZonesNo = %d | RejectZonesNo = %d | ConflictZonesNo = %d",self.AcceptZonesNo,self.RejectZonesNo,self.ConflictZonesNo))
if self.AcceptZonesNo > 0 or self.RejectZonesNo > 0 or self.ConflictZonesNo > 0 then
self.usezones = true
end
return self
@@ -1271,7 +1289,8 @@ do
self:T(self.lid.."_CheckCoordinateInZones")
local inzone = false
-- acceptzones
if #self.AcceptZones > 0 then
self:T(string.format("AcceptZonesNo = %d | RejectZonesNo = %d | ConflictZonesNo = %d",self.AcceptZonesNo,self.RejectZonesNo,self.ConflictZonesNo))
if self.AcceptZonesNo > 0 then
for _,_zone in pairs(self.AcceptZones) do
local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then
@@ -1282,7 +1301,7 @@ do
end
end
-- rejectzones
if #self.RejectZones > 0 and inzone then -- maybe in accept zone, but check the overlaps
if self.RejectZonesNo > 0 then
for _,_zone in pairs(self.RejectZones) do
local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then
@@ -1293,7 +1312,7 @@ do
end
end
-- conflictzones
if #self.ConflictZones > 0 and not inzone then -- if not already accepted, might be in conflict zones
if self.ConflictZonesNo > 0 then
for _,_zone in pairs(self.ConflictZones) do
local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then
@@ -1359,6 +1378,7 @@ do
end
-- check accept/reject zones
local zonecheck = true
self:T("self.usezones = "..tostring(self.usezones))
if self.usezones then
-- DONE
zonecheck = self:_CheckCoordinateInZones(coord)
@@ -1798,7 +1818,7 @@ do
if self.Shorad and self.Shorad.ActiveGroups and self.Shorad.ActiveGroups[name] then
activeshorad = true
end
if IsInZone and not suppressed and not activeshorad then --check any target in zone and not currently managed by SEAD
if IsInZone and (not suppressed) and (not activeshorad) then --check any target in zone and not currently managed by SEAD
if samgroup:IsAlive() then
-- switch on SAM
local switch = false
@@ -1830,7 +1850,7 @@ do
-- link in to SHORAD if available
-- DONE: Test integration fully
if self.ShoradLink and (Distance < self.ShoradActDistance or Distance < blind ) then -- don't give SHORAD position away too early
local Shorad = self.Shorad
local Shorad = self.Shorad --Functional.Shorad#SHORAD
local radius = self.checkradius
local ontime = self.ShoradTime
Shorad:WakeUpShorad(name, radius, ontime)
@@ -2110,7 +2130,7 @@ do
if self.debug and self.verbose then
self:I(self.lid .. "Status Report")
for _name,_state in pairs(self.SamStateTracker) do
self:I(string.format("Site %s\tStatus %s",_name,_state))
self:I(string.format("Site %s | Status %s",_name,_state))
end
end
local interval = self.detectinterval * -1
+11 -4
View File
@@ -603,7 +603,7 @@ RANGE.MenuF10Root = nil
--- Range script version.
-- @field #string version
RANGE.version = "2.8.1"
RANGE.version = "2.8.0"
-- TODO list:
-- TODO: Verbosity level for messages.
@@ -2032,10 +2032,10 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
-- Smoke impact point of bomb.
if playerData and playerData.smokebombimpact and insidezone then
if playerData.delaysmoke then
impactcoord:Smoke(playerData.smokecolor, 30, self.TdelaySmoke)
if playerData and playerData.delaysmoke then
timer.scheduleFunction( self._DelayedSmoke, { coord = impactcoord, color = playerData.smokecolor }, timer.getTime() + self.TdelaySmoke )
else
impactcoord:Smoke(playerData.smokecolor, 30)
impactcoord:Smoke( playerData.smokecolor )
end
end
@@ -2640,6 +2640,13 @@ end
-- Display Messages
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start smoking a coordinate with a delay.
-- @param #table _args Argements passed.
function RANGE._DelayedSmoke( _args )
_args.coord:Smoke(_args.color)
--trigger.action.smoke( _args.coord:GetVec3(), _args.color )
end
--- Display top 10 stafing results of a specific player.
-- @param #RANGE self
-- @param #string _unitName Name of the player unit.
+217 -61
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 +230,8 @@ SCORING = {
ClassID = 0,
Players = {},
AutoSave = true,
version = "1.18.4"
version = "1.18.4",
ScoringScenery = nil, -- Core.Set#SET_SCENERY
}
local _SCORINGCoalition = {
@@ -320,8 +322,12 @@ 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)
return self
@@ -375,7 +381,7 @@ 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 +398,26 @@ 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 +426,61 @@ 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 +535,31 @@ 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 +579,24 @@ function SCORING:AddZoneScore( ScoreZone, Score )
return self
end
--- Remove a @{Core.Zone} for additional scoring.
--- 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
@@ -956,7 +1074,7 @@ 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 +1103,8 @@ 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 +1126,7 @@ 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 +1144,23 @@ 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 +1173,7 @@ 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 +1193,7 @@ 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 +1248,22 @@ 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 +1279,21 @@ 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 +1301,17 @@ 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 +1319,8 @@ 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 +1328,68 @@ 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]
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
--- Track DEAD or CRASH events for the scoring.
-- @param #SCORING self
-- @param Core.Event#EVENTDATA Event
@@ -1291,7 +1447,7 @@ 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
@@ -1923,7 +2079,7 @@ 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 .. '"' .. ',' ..
File diff suppressed because it is too large Load Diff
@@ -1,593 +0,0 @@
--- **Functional** - TIRESIAS - manages AI behaviour.
--
-- ===
--
-- The @{#TIRESIAS} class is working in the back to keep your large-scale ground units in check.
--
-- ## Features:
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ===
--
-- ## Missions:
--
-- ### [TIRESIAS](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master)
--
-- ===
--
-- ### Author : **applevangelist **
--
-- @module Functional.Tiresias
-- @image Functional.Tiresias.jpg
--
-- Last Update: Dec 2023
-------------------------------------------------------------------------
--- **TIRESIAS** class, extends Core.Base#BASE
-- @type TIRESIAS
-- @field #string ClassName
-- @field #booelan debug
-- @field #string version
-- @field #number Interval
-- @field Core.Set#SET_GROUP GroundSet
-- @field #number Coalition
-- @field Core.Set#SET_GROUP VehicleSet
-- @field Core.Set#SET_GROUP AAASet
-- @field Core.Set#SET_GROUP SAMSet
-- @field Core.Set#SET_GROUP ExceptionSet
-- @field Core.Set#SET_OPSGROUP OpsGroupSet
-- @field #number AAARange
-- @field #number HeloSwitchRange
-- @field #number PlaneSwitchRange
-- @field Core.Set#SET_GROUP FlightSet
-- @field #boolean SwitchAAA
-- @extends Core.Fsm#FSM
---
-- @type TIRESIAS.Data
-- @field #string type
-- @field #number range
-- @field #boolean invisible
-- @field #boolean AIOff
-- @field #boolean exception
--- *Tiresias, Greek demi-god and shapeshifter, blinded by the Gods, works as oracle for you.* (Wiki)
--
-- ===
--
-- ## TIRESIAS Concept
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined in SET_GROUP objects to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ## Setup
--
-- Setup is a one-liner:
--
-- local blinder = TIRESIAS:New()
--
-- Optionally you can set up exceptions, e.g. for convoys driving around
--
-- local exceptionset = SET_GROUP:New():FilterCoalitions("red"):FilterPrefixes("Convoy"):FilterStart()
-- local blinder = TIRESIAS:New()
-- blinder:AddExceptionSet(exceptionset)
--
-- Options
--
-- -- Setup different radius for activation around helo and airplane groups (applies to AI and humans)
-- blinder:SetActivationRanges(10,25) -- defaults are 10, and 25
--
-- -- Setup engagement ranges for AAA (non-advanced SAM units like Flaks etc) and if you want them to be AIOff
-- blinder:SetAAARanges(60,true) -- defaults are 60, and true
--
-- @field #TIRESIAS
TIRESIAS = {
ClassName = "TIRESIAS",
debug = false,
version = "0.0.5",
Interval = 20,
GroundSet = nil,
VehicleSet = nil,
AAASet = nil,
SAMSet = nil,
ExceptionSet = nil,
AAARange = 60, -- 60%
HeloSwitchRange = 10, -- NM
PlaneSwitchRange = 25, -- NM
SwitchAAA = true,
}
--- [USER] Create a new Tiresias object and start it up.
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:New()
-- Inherit everything from FSM class.
local self = BASE:Inherit(self, FSM:New()) -- #TIRESIAS
--- FSM Functions ---
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
self:AddTransition("*", "Status", "*") -- TIRESIAS status update.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
self.ExceptionSet = SET_GROUP:New():Clear(false)
self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
self.lid = string.format("TIRESIAS %s | ",self.version)
self:I(self.lid.."Managing ground groups!")
--- Triggers the FSM event "Stop". Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] Stop
-- @param #TIRESIAS self
--- Triggers the FSM event "Stop" after a delay. Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] __Stop
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Start". Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] Start
-- @param #TIRESIAS self
--- Triggers the FSM event "Start" after a delay. Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] __Start
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
self:__Start(1)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- Helper Functions
--
-------------------------------------------------------------------------------------------------------------
---[USER] Set activation radius for Helos and Planes in Nautical Miles.
-- @param #TIRESIAS self
-- @param #number HeloMiles Radius around a Helicopter in which AI ground units will be activated. Defaults to 10NM.
-- @param #number PlaneMiles Radius around an Airplane in which AI ground units will be activated. Defaults to 25NM.
-- @return #TIRESIAS self
function TIRESIAS:SetActivationRanges(HeloMiles,PlaneMiles)
self.HeloSwitchRange = HeloMiles or 10
self.PlaneSwitchRange = PlaneMiles or 25
return self
end
---[USER] Set AAA Ranges - AAA equals non-SAM systems which qualify as AAA in DCS world.
-- @param #TIRESIAS self
-- @param #number FiringRange The engagement range that AAA units will be set to. Can be 0 to 100 (percent). Defaults to 60.
-- @param #boolean SwitchAAA Decide if these system will have their AI switched off, too. Defaults to true.
-- @return #TIRESIAS self
function TIRESIAS:SetAAARanges(FiringRange,SwitchAAA)
self.AAARange = FiringRange or 60
self.SwitchAAA = (SwitchAAA == false) and false or true
return self
end
--- [USER] Add a SET_GROUP of GROUP objects as exceptions. Can be done multiple times. Does **not** work work for GROUP objects spawned into the SET after start, i.e. the groups need to exist in the game already.
-- @param #TIRESIAS self
-- @param Core.Set#SET_GROUP Set to add to the exception list.
-- @return #TIRESIAS self
function TIRESIAS:AddExceptionSet(Set)
self:T(self.lid.."AddExceptionSet")
local exceptions = self.ExceptionSet
Set:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
exceptions:AddGroup(grp,true)
end
BASE:T("TIRESIAS: Added exception group: "..grp:GetName())
end
)
return self
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Init Groups
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:_InitGroups()
self:T(self.lid.."_InitGroups")
-- Set all groups invisible/motionless
local EngageRange = self.AAARange
local SwitchAAA = self.SwitchAAA
--- AAA
self.AAASet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:OptionEngageRange(EngageRange)
grp:SetCommandInvisible(true)
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
end
grp.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
grp.Tiresias.AIOff = true
end
end
end
--BASE:I(string.format("Init/Switch off AAA %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- Vehicles
self.VehicleSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetAIOff()
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp:SetAIOff()
grp.Tiresias.invisible = true
grp.Tiresias.AIOff = true
end
end
--BASE:I(string.format("Init/Switch off Vehicle %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- SAM
self.SAMSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
end
end
--BASE:I(string.format("Init/Switch off SAM %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
return self
end
--- [INTERNAL] Event handler function
-- @param #TIRESIAS self
-- @param Core.Event#EVENTDATA EventData
-- @return #TIRESIAS self
function TIRESIAS:_EventHandler(EventData)
self:T(string.format("%s Event = %d",self.lid, EventData.id))
local event = EventData -- Core.Event#EVENTDATA
if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then
--local _coalition = event.IniCoalition
--if _coalition ~= self.Coalition then
-- return --ignore!
--end
local unitname = event.IniUnitName or "none"
local _unit = event.IniUnit
local _group = event.IniGroup
if _group and _group:IsAlive() then
local radius = self.PlaneSwitchRange
if _group:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_group,radius)
end
end
return self
end
--- [INTERNAL] Switch Groups Behaviour
-- @param #TIRESIAS self
-- @param Wrapper.Group#GROUP group
-- @param #number radius Radius in NM
-- @return #TIRESIAS self
function TIRESIAS:_SwitchOnGroups(group,radius)
self:T(self.lid.."_SwitchOnGroups "..group:GetName().." Radius "..radius.." NM")
local zone = ZONE_GROUP:New("Zone-"..group:GetName(),group,UTILS.NMToMeters(radius))
local ground = SET_GROUP:New():FilterCategoryGround():FilterZones({zone}):FilterOnce()
local count = ground:CountAlive()
if self.debug then
local text = string.format("There are %d groups around this plane or helo!",count)
self:I(text)
end
local SwitchAAA = self.SwitchAAA
if ground:CountAlive() > 0 then
ground:ForEachGroupAlive(
function(grp)
local name = grp:GetName()
if grp:GetCoalition() ~= group:GetCoalition()
and grp.Tiresias and grp.Tiresias.type and (not grp.Tiresias.exception == true ) then
if grp.Tiresias.invisible == true then
grp:SetCommandInvisible(false)
grp.Tiresias.invisible = false
end
if grp.Tiresias.type == "Vehicle" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp.Tiresias.AIOff = false
end
if SwitchAAA and grp.Tiresias.type == "AAA" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp:EnableEmission(true)
grp.Tiresias.AIOff = false
end
--BASE:I(string.format("TIRESIAS - Switch on %s %s (Exception %s)",tostring(grp.Tiresias.type),grp:GetName(),tostring(grp.Tiresias.exception)))
else
BASE:T("TIRESIAS - This group "..tostring(name).. " has not been initialized or is an exception!")
end
end
)
end
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- FSM Functions
--
-------------------------------------------------------------------------------------------------------------
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStart(From, Event, To)
self:T({From, Event, To})
local VehicleSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterNotAAA):FilterFunction(TIRESIAS._FilterNotSAM):FilterStart()
local AAASet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterAAA):FilterStart()
local SAMSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterSAM):FilterStart()
local OpsGroupSet = SET_OPSGROUP:New():FilterActive(true):FilterStart()
self.FlightSet = SET_GROUP:New():FilterCategories({"plane","helicopter"}):FilterStart()
local EngageRange = self.AAARange
local ExceptionSet = self.ExceptionSet
if self.ExceptionSet then
function ExceptionSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: EXCEPTION Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
Object:SetAIOn()
Object:SetCommandInvisible(false)
Object:EnableEmission(true)
end
end
local OGS = OpsGroupSet:GetAliveSet()
for _,_OG in pairs(OGS or {}) do
local OG = _OG -- Ops.OpsGroup#OPSGROUP
local grp = OG:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
function OpsGroupSet:OnAfterAdded(From,Event,To,ObjectName,Object)
local grp = Object:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
end
function VehicleSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: VEHCILE Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object:SetAIOff()
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
end
local SwitchAAA = self.SwitchAAA
function AAASet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: AAA Object Added: "..Object:GetName())
Object:OptionEngageRange(EngageRange)
Object:SetCommandInvisible(true)
if SwitchAAA then
Object:SetAIOff()
Object:EnableEmission(false)
end
Object.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
end
function SAMSet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: SAM Object Added: "..Object:GetName())
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
end
self.VehicleSet = VehicleSet
self.AAASet = AAASet
self.SAMSet = SAMSet
self.OpsGroupSet = OpsGroupSet
self:_InitGroups()
self:__Status(1)
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onbeforeStatus(From, Event, To)
self:T({From, Event, To})
if self:GetState() == "Stopped" then
return false
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStatus(From, Event, To)
self:T({From, Event, To})
if self.debug then
local count = self.VehicleSet:CountAlive()
local AAAcount = self.AAASet:CountAlive()
local SAMcount = self.SAMSet:CountAlive()
local text = string.format("Overall: %d | Vehicles: %d | AAA: %d | SAM: %d",count+AAAcount+SAMcount,count,AAAcount,SAMcount)
self:I(text)
end
self:_InitGroups()
if self.FlightSet:CountAlive() > 0 then
local Set = self.FlightSet:GetAliveSet()
for _,_plane in pairs(Set) do
local plane = _plane -- Wrapper.Group#GROUP
local radius = self.PlaneSwitchRange
if plane:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_plane,radius)
end
end
if self:GetState() ~= "Stopped" then
self:__Status(self.Interval)
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStop(From, Event, To)
self:T({From, Event, To})
self:UnHandleEvent(EVENTS.PlayerEnterAircraft)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- End
--
-------------------------------------------------------------------------------------------------------------
@@ -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.
@@ -4247,6 +4247,16 @@ 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.
@@ -5965,6 +5975,10 @@ 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
@@ -6893,7 +6907,7 @@ 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
@@ -48,7 +48,7 @@
do -- ZONE_CAPTURE_COALITION
-- @type ZONE_CAPTURE_COALITION
--- @type ZONE_CAPTURE_COALITION
-- @field #string ClassName Name of the class.
-- @field #number MarkBlue ID of blue F10 mark.
-- @field #number MarkRed ID of red F10 mark.
@@ -161,7 +161,7 @@ do -- ZONE_CAPTURE_COALITION
-- The mission designer can use these values to alter the logic.
-- For example:
--
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= "Empty" then
-- -- Display a message
@@ -172,7 +172,7 @@ do -- ZONE_CAPTURE_COALITION
--
-- ## Example Event Handler.
--
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= To then
-- local Coalition = self:GetCoalition()
@@ -273,7 +273,7 @@ do -- ZONE_CAPTURE_COALITION
-- Depending on the zone ownership, different messages are sent.
-- Note the methods `ZoneCaptureCoalition:GetZoneName()`.
--
-- -- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- --- @param Functional.ZoneCaptureCoalition#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterGuarded( From, Event, To )
-- if From ~= To then
-- local Coalition = self:GetCoalition()
@@ -294,7 +294,7 @@ do -- ZONE_CAPTURE_COALITION
-- Next is the Event Handler when the **Empty** state transition is triggered.
-- Now we smoke the ZoneCaptureCoalition with a green color, using `self:Smoke( SMOKECOLOR.Green )`.
--
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterEmpty()
-- self:Smoke( SMOKECOLOR.Green )
-- US_CC:MessageTypeToCoalition( string.format( "%s is unprotected, and can be captured!", ZoneCaptureCoalition:GetZoneName() ), MESSAGE.Type.Information )
@@ -304,7 +304,7 @@ do -- ZONE_CAPTURE_COALITION
-- The next Event Handlers speak for itself.
-- When the zone is Attacked, we smoke the zone white and send some messages to each coalition.
--
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterAttacked()
-- ZoneCaptureCoalition:Smoke( SMOKECOLOR.White )
-- local Coalition = self:GetCoalition()
@@ -321,7 +321,7 @@ do -- ZONE_CAPTURE_COALITION
-- When the zone is Captured, we send some victory or loss messages to the correct coalition.
-- And we add some score.
--
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterCaptured()
-- local Coalition = self:GetCoalition()
-- self:E({Coalition = Coalition})
@@ -641,7 +641,7 @@ do -- ZONE_CAPTURE_COALITION
--
-- @usage
-- -- For example, one could stop the monitoring when the zone was captured!
-- -- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- --- @param Functional.Protect#ZONE_CAPTURE_COALITION self
-- function ZoneCaptureCoalition:OnEnterCaptured()
-- local Coalition = self:GetCoalition()
-- self:E({Coalition = Coalition})
@@ -17,7 +17,7 @@
do -- Zone
-- @type ZONE_GOAL
--- @type ZONE_GOAL
-- @field #string ClassName Name of the class.
-- @field Core.Goal#GOAL Goal The goal object.
-- @field #number SmokeTime Time stamp in seconds when the last smoke of the zone was triggered.
@@ -178,7 +178,7 @@ do -- Zone
end
-- @param #ZONE_GOAL self
--- @param #ZONE_GOAL self
-- @param Core.Event#EVENTDATA EventData Event data table.
function ZONE_GOAL:__Destroyed( EventData )
self:F( { "EventDead", EventData } )
@@ -23,7 +23,7 @@
do -- ZoneGoal
-- @type ZONE_GOAL_CARGO
--- @type ZONE_GOAL_CARGO
-- @extends Functional.ZoneGoal#ZONE_GOAL
@@ -57,7 +57,7 @@ do -- ZoneGoal
ClassName = "ZONE_GOAL_CARGO",
}
-- @field #table ZONE_GOAL_CARGO.States
--- @field #table ZONE_GOAL_CARGO.States
ZONE_GOAL_CARGO.States = {}
--- ZONE_GOAL_CARGO Constructor.
@@ -1,4 +1,4 @@
--- **Functional (WIP)** - Base class modeling processes to achieve goals involving coalition zones.
--- **Functional** - Base class that models processes to achieve goals involving a Zone for a Coalition.
--
-- ===
--
@@ -16,7 +16,7 @@
do -- ZoneGoal
-- @type ZONE_GOAL_COALITION
--- @type ZONE_GOAL_COALITION
-- @field #string ClassName Name of the Class.
-- @field #number Coalition The current coalition ID of the zone owner.
-- @field #number PreviousCoalition The previous owner of the zone.
@@ -48,7 +48,7 @@ do -- ZoneGoal
ObjectCategories = nil,
}
-- @field #table ZONE_GOAL_COALITION.States
--- @field #table ZONE_GOAL_COALITION.States
ZONE_GOAL_COALITION.States = {}
--- ZONE_GOAL_COALITION Constructor.
+1 -33
View File
@@ -31,7 +31,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Spot.lua' )
__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/Wrapper/Object.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' )
@@ -77,13 +76,7 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Warehouse.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Fox.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Mantis.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Shorad.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AICSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AmmoTruck.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Autolase.lua' )
__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/ClientWatch.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' )
@@ -91,31 +84,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RescueHelo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ATIS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CTLD.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/AirWing.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ArmyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Auftrag.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Awacs.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Brigade.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Chief.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Cohort.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Commander.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Fleet.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightControl.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Flotilla.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Intelligence.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Legion.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/NavyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Operation.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsTransport.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsZone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Platoon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerTask.lua' )
__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' )
-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' )
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--- **Ops** - Brigade Warehouse.
--
-- **Main Features:**
--
-- * Manage platoons
-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
-- * Define rearming zones
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/Brigade).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Brigade
-- @image OPS_Brigade_.png
--- BRIGADE class.
-- @type BRIGADE
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table rearmingZones Rearming zones. Each element is of type `#BRIGADE.SupplyZone`.
-- @field #table refuellingZones Refuelling zones. Each element is of type `#BRIGADE.SupplyZone`.
-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
-- @extends Ops.Legion#LEGION
--- *I am not afraid of an Army of lions lead by a sheep; I am afraid of sheep lead by a lion* -- Alexander the Great
--
-- ===
--
-- # The BRIGADE Concept
--
-- A BRIGADE consists of one or multiple PLATOONs. These platoons "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
--
-- @field #BRIGADE
BRIGADE = {
ClassName = "BRIGADE",
verbose = 0,
rearmingZones = {},
refuellingZones = {},
}
--- Supply Zone.
-- @type BRIGADE.SupplyZone
-- @field Core.Zone#ZONE zone The zone.
-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
-- @field #boolean markerOn If `true`, marker is on.
-- @field Wrapper.Marker#MARKER marker F10 marker.
--- BRIGADE class version.
-- @field #string version
BRIGADE.version="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Spawn when hosting warehouse is a ship or oil rig or gas platform.
-- TODO: Rearming zones.
-- TODO: Retreat zones.
-- DONE: Add weapon range.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new BRIGADE class object.
-- @param #BRIGADE self
-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
-- @param #string BrigadeName Name of the brigade.
-- @return #BRIGADE self
function BRIGADE:New(WarehouseName, BrigadeName)
-- Inherit everything from LEGION class.
local self=BASE:Inherit(self, LEGION:New(WarehouseName, BrigadeName)) -- #BRIGADE
-- Nil check.
if not self then
BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("BRIGADE %s | ", self.alias)
-- Defaults
self:SetRetreatZones()
-- Turn ship into NAVYGROUP.
if self:IsShip() then
local wh=self.warehouse --Wrapper.Unit#UNIT
local group=wh:GetGroup()
self.warehouseOpsGroup=NAVYGROUP:New(group) --Ops.NavyGroup#NAVYGROUP
self.warehouseOpsElement=self.warehouseOpsGroup:GetElementByName(wh:GetName())
end
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "ArmyOnMission", "*") -- An ARMYGROUP was send on a Mission (AUFTRAG).
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the BRIGADE. Initializes parameters and starts event handlers.
-- @function [parent=#BRIGADE] Start
-- @param #BRIGADE self
--- Triggers the FSM event "Start" after a delay. Starts the BRIGADE. Initializes parameters and starts event handlers.
-- @function [parent=#BRIGADE] __Start
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the BRIGADE and all its event handlers.
-- @param #BRIGADE self
--- Triggers the FSM event "Stop" after a delay. Stops the BRIGADE and all its event handlers.
-- @function [parent=#BRIGADE] __Stop
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "ArmyOnMission".
-- @function [parent=#BRIGADE] ArmyOnMission
-- @param #BRIGADE self
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "ArmyOnMission" after a delay.
-- @function [parent=#BRIGADE] __ArmyOnMission
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "ArmyOnMission" event.
-- @function [parent=#BRIGADE] OnAfterArmyOnMission
-- @param #BRIGADE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a platoon to the brigade.
-- @param #BRIGADE self
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
-- @return #BRIGADE self
function BRIGADE:AddPlatoon(Platoon)
-- Add platoon to brigade.
table.insert(self.cohorts, Platoon)
-- Add assets to platoon.
self:AddAssetToPlatoon(Platoon, Platoon.Ngroups)
-- Set brigade of platoon.
Platoon:SetBrigade(self)
-- Start platoon.
if Platoon:IsStopped() then
Platoon:Start()
end
return self
end
--- Add asset group(s) to platoon.
-- @param #BRIGADE self
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
-- @param #number Nassets Number of asset groups to add.
-- @return #BRIGADE self
function BRIGADE:AddAssetToPlatoon(Platoon, Nassets)
if Platoon then
-- Get the template group of the platoon.
local Group=GROUP:FindByName(Platoon.templatename)
if Group then
-- Debug text.
local text=string.format("Adding asset %s to platoon %s", Group:GetName(), Platoon.name)
self:T(self.lid..text)
-- Add assets to airwing warehouse.
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Platoon.skill, Platoon.livery, Platoon.name)
else
self:E(self.lid.."ERROR: Group does not exist!")
end
else
self:E(self.lid.."ERROR: Platoon does not exit!")
end
return self
end
--- Define a set of retreat zones.
-- @param #BRIGADE self
-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
-- @return #BRIGADE self
function BRIGADE:SetRetreatZones(RetreatZoneSet)
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
return self
end
--- Add a retreat zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RetreatZone Retreat zone.
-- @return #BRIGADE self
function BRIGADE:AddRetreatZone(RetreatZone)
self.retreatZones:AddZone(RetreatZone)
return self
end
--- Get retreat zones.
-- @param #BRIGADE self
-- @return Core.Set#SET_ZONE Set of retreat zones.
function BRIGADE:GetRetreatZones()
return self.retreatZones
end
--- Add a rearming zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RearmingZone Rearming zone.
-- @return #BRIGADE.SupplyZone The rearming zone data.
function BRIGADE:AddRearmingZone(RearmingZone)
local rearmingzone={} --#BRIGADE.SupplyZone
rearmingzone.zone=RearmingZone
rearmingzone.mission=nil
rearmingzone.marker=MARKER:New(rearmingzone.zone:GetCoordinate(), "Rearming Zone"):ToCoalition(self:GetCoalition())
table.insert(self.rearmingZones, rearmingzone)
return rearmingzone
end
--- Add a refuelling zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RefuellingZone Refuelling zone.
-- @return #BRIGADE.SupplyZone The refuelling zone data.
function BRIGADE:AddRefuellingZone(RefuellingZone)
local supplyzone={} --#BRIGADE.SupplyZone
supplyzone.zone=RefuellingZone
supplyzone.mission=nil
supplyzone.marker=MARKER:New(supplyzone.zone:GetCoordinate(), "Refuelling Zone"):ToCoalition(self:GetCoalition())
table.insert(self.refuellingZones, supplyzone)
return supplyzone
end
--- Get platoon by name.
-- @param #BRIGADE self
-- @param #string PlatoonName Name of the platoon.
-- @return Ops.Platoon#PLATOON The Platoon object.
function BRIGADE:GetPlatoon(PlatoonName)
local platoon=self:_GetCohort(PlatoonName)
return platoon
end
--- Get platoon of an asset.
-- @param #BRIGADE self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
-- @return Ops.Platoon#PLATOON The platoon object.
function BRIGADE:GetPlatoonOfAsset(Asset)
local platoon=self:GetPlatoon(Asset.squadname)
return platoon
end
--- Remove asset from platoon.
-- @param #BRIGADE self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
function BRIGADE:RemoveAssetFromPlatoon(Asset)
local platoon=self:GetPlatoonOfAsset(Asset)
if platoon then
platoon:DelAsset(Asset)
end
end
--- [ GROUND ] Function to load back an asset in the field that has been filed before.
-- @param #BRIGADE self
-- @param #string Templatename e.g."1 PzDv LogRg I\_AID-976" - that's the alias (name) of an platoon spawned as `"platoon - alias"_AID-"asset-ID"`
-- @param Core.Point#COORDINATE Position where to spawn the platoon
-- @return #BRIGADE self
-- @usage
-- Prerequisites:
-- Save the assets spawned by BRIGADE/CHIEF regularly (~every 5 mins) into a file, e.g. like this:
--
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- local BlueSaveOps = SET_OPSGROUP:New():FilterCoalitions("blue"):FilterCategoryGround():FilterOnce()
-- UTILS.SaveSetOfOpsGroups(BlueSaveOps,Path,BlueOpsFilename)
--
-- where Path and Filename are strings, as chosen by you.
-- You can then load back the assets at the start of your next mission run. Be aware that it takes a couple of seconds for the
-- platoon data to arrive in brigade, so make this an action after ~20 seconds, e.g. like so:
--
-- function LoadBackAssets()
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- if UTILS.CheckFileExists(Path,BlueOpsFilename) then
-- local loadback = UTILS.LoadSetOfOpsGroups(Path,BlueOpsFilename,false)
-- for _,_platoondata in pairs (loadback) do
-- local groupname = _platoondata.groupname -- #string
-- local coordinate = _platoondata.coordinate -- Core.Point#COORDINATE
-- Your_Brigade:LoadBackAssetInPosition(groupname,coordinate)
-- end
-- end
-- end
--
-- local AssetLoader = TIMER:New(LoadBackAssets)
-- AssetLoader:Start(20)
--
-- The assets loaded back into the mission will be considered for AUFTRAG type missions from CHIEF and BRIGADE.
function BRIGADE:LoadBackAssetInPosition(Templatename,Position)
self:T(self.lid .. "LoadBackAssetInPosition: " .. tostring(Templatename))
-- get Platoon alias from Templatename
local nametbl = UTILS.Split(Templatename,"_")
local name = nametbl[1]
self:T(string.format("*** Target Platoon = %s ***",name))
-- find a matching asset table from BRIGADE
local cohorts = self.cohorts or {}
local thisasset = nil --Functional.Warehouse#WAREHOUSE.Assetitem
local found = false
for _,_cohort in pairs(cohorts) do
local asset = _cohort:GetName()
self:T(string.format("*** Looking at Platoon = %s ***",asset))
if asset == name then
self:T("**** Found Platoon ****")
local cohassets = _cohort.assets or {}
for _,_zug in pairs (cohassets) do
local zug = _zug -- Functional.Warehouse#WAREHOUSE.Assetitem
if zug.assignment == name and zug.requested == false then
self:T("**** Found Asset ****")
found = true
thisasset = zug --Functional.Warehouse#WAREHOUSE.Assetitem
break
end
end
end
end
if found then
-- prep asset
thisasset.rid = thisasset.uid
thisasset.requested = false
thisasset.score=100
thisasset.missionTask="CAS"
thisasset.spawned = true
local template = thisasset.templatename
local alias = thisasset.spawngroupname
-- Spawn group
local spawnasset = SPAWN:NewWithAlias(template,alias)
:InitDelayOff()
:SpawnFromCoordinate(Position)
-- build a new self request
local request = {} --Functional.Warehouse#WAREHOUSE.Pendingitem
request.assignment = name
request.warehouse = self
request.assets = {thisasset}
request.ntransporthome = 0
request.ndelivered = 0
request.ntransport = 0
request.cargoattribute = thisasset.attribute
request.category = thisasset.category
request.cargoassets = {thisasset}
request.assetdesc = WAREHOUSE.Descriptor.ASSETLIST
request.cargocategory = thisasset.category
request.toself = true
request.transporttype = WAREHOUSE.TransportType.SELFPROPELLED
request.assetproblem = {}
request.born = true
request.prio = 50
request.uid = thisasset.uid
request.airbase = nil
request.timestamp = timer.getAbsTime()
request.assetdescval = {thisasset}
request.nasset = 1
request.cargogroupset = SET_GROUP:New()
request.cargogroupset:AddGroup(spawnasset)
request.iscargo = true
-- Call Brigade self
self:__AssetSpawned(2, spawnasset, thisasset, request)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start BRIGADE FSM.
-- @param #BRIGADE self
function BRIGADE:onafterStart(From, Event, To)
-- Start parent Warehouse.
self:GetParent(self, BRIGADE).onafterStart(self, From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting BRIGADE v%s", BRIGADE.version))
end
--- Update status.
-- @param #BRIGADE self
function BRIGADE:onafterStatus(From, Event, To)
-- Status of parent Warehouse.
self:GetParent(self).onafterStatus(self, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
----------------
-- Transport ---
----------------
self:CheckTransportQueue()
--------------
-- Mission ---
--------------
-- Check if any missions should be cancelled.
self:CheckMissionQueue()
---------------------
-- Rearming Zones ---
---------------------
for _,_rearmingzone in pairs(self.rearmingZones) do
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
if (not rearmingzone.mission) or rearmingzone.mission:IsOver() then
rearmingzone.mission=AUFTRAG:NewAMMOSUPPLY(rearmingzone.zone)
self:AddMission(rearmingzone.mission)
end
end
-----------------------
-- Refuelling Zones ---
-----------------------
-- Check refuelling zones.
for _,_supplyzone in pairs(self.refuellingZones) do
local supplyzone=_supplyzone --#BRIGADE.SupplyZone
-- Check if mission is nil or over.
if (not supplyzone.mission) or supplyzone.mission:IsOver() then
supplyzone.mission=AUFTRAG:NewFUELSUPPLY(supplyzone.zone)
self:AddMission(supplyzone.mission)
end
end
-----------
-- Info ---
-----------
-- Display tactival overview.
self:_TacticalOverview()
-- General info:
if self.verbose>=1 then
-- Count missions not over yet.
local Nmissions=self:CountMissionsInQueue()
-- Asset count.
local Npq, Np, Nq=self:CountAssetsOnMission()
-- Asset string.
local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
-- Output.
local text=string.format("%s: Missions=%d, Platoons=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
self:I(self.lid..text)
end
------------------
-- Mission Info --
------------------
if self.verbose>=2 then
local text=string.format("Missions Total=%d:", #self.missionqueue)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
end
self:I(self.lid..text)
end
--------------------
-- Transport Info --
--------------------
if self.verbose>=2 then
local text=string.format("Transports Total=%d:", #self.transportqueue)
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
end
self:I(self.lid..text)
end
-------------------
-- Platoon Info --
-------------------
if self.verbose>=3 then
local text="Platoons:"
for i,_platoon in pairs(self.cohorts) do
local platoon=_platoon --Ops.Platoon#PLATOON
local callsign=platoon.callsignName and UTILS.GetCallsignName(platoon.callsignName) or "N/A"
local modex=platoon.modex and platoon.modex or -1
local skill=platoon.skill and tostring(platoon.skill) or "N/A"
-- Platoon text.
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", platoon.name, platoon:GetState(), platoon.aircrafttype, platoon:CountAssets(true), #platoon.assets, callsign, modex, skill)
end
self:I(self.lid..text)
end
-------------------
-- Rearming Info --
-------------------
if self.verbose>=4 then
local text="Rearming Zones:"
for i,_rearmingzone in pairs(self.rearmingZones) do
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
-- Info text.
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", rearmingzone.zone:GetName(), rearmingzone.mission:GetState(), rearmingzone.mission:CountOpsGroups())
end
self:I(self.lid..text)
end
---------------------
-- Refuelling Info --
---------------------
if self.verbose>=4 then
local text="Refuelling Zones:"
for i,_refuellingzone in pairs(self.refuellingZones) do
local refuellingzone=_refuellingzone --#BRIGADE.SupplyZone
-- Info text.
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", refuellingzone.zone:GetName(), refuellingzone.mission:GetState(), refuellingzone.mission:CountOpsGroups())
end
self:I(self.lid..text)
end
----------------
-- Asset Info --
----------------
if self.verbose>=5 then
local text="Assets in stock:"
for i,_asset in pairs(self.stock) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
-- Info text.
text=text..string.format("\n* %s: spawned=%s", asset.spawngroupname, tostring(asset.spawned))
end
self:I(self.lid..text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ArmyOnMission".
-- @param #BRIGADE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function BRIGADE:onafterArmyOnMission(From, Event, To, ArmyGroup, Mission)
-- Debug info.
self:T(self.lid..string.format("Group %s on %s mission %s", ArmyGroup:GetName(), Mission:GetType(), Mission:GetName()))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- **Ops** - Fleet Warehouse.
--
-- **Main Features:**
--
-- * Manage flotillas
-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/Fleet).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Fleet
-- @image OPS_Fleet.png
--- FLEET class.
-- @type FLEET
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
-- @field #boolean pathfinding Set pathfinding on for all spawned navy groups.
-- @extends Ops.Legion#LEGION
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The FLEET Concept
--
-- A FLEET consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
-- # Basic Setup
--
-- A new `FLEET` object can be created with the @{#FLEET.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
--
-- myFleet=FLEET:New("myWarehouseName", "1st Fleet")
-- myFleet:SetPortZone(ZonePort1stFleet)
-- myFleet:Start()
--
-- A fleet needs a *port zone*, which is set via the @{#FLEET.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
--
-- Finally, the fleet needs to be started using the @{#FLEET.Start}() function. If the fleet is not started, it will not process any requests.
--
-- ## Adding Flotillas
--
-- Flotillas can be added via the @{#FLEET.AddFlotilla}(`Flotilla`) function. See @{Ops.Flotilla#FLOTILLA} for how to create a flotilla.
--
-- myFleet:AddFlotilla(FlotillaTiconderoga)
-- myFleet:AddFlotilla(FlotillaPerry)
--
--
--
-- @field #FLEET
FLEET = {
ClassName = "FLEET",
verbose = 0,
pathfinding = false,
}
--- Supply Zone.
-- @type FLEET.SupplyZone
-- @field Core.Zone#ZONE zone The zone.
-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
-- @field #boolean markerOn If `true`, marker is on.
-- @field Wrapper.Marker#MARKER marker F10 marker.
--- FLEET class version.
-- @field #string version
FLEET.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add routes?
-- DONE: Add weapon range.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLEET class object.
-- @param #FLEET self
-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
-- @param #string FleetName Name of the fleet.
-- @return #FLEET self
function FLEET:New(WarehouseName, FleetName)
-- Inherit everything from LEGION class.
local self=BASE:Inherit(self, LEGION:New(WarehouseName, FleetName)) -- #FLEET
-- Nil check.
if not self then
BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("FLEET %s | ", self.alias)
-- Defaults
self:SetRetreatZones()
-- Turn ship into NAVYGROUP.
if self:IsShip() then
local wh=self.warehouse --Wrapper.Unit#UNIT
local group=wh:GetGroup()
self.warehouseOpsGroup=NAVYGROUP:New(group) --Ops.NavyGroup#NAVYGROUP
self.warehouseOpsElement=self.warehouseOpsGroup:GetElementByName(wh:GetName())
end
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "NavyOnMission", "*") -- An NAVYGROUP was send on a Mission (AUFTRAG).
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the FLEET. Initializes parameters and starts event handlers.
-- @function [parent=#FLEET] Start
-- @param #FLEET self
--- Triggers the FSM event "Start" after a delay. Starts the FLEET. Initializes parameters and starts event handlers.
-- @function [parent=#FLEET] __Start
-- @param #FLEET self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the FLEET and all its event handlers.
-- @param #FLEET self
--- Triggers the FSM event "Stop" after a delay. Stops the FLEET and all its event handlers.
-- @function [parent=#FLEET] __Stop
-- @param #FLEET self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "NavyOnMission".
-- @function [parent=#FLEET] NavyOnMission
-- @param #FLEET self
-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "NavyOnMission" after a delay.
-- @function [parent=#FLEET] __NavyOnMission
-- @param #FLEET self
-- @param #number delay Delay in seconds.
-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "NavyOnMission" event.
-- @function [parent=#FLEET] OnAfterNavyOnMission
-- @param #FLEET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.NavyGroup#NAVYGROUP NavyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a flotilla to the fleet.
-- @param #FLEET self
-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
-- @return #FLEET self
function FLEET:AddFlotilla(Flotilla)
-- Add flotilla to fleet.
table.insert(self.cohorts, Flotilla)
-- Add assets to flotilla.
self:AddAssetToFlotilla(Flotilla, Flotilla.Ngroups)
-- Set fleet of flotilla.
Flotilla:SetFleet(self)
-- Start flotilla.
if Flotilla:IsStopped() then
Flotilla:Start()
end
return self
end
--- Add asset group(s) to flotilla.
-- @param #FLEET self
-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
-- @param #number Nassets Number of asset groups to add.
-- @return #FLEET self
function FLEET:AddAssetToFlotilla(Flotilla, Nassets)
if Flotilla then
-- Get the template group of the flotilla.
local Group=GROUP:FindByName(Flotilla.templatename)
if Group then
-- Debug text.
local text=string.format("Adding asset %s to flotilla %s", Group:GetName(), Flotilla.name)
self:T(self.lid..text)
-- Add assets to airwing warehouse.
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Flotilla.skill, Flotilla.livery, Flotilla.name)
else
self:E(self.lid.."ERROR: Group does not exist!")
end
else
self:E(self.lid.."ERROR: Flotilla does not exit!")
end
return self
end
--- Set pathfinding for all spawned naval groups.
-- @param #FLEET self
-- @param #boolean Switch If `true`, pathfinding is used.
-- @return #FLEET self
function FLEET:SetPathfinding(Switch)
self.pathfinding=Switch
return self
end
--- Define a set of retreat zones.
-- @param #FLEET self
-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
-- @return #FLEET self
function FLEET:SetRetreatZones(RetreatZoneSet)
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
return self
end
--- Add a retreat zone.
-- @param #FLEET self
-- @param Core.Zone#ZONE RetreatZone Retreat zone.
-- @return #FLEET self
function FLEET:AddRetreatZone(RetreatZone)
self.retreatZones:AddZone(RetreatZone)
return self
end
--- Get retreat zones.
-- @param #FLEET self
-- @return Core.Set#SET_ZONE Set of retreat zones.
function FLEET:GetRetreatZones()
return self.retreatZones
end
--- Get flotilla by name.
-- @param #FLEET self
-- @param #string FlotillaName Name of the flotilla.
-- @return Ops.Flotilla#FLOTILLA The Flotilla object.
function FLEET:GetFlotilla(FlotillaName)
local flotilla=self:_GetCohort(FlotillaName)
return flotilla
end
--- Get flotilla of an asset.
-- @param #FLEET self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
-- @return Ops.Flotilla#FLOTILLA The flotilla object.
function FLEET:GetFlotillaOfAsset(Asset)
local flotilla=self:GetFlotilla(Asset.squadname)
return flotilla
end
--- Remove asset from flotilla.
-- @param #FLEET self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
function FLEET:RemoveAssetFromFlotilla(Asset)
local flotilla=self:GetFlotillaOfAsset(Asset)
if flotilla then
flotilla:DelAsset(Asset)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start FLEET FSM.
-- @param #FLEET self
function FLEET:onafterStart(From, Event, To)
-- Start parent Warehouse.
self:GetParent(self, FLEET).onafterStart(self, From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting FLEET v%s", FLEET.version))
end
--- Update status.
-- @param #FLEET self
function FLEET:onafterStatus(From, Event, To)
-- Status of parent Warehouse.
self:GetParent(self).onafterStatus(self, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
----------------
-- Transport ---
----------------
self:CheckTransportQueue()
--------------
-- Mission ---
--------------
-- Check if any missions should be cancelled.
self:CheckMissionQueue()
-----------
-- Info ---
-----------
-- Display tactival overview.
self:_TacticalOverview()
-- General info:
if self.verbose>=1 then
-- Count missions not over yet.
local Nmissions=self:CountMissionsInQueue()
-- Asset count.
local Npq, Np, Nq=self:CountAssetsOnMission()
-- Asset string.
local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
-- Output.
local text=string.format("%s: Missions=%d, Flotillas=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
self:I(self.lid..text)
end
------------------
-- Mission Info --
------------------
if self.verbose>=2 then
local text=string.format("Missions Total=%d:", #self.missionqueue)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
end
self:I(self.lid..text)
end
--------------------
-- Transport Info --
--------------------
if self.verbose>=2 then
local text=string.format("Transports Total=%d:", #self.transportqueue)
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
end
self:I(self.lid..text)
end
-------------------
-- Flotilla Info --
-------------------
if self.verbose>=3 then
local text="Flotillas:"
for i,_flotilla in pairs(self.cohorts) do
local flotilla=_flotilla --Ops.Flotilla#FLOTILLA
local callsign=flotilla.callsignName and UTILS.GetCallsignName(flotilla.callsignName) or "N/A"
local modex=flotilla.modex and flotilla.modex or -1
local skill=flotilla.skill and tostring(flotilla.skill) or "N/A"
-- Flotilla text.
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", flotilla.name, flotilla:GetState(), flotilla.aircrafttype, flotilla:CountAssets(true), #flotilla.assets, callsign, modex, skill)
end
self:I(self.lid..text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "NavyOnMission".
-- @param #FLEET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function FLEET:onafterNavyOnMission(From, Event, To, NavyGroup, Mission)
-- Debug info.
self:T(self.lid..string.format("Group %s on %s mission %s", NavyGroup:GetName(), Mission:GetType(), Mission:GetName()))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- **Ops** - Flotilla is a small naval group belonging to a fleet.
--
-- **Main Features:**
--
-- * Set parameters like livery, skill valid for all flotilla members.
-- * Define mission types, this flotilla can perform (see Ops.Auftrag#AUFTRAG).
-- * Pause/unpause flotilla operations.
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Flotilla
-- @image OPS_Flotilla.png
--- FLOTILLA class.
-- @type FLOTILLA
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field Ops.OpsGroup#OPSGROUP.WeaponData weaponData Weapon data table with key=BitType.
-- @extends Ops.Cohort#COHORT
--- *No captain can do very wrong if he places his ship alongside that of an enemy.* -- Horation Nelson
--
-- ===
--
-- # The FLOTILLA Concept
--
-- A FLOTILLA is an essential part of a FLEET.
--
--
--
-- @field #FLOTILLA
FLOTILLA = {
ClassName = "FLOTILLA",
verbose = 0,
weaponData = {},
}
--- FLOTILLA class version.
-- @field #string version
FLOTILLA.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLOTILLA object and start the FSM.
-- @param #FLOTILLA self
-- @param #string TemplateGroupName Name of the template group.
-- @param #number Ngroups Number of asset groups of this flotilla. Default 3.
-- @param #string FlotillaName Name of the flotilla. Must be **unique**!
-- @return #FLOTILLA self
function FLOTILLA:New(TemplateGroupName, Ngroups, FlotillaName)
-- Inherit everything from COHORT class.
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, FlotillaName)) -- #FLOTILLA
-- All flotillas get mission type Nothing.
self:AddMissionCapability(AUFTRAG.Type.NOTHING, 50)
-- Is naval.
self.isNaval=true
-- Get initial ammo.
self.ammo=self:_CheckAmmo()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Flotilla specific user functions.
--- Set fleet of this flotilla.
-- @param #FLOTILLA self
-- @param Ops.Fleet#FLEET Fleet The fleet.
-- @return #FLOTILLA self
function FLOTILLA:SetFleet(Fleet)
self.legion=Fleet
return self
end
--- Get fleet of this flotilla.
-- @param #FLOTILLA self
-- @return Ops.Fleet#FLEET The fleet.
function FLOTILLA:GetFleet()
return self.legion
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #FLOTILLA self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLOTILLA:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting %s v%s %s", self.ClassName, self.version, self.name)
self:I(self.lid..text)
-- Start the status monitoring.
self:__Status(-1)
end
--- On after "Status" event.
-- @param #FLOTILLA self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLOTILLA:onafterStatus(From, Event, To)
if self.verbose>=1 then
-- FSM state.
local fsmstate=self:GetState()
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
local skill=self.skill and tostring(self.skill) or "N/A"
local NassetsTot=#self.assets
local NassetsInS=self:CountAssets(true)
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
if self.legion then
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
end
-- Short info.
local text=string.format("%s [Type=%s, Call=%s, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
fsmstate, self.aircrafttype, callsign, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
self:T(self.lid..text)
-- Weapon data info.
if self.verbose>=3 and self.weaponData then
local text="Weapon Data:"
for bit,_weapondata in pairs(self.weaponData) do
local weapondata=_weapondata --Ops.OpsGroup#OPSGROUP.WeaponData
text=text..string.format("\n- Bit=%s: Rmin=%.1f km, Rmax=%.1f km", bit, weapondata.RangeMin/1000, weapondata.RangeMax/1000)
end
self:I(self.lid..text)
end
-- Check if group has detected any units.
self:_CheckAssetStatus()
end
if not self:IsStopped() then
self:__Status(-60)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- **Ops** - Brigade Platoon.
--
-- **Main Features:**
--
-- * Set parameters like livery, skill valid for all platoon members.
-- * Define modex and callsigns.
-- * Define mission types, this platoon can perform (see Ops.Auftrag#AUFTRAG).
-- * Pause/unpause platoon operations.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Platoon
-- @image OPS_Platoon.png
--- PLATOON class.
-- @type PLATOON
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field Ops.OpsGroup#OPSGROUP.WeaponData weaponData Weapon data table with key=BitType.
-- @extends Ops.Cohort#COHORT
--- *Some cool cohort quote* -- Known Author
--
-- ===
--
-- # The PLATOON Concept
--
-- A PLATOON is essential part of an BRIGADE.
--
--
--
-- @field #PLATOON
PLATOON = {
ClassName = "PLATOON",
verbose = 0,
weaponData = {},
}
--- PLATOON class version.
-- @field #string version
PLATOON.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new PLATOON object and start the FSM.
-- @param #PLATOON self
-- @param #string TemplateGroupName Name of the template group.
-- @param #number Ngroups Number of asset groups of this platoon. Default 3.
-- @param #string PlatoonName Name of the platoon. Must be **unique**!
-- @return #PLATOON self
function PLATOON:New(TemplateGroupName, Ngroups, PlatoonName)
-- Inherit everything from COHORT class.
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, PlatoonName)) -- #PLATOON
-- All platoons get mission type Nothing.
self:AddMissionCapability(AUFTRAG.Type.NOTHING, 50)
-- Is ground.
self.isGround=true
-- Get ammo.
self.ammo=self:_CheckAmmo()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Platoon specific user functions.
--- Set brigade of this platoon.
-- @param #PLATOON self
-- @param Ops.Brigade#BRIGADE Brigade The brigade.
-- @return #PLATOON self
function PLATOON:SetBrigade(Brigade)
self.legion=Brigade
return self
end
--- Get brigade of this platoon.
-- @param #PLATOON self
-- @return Ops.Brigade#BRIGADE The brigade.
function PLATOON:GetBrigade()
return self.legion
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--[[
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #PLATOON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function PLATOON:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting %s v%s %s", self.ClassName, self.version, self.name)
self:I(self.lid..text)
-- Start the status monitoring.
self:__Status(-1)
end
]]
--- On after "Status" event.
-- @param #PLATOON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function PLATOON:onafterStatus(From, Event, To)
if self.verbose>=1 then
-- FSM state.
local fsmstate=self:GetState()
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
local skill=self.skill and tostring(self.skill) or "N/A"
local NassetsTot=#self.assets
local NassetsInS=self:CountAssets(true)
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
if self.legion then
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
end
-- Short info.
local text=string.format("%s [Type=%s, Call=%s, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
fsmstate, self.aircrafttype, callsign, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
self:T(self.lid..text)
-- Weapon data info.
if self.verbose>=3 and self.weaponData then
local text="Weapon Data:"
for bit,_weapondata in pairs(self.weaponData) do
local weapondata=_weapondata --Ops.OpsGroup#OPSGROUP.WeaponData
text=text..string.format("\n- Bit=%s: Rmin=%.1f km, Rmax=%.1f km", bit, weapondata.RangeMin/1000, weapondata.RangeMax/1000)
end
self:I(self.lid..text)
end
-- Check if group has detected any units.
self:_CheckAssetStatus()
end
if not self:IsStopped() then
self:__Status(-60)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Misc functions.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- **Ops** - Airwing Squadron.
--
-- **Main Features:**
--
-- * Set parameters like livery, skill valid for all squadron members.
-- * Define modex and callsigns.
-- * Define mission types, this squadron can perform (see Ops.Auftrag#AUFTRAG).
-- * Pause/unpause squadron operations.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Squadron
-- @image OPS_Squadron.png
--- SQUADRON class.
-- @type SQUADRON
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the squadron.
-- @field #string templatename Name of the template group.
-- @field #string aircrafttype Type of the airframe the squadron is using.
-- @field Wrapper.Group#GROUP templategroup Template group.
-- @field #number ngrouping User defined number of units in the asset group.
-- @field #table assets Squadron assets.
-- @field #table missiontypes Capabilities (mission types and performances) of the squadron.
-- @field #number fuellow Low fuel threshold.
-- @field #boolean fuellowRefuel If `true`, flight tries to refuel at the nearest tanker.
-- @field #number maintenancetime Time in seconds needed for maintenance of a returned flight.
-- @field #number repairtime Time in seconds for each
-- @field #string livery Livery of the squadron.
-- @field #number skill Skill of squadron members.
-- @field #number modex Modex.
-- @field #number modexcounter Counter to incease modex number for assets.
-- @field #string callsignName Callsign name.
-- @field #number callsigncounter Counter to increase callsign names for new assets.
-- @field #number Ngroups Number of asset flight groups this squadron has.
-- @field #number engageRange Mission range in meters.
-- @field #string attribute Generalized attribute of the squadron template group.
-- @field #number tankerSystem For tanker squads, the refuel system used (boom=0 or probpe=1). Default nil.
-- @field #number refuelSystem For refuelable squads, the refuel system used (boom=0 or probe=1). Default nil.
-- @field #table tacanChannel List of TACAN channels available to the squadron.
-- @field #number radioFreq Radio frequency in MHz the squad uses.
-- @field #number radioModu Radio modulation the squad uses.
-- @field #string takeoffType Take of type.
-- @field #table parkingIDs Parking IDs for this squadron.
-- @field #boolean despawnAfterLanding Aircraft are despawned after landing.
-- @field #boolean despawnAfterHolding Aircraft are despawned after holding.
-- @extends Ops.Cohort#COHORT
--- *It is unbelievable what a squadron of twelve aircraft did to tip the balance* -- Adolf Galland
--
-- ===
--
-- # The SQUADRON Concept
--
-- A SQUADRON is essential part of an @{Ops.Airwing#AIRWING} and consists of **one** type of aircraft.
--
--
--
-- @field #SQUADRON
SQUADRON = {
ClassName = "SQUADRON",
verbose = 0,
modex = nil,
modexcounter = 0,
callsignName = nil,
callsigncounter= 11,
tankerSystem = nil,
refuelSystem = nil,
}
--- SQUADRON class version.
-- @field #string version
SQUADRON.version="0.8.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DONE: Parking spots for squadrons?
-- DONE: Engage radius.
-- DONE: Modex.
-- DONE: Call signs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new SQUADRON object and start the FSM.
-- @param #SQUADRON self
-- @param #string TemplateGroupName Name of the template group.
-- @param #number Ngroups Number of asset groups of this squadron. Default 3.
-- @param #string SquadronName Name of the squadron, e.g. "VFA-37". Must be **unique**!
-- @return #SQUADRON self
function SQUADRON:New(TemplateGroupName, Ngroups, SquadronName)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, SquadronName)) -- #SQUADRON
-- Everyone can ORBIT.
self:AddMissionCapability(AUFTRAG.Type.ORBIT)
-- Is air.
self.isAir=true
-- Refueling system.
self.refuelSystem=select(2, self.templategroup:GetUnit(1):IsRefuelable())
self.tankerSystem=select(2, self.templategroup:GetUnit(1):IsTanker())
------------------------
--- Pseudo Functions ---
------------------------
-- See COHORT class
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set number of units in groups.
-- @param #SQUADRON self
-- @param #number nunits Number of units. Must be >=1 and <=4. Default 2.
-- @return #SQUADRON self
function SQUADRON:SetGrouping(nunits)
self.ngrouping=nunits or 2
if self.ngrouping<1 then self.ngrouping=1 end
if self.ngrouping>4 then self.ngrouping=4 end
return self
end
--- Set valid parking spot IDs. Assets of this squad are only allowed to be spawned at these parking spots. **Note** that the IDs are different from the ones displayed in the mission editor!
-- @param #SQUADRON self
-- @param #table ParkingIDs Table of parking ID numbers or a single `#number`.
-- @return #SQUADRON self
function SQUADRON:SetParkingIDs(ParkingIDs)
if type(ParkingIDs)~="table" then
ParkingIDs={ParkingIDs}
end
self.parkingIDs=ParkingIDs
return self
end
--- Set takeoff type. All assets of this squadron will be spawned with cold (default) or hot engines.
-- Spawning on runways is not supported.
-- @param #SQUADRON self
-- @param #string TakeoffType Take off type: "Cold" (default) or "Hot" with engines on or "Air" for spawning in air.
-- @return #SQUADRON self
function SQUADRON:SetTakeoffType(TakeoffType)
TakeoffType=TakeoffType or "Cold"
if TakeoffType:lower()=="hot" then
self.takeoffType=COORDINATE.WaypointType.TakeOffParkingHot
elseif TakeoffType:lower()=="cold" then
self.takeoffType=COORDINATE.WaypointType.TakeOffParking
elseif TakeoffType:lower()=="air" then
self.takeoffType=COORDINATE.WaypointType.TurningPoint
else
self.takeoffType=COORDINATE.WaypointType.TakeOffParking
end
return self
end
--- Set takeoff type cold (default). All assets of this squadron will be spawned with engines off (cold).
-- @param #SQUADRON self
-- @return #SQUADRON self
function SQUADRON:SetTakeoffCold()
self:SetTakeoffType("Cold")
return self
end
--- Set takeoff type hot. All assets of this squadron will be spawned with engines on (hot).
-- @param #SQUADRON self
-- @return #SQUADRON self
function SQUADRON:SetTakeoffHot()
self:SetTakeoffType("Hot")
return self
end
--- Set takeoff type air. All assets of this squadron will be spawned in air above the airbase.
-- @param #SQUADRON self
-- @return #SQUADRON self
function SQUADRON:SetTakeoffAir()
self:SetTakeoffType("Air")
return self
end
--- Set despawn after landing. Aircraft will be despawned after the landing event.
-- Can help to avoid DCS AI taxiing issues.
-- @param #SQUADRON self
-- @param #boolean Switch If `true` (default), activate despawn after landing.
-- @return #SQUADRON self
function SQUADRON:SetDespawnAfterLanding(Switch)
if Switch then
self.despawnAfterLanding=Switch
else
self.despawnAfterLanding=true
end
return self
end
--- Set despawn after holding. Aircraft will be despawned when they arrive at their holding position at the airbase.
-- Can help to avoid DCS AI taxiing issues.
-- @param #SQUADRON self
-- @param #boolean Switch If `true` (default), activate despawn after holding.
-- @return #SQUADRON self
function SQUADRON:SetDespawnAfterHolding(Switch)
if Switch then
self.despawnAfterHolding=Switch
else
self.despawnAfterHolding=true
end
return self
end
--- Set low fuel threshold.
-- @param #SQUADRON self
-- @param #number LowFuel Low fuel threshold in percent. Default 25.
-- @return #SQUADRON self
function SQUADRON:SetFuelLowThreshold(LowFuel)
self.fuellow=LowFuel or 25
return self
end
--- Set if low fuel threshold is reached, flight tries to refuel at the neares tanker.
-- @param #SQUADRON self
-- @param #boolean switch If true or nil, flight goes for refuelling. If false, turn this off.
-- @return #SQUADRON self
function SQUADRON:SetFuelLowRefuel(switch)
if switch==false then
self.fuellowRefuel=false
else
self.fuellowRefuel=true
end
return self
end
--- Set airwing.
-- @param #SQUADRON self
-- @param Ops.Airwing#AIRWING Airwing The airwing.
-- @return #SQUADRON self
function SQUADRON:SetAirwing(Airwing)
self.legion=Airwing
return self
end
--- Get airwing.
-- @param #SQUADRON self
-- @return Ops.Airwing#AIRWING The airwing.
function SQUADRON:GetAirwing(Airwing)
return self.legion
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #SQUADRON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function SQUADRON:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting SQUADRON", self.name)
self:T(self.lid..text)
-- Start the status monitoring.
self:__Status(-1)
end
--- On after "Status" event.
-- @param #SQUADRON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function SQUADRON:onafterStatus(From, Event, To)
if self.verbose>=1 then
-- FSM state.
local fsmstate=self:GetState()
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
local modex=self.modex and self.modex or -1
local skill=self.skill and tostring(self.skill) or "N/A"
local NassetsTot=#self.assets
local NassetsInS=self:CountAssets(true)
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
if self.legion then
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
end
-- Short info.
local text=string.format("%s [Type=%s, Call=%s, Modex=%d, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
fsmstate, self.aircrafttype, callsign, modex, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
self:I(self.lid..text)
-- Check if group has detected any units.
self:_CheckAssetStatus()
end
if not self:IsStopped() then
self:__Status(-60)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
File diff suppressed because it is too large Load Diff
+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
@@ -352,6 +352,7 @@ end
--- Returns a random Vec2 within the polygon. The Vec2 is weighted by the areas of the triangles that make up the polygon.
-- @return #table The random Vec2
function POLYGON:GetRandomVec2()
local weights = {}
for _, triangle in pairs(self.Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
@@ -73,6 +73,11 @@ end
-- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #table The random Vec2
function TRIANGLE:GetRandomVec2(points)
math.random()
math.random()
math.random()
points = points or self.Points
local pt = {math.random(), math.random()}
table.sort(pt)
+205 -67
View File
@@ -443,28 +443,32 @@ MSRS.Voices = {
["en_AU_Standard_B"] = 'en-AU-Standard-B', -- [2] MALE
["en_AU_Standard_C"] = 'en-AU-Standard-C', -- [3] FEMALE
["en_AU_Standard_D"] = 'en-AU-Standard-D', -- [4] MALE
["en_IN_Standard_A"] = 'en-IN-Standard-A', -- [5] FEMALE
["en_IN_Standard_B"] = 'en-IN-Standard-B', -- [6] MALE
["en_IN_Standard_C"] = 'en-IN-Standard-C', -- [7] MALE
["en_IN_Standard_D"] = 'en-IN-Standard-D', -- [8] FEMALE
-- IN
["en_IN_Standard_A"] = 'en-IN-Standard-A', -- Female
["en_IN_Standard_B"] = 'en-IN-Standard-B', -- Male
["en_IN_Standard_C"] = 'en-IN-Standard-C', -- Male
["en_IN_Standard_D"] = 'en-IN-Standard-D', -- Female
["en_IN_Standard_E"] = 'en-IN-Standard-E', -- Female
["en_IN_Standard_F"] = 'en-IN-Standard-F', -- Male
-- 2025 changes
["en_GB_Standard_A"] = 'en-GB-Standard-N', -- [9] FEMALE
["en_GB_Standard_B"] = 'en-GB-Standard-O', -- [10] MALE
["en_GB_Standard_C"] = 'en-GB-Standard-N', -- [11] FEMALE
["en_GB_Standard_D"] = 'en-GB-Standard-O', -- [12] MALE
["en_GB_Standard_F"] = 'en-GB-Standard-N', -- [13] FEMALE
["en_GB_Standard_O"] = 'en-GB-Standard-O', -- [12] MALE
["en_GB_Standard_N"] = 'en-GB-Standard-N', -- [13] FEMALE
["en_US_Standard_A"] = 'en-US-Standard-A', -- [14] MALE
["en_US_Standard_B"] = 'en-US-Standard-B', -- [15] MALE
["en_US_Standard_C"] = 'en-US-Standard-C', -- [16] FEMALE
["en_US_Standard_D"] = 'en-US-Standard-D', -- [17] MALE
["en_US_Standard_E"] = 'en-US-Standard-E', -- [18] FEMALE
["en_US_Standard_F"] = 'en-US-Standard-F', -- [19] FEMALE
["en_US_Standard_G"] = 'en-US-Standard-G', -- [20] FEMALE
["en_US_Standard_H"] = 'en-US-Standard-H', -- [21] FEMALE
["en_US_Standard_I"] = 'en-US-Standard-I', -- [22] MALE
["en_US_Standard_J"] = 'en-US-Standard-J', -- [23] MALE
["en_GB_Standard_A"] = 'en-GB-Standard-A', -- Female
["en_GB_Standard_B"] = 'en-GB-Standard-B', -- Male
["en_GB_Standard_C"] = 'en-GB-Standard-C', -- Female
["en_GB_Standard_D"] = 'en-GB-Standard-D', -- Male
["en_GB_Standard_F"] = 'en-GB-Standard-F', -- Female
["en_GB_Standard_N"] = 'en-GB-Standard-N', -- Female
["en_GB_Standard_O"] = 'en-GB-Standard-O', -- Male
-- US
["en_US_Standard_A"] = 'en-US-Standard-A', -- Male
["en_US_Standard_B"] = 'en-US-Standard-B', -- Male
["en_US_Standard_C"] = 'en-US-Standard-C', -- Female
["en_US_Standard_D"] = 'en-US-Standard-D', -- Male
["en_US_Standard_E"] = 'en-US-Standard-E', -- Female
["en_US_Standard_F"] = 'en-US-Standard-F', -- Female
["en_US_Standard_G"] = 'en-US-Standard-G', -- Female
["en_US_Standard_H"] = 'en-US-Standard-H', -- Female
["en_US_Standard_I"] = 'en-US-Standard-I', -- Male
["en_US_Standard_J"] = 'en-US-Standard-J', -- Male
-- 2025 catalog changes
["fr_FR_Standard_A"] = "fr-FR-Standard-F", -- Female
["fr_FR_Standard_B"] = "fr-FR-Standard-G", -- Male
@@ -474,14 +478,15 @@ MSRS.Voices = {
["fr_FR_Standard_G"] = "fr-FR-Standard-G", -- Male
["fr_FR_Standard_F"] = "fr-FR-Standard-F", -- Female
-- 2025 catalog changes
["de_DE_Standard_A"] = "de-DE-Standard-G", -- Female
["de_DE_Standard_B"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_C"] = "de-DE-Standard-G", -- Female
["de_DE_Standard_D"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_E"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_F"] = "de-DE-Standard-G", -- Female
["de_DE_Standard_H"] = "de-DE-Standard-H", -- Male
["de_DE_Standard_G"] = "de-DE-Standard-G", -- Female
["de_DE_Standard_A"] = 'de-DE-Standard-A', -- Female
["de_DE_Standard_B"] = 'de-DE-Standard-B', -- Male
["de_DE_Standard_C"] = 'de-DE-Standard-C', -- Female
["de_DE_Standard_D"] = 'de-DE-Standard-D', -- Male
["de_DE_Standard_E"] = 'de-DE-Standard-E', -- Male
["de_DE_Standard_F"] = 'de-DE-Standard-F', -- Female
["de_DE_Standard_G"] = 'de-DE-Standard-G', -- Female
["de_DE_Standard_H"] = 'de-DE-Standard-H', -- Male
-- ES
["es_ES_Standard_A"] = "es-ES-Standard-E", -- Female
["es_ES_Standard_B"] = "es-ES-Standard-F", -- Male
["es_ES_Standard_C"] = "es-ES-Standard-E", -- Female
@@ -497,32 +502,36 @@ MSRS.Voices = {
["it_IT_Standard_F"] = "it-IT-Standard-F", -- Male
},
Wavenet = {
["en_AU_Wavenet_A"] = 'en-AU-Wavenet-A', -- [1] FEMALE
["en_AU_Wavenet_B"] = 'en-AU-Wavenet-B', -- [2] MALE
["en_AU_Wavenet_C"] = 'en-AU-Wavenet-C', -- [3] FEMALE
["en_AU_Wavenet_D"] = 'en-AU-Wavenet-D', -- [4] MALE
["en_IN_Wavenet_A"] = 'en-IN-Wavenet-A', -- [5] FEMALE
["en_IN_Wavenet_B"] = 'en-IN-Wavenet-B', -- [6] MALE
["en_IN_Wavenet_C"] = 'en-IN-Wavenet-C', -- [7] MALE
["en_IN_Wavenet_D"] = 'en-IN-Wavenet-D', -- [8] FEMALE
["en_AU_Wavenet_A"] = 'en-AU-Wavenet-A', -- Female
["en_AU_Wavenet_B"] = 'en-AU-Wavenet-B', -- Male
["en_AU_Wavenet_C"] = 'en-AU-Wavenet-C', -- Female
["en_AU_Wavenet_D"] = 'en-AU-Wavenet-D', -- Male
-- IN
["en_IN_Wavenet_A"] = 'en-IN-Wavenet-A', -- Female
["en_IN_Wavenet_B"] = 'en-IN-Wavenet-B', -- Male
["en_IN_Wavenet_C"] = 'en-IN-Wavenet-C', -- Male
["en_IN_Wavenet_D"] = 'en-IN-Wavenet-D', -- Female
["en_IN_Wavenet_E"] = 'en-IN-Wavenet-E', -- Female
["en_IN_Wavenet_F"] = 'en-IN-Wavenet-F', -- Male
-- 2025 changes
["en_GB_Wavenet_A"] = 'en-GB-Wavenet-N', -- [9] FEMALE
["en_GB_Wavenet_B"] = 'en-GB-Wavenet-O', -- [10] MALE
["en_GB_Wavenet_C"] = 'en-GB-Wavenet-N', -- [11] FEMALE
["en_GB_Wavenet_D"] = 'en-GB-Wavenet-O', -- [12] MALE
["en_GB_Wavenet_F"] = 'en-GB-Wavenet-N', -- [13] FEMALE
["en_GB_Wavenet_A"] = 'en-GB-Wavenet-A', -- [9] FEMALE
["en_GB_Wavenet_B"] = 'en-GB-Wavenet-B', -- [10] MALE
["en_GB_Wavenet_C"] = 'en-GB-Wavenet-C', -- [11] FEMALE
["en_GB_Wavenet_D"] = 'en-GB-Wavenet-D', -- [12] MALE
["en_GB_Wavenet_F"] = 'en-GB-Wavenet-F', -- [13] FEMALE
["en_GB_Wavenet_O"] = 'en-GB-Wavenet-O', -- [12] MALE
["en_GB_Wavenet_N"] = 'en-GB-Wavenet-N', -- [13] FEMALE
["en_US_Wavenet_A"] = 'en-US-Wavenet-N', -- [14] MALE
["en_US_Wavenet_B"] = 'en-US-Wavenet-B', -- [15] MALE
["en_US_Wavenet_C"] = 'en-US-Wavenet-C', -- [16] FEMALE
["en_US_Wavenet_D"] = 'en-US-Wavenet-D', -- [17] MALE
["en_US_Wavenet_E"] = 'en-US-Wavenet-E', -- [18] FEMALE
["en_US_Wavenet_F"] = 'en-US-Wavenet-F', -- [19] FEMALE
["en_US_Wavenet_G"] = 'en-US-Wavenet-G', -- [20] FEMALE
["en_US_Wavenet_H"] = 'en-US-Wavenet-H', -- [21] FEMALE
["en_US_Wavenet_I"] = 'en-US-Wavenet-I', -- [22] MALE
["en_US_Wavenet_J"] = 'en-US-Wavenet-J', -- [23] MALE
["en_GB_Wavenet_N"] = 'en-GB-Wavenet-N', -- [13] FEMALE
-- US
["en_US_Wavenet_A"] = 'en-US-Wavenet-A', -- Male
["en_US_Wavenet_B"] = 'en-US-Wavenet-B', -- Male
["en_US_Wavenet_C"] = 'en-US-Wavenet-C', -- Female
["en_US_Wavenet_D"] = 'en-US-Wavenet-D', -- Male
["en_US_Wavenet_E"] = 'en-US-Wavenet-E', -- Female
["en_US_Wavenet_F"] = 'en-US-Wavenet-F', -- Female
["en_US_Wavenet_G"] = 'en-US-Wavenet-G', -- Female
["en_US_Wavenet_H"] = 'en-US-Wavenet-H', -- Female
["en_US_Wavenet_I"] = 'en-US-Wavenet-I', -- Male
["en_US_Wavenet_J"] = 'en-US-Wavenet-J', -- Male
-- 2025 catalog changes
["fr_FR_Wavenet_A"] = "fr-FR-Wavenet-F", -- Female
["fr_FR_Wavenet_B"] = "fr-FR-Wavenet-G", -- Male
@@ -532,14 +541,15 @@ MSRS.Voices = {
["fr_FR_Wavenet_G"] = "fr-FR-Wavenet-G", -- Male
["fr_FR_Wavenet_F"] = "fr-FR-Wavenet-F", -- Female
-- 2025 catalog changes
["de_DE_Wavenet_A"] = "de-DE-Wavenet-G", -- Female
["de_DE_Wavenet_B"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_C"] = "de-DE-Wavenet-G", -- Female
["de_DE_Wavenet_D"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_E"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_F"] = "de-DE-Wavenet-G", -- Female
["de_DE_Wavenet_H"] = "de-DE-Wavenet-H", -- Male
["de_DE_Wavenet_G"] = "de-DE-Wavenet-G", -- Female
["de_DE_Wavenet_A"] = 'de-DE-Wavenet-A', -- Female
["de_DE_Wavenet_B"] = 'de-DE-Wavenet-B', -- Male
["de_DE_Wavenet_C"] = 'de-DE-Wavenet-C', -- Female
["de_DE_Wavenet_D"] = 'de-DE-Wavenet-D', -- Male
["de_DE_Wavenet_E"] = 'de-DE-Wavenet-E', -- Male
["de_DE_Wavenet_F"] = 'de-DE-Wavenet-F', -- Female
["de_DE_Wavenet_G"] = 'de-DE-Wavenet-G', -- Female
["de_DE_Wavenet_H"] = 'de-DE-Wavenet-H', -- Male
-- ES
["es_ES_Wavenet_B"] = "es-ES-Wavenet-E", -- Male
["es_ES_Wavenet_C"] = "es-ES-Wavenet-F", -- Female
["es_ES_Wavenet_D"] = "es-ES-Wavenet-E", -- Female
@@ -553,6 +563,134 @@ MSRS.Voices = {
["it_IT_Wavenet_E"] = "it-IT-Wavenet-E", -- Female
["it_IT_Wavenet_F"] = "it-IT-Wavenet-F", -- Male
} ,
Chirp3HD = {
["en_GB_Chirp3_HD_Aoede"] = 'en-GB-Chirp3-HD-Aoede', -- Female
["en_GB_Chirp3_HD_Charon"] = 'en-GB-Chirp3-HD-Charon', -- Male
["en_GB_Chirp3_HD_Fenrir"] = 'en-GB-Chirp3-HD-Fenrir', -- Male
["en_GB_Chirp3_HD_Kore"] = 'en-GB-Chirp3-HD-Kore', -- Female
["en_GB_Chirp3_HD_Leda"] = 'en-GB-Chirp3-HD-Leda', -- Female
["en_GB_Chirp3_HD_Orus"] = 'en-GB-Chirp3-HD-Orus', -- Male
["en_GB_Chirp3_HD_Puck"] = 'en-GB-Chirp3-HD-Puck', -- Male
["en_GB_Chirp3_HD_Zephyr"] = 'en-GB-Chirp3-HD-Zephyr', -- Female
--["de_DE_Chirp3_HD_Aoede"] = 'de-DE-Chirp3-HD-Aoede', -- Female (Datenfehler im Original)
["en_US_Chirp3_HD_Charon"] = 'en-US-Chirp3-HD-Charon', -- Male
["en_US_Chirp3_HD_Fenrir"] = 'en-US-Chirp3-HD-Fenrir', -- Male
["en_US_Chirp3_HD_Kore"] = 'en-US-Chirp3-HD-Kore', -- Female
["en_US_Chirp3_HD_Leda"] = 'en-US-Chirp3-HD-Leda', -- Female
["en_US_Chirp3_HD_Orus"] = 'en-US-Chirp3-HD-Orus', -- Male
["en_US_Chirp3_HD_Puck"] = 'en-US-Chirp3-HD-Puck', -- Male
--["de_DE_Chirp3_HD_Zephyr"] = 'de-DE-Chirp3-HD-Zephyr', -- Female (Datenfehler im Original)
-- DE
["de_DE_Chirp3_HD_Aoede"] = 'de-DE-Chirp3-HD-Aoede', -- Female
["de_DE_Chirp3_HD_Charon"] = 'de-DE-Chirp3-HD-Charon', -- Male
["de_DE_Chirp3_HD_Fenrir"] = 'de-DE-Chirp3-HD-Fenrir', -- Male
["de_DE_Chirp3_HD_Kore"] = 'de-DE-Chirp3-HD-Kore', -- Female
["de_DE_Chirp3_HD_Leda"] = 'de-DE-Chirp3-HD-Leda', -- Female
["de_DE_Chirp3_HD_Orus"] = 'de-DE-Chirp3-HD-Orus', -- Male
["de_DE_Chirp3_HD_Puck"] = 'de-DE-Chirp3-HD-Puck', -- Male
["de_DE_Chirp3_HD_Zephyr"] = 'de-DE-Chirp3-HD-Zephyr', -- Female
-- AU
["en_AU_Chirp3_HD_Aoede"] = 'en-AU-Chirp3-HD-Aoede', -- Female
["en_AU_Chirp3_HD_Charon"] = 'en-AU-Chirp3-HD-Charon', -- Male
["en_AU_Chirp3_HD_Fenrir"] = 'en-AU-Chirp3-HD-Fenrir', -- Male
["en_AU_Chirp3_HD_Kore"] = 'en-AU-Chirp3-HD-Kore', -- Female
["en_AU_Chirp3_HD_Leda"] = 'en-AU-Chirp3-HD-Leda', -- Female
["en_AU_Chirp3_HD_Orus"] = 'en-AU-Chirp3-HD-Orus', -- Male
["en_AU_Chirp3_HD_Puck"] = 'en-AU-Chirp3-HD-Puck', -- Male
["en_AU_Chirp3_HD_Zephyr"] = 'en-AU-Chirp3-HD-Zephyr', -- Female
-- IN
["en_IN_Chirp3_HD_Aoede"] = 'en-IN-Chirp3-HD-Aoede', -- Female
["en_IN_Chirp3_HD_Charon"] = 'en-IN-Chirp3-HD-Charon', -- Male
["en_IN_Chirp3_HD_Fenrir"] = 'en-IN-Chirp3-HD-Fenrir', -- Male
["en_IN_Chirp3_HD_Kore"] = 'en-IN-Chirp3-HD-Kore', -- Female
["en_IN_Chirp3_HD_Leda"] = 'en-IN-Chirp3-HD-Leda', -- Female
["en_IN_Chirp3_HD_Orus"] = 'en-IN-Chirp3-HD-Orus', -- Male
},
ChirpHD = {
["en_US_Chirp_HD_D"] = 'en-US-Chirp-HD-D', -- Male
["en_US_Chirp_HD_F"] = 'en-US-Chirp-HD-F', -- Female
["en_US_Chirp_HD_O"] = 'en-US-Chirp-HD-O', -- Female
-- DE
["de_DE_Chirp_HD_D"] = 'de-DE-Chirp-HD-D', -- Male
["de_DE_Chirp_HD_F"] = 'de-DE-Chirp-HD-F', -- Female
["de_DE_Chirp_HD_O"] = 'de-DE-Chirp-HD-O', -- Female
-- AU
["en_AU_Chirp_HD_D"] = 'en-AU-Chirp-HD-D', -- Male
["en_AU_Chirp_HD_F"] = 'en-AU-Chirp-HD-F', -- Female
["en_AU_Chirp_HD_O"] = 'en-AU-Chirp-HD-O', -- Female
-- IN
["en_IN_Chirp_HD_D"] = 'en-IN-Chirp-HD-D', -- Male
["en_IN_Chirp_HD_F"] = 'en-IN-Chirp-HD-F', -- Female
["en_IN_Chirp_HD_O"] = 'en-IN-Chirp-HD-O', -- Female
},
},
Neural2 = {
["en_GB_Neural2_A"] = 'en-GB-Neural2-A', -- Female
["en_GB_Neural2_B"] = 'en-GB-Neural2-B', -- Male
["en_GB_Neural2_C"] = 'en-GB-Neural2-C', -- Female
["en_GB_Neural2_D"] = 'en-GB-Neural2-D', -- Male
["en_GB_Neural2_F"] = 'en-GB-Neural2-F', -- Female
["en_GB_Neural2_N"] = 'en-GB-Neural2-N', -- Female
["en_GB_Neural2_O"] = 'en-GB-Neural2-O', -- Male
-- US
["en_US_Neural2_A"] = 'en-US-Neural2-A', -- Male
["en_US_Neural2_C"] = 'en-US-Neural2-C', -- Female
["en_US_Neural2_D"] = 'en-US-Neural2-D', -- Male
["en_US_Neural2_E"] = 'en-US-Neural2-E', -- Female
["en_US_Neural2_F"] = 'en-US-Neural2-F', -- Female
["en_US_Neural2_G"] = 'en-US-Neural2-G', -- Female
["en_US_Neural2_H"] = 'en-US-Neural2-H', -- Female
["en_US_Neural2_I"] = 'en-US-Neural2-I', -- Male
["en_US_Neural2_J"] = 'en-US-Neural2-J', -- Male
-- DE
["de_DE_Neural2_G"] = 'de-DE-Neural2-G', -- Female
["de_DE_Neural2_H"] = 'de-DE-Neural2-H', -- Male
-- AU
["en_AU_Neural2_A"] = 'en-AU-Neural2-A', -- Female
["en_AU_Neural2_B"] = 'en-AU-Neural2-B', -- Male
["en_AU_Neural2_C"] = 'en-AU-Neural2-C', -- Female
["en_AU_Neural2_D"] = 'en-AU-Neural2-D', -- Male
-- IN
["en_IN_Neural2_A"] = 'en-IN-Neural2-A', -- Female
["en_IN_Neural2_B"] = 'en-IN-Neural2-B', -- Male
["en_IN_Neural2_C"] = 'en-IN-Neural2-C', -- Male
["en_IN_Neural2_D"] = 'en-IN-Neural2-D', -- Female
},
News = {
["en_GB_News_G"] = 'en-GB-News-G', -- Female
["en_GB_News_H"] = 'en-GB-News-H', -- Female
["en_GB_News_I"] = 'en-GB-News-I', -- Female
["en_GB_News_J"] = 'en-GB-News-J', -- Male
["en_GB_News_K"] = 'en-GB-News-K', -- Male
["en_GB_News_L"] = 'en-GB-News-L', -- Male
["en_GB_News_M"] = 'en-GB-News-M', -- Male
-- US
["en_US_News_K"] = 'en-US-News-K', -- Female
["en_US_News_L"] = 'en-US-News-L', -- Female
["en_US_News_N"] = 'en-US-News-N', -- Male
-- AU
["en_AU_News_E"] = 'en-AU-News-E', -- Female
["en_AU_News_F"] = 'en-AU-News-F', -- Female
["en_AU_News_G"] = 'en-AU-News-G', -- Male
},
Casual = {
["en_US_Casual_K"] = 'en-US-Casual-K', -- Male
},
Polyglot = {
["en_US_Polyglot_1"] = 'en-US-Polyglot-1', -- Male
["de_DE_Polyglot_1"] = 'de-DE-Polyglot-1', -- Male
["en_AU_Polyglot_1"] = 'en-AU-Polyglot-1', -- Male
},
Studio = {
-- Englisch (UK) - Studio
["en_GB_Studio_B"] = 'en-GB-Studio-B', -- Male
["en_GB_Studio_C"] = 'en-GB-Studio-C', -- Female
-- Englisch (USA) - Studio
["en_US_Studio_O"] = 'en-US-Studio-O', -- Female
["en_US_Studio_Q"] = 'en-US-Studio-Q', -- Male
-- DE
["de_DE_Studio_B"] = 'de-DE-Studio-B', -- Male
["de_DE_Studio_C"] = 'de-DE-Studio-C', -- Female
},
}
@@ -632,7 +770,7 @@ end
-- set the path to the exe file via @{#MSRS.SetPath}.
--
-- @param #MSRS self
-- @param #string Path Path to SRS directory. Default `C:\\Program Files\\DCS-SimpleRadio-Standalone`.
-- @param #string Path Path to SRS directory. Default `C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio`.
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. Can also be given as a #table of multiple frequencies.
-- @param #number Modulation Radio modulation: 0=AM (default), 1=FM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. Can also be given as a #table of multiple modulations.
-- @param #string Backend Backend used: `MSRS.Backend.SRSEXE` (default) or `MSRS.Backend.GRPC`.
@@ -767,13 +905,13 @@ end
--- Set path to SRS install directory. More precisely, path to where the `DCS-SR-ExternalAudio.exe` is located.
-- @param #MSRS self
-- @param #string Path Path to the directory, where the sound file is located. Default is `C:\\Program Files\\DCS-SimpleRadio-Standalone`.
-- @param #string Path Path to the directory, where the sound file is located. Default is `C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio`.
-- @return #MSRS self
function MSRS:SetPath(Path)
self:F( {Path=Path} )
-- Set path.
self.path=Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.path=Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- Remove (back)slashes.
local n=1 ; local nmax=1000
@@ -1817,7 +1955,7 @@ end
--
-- -- Moose MSRS default Config
-- MSRS_Config = {
-- Path = "C:\\Program Files\\DCS-SimpleRadio-Standalone", -- Path to SRS install directory.
-- Path = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio", -- Path to SRS install directory.
-- Port = 5002, -- Port of SRS server. Default 5002.
-- Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc".
-- Frequency = {127, 243}, -- Default frequences. Must be a table 1..n entries!
@@ -1837,7 +1975,7 @@ end
-- -- Google Cloud
-- gcloud = {
-- voice = "en-GB-Standard-A", -- The Google Cloud voice to use (see https://cloud.google.com/text-to-speech/docs/voices).
-- credentials="C:\\Program Files\\DCS-SimpleRadio-Standalone\\yourfilename.json", -- Full path to credentials JSON file (only for SRS-TTS.exe backend)
-- credentials="C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio\\yourfilename.json", -- Full path to credentials JSON file (only for SRS-TTS.exe backend)
-- key="Your access Key", -- Google API access key (only for DCS-gRPC backend)
-- },
-- -- Amazon Web Service
@@ -1905,7 +2043,7 @@ function MSRS:LoadConfigFile(Path,Filename)
local Self = self or MSRS --#MSRS
Self.path = MSRS_Config.Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
Self.path = MSRS_Config.Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
Self.port = MSRS_Config.Port or 5002
Self.backend = MSRS_Config.Backend or MSRS.Backend.SRSEXE
Self.frequencies = MSRS_Config.Frequency or {127,243}
@@ -183,8 +183,7 @@ COMMANDCENTER = {
}
---
-- @type COMMANDCENTER.AutoAssignMethods
--- @type COMMANDCENTER.AutoAssignMethods
COMMANDCENTER.AutoAssignMethods = {
["Random"] = 1,
["Distance"] = 2,
@@ -213,7 +212,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
self:SetMessageDuration(10)
self:HandleEvent( EVENTS.Birth,
-- @param #COMMANDCENTER self
--- @param #COMMANDCENTER self
-- @param Core.Event#EVENTDATA EventData
function( self, EventData )
if EventData.IniObjectCategory == 1 then
@@ -244,7 +243,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
-- -- - Assign the PlayerUnit to the Task if required.
-- -- - Send a message to the other players in the group that this player has joined.
-- self:HandleEvent( EVENTS.PlayerEnterUnit,
-- -- @param #COMMANDCENTER self
-- --- @param #COMMANDCENTER self
-- -- @param Core.Event#EVENTDATA EventData
-- function( self, EventData )
-- local PlayerUnit = EventData.IniUnit
@@ -261,7 +260,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
-- The PlayerUnit will be UnAssigned from the Task.
-- When there is no Unit left running the Task, the Task goes into Abort...
self:HandleEvent( EVENTS.MissionEnd,
-- @param #TASK self
--- @param #TASK self
-- @param Core.Event#EVENTDATA EventData
function( self, EventData )
local PlayerUnit = EventData.IniUnit
@@ -276,7 +275,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
-- The PlayerUnit will be UnAssigned from the Task.
-- When there is no Unit left running the Task, the Task goes into Abort...
self:HandleEvent( EVENTS.PlayerLeaveUnit,
-- @param #TASK self
--- @param #TASK self
-- @param Core.Event#EVENTDATA EventData
function( self, EventData )
local PlayerUnit = EventData.IniUnit
@@ -293,7 +292,7 @@ function COMMANDCENTER:New( CommandCenterPositionable, CommandCenterName )
-- The PlayerUnit will be UnAssigned from the Task.
-- When there is no Unit left running the Task, the Task goes into Abort...
self:HandleEvent( EVENTS.Crash,
-- @param #TASK self
--- @param #TASK self
-- @param Core.Event#EVENTDATA EventData
function( self, EventData )
local PlayerUnit = EventData.IniUnit
@@ -50,7 +50,7 @@
do -- DETECTION MANAGER
-- @type DETECTION_MANAGER
--- @type DETECTION_MANAGER
-- @field Core.Set#SET_GROUP SetGroup The groups to which the FAC will report to.
-- @field Functional.Detection#DETECTION_BASE Detection The DETECTION_BASE object that is used to report the detected objects.
-- @field Tasking.CommandCenter#COMMANDCENTER CC The command center that is used to communicate with the players.
@@ -64,7 +64,7 @@ do -- DETECTION MANAGER
Detection = nil,
}
-- @field Tasking.CommandCenter#COMMANDCENTER
--- @field Tasking.CommandCenter#COMMANDCENTER
DETECTION_MANAGER.CC = nil
--- FAC constructor.

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