mirror of
https://github.com/FlightControl-Master/MOOSE.git
synced 2026-07-18 02:24:07 +00:00
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@@ -0,0 +1,87 @@
|
||||
version: 2.4.a.{build}
|
||||
shallow_clone: true
|
||||
skip_branch_with_pr: false
|
||||
skip_commits:
|
||||
message: /!nobuild/
|
||||
skip_tags: false
|
||||
|
||||
environment:
|
||||
access_token_documentation:
|
||||
secure: JVBVVL8uJUcLXN+48eRdELEeCGOGCCaMzCqutsUqNuaZ/KblG5ZTt7+LV4UKv/0f
|
||||
LUAROCKS_VER: 2.4.1
|
||||
LUA_VER: 5.1.5
|
||||
LUA: lua5.3
|
||||
matrix:
|
||||
- LUA_VER: 5.1.5
|
||||
|
||||
platform:
|
||||
- x64
|
||||
|
||||
|
||||
init:
|
||||
- ps: if ($env:APPVEYOR_PULL_REQUEST_NUMBER -and $env:APPVEYOR_BUILD_NUMBER -ne ((Invoke-RestMethod `
|
||||
https://ci.appveyor.com/api/projects/$env:APPVEYOR_ACCOUNT_NAME/$env:APPVEYOR_PROJECT_SLUG/history?recordsNumber=50).builds | `
|
||||
Where-Object pullRequestId -eq $env:APPVEYOR_PULL_REQUEST_NUMBER)[0].buildNumber) { `
|
||||
throw "There are newer queued builds for this pull request, failing early." }
|
||||
# - ps: iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
|
||||
|
||||
install:
|
||||
- cmd:
|
||||
# Outcomment if lua environment invalidates and needs to be reinstalled, otherwise all will run from the cache.
|
||||
call choco install 7zip.commandline
|
||||
call choco install lua51
|
||||
call choco install luarocks
|
||||
call refreshenv
|
||||
call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
|
||||
cmd: PATH = %PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\bin
|
||||
cmd: set LUA_PATH = %LUA_PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?.lua;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?\init.lua
|
||||
cmd: set LUA_CPATH = %LUA_CPATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\lib\lua\5.1\?.dll
|
||||
call luarocks install luasrcdiet
|
||||
call luarocks install checks
|
||||
call luarocks install luadocumentor
|
||||
call luarocks install luacheck
|
||||
|
||||
|
||||
cache:
|
||||
C:\ProgramData\chocolatey\lib
|
||||
C:\ProgramData\chocolatey\bin
|
||||
|
||||
|
||||
|
||||
build_script:
|
||||
- ps: |
|
||||
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
|
||||
{
|
||||
echo "Hello World!"
|
||||
$apiUrl = 'https://ci.appveyor.com/api'
|
||||
$token = 'v2.6hcv3ige78kg3yvg4ge8'
|
||||
$headers = @{
|
||||
"Authorization" = "Bearer $token"
|
||||
"Content-type" = "application/json"
|
||||
}
|
||||
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-include'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
|
||||
# Generate the new version ...
|
||||
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
|
||||
}
|
||||
- ps: |
|
||||
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
|
||||
{
|
||||
$apiUrl = 'https://ci.appveyor.com/api'
|
||||
$token = 'v2.6hcv3ige78kg3yvg4ge8'
|
||||
$headers = @{
|
||||
"Authorization" = "Bearer $token"
|
||||
"Content-type" = "application/json"
|
||||
}
|
||||
$RequestBody = @{ accountName = 'FlightControl-Master'; projectSlug = 'moose-docs'; branch = "$env:appveyor_repo_branch"; environmentVariables = @{} } | ConvertTo-Json
|
||||
# get project with last build details
|
||||
$project = Invoke-RestMethod -method Post -Uri "$apiUrl/builds" -Headers $headers -Body $RequestBody
|
||||
}
|
||||
|
||||
|
||||
test: off
|
||||
# test_script:
|
||||
# - cmd: luacheck "Moose Development\Moose\moose.lua" "Moose Mission Setup\moose.lua"
|
||||
|
||||
|
||||
on_finish:
|
||||
# - ps: $blockRdp = $true; iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
|
||||
@@ -15,7 +15,3 @@
|
||||
*.PDF diff=astextplain
|
||||
*.rtf diff=astextplain
|
||||
*.RTF diff=astextplain
|
||||
|
||||
# Avoid Windows line endings on shell scripts
|
||||
# Needed for dockerfile builds
|
||||
*.sh text eol=lf
|
||||
|
||||
@@ -1,169 +0,0 @@
|
||||
name: Moose-Docs
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- master
|
||||
- develop
|
||||
paths:
|
||||
- 'Moose Setup/**/*.lua'
|
||||
- 'Moose Development/**/*.lua'
|
||||
- 'Moose Development/**/*.py'
|
||||
- 'Moose Development/**/*.html'
|
||||
- '.github/workflows/build-docs.yml'
|
||||
|
||||
# Allows you to run this workflow manually from the Actions tab
|
||||
workflow_dispatch:
|
||||
|
||||
jobs:
|
||||
Build:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Extract branch name
|
||||
shell: bash
|
||||
run: echo "branch=${GITHUB_HEAD_REF:-${GITHUB_REF#refs/heads/}}" >> $GITHUB_OUTPUT
|
||||
id: extract_branch
|
||||
|
||||
- name: Build informations
|
||||
run: |
|
||||
echo "Triggered by: ${{ github.event_name }}"
|
||||
echo "Running on: ${{ runner.os }}"
|
||||
echo "Ref: ${{ github.ref }}"
|
||||
echo "Branch name: ${{ steps.extract_branch.outputs.branch }}"
|
||||
echo "Repository: ${{ github.repository }}"
|
||||
echo "Commit-Id: ${{ github.sha }}"
|
||||
echo "Owner: ${{ github.repository_owner }}"
|
||||
echo "FORCE_PUSH: ${{ vars.FORCE_PUSH }}"
|
||||
|
||||
#########################################################################
|
||||
# Prepare build environment
|
||||
#########################################################################
|
||||
- name: Check out repository code
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Prepare build output folders
|
||||
run: |
|
||||
mkdir -p build/tools
|
||||
mkdir -p build/doc
|
||||
|
||||
- name: Checkout FlightControls modified luadocumentor
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
repository: Applevangelist/luadocumentor
|
||||
path: './build/tools/luadocumentor'
|
||||
ref: 'patch-1'
|
||||
token: ${{ secrets.BOT_TOKEN }}
|
||||
|
||||
- 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
|
||||
run: |
|
||||
sudo apt-get -qq install tree
|
||||
|
||||
#########################################################################
|
||||
# Install all prerequisites for LuaDocumentor
|
||||
#########################################################################
|
||||
- name: Install Lua
|
||||
run: |
|
||||
sudo apt-get -qq install lua5.1
|
||||
|
||||
- name: Install LuaRocks
|
||||
run: |
|
||||
sudo apt-get -qq install luarocks -y
|
||||
|
||||
- name: Install markdown (prereq for LuaDocumentor)
|
||||
run: |
|
||||
sudo luarocks install markdown 0.33-1
|
||||
|
||||
- name: Install penlight (prereq for LuaDocumentor)
|
||||
run: |
|
||||
sudo luarocks install penlight 1.14.0-3
|
||||
|
||||
- name: Install metalua-compiler (prereq for LuaDocumentor)
|
||||
run: |
|
||||
sudo luarocks install metalua-compiler 0.7.3-1
|
||||
|
||||
- name: Install metalua-parser (prereq for LuaDocumentor)
|
||||
run: |
|
||||
sudo luarocks install metalua-parser 0.7.3-2
|
||||
|
||||
- name: Install checks (prereq for LuaDocumentor)
|
||||
run: |
|
||||
sudo luarocks install checks
|
||||
|
||||
#########################################################################
|
||||
# Run LuaDocumentor
|
||||
#########################################################################
|
||||
- name: Run LuaDocumentor
|
||||
run: |
|
||||
lua luadocumentor.lua -d ${{ github.workspace }}/build/doc "${{ github.workspace }}/Moose Development/Moose"
|
||||
working-directory: ${{ github.workspace }}/build/tools/luadocumentor
|
||||
|
||||
#########################################################################
|
||||
# Replace <head> tag
|
||||
#########################################################################
|
||||
- name: Replace head tag
|
||||
run: |
|
||||
python3 "${{ github.workspace }}/Moose Development/docs-header.py"
|
||||
working-directory: ${{ github.workspace }}/build/doc
|
||||
|
||||
- name: Check replacement of head tag
|
||||
run: |
|
||||
head -10 ${{ github.workspace }}/build/doc/AI.AI_A2A_Cap.html
|
||||
|
||||
#########################################################################
|
||||
# Push to MOOSE_DOCS
|
||||
#########################################################################
|
||||
- name: Set docs repo for branch
|
||||
shell: bash
|
||||
id: set_doc_repo
|
||||
run: |
|
||||
if [[ $GITHUB_REF == 'refs/heads/master' ]]; then
|
||||
echo "docrepo=MOOSE_DOCS" >> "$GITHUB_OUTPUT"
|
||||
else
|
||||
echo "docrepo=MOOSE_DOCS_DEVELOP" >> "$GITHUB_OUTPUT"
|
||||
fi
|
||||
|
||||
- name: Checkout ${{ steps.set_doc_repo.outputs.docrepo }} to folder MOOSE_DOCS
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
repository: ${{ github.repository_owner }}/${{ steps.set_doc_repo.outputs.docrepo }}
|
||||
path: './build/MOOSE_DOCS'
|
||||
fetch-depth: 0
|
||||
ref: 'master'
|
||||
token: ${{ secrets.BOT_TOKEN }}
|
||||
|
||||
- name: Delete folder to remove deleted files
|
||||
run: |
|
||||
rm -rf ./build/MOOSE_DOCS/Documentation/
|
||||
|
||||
- name: Create target folder
|
||||
run: mkdir -p build/MOOSE_DOCS/Documentation
|
||||
|
||||
- name: Copy build result to MOOSE_DOCS
|
||||
run: |
|
||||
cp ./build/doc/*.* ./build/MOOSE_DOCS/Documentation/
|
||||
|
||||
- name: Push result to docs repository
|
||||
if: ${{ vars.FORCE_PUSH == 'true' }}
|
||||
run: |
|
||||
git config user.name "MooseBotter"
|
||||
git config user.email "MooseBotter@users.noreply.github.com"
|
||||
git add .
|
||||
git commit --allow-empty -m "Auto commit by GitHub Actions Workflow"
|
||||
git push --set-upstream origin master
|
||||
|
||||
working-directory: ${{ github.workspace }}/build/MOOSE_DOCS
|
||||
|
||||
#########################################################################
|
||||
# Show the results
|
||||
#########################################################################
|
||||
- name: List files in the repository
|
||||
run: |
|
||||
tree ${{ github.workspace }}/build
|
||||
|
||||
- run: echo "This job's status is ${{ job.status }}."
|
||||
@@ -1,151 +0,0 @@
|
||||
name: Moose-Includes
|
||||
|
||||
on:
|
||||
push:
|
||||
branches:
|
||||
- master
|
||||
- develop
|
||||
- Apple/Develop
|
||||
|
||||
paths:
|
||||
- 'Moose Setup/**/*.lua'
|
||||
- 'Moose Development/**/*.lua'
|
||||
- '.github/workflows/build-includes.yml'
|
||||
|
||||
# Allows you to run this workflow manually from the Actions tab
|
||||
workflow_dispatch:
|
||||
|
||||
jobs:
|
||||
Build:
|
||||
runs-on: ubuntu-latest
|
||||
|
||||
steps:
|
||||
- name: Extract branch name
|
||||
shell: bash
|
||||
run: echo "branch=${GITHUB_HEAD_REF:-${GITHUB_REF#refs/heads/}}" >> $GITHUB_OUTPUT
|
||||
id: extract_branch
|
||||
|
||||
- name: Build informations
|
||||
run: |
|
||||
echo "Triggered by: ${{ github.event_name }}"
|
||||
echo "Running on: ${{ runner.os }}"
|
||||
echo "Ref: ${{ github.ref }}"
|
||||
echo "Branch name: ${{ steps.extract_branch.outputs.branch }}"
|
||||
echo "Repository: ${{ github.repository }}"
|
||||
echo "Commit-Id: ${{ github.sha }}"
|
||||
echo "Owner: ${{ github.repository_owner }}"
|
||||
echo "FORCE_PUSH: ${{ vars.FORCE_PUSH }}"
|
||||
|
||||
#########################################################################
|
||||
# Prepare build environment
|
||||
#########################################################################
|
||||
- name: Check out repository code
|
||||
uses: actions/checkout@v4
|
||||
|
||||
- name: Prepare build output folders
|
||||
run: |
|
||||
mkdir -p build/result/Moose_Include_Dynamic
|
||||
mkdir -p build/result/Moose_Include_Static
|
||||
|
||||
- name: Update apt-get (needed for act docker image)
|
||||
run: |
|
||||
sudo rm /etc/apt/sources.list.d/microsoft-prod.list
|
||||
sudo apt-get -qq update
|
||||
|
||||
- name: Install tree
|
||||
run: |
|
||||
sudo apt-get -qq install tree
|
||||
|
||||
#########################################################################
|
||||
# Install all prerequisites
|
||||
#########################################################################
|
||||
- name: Install Lua 5.3
|
||||
run: |
|
||||
sudo apt-get -qq install lua5.3 -y
|
||||
- name: Check Lua version
|
||||
run: |
|
||||
lua -v
|
||||
|
||||
- name: Install LuaRocks
|
||||
run: |
|
||||
sudo apt-get -qq install luarocks -y
|
||||
- name: Check LuaRocks version
|
||||
run: |
|
||||
luarocks --version
|
||||
|
||||
- name: Install Lua 5.3 Dev for prerequisites for LuaSrcDiet
|
||||
run: |
|
||||
sudo apt-get -qq install liblua5.3-dev -y
|
||||
|
||||
- name: Install LuaSrcDiet
|
||||
run: |
|
||||
sudo luarocks install luasrcdiet
|
||||
|
||||
- name: Install LuaCheck
|
||||
run: |
|
||||
sudo luarocks install luacheck
|
||||
|
||||
#########################################################################
|
||||
# Build Include files
|
||||
#########################################################################
|
||||
- name: Build Include Static
|
||||
run: |
|
||||
export COMMIT_TIME=$(git show -s --format=%cd ${{ github.sha }} --date=iso-strict)
|
||||
lua5.3 "./Moose Setup/Moose_Create.lua" S "$COMMIT_TIME-${{ github.sha }}" "./Moose Development/Moose" "./Moose Setup" "./build/result/Moose_Include_Static"
|
||||
|
||||
- name: Build Includes Dynamic
|
||||
run: |
|
||||
export COMMIT_TIME=$(git show -s --format=%cd ${{ github.sha }} --date=iso-strict)
|
||||
lua5.3 "./Moose Setup/Moose_Create.lua" D "$COMMIT_TIME-${{ github.sha }}" "./Moose Development/Moose" "./Moose Setup" "./build/result/Moose_Include_Dynamic"
|
||||
|
||||
#########################################################################
|
||||
# Run LuaCheck
|
||||
#########################################################################
|
||||
- name: Run LuaCheck
|
||||
if: ${{ vars.SKIP_LUACHECK != true }}
|
||||
continue-on-error: true
|
||||
run: |
|
||||
luacheck --std=lua51c --config=.luacheckrc -guras "Moose Development/Moose"
|
||||
|
||||
- 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
|
||||
#########################################################################
|
||||
- name: Checkout MOOSE_INCLUDE
|
||||
uses: actions/checkout@v4
|
||||
with:
|
||||
repository: ${{ github.repository_owner }}/MOOSE_INCLUDE
|
||||
path: './build/MOOSE_INCLUDE'
|
||||
fetch-depth: 0
|
||||
ref: ${{ steps.extract_branch.outputs.branch }}
|
||||
token: ${{ secrets.BOT_TOKEN }}
|
||||
|
||||
- name: Create target folder (needed if checkout is deactivated)
|
||||
run: mkdir -p build/MOOSE_INCLUDE
|
||||
|
||||
- name: Copy build reseult to MOOSE_INCLUDE
|
||||
run: |
|
||||
cp -r ./build/result/* ./build/MOOSE_INCLUDE/
|
||||
|
||||
- name: Push result to MOOSE_INCLUDE repository
|
||||
if: ${{ vars.FORCE_PUSH == 'true' }}
|
||||
run: |
|
||||
git config user.name "MooseBotter"
|
||||
git config user.email "MooseBotter@users.noreply.github.com"
|
||||
git add .
|
||||
git commit --allow-empty -m "Auto commit by GitHub Actions Workflow"
|
||||
git push --set-upstream origin ${{ steps.extract_branch.outputs.branch }}
|
||||
|
||||
working-directory: ${{ github.workspace }}/build/MOOSE_INCLUDE
|
||||
|
||||
#########################################################################
|
||||
# Show the results
|
||||
#########################################################################
|
||||
- name: List files in the repository
|
||||
run: |
|
||||
tree ${{ github.workspace }}/build
|
||||
|
||||
- run: echo "This job's status is ${{ job.status }}."
|
||||
@@ -1,78 +0,0 @@
|
||||
# This workflow uses actions that are not certified by GitHub.
|
||||
# They are provided by a third-party and are governed by
|
||||
# separate terms of service, privacy policy, and support
|
||||
# documentation.
|
||||
|
||||
# Sample workflow for building and deploying a Jekyll site to GitHub Pages
|
||||
name: Deploy Jekyll site to Pages
|
||||
|
||||
on:
|
||||
push:
|
||||
branches: ["master"]
|
||||
paths:
|
||||
- 'docs/**'
|
||||
- '.github/workflows/gh-pages.yml'
|
||||
|
||||
# Allows you to run this workflow manually from the Actions tab
|
||||
workflow_dispatch:
|
||||
|
||||
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
|
||||
permissions:
|
||||
contents: read
|
||||
pages: write
|
||||
id-token: write
|
||||
|
||||
# Allow one concurrent deployment
|
||||
concurrency:
|
||||
group: "pages"
|
||||
cancel-in-progress: true
|
||||
|
||||
jobs:
|
||||
# Build job
|
||||
build:
|
||||
runs-on: ubuntu-latest
|
||||
steps:
|
||||
- name: Checkout
|
||||
uses: actions/checkout@v4
|
||||
- name: Setup Ruby
|
||||
uses: ruby/setup-ruby@v1
|
||||
with:
|
||||
ruby-version: '3.1' # Not needed with a .ruby-version file
|
||||
bundler-cache: true # runs 'bundle install' and caches installed gems automatically
|
||||
cache-version: 0 # Increment this number if you need to re-download cached gems
|
||||
working-directory: docs/
|
||||
- name: Setup Pages
|
||||
id: pages
|
||||
uses: actions/configure-pages@v4
|
||||
- name: Build with Jekyll
|
||||
# Outputs to the './_site' directory by default
|
||||
run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}"
|
||||
env:
|
||||
JEKYLL_ENV: production
|
||||
working-directory: docs/
|
||||
- name: Upload artifact
|
||||
# Automatically uploads an artifact from the './_site' directory by default
|
||||
uses: actions/upload-pages-artifact@v3
|
||||
with:
|
||||
path: docs/_site/
|
||||
|
||||
# Deployment job
|
||||
deploy:
|
||||
environment:
|
||||
name: github-pages
|
||||
url: ${{ steps.deployment.outputs.page_url }}
|
||||
runs-on: ubuntu-latest
|
||||
needs: build
|
||||
steps:
|
||||
- name: Deploy to GitHub Pages
|
||||
id: deployment
|
||||
uses: actions/deploy-pages@v4
|
||||
|
||||
check:
|
||||
runs-on: ubuntu-latest
|
||||
needs: deploy
|
||||
steps:
|
||||
- name: Setup Node
|
||||
uses: actions/setup-node@v4
|
||||
- run: npm install linkinator
|
||||
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --verbosity error --timeout 5000 --recurse --skip "(java.com)" --retry-errors --retry-errors-count 3 --retry-errors-jitter
|
||||
+5
-11
@@ -42,8 +42,6 @@ local.properties
|
||||
## Ignore Visual Studio temporary files, build results, and
|
||||
## files generated by popular Visual Studio add-ons.
|
||||
|
||||
.vscode
|
||||
|
||||
# User-specific files
|
||||
*.suo
|
||||
*.user
|
||||
@@ -228,16 +226,12 @@ pip-log.txt
|
||||
#Goodsync
|
||||
_gsdata_/
|
||||
|
||||
# PyCharm
|
||||
.idea
|
||||
|
||||
#GITHUB
|
||||
.gitattributes
|
||||
.gitignore
|
||||
Moose Test Missions/MOOSE_Test_Template.miz
|
||||
Moose Development/Moose/.vscode/launch.json
|
||||
MooseCodeWS.code-workspace
|
||||
|
||||
# Excludes for act (https://github.com/nektos/act)
|
||||
.secrets
|
||||
.env
|
||||
.actrc
|
||||
.vars
|
||||
.gitignore
|
||||
.gitignore
|
||||
/.gitignore
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
{
|
||||
"ExpandedNodes": [
|
||||
"",
|
||||
"\\Moose Development",
|
||||
"\\Moose Development\\Moose",
|
||||
"\\Moose Development\\Moose\\Ops"
|
||||
],
|
||||
"SelectedNode": "\\Moose Development\\Moose\\Ops\\Airboss.lua",
|
||||
"PreviewInSolutionExplorer": false
|
||||
}
|
||||
Binary file not shown.
@@ -0,0 +1,24 @@
|
||||
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
|
||||
|
||||
local base = _G
|
||||
|
||||
__Moose = {}
|
||||
|
||||
__Moose.Include = function( IncludeFile )
|
||||
if not __Moose.Includes[ IncludeFile ] then
|
||||
__Moose.Includes[IncludeFile] = IncludeFile
|
||||
local f = assert( base.loadfile( IncludeFile ) )
|
||||
if f == nil then
|
||||
error ("Moose: Could not load Moose file " .. IncludeFile )
|
||||
else
|
||||
env.info( "Moose: " .. IncludeFile .. " dynamically loaded." )
|
||||
return f()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
__Moose.Includes = {}
|
||||
|
||||
__Moose.Include( 'Scripts/Moose/Modules.lua' )
|
||||
BASE:TraceOnOff( true )
|
||||
env.info( '*** MOOSE INCLUDE END *** ' )
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1953,7 +1953,7 @@ local function refct_from_id(id) -- refct = refct_from_id(CTypeID)
|
||||
unsigned = refct.unsigned,
|
||||
size = bit.band(bit.rshift(ctype.info, 16), 127),
|
||||
}
|
||||
refct.bool, refct.const, refct.volatile, refct.unsigned = nil, nil, nil, nil
|
||||
refct.bool, refct.const, refct.volatile, refct.unsigned = nil
|
||||
end
|
||||
|
||||
if CT[4] then -- Merge sibling attributes onto this type.
|
||||
|
||||
@@ -1,166 +0,0 @@
|
||||
# Repository: https://github.com/CppCXY/EmmyLuaCodeStyle
|
||||
# English documentation: https://github.com/CppCXY/EmmyLuaCodeStyle/blob/master/README_EN.md
|
||||
[*.lua]
|
||||
# [basic]
|
||||
|
||||
# optional space/tab
|
||||
indent_style = space
|
||||
# if indent_style is space, this is valid
|
||||
indent_size = 4
|
||||
# if indent_style is tab, this is valid
|
||||
tab_width = 4
|
||||
# none/single/double
|
||||
quote_style = none
|
||||
|
||||
# only support number
|
||||
continuation_indent_size = 0
|
||||
|
||||
# optional crlf/lf/cr/auto, if it is 'auto', in windows it is crlf other platforms are lf
|
||||
end_of_line = auto
|
||||
|
||||
detect_end_of_line = false
|
||||
|
||||
# this mean utf8 length , if this is 'unset' then the line width is no longer checked
|
||||
# this option decides when to chopdown the code
|
||||
max_line_length = 9999
|
||||
|
||||
# this will check text end with new line
|
||||
insert_final_newline = true
|
||||
|
||||
# [function]
|
||||
|
||||
# function call expression's args will align to first arg
|
||||
# optional true/false/only_after_more_indention_statement/only_not_exist_cross_row_expression
|
||||
align_call_args = false
|
||||
|
||||
# if true, all function define params will align to first param
|
||||
align_function_define_params = true
|
||||
|
||||
remove_expression_list_finish_comma = true
|
||||
|
||||
# keep/remove/remove_table_only/remove_string_only/unambiguous_remove_string_only
|
||||
call_arg_parentheses = keep
|
||||
|
||||
# [table]
|
||||
|
||||
#optional none/comma/semicolon
|
||||
table_separator_style = none
|
||||
|
||||
#optional keep/never/always/smart
|
||||
trailing_table_separator = keep
|
||||
|
||||
# see document for detail
|
||||
continuous_assign_table_field_align_to_equal_sign = true
|
||||
|
||||
# if true, format like this "local t = { 1, 2, 3 }"
|
||||
keep_one_space_between_table_and_bracket = true
|
||||
|
||||
# if indent_style is tab, this option is invalid
|
||||
align_table_field_to_first_field = true
|
||||
|
||||
# [statement]
|
||||
|
||||
align_chained_expression_statement = false
|
||||
|
||||
# continous line distance
|
||||
max_continuous_line_distance = 1
|
||||
|
||||
# see document for detail
|
||||
continuous_assign_statement_align_to_equal_sign = true
|
||||
|
||||
# if statement will align like switch case
|
||||
if_condition_align_with_each_other = false
|
||||
|
||||
# if true, continuation_indent_size for local or assign statement is invalid
|
||||
# however, if the expression list has cross row expression, it will not be aligned to the first expression
|
||||
local_assign_continuation_align_to_first_expression = false
|
||||
|
||||
statement_inline_comment_space = 1
|
||||
|
||||
# [indentation]
|
||||
|
||||
# if true, the label loses its current indentation
|
||||
label_no_indent = false
|
||||
# if true, there will be no indentation in the do statement
|
||||
do_statement_no_indent = false
|
||||
# if true, the conditional expression of the if statement will not be a continuation line indent
|
||||
if_condition_no_continuation_indent = false
|
||||
|
||||
if_branch_comments_after_block_no_indent = false
|
||||
|
||||
# [space]
|
||||
|
||||
# if true, t[#t+1] will not space wrapper '+'
|
||||
table_append_expression_no_space = false
|
||||
|
||||
long_chain_expression_allow_one_space_after_colon = false
|
||||
|
||||
remove_empty_header_and_footer_lines_in_function = true
|
||||
|
||||
space_before_function_open_parenthesis = false
|
||||
|
||||
space_inside_function_call_parentheses = false
|
||||
|
||||
space_inside_function_param_list_parentheses = false
|
||||
|
||||
space_before_open_square_bracket = false
|
||||
|
||||
space_inside_square_brackets = false
|
||||
|
||||
# if true, ormat like this "local t <const> = 1"
|
||||
keep_one_space_between_namedef_and_attribute = true
|
||||
|
||||
# [row_layout]
|
||||
# The following configuration supports four expressions
|
||||
# minLine:${n}
|
||||
# keepLine
|
||||
# keepLine:${n}
|
||||
# maxLine:${n}
|
||||
|
||||
keep_line_after_if_statement = minLine:0
|
||||
|
||||
keep_line_after_do_statement = minLine:0
|
||||
|
||||
keep_line_after_while_statement = minLine:0
|
||||
|
||||
keep_line_after_repeat_statement = minLine:0
|
||||
|
||||
keep_line_after_for_statement = minLine:0
|
||||
|
||||
keep_line_after_local_or_assign_statement = keepLine
|
||||
|
||||
keep_line_after_function_define_statement = keepLine:1
|
||||
|
||||
keep_line_after_expression_statement = keepLine
|
||||
|
||||
# [diagnostic]
|
||||
|
||||
# the following is code diagnostic options
|
||||
enable_check_codestyle = true
|
||||
|
||||
# [diagnostic.name_style]
|
||||
enable_name_style_check = false
|
||||
# the following is name style check rule
|
||||
# base option off/camel_case/snake_case/upper_snake_case/pascal_case/same(filename/first_param/'<const string>', snake_case/pascal_case/camel_case)
|
||||
# all option can use '|' represent or
|
||||
# for example:
|
||||
# snake_case | upper_snake_case
|
||||
# same(first_param, snake_case)
|
||||
# same('m')
|
||||
local_name_define_style = snake_case
|
||||
|
||||
function_param_name_style = snake_case
|
||||
|
||||
function_name_define_style = snake_case
|
||||
|
||||
local_function_name_define_style = snake_case
|
||||
|
||||
table_field_name_define_style = snake_case
|
||||
|
||||
global_variable_name_define_style = snake_case|upper_snake_case
|
||||
|
||||
module_name_define_style = same('m')|same(filename, snake_case)
|
||||
|
||||
require_module_name_style = same(first_param, snake_case)
|
||||
|
||||
class_name_define_style = same(filename, snake_case)
|
||||
-27
@@ -1,27 +0,0 @@
|
||||
{
|
||||
"Lua.workspace.preloadFileSize": 10000,
|
||||
"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"
|
||||
],
|
||||
"Lua.diagnostics.globals": [
|
||||
"BASE",
|
||||
"lfs",
|
||||
"__Moose",
|
||||
"trigger",
|
||||
"coord",
|
||||
"missionCommands"
|
||||
],
|
||||
"Lua.completion.displayContext": 5,
|
||||
"Lua.runtime.version": "Lua 5.1",
|
||||
"Lua.completion.callSnippet": "Both"
|
||||
}
|
||||
@@ -1,6 +1,4 @@
|
||||
--- **AI** - Models the process of Combat Air Patrol (CAP) for airplanes.
|
||||
--
|
||||
-- This is a class used in the @{AI.AI_A2A_Dispatcher}.
|
||||
--- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -11,15 +9,14 @@
|
||||
-- @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
|
||||
|
||||
--- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
|
||||
|
||||
--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.
|
||||
@@ -43,8 +40,8 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -74,7 +71,7 @@
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
@@ -84,20 +81,15 @@
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{#AI_A2A_CAP.SetEngageRange}() to define that range.
|
||||
-- Use the method @{AI.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Core.Zone} can be set,
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
-- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -114,7 +106,7 @@ AI_A2A_CAP = {
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
@@ -125,7 +117,7 @@ function AI_A2A_CAP:New2( AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAlti
|
||||
|
||||
-- Multiple inheritance ... :-)
|
||||
local AI_Air = AI_AIR:New( AICap )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AICap, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage ) --#AI_A2A_CAP
|
||||
|
||||
@@ -140,7 +132,7 @@ end
|
||||
--- Creates a new AI_A2A_CAP object
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Wrapper.Group#GROUP AICap
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
@@ -199,7 +191,7 @@ end
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2A_CAP self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2A_CAP self
|
||||
function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,6 +1,6 @@
|
||||
--- **AI** - Models the process of Ground Controlled Interception (GCI) for airplanes.
|
||||
--- **AI** -- (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes.
|
||||
--
|
||||
-- This is a class used in the @{AI.AI_A2A_Dispatcher}.
|
||||
-- This is a class used in the @{AI_A2A_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -8,32 +8,44 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_A2A_Gci
|
||||
-- @module AI.AI_A2A_GCI
|
||||
-- @image AI_Ground_Control_Intercept.JPG
|
||||
|
||||
|
||||
|
||||
-- @type AI_A2A_GCI
|
||||
--- @type AI_A2A_GCI
|
||||
-- @extends AI.AI_A2A#AI_A2A
|
||||
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_A2A_GCI constructor
|
||||
--
|
||||
@@ -61,12 +73,25 @@
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- # Developer Note
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -128,7 +153,7 @@ end
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2A_GCI self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2A_GCI self
|
||||
function AI_A2A_GCI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Models the process of air patrol of airplanes.
|
||||
--- **AI** -- (R2.2) - Models the process of air patrol of airplanes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -10,12 +10,10 @@
|
||||
-- @image AI_Air_Patrolling.JPG
|
||||
|
||||
|
||||
-- @type AI_A2A_PATROL
|
||||
--- @type AI_A2A_PATROL
|
||||
-- @extends AI.AI_A2A#AI_A2A
|
||||
|
||||
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
|
||||
--
|
||||
-- 
|
||||
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -41,8 +39,8 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -70,7 +68,7 @@
|
||||
-- * **RTB** ( Group ): Route the AI to the home base.
|
||||
-- * **Detect** ( Group ): The AI is detecting targets.
|
||||
-- * **Detected** ( Group ): The AI has detected new targets.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set or Get the AI controllable
|
||||
--
|
||||
@@ -102,23 +100,18 @@
|
||||
-- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL
|
||||
--
|
||||
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
|
||||
-- while a new AI is targeted to the AI_A2A_PATROL.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
||||
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
|
||||
-- while a new AI is targetted to the AI_A2A_PATROL.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
|
||||
--
|
||||
-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL
|
||||
--
|
||||
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
|
||||
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
|
||||
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
|
||||
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2A_PATROL
|
||||
@@ -129,7 +122,7 @@ AI_A2A_PATROL = {
|
||||
--- Creates a new AI_A2A_PATROL object
|
||||
-- @param #AI_A2A_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The patrol group object.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
@@ -271,7 +264,7 @@ function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
end
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_A2A_PATROL self
|
||||
-- @return #AI_A2A_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
@@ -294,7 +287,7 @@ function AI_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
--- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
|
||||
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
|
||||
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
|
||||
-- @param #AI_A2A_PATROL Fsm The FSM.
|
||||
@@ -309,7 +302,7 @@ function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
|
||||
end
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_A2A_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
--- **AI** - Models the process of air to ground BAI engagement for airplanes and helicopters.
|
||||
--- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -11,18 +11,14 @@
|
||||
-- @module AI.AI_A2G_BAI
|
||||
-- @image AI_Air_To_Ground_Engage.JPG
|
||||
|
||||
|
||||
|
||||
--- @type AI_A2G_BAI
|
||||
-- @extends AI.AI_Air_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends.
|
||||
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage
|
||||
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2G_BAI
|
||||
@@ -30,6 +26,8 @@ AI_A2G_BAI = {
|
||||
ClassName = "AI_A2G_BAI",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_BAI object
|
||||
-- @param #AI_A2G_BAI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
@@ -38,7 +36,7 @@ AI_A2G_BAI = {
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
@@ -55,6 +53,7 @@ function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAl
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_BAI object
|
||||
-- @param #AI_A2G_BAI self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
@@ -62,7 +61,7 @@ end
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
@@ -77,7 +76,7 @@ end
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2G_BAI self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2G_BAI self
|
||||
function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
@@ -93,6 +92,8 @@ function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
--- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
|
||||
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -11,18 +11,14 @@
|
||||
-- @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_A2G_Patrol#AI_AIR_PATROL
|
||||
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2G_CAS
|
||||
@@ -30,6 +26,8 @@ AI_A2G_CAS = {
|
||||
ClassName = "AI_A2G_CAS",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_CAS object
|
||||
-- @param #AI_A2G_CAS self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
@@ -38,7 +36,7 @@ AI_A2G_CAS = {
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
@@ -55,6 +53,7 @@ function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAl
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_CAS object
|
||||
-- @param #AI_A2G_CAS self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
@@ -62,7 +61,7 @@ end
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
@@ -77,7 +76,7 @@ end
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2G_CAS self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2G_CAS self
|
||||
function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
@@ -93,6 +92,9 @@ function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return AttackUnitTasks
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,6 +1,6 @@
|
||||
--- **AI** - Models the process of air to ground SEAD engagement for airplanes and helicopters.
|
||||
--- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -13,27 +13,39 @@
|
||||
|
||||
|
||||
|
||||
-- @type AI_A2G_SEAD
|
||||
--- @type AI_A2G_SEAD
|
||||
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
|
||||
|
||||
|
||||
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_A2G_SEAD constructor
|
||||
--
|
||||
@@ -41,17 +53,22 @@
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{#AI_AIR_PATROL.SetEngageRange}() to define that range.
|
||||
-- Use the method @{AI.AI_GCI#AI_A2G_SEAD.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- # Developer Note
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_A2G_SEAD.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_A2G_SEAD
|
||||
@@ -59,6 +76,8 @@ AI_A2G_SEAD = {
|
||||
ClassName = "AI_A2G_SEAD",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_A2G_SEAD object
|
||||
-- @param #AI_A2G_SEAD self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
@@ -67,7 +86,7 @@ AI_A2G_SEAD = {
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
@@ -77,7 +96,7 @@ AI_A2G_SEAD = {
|
||||
function AI_A2G_SEAD:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
|
||||
local AI_Air = AI_AIR:New( AIGroup )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
|
||||
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType ) -- #AI_AIR_PATROL
|
||||
local AI_Air_Engage = AI_AIR_ENGAGE:New( AI_Air_Patrol, AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType )
|
||||
local self = BASE:Inherit( self, AI_Air_Engage )
|
||||
|
||||
@@ -92,7 +111,7 @@ end
|
||||
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
|
||||
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
|
||||
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
@@ -108,7 +127,7 @@ end
|
||||
--- Evaluate the attack and create an AttackUnitTask list.
|
||||
-- @param #AI_A2G_SEAD self
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
|
||||
-- @param #number EngageAltitude The altitude to engage the targets.
|
||||
-- @return #AI_A2G_SEAD self
|
||||
function AI_A2G_SEAD:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
|
||||
|
||||
@@ -9,13 +9,11 @@
|
||||
-- @module AI.AI_Air
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
---
|
||||
-- @type AI_AIR
|
||||
--- @type AI_AIR
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # 1) AI_AIR constructor
|
||||
--
|
||||
@@ -48,11 +46,6 @@
|
||||
-- * **Stop**: Stop the transport process.
|
||||
-- * **Monitor**: Monitor and take action.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- @field #AI_AIR
|
||||
AI_AIR = {
|
||||
ClassName = "AI_AIR",
|
||||
@@ -260,13 +253,10 @@ function AI_AIR:New( AIGroup )
|
||||
|
||||
self.IdleCount = 0
|
||||
|
||||
self.RTBSpeedMaxFactor = 0.6
|
||||
self.RTBSpeedMinFactor = 0.5
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-- @param Wrapper.Group#GROUP self
|
||||
--- @param Wrapper.Group#GROUP self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function GROUP:OnEventTakeoff( EventData, Fsm )
|
||||
Fsm:Takeoff()
|
||||
@@ -380,11 +370,11 @@ end
|
||||
|
||||
|
||||
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
||||
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
||||
-- @param #number FuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
||||
-- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
|
||||
@@ -397,14 +387,14 @@ function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
|
||||
return self
|
||||
end
|
||||
|
||||
--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
|
||||
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
|
||||
-- However, damage cannot be foreseen early on.
|
||||
-- Therefore, when the damage threshold is reached,
|
||||
-- Therefore, when the damage treshold is reached,
|
||||
-- the AI will return immediately to the home base (RTB).
|
||||
-- Note that for groups, the average damage of the complete group will be calculated.
|
||||
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
|
||||
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
|
||||
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
|
||||
|
||||
@@ -416,7 +406,7 @@ end
|
||||
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_AIR self
|
||||
-- @return #AI_AIR self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
@@ -448,13 +438,13 @@ function AI_AIR:onafterReturn( Controllable, From, Event, To )
|
||||
|
||||
end
|
||||
|
||||
-- @param #AI_AIR self
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onbeforeStatus()
|
||||
|
||||
return self.CheckStatus
|
||||
end
|
||||
|
||||
-- @param #AI_AIR self
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onafterStatus()
|
||||
|
||||
if self.Controllable and self.Controllable:IsAlive() then
|
||||
@@ -467,7 +457,7 @@ function AI_AIR:onafterStatus()
|
||||
local DistanceFromHomeBase = self.HomeAirbase:GetCoordinate():Get2DDistance( self.Controllable:GetCoordinate() )
|
||||
|
||||
if DistanceFromHomeBase > self.DisengageRadius then
|
||||
self:T( self.Controllable:GetName() .. " is too far from home base, RTB!" )
|
||||
self:I( self.Controllable:GetName() .. " is too far from home base, RTB!" )
|
||||
self:Hold( 300 )
|
||||
RTB = false
|
||||
end
|
||||
@@ -480,27 +470,27 @@ function AI_AIR:onafterStatus()
|
||||
-- self:Home( "Destroy" )
|
||||
-- end
|
||||
-- end
|
||||
|
||||
|
||||
|
||||
if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then
|
||||
|
||||
|
||||
local Fuel = self.Controllable:GetFuelMin()
|
||||
|
||||
-- If the fuel in the controllable is below the threshold percentage,
|
||||
|
||||
-- If the fuel in the controllable is below the treshold percentage,
|
||||
-- then send for refuel in case of a tanker, otherwise RTB.
|
||||
if Fuel < self.FuelThresholdPercentage then
|
||||
|
||||
|
||||
if self.TankerName then
|
||||
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
|
||||
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
|
||||
self:Refuel()
|
||||
else
|
||||
self:T( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
|
||||
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
|
||||
local OldAIControllable = self.Controllable
|
||||
|
||||
|
||||
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
|
||||
OldAIControllable:SetTask( TimedOrbitTask, 10 )
|
||||
|
||||
|
||||
self:Fuel()
|
||||
RTB = true
|
||||
end
|
||||
@@ -511,21 +501,21 @@ function AI_AIR:onafterStatus()
|
||||
if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then
|
||||
RTB = true
|
||||
end
|
||||
|
||||
|
||||
-- TODO: Check GROUP damage function.
|
||||
local Damage = self.Controllable:GetLife()
|
||||
local InitialLife = self.Controllable:GetLife0()
|
||||
|
||||
|
||||
-- If the group is damaged, then RTB.
|
||||
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
|
||||
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
|
||||
if ( Damage / InitialLife ) < self.PatrolDamageThreshold then
|
||||
self:T( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
|
||||
self:I( self.Controllable:GetName() .. " is damaged: " .. Damage .. " ... RTB!" )
|
||||
self:Damaged()
|
||||
RTB = true
|
||||
self:SetStatusOff()
|
||||
end
|
||||
|
||||
|
||||
-- Check if planes went RTB and are out of control.
|
||||
-- We only check if planes are out of control, when they are in duty.
|
||||
if self.Controllable:HasTask() == false then
|
||||
@@ -538,8 +528,8 @@ function AI_AIR:onafterStatus()
|
||||
if Damage ~= InitialLife then
|
||||
self:Damaged()
|
||||
else
|
||||
self:T( self.Controllable:GetName() .. " control lost! " )
|
||||
|
||||
self:I( self.Controllable:GetName() .. " control lost! " )
|
||||
|
||||
self:LostControl()
|
||||
end
|
||||
else
|
||||
@@ -557,23 +547,23 @@ function AI_AIR:onafterStatus()
|
||||
if not self:Is("Home") then
|
||||
self:__Status( 10 )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR.RTBRoute( AIGroup, Fsm )
|
||||
|
||||
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
|
||||
|
||||
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:RTB()
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR.RTBHold( AIGroup, Fsm )
|
||||
|
||||
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
|
||||
@@ -583,83 +573,66 @@ function AI_AIR.RTBHold( AIGroup, Fsm )
|
||||
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
|
||||
AIGroup:SetTask( Task )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
|
||||
-- The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket).
|
||||
-- A random value in this bracket is then applied in the waypoint routing generation.
|
||||
-- @param #AI_AIR self
|
||||
-- @param #number MinFactor Lower bracket factor. Defaults to 0.5.
|
||||
-- @param #number MaxFactor Upper bracket factor. Defaults to 0.6.
|
||||
-- @return #AI_AIR self
|
||||
function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
|
||||
self.RTBSpeedMaxFactor = MaxFactor or 0.6
|
||||
self.RTBSpeedMinFactor = MinFactor or 0.5
|
||||
return self
|
||||
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_AIR self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
|
||||
self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
|
||||
|
||||
|
||||
self:ClearTargetDistance()
|
||||
--AIGroup:ClearTasks()
|
||||
|
||||
|
||||
AIGroup:OptionProhibitAfterburner(true)
|
||||
|
||||
|
||||
local EngageRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
|
||||
local FromCoord = AIGroup:GetCoordinate()
|
||||
if not FromCoord then return end
|
||||
|
||||
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
|
||||
|
||||
local ToTargetVec3 = ToTargetCoord:GetVec3()
|
||||
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
|
||||
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+1000 -- let's set this 1000m/3000 feet above ground
|
||||
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
|
||||
|
||||
|
||||
if not self.RTBMinSpeed or not self.RTBMaxSpeed then
|
||||
local RTBSpeedMax = AIGroup:GetSpeedMax()
|
||||
local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6
|
||||
local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5
|
||||
self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor)
|
||||
self:SetRTBSpeed( RTBSpeedMax * 0.5, RTBSpeedMax * 0.6 )
|
||||
end
|
||||
|
||||
|
||||
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
|
||||
--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
|
||||
|
||||
local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
|
||||
|
||||
|
||||
--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
|
||||
local ToAirbaseCoord = ToTargetCoord2
|
||||
|
||||
|
||||
if Distance < 5000 then
|
||||
self:T( "RTB and near the airbase!" )
|
||||
self:I( "RTB and near the airbase!" )
|
||||
self:Home()
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
if not AIGroup:InAir() == true then
|
||||
self:T( "Not anymore in the air, considered Home." )
|
||||
self:I( "Not anymore in the air, considered Home." )
|
||||
self:Home()
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Create a route point of type air.
|
||||
local FromRTBRoutePoint = FromCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
RTBSpeed,
|
||||
true
|
||||
)
|
||||
@@ -667,18 +640,18 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
|
||||
--- Create a route point of type air.
|
||||
local ToRTBRoutePoint = ToAirbaseCoord:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
RTBSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = FromRTBRoutePoint
|
||||
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
|
||||
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
|
||||
|
||||
|
||||
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
|
||||
|
||||
AIGroup:OptionROEHoldFire()
|
||||
@@ -686,17 +659,17 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
|
||||
|
||||
--- NOW ROUTE THE GROUP!
|
||||
AIGroup:Route( EngageRoute, self.TaskDelay )
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
-- @param #AI_AIR self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterHome( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
self:T( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
|
||||
self:I( "Group " .. self.Controllable:GetName() .. " ... Home! ( " .. self:GetState() .. " )" )
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
end
|
||||
@@ -705,17 +678,15 @@ end
|
||||
|
||||
|
||||
|
||||
-- @param #AI_AIR self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
|
||||
self:T( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
|
||||
self:I( "Group " .. self.Controllable:GetName() .. " ... Holding! ( " .. self:GetState() .. " )" )
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
local Coordinate = AIGroup:GetCoordinate()
|
||||
if Coordinate == nil then return end
|
||||
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed, Coordinate )
|
||||
local OrbitTask = AIGroup:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
local TimedOrbitTask = AIGroup:TaskControlled( OrbitTask, AIGroup:TaskCondition( nil, nil, nil, nil, HoldTime , nil ) )
|
||||
|
||||
local RTBTask = AIGroup:TaskFunction( "AI_AIR.RTBHold", self )
|
||||
@@ -729,17 +700,17 @@ function AI_AIR:onafterHold( AIGroup, From, Event, To, HoldTime )
|
||||
|
||||
end
|
||||
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
--- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR.Resume( AIGroup, Fsm )
|
||||
|
||||
AIGroup:T( { "AI_AIR.Resume:", AIGroup:GetName() } )
|
||||
AIGroup:I( { "AI_AIR.Resume:", AIGroup:GetName() } )
|
||||
if AIGroup:IsAlive() then
|
||||
Fsm:__RTB( Fsm.TaskDelay )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- @param #AI_AIR self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
|
||||
self:F( { AIGroup, From, Event, To } )
|
||||
@@ -751,7 +722,7 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
|
||||
|
||||
if Tanker and Tanker:IsAlive() and Tanker:IsAirPlane() then
|
||||
|
||||
self:T( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
|
||||
self:I( "Group " .. self.Controllable:GetName() .. " ... Refuelling! State=" .. self:GetState() .. ", Refuelling tanker " .. self.TankerName )
|
||||
|
||||
local RefuelRoute = {}
|
||||
|
||||
@@ -762,10 +733,10 @@ function AI_AIR:onafterRefuel( AIGroup, From, Event, To )
|
||||
local ToRefuelSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
|
||||
local FromRefuelRoutePoint = FromRefuelCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
|
||||
|
||||
--- Create a route point of type air. NOT used!
|
||||
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToRefuelSpeed, true)
|
||||
local ToRefuelRoutePoint = Tanker:GetCoordinate():WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToRefuelSpeed, true)
|
||||
|
||||
self:F( { ToRefuelSpeed = ToRefuelSpeed } )
|
||||
|
||||
@@ -805,13 +776,13 @@ end
|
||||
|
||||
|
||||
|
||||
-- @param #AI_AIR self
|
||||
--- @param #AI_AIR self
|
||||
function AI_AIR:onafterDead()
|
||||
self:SetStatusOff()
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_AIR self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR:OnCrash( EventData )
|
||||
|
||||
@@ -822,7 +793,7 @@ function AI_AIR:OnCrash( EventData )
|
||||
end
|
||||
end
|
||||
|
||||
-- @param #AI_AIR self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR:OnEjection( EventData )
|
||||
|
||||
@@ -831,7 +802,7 @@ function AI_AIR:OnEjection( EventData )
|
||||
end
|
||||
end
|
||||
|
||||
-- @param #AI_AIR self
|
||||
--- @param #AI_AIR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR:OnPilotDead( EventData )
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Create an automated AIR defense system with reconnaissance units, coordinating SEAD, BAI and CAP operations.
|
||||
--- **AI** - Create an automated AIR defense system based on a detection network of reconnaissance vehicles and air units, coordinating SEAD, BAI and CAP operations.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -7,14 +7,14 @@
|
||||
-- * Setup quickly an AIR defense system for a coalition.
|
||||
-- * Setup multiple defense zones to defend specific coordinates in your battlefield.
|
||||
-- * Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds.
|
||||
-- * Setup (CAS) Controlled Air Support squadrons, to attack close by enemy ground units near friendly installations.
|
||||
-- * Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.
|
||||
-- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
|
||||
-- * Define and use a detection network controlled by recce.
|
||||
-- * Define AIR defense squadrons at airbases, FARPs and carriers.
|
||||
-- * Define AIR defense squadrons at airbases, farps and carriers.
|
||||
-- * Enable airbases for AIR defenses.
|
||||
-- * Add different planes and helicopter templates to squadrons.
|
||||
-- * Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition.
|
||||
-- * Add multiple squadrons to different airbases, FARPs or carriers.
|
||||
-- * Add multiple squadrons to different airbases, farps or carriers.
|
||||
-- * Define different ranges to engage upon.
|
||||
-- * Establish an automatic in air refuel process for planes using refuel tankers.
|
||||
-- * Setup default settings for all squadrons and AIR defenses.
|
||||
@@ -24,7 +24,7 @@
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- [AI_A2A_Dispatcher](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher)
|
||||
-- [AID-AIR - AI AIR Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-AIR%20-%20AI%20AIR%20Dispatching)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -36,13 +36,11 @@
|
||||
--
|
||||
-- # QUICK START GUIDE
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The following class is available to model an AIR defense system.
|
||||
--
|
||||
-- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.
|
||||
--
|
||||
-- Before you start using the AI_AIR_DISPATCHER, ask yourself the following questions.
|
||||
-- Before you start using the AI_AIR_DISPATCHER, ask youself the following questions.
|
||||
--
|
||||
--
|
||||
-- ## 1. Which coalition am I modeling an AIR defense system for? blue or red?
|
||||
@@ -90,7 +88,7 @@
|
||||
--
|
||||
-- ## 4. How do the defenses decide **when and where to engage** on approaching enemy units?
|
||||
--
|
||||
-- The AIR dispatcher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
|
||||
-- The AIR dispacher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
|
||||
-- Any ground based enemy approaching within the proximity of such a defense point, may trigger for a defensive action by friendly air units.
|
||||
--
|
||||
-- There are 2 important parameters that play a role in the defensive decision making: defensiveness and reactivity.
|
||||
@@ -110,7 +108,7 @@
|
||||
-- ## 5. Are defense coordinates and defense reactivity the only parameters?
|
||||
--
|
||||
-- No, depending on the target type, and the threat level of the target, the probability of defense will be higher.
|
||||
-- In other words, when a SAM-10 radar emitter is detected, its probability for defense will be much higher than when a BMP-1 vehicle is
|
||||
-- In other words, when a SAM-10 radar emitter is detected, its probabilty for defense will be much higher than when a BMP-1 vehicle is
|
||||
-- detected, even when both enemies are at the same distance from a defense coordinate.
|
||||
-- This will ensure optimal defenses, SEAD tasks will be launched much more quicker against engaging radar emitters, to ensure air superiority.
|
||||
-- Approaching main battle tanks will be engaged much faster, than a group of approaching trucks.
|
||||
@@ -119,18 +117,18 @@
|
||||
-- ## 6. Which Squadrons will I create and which name will I give each Squadron?
|
||||
--
|
||||
-- The AIR defense system works with **Squadrons**. Each Squadron must be given a unique name, that forms the **key** to the squadron.
|
||||
-- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningful
|
||||
-- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningfull
|
||||
-- for your mission, and remember that squadron names are used for communication to the players of your mission.
|
||||
--
|
||||
-- There are mainly 3 types of defenses: **SEAD**, **CAS** and **BAI**.
|
||||
--
|
||||
-- Suppression of Air Defenses (SEAD) are effective against radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
|
||||
-- Suppression of Air Defenses (SEAD) are effective agains radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
|
||||
-- Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around.
|
||||
--
|
||||
-- Depending on the defense type, different payloads will be needed. See further points on squadron definition.
|
||||
--
|
||||
--
|
||||
-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?
|
||||
-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?
|
||||
--
|
||||
-- Squadrons are placed at the **home base** on an **airfield**, **carrier** or **farp**.
|
||||
-- Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses.
|
||||
@@ -176,13 +174,13 @@
|
||||
-- * polygon zones
|
||||
-- * moving zones
|
||||
--
|
||||
-- Depending on the type of zone selected, a different @{Core.Zone} object needs to be created from a ZONE_ class.
|
||||
-- Depending on the type of zone selected, a different @{Zone} object needs to be created from a ZONE_ class.
|
||||
--
|
||||
--
|
||||
-- ## 12. Are moving defense coordinates possible?
|
||||
--
|
||||
-- Yes, different COORDINATE types are possible to be used.
|
||||
-- The COORDINATE_UNIT will help you to specify a defense coordinate that is attached to a moving unit.
|
||||
-- The COORDINATE_UNIT will help you to specify a defense coodinate that is attached to a moving unit.
|
||||
--
|
||||
--
|
||||
-- ## 13. How much defense coordinates do I need to create?
|
||||
@@ -216,7 +214,7 @@
|
||||
-- * From a parking spot with running engines
|
||||
-- * From a parking spot with cold engines
|
||||
--
|
||||
-- **The default takeoff method is straight in the air.**
|
||||
-- **The default takeoff method is staight in the air.**
|
||||
-- This takeoff method is the most useful if you want to avoid airplane clutter at airbases!
|
||||
-- But it is the least realistic one!
|
||||
--
|
||||
@@ -238,10 +236,10 @@
|
||||
--
|
||||
-- For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense?
|
||||
--
|
||||
-- In other words, if **X** enemy ground units are detected, how many **Y** defense helicopters or airplanes need to engage (per squadron)?
|
||||
-- In other words, if **X** enemy ground units are detected, how many **Y** defense helicpters or airplanes need to engage (per squadron)?
|
||||
-- The **Y** is dependent on the type of airplane (era), payload, fuel levels, skills etc.
|
||||
-- But the most important factor is the payload, which is the amount of AIR weapons the defense can carry to attack the enemy ground units.
|
||||
-- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunition.
|
||||
-- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunication.
|
||||
-- That means, that one defender can destroy more enemy ground units.
|
||||
-- Thus, the overhead is a **factor** that will calculate dynamically how many **Y** defenses will be required based on **X** attackers detected.
|
||||
--
|
||||
@@ -261,7 +259,7 @@
|
||||
--
|
||||
-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
|
||||
--
|
||||
-- @module AI.AI_Air_Dispatcher
|
||||
-- @module AI.AI_AIR_Dispatcher
|
||||
-- @image AI_Air_To_Ground_Dispatching.JPG
|
||||
|
||||
|
||||
@@ -281,7 +279,7 @@ do -- AI_AIR_DISPATCHER
|
||||
-- Multiple defense coordinates can be setup. Defense coordinates can be strategic or tactical positions or references to strategic units or scenery.
|
||||
-- The AIR dispatcher will evaluate every x seconds the tactical situation around each defense coordinate. When a defense coordinate
|
||||
-- is under threat, it will communicate through the command center that defensive actions need to be taken and will launch groups of air units for defense.
|
||||
-- The level of threat to the defense coordinate varies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
|
||||
-- The level of threat to the defense coordinate varyies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
|
||||
-- Defensive actions are taken through probability, but the closer and the more threat the enemy poses to the defense coordinate, the faster it will be attacked by friendly AIR units.
|
||||
--
|
||||
-- Please study carefully the underlying explanations how to setup and use this module, as it has many features.
|
||||
@@ -294,6 +292,8 @@ do -- AI_AIR_DISPATCHER
|
||||
--
|
||||
-- ## 1. AI\_AIR\_DISPATCHER constructor:
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance.
|
||||
--
|
||||
@@ -306,6 +306,8 @@ do -- AI_AIR_DISPATCHER
|
||||
-- A reconnaissance network, is used to detect enemy ground targets,
|
||||
-- potentially group them into areas, and to understand the position, level of threat of the enemy.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
|
||||
-- Ground based units are very useful to act as a reconnaissance, but they lack sometimes the visibility to detect targets at greater range.
|
||||
-- Recce are very useful to acquire the position of enemy ground targets when spread out over the battlefield at strategic positions.
|
||||
@@ -326,7 +328,7 @@ do -- AI_AIR_DISPATCHER
|
||||
-- By spawning in dynamically additional recce, you can ensure that there is sufficient reconnaissance coverage so the defense mechanism is continuously
|
||||
-- alerted of new enemy ground targets.
|
||||
--
|
||||
-- The following example defense a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object.
|
||||
-- The following example defens a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object.
|
||||
--
|
||||
-- -- Define a SET_GROUP object that builds a collection of groups that define the recce network.
|
||||
-- -- Here we build the network with all the groups that have a name starting with CCCP Recce.
|
||||
@@ -352,7 +354,7 @@ do -- AI_AIR_DISPATCHER
|
||||
-- **DetectionSetGroup** is then calling `FilterStart()`, which is starting the dynamic filtering or inclusion of these groups.
|
||||
-- Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set.
|
||||
--
|
||||
-- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is chosen.
|
||||
-- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is choosen.
|
||||
--
|
||||
-- The `Detection` object is then passed to the @{#AI_AIR_DISPATCHER.New}() method to indicate the reconnaissance network
|
||||
-- configuration and setup the AIR defense detection mechanism.
|
||||
@@ -471,7 +473,7 @@ do -- AI_AIR_DISPATCHER
|
||||
-- the mission designer can choose to increase or reduce the amount of planes spawned.
|
||||
--
|
||||
-- The method @{#AI_AIR_DISPATCHER.SetSquadron}() defines for you a new squadron.
|
||||
-- The provided parameters are the squadron name, airbase name and a list of template prefixes, and a number that indicates the amount of resources.
|
||||
-- The provided parameters are the squadron name, airbase name and a list of template prefixe, and a number that indicates the amount of resources.
|
||||
--
|
||||
-- For example, this defines 3 new squadrons:
|
||||
--
|
||||
@@ -617,7 +619,7 @@ do -- AI_AIR_DISPATCHER
|
||||
-- Depending on the demand of requested takeoffs by the AIR dispatcher, an airfield can become overloaded. Too many aircraft need to be taken
|
||||
-- off at the same time, which will result in clutter as described above. In order to better control this behaviour, a takeoff scheduler is implemented,
|
||||
-- which can be used to control how many aircraft are ordered for takeoff between specific time intervals.
|
||||
-- The takeoff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.
|
||||
-- The takeff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.
|
||||
--
|
||||
-- For this purpose, the method @{#AI_AIR_DISPATCHER.SetSquadronTakeOffInterval}() can be used to specify the takeoff intervals of
|
||||
-- aircraft groups per squadron to avoid cluttering of aircraft at airbases.
|
||||
@@ -645,7 +647,7 @@ do -- AI_AIR_DISPATCHER
|
||||
-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtRunway}() will despawn the returning aircraft directly after landing at the runway.
|
||||
-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtEngineShutdown}() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.
|
||||
--
|
||||
-- You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
|
||||
-- You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
|
||||
-- When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
|
||||
-- A2A defense system, as no new CAP or GCI planes can takeoff.
|
||||
-- Note that the method @{#AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase}() will only work for returning aircraft, not for damaged or out of fuel aircraft.
|
||||
@@ -671,6 +673,8 @@ do -- AI_AIR_DISPATCHER
|
||||
--
|
||||
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
|
||||
-- When there aren't enough patrol flights airborne, a on call will be initiated for the remaining
|
||||
-- targets to be engaged. Depending on the grouping parameter, the spawned flights for on call aircraft are grouped into this setting.
|
||||
@@ -684,6 +688,8 @@ do -- AI_AIR_DISPATCHER
|
||||
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
|
||||
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
|
||||
--
|
||||
-- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
|
||||
@@ -718,13 +724,13 @@ do -- AI_AIR_DISPATCHER
|
||||
--
|
||||
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronEngageLimit}() to limit the amount of aircraft that will engage with the enemy, per squadron.
|
||||
--
|
||||
-- ## 4. Set the **fuel threshold**.
|
||||
-- ## 4. Set the **fuel treshold**.
|
||||
--
|
||||
-- When aircraft get **out of fuel** to a certain %, which is by default **15% (0.15)**, there are two possible actions that can be taken:
|
||||
-- When aircraft get **out of fuel** to a certain %-tage, which is by default **15% (0.15)**, there are two possible actions that can be taken:
|
||||
-- - The aircraft will go RTB, and will be replaced with a new aircraft if possible.
|
||||
-- - The aircraft will refuel at a tanker, if a tanker has been specified for the squadron.
|
||||
--
|
||||
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel threshold** of the aircraft for all squadrons.
|
||||
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel treshold** of the aircraft for all squadrons.
|
||||
--
|
||||
-- ## 6. Other configuration options
|
||||
--
|
||||
@@ -780,17 +786,17 @@ do -- AI_AIR_DISPATCHER
|
||||
--
|
||||
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultGrouping}() to set the **default grouping** of spawned airplanes for all squadrons.
|
||||
--
|
||||
-- ## 10.5. Default RTB fuel threshold.
|
||||
-- ## 10.5. Default RTB fuel treshold.
|
||||
--
|
||||
-- When an airplane gets **out of fuel** to a certain %, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
|
||||
-- When an airplane gets **out of fuel** to a certain %-tage, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
|
||||
--
|
||||
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel threshold** of spawned airplanes for all squadrons.
|
||||
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel treshold** of spawned airplanes for all squadrons.
|
||||
--
|
||||
-- ## 10.6. Default RTB damage threshold.
|
||||
-- ## 10.6. Default RTB damage treshold.
|
||||
--
|
||||
-- When an airplane is **damaged** to a certain %, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
|
||||
-- When an airplane is **damaged** to a certain %-tage, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
|
||||
--
|
||||
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage threshold** of spawned airplanes for all squadrons.
|
||||
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage treshold** of spawned airplanes for all squadrons.
|
||||
--
|
||||
-- ## 10.7. Default settings for **patrol**.
|
||||
--
|
||||
@@ -823,19 +829,21 @@ do -- AI_AIR_DISPATCHER
|
||||
--
|
||||
-- In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
|
||||
-- Then, use the method @{#AI_AIR_DISPATCHER.SetDefaultTanker}() to set the tanker for the dispatcher.
|
||||
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the % left in the defender airplane tanks when a refuel action is needed.
|
||||
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed.
|
||||
--
|
||||
-- When the tanker specified is alive and in the air, the tanker will be used for refuelling.
|
||||
--
|
||||
-- For example, the following setup will set the default refuel tanker to "Tanker":
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- -- Define the CAP
|
||||
-- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 )
|
||||
-- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 )
|
||||
-- A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
|
||||
-- A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
|
||||
--
|
||||
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
|
||||
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left.
|
||||
-- A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
|
||||
-- A2ADispatcher:SetDefaultTanker( "Tanker" )
|
||||
--
|
||||
@@ -874,12 +882,10 @@ do -- AI_AIR_DISPATCHER
|
||||
-- As a result, the GCI and CAP will stop!
|
||||
-- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
|
||||
-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #AI_AIR_DISPATCHER
|
||||
AI_AIR_DISPATCHER = {
|
||||
ClassName = "AI_AIR_DISPATCHER",
|
||||
@@ -902,16 +908,16 @@ do -- AI_AIR_DISPATCHER
|
||||
-- @type AI_AIR_DISPATCHER.DefenseCoordinates
|
||||
-- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name.
|
||||
|
||||
-- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates
|
||||
--- @field #AI_AIR_DISPATCHER.DefenseCoordinates DefenseCoordinates
|
||||
AI_AIR_DISPATCHER.DefenseCoordinates = {}
|
||||
|
||||
--- Enumerator for spawns at airbases
|
||||
-- @type AI_AIR_DISPATCHER.Takeoff
|
||||
-- @extends Wrapper.Group#GROUP.Takeoff
|
||||
|
||||
-- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
|
||||
|
||||
--- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
|
||||
AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff
|
||||
|
||||
|
||||
--- Defnes Landing location.
|
||||
-- @field #AI_AIR_DISPATCHER.Landing
|
||||
AI_AIR_DISPATCHER.Landing = {
|
||||
@@ -919,7 +925,7 @@ do -- AI_AIR_DISPATCHER
|
||||
AtRunway = 2,
|
||||
AtEngineShutdown = 3,
|
||||
}
|
||||
|
||||
|
||||
--- A defense queue item description
|
||||
-- @type AI_AIR_DISPATCHER.DefenseQueueItem
|
||||
-- @field Squadron
|
||||
@@ -930,7 +936,7 @@ do -- AI_AIR_DISPATCHER
|
||||
-- @field Functional.Detection#DETECTION_BASE AttackerDetection
|
||||
-- @field DefenderGrouping
|
||||
-- @field #string SquadronName The name of the squadron.
|
||||
|
||||
|
||||
--- Queue of planned defenses to be launched.
|
||||
-- This queue exists because defenses must be launched on FARPS, or in the air, or on an airbase, or on carriers.
|
||||
-- And some of these platforms have very limited amount of "launching" platforms.
|
||||
@@ -939,39 +945,40 @@ do -- AI_AIR_DISPATCHER
|
||||
-- This guarantees that launched defenders are also directly existing ...
|
||||
-- @type AI_AIR_DISPATCHER.DefenseQueue
|
||||
-- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
|
||||
|
||||
-- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
|
||||
|
||||
--- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
|
||||
AI_AIR_DISPATCHER.DefenseQueue = {}
|
||||
|
||||
|
||||
|
||||
--- Defense approach types
|
||||
-- @type AI_AIR_DISPATCHER.DefenseApproach
|
||||
-- @type #AI_AIR_DISPATCHER.DefenseApproach
|
||||
AI_AIR_DISPATCHER.DefenseApproach = {
|
||||
Random = 1,
|
||||
Distance = 2,
|
||||
}
|
||||
|
||||
|
||||
--- AI_AIR_DISPATCHER constructor.
|
||||
-- This is defining the AIR DISPATCHER for one coalition.
|
||||
-- This is defining the AIR DISPATCHER for one coaliton.
|
||||
-- The Dispatcher works with a @{Functional.Detection#DETECTION_BASE} object that is taking of the detection of targets using the EWR units.
|
||||
-- The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.
|
||||
-- The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network.
|
||||
-- @return #AI_AIR_DISPATCHER self
|
||||
-- @usage
|
||||
--
|
||||
-- -- Setup the Detection, using DETECTION_AREAS.
|
||||
-- -- First define the SET of GROUPs that are defining the EWR network.
|
||||
-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
|
||||
-- DetectionSetGroup = SET_GROUP:New()
|
||||
-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
|
||||
-- DetectionSetGroup:FilterStart()
|
||||
--
|
||||
-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
|
||||
-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
|
||||
--
|
||||
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
--
|
||||
--
|
||||
-- -- Setup the Detection, using DETECTION_AREAS.
|
||||
-- -- First define the SET of GROUPs that are defining the EWR network.
|
||||
-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
|
||||
-- DetectionSetGroup = SET_GROUP:New()
|
||||
-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
|
||||
-- DetectionSetGroup:FilterStart()
|
||||
--
|
||||
-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
|
||||
-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
|
||||
--
|
||||
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) --
|
||||
--
|
||||
function AI_AIR_DISPATCHER:New( Detection )
|
||||
|
||||
-- Inherits from DETECTION_MANAGER
|
||||
@@ -1018,7 +1025,7 @@ do -- AI_AIR_DISPATCHER
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param AI.AI_Air#AI_AIR Task
|
||||
-- @param Tasking.Task_AIR#AI_AIR Task
|
||||
-- @param Wrapper.Unit#UNIT TaskUnit
|
||||
-- @param #string PlayerName
|
||||
|
||||
@@ -1132,7 +1139,7 @@ do -- AI_AIR_DISPATCHER
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
function AI_AIR_DISPATCHER:onafterStart( From, Event, To )
|
||||
|
||||
self:GetParent( self ).onafterStart( self, From, Event, To )
|
||||
@@ -1143,7 +1150,7 @@ do -- AI_AIR_DISPATCHER
|
||||
for Resource = 1, DefenderSquadron.ResourceCount or 0 do
|
||||
self:ResourcePark( DefenderSquadron )
|
||||
end
|
||||
self:T( "Parked resources for squadron " .. DefenderSquadron.Name )
|
||||
self:I( "Parked resources for squadron " .. DefenderSquadron.Name )
|
||||
end
|
||||
|
||||
end
|
||||
@@ -1196,7 +1203,7 @@ do -- AI_AIR_DISPATCHER
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
function AI_AIR_DISPATCHER:ResourcePark( DefenderSquadron )
|
||||
local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
|
||||
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
|
||||
@@ -1213,31 +1220,31 @@ do -- AI_AIR_DISPATCHER
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR_DISPATCHER:OnEventBaseCaptured( EventData )
|
||||
|
||||
local AirbaseName = EventData.PlaceName -- The name of the airbase that was captured.
|
||||
|
||||
self:T( "Captured " .. AirbaseName )
|
||||
self:I( "Captured " .. AirbaseName )
|
||||
|
||||
-- Now search for all squadrons located at the airbase, and sanitize them.
|
||||
-- Now search for all squadrons located at the airbase, and sanatize them.
|
||||
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
|
||||
if Squadron.AirbaseName == AirbaseName then
|
||||
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
|
||||
Squadron.Captured = true
|
||||
self:T( "Squadron " .. SquadronName .. " captured." )
|
||||
self:I( "Squadron " .. SquadronName .. " captured." )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR_DISPATCHER:OnEventCrashOrDead( EventData )
|
||||
self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
|
||||
end
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR_DISPATCHER:OnEventLand( EventData )
|
||||
self:F( "Landed" )
|
||||
@@ -1254,7 +1261,7 @@ do -- AI_AIR_DISPATCHER
|
||||
self:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||
end
|
||||
DefenderUnit:Destroy()
|
||||
self:ResourcePark( Squadron )
|
||||
self:ResourcePark( Squadron, Defender )
|
||||
return
|
||||
end
|
||||
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
|
||||
@@ -1265,7 +1272,7 @@ do -- AI_AIR_DISPATCHER
|
||||
end
|
||||
end
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR_DISPATCHER:OnEventEngineShutdown( EventData )
|
||||
local DefenderUnit = EventData.IniUnit
|
||||
@@ -1281,31 +1288,31 @@ do -- AI_AIR_DISPATCHER
|
||||
self:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||
end
|
||||
DefenderUnit:Destroy()
|
||||
self:ResourcePark( Squadron )
|
||||
self:ResourcePark( Squadron, Defender )
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
do -- Manage the defensive behaviour
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
-- @param #string DefenseCoordinateName The name of the coordinate to be defended by AIR defenses.
|
||||
-- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by AIR defenses.
|
||||
function AI_AIR_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate )
|
||||
self.DefenseCoordinates[DefenseCoordinateName] = DefenseCoordinate
|
||||
end
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
function AI_AIR_DISPATCHER:SetDefenseReactivityLow()
|
||||
self.DefenseReactivity = 0.05
|
||||
end
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
function AI_AIR_DISPATCHER:SetDefenseReactivityMedium()
|
||||
self.DefenseReactivity = 0.15
|
||||
end
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
function AI_AIR_DISPATCHER:SetDefenseReactivityHigh()
|
||||
self.DefenseReactivity = 0.5
|
||||
end
|
||||
@@ -1373,7 +1380,7 @@ do -- AI_AIR_DISPATCHER
|
||||
--- Define a border area to simulate a **cold war** scenario.
|
||||
-- A **cold war** is one where Patrol aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border.
|
||||
-- A **hot war** is one where Patrol aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send Patrol and GCI aircraft to attack it.
|
||||
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this.
|
||||
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this.
|
||||
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
-- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE.
|
||||
@@ -1428,17 +1435,17 @@ do -- AI_AIR_DISPATCHER
|
||||
end
|
||||
|
||||
|
||||
--- Set the default damage threshold when defenders will RTB.
|
||||
-- The default damage threshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
|
||||
--- Set the default damage treshold when defenders will RTB.
|
||||
-- The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the % of the damage threshold before going RTB.
|
||||
-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.
|
||||
-- @return #AI_AIR_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
--
|
||||
-- -- Now Setup the default damage threshold.
|
||||
-- -- Now Setup the default damage treshold.
|
||||
-- AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
|
||||
--
|
||||
function AI_AIR_DISPATCHER:SetDefaultDamageThreshold( DamageThreshold )
|
||||
@@ -1793,12 +1800,12 @@ do -- AI_AIR_DISPATCHER
|
||||
--
|
||||
-- @return #AI_AIR_DISPATCHER
|
||||
function AI_AIR_DISPATCHER:SetSquadron2( Squadron )
|
||||
|
||||
|
||||
local SquadronName = Squadron:GetName() -- Retrieves the Squadron Name.
|
||||
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
|
||||
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
|
||||
|
||||
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -1809,15 +1816,15 @@ do -- AI_AIR_DISPATCHER
|
||||
function AI_AIR_DISPATCHER:GetSquadron( SquadronName )
|
||||
|
||||
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
|
||||
|
||||
|
||||
if not DefenderSquadron then
|
||||
error( "Unknown Squadron for Dispatcher:" .. SquadronName )
|
||||
end
|
||||
|
||||
|
||||
return DefenderSquadron
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Set the Squadron visible before startup of the dispatcher.
|
||||
-- All planes will be spawned as uncontrolled on the parking spot.
|
||||
-- They will lock the parking spot.
|
||||
@@ -1849,7 +1856,7 @@ do -- AI_AIR_DISPATCHER
|
||||
--- Check if the Squadron is visible before startup of the dispatcher.
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
-- @param #string SquadronName The squadron name.
|
||||
-- @return #boolean true if visible.
|
||||
-- @return #bool true if visible.
|
||||
-- @usage
|
||||
--
|
||||
-- -- Set the Squadron visible before startup of dispatcher.
|
||||
@@ -1869,7 +1876,7 @@ do -- AI_AIR_DISPATCHER
|
||||
|
||||
end
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
-- @param #string SquadronName The squadron name.
|
||||
-- @param #number TakeoffInterval Only Takeoff new units each specified interval in seconds in 10 seconds steps.
|
||||
-- @usage
|
||||
@@ -1982,7 +1989,7 @@ do -- AI_AIR_DISPATCHER
|
||||
|
||||
--- Defines the default amount of extra planes that will take-off as part of the defense system.
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
-- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
|
||||
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
||||
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
||||
@@ -2021,7 +2028,7 @@ do -- AI_AIR_DISPATCHER
|
||||
--- Defines the amount of extra planes that will take-off as part of the defense system.
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
-- @param #string SquadronName The name of the squadron.
|
||||
-- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
|
||||
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
||||
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
||||
@@ -2061,7 +2068,7 @@ do -- AI_AIR_DISPATCHER
|
||||
--- Gets the overhead of planes as part of the defense system, in comparison with the attackers.
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
-- @param #string SquadronName The name of the squadron.
|
||||
-- @return #number The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
-- @return #number The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
|
||||
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
|
||||
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
|
||||
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
|
||||
@@ -2667,17 +2674,17 @@ do -- AI_AIR_DISPATCHER
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set the default fuel threshold when defenders will RTB or Refuel in the air.
|
||||
-- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
|
||||
--- Set the default fuel treshold when defenders will RTB or Refuel in the air.
|
||||
-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
|
||||
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
|
||||
-- @return #AI_AIR_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
--
|
||||
-- -- Now Setup the default fuel threshold.
|
||||
-- -- Now Setup the default fuel treshold.
|
||||
-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||
--
|
||||
function AI_AIR_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold )
|
||||
@@ -2688,18 +2695,18 @@ do -- AI_AIR_DISPATCHER
|
||||
end
|
||||
|
||||
|
||||
--- Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.
|
||||
-- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
|
||||
--- Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.
|
||||
-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
-- @param #string SquadronName The name of the squadron.
|
||||
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
|
||||
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
|
||||
-- @return #AI_AIR_DISPATCHER
|
||||
-- @usage
|
||||
--
|
||||
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
--
|
||||
-- -- Now Setup the default fuel threshold.
|
||||
-- -- Now Setup the default fuel treshold.
|
||||
-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||
--
|
||||
function AI_AIR_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold )
|
||||
@@ -2719,7 +2726,7 @@ do -- AI_AIR_DISPATCHER
|
||||
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
--
|
||||
-- -- Now Setup the default fuel threshold.
|
||||
-- -- Now Setup the default fuel treshold.
|
||||
-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||
--
|
||||
-- -- Now Setup the default tanker.
|
||||
@@ -2742,7 +2749,7 @@ do -- AI_AIR_DISPATCHER
|
||||
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
|
||||
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
|
||||
--
|
||||
-- -- Now Setup the squadron fuel threshold.
|
||||
-- -- Now Setup the squadron fuel treshold.
|
||||
-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
|
||||
--
|
||||
-- -- Now Setup the squadron tanker.
|
||||
@@ -2771,7 +2778,7 @@ do -- AI_AIR_DISPATCHER
|
||||
|
||||
-- TODO: Need to model the resources in a squadron.
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
|
||||
function AI_AIR_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
|
||||
self.Defenders = self.Defenders or {}
|
||||
@@ -2784,7 +2791,7 @@ do -- AI_AIR_DISPATCHER
|
||||
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
|
||||
end
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
-- @param AI.AI_Air_Squadron#AI_AIR_SQUADRON Squadron
|
||||
function AI_AIR_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
|
||||
self.Defenders = self.Defenders or {}
|
||||
@@ -2797,7 +2804,7 @@ do -- AI_AIR_DISPATCHER
|
||||
self:F( { DefenderName = DefenderName, SquadronResourceCount = SquadronResourceCount } )
|
||||
end
|
||||
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
--- @param #AI_AIR_DISPATCHER self
|
||||
-- @param Wrapper.Group#GROUP Defender
|
||||
-- @return AI.AI_Air_Squadron#AI_AIR_SQUADRON The Squadron.
|
||||
function AI_AIR_DISPATCHER:GetSquadronFromDefender( Defender )
|
||||
@@ -2840,7 +2847,7 @@ do -- AI_AIR_DISPATCHER
|
||||
-- @param #AI_AIR_DISPATCHER self
|
||||
function AI_AIR_DISPATCHER:CountDefendersEngaged( AttackerDetection, AttackerCount )
|
||||
|
||||
-- First, count the active AIGroups Units, targeting the DetectedSet
|
||||
-- First, count the active AIGroups Units, targetting the DetectedSet
|
||||
local DefendersEngaged = 0
|
||||
local DefendersTotal = 0
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
--- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
|
||||
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
|
||||
-- This is a class used in the @{AI_A2G_Dispatcher}.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -19,42 +19,56 @@
|
||||
|
||||
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- This cycle will continue.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- When enemies are detected, the AI will automatically engage the enemy.
|
||||
--
|
||||
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- ## 1. AI_AIR_ENGAGE constructor
|
||||
--
|
||||
-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
|
||||
--
|
||||
-- ## 2. Set the Zone of Engagement
|
||||
--
|
||||
-- An optional @{Core.Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- # Developer Note
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
-- 
|
||||
--
|
||||
-- An optional range can be set in meters,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_AIR_ENGAGE
|
||||
@@ -353,7 +367,7 @@ function AI_AIR_ENGAGE:onafterAbort( AIGroup, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@@ -363,7 +377,7 @@ function AI_AIR_ENGAGE:onafterAccomplish( AIGroup, From, Event, To )
|
||||
--self:SetDetectionOff()
|
||||
end
|
||||
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP AIGroup The Group Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@@ -376,7 +390,7 @@ function AI_AIR_ENGAGE:onafterDestroy( AIGroup, From, Event, To, EventData )
|
||||
end
|
||||
end
|
||||
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_AIR_ENGAGE:OnEventDead( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
@@ -389,9 +403,9 @@ function AI_AIR_ENGAGE:OnEventDead( EventData )
|
||||
end
|
||||
|
||||
|
||||
-- @param Wrapper.Group#GROUP AIControllable
|
||||
--- @param Wrapper.Group#GROUP AIControllable
|
||||
function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
|
||||
Fsm:T(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
|
||||
Fsm:I(string.format("AI_AIR_ENGAGE.___EngageRoute: %s", tostring(AIGroup:GetName())))
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
Fsm:__EngageRoute( Fsm.TaskDelay or 0.1, AttackSetUnit )
|
||||
@@ -399,14 +413,14 @@ function AI_AIR_ENGAGE.___EngageRoute( AIGroup, Fsm, AttackSetUnit )
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked.
|
||||
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
|
||||
self:T( { DefenderGroup, From, Event, To, AttackSetUnit } )
|
||||
self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
|
||||
|
||||
local DefenderGroupName = DefenderGroup:GetName()
|
||||
|
||||
@@ -428,13 +442,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
|
||||
local DefenderCoord = DefenderGroup:GetPointVec3()
|
||||
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
|
||||
|
||||
if TargetCoord == nil then
|
||||
self:Return()
|
||||
return
|
||||
end
|
||||
|
||||
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
|
||||
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
|
||||
@@ -443,19 +451,19 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
|
||||
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
|
||||
if TargetDistance <= EngageDistance * 9 then
|
||||
|
||||
--self:T(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
|
||||
self:I(string.format("AI_AIR_ENGAGE onafterEngageRoute ==> __Engage - target distance = %.1f km", TargetDistance/1000))
|
||||
self:__Engage( 0.1, AttackSetUnit )
|
||||
|
||||
else
|
||||
|
||||
--self:T(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
|
||||
self:I(string.format("FF AI_AIR_ENGAGE onafterEngageRoute ==> Routing - target distance = %.1f km", TargetDistance/1000))
|
||||
|
||||
local EngageRoute = {}
|
||||
local AttackTasks = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
|
||||
local FromWP = DefenderCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = FromWP
|
||||
|
||||
@@ -464,7 +472,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
|
||||
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
|
||||
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
|
||||
|
||||
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
|
||||
local ToWP = ToCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToWP
|
||||
|
||||
@@ -480,16 +488,16 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
|
||||
end
|
||||
else
|
||||
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
|
||||
self:T( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||
self:I( DefenderGroupName .. ": No targets found -> Going RTB")
|
||||
self:Return()
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- @param Wrapper.Group#GROUP AIControllable
|
||||
--- @param Wrapper.Group#GROUP AIControllable
|
||||
function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
|
||||
|
||||
Fsm:T(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
|
||||
Fsm:I(string.format("AI_AIR_ENGAGE.___Engage: %s", tostring(AIGroup:GetName())))
|
||||
|
||||
if AIGroup and AIGroup:IsAlive() then
|
||||
local delay=Fsm.TaskDelay or 0.1
|
||||
@@ -498,7 +506,7 @@ function AI_AIR_ENGAGE.___Engage( AIGroup, Fsm, AttackSetUnit )
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_AIR_ENGAGE self
|
||||
--- @param #AI_AIR_ENGAGE self
|
||||
-- @param Wrapper.Group#GROUP DefenderGroup The GroupGroup managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
@@ -524,7 +532,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
|
||||
local DefenderCoord = DefenderGroup:GetPointVec3()
|
||||
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
|
||||
|
||||
local TargetCoord = AttackSetUnit:GetRandomSurely():GetPointVec3()
|
||||
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
|
||||
if not TargetCoord then
|
||||
self:Return()
|
||||
return
|
||||
@@ -538,7 +546,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
|
||||
local EngageRoute = {}
|
||||
local AttackTasks = {}
|
||||
|
||||
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
|
||||
local FromWP = DefenderCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
|
||||
EngageRoute[#EngageRoute+1] = FromWP
|
||||
|
||||
self:SetTargetDistance( TargetCoord ) -- For RTB status check
|
||||
@@ -546,7 +554,7 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
|
||||
local FromEngageAngle = DefenderCoord:GetAngleDegrees( DefenderCoord:GetDirectionVec3( TargetCoord ) )
|
||||
local ToCoord=DefenderCoord:Translate( EngageDistance, FromEngageAngle, true )
|
||||
|
||||
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, EngageSpeed, true)
|
||||
local ToWP = ToCoord:WaypointAir(self.EngageAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, EngageSpeed, true)
|
||||
EngageRoute[#EngageRoute+1] = ToWP
|
||||
|
||||
-- TODO: A factor of * 3 this way too low. This causes the AI NOT to engage until very close or even merged sometimes. Some A2A missiles have a much longer range! Needs more frequent updates of the task!
|
||||
@@ -555,12 +563,12 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
|
||||
local AttackUnitTasks = self:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude ) -- Polymorphic
|
||||
|
||||
if #AttackUnitTasks == 0 then
|
||||
self:T( DefenderGroupName .. ": No valid targets found -> Going RTB")
|
||||
self:I( DefenderGroupName .. ": No valid targets found -> Going RTB")
|
||||
self:Return()
|
||||
return
|
||||
else
|
||||
local text=string.format("%s: Engaging targets at distance %.2f NM", DefenderGroupName, UTILS.MetersToNM(TargetDistance))
|
||||
self:T(text)
|
||||
self:I(text)
|
||||
DefenderGroup:OptionROEOpenFire()
|
||||
DefenderGroup:OptionROTEvadeFire()
|
||||
DefenderGroup:OptionKeepWeaponsOnThreat()
|
||||
@@ -577,13 +585,13 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
|
||||
end
|
||||
else
|
||||
-- TODO: This will make an A2A Dispatcher CAP flight to return rather than going back to patrolling!
|
||||
self:T( DefenderGroupName .. ": No targets found -> returning.")
|
||||
self:I( DefenderGroupName .. ": No targets found -> returning.")
|
||||
self:Return()
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
-- @param Wrapper.Group#GROUP AIEngage
|
||||
--- @param Wrapper.Group#GROUP AIEngage
|
||||
function AI_AIR_ENGAGE.Resume( AIEngage, Fsm )
|
||||
|
||||
AIEngage:F( { "Resume:", AIEngage:GetName() } )
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
|
||||
--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -9,14 +9,13 @@
|
||||
-- @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}
|
||||
|
||||
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_PATROL process can be started using the **Start** event.
|
||||
@@ -40,8 +39,8 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -71,7 +70,7 @@
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_AIR_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_AIR_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
@@ -81,13 +80,16 @@
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{#AI_AIR_PATROL.SetEngageRange}() to define that range.
|
||||
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- # Developer Note
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{AI.AI_Cap#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_AIR_PATROL
|
||||
@@ -99,7 +101,7 @@ AI_AIR_PATROL = {
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
|
||||
-- @param Wrapper.Group#GROUP AIGroup The AI group.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h.
|
||||
@@ -112,17 +114,17 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
|
||||
local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_PATROL
|
||||
|
||||
local SpeedMax = AIGroup:GetSpeedMax()
|
||||
|
||||
|
||||
self.PatrolZone = PatrolZone
|
||||
|
||||
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude or 1000
|
||||
self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500
|
||||
self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75
|
||||
|
||||
|
||||
-- defafult PatrolAltType to "RADIO" if not specified
|
||||
self.PatrolAltType = PatrolAltType or "RADIO"
|
||||
|
||||
|
||||
self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
|
||||
|
||||
--- OnBefore Transition Handler for Event Patrol.
|
||||
@@ -133,7 +135,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
|
||||
--- OnAfter Transition Handler for Event Patrol.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrol
|
||||
-- @param #AI_AIR_PATROL self
|
||||
@@ -141,16 +143,16 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Patrol.
|
||||
-- @function [parent=#AI_AIR_PATROL] Patrol
|
||||
-- @param #AI_AIR_PATROL self
|
||||
|
||||
|
||||
--- Asynchronous Event Trigger for Event Patrol.
|
||||
-- @function [parent=#AI_AIR_PATROL] __Patrol
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
--- OnLeave Transition Handler for State Patrolling.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnLeavePatrolling
|
||||
-- @param #AI_AIR_PATROL self
|
||||
@@ -159,7 +161,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
|
||||
--- OnEnter Transition Handler for State Patrolling.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnEnterPatrolling
|
||||
-- @param #AI_AIR_PATROL self
|
||||
@@ -167,9 +169,9 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
|
||||
self:AddTransition( "Patrolling", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
|
||||
|
||||
|
||||
--- OnBefore Transition Handler for Event PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnBeforePatrolRoute
|
||||
-- @param #AI_AIR_PATROL self
|
||||
@@ -178,7 +180,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
|
||||
--- OnAfter Transition Handler for Event PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrolRoute
|
||||
-- @param #AI_AIR_PATROL self
|
||||
@@ -186,21 +188,23 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] PatrolRoute
|
||||
-- @param #AI_AIR_PATROL self
|
||||
|
||||
|
||||
--- Asynchronous Event Trigger for Event PatrolRoute.
|
||||
-- @function [parent=#AI_AIR_PATROL] __PatrolRoute
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Engage Range when the AI will engage with airborne enemies.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param #number EngageRange The Engage Range.
|
||||
@@ -226,7 +230,7 @@ end
|
||||
-- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading.
|
||||
-- @return #AI_AIR_PATROL self
|
||||
function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)
|
||||
|
||||
|
||||
self.racetrack=true
|
||||
self.racetracklegmin=LegMin or 10000
|
||||
self.racetracklegmax=LegMax or 15000
|
||||
@@ -234,16 +238,18 @@ function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMa
|
||||
self.racetrackheadingmax=HeadingMax or 180
|
||||
self.racetrackdurationmin=DurationMin
|
||||
self.racetrackdurationmax=DurationMax
|
||||
|
||||
|
||||
if self.racetrackdurationmax and not self.racetrackdurationmin then
|
||||
self.racetrackdurationmin=self.racetrackdurationmax
|
||||
end
|
||||
|
||||
|
||||
self.racetrackcapcoordinates=CapCoordinates
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @return #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
|
||||
@@ -256,7 +262,7 @@ function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
|
||||
self:ClearTargetDistance()
|
||||
|
||||
self:__PatrolRoute( self.TaskDelay )
|
||||
|
||||
|
||||
AIPatrol:OnReSpawn(
|
||||
function( PatrolGroup )
|
||||
self:__Reset( self.TaskDelay )
|
||||
@@ -265,7 +271,7 @@ function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
|
||||
)
|
||||
end
|
||||
|
||||
--- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
|
||||
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
|
||||
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
|
||||
-- @param #AI_AIR_PATROL Fsm The FSM.
|
||||
@@ -276,10 +282,10 @@ function AI_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
|
||||
if AIPatrol and AIPatrol:IsAlive() then
|
||||
Fsm:PatrolRoute()
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_AIR_PATROL self
|
||||
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
@@ -294,52 +300,53 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
if AIPatrol and AIPatrol:IsAlive() then
|
||||
|
||||
|
||||
local PatrolRoute = {}
|
||||
|
||||
--- Calculate the target route point.
|
||||
|
||||
|
||||
local CurrentCoord = AIPatrol:GetCoordinate()
|
||||
|
||||
|
||||
local altitude= math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
|
||||
|
||||
|
||||
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
|
||||
ToTargetCoord:SetAlt( altitude )
|
||||
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
|
||||
|
||||
|
||||
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
local speedkmh=ToTargetSpeed
|
||||
|
||||
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
|
||||
local FromWP = CurrentCoord:WaypointAir(self.PatrolAltType or "RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
|
||||
PatrolRoute[#PatrolRoute+1] = FromWP
|
||||
|
||||
if self.racetrack then
|
||||
|
||||
|
||||
-- Random heading.
|
||||
local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
|
||||
|
||||
|
||||
-- Random leg length.
|
||||
local leg=math.random(self.racetracklegmin, self.racetracklegmax)
|
||||
|
||||
|
||||
-- Random duration if any.
|
||||
local duration = self.racetrackdurationmin
|
||||
if self.racetrackdurationmax then
|
||||
duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
|
||||
end
|
||||
|
||||
|
||||
-- CAP coordinate.
|
||||
local c0=self.PatrolZone:GetRandomCoordinate()
|
||||
if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
|
||||
c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
|
||||
end
|
||||
|
||||
|
||||
-- Race track points.
|
||||
local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
|
||||
local c2=c1:Translate(leg, heading):SetAltitude(altitude)
|
||||
|
||||
|
||||
self:SetTargetDistance(c0) -- For RTB status check
|
||||
|
||||
|
||||
-- Debug:
|
||||
self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration)))
|
||||
--c1:MarkToAll("Race track c1")
|
||||
@@ -347,41 +354,39 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
|
||||
|
||||
-- Task to orbit.
|
||||
local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
|
||||
|
||||
|
||||
-- Task function to redo the patrol at other random position.
|
||||
local taskPatrol=AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
|
||||
|
||||
|
||||
-- Controlled task with task condition.
|
||||
local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
|
||||
local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
|
||||
|
||||
|
||||
-- Second waypoint
|
||||
PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
|
||||
|
||||
else
|
||||
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, ToTargetSpeed, true)
|
||||
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
|
||||
PatrolRoute[#PatrolRoute+1] = ToWP
|
||||
|
||||
local Tasks = {}
|
||||
Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
|
||||
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
AIPatrol:OptionROEReturnFire()
|
||||
AIPatrol:OptionROTEvadeFire()
|
||||
|
||||
|
||||
AIPatrol:Route( PatrolRoute, self.TaskDelay )
|
||||
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Resumes the AIPatrol
|
||||
-- @param Wrapper.Group#GROUP AIPatrol
|
||||
-- @param Core.Fsm#FSM Fsm
|
||||
--- @param Wrapper.Group#GROUP AIPatrol
|
||||
function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
|
||||
|
||||
AIPatrol:F( { "AI_AIR_PATROL.Resume:", AIPatrol:GetName() } )
|
||||
@@ -389,5 +394,5 @@ function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
|
||||
Fsm:__Reset( Fsm.TaskDelay )
|
||||
Fsm:__PatrolRoute( Fsm.TaskDelay )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
--- **AI** - Models squadrons for airplanes and helicopters.
|
||||
--
|
||||
-- This is a class used in the @{AI.AI_Air_Dispatcher} and derived dispatcher classes.
|
||||
-- This is a class used in the @{AI_Air_Dispatcher} and derived dispatcher classes.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -18,14 +18,7 @@
|
||||
|
||||
|
||||
--- Implements the core functions modeling squadrons for airplanes and helicopters.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_AIR_SQUADRON
|
||||
@@ -40,7 +33,7 @@ AI_AIR_SQUADRON = {
|
||||
-- @return #AI_AIR_SQUADRON
|
||||
function AI_AIR_SQUADRON:New( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount )
|
||||
|
||||
self:T( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
|
||||
self:I( { Air_Squadron = { SquadronName, AirbaseName, TemplatePrefixes, ResourceCount } } )
|
||||
|
||||
local AI_Air_Squadron = BASE:New() -- #AI_AIR_SQUADRON
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Peform Battlefield Area Interdiction (BAI) within an engagement zone.
|
||||
--- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
@@ -11,7 +11,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_BAI)
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/BAI%20-%20Battlefield%20Air%20Interdiction)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -22,23 +22,21 @@
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **Gunterlund**: Test case revision.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_BAI
|
||||
-- @module AI.AI_Bai
|
||||
-- @image AI_Battlefield_Air_Interdiction.JPG
|
||||
|
||||
|
||||
--- AI_BAI_ZONE class
|
||||
-- @type AI_BAI_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
--
|
||||
-- 
|
||||
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
--
|
||||
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
|
||||
--
|
||||
@@ -51,7 +49,7 @@
|
||||
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
|
||||
-- using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
-- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -89,7 +87,7 @@
|
||||
-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
|
||||
-- It can be notified to go RTB through the **RTB** event.
|
||||
--
|
||||
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -119,7 +117,7 @@
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
|
||||
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task.
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
|
||||
--
|
||||
@@ -132,12 +130,7 @@
|
||||
-- AIBAIZone:SearchOff()
|
||||
--
|
||||
-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_BAI_ZONE
|
||||
@@ -149,7 +142,7 @@ AI_BAI_ZONE = {
|
||||
|
||||
--- Creates a new AI_BAI_ZONE object
|
||||
-- @param #AI_BAI_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
@@ -176,7 +169,8 @@ function AI_BAI_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
@@ -409,7 +403,7 @@ 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 +412,7 @@ 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 +424,7 @@ 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 +473,7 @@ 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 +483,7 @@ 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.
|
||||
@@ -523,12 +517,12 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
|
||||
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetAltitude()
|
||||
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToEngageZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
self.EngageSpeed,
|
||||
true
|
||||
)
|
||||
@@ -572,20 +566,20 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
|
||||
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
|
||||
|
||||
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
|
||||
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
||||
|
||||
--- Find a random 2D point in EngageZone.
|
||||
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
|
||||
self:T2( ToTargetVec2 )
|
||||
|
||||
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
||||
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
|
||||
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
self.EngageSpeed,
|
||||
true
|
||||
)
|
||||
@@ -608,12 +602,12 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
|
||||
self:SetRefreshTimeInterval( 2 )
|
||||
self:SetDetectionActivated()
|
||||
self:__Target( -2 ) -- Start targeting
|
||||
self:__Target( -2 ) -- Start Targetting
|
||||
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.
|
||||
@@ -624,7 +618,7 @@ 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 +632,7 @@ 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 } )
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
|
||||
--- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
@@ -9,7 +9,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Balancer)
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -20,28 +20,27 @@
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
|
||||
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @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
|
||||
-- @extends Core.Fsm#FSM_SET
|
||||
|
||||
--- 
|
||||
--
|
||||
-- Monitors and manages as many replacement AI groups as there are
|
||||
|
||||
--- Monitors and manages as many replacement AI groups as there are
|
||||
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
|
||||
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
|
||||
--
|
||||
-- The parent class @{Core.Fsm#FSM_SET} manages the functionality to control the Finite State Machine (FSM).
|
||||
-- The mission designer can tailor the behaviour of the AI_BALANCER, by defining event and state transition methods.
|
||||
-- An explanation about state and event transition methods can be found in the @{Core.Fsm} module documentation.
|
||||
-- An explanation about state and event transition methods can be found in the @{FSM} module documentation.
|
||||
--
|
||||
-- The mission designer can tailor the AI_BALANCER behaviour, by implementing a state or event handling method for the following:
|
||||
--
|
||||
@@ -53,7 +52,7 @@
|
||||
--
|
||||
-- ## 2. AI_BALANCER is a FSM
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- ### 2.1. AI_BALANCER States
|
||||
--
|
||||
@@ -86,12 +85,7 @@
|
||||
--
|
||||
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
|
||||
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- @field #AI_BALANCER
|
||||
AI_BALANCER = {
|
||||
ClassName = "AI_BALANCER",
|
||||
@@ -169,8 +163,7 @@ function AI_BALANCER:ReturnToHomeAirbase( ReturnThresholdRange )
|
||||
self.ReturnThresholdRange = ReturnThresholdRange
|
||||
end
|
||||
|
||||
--- AI_BALANCER:onenterSpawning
|
||||
-- @param #AI_BALANCER self
|
||||
--- @param #AI_BALANCER self
|
||||
-- @param Core.Set#SET_GROUP SetGroup
|
||||
-- @param #string ClientName
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
@@ -192,8 +185,7 @@ function AI_BALANCER:onenterSpawning( SetGroup, From, Event, To, ClientName )
|
||||
end
|
||||
end
|
||||
|
||||
--- AI_BALANCER:onenterDestroying
|
||||
-- @param #AI_BALANCER self
|
||||
--- @param #AI_BALANCER self
|
||||
-- @param Core.Set#SET_GROUP SetGroup
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function AI_BALANCER:onenterDestroying( SetGroup, From, Event, To, ClientName, AIGroup )
|
||||
@@ -221,24 +213,30 @@ function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
|
||||
AIGroup:MessageToRed( "Returning to home base ...", 30 )
|
||||
else
|
||||
-- Okay, we need to send this Group back to the nearest base of the Coalition of the AI.
|
||||
local PointVec2 = COORDINATE:New(AIGroup:GetVec2().x, 0, AIGroup:GetVec2().y)
|
||||
--TODO: i need to rework the POINT_VEC2 thing.
|
||||
local PointVec2 = POINT_VEC2:New( AIGroup:GetVec2().x, AIGroup:GetVec2().y )
|
||||
local ClosestAirbase = self.ReturnAirbaseSet:FindNearestAirbaseFromPointVec2( PointVec2 )
|
||||
self:T( ClosestAirbase.AirbaseName )
|
||||
--[[
|
||||
AIGroup:MessageToRed( "Returning to " .. ClosestAirbase:GetName().. " ...", 30 )
|
||||
local RTBRoute = AIGroup:RouteReturnToAirbase( ClosestAirbase )
|
||||
AIGroupTemplate.route = RTBRoute
|
||||
AIGroup:Respawn( AIGroupTemplate )
|
||||
]]
|
||||
AIGroup:RouteRTB(ClosestAirbase)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- AI_BALANCER:onenterMonitoring
|
||||
-- @param #AI_BALANCER self
|
||||
|
||||
--- @param #AI_BALANCER self
|
||||
function AI_BALANCER:onenterMonitoring( SetGroup )
|
||||
|
||||
self:T2( { self.SetClient:Count() } )
|
||||
--self.SetClient:Flush()
|
||||
|
||||
self.SetClient:ForEachClient(
|
||||
--- SetClient:ForEachClient
|
||||
-- @param Wrapper.Client#CLIENT Client
|
||||
--- @param Wrapper.Client#CLIENT Client
|
||||
function( Client )
|
||||
self:T3(Client.ClientName)
|
||||
|
||||
@@ -261,8 +259,7 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
|
||||
self:T2( RangeZone )
|
||||
|
||||
_DATABASE:ForEachPlayerUnit(
|
||||
--- Nameless function
|
||||
-- @param Wrapper.Unit#UNIT RangeTestUnit
|
||||
--- @param Wrapper.Unit#UNIT RangeTestUnit
|
||||
function( RangeTestUnit, RangeZone, AIGroup, PlayerInRange )
|
||||
self:T2( { PlayerInRange, RangeTestUnit.UnitName, RangeZone.ZoneName } )
|
||||
if RangeTestUnit:IsInZone( RangeZone ) == true then
|
||||
@@ -274,8 +271,7 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
|
||||
end
|
||||
end,
|
||||
|
||||
--- Nameless function
|
||||
-- @param Core.Zone#ZONE_RADIUS RangeZone
|
||||
--- @param Core.Zone#ZONE_RADIUS RangeZone
|
||||
-- @param Wrapper.Group#GROUP AIGroup
|
||||
function( RangeZone, AIGroup, PlayerInRange )
|
||||
if PlayerInRange.Value == false then
|
||||
@@ -306,3 +302,6 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
|
||||
|
||||
self:__Monitor( 10 )
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,15 +1,16 @@
|
||||
--- **AI** - Perform Combat Air Patrolling (CAP) for airplanes.
|
||||
--- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Patrol AI airplanes within a given zone.
|
||||
-- * Trigger detected events when enemy airplanes are detected.
|
||||
-- * Manage a fuel threshold to RTB on time.
|
||||
-- * Manage a fuel treshold to RTB on time.
|
||||
-- * Engage the enemy when detected.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_CAP)
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -18,29 +19,29 @@
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **Quax**: Concept, Advice & Testing.
|
||||
-- * **Pikey**: Concept, Advice & Testing.
|
||||
-- * **Gunterlund**: Test case revision.
|
||||
-- * **Whisper**: Testing.
|
||||
-- * **Delta99**: Testing.
|
||||
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
|
||||
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_CAP
|
||||
-- @module AI.AI_Cap
|
||||
-- @image AI_Combat_Air_Patrol.JPG
|
||||
|
||||
|
||||
--- @type AI_CAP_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
|
||||
|
||||
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
|
||||
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.
|
||||
@@ -64,8 +65,8 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -95,7 +96,7 @@
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
|
||||
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set the Range of Engagement
|
||||
--
|
||||
@@ -105,21 +106,16 @@
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- The range can be beyond or smaller than the range of the Patrol Zone.
|
||||
-- The range is applied at the position of the AI.
|
||||
-- Use the method @{#AI_CAP_ZONE.SetEngageRange}() to define that range.
|
||||
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
|
||||
--
|
||||
-- ## 4. Set the Zone of Engagement
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- An optional @{Core.Zone} can be set,
|
||||
-- An optional @{Zone} can be set,
|
||||
-- that will define when the AI will engage with the detected airborne enemy targets.
|
||||
-- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CAP_ZONE
|
||||
@@ -127,9 +123,11 @@ AI_CAP_ZONE = {
|
||||
ClassName = "AI_CAP_ZONE",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- Creates a new AI_CAP_ZONE object
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
@@ -143,7 +141,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
|
||||
self.Accomplished = false
|
||||
self.Engaging = false
|
||||
|
||||
|
||||
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Engage.
|
||||
@@ -154,7 +152,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
|
||||
--- OnAfter Transition Handler for Event Engage.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnAfterEngage
|
||||
-- @param #AI_CAP_ZONE self
|
||||
@@ -162,11 +160,11 @@ function AI_CAP_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.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_CAP_ZONE] Engage
|
||||
-- @param #AI_CAP_ZONE self
|
||||
|
||||
|
||||
--- Asynchronous Event Trigger for Event Engage.
|
||||
-- @function [parent=#AI_CAP_ZONE] __Engage
|
||||
-- @param #AI_CAP_ZONE self
|
||||
@@ -190,7 +188,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
|
||||
|
||||
|
||||
--- OnBefore Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnBeforeFired
|
||||
-- @param #AI_CAP_ZONE self
|
||||
@@ -199,7 +197,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
|
||||
--- OnAfter Transition Handler for Event Fired.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnAfterFired
|
||||
-- @param #AI_CAP_ZONE self
|
||||
@@ -207,11 +205,11 @@ function AI_CAP_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.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_CAP_ZONE] Fired
|
||||
-- @param #AI_CAP_ZONE self
|
||||
|
||||
|
||||
--- Asynchronous Event Trigger for Event Fired.
|
||||
-- @function [parent=#AI_CAP_ZONE] __Fired
|
||||
-- @param #AI_CAP_ZONE self
|
||||
@@ -227,7 +225,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
|
||||
--- OnAfter Transition Handler for Event Destroy.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnAfterDestroy
|
||||
-- @param #AI_CAP_ZONE self
|
||||
@@ -235,16 +233,17 @@ function AI_CAP_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.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_CAP_ZONE] Destroy
|
||||
-- @param #AI_CAP_ZONE self
|
||||
|
||||
|
||||
--- Asynchronous Event Trigger for Event Destroy.
|
||||
-- @function [parent=#AI_CAP_ZONE] __Destroy
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param #number Delay The delay in seconds.
|
||||
|
||||
|
||||
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
|
||||
|
||||
--- OnBefore Transition Handler for Event Abort.
|
||||
@@ -255,7 +254,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
|
||||
--- OnAfter Transition Handler for Event Abort.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnAfterAbort
|
||||
-- @param #AI_CAP_ZONE self
|
||||
@@ -263,11 +262,11 @@ function AI_CAP_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.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_CAP_ZONE] Abort
|
||||
-- @param #AI_CAP_ZONE self
|
||||
|
||||
|
||||
--- Asynchronous Event Trigger for Event Abort.
|
||||
-- @function [parent=#AI_CAP_ZONE] __Abort
|
||||
-- @param #AI_CAP_ZONE self
|
||||
@@ -283,7 +282,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #boolean Return false to cancel Transition.
|
||||
|
||||
|
||||
--- OnAfter Transition Handler for Event Accomplish.
|
||||
-- @function [parent=#AI_CAP_ZONE] OnAfterAccomplish
|
||||
-- @param #AI_CAP_ZONE self
|
||||
@@ -291,11 +290,11 @@ function AI_CAP_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.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_CAP_ZONE] Accomplish
|
||||
-- @param #AI_CAP_ZONE self
|
||||
|
||||
|
||||
--- Asynchronous Event Trigger for Event Accomplish.
|
||||
-- @function [parent=#AI_CAP_ZONE] __Accomplish
|
||||
-- @param #AI_CAP_ZONE self
|
||||
@@ -304,6 +303,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set the Engage Zone which defines where the AI will engage bogies.
|
||||
-- @param #AI_CAP_ZONE self
|
||||
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
|
||||
@@ -311,7 +311,7 @@ end
|
||||
function AI_CAP_ZONE:SetEngageZone( EngageZone )
|
||||
self:F2()
|
||||
|
||||
if EngageZone then
|
||||
if EngageZone then
|
||||
self.EngageZone = EngageZone
|
||||
else
|
||||
self.EngageZone = nil
|
||||
@@ -346,7 +346,8 @@ 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 +358,9 @@ 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 +372,7 @@ 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.
|
||||
@@ -377,11 +380,11 @@ end
|
||||
function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
|
||||
|
||||
if From ~= "Engaging" then
|
||||
|
||||
|
||||
local Engage = false
|
||||
|
||||
|
||||
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
|
||||
|
||||
|
||||
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
|
||||
self:T( DetectedUnit )
|
||||
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
|
||||
@@ -389,7 +392,7 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if Engage == true then
|
||||
self:F( 'Detected -> Engaging' )
|
||||
self:__Engage( 1 )
|
||||
@@ -397,7 +400,8 @@ 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 +411,10 @@ 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.
|
||||
@@ -420,23 +427,24 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
|
||||
|
||||
--- Calculate the current route point.
|
||||
local CurrentVec2 = self.Controllable:GetVec2()
|
||||
|
||||
|
||||
if not CurrentVec2 then return self end
|
||||
|
||||
|
||||
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetAltitude()
|
||||
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToEngageZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
ToEngageZoneSpeed,
|
||||
true
|
||||
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToEngageZoneSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
|
||||
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
|
||||
|
||||
|
||||
--- Find a random 2D point in PatrolZone.
|
||||
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
|
||||
self:T2( ToTargetVec2 )
|
||||
@@ -445,17 +453,17 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
|
||||
local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
|
||||
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
|
||||
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
|
||||
|
||||
|
||||
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
||||
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
|
||||
|
||||
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
|
||||
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
|
||||
@@ -474,7 +482,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
|
||||
self:F( {"Within Zone and Engaging ", DetectedUnit } )
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
|
||||
end
|
||||
else
|
||||
else
|
||||
if self.EngageRange then
|
||||
if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then
|
||||
self:F( {"Within Range and Engaging", DetectedUnit } )
|
||||
@@ -498,16 +506,16 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
|
||||
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAP_ZONE.EngageRoute", self )
|
||||
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
|
||||
|
||||
|
||||
self:SetDetectionDeactivated()
|
||||
end
|
||||
|
||||
|
||||
Controllable:Route( EngageRoute, 0.5 )
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- @param #AI_CAP_ZONE self
|
||||
--- @param #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 +525,7 @@ 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 +538,7 @@ 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 } )
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Perform Close Air Support (CAS) near friendlies.
|
||||
--- **AI** -- Perform Close Air Support (CAS) near friendlies.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
@@ -11,7 +11,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_CAS)
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -22,25 +22,22 @@
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **Quax**: Concept, Advice & Testing.
|
||||
-- * **Pikey**: Concept, Advice & Testing.
|
||||
-- * **Gunterlund**: Test case revision.
|
||||
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
|
||||
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_CAS
|
||||
-- @module AI.AI_Cas
|
||||
-- @image AI_Close_Air_Support.JPG
|
||||
|
||||
--- AI_CAS_ZONE class
|
||||
-- @type AI_CAS_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
|
||||
|
||||
--- Implements the core functions to provide Close Air Support in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--- Implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
|
||||
--
|
||||
-- 
|
||||
@@ -52,7 +49,7 @@
|
||||
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
|
||||
-- using a random speed within the given altitude and speed limits.
|
||||
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
|
||||
-- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -90,7 +87,7 @@
|
||||
-- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
|
||||
-- It can be notified to go RTB through the **RTB** event.
|
||||
--
|
||||
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -120,13 +117,8 @@
|
||||
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
|
||||
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
|
||||
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- # Developer Note
|
||||
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CAS_ZONE
|
||||
@@ -138,7 +130,7 @@ AI_CAS_ZONE = {
|
||||
|
||||
--- Creates a new AI_CAS_ZONE object
|
||||
-- @param #AI_CAS_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
@@ -165,6 +157,7 @@ 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 +358,7 @@ 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 +370,7 @@ 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 +382,7 @@ 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 +415,7 @@ 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 +425,7 @@ 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.
|
||||
@@ -468,12 +461,12 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
|
||||
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetAltitude()
|
||||
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToEngageZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
self.EngageSpeed,
|
||||
true
|
||||
)
|
||||
@@ -503,20 +496,20 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAS_ZONE.EngageRoute", self )
|
||||
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
|
||||
|
||||
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
|
||||
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
||||
|
||||
--- Find a random 2D point in EngageZone.
|
||||
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
|
||||
self:T2( ToTargetVec2 )
|
||||
|
||||
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
||||
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
|
||||
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, self.EngageAltitude, ToTargetVec2.y )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
self.EngageSpeed,
|
||||
true
|
||||
)
|
||||
@@ -527,12 +520,12 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
|
||||
|
||||
self:SetRefreshTimeInterval( 2 )
|
||||
self:SetDetectionActivated()
|
||||
self:__Target( -2 ) -- Start targeting
|
||||
self:__Target( -2 ) -- Start Targetting
|
||||
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.
|
||||
@@ -543,7 +536,7 @@ 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 +550,7 @@ 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 } )
|
||||
|
||||
@@ -15,8 +15,6 @@
|
||||
|
||||
--- Base class for the dynamic cargo handling capability for AI groups.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
-- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.
|
||||
@@ -27,12 +25,7 @@
|
||||
-- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones.
|
||||
-- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones.
|
||||
-- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
--
|
||||
-- @field #AI_CARGO
|
||||
AI_CARGO = {
|
||||
ClassName = "AI_CARGO",
|
||||
@@ -549,7 +542,7 @@ function AI_CARGO:onafterUnloaded( Carrier, From, Event, To, Cargo, CarrierUnit,
|
||||
for _, CarrierUnit in pairs( Carrier:GetUnits() ) do
|
||||
local CarrierUnit = CarrierUnit -- Wrapper.Unit#UNIT
|
||||
local IsEmpty = CarrierUnit:IsCargoEmpty()
|
||||
self:T({ IsEmpty = IsEmpty })
|
||||
self:I({ IsEmpty = IsEmpty })
|
||||
if not IsEmpty then
|
||||
AllUnloaded = false
|
||||
break
|
||||
|
||||
@@ -9,14 +9,12 @@
|
||||
-- @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
|
||||
|
||||
|
||||
--- Brings a dynamic cargo handling capability for an AI vehicle group.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
--
|
||||
-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
@@ -77,12 +75,7 @@
|
||||
-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
|
||||
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
|
||||
--
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
--
|
||||
-- @field #AI_CARGO_APC
|
||||
AI_CARGO_APC = {
|
||||
|
||||
@@ -9,13 +9,11 @@
|
||||
-- @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
|
||||
|
||||
|
||||
--- Brings a dynamic cargo handling capability for an AI airplane group.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
|
||||
--
|
||||
@@ -43,12 +41,7 @@
|
||||
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
|
||||
-- time is not so much of an issue ...
|
||||
--
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- @field #AI_CARGO_AIRPLANE
|
||||
AI_CARGO_AIRPLANE = {
|
||||
ClassName = "AI_CARGO_AIRPLANE",
|
||||
@@ -442,7 +435,7 @@ function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled
|
||||
|
||||
-- To point.
|
||||
local AirbasePointVec2 = Airbase:GetPointVec2()
|
||||
local ToWaypoint = AirbasePointVec2:WaypointAir(COORDINATE.WaypointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
|
||||
local ToWaypoint = AirbasePointVec2:WaypointAir(POINT_VEC3.RoutePointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
|
||||
|
||||
--ToWaypoint["airdromeId"] = Airbase:GetID()
|
||||
--ToWaypoint["speed_locked"] = true
|
||||
|
||||
@@ -18,12 +18,10 @@
|
||||
--
|
||||
-- Test missions can be located on the main GITHUB site.
|
||||
--
|
||||
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Cargo_Dispatcher)
|
||||
-- [FlightControl-Master/MOOSE_MISSIONS/AID - AI Dispatching/AID-CGO - AI Cargo Dispatching/](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AID%20-%20AI%20Dispatching/AID-CGO%20-%20AI%20Cargo%20Dispatching)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # The dispatcher concept.
|
||||
--
|
||||
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
@@ -102,12 +100,7 @@
|
||||
--
|
||||
-- Yes, please ensure that the zones are declared using the @{Core.Zone} classes.
|
||||
-- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON.
|
||||
--
|
||||
-- # 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
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
@@ -118,7 +111,7 @@
|
||||
-- @image AI_Cargo_Dispatcher.JPG
|
||||
|
||||
|
||||
-- @type AI_CARGO_DISPATCHER
|
||||
--- @type AI_CARGO_DISPATCHER
|
||||
-- @field Core.Set#SET_GROUP CarrierSet The set of @{Wrapper.Group#GROUP} objects of carriers that will transport the cargo.
|
||||
-- @field Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, CARGO_SLINGLOAD objects.
|
||||
-- @field Core.Zone#SET_ZONE PickupZoneSet The set of pickup zones, which are used to where the cargo can be picked up by the carriers. If nil, then cargo can be picked up everywhere.
|
||||
@@ -574,7 +567,7 @@
|
||||
-- A home zone can be specified to where the Carriers will move when there isn't any cargo left for pickup.
|
||||
-- Use @{#AI_CARGO_DISPATCHER.SetHomeZone}() to specify the home zone.
|
||||
--
|
||||
-- If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command.
|
||||
-- If no home zone is specified, the carriers will wait near the deploy zone for a new pickup command.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -585,12 +578,10 @@ AI_CARGO_DISPATCHER = {
|
||||
PickupCargo = {}
|
||||
}
|
||||
|
||||
--- List of AI_Cargo
|
||||
-- @field #list
|
||||
--- @field #list
|
||||
AI_CARGO_DISPATCHER.AI_Cargo = {}
|
||||
|
||||
--- List of PickupCargo
|
||||
-- @field #list
|
||||
--- @field #list
|
||||
AI_CARGO_DISPATCHER.PickupCargo = {}
|
||||
|
||||
|
||||
@@ -1163,7 +1154,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
|
||||
else
|
||||
local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.",
|
||||
tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName()))
|
||||
self:T(text)
|
||||
self:I(text)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -30,14 +30,12 @@
|
||||
-- @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
|
||||
|
||||
|
||||
--- A dynamic cargo transportation capability for AI groups.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.
|
||||
@@ -139,12 +137,7 @@
|
||||
-- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone.
|
||||
--
|
||||
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER_APC
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Models the intelligent transportation of infantry and other cargo using Planes.
|
||||
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes.
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
@@ -24,14 +24,12 @@
|
||||
-- @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
|
||||
|
||||
|
||||
--- Brings a dynamic cargo handling capability for AI groups.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.
|
||||
@@ -110,12 +108,7 @@
|
||||
--
|
||||
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
|
||||
--
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER_AIRPLANE
|
||||
AI_CARGO_DISPATCHER_AIRPLANE = {
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Models the intelligent transportation of infantry and other cargo using Helicopters.
|
||||
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters.
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
@@ -25,14 +25,12 @@
|
||||
-- @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
|
||||
|
||||
|
||||
--- A dynamic cargo handling capability for AI helicopter groups.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
--
|
||||
--
|
||||
@@ -142,12 +140,7 @@
|
||||
-- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone.
|
||||
--
|
||||
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER_HELICOPTER
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Models the intelligent transportation of infantry and other cargo using Ships.
|
||||
--- **AI** -- (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
@@ -23,14 +23,12 @@
|
||||
-- @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
|
||||
|
||||
|
||||
--- A dynamic cargo transportation capability for AI groups.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.
|
||||
@@ -39,14 +37,14 @@
|
||||
--
|
||||
-- This will be particularly helpful in order to determine how to **Tailor the different cargo handling events**.
|
||||
--
|
||||
-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framwork.
|
||||
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
|
||||
-- CARGO derived objects must generally be declared within the mission to make the AI_CARGO_DISPATCHER_SHIP object recognize the cargo.
|
||||
--
|
||||
--
|
||||
-- # 1) AI_CARGO_DISPATCHER_SHIP constructor.
|
||||
--
|
||||
-- * @{#AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object.
|
||||
-- * @{AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object.
|
||||
--
|
||||
-- ---
|
||||
--
|
||||
@@ -132,12 +130,7 @@
|
||||
-- Use @{#AI_CARGO_DISPATCHER_SHIP.SetHomeZone}() to specify the home zone.
|
||||
--
|
||||
-- If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_DISPATCHER_SHIP
|
||||
@@ -162,7 +155,7 @@ 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()
|
||||
|
||||
@@ -9,14 +9,12 @@
|
||||
-- @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
|
||||
|
||||
|
||||
--- Brings a dynamic cargo handling capability for an AI helicopter group.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
|
||||
--
|
||||
-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
@@ -43,12 +41,7 @@
|
||||
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
|
||||
-- time is not so much of an issue ...
|
||||
--
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_CARGO_HELICOPTER
|
||||
@@ -289,7 +282,7 @@ 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 +321,7 @@ 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
|
||||
@@ -369,8 +362,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
|
||||
-- local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
-- local WaypointFrom = CoordinateFrom:WaypointAir(
|
||||
-- "RADIO",
|
||||
-- COORDINATE.WaypointType.TurningPoint,
|
||||
-- COORDINATE.WaypointAction.TurningPoint,
|
||||
-- POINT_VEC3.RoutePointType.TurningPoint,
|
||||
-- POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
-- Speed,
|
||||
-- true
|
||||
-- )
|
||||
@@ -382,8 +375,8 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
|
||||
|
||||
local WaypointTo = CoordinateTo:WaypointAir(
|
||||
"RADIO",
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
50,
|
||||
true
|
||||
)
|
||||
@@ -411,7 +404,7 @@ 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
|
||||
@@ -429,7 +422,7 @@ function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordina
|
||||
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
||||
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
|
||||
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, 50, true)
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 50, true)
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
local Tasks = {}
|
||||
@@ -498,14 +491,14 @@ function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordin
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
|
||||
--- Create a route point of type air.
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateTo = Coordinate
|
||||
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
||||
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
|
||||
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint,_speed, true)
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint,_speed, true)
|
||||
|
||||
Route[#Route+1] = WaypointFrom
|
||||
Route[#Route+1] = WaypointTo
|
||||
@@ -565,7 +558,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
|
||||
|
||||
--- Create a route point of type air.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
|
||||
Route[#Route+1] = WaypointFrom
|
||||
Route[#Route+1] = WaypointFrom
|
||||
|
||||
@@ -575,7 +568,7 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
|
||||
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
||||
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
|
||||
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, _speed, true)
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
Route[#Route+1] = WaypointTo
|
||||
@@ -633,7 +626,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
|
||||
--- Create a route point of type air.
|
||||
local CoordinateFrom = Helicopter:GetCoordinate()
|
||||
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
|
||||
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
|
||||
Route[#Route+1] = WaypointFrom
|
||||
|
||||
--- Create a route point of type air.
|
||||
@@ -641,7 +634,7 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
|
||||
local landheight = CoordinateTo:GetLandHeight() -- get target height
|
||||
CoordinateTo.y = landheight + Height -- flight height should be 50m above ground
|
||||
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, Speed, true)
|
||||
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
|
||||
|
||||
Route[#Route+1] = WaypointTo
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Models the intelligent transportation of infantry and other cargo.
|
||||
--- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -9,13 +9,11 @@
|
||||
-- @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.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Naval ships can be utilized to transport cargo around the map following naval shipping lanes.
|
||||
-- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
|
||||
-- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo.
|
||||
@@ -48,20 +46,15 @@
|
||||
--
|
||||
-- ## Cargo deployment.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the
|
||||
-- Using the @{AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the
|
||||
-- specified coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
|
||||
--
|
||||
-- ## Cargo pickup.
|
||||
--
|
||||
-- Using the @{#AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
|
||||
-- Using the @{AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
|
||||
-- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
|
||||
--
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- @field #AI_CARGO_SHIP
|
||||
AI_CARGO_SHIP = {
|
||||
ClassName = "AI_CARGO_SHIP",
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Taking the lead of AI escorting your flight or of other AI.
|
||||
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -19,14 +19,12 @@
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Escort)
|
||||
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- Allows you to interact with escorting AI on your flight and take the lead.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
|
||||
--
|
||||
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.
|
||||
@@ -149,8 +147,8 @@
|
||||
-- @image Escorting.JPG
|
||||
|
||||
|
||||
---
|
||||
-- @type AI_ESCORT
|
||||
|
||||
--- @type AI_ESCORT
|
||||
-- @extends AI.AI_Formation#AI_FORMATION
|
||||
|
||||
|
||||
@@ -170,17 +168,10 @@
|
||||
--
|
||||
-- -- First find the GROUP object and the CLIENT object.
|
||||
-- local EscortUnit = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
|
||||
-- local EscortGroup = SET_GROUP:New():FilterPrefixes("Escort"):FilterOnce() -- The the group name of the escorts contains "Escort".
|
||||
-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
|
||||
--
|
||||
-- -- Now use these 2 objects to construct the new EscortPlanes object.
|
||||
-- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
|
||||
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes
|
||||
-- EscortPlanes:__Start(2)
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- @field #AI_ESCORT
|
||||
AI_ESCORT = {
|
||||
@@ -198,9 +189,16 @@ AI_ESCORT = {
|
||||
TaskPoints = {}
|
||||
}
|
||||
|
||||
-- @field Functional.Detection#DETECTION_AREAS
|
||||
--- @field Functional.Detection#DETECTION_AREAS
|
||||
AI_ESCORT.Detection = nil
|
||||
|
||||
--- MENUPARAM type
|
||||
-- @type MENUPARAM
|
||||
-- @field #AI_ESCORT ParamSelf
|
||||
-- @field #Distance ParamDistance
|
||||
-- @field #function ParamFunction
|
||||
-- @field #string ParamMessage
|
||||
|
||||
--- AI_ESCORT class constructor for an AI group
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param Wrapper.Client#CLIENT EscortUnit The client escorted by the EscortGroup.
|
||||
@@ -213,14 +211,10 @@ AI_ESCORT.Detection = nil
|
||||
--
|
||||
-- -- First find the GROUP object and the CLIENT object.
|
||||
-- local EscortUnit = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
|
||||
-- local EscortGroup = SET_GROUP:New():FilterPrefixes("Escort"):FilterOnce() -- The the group name of the escorts contains "Escort".
|
||||
-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
|
||||
--
|
||||
-- -- Now use these 2 objects to construct the new EscortPlanes object.
|
||||
-- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
|
||||
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes
|
||||
-- EscortPlanes:__Start(2)
|
||||
--
|
||||
--
|
||||
function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
|
||||
|
||||
local self = BASE:Inherit( self, AI_FORMATION:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing ) ) -- #AI_ESCORT
|
||||
@@ -233,17 +227,10 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
|
||||
self.EscortGroupSet = EscortGroupSet
|
||||
|
||||
self.EscortGroupSet:SetSomeIteratorLimit( 8 )
|
||||
|
||||
|
||||
self.EscortBriefing = EscortBriefing
|
||||
|
||||
self.Menu = {}
|
||||
self.Menu.HoldAtEscortPosition = self.Menu.HoldAtEscortPosition or {}
|
||||
self.Menu.HoldAtLeaderPosition = self.Menu.HoldAtLeaderPosition or {}
|
||||
self.Menu.Flare = self.Menu.Flare or {}
|
||||
self.Menu.Smoke = self.Menu.Smoke or {}
|
||||
self.Menu.Targets = self.Menu.Targets or {}
|
||||
self.Menu.ROE = self.Menu.ROE or {}
|
||||
self.Menu.ROT = self.Menu.ROT or {}
|
||||
|
||||
-- if not EscortBriefing then
|
||||
-- EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " ..
|
||||
@@ -263,7 +250,7 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
|
||||
|
||||
|
||||
EscortGroupSet:ForEachGroup(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
-- Set EscortGroup known at EscortUnit.
|
||||
if not self.PlayerUnit._EscortGroups then
|
||||
@@ -338,14 +325,14 @@ function AI_ESCORT:_InitEscortRoute( EscortGroup )
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_ESCORT self
|
||||
--- @param #AI_ESCORT self
|
||||
-- @param Core.Set#SET_GROUP EscortGroupSet
|
||||
function AI_ESCORT:onafterStart( EscortGroupSet )
|
||||
|
||||
self:F()
|
||||
|
||||
EscortGroupSet:ForEachGroup(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
EscortGroup:WayPointInitialize()
|
||||
|
||||
@@ -383,7 +370,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
|
||||
self:_InitFlightMenus()
|
||||
|
||||
self.EscortGroupSet:ForSomeGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
|
||||
self:_InitEscortMenus( EscortGroup )
|
||||
@@ -391,7 +378,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
|
||||
|
||||
self:SetFlightModeFormation( EscortGroup )
|
||||
|
||||
-- @param #AI_ESCORT self
|
||||
--- @param #AI_ESCORT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function EscortGroup:OnEventDeadOrCrash( EventData )
|
||||
self:F( { "EventDead", EventData } )
|
||||
@@ -407,14 +394,14 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
|
||||
|
||||
end
|
||||
|
||||
-- @param #AI_ESCORT self
|
||||
--- @param #AI_ESCORT self
|
||||
-- @param Core.Set#SET_GROUP EscortGroupSet
|
||||
function AI_ESCORT:onafterStop( EscortGroupSet )
|
||||
|
||||
self:F()
|
||||
|
||||
EscortGroupSet:ForEachGroup(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
EscortGroup:WayPointInitialize()
|
||||
|
||||
@@ -456,9 +443,9 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @param #number ZLevels The amount of levels on the Z-axis.
|
||||
-- @return #AI_ESCORT
|
||||
@@ -506,9 +493,9 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @param #number ZLevels The amount of levels on the Z-axis.
|
||||
-- @return #AI_ESCORT
|
||||
@@ -558,12 +545,12 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
|
||||
|
||||
if MenuFormation then
|
||||
local Arguments = MenuFormation.Arguments
|
||||
--self:T({Arguments=unpack(Arguments)})
|
||||
--self:I({Arguments=unpack(Arguments)})
|
||||
local FlightMenuFormation = MENU_GROUP:New( self.PlayerGroup, "Formation", self.MainMenu )
|
||||
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
|
||||
function ( self, Formation, ... )
|
||||
self.EscortGroupSet:ForSomeGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup, self, Formation, Arguments )
|
||||
if EscortGroup:IsAir() then
|
||||
self:E({FormationID=FormationID})
|
||||
@@ -593,7 +580,7 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationTrail( XStart, XSpace, YStart )
|
||||
|
||||
@@ -607,7 +594,7 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationStack( XStart, XSpace, YStart, YSpace )
|
||||
@@ -622,8 +609,8 @@ end
|
||||
-- This menu will appear under **Formation**.
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationLeftLine( XStart, YStart, ZStart, ZSpace )
|
||||
@@ -638,8 +625,8 @@ end
|
||||
-- This menu will appear under **Formation**.
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationRightLine( XStart, YStart, ZStart, ZSpace )
|
||||
@@ -655,8 +642,8 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationLeftWing( XStart, XSpace, YStart, ZStart, ZSpace )
|
||||
@@ -672,8 +659,8 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationRightWing( XStart, XSpace, YStart, ZStart, ZSpace )
|
||||
@@ -689,9 +676,9 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationCenterWing( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
|
||||
@@ -707,9 +694,9 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:MenuFormationVic( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
|
||||
@@ -725,9 +712,9 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @param #number ZLevels The amount of levels on the Z-axis.
|
||||
-- @return #AI_ESCORT
|
||||
@@ -777,7 +764,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetFlightMenuHoldAtEscortPosition()
|
||||
|
||||
for _, MenuHoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition or {} ) do
|
||||
for _, MenuHoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition ) do
|
||||
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
|
||||
|
||||
local FlightMenuHoldPosition = MENU_GROUP_COMMAND
|
||||
@@ -798,7 +785,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetEscortMenuHoldAtEscortPosition( EscortGroup )
|
||||
|
||||
for _, HoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition or {}) do
|
||||
for _, HoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition ) do
|
||||
if EscortGroup:IsAir() then
|
||||
local EscortGroupName = EscortGroup:GetName()
|
||||
local EscortMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", EscortGroup.EscortMenu )
|
||||
@@ -866,7 +853,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetFlightMenuHoldAtLeaderPosition()
|
||||
|
||||
for _, MenuHoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition or {}) do
|
||||
for _, MenuHoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition ) do
|
||||
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
|
||||
|
||||
local FlightMenuHoldAtLeaderPosition = MENU_GROUP_COMMAND
|
||||
@@ -887,7 +874,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetEscortMenuHoldAtLeaderPosition( EscortGroup )
|
||||
|
||||
for _, HoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition or {}) do
|
||||
for _, HoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition ) do
|
||||
if EscortGroup:IsAir() then
|
||||
|
||||
local EscortGroupName = EscortGroup:GetName()
|
||||
@@ -1012,7 +999,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetFlightMenuFlare()
|
||||
|
||||
for _, MenuFlare in pairs( self.Menu.Flare or {}) do
|
||||
for _, MenuFlare in pairs( self.Menu.Flare) do
|
||||
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
|
||||
local FlightMenuFlare = MENU_GROUP:New( self.PlayerGroup, MenuFlare.MenuText, FlightMenuReportNavigation )
|
||||
|
||||
@@ -1027,7 +1014,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetEscortMenuFlare( EscortGroup )
|
||||
|
||||
for _, MenuFlare in pairs( self.Menu.Flare or {}) do
|
||||
for _, MenuFlare in pairs( self.Menu.Flare) do
|
||||
if EscortGroup:IsAir() then
|
||||
|
||||
local EscortGroupName = EscortGroup:GetName()
|
||||
@@ -1072,7 +1059,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetFlightMenuSmoke()
|
||||
|
||||
for _, MenuSmoke in pairs( self.Menu.Smoke or {}) do
|
||||
for _, MenuSmoke in pairs( self.Menu.Smoke) do
|
||||
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
|
||||
local FlightMenuSmoke = MENU_GROUP:New( self.PlayerGroup, MenuSmoke.MenuText, FlightMenuReportNavigation )
|
||||
|
||||
@@ -1089,7 +1076,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetEscortMenuSmoke( EscortGroup )
|
||||
|
||||
for _, MenuSmoke in pairs( self.Menu.Smoke or {}) do
|
||||
for _, MenuSmoke in pairs( self.Menu.Smoke) do
|
||||
if EscortGroup:IsAir() then
|
||||
|
||||
local EscortGroupName = EscortGroup:GetName()
|
||||
@@ -1182,7 +1169,7 @@ function AI_ESCORT:SetFlightMenuTargets()
|
||||
local FlightMenuAttackNearbyAir = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Attack nearest airborne targets", self.FlightMenuAttack, AI_ESCORT._FlightAttackNearestTarget, self, self.__Enum.ReportType.Air ):SetTag( "Attack" )
|
||||
local FlightMenuAttackNearbyGround = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Attack nearest ground targets", self.FlightMenuAttack, AI_ESCORT._FlightAttackNearestTarget, self, self.__Enum.ReportType.Ground ):SetTag( "Attack" )
|
||||
|
||||
for _, MenuTargets in pairs( self.Menu.Targets or {}) do
|
||||
for _, MenuTargets in pairs( self.Menu.Targets) do
|
||||
MenuTargets.FlightReportTargetsScheduler = SCHEDULER:New( self, self._FlightReportTargetsScheduler, {}, MenuTargets.Interval, MenuTargets.Interval )
|
||||
end
|
||||
|
||||
@@ -1192,7 +1179,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetEscortMenuTargets( EscortGroup )
|
||||
|
||||
for _, MenuTargets in pairs( self.Menu.Targets or {} or {}) do
|
||||
for _, MenuTargets in pairs( self.Menu.Targets) do
|
||||
if EscortGroup:IsAir() then
|
||||
local EscortGroupName = EscortGroup:GetName()
|
||||
--local EscortMenuReportTargets = MENU_GROUP:New( self.PlayerGroup, "Report targets", EscortGroup.EscortMenu )
|
||||
@@ -1244,7 +1231,7 @@ function AI_ESCORT:MenuAssistedAttack()
|
||||
self:F()
|
||||
|
||||
self.EscortGroupSet:ForSomeGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
if not EscortGroup:IsAir() then
|
||||
-- Request assistance from other escorts.
|
||||
@@ -1259,7 +1246,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetFlightMenuROE()
|
||||
|
||||
for _, MenuROE in pairs( self.Menu.ROE or {}) do
|
||||
for _, MenuROE in pairs( self.Menu.ROE) do
|
||||
local FlightMenuROE = MENU_GROUP:New( self.PlayerGroup, "Rule Of Engagement", self.FlightMenu )
|
||||
|
||||
local FlightMenuROEHoldFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Hold fire", FlightMenuROE, AI_ESCORT._FlightROEHoldFire, self, "Holding weapons!" )
|
||||
@@ -1274,7 +1261,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetEscortMenuROE( EscortGroup )
|
||||
|
||||
for _, MenuROE in pairs( self.Menu.ROE or {}) do
|
||||
for _, MenuROE in pairs( self.Menu.ROE) do
|
||||
if EscortGroup:IsAir() then
|
||||
|
||||
local EscortGroupName = EscortGroup:GetName()
|
||||
@@ -1315,7 +1302,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetFlightMenuROT()
|
||||
|
||||
for _, MenuROT in pairs( self.Menu.ROT or {}) do
|
||||
for _, MenuROT in pairs( self.Menu.ROT) do
|
||||
local FlightMenuROT = MENU_GROUP:New( self.PlayerGroup, "Reaction On Threat", self.FlightMenu )
|
||||
|
||||
local FlightMenuROTNoReaction = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Fight until death", FlightMenuROT, AI_ESCORT._FlightROTNoReaction, self, "Fighting until death!" )
|
||||
@@ -1330,7 +1317,7 @@ end
|
||||
|
||||
function AI_ESCORT:SetEscortMenuROT( EscortGroup )
|
||||
|
||||
for _, MenuROT in pairs( self.Menu.ROT or {}) do
|
||||
for _, MenuROT in pairs( self.Menu.ROT) do
|
||||
if EscortGroup:IsAir() then
|
||||
|
||||
local EscortGroupName = EscortGroup:GetName()
|
||||
@@ -1388,7 +1375,7 @@ function AI_ESCORT:SetEscortMenuResumeMission( EscortGroup )
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_ESCORT self
|
||||
--- @param #AI_ESCORT self
|
||||
-- @param Wrapper.Group#GROUP OrbitGroup
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
-- @param #number OrbitHeight
|
||||
@@ -1432,7 +1419,7 @@ function AI_ESCORT:_HoldPosition( OrbitGroup, EscortGroup, OrbitHeight, OrbitSec
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_ESCORT self
|
||||
--- @param #AI_ESCORT self
|
||||
-- @param Wrapper.Group#GROUP OrbitGroup
|
||||
-- @param #number OrbitHeight
|
||||
-- @param #number OrbitSeconds
|
||||
@@ -1441,7 +1428,7 @@ function AI_ESCORT:_FlightHoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
|
||||
local EscortUnit = self.PlayerUnit
|
||||
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup, OrbitGroup )
|
||||
if EscortGroup:IsAir() then
|
||||
if OrbitGroup == nil then
|
||||
@@ -1469,7 +1456,7 @@ end
|
||||
function AI_ESCORT:_FlightJoinUp()
|
||||
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
if EscortGroup:IsAir() then
|
||||
self:_JoinUp( EscortGroup )
|
||||
@@ -1484,7 +1471,7 @@ end
|
||||
-- @param #AI_ESCORT self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @return #AI_ESCORT
|
||||
function AI_ESCORT:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
|
||||
|
||||
@@ -1496,7 +1483,7 @@ end
|
||||
function AI_ESCORT:_FlightFormationTrail( XStart, XSpace, YStart )
|
||||
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
if EscortGroup:IsAir() then
|
||||
self:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
|
||||
@@ -1523,7 +1510,7 @@ end
|
||||
function AI_ESCORT:_FlightFormationStack( XStart, XSpace, YStart, YSpace )
|
||||
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
if EscortGroup:IsAir() then
|
||||
self:_EscortFormationStack( EscortGroup, XStart, XSpace, YStart, YSpace )
|
||||
@@ -1546,7 +1533,7 @@ end
|
||||
function AI_ESCORT:_FlightFlare( Color, Message )
|
||||
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
if EscortGroup:IsAir() then
|
||||
self:_Flare( EscortGroup, Color, Message )
|
||||
@@ -1569,7 +1556,7 @@ end
|
||||
function AI_ESCORT:_FlightSmoke( Color, Message )
|
||||
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
if EscortGroup:IsAir() then
|
||||
self:_Smoke( EscortGroup, Color, Message )
|
||||
@@ -1600,7 +1587,7 @@ end
|
||||
function AI_ESCORT:_FlightSwitchReportNearbyTargets( ReportTargets )
|
||||
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
if EscortGroup:IsAir() then
|
||||
self:_EscortSwitchReportNearbyTargets( EscortGroup, ReportTargets )
|
||||
@@ -1692,7 +1679,7 @@ function AI_ESCORT:_ScanTargets( ScanDuration )
|
||||
|
||||
end
|
||||
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Wrapper.Group#GROUP EscortGroup
|
||||
-- @param #AI_ESCORT self
|
||||
function AI_ESCORT.___Resume( EscortGroup, self )
|
||||
|
||||
@@ -1714,7 +1701,7 @@ function AI_ESCORT.___Resume( EscortGroup, self )
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_ESCORT self
|
||||
--- @param #AI_ESCORT self
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
-- @param #number WayPoint
|
||||
function AI_ESCORT:_ResumeMission( EscortGroup, WayPoint )
|
||||
@@ -1736,7 +1723,7 @@ function AI_ESCORT:_ResumeMission( EscortGroup, WayPoint )
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_ESCORT self
|
||||
--- @param #AI_ESCORT self
|
||||
-- @param Wrapper.Group#GROUP EscortGroup The escort group that will attack the detected item.
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
|
||||
@@ -1756,7 +1743,7 @@ function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
|
||||
local AttackUnitTasks = {}
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
-- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit, Tasks )
|
||||
if DetectedUnit:IsAlive() then
|
||||
AttackUnitTasks[#AttackUnitTasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit )
|
||||
@@ -1780,7 +1767,7 @@ function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
|
||||
local Tasks = {}
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
-- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit, Tasks )
|
||||
if DetectedUnit:IsAlive() then
|
||||
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
|
||||
@@ -1808,7 +1795,7 @@ end
|
||||
function AI_ESCORT:_FlightAttackTarget( DetectedItem )
|
||||
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup, DetectedItem )
|
||||
if EscortGroup:IsAir() then
|
||||
self:_AttackTarget( EscortGroup, DetectedItem )
|
||||
@@ -1855,7 +1842,7 @@ end
|
||||
|
||||
|
||||
---
|
||||
-- @param #AI_ESCORT self
|
||||
--- @param #AI_ESCORT self
|
||||
-- @param Wrapper.Group#GROUP EscortGroup The escort group that will attack the detected item.
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
function AI_ESCORT:_AssistTarget( EscortGroup, DetectedItem )
|
||||
@@ -1867,7 +1854,7 @@ function AI_ESCORT:_AssistTarget( EscortGroup, DetectedItem )
|
||||
local Tasks = {}
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
-- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit, Tasks )
|
||||
if DetectedUnit:IsAlive() then
|
||||
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
|
||||
@@ -1894,7 +1881,7 @@ end
|
||||
|
||||
function AI_ESCORT:_FlightROEHoldFire( EscortROEMessage )
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Wrapper.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
self:_ROE( EscortGroup, EscortGroup.OptionROEHoldFire, EscortROEMessage )
|
||||
end
|
||||
@@ -1903,7 +1890,7 @@ end
|
||||
|
||||
function AI_ESCORT:_FlightROEOpenFire( EscortROEMessage )
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Wrapper.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
self:_ROE( EscortGroup, EscortGroup.OptionROEOpenFire, EscortROEMessage )
|
||||
end
|
||||
@@ -1912,7 +1899,7 @@ end
|
||||
|
||||
function AI_ESCORT:_FlightROEReturnFire( EscortROEMessage )
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Wrapper.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
self:_ROE( EscortGroup, EscortGroup.OptionROEReturnFire, EscortROEMessage )
|
||||
end
|
||||
@@ -1921,7 +1908,7 @@ end
|
||||
|
||||
function AI_ESCORT:_FlightROEWeaponFree( EscortROEMessage )
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Wrapper.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
self:_ROE( EscortGroup, EscortGroup.OptionROEWeaponFree, EscortROEMessage )
|
||||
end
|
||||
@@ -1937,7 +1924,7 @@ end
|
||||
|
||||
function AI_ESCORT:_FlightROTNoReaction( EscortROTMessage )
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Wrapper.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
self:_ROT( EscortGroup, EscortGroup.OptionROTNoReaction, EscortROTMessage )
|
||||
end
|
||||
@@ -1946,7 +1933,7 @@ end
|
||||
|
||||
function AI_ESCORT:_FlightROTPassiveDefense( EscortROTMessage )
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Wrapper.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
self:_ROT( EscortGroup, EscortGroup.OptionROTPassiveDefense, EscortROTMessage )
|
||||
end
|
||||
@@ -1955,7 +1942,7 @@ end
|
||||
|
||||
function AI_ESCORT:_FlightROTEvadeFire( EscortROTMessage )
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Wrapper.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
self:_ROT( EscortGroup, EscortGroup.OptionROTEvadeFire, EscortROTMessage )
|
||||
end
|
||||
@@ -1964,7 +1951,7 @@ end
|
||||
|
||||
function AI_ESCORT:_FlightROTVertical( EscortROTMessage )
|
||||
self.EscortGroupSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Wrapper.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
self:_ROT( EscortGroup, EscortGroup.OptionROTVertical, EscortROTMessage )
|
||||
end
|
||||
@@ -2191,3 +2178,5 @@ function AI_ESCORT:_FlightReportTargetsScheduler()
|
||||
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
|
||||
@@ -15,19 +15,12 @@
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
-- @type AI_ESCORT_DISPATCHER
|
||||
--- @type AI_ESCORT_DISPATCHER
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- Models the automatic assignment of AI escorts to player flights.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_ESCORT_DISPATCHER
|
||||
@@ -35,7 +28,7 @@ AI_ESCORT_DISPATCHER = {
|
||||
ClassName = "AI_ESCORT_DISPATCHER",
|
||||
}
|
||||
|
||||
-- @field #list
|
||||
--- @field #list
|
||||
AI_ESCORT_DISPATCHER.AI_Escorts = {}
|
||||
|
||||
|
||||
@@ -104,7 +97,7 @@ function AI_ESCORT_DISPATCHER:onafterStart( From, Event, To )
|
||||
|
||||
end
|
||||
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
--- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
|
||||
|
||||
@@ -112,11 +105,11 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
self:T({EscortAirbase= self.EscortAirbase } )
|
||||
self:T({PlayerGroupName = PlayerGroupName } )
|
||||
self:T({PlayerGroup = PlayerGroup})
|
||||
self:T({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
self:I({EscortAirbase= self.EscortAirbase } )
|
||||
self:I({PlayerGroupName = PlayerGroupName } )
|
||||
self:I({PlayerGroup = PlayerGroup})
|
||||
self:I({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if self.AI_Escorts[PlayerGroupName] then
|
||||
@@ -127,7 +120,7 @@ function AI_ESCORT_DISPATCHER:OnEventExit( EventData )
|
||||
|
||||
end
|
||||
|
||||
-- @param #AI_ESCORT_DISPATCHER self
|
||||
--- @param #AI_ESCORT_DISPATCHER self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
|
||||
|
||||
@@ -135,17 +128,17 @@ function AI_ESCORT_DISPATCHER:OnEventBirth( EventData )
|
||||
local PlayerGroup = EventData.IniGroup
|
||||
local PlayerUnit = EventData.IniUnit
|
||||
|
||||
self:T({EscortAirbase= self.EscortAirbase } )
|
||||
self:T({PlayerGroupName = PlayerGroupName } )
|
||||
self:T({PlayerGroup = PlayerGroup})
|
||||
self:T({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:T({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
self:I({EscortAirbase= self.EscortAirbase } )
|
||||
self:I({PlayerGroupName = PlayerGroupName } )
|
||||
self:I({PlayerGroup = PlayerGroup})
|
||||
self:I({FirstGroup = self.CarrierSet:GetFirst()})
|
||||
self:I({FindGroup = self.CarrierSet:FindGroup( PlayerGroupName )})
|
||||
|
||||
if self.CarrierSet:FindGroup( PlayerGroupName ) then
|
||||
if not self.AI_Escorts[PlayerGroupName] then
|
||||
local LeaderUnit = PlayerUnit
|
||||
local EscortGroup = self.EscortSpawn:SpawnAtAirbase( self.EscortAirbase, SPAWN.Takeoff.Hot )
|
||||
self:T({EscortGroup = EscortGroup})
|
||||
self:I({EscortGroup = EscortGroup})
|
||||
|
||||
self:ScheduleOnce( 1,
|
||||
function( EscortGroup )
|
||||
|
||||
@@ -11,23 +11,16 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Escort_Dispatcher_Request
|
||||
-- @module AI.AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
-- @type AI_ESCORT_DISPATCHER_REQUEST
|
||||
--- @type AI_ESCORT_DISPATCHER_REQUEST
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_ESCORT_DISPATCHER_REQUEST
|
||||
@@ -35,7 +28,7 @@ AI_ESCORT_DISPATCHER_REQUEST = {
|
||||
ClassName = "AI_ESCORT_DISPATCHER_REQUEST",
|
||||
}
|
||||
|
||||
-- @field #list
|
||||
--- @field #list
|
||||
AI_ESCORT_DISPATCHER_REQUEST.AI_Escorts = {}
|
||||
|
||||
|
||||
@@ -82,7 +75,7 @@ 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 +92,7 @@ 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 )
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
|
||||
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -19,14 +19,12 @@
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Escort)
|
||||
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- Allows you to interact with escorting AI on your flight and take the lead.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
|
||||
--
|
||||
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.
|
||||
@@ -138,24 +136,19 @@
|
||||
--
|
||||
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
|
||||
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: **FlightControl**
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module AI.AI_Escort_Request
|
||||
-- @module AI.AI_Escort
|
||||
-- @image Escorting.JPG
|
||||
|
||||
|
||||
|
||||
-- @type AI_ESCORT_REQUEST
|
||||
--- @type AI_ESCORT_REQUEST
|
||||
-- @extends AI.AI_Escort#AI_ESCORT
|
||||
|
||||
--- AI_ESCORT_REQUEST class
|
||||
@@ -230,7 +223,7 @@ 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 +248,7 @@ 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 +263,7 @@ 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 +285,14 @@ 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 Core.Group#GROUP EscortGroup
|
||||
function( EscortGroup )
|
||||
EscortGroup:WayPointInitialize()
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **AI** - Build large airborne formations of aircraft.
|
||||
--- **AI** -- Build large airborne formations of aircraft.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
@@ -7,13 +7,13 @@
|
||||
-- * Assign a group leader that will guide the large formation path.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Additional Material:
|
||||
--
|
||||
-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Formation)
|
||||
-- * **YouTube videos:** [Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0bFIJ9jIdYM22uaWmIN4oz)
|
||||
-- * **Guides:** None
|
||||
--
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/FOR%20-%20Formation)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [YouTube Playlist](https://www.youtube.com/playlist?list=PL7ZUrU4zZUl0bFIJ9jIdYM22uaWmIN4oz)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
@@ -31,7 +31,7 @@
|
||||
-- @field Core.Set#SET_GROUP FollowGroupSet
|
||||
-- @field #string FollowName
|
||||
-- @field #AI_FORMATION.MODE FollowMode The mode the escort is in.
|
||||
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
|
||||
-- @field 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.
|
||||
@@ -40,10 +40,8 @@
|
||||
|
||||
|
||||
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
|
||||
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
|
||||
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
|
||||
-- The purpose of the class is to:
|
||||
--
|
||||
@@ -94,12 +92,7 @@
|
||||
-- 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
|
||||
--
|
||||
--
|
||||
-- @field #AI_FORMATION
|
||||
AI_FORMATION = {
|
||||
ClassName = "AI_FORMATION",
|
||||
@@ -119,7 +112,7 @@ 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 +137,7 @@ 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 = {
|
||||
@@ -154,18 +147,27 @@ 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 = "*",
|
||||
Airborne = "A",
|
||||
GroundRadar = "R",
|
||||
Ground = "G",
|
||||
}
|
||||
|
||||
|
||||
|
||||
--- MENUPARAM type
|
||||
-- @type MENUPARAM
|
||||
-- @field #AI_FORMATION ParamSelf
|
||||
-- @field #number ParamDistance
|
||||
-- @field #function ParamFunction
|
||||
-- @field #string ParamMessage
|
||||
|
||||
--- AI_FORMATION class constructor for an AI group
|
||||
-- @param #AI_FORMATION self
|
||||
-- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
|
||||
@@ -727,7 +729,7 @@ function AI_FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, X
|
||||
|
||||
for FollowID, FollowGroup in pairs( FollowSet ) do
|
||||
|
||||
local PointVec3 = COORDINATE:New()
|
||||
local PointVec3 = POINT_VEC3:New()
|
||||
PointVec3:SetX( XStart + i * XSpace )
|
||||
PointVec3:SetY( YStart + i * YSpace )
|
||||
PointVec3:SetZ( ZStart + i * ZSpace )
|
||||
@@ -879,7 +881,7 @@ function AI_FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event ,
|
||||
|
||||
for FollowID, FollowGroup in pairs( FollowSet ) do
|
||||
|
||||
local PointVec3 = COORDINATE:New()
|
||||
local PointVec3 = POINT_VEC3:New()
|
||||
|
||||
local Side = ( i % 2 == 0 ) and 1 or -1
|
||||
local Row = i / 2 + 1
|
||||
@@ -938,7 +940,7 @@ function AI_FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XS
|
||||
|
||||
for FollowID, FollowGroup in pairs( FollowSet ) do
|
||||
|
||||
local PointVec3 = COORDINATE:New()
|
||||
local PointVec3 = POINT_VEC3:New()
|
||||
|
||||
local ZIndex = i % ZLevels
|
||||
local XIndex = math.floor( i / ZLevels )
|
||||
@@ -998,7 +1000,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
|
||||
else
|
||||
self.FollowGroupSet:ForSomeGroupAlive(
|
||||
-- @param Core.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
|
||||
@@ -1022,7 +1024,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
|
||||
else
|
||||
self.FollowGroupSet:ForSomeGroupAlive(
|
||||
-- @param Core.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
|
||||
@@ -1046,7 +1048,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
|
||||
else
|
||||
self.FollowGroupSet:ForSomeGroupAlive(
|
||||
-- @param Core.Group#GROUP EscortGroup
|
||||
--- @param Core.Group#GROUP EscortGroup
|
||||
function( FollowGroup )
|
||||
FollowGroup:SetState( FollowGroup, "PreviousMode", FollowGroup:GetState( FollowGroup, "Mode" ) )
|
||||
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
|
||||
@@ -1224,7 +1226,7 @@ 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,
|
||||
y = GH2.y,
|
||||
z = CV2.z + CS * 10 * math.cos(Ca),
|
||||
}
|
||||
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
--- **AI** - Perform Air Patrolling for airplanes.
|
||||
--- **AI** -- Perform Air Patrolling for airplanes.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Patrol AI airplanes within a given zone.
|
||||
-- * Trigger detected events when enemy airplanes are detected.
|
||||
-- * Manage a fuel threshold to RTB on time.
|
||||
-- * Manage a fuel treshold to RTB on time.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -16,7 +16,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_Patrol)
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -27,8 +27,8 @@
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **Dutch_Baron**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
|
||||
-- * **Pikey**: Testing and API concept review.
|
||||
-- * **[Dutch_Baron](https://forums.eagle.ru/member.php?u=112075)**: Working together with James has resulted in the creation of the AI_BALANCER class. James has shared his ideas on balancing AI with air units, and together we made a first design which you can use now :-)
|
||||
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Testing and API concept review.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -38,7 +38,7 @@
|
||||
--- AI_PATROL_ZONE class
|
||||
-- @type AI_PATROL_ZONE
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
|
||||
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @field DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @field DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @field DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
@@ -46,9 +46,7 @@
|
||||
-- @field Core.Spawn#SPAWN CoordTest
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
--
|
||||
-- 
|
||||
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -74,8 +72,8 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
|
||||
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -103,7 +101,7 @@
|
||||
-- * **RTB** ( Group ): Route the AI to the home base.
|
||||
-- * **Detect** ( Group ): The AI is detecting targets.
|
||||
-- * **Detected** ( Group ): The AI has detected new targets.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
|
||||
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
|
||||
--
|
||||
-- ## 3. Set or Get the AI controllable
|
||||
--
|
||||
@@ -135,23 +133,18 @@
|
||||
-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE
|
||||
--
|
||||
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
|
||||
-- while a new AI is targeted to the AI_PATROL_ZONE.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
||||
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
|
||||
-- while a new AI is targetted to the AI_PATROL_ZONE.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this process in place.
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
|
||||
--
|
||||
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
|
||||
--
|
||||
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
|
||||
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
|
||||
--
|
||||
-- # Developer Note
|
||||
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
|
||||
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place.
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @field #AI_PATROL_ZONE
|
||||
@@ -161,7 +154,7 @@ AI_PATROL_ZONE = {
|
||||
|
||||
--- Creates a new AI_PATROL_ZONE object
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
|
||||
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
|
||||
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
|
||||
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
|
||||
@@ -177,27 +170,27 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
|
||||
-- Inherits from BASE
|
||||
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_PATROL_ZONE
|
||||
|
||||
|
||||
|
||||
|
||||
self.PatrolZone = PatrolZone
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude
|
||||
self.PatrolCeilingAltitude = PatrolCeilingAltitude
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed
|
||||
|
||||
|
||||
-- defafult PatrolAltType to "BARO" if not specified
|
||||
self.PatrolAltType = PatrolAltType or "BARO"
|
||||
|
||||
|
||||
self:SetRefreshTimeInterval( 30 )
|
||||
|
||||
|
||||
self.CheckStatus = true
|
||||
|
||||
|
||||
self:ManageFuel( .2, 60 )
|
||||
self:ManageDamage( 1 )
|
||||
|
||||
|
||||
|
||||
self.DetectedUnits = {} -- This table contains the targets detected during patrol.
|
||||
|
||||
|
||||
self:SetStartState( "None" )
|
||||
|
||||
self:AddTransition( "*", "Stop", "Stopped" )
|
||||
@@ -235,7 +228,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Stop.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Stop
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
@@ -263,7 +256,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Start.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Start
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
@@ -336,7 +329,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event Status.
|
||||
-- @function [parent=#AI_PATROL_ZONE] Status
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
@@ -420,7 +413,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
|
||||
|
||||
--- Synchronous Event Trigger for Event RTB.
|
||||
-- @function [parent=#AI_PATROL_ZONE] RTB
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
@@ -448,11 +441,11 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
|
||||
-- @param #string To The To State string.
|
||||
|
||||
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
|
||||
|
||||
|
||||
self:AddTransition( "*", "Eject", "*" )
|
||||
self:AddTransition( "*", "Crash", "Crashed" )
|
||||
self:AddTransition( "*", "PilotDead", "*" )
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -466,7 +459,7 @@ end
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
|
||||
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
|
||||
|
||||
|
||||
self.PatrolMinSpeed = PatrolMinSpeed
|
||||
self.PatrolMaxSpeed = PatrolMaxSpeed
|
||||
end
|
||||
@@ -480,7 +473,7 @@ end
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
|
||||
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
|
||||
|
||||
|
||||
self.PatrolFloorAltitude = PatrolFloorAltitude
|
||||
self.PatrolCeilingAltitude = PatrolCeilingAltitude
|
||||
end
|
||||
@@ -588,56 +581,56 @@ function AI_PATROL_ZONE:ClearDetectedUnits()
|
||||
end
|
||||
|
||||
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
|
||||
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE.
|
||||
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
|
||||
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
|
||||
-- Once the time is finished, the old AI will return to the base.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
||||
-- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
|
||||
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
|
||||
|
||||
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
|
||||
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
|
||||
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
|
||||
-- However, damage cannot be foreseen early on.
|
||||
-- Therefore, when the damage threshold is reached,
|
||||
-- Therefore, when the damage treshold is reached,
|
||||
-- the AI will return immediately to the home base (RTB).
|
||||
-- Note that for groups, the average damage of the complete group will be calculated.
|
||||
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
|
||||
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
|
||||
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
|
||||
|
||||
self.PatrolManageDamage = true
|
||||
self.PatrolDamageThreshold = PatrolDamageThreshold
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
-- @param #string Event The Event string.
|
||||
-- @param #string To The To State string.
|
||||
-- @return #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
|
||||
self:F2()
|
||||
|
||||
self:__Route( 1 ) -- Route to the patrol point. The asynchronous trigger is important, because a spawned group and units takes at least one second to come live.
|
||||
self:__Status( 60 ) -- Check status status every 30 seconds.
|
||||
self:SetDetectionActivated()
|
||||
|
||||
|
||||
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
|
||||
self:HandleEvent( EVENTS.Crash, self.OnCrash )
|
||||
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
|
||||
|
||||
|
||||
Controllable:OptionROEHoldFire()
|
||||
Controllable:OptionROTVertical()
|
||||
|
||||
@@ -654,15 +647,15 @@ function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable+
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
function AI_PATROL_ZONE:onbeforeDetect( Controllable, From, Event, To )
|
||||
|
||||
return self.DetectOn and self.DetectActivated
|
||||
end
|
||||
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
|
||||
|
||||
local Detected = false
|
||||
@@ -674,12 +667,12 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
|
||||
if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
|
||||
|
||||
local TargetUnit = UNIT:Find( TargetObject )
|
||||
|
||||
|
||||
-- Check that target is alive due to issue https://github.com/FlightControl-Master/MOOSE/issues/1234
|
||||
if TargetUnit and TargetUnit:IsAlive() then
|
||||
|
||||
|
||||
local TargetUnitName = TargetUnit:GetName()
|
||||
|
||||
|
||||
if self.DetectionZone then
|
||||
if TargetUnit:IsInZone( self.DetectionZone ) then
|
||||
self:T( {"Detected ", TargetUnit } )
|
||||
@@ -694,21 +687,21 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
|
||||
end
|
||||
Detected = true
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self:__Detect( -self.DetectInterval )
|
||||
|
||||
|
||||
if Detected == true then
|
||||
self:__Detected( 1.5 )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
||||
-- This static method is called from the route path within the last task at the last waypoint of the Controllable.
|
||||
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
|
||||
-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable.
|
||||
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
|
||||
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
|
||||
|
||||
@@ -717,7 +710,7 @@ function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
|
||||
end
|
||||
|
||||
|
||||
--- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
|
||||
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
|
||||
-- @param #string From The From State string.
|
||||
@@ -736,7 +729,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
|
||||
if self.Controllable:IsAlive() and life > 1 then
|
||||
-- Determine if the AIControllable is within the PatrolZone.
|
||||
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
|
||||
|
||||
|
||||
local PatrolRoute = {}
|
||||
|
||||
-- Calculate the current route point of the controllable as the start point of the route.
|
||||
@@ -753,12 +746,12 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
|
||||
if not CurrentVec2 then return end
|
||||
--Done: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetAltitude()
|
||||
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TakeOffParking,
|
||||
COORDINATE.WaypointAction.FromParkingArea,
|
||||
POINT_VEC3.RoutePointType.TakeOffParking,
|
||||
POINT_VEC3.RoutePointAction.FromParkingArea,
|
||||
ToPatrolZoneSpeed,
|
||||
true
|
||||
)
|
||||
@@ -769,12 +762,12 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
|
||||
if not CurrentVec2 then return end
|
||||
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
local CurrentAltitude = self.Controllable:GetAltitude()
|
||||
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToPatrolZoneSpeed,
|
||||
true
|
||||
)
|
||||
@@ -782,7 +775,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
|
||||
end
|
||||
|
||||
|
||||
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
|
||||
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
|
||||
|
||||
--- Find a random 2D point in PatrolZone.
|
||||
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
|
||||
@@ -794,13 +787,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
|
||||
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
|
||||
|
||||
--- Obtain a 3D @{Point} from the 2D point + altitude.
|
||||
local ToTargetPointVec3 = COORDINATE:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
|
||||
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
|
||||
|
||||
--- Create a route point of type air.
|
||||
local ToTargetRoutePoint = ToTargetPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToTargetSpeed,
|
||||
true
|
||||
)
|
||||
@@ -824,13 +817,13 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
|
||||
|
||||
end
|
||||
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:onbeforeStatus()
|
||||
|
||||
return self.CheckStatus
|
||||
end
|
||||
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:onafterStatus()
|
||||
self:F2()
|
||||
|
||||
@@ -840,7 +833,7 @@ function AI_PATROL_ZONE:onafterStatus()
|
||||
|
||||
local Fuel = self.Controllable:GetFuelMin()
|
||||
if Fuel < self.PatrolFuelThresholdPercentage then
|
||||
self:T( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
|
||||
self:I( self.Controllable:GetName() .. " is out of fuel:" .. Fuel .. ", RTB!" )
|
||||
local OldAIControllable = self.Controllable
|
||||
|
||||
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
|
||||
@@ -848,25 +841,16 @@ function AI_PATROL_ZONE:onafterStatus()
|
||||
OldAIControllable:SetTask( TimedOrbitTask, 10 )
|
||||
|
||||
RTB = true
|
||||
else
|
||||
end
|
||||
|
||||
-- TODO: Check GROUP damage function.
|
||||
local Damage = self.Controllable:GetLife()
|
||||
if Damage <= self.PatrolDamageThreshold then
|
||||
self:T( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
|
||||
self:I( self.Controllable:GetName() .. " is damaged:" .. Damage .. ", RTB!" )
|
||||
RTB = true
|
||||
end
|
||||
|
||||
if self:IsInstanceOf("AI_CAS") or self:IsInstanceOf("AI_BAI") then
|
||||
local atotal,shells,rockets,bombs,missiles = self.Controllable:GetAmmunition()
|
||||
local arelevant = rockets+bombs
|
||||
if arelevant == 0 or missiles == 0 then
|
||||
RTB = true
|
||||
self:T({total=atotal,shells=shells,rockets=rockets,bombs=bombs,missiles=missiles})
|
||||
self:T( self.Controllable:GetName() .. " is out of ammo, RTB!" )
|
||||
end
|
||||
end
|
||||
|
||||
if RTB == true then
|
||||
self:RTB()
|
||||
else
|
||||
@@ -875,7 +859,7 @@ function AI_PATROL_ZONE:onafterStatus()
|
||||
end
|
||||
end
|
||||
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:onafterRTB()
|
||||
self:F2()
|
||||
|
||||
@@ -892,12 +876,12 @@ function AI_PATROL_ZONE:onafterRTB()
|
||||
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
|
||||
--local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
|
||||
local CurrentAltitude = self.Controllable:GetAltitude()
|
||||
local CurrentPointVec3 = COORDINATE:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
|
||||
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
|
||||
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
|
||||
self.PatrolAltType,
|
||||
COORDINATE.WaypointType.TurningPoint,
|
||||
COORDINATE.WaypointAction.TurningPoint,
|
||||
POINT_VEC3.RoutePointType.TurningPoint,
|
||||
POINT_VEC3.RoutePointAction.TurningPoint,
|
||||
ToPatrolZoneSpeed,
|
||||
true
|
||||
)
|
||||
@@ -914,13 +898,13 @@ function AI_PATROL_ZONE:onafterRTB()
|
||||
|
||||
end
|
||||
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
function AI_PATROL_ZONE:onafterDead()
|
||||
self:SetDetectionOff()
|
||||
self:SetStatusOff()
|
||||
end
|
||||
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_PATROL_ZONE:OnCrash( EventData )
|
||||
|
||||
@@ -931,7 +915,7 @@ function AI_PATROL_ZONE:OnCrash( EventData )
|
||||
end
|
||||
end
|
||||
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_PATROL_ZONE:OnEjection( EventData )
|
||||
|
||||
@@ -940,7 +924,7 @@ function AI_PATROL_ZONE:OnEjection( EventData )
|
||||
end
|
||||
end
|
||||
|
||||
-- @param #AI_PATROL_ZONE self
|
||||
--- @param #AI_PATROL_ZONE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function AI_PATROL_ZONE:OnPilotDead( EventData )
|
||||
|
||||
|
||||
@@ -1,18 +1,16 @@
|
||||
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
|
||||
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Wrapper.Unit}s.
|
||||
--
|
||||
-- 
|
||||
-- 
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Actions.Act_Account
|
||||
-- @module Actions.Account
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
do -- ACT_ACCOUNT
|
||||
|
||||
|
||||
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- 
|
||||
--
|
||||
--
|
||||
-- ## ACT_ACCOUNT state machine:
|
||||
--
|
||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||
@@ -22,7 +20,7 @@ do -- ACT_ACCOUNT
|
||||
--
|
||||
-- ### ACT_ACCOUNT States
|
||||
--
|
||||
-- * **Assigned**: The player is assigned.
|
||||
-- * **Asigned**: The player is assigned.
|
||||
-- * **Waiting**: Waiting for an event.
|
||||
-- * **Report**: Reporting.
|
||||
-- * **Account**: Account for an event.
|
||||
@@ -56,11 +54,6 @@ do -- ACT_ACCOUNT
|
||||
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
|
||||
-- These state transition methods need to provide a return value, which is specified at the function description.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- @type ACT_ACCOUNT
|
||||
-- @field Core.Set#SET_UNIT TargetSetUnit
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
@@ -111,6 +104,7 @@ do -- ACT_ACCOUNT
|
||||
self:__Wait( 1 )
|
||||
end
|
||||
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ACCOUNT self
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
@@ -135,7 +129,7 @@ do -- ACT_ACCOUNT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To )
|
||||
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event )
|
||||
|
||||
self:__NoMore( 1 )
|
||||
end
|
||||
@@ -144,10 +138,10 @@ end -- ACT_ACCOUNT
|
||||
|
||||
do -- ACT_ACCOUNT_DEADS
|
||||
|
||||
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{#ACT_ACCOUNT}
|
||||
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT}
|
||||
--
|
||||
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
|
||||
-- The process is given a @{Core.Set} of units that will be tracked upon successful destruction.
|
||||
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
|
||||
-- The process will end after each target has been successfully destroyed.
|
||||
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
|
||||
--
|
||||
@@ -163,6 +157,7 @@ do -- ACT_ACCOUNT_DEADS
|
||||
ClassName = "ACT_ACCOUNT_DEADS",
|
||||
}
|
||||
|
||||
|
||||
--- Creates a new DESTROY process.
|
||||
-- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Core.Set#SET_UNIT TargetSetUnit
|
||||
@@ -200,6 +195,7 @@ do -- ACT_ACCOUNT_DEADS
|
||||
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
|
||||
end
|
||||
|
||||
|
||||
--- StateMachine callback function
|
||||
-- @param #ACT_ACCOUNT_DEADS self
|
||||
-- @param Wrapper.Unit#UNIT ProcessUnit
|
||||
@@ -274,9 +270,10 @@ do -- ACT_ACCOUNT_DEADS
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- 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 +284,7 @@ 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 +296,7 @@ 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 } )
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
--- (SP) (MP) (FSM) Accept or reject process for player (task) assignments.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
--
|
||||
@@ -54,14 +52,9 @@
|
||||
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
|
||||
-- These state transition methods need to provide a return value, which is specified at the function description.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
|
||||
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
|
||||
--
|
||||
-- The ACT_ASSIGN_ACCEPT class accepts by default a task for a player. No player intervention is allowed to reject the task.
|
||||
--
|
||||
@@ -71,7 +64,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm#ACT_ASSIGN}
|
||||
-- # 2) @{#ACT_ASSIGN_MENU_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
|
||||
--
|
||||
-- The ACT_ASSIGN_MENU_ACCEPT class accepts a task when the player accepts the task through an added menu option.
|
||||
-- This assignment type is useful to conditionally allow the player to choose whether or not he would accept the task.
|
||||
@@ -84,7 +77,7 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Actions.Act_Assign
|
||||
-- @module Actions.Assign
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
|
||||
--
|
||||
-- 
|
||||
-- ## ACT_ASSIST state machine:
|
||||
--
|
||||
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
|
||||
@@ -49,9 +48,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{#ACT_ASSIST}
|
||||
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST}
|
||||
--
|
||||
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}.
|
||||
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}.
|
||||
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
|
||||
-- At random intervals, a new target is smoked.
|
||||
--
|
||||
@@ -59,14 +58,9 @@
|
||||
--
|
||||
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Actions.Act_Assist
|
||||
-- @module Actions.Assist
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
@@ -201,7 +195,7 @@ 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,
|
||||
|
||||
@@ -2,8 +2,6 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
|
||||
--
|
||||
-- ## ACT_ROUTE state machine:
|
||||
@@ -62,9 +60,9 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{#ACT_ROUTE}
|
||||
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE}
|
||||
--
|
||||
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}.
|
||||
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Zone}.
|
||||
-- The player receives on perioding times messages with the coordinates of the route to follow.
|
||||
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
|
||||
--
|
||||
@@ -72,14 +70,9 @@
|
||||
--
|
||||
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
|
||||
--
|
||||
-- # Developer Note
|
||||
--
|
||||
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
|
||||
-- Therefore, this class is considered to be deprecated
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Actions.Act_Route
|
||||
-- @module Actions.Route
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,4 +1,4 @@
|
||||
--- **Cargo** - Management of single cargo crates, which are based on a STATIC object.
|
||||
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -22,9 +22,6 @@ do -- CARGO_CRATE
|
||||
-- @type CARGO_CRATE
|
||||
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE
|
||||
|
||||
---
|
||||
-- 
|
||||
--
|
||||
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
|
||||
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
|
||||
--
|
||||
@@ -39,12 +36,7 @@ do -- CARGO_CRATE
|
||||
--
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
|
||||
--
|
||||
-- # 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 #CARGO_CRATE
|
||||
@@ -62,7 +54,7 @@ do -- CARGO_CRATE
|
||||
-- @return #CARGO_CRATE
|
||||
function CARGO_CRATE:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
|
||||
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_CRATE
|
||||
self:T( { Type, Name, NearRadius } )
|
||||
self:F( { Type, Name, NearRadius } )
|
||||
|
||||
self.CargoObject = CargoStatic -- Wrapper.Static#STATIC
|
||||
|
||||
@@ -81,7 +73,7 @@ do -- CARGO_CRATE
|
||||
return self
|
||||
end
|
||||
|
||||
-- @param #CARGO_CRATE self
|
||||
--- @param #CARGO_CRATE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CARGO_CRATE:OnEventCargoDead( EventData )
|
||||
|
||||
@@ -117,9 +109,9 @@ do -- CARGO_CRATE
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
function CARGO_CRATE:onenterUnLoaded( From, Event, To, ToPointVec2 )
|
||||
--self:T( { ToPointVec2, From, Event, To } )
|
||||
--self:F( { ToPointVec2, From, Event, To } )
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
@@ -156,7 +148,7 @@ do -- CARGO_CRATE
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_CRATE:onenterLoaded( From, Event, To, CargoCarrier )
|
||||
--self:T( { From, Event, To, CargoCarrier } )
|
||||
--self:F( { From, Event, To, CargoCarrier } )
|
||||
|
||||
self.CargoCarrier = CargoCarrier
|
||||
|
||||
@@ -193,7 +185,7 @@ do -- CARGO_CRATE
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Crate is within the report radius.
|
||||
function CARGO_CRATE:IsInReportRadius( Coordinate )
|
||||
--self:T( { Coordinate, LoadRadius = self.LoadRadius } )
|
||||
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
@@ -213,7 +205,7 @@ do -- CARGO_CRATE
|
||||
-- @param Core.Point#Coordinate Coordinate
|
||||
-- @return #boolean true if the Cargo Crate is within the loading radius.
|
||||
function CARGO_CRATE:IsInLoadRadius( Coordinate )
|
||||
--self:T( { Coordinate, LoadRadius = self.NearRadius } )
|
||||
--self:F( { Coordinate, LoadRadius = self.NearRadius } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
@@ -234,7 +226,7 @@ do -- CARGO_CRATE
|
||||
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
|
||||
-- @return #nil There is no valid Cargo in the CargoGroup.
|
||||
function CARGO_CRATE:GetCoordinate()
|
||||
--self:T()
|
||||
--self:F()
|
||||
|
||||
return self.CargoObject:GetCoordinate()
|
||||
end
|
||||
@@ -264,7 +256,7 @@ do -- CARGO_CRATE
|
||||
-- @param #CARGO_CRATE self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function CARGO_CRATE:RouteTo( Coordinate )
|
||||
self:T( {Coordinate = Coordinate } )
|
||||
self:F( {Coordinate = Coordinate } )
|
||||
|
||||
end
|
||||
|
||||
@@ -277,7 +269,7 @@ do -- CARGO_CRATE
|
||||
-- @return #boolean The Cargo is near to the Carrier.
|
||||
-- @return #nil The Cargo is not near to the Carrier.
|
||||
function CARGO_CRATE:IsNear( CargoCarrier, NearRadius )
|
||||
self:T( {NearRadius = NearRadius } )
|
||||
self:F( {NearRadius = NearRadius } )
|
||||
|
||||
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
|
||||
end
|
||||
@@ -286,7 +278,7 @@ do -- CARGO_CRATE
|
||||
-- @param #CARGO_CRATE self
|
||||
function CARGO_CRATE:Respawn()
|
||||
|
||||
self:T( { "Respawning crate " .. self:GetName() } )
|
||||
self:F( { "Respawning crate " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
@@ -303,7 +295,7 @@ do -- CARGO_CRATE
|
||||
-- @param #CARGO_CRATE self
|
||||
function CARGO_CRATE:onafterReset()
|
||||
|
||||
self:T( { "Reset crate " .. self:GetName() } )
|
||||
self:F( { "Reset crate " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Cargo** - Management of grouped cargo logistics, which are based on a GROUP object.
|
||||
--- **Cargo** - Management of grouped cargo logistics, which are based on a @{Wrapper.Group} object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -22,12 +22,9 @@ do -- CARGO_GROUP
|
||||
--- @type CARGO_GROUP
|
||||
-- @field Core.Set#SET_CARGO CargoSet The collection of derived CARGO objects.
|
||||
-- @field #string GroupName The name of the CargoGroup.
|
||||
-- @field Wrapper.Group#GROUÜ CargoCarrier The carrier group.
|
||||
-- @extends Cargo.Cargo#CARGO_REPORTABLE
|
||||
|
||||
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
|
||||
--
|
||||
-- 
|
||||
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
|
||||
--
|
||||
-- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:
|
||||
@@ -41,12 +38,7 @@ do -- CARGO_GROUP
|
||||
--
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
|
||||
--
|
||||
-- # 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 #CARGO_GROUP CARGO_GROUP
|
||||
--
|
||||
CARGO_GROUP = {
|
||||
@@ -55,7 +47,7 @@ do -- CARGO_GROUP
|
||||
|
||||
--- CARGO_GROUP constructor.
|
||||
-- This make a new CARGO_GROUP from a @{Wrapper.Group} object.
|
||||
-- It will "ungroup" the group object within the sim, and will create a @{Core.Set} of individual Unit objects.
|
||||
-- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Wrapper.Group#GROUP CargoGroup Group to be transported as cargo.
|
||||
-- @param #string Type Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set.
|
||||
@@ -67,7 +59,7 @@ do -- CARGO_GROUP
|
||||
|
||||
-- Inherit CAROG_REPORTABLE
|
||||
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP
|
||||
self:T( { Type, Name, LoadRadius } )
|
||||
self:F( { Type, Name, LoadRadius } )
|
||||
|
||||
self.CargoSet = SET_CARGO:New()
|
||||
self.CargoGroup = CargoGroup
|
||||
@@ -149,7 +141,7 @@ do -- CARGO_GROUP
|
||||
-- @param #CARGO_GROUP self
|
||||
function CARGO_GROUP:Respawn()
|
||||
|
||||
self:T( { "Respawning" } )
|
||||
self:F( { "Respawning" } )
|
||||
|
||||
for CargoID, CargoData in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = CargoData -- Cargo.Cargo#CARGO
|
||||
@@ -230,7 +222,7 @@ do -- CARGO_GROUP
|
||||
-- @param #CARGO_GROUP self
|
||||
function CARGO_GROUP:Regroup()
|
||||
|
||||
self:T("Regroup")
|
||||
self:F("Regroup")
|
||||
|
||||
if self.Grouped == false then
|
||||
|
||||
@@ -244,7 +236,7 @@ do -- CARGO_GROUP
|
||||
for CargoUnitName, CargoUnit in pairs( self.CargoSet:GetSet() ) do
|
||||
local CargoUnit = CargoUnit -- Cargo.CargoUnit#CARGO_UNIT
|
||||
|
||||
self:T( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } )
|
||||
self:F( { CargoUnit:GetName(), UnLoaded = CargoUnit:IsUnLoaded() } )
|
||||
|
||||
if CargoUnit:IsUnLoaded() then
|
||||
|
||||
@@ -261,7 +253,7 @@ do -- CARGO_GROUP
|
||||
-- Then we register the new group in the database
|
||||
self.CargoGroup = GROUP:NewTemplate( GroupTemplate, GroupTemplate.CoalitionID, GroupTemplate.CategoryID, GroupTemplate.CountryID )
|
||||
|
||||
self:T( { "Regroup", GroupTemplate } )
|
||||
self:F( { "Regroup", GroupTemplate } )
|
||||
|
||||
-- Now we spawn the new group based on the template created.
|
||||
self.CargoObject = _DATABASE:Spawn( GroupTemplate )
|
||||
@@ -274,7 +266,7 @@ do -- CARGO_GROUP
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CARGO_GROUP:OnEventCargoDead( EventData )
|
||||
|
||||
self:T(EventData)
|
||||
self:E(EventData)
|
||||
|
||||
local Destroyed = false
|
||||
|
||||
@@ -299,7 +291,7 @@ do -- CARGO_GROUP
|
||||
|
||||
if Destroyed then
|
||||
self:Destroyed()
|
||||
self:T( { "Cargo group destroyed" } )
|
||||
self:E( { "Cargo group destroyed" } )
|
||||
end
|
||||
|
||||
end
|
||||
@@ -312,14 +304,14 @@ do -- CARGO_GROUP
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:T( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
|
||||
self:F( { CargoCarrier.UnitName, From, Event, To, NearRadius = NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or self.NearRadius
|
||||
|
||||
-- For each Cargo object within the CARGO_GROUPED, route each object to the CargoLoadPointVec2
|
||||
self.CargoSet:ForEach(
|
||||
function( Cargo, ... )
|
||||
self:T( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
|
||||
self:F( { "Board Unit", Cargo:GetName( ), Cargo:IsDestroyed(), Cargo.CargoObject:IsAlive() } )
|
||||
local CargoGroup = Cargo.CargoObject --Wrapper.Group#GROUP
|
||||
CargoGroup:OptionAlarmStateGreen()
|
||||
Cargo:__Board( 1, CargoCarrier, NearRadius, ... )
|
||||
@@ -337,7 +329,7 @@ do -- CARGO_GROUP
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_GROUP:onafterLoad( From, Event, To, CargoCarrier, ... )
|
||||
--self:T( { From, Event, To, CargoCarrier, ...} )
|
||||
--self:F( { From, Event, To, CargoCarrier, ...} )
|
||||
|
||||
if From == "UnLoaded" then
|
||||
-- For each Cargo object within the CARGO_GROUP, load each cargo to the CargoCarrier.
|
||||
@@ -362,7 +354,7 @@ do -- CARGO_GROUP
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
--self:T( { CargoCarrier.UnitName, From, Event, To } )
|
||||
--self:F( { CargoCarrier.UnitName, From, Event, To } )
|
||||
|
||||
local Boarded = true
|
||||
local Cancelled = false
|
||||
@@ -396,7 +388,7 @@ do -- CARGO_GROUP
|
||||
if not Boarded then
|
||||
self:__Boarding( -5, CargoCarrier, NearRadius, ... )
|
||||
else
|
||||
self:T("Group Cargo is loaded")
|
||||
self:F("Group Cargo is loaded")
|
||||
self:__Load( 1, CargoCarrier, ... )
|
||||
end
|
||||
else
|
||||
@@ -413,10 +405,10 @@ do -- CARGO_GROUP
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE ToPointVec2
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onafterUnBoard( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
self:T( {From, Event, To, ToPointVec2, NearRadius } )
|
||||
self:F( {From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
NearRadius = NearRadius or 25
|
||||
|
||||
@@ -456,10 +448,10 @@ do -- CARGO_GROUP
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE ToPointVec2
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius If distance is smaller than this number, cargo is loaded into the carrier.
|
||||
function CARGO_GROUP:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius, ... )
|
||||
--self:T( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
--self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
--local NearRadius = NearRadius or 25
|
||||
|
||||
@@ -494,9 +486,9 @@ do -- CARGO_GROUP
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE ToPointVec2
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
|
||||
--self:T( { From, Event, To, ToPointVec2 } )
|
||||
--self:F( { From, Event, To, ToPointVec2 } )
|
||||
|
||||
if From == "Loaded" then
|
||||
|
||||
@@ -601,7 +593,7 @@ 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 )
|
||||
@@ -614,7 +606,7 @@ do -- CARGO_GROUP
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function CARGO_GROUP:RouteTo( Coordinate )
|
||||
--self:T( {Coordinate = Coordinate } )
|
||||
--self:F( {Coordinate = Coordinate } )
|
||||
|
||||
-- For each Cargo within the CargoSet, route each object to the Coordinate
|
||||
self.CargoSet:ForEach(
|
||||
@@ -632,13 +624,13 @@ do -- CARGO_GROUP
|
||||
-- @param #number NearRadius
|
||||
-- @return #boolean The Cargo is near to the Carrier or #nil if the Cargo is not near to the Carrier.
|
||||
function CARGO_GROUP:IsNear( CargoCarrier, NearRadius )
|
||||
self:T( {NearRadius = NearRadius } )
|
||||
self:F( {NearRadius = NearRadius } )
|
||||
|
||||
for _, Cargo in pairs( self.CargoSet:GetSet() ) do
|
||||
local Cargo = Cargo -- Cargo.Cargo#CARGO
|
||||
if Cargo:IsAlive() then
|
||||
if Cargo:IsNear( CargoCarrier:GetCoordinate(), NearRadius ) then
|
||||
self:T( "Near" )
|
||||
self:F( "Near" )
|
||||
return true
|
||||
end
|
||||
end
|
||||
@@ -652,7 +644,7 @@ do -- CARGO_GROUP
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Group is within the load radius.
|
||||
function CARGO_GROUP:IsInLoadRadius( Coordinate )
|
||||
--self:T( { Coordinate } )
|
||||
--self:F( { Coordinate } )
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
@@ -672,7 +664,7 @@ do -- CARGO_GROUP
|
||||
return false
|
||||
end
|
||||
|
||||
self:T( { Distance = Distance, LoadRadius = self.LoadRadius } )
|
||||
self:F( { Distance = Distance, LoadRadius = self.LoadRadius } )
|
||||
if Distance <= self.LoadRadius then
|
||||
return true
|
||||
else
|
||||
@@ -690,12 +682,12 @@ do -- CARGO_GROUP
|
||||
-- @param Core.Point#Coordinate Coordinate
|
||||
-- @return #boolean true if the Cargo Group is within the report radius.
|
||||
function CARGO_GROUP:IsInReportRadius( Coordinate )
|
||||
--self:T( { Coordinate } )
|
||||
--self:F( { Coordinate } )
|
||||
|
||||
local Cargo = self:GetFirstAlive() -- Cargo.Cargo#CARGO
|
||||
|
||||
if Cargo then
|
||||
self:T( { Cargo } )
|
||||
self:F( { Cargo } )
|
||||
local Distance = 0
|
||||
if Cargo:IsUnLoaded() then
|
||||
Distance = Coordinate:Get2DDistance( Cargo.CargoObject:GetCoordinate() )
|
||||
@@ -735,13 +727,13 @@ do -- CARGO_GROUP
|
||||
end
|
||||
end
|
||||
|
||||
--- Check if the first element of the CargoGroup is the given @{Core.Zone}.
|
||||
--- Check if the first element of the CargoGroup is the given @{Zone}.
|
||||
-- @param #CARGO_GROUP self
|
||||
-- @param Core.Zone#ZONE_BASE Zone
|
||||
-- @return #boolean **true** if the first element of the CargoGroup is in the Zone
|
||||
-- @return #boolean **false** if there is no element of the CargoGroup in the Zone.
|
||||
function CARGO_GROUP:IsInZone( Zone )
|
||||
--self:T( { Zone } )
|
||||
--self:F( { Zone } )
|
||||
|
||||
local Cargo = self.CargoSet:GetFirst() -- Cargo.Cargo#CARGO
|
||||
|
||||
@@ -774,4 +766,3 @@ do -- CARGO_GROUP
|
||||
|
||||
|
||||
end -- CARGO_GROUP
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Cargo** - Management of single cargo crates, which are based on a STATIC object. The cargo can only be slingloaded.
|
||||
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -29,14 +29,7 @@ do -- CARGO_SLINGLOAD
|
||||
--
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
|
||||
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
|
||||
--
|
||||
-- # 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 #CARGO_SLINGLOAD
|
||||
@@ -54,7 +47,7 @@ do -- CARGO_SLINGLOAD
|
||||
-- @return #CARGO_SLINGLOAD
|
||||
function CARGO_SLINGLOAD:New( CargoStatic, Type, Name, LoadRadius, NearRadius )
|
||||
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoStatic, Type, Name, nil, LoadRadius, NearRadius ) ) -- #CARGO_SLINGLOAD
|
||||
self:T( { Type, Name, NearRadius } )
|
||||
self:F( { Type, Name, NearRadius } )
|
||||
|
||||
self.CargoObject = CargoStatic
|
||||
|
||||
@@ -74,7 +67,7 @@ do -- CARGO_SLINGLOAD
|
||||
end
|
||||
|
||||
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
--- @param #CARGO_SLINGLOAD self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function CARGO_SLINGLOAD:OnEventCargoDead( EventData )
|
||||
|
||||
@@ -132,7 +125,7 @@ do -- CARGO_SLINGLOAD
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Crate is within the report radius.
|
||||
function CARGO_SLINGLOAD:IsInReportRadius( Coordinate )
|
||||
--self:T( { Coordinate, LoadRadius = self.LoadRadius } )
|
||||
--self:F( { Coordinate, LoadRadius = self.LoadRadius } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
@@ -151,7 +144,7 @@ do -- CARGO_SLINGLOAD
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
-- @return #boolean true if the Cargo Slingload is within the loading radius.
|
||||
function CARGO_SLINGLOAD:IsInLoadRadius( Coordinate )
|
||||
--self:T( { Coordinate } )
|
||||
--self:F( { Coordinate } )
|
||||
|
||||
local Distance = 0
|
||||
if self:IsUnLoaded() then
|
||||
@@ -171,7 +164,7 @@ do -- CARGO_SLINGLOAD
|
||||
-- @return Core.Point#COORDINATE The current Coordinate of the first Cargo of the CargoGroup.
|
||||
-- @return #nil There is no valid Cargo in the CargoGroup.
|
||||
function CARGO_SLINGLOAD:GetCoordinate()
|
||||
--self:T()
|
||||
--self:F()
|
||||
|
||||
return self.CargoObject:GetCoordinate()
|
||||
end
|
||||
@@ -201,7 +194,7 @@ do -- CARGO_SLINGLOAD
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
-- @param Core.Point#COORDINATE Coordinate
|
||||
function CARGO_SLINGLOAD:RouteTo( Coordinate )
|
||||
--self:T( {Coordinate = Coordinate } )
|
||||
--self:F( {Coordinate = Coordinate } )
|
||||
|
||||
end
|
||||
|
||||
@@ -214,7 +207,7 @@ do -- CARGO_SLINGLOAD
|
||||
-- @return #boolean The Cargo is near to the Carrier.
|
||||
-- @return #nil The Cargo is not near to the Carrier.
|
||||
function CARGO_SLINGLOAD:IsNear( CargoCarrier, NearRadius )
|
||||
--self:T( {NearRadius = NearRadius } )
|
||||
--self:F( {NearRadius = NearRadius } )
|
||||
|
||||
return self:IsNear( CargoCarrier:GetCoordinate(), NearRadius )
|
||||
end
|
||||
@@ -224,7 +217,7 @@ do -- CARGO_SLINGLOAD
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:Respawn()
|
||||
|
||||
--self:T( { "Respawning slingload " .. self:GetName() } )
|
||||
--self:F( { "Respawning slingload " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
@@ -241,7 +234,7 @@ do -- CARGO_SLINGLOAD
|
||||
-- @param #CARGO_SLINGLOAD self
|
||||
function CARGO_SLINGLOAD:onafterReset()
|
||||
|
||||
--self:T( { "Reset slingload " .. self:GetName() } )
|
||||
--self:F( { "Reset slingload " .. self:GetName() } )
|
||||
|
||||
|
||||
-- Respawn the group...
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Cargo** - Management of single cargo logistics, which are based on a UNIT object.
|
||||
--- **Cargo** - Management of single cargo logistics, which are based on a @{Wrapper.Unit} object.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -27,14 +27,7 @@ do -- CARGO_UNIT
|
||||
-- Note that ground forces behave in a group, and thus, act in formation, regardless if one unit is commanded to move.
|
||||
--
|
||||
-- This class is used in CARGO_GROUP, and is not meant to be used by mission designers individually.
|
||||
--
|
||||
-- # 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 #CARGO_UNIT CARGO_UNIT
|
||||
@@ -74,10 +67,10 @@ do -- CARGO_UNIT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE ToPointVec2
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius (optional) Defaut 25 m.
|
||||
function CARGO_UNIT:onenterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
|
||||
self:T( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 60
|
||||
@@ -116,7 +109,7 @@ do -- CARGO_UNIT
|
||||
else
|
||||
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
|
||||
end
|
||||
self:T( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
|
||||
self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
|
||||
self.CargoCarrier = nil
|
||||
|
||||
local Points = {}
|
||||
@@ -147,10 +140,10 @@ do -- CARGO_UNIT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE ToPointVec2
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius (optional) Defaut 100 m.
|
||||
function CARGO_UNIT:onleaveUnBoarding( From, Event, To, ToPointVec2, NearRadius )
|
||||
self:T( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
@@ -173,10 +166,10 @@ do -- CARGO_UNIT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE ToPointVec2
|
||||
-- @param Core.Point#POINT_VEC2 ToPointVec2
|
||||
-- @param #number NearRadius (optional) Defaut 100 m.
|
||||
function CARGO_UNIT:onafterUnBoarding( From, Event, To, ToPointVec2, NearRadius )
|
||||
self:T( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
self:F( { From, Event, To, ToPointVec2, NearRadius } )
|
||||
|
||||
self.CargoInAir = self.CargoObject:InAir()
|
||||
|
||||
@@ -199,9 +192,9 @@ do -- CARGO_UNIT
|
||||
-- @param #string Event
|
||||
-- @param #string From
|
||||
-- @param #string To
|
||||
-- @param Core.Point#COORDINATE
|
||||
-- @param Core.Point#POINT_VEC2
|
||||
function CARGO_UNIT:onenterUnLoaded( From, Event, To, ToPointVec2 )
|
||||
self:T( { ToPointVec2, From, Event, To } )
|
||||
self:F( { ToPointVec2, From, Event, To } )
|
||||
|
||||
local Angle = 180
|
||||
local Speed = 10
|
||||
@@ -238,7 +231,7 @@ do -- CARGO_UNIT
|
||||
-- @param Wrapper.Group#GROUP CargoCarrier
|
||||
-- @param #number NearRadius
|
||||
function CARGO_UNIT:onafterBoard( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:T( { From, Event, To, CargoCarrier, NearRadius = NearRadius } )
|
||||
self:F( { From, Event, To, CargoCarrier, NearRadius = NearRadius } )
|
||||
|
||||
self.CargoInAir = self.CargoObject:InAir()
|
||||
|
||||
@@ -246,7 +239,7 @@ do -- CARGO_UNIT
|
||||
local MaxSpeed = Desc.speedMaxOffRoad
|
||||
local TypeName = Desc.typeName
|
||||
|
||||
--self:T({Unit=self.CargoObject:GetName()})
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
-- A cargo unit can only be boarded if it is not dead
|
||||
|
||||
@@ -300,9 +293,9 @@ do -- CARGO_UNIT
|
||||
-- @param Wrapper.Client#CLIENT CargoCarrier
|
||||
-- @param #number NearRadius Default 25 m.
|
||||
function CARGO_UNIT:onafterBoarding( From, Event, To, CargoCarrier, NearRadius, ... )
|
||||
self:T( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
|
||||
self:F( { From, Event, To, CargoCarrier:GetName(), NearRadius = NearRadius } )
|
||||
|
||||
self:T( { IsAlive=self.CargoObject:IsAlive() } )
|
||||
self:F( { IsAlive=self.CargoObject:IsAlive() } )
|
||||
|
||||
if CargoCarrier and CargoCarrier:IsAlive() then -- and self.CargoObject and self.CargoObject:IsAlive() then
|
||||
if (CargoCarrier:IsAir() and not CargoCarrier:InAir()) or true then
|
||||
@@ -323,7 +316,7 @@ do -- CARGO_UNIT
|
||||
local Angle = 180
|
||||
local Distance = 0
|
||||
|
||||
--self:T({Unit=self.CargoObject:GetName()})
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
local CargoCarrierPointVec2 = CargoCarrier:GetPointVec2()
|
||||
local CargoCarrierHeading = CargoCarrier:GetHeading() -- Get Heading of object in degrees.
|
||||
@@ -350,7 +343,7 @@ do -- CARGO_UNIT
|
||||
self.CargoObject:SetCommand( self.CargoObject:CommandStopRoute( true ) )
|
||||
end
|
||||
else
|
||||
self:T("Something is wrong")
|
||||
self:E("Something is wrong")
|
||||
end
|
||||
|
||||
end
|
||||
@@ -363,11 +356,11 @@ do -- CARGO_UNIT
|
||||
-- @param #string To
|
||||
-- @param Wrapper.Unit#UNIT CargoCarrier
|
||||
function CARGO_UNIT:onenterLoaded( From, Event, To, CargoCarrier )
|
||||
self:T( { From, Event, To, CargoCarrier } )
|
||||
self:F( { From, Event, To, CargoCarrier } )
|
||||
|
||||
self.CargoCarrier = CargoCarrier
|
||||
|
||||
--self:T({Unit=self.CargoObject:GetName()})
|
||||
--self:F({Unit=self.CargoObject:GetName()})
|
||||
|
||||
-- Only destroy the CargoObject if there is a CargoObject (packages don't have CargoObjects).
|
||||
if self.CargoObject then
|
||||
|
||||
@@ -112,7 +112,7 @@
|
||||
--
|
||||
-- # Calculate the Path
|
||||
--
|
||||
-- Finally, we have to calculate the path. This is done by the @{#GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
|
||||
-- Finally, we have to calculate the path. This is done by the @{ASTAR.GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
|
||||
-- describe the optimal path from the start node to the end node.
|
||||
--
|
||||
-- By default, the start and end node are include in the table that is returned.
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -8,10 +8,6 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/Beacon)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
|
||||
--
|
||||
-- @module Core.Beacon
|
||||
@@ -20,31 +16,29 @@
|
||||
--- *In order for the light to shine so brightly, the darkness must be present.* -- Francis Bacon
|
||||
--
|
||||
-- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
|
||||
-- There are two types of BEACONs available : the (aircraft) TACAN Beacon and the general purpose Radio Beacon.
|
||||
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very useful to simulate the battery time if your BEACON is
|
||||
-- attach to a cargo crate, for example.
|
||||
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
|
||||
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
|
||||
-- attach to a cargo crate, for exemple.
|
||||
--
|
||||
-- ## Aircraft TACAN Beacon usage
|
||||
-- ## AA TACAN Beacon usage
|
||||
--
|
||||
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON.ActivateTACAN}() to set the beacon parameters and start the beacon.
|
||||
-- Use @{#BEACON.StopRadioBeacon}() to stop it.
|
||||
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
|
||||
-- Use @#BEACON:StopAATACAN}() to stop it.
|
||||
--
|
||||
-- ## General Purpose Radio Beacon usage
|
||||
--
|
||||
-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with
|
||||
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON.RadioBeacon}() to set the beacon parameters and start the beacon.
|
||||
-- Use @{#BEACON.StopRadioBeacon}() to stop it.
|
||||
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
|
||||
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
|
||||
--
|
||||
-- @type BEACON
|
||||
-- @field #string ClassName Name of the class "BEACON".
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{Wrapper.Controllable#CONTROLLABLE} that will receive radio capabilities.
|
||||
-- @field #number UniqueName Counter to make the unique naming work.
|
||||
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
|
||||
-- @extends Core.Base#BASE
|
||||
BEACON = {
|
||||
ClassName = "BEACON",
|
||||
Positionable = nil,
|
||||
name = nil,
|
||||
UniqueName = 0,
|
||||
}
|
||||
|
||||
--- Beacon types supported by DCS.
|
||||
@@ -78,12 +72,12 @@ BEACON.Type={
|
||||
TACAN = 4,
|
||||
VORTAC = 5,
|
||||
RSBN = 128,
|
||||
BROADCAST_STATION = 1024,
|
||||
BROADCAST_STATION = 1024,
|
||||
HOMER = 8,
|
||||
AIRPORT_HOMER = 4104,
|
||||
AIRPORT_HOMER_WITH_MARKER = 4136,
|
||||
AIRPORT_HOMER = 4104,
|
||||
AIRPORT_HOMER_WITH_MARKER = 4136,
|
||||
ILS_FAR_HOMER = 16408,
|
||||
ILS_NEAR_HOMER = 16424,
|
||||
ILS_NEAR_HOMER = 16424,
|
||||
ILS_LOCALIZER = 16640,
|
||||
ILS_GLIDESLOPE = 16896,
|
||||
PRMG_LOCALIZER = 33024,
|
||||
@@ -103,24 +97,24 @@ BEACON.Type={
|
||||
-- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band.
|
||||
-- @field #number VOR Very High Frequency Omni-Directional Range
|
||||
-- @field #number ILS_LOCALIZER ILS localizer
|
||||
-- @field #number ILS_GLIDESLOPE ILS glide slope.
|
||||
-- @field #number ILS_GLIDESLOPE ILS glideslope.
|
||||
-- @field #number PRGM_LOCALIZER PRGM localizer.
|
||||
-- @field #number PRGM_GLIDESLOPE PRGM glide slope.
|
||||
-- @field #number PRGM_GLIDESLOPE PRGM glideslope.
|
||||
-- @field #number BROADCAST_STATION Broadcast station.
|
||||
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omni-directional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
|
||||
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omnidirectional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
|
||||
-- @field #number TACAN_AA_MODE_X TACtical Air Navigation for aircraft on X band.
|
||||
-- @field #number TACAN_AA_MODE_Y TACtical Air Navigation for aircraft on Y band.
|
||||
-- @field #number VORDME Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME).
|
||||
-- @field #number ICLS_LOCALIZER Carrier landing system.
|
||||
-- @field #number ICLS_GLIDESLOPE Carrier landing system.
|
||||
BEACON.System={
|
||||
PAR_10 = 1,
|
||||
RSBN_5 = 2,
|
||||
TACAN = 3,
|
||||
PAR_10 = 1,
|
||||
RSBN_5 = 2,
|
||||
TACAN = 3,
|
||||
TACAN_TANKER_X = 4,
|
||||
TACAN_TANKER_Y = 5,
|
||||
VOR = 6,
|
||||
ILS_LOCALIZER = 7,
|
||||
VOR = 6,
|
||||
ILS_LOCALIZER = 7,
|
||||
ILS_GLIDESLOPE = 8,
|
||||
PRMG_LOCALIZER = 9,
|
||||
PRMG_GLIDESLOPE = 10,
|
||||
@@ -136,16 +130,16 @@ BEACON.System={
|
||||
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.ActivateTACAN} etc.
|
||||
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
|
||||
-- @param #BEACON self
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Wrapper.Positionable} that will receive radio capabilities.
|
||||
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
|
||||
-- @return #BEACON Beacon object or #nil if the positionable is invalid.
|
||||
function BEACON:New(Positionable)
|
||||
|
||||
-- Inherit BASE.
|
||||
local self=BASE:Inherit(self, BASE:New()) --#BEACON
|
||||
|
||||
|
||||
-- Debug.
|
||||
self:F(Positionable)
|
||||
|
||||
|
||||
-- Set positionable.
|
||||
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
|
||||
self.Positionable = Positionable
|
||||
@@ -153,11 +147,12 @@ function BEACON:New(Positionable)
|
||||
self:I(string.format("New BEACON %s", tostring(self.name)))
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
self:E({"The passed positionable is invalid, no BEACON created", Positionable})
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Activates a TACAN BEACON.
|
||||
-- @param #BEACON self
|
||||
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
|
||||
@@ -174,28 +169,28 @@ end
|
||||
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
|
||||
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
|
||||
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
|
||||
|
||||
|
||||
Mode=Mode or "Y"
|
||||
|
||||
|
||||
-- Get frequency.
|
||||
local Frequency=UTILS.TACANToFrequency(Channel, Mode)
|
||||
|
||||
|
||||
-- Check.
|
||||
if not Frequency then
|
||||
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
-- Beacon type.
|
||||
local Type=BEACON.Type.TACAN
|
||||
|
||||
|
||||
-- Beacon system.
|
||||
local System=BEACON.System.TACAN
|
||||
|
||||
|
||||
-- Check if unit is an aircraft and set system accordingly.
|
||||
local AA=self.Positionable:IsAir()
|
||||
|
||||
|
||||
|
||||
|
||||
if AA then
|
||||
System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
|
||||
-- Check if "Y" mode is selected for aircraft.
|
||||
@@ -206,21 +201,21 @@ function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
|
||||
System=BEACON.System.TACAN_TANKER_Y
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Attached unit.
|
||||
local UnitID=self.Positionable:GetID()
|
||||
|
||||
|
||||
-- Debug.
|
||||
self:I({string.format("BEACON Activating TACAN %s: Channel=%d%s, Morse=%s, Bearing=%s, Duration=%s!", tostring(self.name), Channel, Mode, Message, tostring(Bearing), tostring(Duration))})
|
||||
|
||||
|
||||
-- Start beacon.
|
||||
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
|
||||
|
||||
-- Stop scheduler.
|
||||
|
||||
-- Stop sheduler.
|
||||
if Duration then
|
||||
self.Positionable:DeactivateBeacon(Duration)
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -232,52 +227,25 @@ end
|
||||
-- @return #BEACON self
|
||||
function BEACON:ActivateICLS(Channel, Callsign, Duration)
|
||||
self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
|
||||
|
||||
|
||||
-- Attached unit.
|
||||
local UnitID=self.Positionable:GetID()
|
||||
|
||||
|
||||
-- Debug
|
||||
self:T2({"ICLS BEACON started!"})
|
||||
|
||||
|
||||
-- Start beacon.
|
||||
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
|
||||
|
||||
-- Stop scheduler
|
||||
|
||||
-- Stop sheduler
|
||||
if Duration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
self.Positionable:DeactivateBeacon(Duration)
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Activates a LINK4 BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
|
||||
-- @param #BEACON self
|
||||
-- @param #number Frequency LINK4 FRequency in MHz, eg 336.
|
||||
-- @param #string Morse The ID that is going to be coded in Morse and broadcasted by the beacon.
|
||||
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
|
||||
-- @return #BEACON self
|
||||
function BEACON:ActivateLink4(Frequency, Morse, Duration)
|
||||
self:F({Frequency=Frequency, Morse=Morse, Duration=Duration})
|
||||
|
||||
-- Attached unit.
|
||||
local UnitID=self.Positionable:GetID()
|
||||
|
||||
-- Debug
|
||||
self:T2({"LINK4 BEACON started!"})
|
||||
|
||||
-- Start beacon.
|
||||
self.Positionable:CommandActivateLink4(Frequency,UnitID,Morse)
|
||||
|
||||
-- Stop sheduler
|
||||
if Duration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
self.Positionable:CommandDeactivateLink4(Duration)
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- DEPRECATED: Please use @{#BEACON.ActivateTACAN}() instead.
|
||||
-- Activates a TACAN BEACON on an Aircraft.
|
||||
--- Activates a TACAN BEACON on an Aircraft.
|
||||
-- @param #BEACON self
|
||||
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
|
||||
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon
|
||||
@@ -292,21 +260,20 @@ end
|
||||
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
|
||||
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
|
||||
self:F({TACANChannel, Message, Bearing, BeaconDuration})
|
||||
self:E("This method is DEPRECATED! Please use ActivateTACAN() instead.")
|
||||
|
||||
|
||||
local IsValid = true
|
||||
|
||||
|
||||
if not self.Positionable:IsAir() then
|
||||
self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable})
|
||||
IsValid = false
|
||||
end
|
||||
|
||||
|
||||
local Frequency = self:_TACANToFrequency(TACANChannel, "Y")
|
||||
if not Frequency then
|
||||
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
|
||||
IsValid = false
|
||||
end
|
||||
|
||||
|
||||
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing or 14 (TACAN_AA_MODE_Y) if it does not
|
||||
local System
|
||||
if Bearing then
|
||||
@@ -314,7 +281,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
|
||||
else
|
||||
System = BEACON.System.TACAN_AA_MODE_Y
|
||||
end
|
||||
|
||||
|
||||
if IsValid then -- Starts the BEACON
|
||||
self:T2({"AA TACAN BEACON started !"})
|
||||
self.Positionable:SetCommand({
|
||||
@@ -329,7 +296,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
|
||||
modeChannel = "Y",
|
||||
}
|
||||
})
|
||||
|
||||
|
||||
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
SCHEDULER:New(nil,
|
||||
function()
|
||||
@@ -337,7 +304,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
|
||||
end, {}, BeaconDuration)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -357,10 +324,11 @@ function BEACON:StopAATACAN()
|
||||
end
|
||||
end
|
||||
|
||||
--- Activates a general purpose Radio Beacon
|
||||
|
||||
--- Activates a general pupose Radio Beacon
|
||||
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
|
||||
-- Although any frequency could be used, only a few DCS Modules can home on radio beacons at the time of writing, i.e. the Mi-8, Huey, Gazelle etc.
|
||||
-- The following e.g. can home in on these specific frequencies :
|
||||
-- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8.
|
||||
-- They can home in on these specific frequencies :
|
||||
-- * **Mi8**
|
||||
-- * R-828 -> 20-60MHz
|
||||
-- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM
|
||||
@@ -387,8 +355,6 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
|
||||
self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
|
||||
local IsValid = false
|
||||
|
||||
Modulation = Modulation or radio.modulation.AM
|
||||
|
||||
-- Check the filename
|
||||
if type(FileName) == "string" then
|
||||
if FileName:find(".ogg") or FileName:find(".wav") then
|
||||
@@ -399,53 +365,50 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
|
||||
end
|
||||
end
|
||||
if not IsValid then
|
||||
self:E({"File name invalid. Maybe something wrong with the extension? ", FileName})
|
||||
self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
|
||||
end
|
||||
|
||||
|
||||
-- Check the Frequency
|
||||
if type(Frequency) ~= "number" and IsValid then
|
||||
self:E({"Frequency invalid. ", Frequency})
|
||||
IsValid = false
|
||||
end
|
||||
Frequency = Frequency * 1000000 -- Conversion to Hz
|
||||
|
||||
|
||||
-- Check the modulation
|
||||
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ?
|
||||
self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation})
|
||||
IsValid = false
|
||||
end
|
||||
|
||||
|
||||
-- Check the Power
|
||||
if type(Power) ~= "number" and IsValid then
|
||||
self:E({"Power is invalid. ", Power})
|
||||
IsValid = false
|
||||
end
|
||||
Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
|
||||
|
||||
|
||||
if IsValid then
|
||||
self:T2({"Activating Beacon on ", Frequency, Modulation})
|
||||
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID
|
||||
BEACON.UniqueName = BEACON.UniqueName + 1
|
||||
self.BeaconName = "MooseBeacon"..tostring(BEACON.UniqueName)
|
||||
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, self.BeaconName)
|
||||
|
||||
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
|
||||
|
||||
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
|
||||
SCHEDULER:New( nil,
|
||||
function()
|
||||
self:StopRadioBeacon()
|
||||
end, {}, BeaconDuration)
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
--- Stops the Radio Beacon
|
||||
--- Stops the AA TACAN BEACON
|
||||
-- @param #BEACON self
|
||||
-- @return #BEACON self
|
||||
function BEACON:StopRadioBeacon()
|
||||
self:F()
|
||||
-- The unique name of the transmission is the class ID
|
||||
trigger.action.stopRadioTransmission(self.BeaconName)
|
||||
trigger.action.stopRadioTransmission(tostring(self.ID))
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -463,16 +426,16 @@ function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
|
||||
return nil -- error in arguments
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
|
||||
-- I have no idea what it does but it seems to work
|
||||
local A = 1151 -- 'X', channel >= 64
|
||||
local B = 64 -- channel >= 64
|
||||
|
||||
|
||||
if TACANChannel < 64 then
|
||||
B = 1
|
||||
end
|
||||
|
||||
|
||||
if TACANMode == 'Y' then
|
||||
A = 1025
|
||||
if TACANChannel < 64 then
|
||||
@@ -483,6 +446,6 @@ function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
|
||||
A = 962
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return (A + TACANChannel - B) * 1000000
|
||||
end
|
||||
end
|
||||
@@ -1,934 +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: Sept 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 = "0.1.7",
|
||||
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:DeleteEntry(Entry,Client)
|
||||
self:T(self.lid.."DeleteEntry")
|
||||
return self:DeleteF10Entry(Entry,Client)
|
||||
end
|
||||
|
||||
--- Remove the entry and all entries below the given entry from the client's F10 menus.
|
||||
-- @param #CLIENTMENUMANAGER self
|
||||
-- @param #CLIENTMENU Entry The entry to remove
|
||||
-- @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
|
||||
--
|
||||
----------------------------------------------------------------------------------------------------------------
|
||||
@@ -1,464 +0,0 @@
|
||||
--- **Core** - Define any or all conditions to be evaluated.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Add arbitrary numbers of conditon functions
|
||||
-- * Evaluate *any* or *all* conditions
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Core/Condition).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Core.Condition
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
--- CONDITON class.
|
||||
-- @type CONDITION
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #string lid Class id string for output to DCS log file.
|
||||
-- @field #string name Name of the condition.
|
||||
-- @field #boolean isAny General functions are evaluated as any condition.
|
||||
-- @field #boolean negateResult Negate result of evaluation.
|
||||
-- @field #boolean noneResult Boolean that is returned if no condition functions at all were specified.
|
||||
-- @field #table functionsGen General condition functions.
|
||||
-- @field #table functionsAny Any condition functions.
|
||||
-- @field #table functionsAll All condition functions.
|
||||
-- @field #number functionCounter Running number to determine the unique ID of condition functions.
|
||||
-- @field #boolean defaultPersist Default persistence of condition functions.
|
||||
--
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *Better three hours too soon than a minute too late.* - William Shakespeare
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The CONDITION Concept
|
||||
--
|
||||
--
|
||||
--
|
||||
-- @field #CONDITION
|
||||
CONDITION = {
|
||||
ClassName = "CONDITION",
|
||||
lid = nil,
|
||||
functionsGen = {},
|
||||
functionsAny = {},
|
||||
functionsAll = {},
|
||||
functionCounter = 0,
|
||||
defaultPersist = false,
|
||||
}
|
||||
|
||||
--- Condition function.
|
||||
-- @type CONDITION.Function
|
||||
-- @field #number uid Unique ID of the condition function.
|
||||
-- @field #string type Type of the condition function: "gen", "any", "all".
|
||||
-- @field #boolean persistence If `true`, this is persistent.
|
||||
-- @field #function func Callback function to check for a condition. Must return a `#boolean`.
|
||||
-- @field #table arg (Optional) Arguments passed to the condition callback function if any.
|
||||
|
||||
--- CONDITION class version.
|
||||
-- @field #string version
|
||||
CONDITION.version="0.3.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: Make FSM. No sure if really necessary.
|
||||
-- DONE: Option to remove condition functions.
|
||||
-- DONE: Persistence option for condition functions.
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new CONDITION object.
|
||||
-- @param #CONDITION self
|
||||
-- @param #string Name (Optional) Name used in the logs.
|
||||
-- @return #CONDITION self
|
||||
function CONDITION:New(Name)
|
||||
|
||||
-- Inherit BASE.
|
||||
local self=BASE:Inherit(self, BASE:New()) --#CONDITION
|
||||
|
||||
self.name=Name or "Condition X"
|
||||
|
||||
self:SetNoneResult(false)
|
||||
|
||||
self.lid=string.format("%s | ", self.name)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set that general condition functions return `true` if `any` function returns `true`. Default is that *all* functions must return `true`.
|
||||
-- @param #CONDITION self
|
||||
-- @param #boolean Any If `true`, *any* condition can be true. Else *all* conditions must result `true`.
|
||||
-- @return #CONDITION self
|
||||
function CONDITION:SetAny(Any)
|
||||
self.isAny=Any
|
||||
return self
|
||||
end
|
||||
|
||||
--- Negate result.
|
||||
-- @param #CONDITION self
|
||||
-- @param #boolean Negate If `true`, result is negated else not.
|
||||
-- @return #CONDITION self
|
||||
function CONDITION:SetNegateResult(Negate)
|
||||
self.negateResult=Negate
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether `true` or `false` is returned, if no conditions at all were specified. By default `false` is returned.
|
||||
-- @param #CONDITION self
|
||||
-- @param #boolean ReturnValue Returns this boolean.
|
||||
-- @return #CONDITION self
|
||||
function CONDITION:SetNoneResult(ReturnValue)
|
||||
if not ReturnValue then
|
||||
self.noneResult=false
|
||||
else
|
||||
self.noneResult=true
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Set whether condition functions are persistent, *i.e.* are removed.
|
||||
-- @param #CONDITION self
|
||||
-- @param #boolean IsPersistent If `true`, condition functions are persistent.
|
||||
-- @return #CONDITION self
|
||||
function CONDITION:SetDefaultPersistence(IsPersistent)
|
||||
self.defaultPersist=IsPersistent
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
|
||||
-- @param #CONDITION self
|
||||
-- @param #function Function The function to call.
|
||||
-- @param ... (Optional) Parameters passed to the function (if any).
|
||||
--
|
||||
-- @usage
|
||||
-- local function isAequalB(a, b)
|
||||
-- return a==b
|
||||
-- end
|
||||
--
|
||||
-- myCondition:AddFunction(isAequalB, a, b)
|
||||
--
|
||||
-- @return #CONDITION.Function Condition function table.
|
||||
function CONDITION:AddFunction(Function, ...)
|
||||
|
||||
-- Condition function.
|
||||
local condition=self:_CreateCondition(0, Function, ...)
|
||||
|
||||
-- Add to table.
|
||||
table.insert(self.functionsGen, condition)
|
||||
|
||||
return condition
|
||||
end
|
||||
|
||||
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
|
||||
-- @param #CONDITION self
|
||||
-- @param #function Function The function to call.
|
||||
-- @param ... (Optional) Parameters passed to the function (if any).
|
||||
-- @return #CONDITION.Function Condition function table.
|
||||
function CONDITION:AddFunctionAny(Function, ...)
|
||||
|
||||
-- Condition function.
|
||||
local condition=self:_CreateCondition(1, Function, ...)
|
||||
|
||||
-- Add to table.
|
||||
table.insert(self.functionsAny, condition)
|
||||
|
||||
return condition
|
||||
end
|
||||
|
||||
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
|
||||
-- @param #CONDITION self
|
||||
-- @param #function Function The function to call.
|
||||
-- @param ... (Optional) Parameters passed to the function (if any).
|
||||
-- @return #CONDITION.Function Condition function table.
|
||||
function CONDITION:AddFunctionAll(Function, ...)
|
||||
|
||||
-- Condition function.
|
||||
local condition=self:_CreateCondition(2, Function, ...)
|
||||
|
||||
-- Add to table.
|
||||
table.insert(self.functionsAll, condition)
|
||||
|
||||
return condition
|
||||
end
|
||||
|
||||
--- Remove a condition function.
|
||||
-- @param #CONDITION self
|
||||
-- @param #CONDITION.Function ConditionFunction The condition function to be removed.
|
||||
-- @return #CONDITION self
|
||||
function CONDITION:RemoveFunction(ConditionFunction)
|
||||
|
||||
if ConditionFunction then
|
||||
|
||||
local data=nil
|
||||
if ConditionFunction.type==0 then
|
||||
data=self.functionsGen
|
||||
elseif ConditionFunction.type==1 then
|
||||
data=self.functionsAny
|
||||
elseif ConditionFunction.type==2 then
|
||||
data=self.functionsAll
|
||||
end
|
||||
|
||||
if data then
|
||||
for i=#data,1,-1 do
|
||||
local cf=data[i] --#CONDITION.Function
|
||||
if cf.uid==ConditionFunction.uid then
|
||||
self:T(self.lid..string.format("Removed ConditionFunction UID=%d", cf.uid))
|
||||
table.remove(data, i)
|
||||
return self
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove all non-persistant condition functions.
|
||||
-- @param #CONDITION self
|
||||
-- @return #CONDITION self
|
||||
function CONDITION:RemoveNonPersistant()
|
||||
|
||||
for i=#self.functionsGen,1,-1 do
|
||||
local cf=self.functionsGen[i] --#CONDITION.Function
|
||||
if not cf.persistence then
|
||||
table.remove(self.functionsGen, i)
|
||||
end
|
||||
end
|
||||
|
||||
for i=#self.functionsAll,1,-1 do
|
||||
local cf=self.functionsAll[i] --#CONDITION.Function
|
||||
if not cf.persistence then
|
||||
table.remove(self.functionsAll, i)
|
||||
end
|
||||
end
|
||||
|
||||
for i=#self.functionsAny,1,-1 do
|
||||
local cf=self.functionsAny[i] --#CONDITION.Function
|
||||
if not cf.persistence then
|
||||
table.remove(self.functionsAny, i)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Evaluate conditon functions.
|
||||
-- @param #CONDITION self
|
||||
-- @param #boolean AnyTrue If `true`, evaluation return `true` if *any* condition function returns `true`. By default, *all* condition functions must return true.
|
||||
-- @return #boolean Result of condition functions.
|
||||
function CONDITION:Evaluate(AnyTrue)
|
||||
|
||||
-- Check if at least one function was given.
|
||||
if #self.functionsAll + #self.functionsAny + #self.functionsAll == 0 then
|
||||
return self.noneResult
|
||||
end
|
||||
|
||||
-- Any condition for gen.
|
||||
local evalAny=self.isAny
|
||||
if AnyTrue~=nil then
|
||||
evalAny=AnyTrue
|
||||
end
|
||||
|
||||
local isGen=nil
|
||||
if evalAny then
|
||||
isGen=self:_EvalConditionsAny(self.functionsGen)
|
||||
else
|
||||
isGen=self:_EvalConditionsAll(self.functionsGen)
|
||||
end
|
||||
|
||||
-- Is any?
|
||||
local isAny=self:_EvalConditionsAny(self.functionsAny)
|
||||
|
||||
-- Is all?
|
||||
local isAll=self:_EvalConditionsAll(self.functionsAll)
|
||||
|
||||
-- Result.
|
||||
local result=isGen and isAny and isAll
|
||||
|
||||
-- Negate result.
|
||||
if self.negateResult then
|
||||
result=not result
|
||||
end
|
||||
|
||||
-- Debug message.
|
||||
self:T(self.lid..string.format("Evaluate: isGen=%s, isAny=%s, isAll=%s (negate=%s) ==> result=%s", tostring(isGen), tostring(isAny), tostring(isAll), tostring(self.negateResult), tostring(result)))
|
||||
|
||||
return result
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Check if all given condition are true.
|
||||
-- @param #CONDITION self
|
||||
-- @param #table functions Functions to evaluate.
|
||||
-- @return #boolean If true, all conditions were true (or functions was empty/nil). Returns false if at least one condition returned false.
|
||||
function CONDITION:_EvalConditionsAll(functions)
|
||||
|
||||
-- At least one condition?
|
||||
local gotone=false
|
||||
|
||||
|
||||
-- Any stop condition must be true.
|
||||
for _,_condition in pairs(functions or {}) do
|
||||
local condition=_condition --#CONDITION.Function
|
||||
|
||||
-- At least one condition was defined.
|
||||
gotone=true
|
||||
|
||||
-- Call function.
|
||||
local istrue=condition.func(unpack(condition.arg))
|
||||
|
||||
-- Any false will return false.
|
||||
if not istrue then
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- All conditions were true.
|
||||
return true
|
||||
end
|
||||
|
||||
|
||||
--- Check if any of the given conditions is true.
|
||||
-- @param #CONDITION self
|
||||
-- @param #table functions Functions to evaluate.
|
||||
-- @return #boolean If true, at least one condition is true (or functions was emtpy/nil).
|
||||
function CONDITION:_EvalConditionsAny(functions)
|
||||
|
||||
-- At least one condition?
|
||||
local gotone=false
|
||||
|
||||
-- Any stop condition must be true.
|
||||
for _,_condition in pairs(functions or {}) do
|
||||
local condition=_condition --#CONDITION.Function
|
||||
|
||||
-- At least one condition was defined.
|
||||
gotone=true
|
||||
|
||||
-- Call function.
|
||||
local istrue=condition.func(unpack(condition.arg))
|
||||
|
||||
-- Any true will return true.
|
||||
if istrue then
|
||||
return true
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- No condition was true.
|
||||
if gotone then
|
||||
return false
|
||||
else
|
||||
-- No functions passed.
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
--- Create conditon function object.
|
||||
-- @param #CONDITION self
|
||||
-- @param #number Ftype Function type: 0=Gen, 1=All, 2=Any.
|
||||
-- @param #function Function The function to call.
|
||||
-- @param ... (Optional) Parameters passed to the function (if any).
|
||||
-- @return #CONDITION.Function Condition function.
|
||||
function CONDITION:_CreateCondition(Ftype, Function, ...)
|
||||
|
||||
-- Increase counter.
|
||||
self.functionCounter=self.functionCounter+1
|
||||
|
||||
local condition={} --#CONDITION.Function
|
||||
|
||||
condition.uid=self.functionCounter
|
||||
condition.type=Ftype or 0
|
||||
condition.persistence=self.defaultPersist
|
||||
condition.func=Function
|
||||
condition.arg={}
|
||||
if arg then
|
||||
condition.arg=arg
|
||||
end
|
||||
|
||||
return condition
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Global Condition Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Condition to check if time is greater than a given threshold time.
|
||||
-- @param #number Time Time in seconds.
|
||||
-- @param #boolean Absolute If `true`, abs. mission time from `timer.getAbsTime()` is checked. Default is relative mission time from `timer.getTime()`.
|
||||
-- @return #boolean Returns `true` if time is greater than give the time.
|
||||
function CONDITION.IsTimeGreater(Time, Absolute)
|
||||
|
||||
local Tnow=nil
|
||||
|
||||
if Absolute then
|
||||
Tnow=timer.getAbsTime()
|
||||
else
|
||||
Tnow=timer.getTime()
|
||||
end
|
||||
|
||||
if Tnow>Time then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Function that returns `true` (success) with a certain probability. For example, if you specify `Probability=80` there is an 80% chance that `true` is returned.
|
||||
-- Technically, a random number between 0 and 100 is created. If the given success probability is less then this number, `true` is returned.
|
||||
-- @param #number Probability Success probability in percent. Default 50 %.
|
||||
-- @return #boolean Returns `true` for success and `false` otherwise.
|
||||
function CONDITION.IsRandomSuccess(Probability)
|
||||
|
||||
Probability=Probability or 50
|
||||
|
||||
-- Create some randomness.
|
||||
math.random()
|
||||
math.random()
|
||||
math.random()
|
||||
|
||||
-- Number between 0 and 100.
|
||||
local N=math.random()*100
|
||||
|
||||
if N<Probability then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Function that returns always `true`
|
||||
-- @return #boolean Returns `true` unconditionally.
|
||||
function CONDITION.ReturnTrue()
|
||||
return true
|
||||
end
|
||||
|
||||
--- Function that returns always `false`
|
||||
-- @return #boolean Returns `false` unconditionally.
|
||||
function CONDITION.ReturnFalse()
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
File diff suppressed because it is too large
Load Diff
@@ -14,7 +14,7 @@
|
||||
-- 
|
||||
--
|
||||
-- Within a running mission, various DCS events occur. Units are dynamically created, crash, die, shoot stuff, get hit etc.
|
||||
-- This module provides a mechanism to dispatch those events occurring within your running mission, to the different objects orchestrating your mission.
|
||||
-- This module provides a mechanism to dispatch those events occuring within your running mission, to the different objects orchestrating your mission.
|
||||
--
|
||||
-- 
|
||||
--
|
||||
@@ -32,11 +32,11 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- There are 5 types/levels of objects that the _EVENTDISPATCHER services:
|
||||
-- There are 5 levels of kind of objects that the _EVENTDISPATCHER services:
|
||||
--
|
||||
-- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
|
||||
-- * SET_ derived classes: These are subsets of the global _DATABASE object (an instance of @{Core.Database#DATABASE}). These subsets are updated by the _EVENTDISPATCHER as the second priority.
|
||||
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
|
||||
-- * SET_ derived classes: Subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
|
||||
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to teh subscribed UNIT object.
|
||||
-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
|
||||
-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
|
||||
--
|
||||
@@ -52,7 +52,7 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{Core.Base#BASE} class, @{Wrapper.Unit#UNIT} class and @{Wrapper.Group#GROUP} class.
|
||||
-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{BASE} class, @{UNIT} class and @{GROUP} class.
|
||||
-- The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE.
|
||||
--
|
||||
-- 
|
||||
@@ -173,8 +173,7 @@
|
||||
-- @image Core_Event.JPG
|
||||
|
||||
|
||||
---
|
||||
-- @type EVENT
|
||||
--- @type EVENT
|
||||
-- @field #EVENT.Events Events
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
@@ -194,11 +193,6 @@ world.event.S_EVENT_NEW_ZONE_GOAL = world.event.S_EVENT_MAX + 1004
|
||||
world.event.S_EVENT_DELETE_ZONE_GOAL = world.event.S_EVENT_MAX + 1005
|
||||
world.event.S_EVENT_REMOVE_UNIT = world.event.S_EVENT_MAX + 1006
|
||||
world.event.S_EVENT_PLAYER_ENTER_AIRCRAFT = world.event.S_EVENT_MAX + 1007
|
||||
-- dynamic cargo
|
||||
world.event.S_EVENT_NEW_DYNAMIC_CARGO = world.event.S_EVENT_MAX + 1008
|
||||
world.event.S_EVENT_DYNAMIC_CARGO_LOADED = world.event.S_EVENT_MAX + 1009
|
||||
world.event.S_EVENT_DYNAMIC_CARGO_UNLOADED = world.event.S_EVENT_MAX + 1010
|
||||
world.event.S_EVENT_DYNAMIC_CARGO_REMOVED = world.event.S_EVENT_MAX + 1011
|
||||
|
||||
|
||||
--- The different types of events supported by MOOSE.
|
||||
@@ -254,41 +248,8 @@ EVENTS = {
|
||||
TriggerZone = world.event.S_EVENT_TRIGGER_ZONE or -1,
|
||||
LandingQualityMark = world.event.S_EVENT_LANDING_QUALITY_MARK or -1,
|
||||
BDA = world.event.S_EVENT_BDA or -1,
|
||||
-- Added with DCS 2.8.0
|
||||
AIAbortMission = world.event.S_EVENT_AI_ABORT_MISSION or -1,
|
||||
DayNight = world.event.S_EVENT_DAYNIGHT or -1,
|
||||
FlightTime = world.event.S_EVENT_FLIGHT_TIME or -1,
|
||||
SelfKillPilot = world.event.S_EVENT_PLAYER_SELF_KILL_PILOT or -1,
|
||||
PlayerCaptureAirfield = world.event.S_EVENT_PLAYER_CAPTURE_AIRFIELD or -1,
|
||||
EmergencyLanding = world.event.S_EVENT_EMERGENCY_LANDING or -1,
|
||||
UnitCreateTask = world.event.S_EVENT_UNIT_CREATE_TASK or -1,
|
||||
UnitDeleteTask = world.event.S_EVENT_UNIT_DELETE_TASK or -1,
|
||||
SimulationStart = world.event.S_EVENT_SIMULATION_START or -1,
|
||||
WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1,
|
||||
WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1,
|
||||
-- Added with DCS 2.9.x
|
||||
--UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT or -1,
|
||||
UnitTaskComplete = world.event.S_EVENT_UNIT_TASK_COMPLETE or -1,
|
||||
UnitTaskStage = world.event.S_EVENT_UNIT_TASK_STAGE or -1,
|
||||
--MacSubtaskScore = world.event.S_EVENT_MAC_SUBTASK_SCORE or -1,
|
||||
MacExtraScore = world.event.S_EVENT_MAC_EXTRA_SCORE or -1,
|
||||
MissionRestart = world.event.S_EVENT_MISSION_RESTART or -1,
|
||||
MissionWinner = world.event.S_EVENT_MISSION_WINNER or -1,
|
||||
RunwayTakeoff = world.event.S_EVENT_RUNWAY_TAKEOFF or -1,
|
||||
RunwayTouch = world.event.S_EVENT_RUNWAY_TOUCH or -1,
|
||||
MacLMSRestart = world.event.S_EVENT_MAC_LMS_RESTART or -1,
|
||||
SimulationFreeze = world.event.S_EVENT_SIMULATION_FREEZE or -1,
|
||||
SimulationUnfreeze = world.event.S_EVENT_SIMULATION_UNFREEZE or -1,
|
||||
HumanAircraftRepairStart = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_START or -1,
|
||||
HumanAircraftRepairFinish = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH or -1,
|
||||
-- dynamic cargo
|
||||
NewDynamicCargo = world.event.S_EVENT_NEW_DYNAMIC_CARGO or -1,
|
||||
DynamicCargoLoaded = world.event.S_EVENT_DYNAMIC_CARGO_LOADED or -1,
|
||||
DynamicCargoUnloaded = world.event.S_EVENT_DYNAMIC_CARGO_UNLOADED or -1,
|
||||
DynamicCargoRemoved = world.event.S_EVENT_DYNAMIC_CARGO_REMOVED or -1,
|
||||
}
|
||||
|
||||
|
||||
--- The Event structure
|
||||
-- Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event:
|
||||
--
|
||||
@@ -309,7 +270,6 @@ EVENTS = {
|
||||
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object.
|
||||
-- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName).
|
||||
-- @field #string IniPlayerName (UNIT) The name of the initiating player in case the Unit is a client or player slot.
|
||||
-- @field #string IniPlayerUCID (UNIT) The UCID of the initiating player in case the Unit is a client or player slot and on a multi-player server.
|
||||
-- @field DCS#coalition.side IniCoalition (UNIT) The coalition of the initiator.
|
||||
-- @field DCS#Unit.Category IniCategory (UNIT) The category of the initiator.
|
||||
-- @field #string IniTypeName (UNIT) The type name of the initiator.
|
||||
@@ -325,7 +285,6 @@ EVENTS = {
|
||||
-- @field Wrapper.Group#GROUP TgtGroup (UNIT) The target MOOSE wrapper @{Wrapper.Group#GROUP} of the target Group object.
|
||||
-- @field #string TgtGroupName (UNIT) The target GROUP name (same as TgtDCSGroupName).
|
||||
-- @field #string TgtPlayerName (UNIT) The name of the target player in case the Unit is a client or player slot.
|
||||
-- @field #string TgtPlayerUCID (UNIT) The UCID of the target player in case the Unit is a client or player slot and on a multi-player server.
|
||||
-- @field DCS#coalition.side TgtCoalition (UNIT) The coalition of the target.
|
||||
-- @field DCS#Unit.Category TgtCategory (UNIT) The category of the target.
|
||||
-- @field #string TgtTypeName (UNIT) The type name of the target.
|
||||
@@ -334,19 +293,16 @@ EVENTS = {
|
||||
-- @field Wrapper.Airbase#AIRBASE Place The MOOSE airbase object.
|
||||
-- @field #string PlaceName The name of the airbase.
|
||||
--
|
||||
-- @field DCS#Weapon weapon The weapon used during the event.
|
||||
-- @field DCS#Weapon Weapon The weapon used during the event.
|
||||
-- @field #table weapon The weapon used during the event.
|
||||
-- @field #table Weapon
|
||||
-- @field #string WeaponName Name of the weapon.
|
||||
-- @field DCS#Unit WeaponTgtDCSUnit Target DCS unit of the weapon.
|
||||
--
|
||||
-- @field Cargo.Cargo#CARGO Cargo The cargo object.
|
||||
-- @field #string CargoName The name of the cargo object.
|
||||
--
|
||||
-- @field Core.Zone#ZONE Zone The zone object.
|
||||
-- @field Core.ZONE#ZONE Zone The zone object.
|
||||
-- @field #string ZoneName The name of the zone.
|
||||
--
|
||||
-- @field Wrapper.DynamicCargo#DYNAMICCARGO IniDynamicCargo The dynamic cargo object.
|
||||
-- @field #string IniDynamicCargoName The dynamic cargo unit name.
|
||||
|
||||
|
||||
|
||||
@@ -604,171 +560,6 @@ local _EVENTMETA = {
|
||||
Event = "OnEventBDA",
|
||||
Text = "S_EVENT_BDA"
|
||||
},
|
||||
-- Added with DCS 2.8
|
||||
[EVENTS.AIAbortMission] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventAIAbortMission",
|
||||
Text = "S_EVENT_AI_ABORT_MISSION"
|
||||
},
|
||||
[EVENTS.DayNight] = {
|
||||
Order = 1,
|
||||
Event = "OnEventDayNight",
|
||||
Text = "S_EVENT_DAYNIGHT"
|
||||
},
|
||||
[EVENTS.FlightTime] = {
|
||||
Order = 1,
|
||||
Event = "OnEventFlightTime",
|
||||
Text = "S_EVENT_FLIGHT_TIME"
|
||||
},
|
||||
[EVENTS.SelfKillPilot] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventSelfKillPilot",
|
||||
Text = "S_EVENT_PLAYER_SELF_KILL_PILOT"
|
||||
},
|
||||
[EVENTS.PlayerCaptureAirfield] = {
|
||||
Order = 1,
|
||||
Event = "OnEventPlayerCaptureAirfield",
|
||||
Text = "S_EVENT_PLAYER_CAPTURE_AIRFIELD"
|
||||
},
|
||||
[EVENTS.EmergencyLanding] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventEmergencyLanding",
|
||||
Text = "S_EVENT_EMERGENCY_LANDING"
|
||||
},
|
||||
[EVENTS.UnitCreateTask] = {
|
||||
Order = 1,
|
||||
Event = "OnEventUnitCreateTask",
|
||||
Text = "S_EVENT_UNIT_CREATE_TASK"
|
||||
},
|
||||
[EVENTS.UnitDeleteTask] = {
|
||||
Order = 1,
|
||||
Event = "OnEventUnitDeleteTask",
|
||||
Text = "S_EVENT_UNIT_DELETE_TASK"
|
||||
},
|
||||
[EVENTS.SimulationStart] = {
|
||||
Order = 1,
|
||||
Event = "OnEventSimulationStart",
|
||||
Text = "S_EVENT_SIMULATION_START"
|
||||
},
|
||||
[EVENTS.WeaponRearm] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventWeaponRearm",
|
||||
Text = "S_EVENT_WEAPON_REARM"
|
||||
},
|
||||
[EVENTS.WeaponDrop] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventWeaponDrop",
|
||||
Text = "S_EVENT_WEAPON_DROP"
|
||||
},
|
||||
-- DCS 2.9
|
||||
--[EVENTS.UnitTaskTimeout] = {
|
||||
-- Order = 1,
|
||||
-- Side = "I",
|
||||
-- Event = "OnEventUnitTaskTimeout",
|
||||
-- Text = "S_EVENT_UNIT_TASK_TIMEOUT "
|
||||
--},
|
||||
[EVENTS.UnitTaskStage] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventUnitTaskStage",
|
||||
Text = "S_EVENT_UNIT_TASK_STAGE "
|
||||
},
|
||||
--[EVENTS.MacSubtaskScore] = {
|
||||
-- Order = 1,
|
||||
--Side = "I",
|
||||
--Event = "OnEventMacSubtaskScore",
|
||||
--Text = "S_EVENT_MAC_SUBTASK_SCORE"
|
||||
--},
|
||||
[EVENTS.MacExtraScore] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventMacExtraScore",
|
||||
Text = "S_EVENT_MAC_EXTRA_SCOREP"
|
||||
},
|
||||
[EVENTS.MissionRestart] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventMissionRestart",
|
||||
Text = "S_EVENT_MISSION_RESTART"
|
||||
},
|
||||
[EVENTS.MissionWinner] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventMissionWinner",
|
||||
Text = "S_EVENT_MISSION_WINNER"
|
||||
},
|
||||
[EVENTS.RunwayTakeoff] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventRunwayTakeoff",
|
||||
Text = "S_EVENT_RUNWAY_TAKEOFF"
|
||||
},
|
||||
[EVENTS.RunwayTouch] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventRunwayTouch",
|
||||
Text = "S_EVENT_RUNWAY_TOUCH"
|
||||
},
|
||||
[EVENTS.MacLMSRestart] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventMacLMSRestart",
|
||||
Text = "S_EVENT_MAC_LMS_RESTART"
|
||||
},
|
||||
[EVENTS.SimulationFreeze] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventSimulationFreeze",
|
||||
Text = "S_EVENT_SIMULATION_FREEZE"
|
||||
},
|
||||
[EVENTS.SimulationUnfreeze] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventSimulationUnfreeze",
|
||||
Text = "S_EVENT_SIMULATION_UNFREEZE"
|
||||
},
|
||||
[EVENTS.HumanAircraftRepairStart] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventHumanAircraftRepairStart",
|
||||
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_START"
|
||||
},
|
||||
[EVENTS.HumanAircraftRepairFinish] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventHumanAircraftRepairFinish",
|
||||
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH"
|
||||
},
|
||||
-- dynamic cargo
|
||||
[EVENTS.NewDynamicCargo] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventNewDynamicCargo",
|
||||
Text = "S_EVENT_NEW_DYNAMIC_CARGO"
|
||||
},
|
||||
[EVENTS.DynamicCargoLoaded] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventDynamicCargoLoaded",
|
||||
Text = "S_EVENT_DYNAMIC_CARGO_LOADED"
|
||||
},
|
||||
[EVENTS.DynamicCargoUnloaded] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventDynamicCargoUnloaded",
|
||||
Text = "S_EVENT_DYNAMIC_CARGO_UNLOADED"
|
||||
},
|
||||
[EVENTS.DynamicCargoRemoved] = {
|
||||
Order = 1,
|
||||
Side = "I",
|
||||
Event = "OnEventDynamicCargoRemoved",
|
||||
Text = "S_EVENT_DYNAMIC_CARGO_REMOVED"
|
||||
},
|
||||
}
|
||||
|
||||
|
||||
@@ -1125,7 +916,7 @@ do -- Event Creation
|
||||
|
||||
--- Creation of a New ZoneGoal Event.
|
||||
-- @param #EVENT self
|
||||
-- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
|
||||
-- @param Core.Functional#ZONE_GOAL ZoneGoal The ZoneGoal created.
|
||||
function EVENT:CreateEventNewZoneGoal( ZoneGoal )
|
||||
self:F( { ZoneGoal } )
|
||||
|
||||
@@ -1141,7 +932,7 @@ do -- Event Creation
|
||||
|
||||
--- Creation of a ZoneGoal Deletion Event.
|
||||
-- @param #EVENT self
|
||||
-- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
|
||||
-- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
|
||||
function EVENT:CreateEventDeleteZoneGoal( ZoneGoal )
|
||||
self:F( { ZoneGoal } )
|
||||
|
||||
@@ -1184,63 +975,7 @@ do -- Event Creation
|
||||
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
|
||||
-- @param #EVENT self
|
||||
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
|
||||
function EVENT:CreateEventNewDynamicCargo(DynamicCargo)
|
||||
self:F({DynamicCargo})
|
||||
local Event = {
|
||||
id = EVENTS.NewDynamicCargo,
|
||||
time = timer.getTime(),
|
||||
dynamiccargo = DynamicCargo,
|
||||
initiator = DynamicCargo:GetDCSObject(),
|
||||
}
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
|
||||
-- @param #EVENT self
|
||||
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
|
||||
function EVENT:CreateEventDynamicCargoLoaded(DynamicCargo)
|
||||
self:F({DynamicCargo})
|
||||
local Event = {
|
||||
id = EVENTS.DynamicCargoLoaded,
|
||||
time = timer.getTime(),
|
||||
dynamiccargo = DynamicCargo,
|
||||
initiator = DynamicCargo:GetDCSObject(),
|
||||
}
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
|
||||
-- @param #EVENT self
|
||||
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
|
||||
function EVENT:CreateEventDynamicCargoUnloaded(DynamicCargo)
|
||||
self:F({DynamicCargo})
|
||||
local Event = {
|
||||
id = EVENTS.DynamicCargoUnloaded,
|
||||
time = timer.getTime(),
|
||||
dynamiccargo = DynamicCargo,
|
||||
initiator = DynamicCargo:GetDCSObject(),
|
||||
}
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
--- Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
|
||||
-- @param #EVENT self
|
||||
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
|
||||
function EVENT:CreateEventDynamicCargoRemoved(DynamicCargo)
|
||||
self:F({DynamicCargo})
|
||||
local Event = {
|
||||
id = EVENTS.DynamicCargoRemoved,
|
||||
time = timer.getTime(),
|
||||
dynamiccargo = DynamicCargo,
|
||||
initiator = DynamicCargo:GetDCSObject(),
|
||||
}
|
||||
world.onEvent( Event )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Main event function.
|
||||
@@ -1273,9 +1008,9 @@ function EVENT:onEvent( Event )
|
||||
|
||||
if Event.initiator then
|
||||
|
||||
Event.IniObjectCategory = Object.getCategory(Event.initiator)
|
||||
Event.IniObjectCategory = Event.initiator:getCategory()
|
||||
|
||||
if Event.IniObjectCategory == Object.Category.STATIC then
|
||||
if Event.IniObjectCategory == Object.Category.STATIC then
|
||||
---
|
||||
-- Static
|
||||
---
|
||||
@@ -1311,9 +1046,10 @@ function EVENT:onEvent( Event )
|
||||
local Unit=UNIT:FindByName(Event.IniDCSUnitName)
|
||||
if Unit then
|
||||
Event.IniObjectCategory = Object.Category.UNIT
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
elseif Event.IniObjectCategory == Object.Category.UNIT then
|
||||
if Event.IniObjectCategory == Object.Category.UNIT then
|
||||
---
|
||||
-- Unit
|
||||
---
|
||||
@@ -1322,14 +1058,13 @@ function EVENT:onEvent( Event )
|
||||
Event.IniUnitName = Event.IniDCSUnitName
|
||||
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
|
||||
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
|
||||
|
||||
|
||||
if not Event.IniUnit then
|
||||
-- Unit can be a CLIENT. Most likely this will be the case ...
|
||||
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
|
||||
end
|
||||
|
||||
Event.IniDCSGroupName = Event.IniUnit and Event.IniUnit.GroupName or ""
|
||||
Event.IniGroupName=Event.IniDCSGroupName --At least set the group name because group might not exist any more
|
||||
if Event.IniDCSGroup and Event.IniDCSGroup:isExist() then
|
||||
Event.IniDCSGroupName = Event.IniDCSGroup:getName()
|
||||
Event.IniGroup = GROUP:FindByName( Event.IniDCSGroupName )
|
||||
@@ -1337,49 +1072,38 @@ function EVENT:onEvent( Event )
|
||||
end
|
||||
|
||||
Event.IniPlayerName = Event.IniDCSUnit:getPlayerName()
|
||||
if Event.IniPlayerName then
|
||||
-- get UUCID
|
||||
local PID = NET.GetPlayerIDByName(nil,Event.IniPlayerName)
|
||||
if PID then
|
||||
Event.IniPlayerUCID = net.get_player_info(tonumber(PID), 'ucid')
|
||||
--env.info("Event.IniPlayerUCID="..tostring(Event.IniPlayerUCID),false)
|
||||
end
|
||||
end
|
||||
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
|
||||
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
|
||||
Event.IniCategory = Event.IniDCSUnit:getDesc().category
|
||||
end
|
||||
|
||||
elseif Event.IniObjectCategory == Object.Category.CARGO then
|
||||
if Event.IniObjectCategory == Object.Category.CARGO then
|
||||
---
|
||||
-- Cargo
|
||||
---
|
||||
Event.IniDCSUnit = Event.initiator
|
||||
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
|
||||
Event.IniUnitName = Event.IniDCSUnitName
|
||||
if string.match(Event.IniUnitName,".+|%d%d:%d%d|PKG%d+") then
|
||||
Event.IniDynamicCargo = DYNAMICCARGO:FindByName(Event.IniUnitName)
|
||||
Event.IniDynamicCargoName = Event.IniUnitName
|
||||
Event.IniPlayerName = string.match(Event.IniUnitName,"^(.+)|%d%d:%d%d|PKG%d+")
|
||||
else
|
||||
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
|
||||
end
|
||||
Event.IniUnit = CARGO:FindByName( Event.IniDCSUnitName )
|
||||
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
|
||||
Event.IniCategory = Event.IniDCSUnit:getDesc().category
|
||||
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
|
||||
end
|
||||
|
||||
elseif Event.IniObjectCategory == Object.Category.SCENERY then
|
||||
if Event.IniObjectCategory == Object.Category.SCENERY then
|
||||
---
|
||||
-- Scenery
|
||||
---
|
||||
---
|
||||
|
||||
Event.IniDCSUnit = Event.initiator
|
||||
Event.IniDCSUnitName = ( Event.IniDCSUnit and Event.IniDCSUnit.getName ) and Event.IniDCSUnit:getName() or "Scenery no name "..math.random(1,20000)
|
||||
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
|
||||
Event.IniUnitName = Event.IniDCSUnitName
|
||||
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
|
||||
Event.IniCategory = (Event.IniDCSUnit and Event.IniDCSUnit.getDesc ) and Event.IniDCSUnit:getDesc().category
|
||||
Event.IniTypeName = (Event.initiator and Event.initiator.isExist
|
||||
and Event.initiator:isExist() and Event.IniDCSUnit and Event.IniDCSUnit.getTypeName) and Event.IniDCSUnit:getTypeName() or "SCENERY"
|
||||
Event.IniCategory = Event.IniDCSUnit:getDesc().category
|
||||
Event.IniTypeName = Event.initiator:isExist() and Event.IniDCSUnit:getTypeName() or "SCENERY"
|
||||
end
|
||||
|
||||
elseif Event.IniObjectCategory == Object.Category.BASE then
|
||||
if Event.IniObjectCategory == Object.Category.BASE then
|
||||
---
|
||||
-- Base Object
|
||||
---
|
||||
@@ -1390,12 +1114,6 @@ function EVENT:onEvent( Event )
|
||||
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
|
||||
Event.IniCategory = Event.IniDCSUnit:getDesc().category
|
||||
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
|
||||
|
||||
-- If the airbase does not exist in the DB, we add it (e.g. when FARPS are spawned).
|
||||
if not Event.IniUnit then
|
||||
_DATABASE:_RegisterAirbase(Event.initiator)
|
||||
Event.IniUnit = AIRBASE:FindByName(Event.IniDCSUnitName)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1406,12 +1124,9 @@ function EVENT:onEvent( Event )
|
||||
---
|
||||
|
||||
-- Target category.
|
||||
Event.TgtObjectCategory = Object.getCategory(Event.target)
|
||||
Event.TgtObjectCategory = Event.target:getCategory()
|
||||
|
||||
if Event.TgtObjectCategory == Object.Category.UNIT then
|
||||
---
|
||||
-- UNIT
|
||||
---
|
||||
Event.TgtDCSUnit = Event.target
|
||||
Event.TgtDCSGroup = Event.TgtDCSUnit:getGroup()
|
||||
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
|
||||
@@ -1424,33 +1139,21 @@ function EVENT:onEvent( Event )
|
||||
Event.TgtGroupName = Event.TgtDCSGroupName
|
||||
end
|
||||
Event.TgtPlayerName = Event.TgtDCSUnit:getPlayerName()
|
||||
if Event.TgtPlayerName then
|
||||
-- get UUCID
|
||||
local PID = NET.GetPlayerIDByName(nil,Event.TgtPlayerName)
|
||||
if PID then
|
||||
Event.TgtPlayerUCID = net.get_player_info(tonumber(PID), 'ucid')
|
||||
--env.info("Event.TgtPlayerUCID="..tostring(Event.TgtPlayerUCID),false)
|
||||
end
|
||||
end
|
||||
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
|
||||
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
|
||||
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
|
||||
end
|
||||
|
||||
elseif Event.TgtObjectCategory == Object.Category.STATIC then
|
||||
---
|
||||
-- STATIC
|
||||
---
|
||||
if Event.TgtObjectCategory == Object.Category.STATIC then
|
||||
-- get base data
|
||||
Event.TgtDCSUnit = Event.target
|
||||
if Event.target.isExist and Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object, check that isExist exists (Kiowa Hellfire issue, Special K)
|
||||
if Event.target:isExist() and Event.id ~= 33 then -- leave out ejected seat object
|
||||
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
|
||||
-- Workaround for borked target info on cruise missiles
|
||||
if Event.TgtDCSUnitName and Event.TgtDCSUnitName ~= "" then
|
||||
Event.TgtUnitName = Event.TgtDCSUnitName
|
||||
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
|
||||
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
|
||||
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
|
||||
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
|
||||
end
|
||||
Event.TgtUnitName = Event.TgtDCSUnitName
|
||||
Event.TgtUnit = STATIC:FindByName( Event.TgtDCSUnitName, false )
|
||||
Event.TgtCoalition = Event.TgtDCSUnit:getCoalition()
|
||||
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
|
||||
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
|
||||
else
|
||||
Event.TgtDCSUnitName = string.format("No target object for Event ID %s", tostring(Event.id))
|
||||
Event.TgtUnitName = Event.TgtDCSUnitName
|
||||
@@ -1469,32 +1172,27 @@ function EVENT:onEvent( Event )
|
||||
Event.TgtTypeName = "Static"
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
elseif Event.TgtObjectCategory == Object.Category.SCENERY then
|
||||
---
|
||||
-- SCENERY
|
||||
---
|
||||
if Event.TgtObjectCategory == Object.Category.SCENERY then
|
||||
Event.TgtDCSUnit = Event.target
|
||||
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 )
|
||||
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
|
||||
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
|
||||
end
|
||||
Event.TgtDCSUnitName = Event.TgtDCSUnit:getName()
|
||||
Event.TgtUnitName = Event.TgtDCSUnitName
|
||||
Event.TgtUnit = SCENERY:Register( Event.TgtDCSUnitName, Event.target )
|
||||
Event.TgtCategory = Event.TgtDCSUnit:getDesc().category
|
||||
Event.TgtTypeName = Event.TgtDCSUnit:getTypeName()
|
||||
end
|
||||
end
|
||||
|
||||
-- Weapon.
|
||||
if Event.weapon and type(Event.weapon) == "table" and Event.weapon.isExist and Event.weapon:isExist() then
|
||||
if Event.weapon then
|
||||
Event.Weapon = Event.weapon
|
||||
Event.WeaponName = Event.weapon:isExist() and Event.weapon:getTypeName() or "Unknown Weapon"
|
||||
Event.WeaponName = Event.Weapon:getTypeName()
|
||||
Event.WeaponUNIT = CLIENT:Find( Event.Weapon, '', true ) -- Sometimes, the weapon is a player unit!
|
||||
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon.getPlayerName and Event.Weapon:getPlayerName()
|
||||
--Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
|
||||
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon.getCoalition and Event.Weapon:getCoalition()
|
||||
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon.getDesc and Event.Weapon:getDesc().category
|
||||
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon.getTypeName and Event.Weapon:getTypeName()
|
||||
Event.WeaponPlayerName = Event.WeaponUNIT and Event.Weapon:getPlayerName()
|
||||
Event.WeaponCoalition = Event.WeaponUNIT and Event.Weapon:getCoalition()
|
||||
Event.WeaponCategory = Event.WeaponUNIT and Event.Weapon:getDesc().category
|
||||
Event.WeaponTypeName = Event.WeaponUNIT and Event.Weapon:getTypeName()
|
||||
--Event.WeaponTgtDCSUnit = Event.Weapon:getTarget()
|
||||
end
|
||||
|
||||
@@ -1505,13 +1203,9 @@ function EVENT:onEvent( Event )
|
||||
--local name=Event.place:getName() -- This returns a DCS error "Airbase doesn't exit" :(
|
||||
-- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground.
|
||||
--Event.Place=UNIT:Find(Event.place)
|
||||
else
|
||||
if Event.place:isExist() and Object.getCategory(Event.place) ~= Object.Category.SCENERY then
|
||||
Event.Place=AIRBASE:Find(Event.place)
|
||||
if Event.Place then
|
||||
Event.PlaceName=Event.Place:GetName()
|
||||
end
|
||||
end
|
||||
else
|
||||
Event.Place=AIRBASE:Find(Event.place)
|
||||
Event.PlaceName=Event.Place:GetName()
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1522,7 +1216,6 @@ function EVENT:onEvent( Event )
|
||||
Event.MarkCoordinate=COORDINATE:NewFromVec3(Event.pos)
|
||||
Event.MarkText=Event.text
|
||||
Event.MarkCoalition=Event.coalition
|
||||
Event.IniCoalition=Event.coalition
|
||||
Event.MarkGroupID = Event.groupID
|
||||
end
|
||||
|
||||
@@ -1531,15 +1224,6 @@ function EVENT:onEvent( Event )
|
||||
Event.Cargo = Event.cargo
|
||||
Event.CargoName = Event.cargo.Name
|
||||
end
|
||||
|
||||
-- Dynamic cargo Object
|
||||
if Event.dynamiccargo then
|
||||
Event.IniDynamicCargo = Event.dynamiccargo
|
||||
Event.IniDynamicCargoName = Event.IniDynamicCargo.StaticName
|
||||
if Event.IniDynamicCargo.Owner or Event.IniUnitName then
|
||||
Event.IniPlayerName = Event.IniDynamicCargo.Owner or string.match(Event.IniUnitName or "None|00:00|PKG00","^(.+)|%d%d:%d%d|PKG%d+")
|
||||
end
|
||||
end
|
||||
|
||||
-- Zone object.
|
||||
if Event.zone then
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,87 +1,89 @@
|
||||
--- **Core** - Models the process to achieve goal(s).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
--
|
||||
-- * Define the goal.
|
||||
-- * Monitor the goal achievement.
|
||||
-- * Manage goal contribution by players.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- Classes that implement a goal achievement, will derive from GOAL to implement the ways how the achievements can be realized.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions: **funkyfranky**
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- @module Core.Goal
|
||||
-- @image Core_Goal.JPG
|
||||
|
||||
|
||||
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.
|
||||
--
|
||||
--
|
||||
-- # 1. GOAL constructor
|
||||
--
|
||||
--
|
||||
-- * @{#GOAL.New}(): Creates a new GOAL object.
|
||||
--
|
||||
--
|
||||
-- # 2. GOAL is a finite state machine (FSM).
|
||||
--
|
||||
--
|
||||
-- ## 2.1. GOAL States
|
||||
--
|
||||
--
|
||||
-- * **Pending**: The goal object is in progress.
|
||||
-- * **Achieved**: The goal objective is Achieved.
|
||||
--
|
||||
--
|
||||
-- ## 2.2. GOAL Events
|
||||
--
|
||||
--
|
||||
-- * **Achieved**: Set the goal objective to Achieved.
|
||||
--
|
||||
--
|
||||
-- # 3. Player contributions.
|
||||
--
|
||||
--
|
||||
-- Goals are most of the time achieved by players. These player achievements can be registered as part of the goal achievement.
|
||||
-- Use @{#GOAL.AddPlayerContribution}() to add a player contribution to the goal.
|
||||
-- The player contributions are based on a points system, an internal counter per player.
|
||||
-- So once the goal has been achieved, the player contributions can be queried using @{#GOAL.GetPlayerContributions}(),
|
||||
-- So once the goal has been achieved, the player contributions can be queried using @{#GOAL.GetPlayerContributions}(),
|
||||
-- that retrieves all contributions done by the players. For one player, the contribution can be queried using @{#GOAL.GetPlayerContribution}().
|
||||
-- The total amount of player contributions can be queried using @{#GOAL.GetTotalContributions}().
|
||||
--
|
||||
--
|
||||
-- # 4. Goal achievement.
|
||||
--
|
||||
--
|
||||
-- Once the goal is achieved, the mission designer will need to trigger the goal achievement using the **Achieved** event.
|
||||
-- The underlying 2 examples will achieve the goals for the `Goal` object:
|
||||
--
|
||||
--
|
||||
-- Goal:Achieved() -- Achieve the goal immediately.
|
||||
-- Goal:__Achieved( 30 ) -- Achieve the goal within 30 seconds.
|
||||
--
|
||||
--
|
||||
-- # 5. Check goal achievement.
|
||||
--
|
||||
--
|
||||
-- The method @{#GOAL.IsAchieved}() will return true if the goal is achieved (the trigger **Achieved** was executed).
|
||||
-- You can use this method to check asynchronously if a goal has been achieved, for example using a scheduler.
|
||||
--
|
||||
--
|
||||
-- @field #GOAL
|
||||
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.
|
||||
-- @param #GOAL self
|
||||
-- @return #GOAL
|
||||
function GOAL:New()
|
||||
|
||||
|
||||
local self = BASE:Inherit( self, FSM:New() ) -- #GOAL
|
||||
self:F( {} )
|
||||
|
||||
@@ -102,10 +104,11 @@ do -- Goal
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
|
||||
|
||||
self:SetStartState( "Pending" )
|
||||
self:AddTransition( "*", "Achieved", "Achieved" )
|
||||
|
||||
self:AddTransition( "*", "Achieved", "Achieved" )
|
||||
|
||||
--- Achieved Handler OnBefore for GOAL
|
||||
-- @function [parent=#GOAL] OnBeforeAchieved
|
||||
-- @param #GOAL self
|
||||
@@ -113,44 +116,47 @@ do -- Goal
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @return #boolean
|
||||
|
||||
|
||||
--- Achieved Handler OnAfter for GOAL
|
||||
-- @function [parent=#GOAL] OnAfterAchieved
|
||||
-- @param #GOAL self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
|
||||
|
||||
--- Achieved Trigger for GOAL
|
||||
-- @function [parent=#GOAL] Achieved
|
||||
-- @param #GOAL self
|
||||
|
||||
|
||||
--- Achieved Asynchronous Trigger for GOAL
|
||||
-- @function [parent=#GOAL] __Achieved
|
||||
-- @param #GOAL self
|
||||
-- @param #number Delay
|
||||
|
||||
|
||||
self:SetEventPriority( 5 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Add a new contribution by a player.
|
||||
-- @param #GOAL self
|
||||
-- @param #string PlayerName The name of the player.
|
||||
function GOAL:AddPlayerContribution( PlayerName )
|
||||
self:F( { PlayerName } )
|
||||
self:F({PlayerName})
|
||||
self.Players[PlayerName] = self.Players[PlayerName] or 0
|
||||
self.Players[PlayerName] = self.Players[PlayerName] + 1
|
||||
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
|
||||
return self.Players[PlayerName] or 0
|
||||
end
|
||||
|
||||
|
||||
--- Get the players who contributed to achieve the goal.
|
||||
-- The result is a list of players, sorted by the name of the players.
|
||||
-- @param #GOAL self
|
||||
@@ -159,6 +165,7 @@ do -- Goal
|
||||
return self.Players or {}
|
||||
end
|
||||
|
||||
|
||||
--- Gets the total contributions that happened to achieve the goal.
|
||||
-- The result is a number.
|
||||
-- @param #GOAL self
|
||||
@@ -166,7 +173,9 @@ do -- Goal
|
||||
function GOAL:GetTotalContributions()
|
||||
return self.TotalContributions or 0
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--- Validates if the goal is achieved.
|
||||
-- @param #GOAL self
|
||||
-- @return #boolean true if the goal is achieved.
|
||||
@@ -174,4 +183,4 @@ do -- Goal
|
||||
return self:Is( "Achieved" )
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
@@ -1,23 +1,16 @@
|
||||
--- **Core** - Tap into markers added to the F10 map by users.
|
||||
--- **Core** - MarkerOps_Base.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Create an easy way to tap into markers added to the F10 map by users.
|
||||
-- * Recognize own tag and list of keywords.
|
||||
-- * Matched keywords are handed down to functions.
|
||||
-- ##Listen for your tag
|
||||
-- myMarker = MARKEROPS_BASE:New("tag", {}, false)
|
||||
-- function myMarker:OnAfterMarkChanged(From, Event, To, Text, Keywords, Coord, idx)
|
||||
--
|
||||
-- end
|
||||
-- Make sure to use the "MarkChanged" event as "MarkAdded" comes in right after the user places a blank marker and your callback will never be called.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **Applevangelist**
|
||||
--
|
||||
-- Date: 5 May 2021
|
||||
-- Last Update: Mar 2023
|
||||
--
|
||||
-- ===
|
||||
---
|
||||
@@ -34,7 +27,6 @@
|
||||
-- @field #string Tag Tag to identify commands.
|
||||
-- @field #table Keywords Table of keywords to recognize.
|
||||
-- @field #string version Version of #MARKEROPS_BASE.
|
||||
-- @field #boolean Casesensitive Enforce case when identifying the Tag, i.e. tag ~= Tag
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- *Fiat lux.* -- Latin proverb.
|
||||
@@ -50,9 +42,8 @@ MARKEROPS_BASE = {
|
||||
ClassName = "MARKEROPS",
|
||||
Tag = "mytag",
|
||||
Keywords = {},
|
||||
version = "0.1.5",
|
||||
version = "0.0.1",
|
||||
debug = false,
|
||||
Casesensitive = true,
|
||||
}
|
||||
|
||||
--- Function to instantiate a new #MARKEROPS_BASE object.
|
||||
@@ -70,8 +61,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords)
|
||||
self.Tag = Tagname or "mytag"-- #string
|
||||
self.Keywords = Keywords or {} -- #table - might want to use lua regex here, too
|
||||
self.debug = false
|
||||
self.Casesensitive = true
|
||||
|
||||
|
||||
-----------------------
|
||||
--- FSM Transitions ---
|
||||
-----------------------
|
||||
@@ -103,31 +93,23 @@ function MARKEROPS_BASE:New(Tagname,Keywords)
|
||||
--- On after "MarkAdded" event. Triggered when a Marker is added to the F10 map.
|
||||
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkAdded
|
||||
-- @param #MARKEROPS_BASE self
|
||||
-- @param #string From The From state.
|
||||
-- @param #string Event The Event called.
|
||||
-- @param #string To The To state.
|
||||
-- @param #string Text The text on the marker.
|
||||
-- @param #table Keywords Table of matching keywords found in the Event text.
|
||||
-- @param #string From The From state
|
||||
-- @param #string Event The Event called
|
||||
-- @param #string To The To state
|
||||
-- @param #string Text The text on the marker
|
||||
-- @param #table Keywords Table of matching keywords found in the Event text
|
||||
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
|
||||
-- @param #number MarkerID Id of this marker.
|
||||
-- @param #number CoalitionNumber Coalition of the marker creator.
|
||||
-- @param #string PlayerName Name of the player creating/changing the mark. nil if it cannot be obtained.
|
||||
-- @param Core.Event#EVENTDATA EventData the event data table.
|
||||
|
||||
--- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
|
||||
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged
|
||||
-- @param #MARKEROPS_BASE self
|
||||
-- @param #string From The From state.
|
||||
-- @param #string Event The Event called.
|
||||
-- @param #string To The To state.
|
||||
-- @param #string Text The text on the marker.
|
||||
-- @param #table Keywords Table of matching keywords found in the Event text.
|
||||
-- @param #string From The From state
|
||||
-- @param #string Event The Event called
|
||||
-- @param #string To The To state
|
||||
-- @param #string Text The text on the marker
|
||||
-- @param #table Keywords Table of matching keywords found in the Event text
|
||||
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
|
||||
-- @param #number MarkerID Id of this marker.
|
||||
-- @param #number CoalitionNumber Coalition of the marker creator.
|
||||
-- @param #string PlayerName Name of the player creating/changing the mark. nil if it cannot be obtained.
|
||||
-- @param Core.Event#EVENTDATA EventData the event data table
|
||||
|
||||
|
||||
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
|
||||
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
|
||||
-- @param #MARKEROPS_BASE self
|
||||
@@ -135,13 +117,13 @@ function MARKEROPS_BASE:New(Tagname,Keywords)
|
||||
-- @param #string Event The Event called
|
||||
-- @param #string To The To state
|
||||
|
||||
--- "Stop" trigger. Used to stop the function an unhandle events
|
||||
--- "Stop" trigger. Used to stop the function an unhandle events
|
||||
-- @function [parent=#MARKEROPS_BASE] Stop
|
||||
|
||||
end
|
||||
|
||||
--- (Internal) Handle events.
|
||||
-- @param #MARKEROPS_BASE self
|
||||
--- (internal) Handle events.
|
||||
-- @param #MARKEROPS self
|
||||
-- @param Core.Event#EVENTDATA Event
|
||||
function MARKEROPS_BASE:OnEventMark(Event)
|
||||
self:T({Event})
|
||||
@@ -149,43 +131,37 @@ function MARKEROPS_BASE:OnEventMark(Event)
|
||||
self:E("Skipping onEvent. Event or Event.idx unknown.")
|
||||
return true
|
||||
end
|
||||
|
||||
local coalition = Event.MarkCoalition
|
||||
--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
|
||||
-- decision
|
||||
if Event.id==world.event.S_EVENT_MARK_ADDED then
|
||||
self:T({event="S_EVENT_MARK_ADDED", carrier=Event.IniGroupName, vec3=Event.pos})
|
||||
self:T({event="S_EVENT_MARK_ADDED", carrier=self.groupname, vec3=Event.pos})
|
||||
-- Handle event
|
||||
local Eventtext = tostring(Event.text)
|
||||
if Eventtext~=nil then
|
||||
if self:_MatchTag(Eventtext) then
|
||||
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)
|
||||
local matchtable = self:_MatchKeywords(Eventtext)
|
||||
self:MarkAdded(Eventtext,matchtable,coord)
|
||||
end
|
||||
end
|
||||
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
|
||||
self:T({event="S_EVENT_MARK_CHANGE", carrier=Event.IniGroupName, vec3=Event.pos})
|
||||
self:T({event="S_EVENT_MARK_CHANGE", carrier=self.groupname, vec3=Event.pos})
|
||||
-- Handle event.
|
||||
local Eventtext = tostring(Event.text)
|
||||
if Eventtext~=nil then
|
||||
if self:_MatchTag(Eventtext) then
|
||||
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)
|
||||
local matchtable = self:_MatchKeywords(Eventtext)
|
||||
self:MarkChanged(Eventtext,matchtable,coord)
|
||||
end
|
||||
end
|
||||
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
|
||||
self:T({event="S_EVENT_MARK_REMOVED", carrier=Event.IniGroupName, vec3=Event.pos})
|
||||
self:T({event="S_EVENT_MARK_REMOVED", carrier=self.groupname, vec3=Event.pos})
|
||||
-- Hande event.
|
||||
local Eventtext = tostring(Event.text)
|
||||
if Eventtext~=nil then
|
||||
@@ -196,30 +172,21 @@ function MARKEROPS_BASE:OnEventMark(Event)
|
||||
end
|
||||
end
|
||||
|
||||
--- (Internal) Match tag.
|
||||
-- @param #MARKEROPS_BASE self
|
||||
--- (internal) Match tag.
|
||||
-- @param #MARKEROPS self
|
||||
-- @param #string Eventtext Text added to the marker.
|
||||
-- @return #boolean
|
||||
function MARKEROPS_BASE:_MatchTag(Eventtext)
|
||||
local matches = false
|
||||
--self:I(self.lid .. "Casesensitive "..tostring(self.Casesensitive))
|
||||
if self.Casesensitive == false then
|
||||
--self:I(self.lid .. "Marker non-casesensitive "..Eventtext)
|
||||
local type = string.lower(self.Tag) -- #string
|
||||
if string.find(string.lower(Eventtext),type,1,true) then
|
||||
matches = true --event text contains tag
|
||||
end
|
||||
else
|
||||
local type = self.Tag -- #string
|
||||
if string.find(Eventtext,type) then
|
||||
matches = true --event text contains tag
|
||||
end
|
||||
local type = string.lower(self.Tag) -- #string
|
||||
if string.find(string.lower(Eventtext),type) then
|
||||
matches = true --event text contains tag
|
||||
end
|
||||
return matches
|
||||
end
|
||||
|
||||
--- (Internal) Match keywords table.
|
||||
-- @param #MARKEROPS_BASE self
|
||||
--- (internal) Match keywords table.
|
||||
-- @param #MARKEROPS self
|
||||
-- @param #string Eventtext Text added to the marker.
|
||||
-- @return #table
|
||||
function MARKEROPS_BASE:_MatchKeywords(Eventtext)
|
||||
@@ -240,10 +207,8 @@ end
|
||||
-- @param #string To The To state
|
||||
-- @param #string Text The text on the marker
|
||||
-- @param #table Keywords Table of matching keywords found in the Event text
|
||||
-- @param #number MarkerID Id of this marker
|
||||
-- @param #number CoalitionNumber Coalition of the marker creator
|
||||
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
|
||||
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber)
|
||||
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord)
|
||||
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
|
||||
end
|
||||
|
||||
@@ -254,10 +219,8 @@ end
|
||||
-- @param #string To The To state
|
||||
-- @param #string Text The text on the marker
|
||||
-- @param #table Keywords Table of matching keywords found in the Event text
|
||||
-- @param #number MarkerID Id of this marker
|
||||
-- @param #number CoalitionNumber Coalition of the marker creator
|
||||
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
|
||||
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord,MarkerID,CoalitionNumber)
|
||||
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord)
|
||||
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
|
||||
end
|
||||
|
||||
@@ -283,22 +246,6 @@ function MARKEROPS_BASE:onenterStopped(From,Event,To)
|
||||
self:UnHandleEvent(EVENTS.MarkRemoved)
|
||||
end
|
||||
|
||||
--- Switch off case sensitive matching
|
||||
-- @param #MARKEROPS_BASE self
|
||||
-- @return self
|
||||
function MARKEROPS_BASE:SwitchCaseSensitiveOff()
|
||||
self.Casesensitive = false
|
||||
return self
|
||||
end
|
||||
|
||||
--- Switch on case sensitive matching
|
||||
-- @param #MARKEROPS_BASE self
|
||||
-- @return self
|
||||
function MARKEROPS_BASE:SwitchCaseSensitiveOn()
|
||||
self.Casesensitive = true
|
||||
return self
|
||||
end
|
||||
|
||||
--------------------------------------------------------------------------
|
||||
-- MARKEROPS_BASE Class Definition End.
|
||||
--------------------------------------------------------------------------
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,9 +1,9 @@
|
||||
--- **Core** - Informs the players using messages during a simulation.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
--
|
||||
-- * A more advanced messaging system using the DCS message system.
|
||||
-- * Time messages.
|
||||
-- * Send messages based on a message type, which has a pre-defined duration that can be tweaked in SETTINGS.
|
||||
@@ -13,7 +13,7 @@
|
||||
-- * Send messages to a specific unit or client.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- @module Core.Message
|
||||
-- @image Core_Message.JPG
|
||||
|
||||
@@ -24,43 +24,43 @@
|
||||
--- Message System to display Messages to Clients, Coalitions or All.
|
||||
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
|
||||
-- Messages can contain a category which is indicating the category of the message.
|
||||
--
|
||||
--
|
||||
-- ## MESSAGE construction
|
||||
--
|
||||
--
|
||||
-- Messages are created with @{#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
|
||||
-- To send messages, you need to use the To functions.
|
||||
--
|
||||
--
|
||||
-- ## Send messages to an audience
|
||||
--
|
||||
--
|
||||
-- Messages are sent:
|
||||
--
|
||||
-- * To a @{Wrapper.Client} using @{#MESSAGE.ToClient}().
|
||||
-- * To a @{Client} using @{#MESSAGE.ToClient}().
|
||||
-- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}()
|
||||
-- * To a @{Wrapper.Unit} using @{#MESSAGE.ToUnit}()
|
||||
-- * To a coalition using @{#MESSAGE.ToCoalition}().
|
||||
-- * To the red coalition using @{#MESSAGE.ToRed}().
|
||||
-- * To the blue coalition using @{#MESSAGE.ToBlue}().
|
||||
-- * To all Players using @{#MESSAGE.ToAll}().
|
||||
--
|
||||
--
|
||||
-- ## Send conditionally to an audience
|
||||
--
|
||||
--
|
||||
-- Messages can be sent conditionally to an audience (when a condition is true):
|
||||
--
|
||||
--
|
||||
-- * To all players using @{#MESSAGE.ToAllIf}().
|
||||
-- * To a coalition using @{#MESSAGE.ToCoalitionIf}().
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions: **Applevangelist**
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- @field #MESSAGE
|
||||
MESSAGE = {
|
||||
ClassName = "MESSAGE",
|
||||
MessageCategory = 0,
|
||||
MessageID = 0,
|
||||
ClassName = "MESSAGE",
|
||||
MessageCategory = 0,
|
||||
MessageID = 0,
|
||||
}
|
||||
|
||||
--- Message Types
|
||||
@@ -70,168 +70,183 @@ MESSAGE.Type = {
|
||||
Information = "Information",
|
||||
Briefing = "Briefing Report",
|
||||
Overview = "Overview Report",
|
||||
Detailed = "Detailed Report",
|
||||
Detailed = "Detailed Report"
|
||||
}
|
||||
|
||||
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{#MESSAGE.ToClient} or @{#MESSAGE.ToCoalition} or @{#MESSAGE.ToAll} to send these Messages to the respective recipients.
|
||||
-- @param self
|
||||
-- @param #string Text is the text of the Message.
|
||||
-- @param #number Duration Duration in seconds how long the message text is shown.
|
||||
-- @param #string Category (Optional) String expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
|
||||
-- @param #boolean ClearScreen (optional) Clear all previous messages if true.
|
||||
-- @return #MESSAGE self
|
||||
-- @usage
|
||||
--
|
||||
-- -- Create a series of new Messages.
|
||||
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
|
||||
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
|
||||
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
|
||||
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
|
||||
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
|
||||
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
|
||||
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
|
||||
--
|
||||
function MESSAGE:New( Text, Duration, Category, ClearScreen )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
|
||||
self:F( { Text, Duration, Category } )
|
||||
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
|
||||
-- @param self
|
||||
-- @param #string MessageText is the text of the Message.
|
||||
-- @param #number MessageDuration is a number in seconds of how long the MESSAGE should be shown on the display panel.
|
||||
-- @param #string MessageCategory (optional) is a string expressing the "category" of the Message. The category will be shown as the first text in the message followed by a ": ".
|
||||
-- @param #boolean ClearScreen (optional) Clear all previous messages if true.
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
-- -- Create a series of new Messages.
|
||||
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
|
||||
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
|
||||
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
|
||||
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
|
||||
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
|
||||
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
|
||||
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
|
||||
function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { MessageText, MessageDuration, MessageCategory } )
|
||||
|
||||
|
||||
self.MessageType = nil
|
||||
|
||||
-- When no MessageCategory is given, we don't show it as a title...
|
||||
if Category and Category ~= "" then
|
||||
if Category:sub( -1 ) ~= "\n" then
|
||||
self.MessageCategory = Category .. ": "
|
||||
|
||||
-- When no MessageCategory is given, we don't show it as a title...
|
||||
if MessageCategory and MessageCategory ~= "" then
|
||||
if MessageCategory:sub(-1) ~= "\n" then
|
||||
self.MessageCategory = MessageCategory .. ": "
|
||||
else
|
||||
self.MessageCategory = Category:sub( 1, -2 ) .. ":\n"
|
||||
self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
|
||||
end
|
||||
else
|
||||
self.MessageCategory = ""
|
||||
end
|
||||
|
||||
self.ClearScreen = false
|
||||
if ClearScreen ~= nil then
|
||||
self.ClearScreen = ClearScreen
|
||||
|
||||
self.ClearScreen=false
|
||||
if ClearScreen~=nil then
|
||||
self.ClearScreen=ClearScreen
|
||||
end
|
||||
|
||||
self.MessageDuration = Duration or 5
|
||||
self.MessageTime = timer.getTime()
|
||||
self.MessageText = Text:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
|
||||
self.MessageDuration = MessageDuration or 5
|
||||
self.MessageTime = timer.getTime()
|
||||
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
|
||||
|
||||
self.MessageSent = false
|
||||
self.MessageGroup = false
|
||||
self.MessageCoalition = false
|
||||
|
||||
self.MessageSent = false
|
||||
self.MessageGroup = false
|
||||
self.MessageCoalition = false
|
||||
|
||||
return self
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates a new MESSAGE object of a certain type.
|
||||
-- Note that these MESSAGE objects are not yet displayed on the display panel.
|
||||
-- You must use the functions @{Core.Message#ToClient} or @{Core.Message#ToCoalition} or @{Core.Message#ToAll} to send these Messages to the respective recipients.
|
||||
-- The message display times are automatically defined based on the timing settings in the @{Core.Settings} menu.
|
||||
|
||||
--- Creates a new MESSAGE object of a certain type.
|
||||
-- Note that these MESSAGE objects are not yet displayed on the display panel.
|
||||
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
|
||||
-- The message display times are automatically defined based on the timing settings in the @{Settings} menu.
|
||||
-- @param self
|
||||
-- @param #string MessageText is the text of the Message.
|
||||
-- @param #MESSAGE.Type MessageType The type of the message.
|
||||
-- @param #boolean ClearScreen (optional) Clear all previous messages.
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
--
|
||||
-- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information )
|
||||
-- MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information )
|
||||
-- MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update )
|
||||
-- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )
|
||||
--
|
||||
function MESSAGE:NewType( MessageText, MessageType, ClearScreen )
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() )
|
||||
self:F( { MessageText } )
|
||||
|
||||
|
||||
self.MessageType = MessageType
|
||||
|
||||
self.ClearScreen = false
|
||||
if ClearScreen ~= nil then
|
||||
self.ClearScreen = ClearScreen
|
||||
|
||||
self.ClearScreen=false
|
||||
if ClearScreen~=nil then
|
||||
self.ClearScreen=ClearScreen
|
||||
end
|
||||
|
||||
self.MessageTime = timer.getTime()
|
||||
self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
|
||||
|
||||
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc.
|
||||
|
||||
|
||||
--- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc.
|
||||
-- @param #MESSAGE self
|
||||
-- @return #MESSAGE
|
||||
function MESSAGE:Clear()
|
||||
self:F()
|
||||
self.ClearScreen = true
|
||||
self.ClearScreen=true
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
|
||||
-- @param #MESSAGE self
|
||||
-- @param Wrapper.Client#CLIENT Client is the Group of the Client.
|
||||
-- @param Core.Settings#SETTINGS Settings used to display the message.
|
||||
-- @param Core.Settings#SETTINGS Settings Settings used to display the message.
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
-- -- Send the 2 messages created with the @{New} method to the Client Group.
|
||||
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
|
||||
-- ClientGroup = Group.getByName( "ClientGroup" )
|
||||
--
|
||||
-- -- Send the 2 messages created with the @{New} method to the Client Group.
|
||||
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
|
||||
-- Client = CLIENT:FindByName("NameOfClientUnit")
|
||||
--
|
||||
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" ):ToClient( Client )
|
||||
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score" ):ToClient( Client )
|
||||
-- or
|
||||
-- MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score"):ToClient( Client )
|
||||
-- MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score"):ToClient( Client )
|
||||
-- or
|
||||
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score")
|
||||
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
|
||||
-- MessageClient1:ToClient( Client )
|
||||
-- MessageClient2:ToClient( Client )
|
||||
--
|
||||
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
|
||||
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
|
||||
-- or
|
||||
-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
|
||||
-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
|
||||
-- or
|
||||
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
|
||||
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
|
||||
-- MessageClient1:ToClient( ClientGroup )
|
||||
-- MessageClient2:ToClient( ClientGroup )
|
||||
function MESSAGE:ToClient( Client, Settings )
|
||||
self:F( Client )
|
||||
self:ToUnit(Client,Settings)
|
||||
return self
|
||||
self:F( Client )
|
||||
|
||||
if Client and Client:GetClientGroupID() then
|
||||
|
||||
if self.MessageType then
|
||||
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
|
||||
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
|
||||
self.MessageCategory = "" -- self.MessageType .. ": "
|
||||
end
|
||||
|
||||
local Unit = Client:GetClient()
|
||||
|
||||
if self.MessageDuration ~= 0 then
|
||||
local ClientGroupID = Client:GetClientGroupID()
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
||||
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
|
||||
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to a Group.
|
||||
--- Sends a MESSAGE to a Group.
|
||||
-- @param #MESSAGE self
|
||||
-- @param Wrapper.Group#GROUP Group to which the message is displayed.
|
||||
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
|
||||
-- @return #MESSAGE Message object.
|
||||
function MESSAGE:ToGroup( Group, Settings )
|
||||
self:F( Group.GroupName )
|
||||
|
||||
if Group and Group:IsAlive() then
|
||||
|
||||
if Group then
|
||||
|
||||
if self.MessageType then
|
||||
local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
|
||||
local Settings = Settings or ( Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
|
||||
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
|
||||
self.MessageCategory = "" -- self.MessageType .. ": "
|
||||
end
|
||||
|
||||
if self.MessageDuration ~= 0 then
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
|
||||
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
||||
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to a Unit.
|
||||
-- @param #MESSAGE self
|
||||
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed.
|
||||
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
|
||||
-- @return #MESSAGE Message object.
|
||||
function MESSAGE:ToUnit( Unit, Settings )
|
||||
self:F( Unit.IdentifiableName )
|
||||
|
||||
if Unit and Unit:IsAlive() then
|
||||
if Unit then
|
||||
|
||||
if self.MessageType then
|
||||
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
|
||||
@@ -241,7 +256,6 @@ function MESSAGE:ToUnit( Unit, Settings )
|
||||
|
||||
if self.MessageDuration ~= 0 then
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
||||
local ID = Unit:GetID()
|
||||
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
|
||||
end
|
||||
end
|
||||
@@ -249,100 +263,59 @@ function MESSAGE:ToUnit( Unit, Settings )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to a Country.
|
||||
-- @param #MESSAGE self
|
||||
-- @param #number Country to which the message is displayed, e.g. country.id.GERMANY. For all country numbers see here: [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_country)
|
||||
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
|
||||
-- @return #MESSAGE Message object.
|
||||
function MESSAGE:ToCountry( Country, Settings )
|
||||
self:F(Country )
|
||||
if Country then
|
||||
if self.MessageType then
|
||||
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
|
||||
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
|
||||
self.MessageCategory = "" -- self.MessageType .. ": "
|
||||
end
|
||||
if self.MessageDuration ~= 0 then
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
||||
trigger.action.outTextForCountry( Country, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to a Country.
|
||||
-- @param #MESSAGE self
|
||||
-- @param #number Country to which the message is displayed, , e.g. country.id.GERMANY. For all country numbers see here: [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_country)
|
||||
-- @param #boolean Condition Sends the message only if the condition is true.
|
||||
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
|
||||
-- @return #MESSAGE Message object.
|
||||
function MESSAGE:ToCountryIf( Country, Condition, Settings )
|
||||
self:F(Country )
|
||||
if Country and Condition == true then
|
||||
self:ToCountry( Country, Settings )
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to the Blue coalition.
|
||||
-- @param #MESSAGE self
|
||||
-- @param #MESSAGE self
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
--
|
||||
-- -- Send a message created with the @{New} method to the BLUE coalition.
|
||||
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue()
|
||||
-- or
|
||||
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToBlue()
|
||||
-- or
|
||||
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
|
||||
-- MessageBLUE:ToBlue()
|
||||
--
|
||||
-- -- Send a message created with the @{New} method to the BLUE coalition.
|
||||
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
|
||||
-- or
|
||||
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
|
||||
-- or
|
||||
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
|
||||
-- MessageBLUE:ToBlue()
|
||||
function MESSAGE:ToBlue()
|
||||
self:F()
|
||||
self:F()
|
||||
|
||||
self:ToCoalition( coalition.side.BLUE )
|
||||
|
||||
return self
|
||||
self:ToCoalition( coalition.side.BLUE )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to the Red Coalition.
|
||||
--- Sends a MESSAGE to the Red Coalition.
|
||||
-- @param #MESSAGE self
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
--
|
||||
-- -- Send a message created with the @{New} method to the RED coalition.
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed()
|
||||
-- or
|
||||
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToRed()
|
||||
-- or
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
|
||||
-- MessageRED:ToRed()
|
||||
--
|
||||
function MESSAGE:ToRed()
|
||||
self:F()
|
||||
-- -- Send a message created with the @{New} method to the RED coalition.
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
|
||||
-- or
|
||||
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
|
||||
-- or
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
|
||||
-- MessageRED:ToRed()
|
||||
function MESSAGE:ToRed( )
|
||||
self:F()
|
||||
|
||||
self:ToCoalition( coalition.side.RED )
|
||||
|
||||
return self
|
||||
self:ToCoalition( coalition.side.RED )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to a Coalition.
|
||||
--- Sends a MESSAGE to a Coalition.
|
||||
-- @param #MESSAGE self
|
||||
-- @param DCS#coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
|
||||
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
|
||||
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
|
||||
-- @return #MESSAGE Message object.
|
||||
-- @usage
|
||||
--
|
||||
-- -- Send a message created with the @{New} method to the RED coalition.
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED )
|
||||
-- or
|
||||
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty"):ToCoalition( coalition.side.RED )
|
||||
-- or
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty")
|
||||
-- MessageRED:ToCoalition( coalition.side.RED )
|
||||
--
|
||||
-- -- Send a message created with the @{New} method to the RED coalition.
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
|
||||
-- or
|
||||
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
|
||||
-- or
|
||||
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
|
||||
-- MessageRED:ToCoalition( coalition.side.RED )
|
||||
function MESSAGE:ToCoalition( CoalitionSide, Settings )
|
||||
self:F( CoalitionSide )
|
||||
self:F( CoalitionSide )
|
||||
|
||||
if self.MessageType then
|
||||
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
|
||||
@@ -350,22 +323,20 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
|
||||
self.MessageCategory = "" -- self.MessageType .. ": "
|
||||
end
|
||||
|
||||
if CoalitionSide then
|
||||
if CoalitionSide then
|
||||
if self.MessageDuration ~= 0 then
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
|
||||
trigger.action.outTextForCoalition( CoalitionSide, self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
||||
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
|
||||
end
|
||||
end
|
||||
|
||||
self.CoalitionSide = CoalitionSide
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to a Coalition if the given Condition is true.
|
||||
--- Sends a MESSAGE to a Coalition if the given Condition is true.
|
||||
-- @param #MESSAGE self
|
||||
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{#DCS.coalition.side}.
|
||||
-- @param #boolean Condition Sends the message only if the condition is true.
|
||||
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
|
||||
-- @param #boolean Condition Sends the message only if the condition is true.
|
||||
-- @return #MESSAGE self
|
||||
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
|
||||
self:F( CoalitionSide )
|
||||
@@ -373,51 +344,42 @@ function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
|
||||
if Condition and Condition == true then
|
||||
self:ToCoalition( CoalitionSide )
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to all players.
|
||||
-- @param #MESSAGE self
|
||||
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
|
||||
-- @param #number Delay (Optional) Delay in seconds before the message is send. Default instantly (`nil`).
|
||||
-- @return #MESSAGE self
|
||||
-- @return #MESSAGE
|
||||
-- @usage
|
||||
--
|
||||
-- -- Send a message created to all players.
|
||||
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll()
|
||||
-- or
|
||||
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission"):ToAll()
|
||||
-- or
|
||||
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission")
|
||||
-- MessageAll:ToAll()
|
||||
--
|
||||
function MESSAGE:ToAll( Settings, Delay )
|
||||
-- -- Send a message created to all players.
|
||||
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
|
||||
-- or
|
||||
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
|
||||
-- or
|
||||
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
|
||||
-- MessageAll:ToAll()
|
||||
function MESSAGE:ToAll(Settings)
|
||||
self:F()
|
||||
|
||||
if Delay and Delay>0 then
|
||||
self:ScheduleOnce(Delay, MESSAGE.ToAll, self, Settings, 0)
|
||||
else
|
||||
if self.MessageType then
|
||||
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
|
||||
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
|
||||
self.MessageCategory = "" -- self.MessageType .. ": "
|
||||
end
|
||||
|
||||
if self.MessageType then
|
||||
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
|
||||
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
|
||||
self.MessageCategory = "" -- self.MessageType .. ": "
|
||||
end
|
||||
|
||||
if self.MessageDuration ~= 0 then
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
|
||||
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
|
||||
end
|
||||
|
||||
if self.MessageDuration ~= 0 then
|
||||
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
|
||||
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Sends a MESSAGE to all players if the given Condition is true.
|
||||
-- @param #MESSAGE self
|
||||
-- @param #boolean Condition
|
||||
-- @return #MESSAGE
|
||||
function MESSAGE:ToAllIf( Condition )
|
||||
|
||||
@@ -425,197 +387,5 @@ function MESSAGE:ToAllIf( Condition )
|
||||
self:ToAll()
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to DCS log file.
|
||||
-- @param #MESSAGE self
|
||||
-- @return #MESSAGE self
|
||||
function MESSAGE:ToLog()
|
||||
|
||||
env.info(self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ))
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a MESSAGE to DCS log file if the given Condition is true.
|
||||
-- @param #MESSAGE self
|
||||
-- @return #MESSAGE self
|
||||
function MESSAGE:ToLogIf( Condition )
|
||||
|
||||
if Condition and Condition == true then
|
||||
env.info(self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ))
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
_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 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.
|
||||
-- @param #number Modulation Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations.
|
||||
-- @param #string Gender (optional) Gender, i.e. "male" or "female", defaults to "female" or your configuration file setting.
|
||||
-- @param #string Culture (optional) Culture, e.g. "en-US", defaults to "en-GB" or your configuration file setting.
|
||||
-- @param #string Voice (optional) Voice. Will override gender and culture settings, e.g. MSRS.Voices.Microsoft.Hazel or MSRS.Voices.Google.Standard.de_DE_Standard_D. Hint on Microsoft voices - working voices are limited to Hedda, Hazel, David, Zira and Hortense. **Must** be installed on your Desktop or Server!
|
||||
-- @param #number Coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Defaults to coalition.side.NEUTRAL.
|
||||
-- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest).
|
||||
-- @param #string Label (optional) Label, defaults to "MESSAGE" or the Message Category set.
|
||||
-- @param Core.Point#COORDINATE Coordinate (optional) Coordinate this messages originates from.
|
||||
-- @param #string Backend (optional) Backend to be used, can be MSRS.Backend.SRSEXE or MSRS.Backend.GRPC
|
||||
-- @usage
|
||||
-- -- Mind the dot here, not using the colon this time around!
|
||||
-- -- Needed once only
|
||||
-- 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\\ExternalAudio"
|
||||
|
||||
_MESSAGESRS.frequency = Frequency or MSRS.frequencies or 243
|
||||
_MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM
|
||||
|
||||
_MESSAGESRS.MSRS = MSRS:New(_MESSAGESRS.PathToSRS,_MESSAGESRS.frequency, _MESSAGESRS.modulation)
|
||||
|
||||
_MESSAGESRS.coalition = Coalition or MSRS.coalition or coalition.side.NEUTRAL
|
||||
_MESSAGESRS.MSRS:SetCoalition(_MESSAGESRS.coalition)
|
||||
|
||||
_MESSAGESRS.coordinate = Coordinate
|
||||
|
||||
if Coordinate then
|
||||
_MESSAGESRS.MSRS:SetCoordinate(Coordinate)
|
||||
end
|
||||
|
||||
if Backend then
|
||||
_MESSAGESRS.MSRS:SetBackend(Backend)
|
||||
end
|
||||
|
||||
_MESSAGESRS.Culture = Culture or MSRS.culture or "en-GB"
|
||||
_MESSAGESRS.MSRS:SetCulture(Culture)
|
||||
|
||||
_MESSAGESRS.Gender = Gender or MSRS.gender or "female"
|
||||
_MESSAGESRS.MSRS:SetGender(Gender)
|
||||
|
||||
if PathToCredentials then
|
||||
_MESSAGESRS.MSRS:SetProviderOptionsGoogle(PathToCredentials)
|
||||
_MESSAGESRS.MSRS:SetProvider(MSRS.Provider.GOOGLE)
|
||||
end
|
||||
|
||||
_MESSAGESRS.label = Label or MSRS.Label or "MESSAGE"
|
||||
_MESSAGESRS.MSRS:SetLabel(_MESSAGESRS.label)
|
||||
|
||||
_MESSAGESRS.port = Port or MSRS.port or 5002
|
||||
_MESSAGESRS.MSRS:SetPort(_MESSAGESRS.port)
|
||||
|
||||
_MESSAGESRS.volume = Volume or MSRS.volume or 1
|
||||
_MESSAGESRS.MSRS:SetVolume(_MESSAGESRS.volume)
|
||||
|
||||
if Voice then _MESSAGESRS.MSRS:SetVoice(Voice) end
|
||||
|
||||
_MESSAGESRS.voice = Voice or MSRS.voice --or MSRS.Voices.Microsoft.Hedda
|
||||
|
||||
_MESSAGESRS.SRSQ = MSRSQUEUE:New(_MESSAGESRS.label)
|
||||
end
|
||||
|
||||
--- Sends a message via SRS. `ToSRS()` will try to use as many attributes configured with @{Core.Message#MESSAGE.SetMSRS}() and @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
|
||||
-- @param #MESSAGE self
|
||||
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
|
||||
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
|
||||
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #string culture (optional) Culture, e.g. "en-US". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #number coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @return #MESSAGE self
|
||||
-- @usage
|
||||
-- -- Mind the dot here, not using the colon this time around!
|
||||
-- -- Needed once only
|
||||
-- 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:ToSRS(frequency,modulation,gender,culture,voice,coalition,volume,coordinate)
|
||||
local tgender = gender or _MESSAGESRS.Gender
|
||||
if _MESSAGESRS.SRSQ then
|
||||
if voice then
|
||||
_MESSAGESRS.MSRS:SetVoice(voice or _MESSAGESRS.voice)
|
||||
end
|
||||
if coordinate then
|
||||
_MESSAGESRS.MSRS:SetCoordinate(coordinate)
|
||||
end
|
||||
local category = string.gsub(self.MessageCategory,":","")
|
||||
_MESSAGESRS.SRSQ:NewTransmission(self.MessageText,nil,_MESSAGESRS.MSRS,0.5,1,nil,nil,nil,frequency or _MESSAGESRS.frequency,modulation or _MESSAGESRS.modulation, gender or _MESSAGESRS.Gender,culture or _MESSAGESRS.Culture,nil,volume or _MESSAGESRS.volume,category,coordinate or _MESSAGESRS.coordinate)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a message via SRS on the blue coalition side.
|
||||
-- @param #MESSAGE self
|
||||
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
|
||||
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
|
||||
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @return #MESSAGE self
|
||||
-- @usage
|
||||
-- -- Mind the dot here, not using the colon this time around!
|
||||
-- -- Needed once only
|
||||
-- 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()
|
||||
--
|
||||
function MESSAGE:ToSRSBlue(frequency,modulation,gender,culture,voice,volume,coordinate)
|
||||
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.BLUE,volume,coordinate)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a message via SRS on the red coalition side.
|
||||
-- @param #MESSAGE self
|
||||
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
|
||||
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
|
||||
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @return #MESSAGE self
|
||||
-- @usage
|
||||
-- -- Mind the dot here, not using the colon this time around!
|
||||
-- -- Needed once only
|
||||
-- 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()
|
||||
--
|
||||
function MESSAGE:ToSRSRed(frequency,modulation,gender,culture,voice,volume,coordinate)
|
||||
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.RED,volume,coordinate)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Sends a message via SRS to all - via the neutral coalition side.
|
||||
-- @param #MESSAGE self
|
||||
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
|
||||
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
|
||||
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
|
||||
-- @return #MESSAGE self
|
||||
-- @usage
|
||||
-- -- Mind the dot here, not using the colon this time around!
|
||||
-- -- Needed once only
|
||||
-- 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()
|
||||
--
|
||||
function MESSAGE:ToSRSAll(frequency,modulation,gender,culture,voice,volume,coordinate)
|
||||
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.NEUTRAL,volume,coordinate)
|
||||
return self
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -1,446 +0,0 @@
|
||||
--- **Core** - Path from A to B.
|
||||
--
|
||||
-- **Main Features:**
|
||||
--
|
||||
-- * Path from A to B
|
||||
-- * Arbitrary number of points
|
||||
-- * Automatically from lines drawtool
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
--
|
||||
-- ===
|
||||
-- @module Core.Pathline
|
||||
-- @image CORE_Pathline.png
|
||||
|
||||
|
||||
--- PATHLINE class.
|
||||
-- @type PATHLINE
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #string lid Class id string for output to DCS log file.
|
||||
-- @field #string name Name of the path line.
|
||||
-- @field #table points List of 3D points defining the path.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- *The shortest distance between two points is a straight line.* -- Archimedes
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # The PATHLINE Concept
|
||||
--
|
||||
-- List of points defining a path from A to B. The pathline can consist of multiple points. Each point holds the information of its position, the surface type, the land height
|
||||
-- and the water depth (if over sea).
|
||||
--
|
||||
-- Line drawings created in the mission editor are automatically registered as pathlines and stored in the MOOSE database.
|
||||
-- They can be accessed with the @{#PATHLINE.FindByName) function.
|
||||
--
|
||||
-- # Constructor
|
||||
--
|
||||
-- The @{PATHLINE.New) function creates a new PATHLINE object. This does not hold any points. Points can be added with the @{#PATHLINE.AddPointFromVec2} and @{#PATHLINE.AddPointFromVec3}
|
||||
--
|
||||
-- For a given table of 2D or 3D positions, a new PATHLINE object can be created with the @{#PATHLINE.NewFromVec2Array} or @{#PATHLINE.NewFromVec3Array}, respectively.
|
||||
--
|
||||
-- # Line Drawings
|
||||
--
|
||||
-- The most convenient way to create a pathline is the draw panel feature in the DCS mission editor. You can select "Line" and then "Segments", "Segment" or "Free" to draw your lines.
|
||||
-- These line drawings are then automatically added to the MOOSE database as PATHLINE objects and can be retrieved with the @{#PATHLINE.FindByName) function, where the name is the one
|
||||
-- you specify in the draw panel.
|
||||
--
|
||||
-- # Mark on F10 map
|
||||
--
|
||||
-- The points of the PATHLINE can be marked on the F10 map with the @{#PATHLINE.MarkPoints}(`true`) function. The mark points contain information of the surface type, land height and
|
||||
-- water depth.
|
||||
--
|
||||
-- To remove the marks, use @{#PATHLINE.MarkPoints}(`false`).
|
||||
--
|
||||
-- @field #PATHLINE
|
||||
PATHLINE = {
|
||||
ClassName = "PATHLINE",
|
||||
lid = nil,
|
||||
points = {},
|
||||
}
|
||||
|
||||
--- Point of line.
|
||||
-- @type PATHLINE.Point
|
||||
-- @field DCS#Vec3 vec3 3D position.
|
||||
-- @field DCS#Vec2 vec2 2D position.
|
||||
-- @field #number surfaceType Surface type.
|
||||
-- @field #number landHeight Land height in meters.
|
||||
-- @field #number depth Water depth in meters.
|
||||
-- @field #number markerID Marker ID.
|
||||
-- @field #number lineID Line marker ID.
|
||||
|
||||
|
||||
--- PATHLINE class version.
|
||||
-- @field #string version
|
||||
PATHLINE.version="0.2.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
-- TODO: A lot...
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new PATHLINE object. Points need to be added later.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #string Name Name of the path.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:New(Name)
|
||||
|
||||
-- Inherit everything from INTEL class.
|
||||
local self=BASE:Inherit(self, BASE:New()) --#PATHLINE
|
||||
|
||||
self.name=Name or "Unknown Path"
|
||||
|
||||
self.lid=string.format("PATHLINE %s | ", Name)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new PATHLINE object from a given list of 2D points.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #string Name Name of the pathline.
|
||||
-- @param #table Vec2Array List of DCS#Vec2 points.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:NewFromVec2Array(Name, Vec2Array)
|
||||
|
||||
local self=PATHLINE:New(Name)
|
||||
|
||||
for i=1,#Vec2Array do
|
||||
self:AddPointFromVec2(Vec2Array[i])
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Create a new PATHLINE object from a given list of 3D points.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #string Name Name of the pathline.
|
||||
-- @param #table Vec3Array List of DCS#Vec3 points.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:NewFromVec3Array(Name, Vec3Array)
|
||||
|
||||
local self=PATHLINE:New(Name)
|
||||
|
||||
for i=1,#Vec3Array do
|
||||
self:AddPointFromVec3(Vec3Array[i])
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- User functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Find a pathline in the database.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #string Name The name of the pathline.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:FindByName(Name)
|
||||
local pathline = _DATABASE:FindPathline(Name)
|
||||
return pathline
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Add a point to the path from a given 2D position. The third dimension is determined from the land height.
|
||||
-- @param #PATHLINE self
|
||||
-- @param DCS#Vec2 Vec2 The 2D vector (x,y) to add.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:AddPointFromVec2(Vec2)
|
||||
|
||||
if Vec2 then
|
||||
|
||||
local point=self:_CreatePoint(Vec2)
|
||||
|
||||
table.insert(self.points, point)
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Add a point to the path from a given 3D position.
|
||||
-- @param #PATHLINE self
|
||||
-- @param DCS#Vec3 Vec3 The 3D vector (x,y) to add.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:AddPointFromVec3(Vec3)
|
||||
|
||||
if Vec3 then
|
||||
|
||||
local point=self:_CreatePoint(Vec3)
|
||||
|
||||
table.insert(self.points, point)
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Get name of pathline.
|
||||
-- @param #PATHLINE self
|
||||
-- @return #string Name of the pathline.
|
||||
function PATHLINE:GetName()
|
||||
return self.name
|
||||
end
|
||||
|
||||
--- Get number of points.
|
||||
-- @param #PATHLINE self
|
||||
-- @return #number Number of points.
|
||||
function PATHLINE:GetNumberOfPoints()
|
||||
local N=#self.points
|
||||
return N
|
||||
end
|
||||
|
||||
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
|
||||
-- @param #PATHLINE self
|
||||
-- @return #list <#PATHLINE.Point> List of points.
|
||||
function PATHLINE:GetPoints()
|
||||
return self.points
|
||||
end
|
||||
|
||||
--- Get 3D points of pathline.
|
||||
-- @param #PATHLINE self
|
||||
-- @return <DCS#Vec3> List of DCS#Vec3 points.
|
||||
function PATHLINE:GetPoints3D()
|
||||
|
||||
local vecs={}
|
||||
|
||||
for _,_point in pairs(self.points) do
|
||||
local point=_point --#PATHLINE.Point
|
||||
table.insert(vecs, point.vec3)
|
||||
end
|
||||
|
||||
return vecs
|
||||
end
|
||||
|
||||
--- Get 2D points of pathline.
|
||||
-- @param #PATHLINE self
|
||||
-- @return <DCS#Vec2> List of DCS#Vec2 points.
|
||||
function PATHLINE:GetPoints2D()
|
||||
|
||||
local vecs={}
|
||||
|
||||
for _,_point in pairs(self.points) do
|
||||
local point=_point --#PATHLINE.Point
|
||||
table.insert(vecs, point.vec2)
|
||||
end
|
||||
|
||||
return vecs
|
||||
end
|
||||
|
||||
--- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often.
|
||||
-- @param #PATHLINE self
|
||||
-- @return <Core.Point#COORDINATE> List of COORDINATES points.
|
||||
function PATHLINE:GetCoordinates()
|
||||
|
||||
local vecs={}
|
||||
|
||||
for _,_point in pairs(self.points) do
|
||||
local point=_point --#PATHLINE.Point
|
||||
local coord=COORDINATE:NewFromVec3(point.vec3)
|
||||
table.insert(vecs,coord)
|
||||
end
|
||||
|
||||
return vecs
|
||||
end
|
||||
|
||||
--- Get the n-th point of the pathline.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #number n The index of the point. Default is the first point.
|
||||
-- @return #PATHLINE.Point Point.
|
||||
function PATHLINE:GetPointFromIndex(n)
|
||||
|
||||
local N=self:GetNumberOfPoints()
|
||||
|
||||
n=n or 1
|
||||
|
||||
local point=nil --#PATHLINE.Point
|
||||
|
||||
if n>=1 and n<=N then
|
||||
point=self.points[n]
|
||||
else
|
||||
self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
|
||||
end
|
||||
|
||||
return point
|
||||
end
|
||||
|
||||
--- Get the 3D position of the n-th point.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #number n The n-th point.
|
||||
-- @return DCS#VEC3 Position in 3D.
|
||||
function PATHLINE:GetPoint3DFromIndex(n)
|
||||
|
||||
local point=self:GetPointFromIndex(n)
|
||||
|
||||
if point then
|
||||
return point.vec3
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Get the 2D position of the n-th point.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #number n The n-th point.
|
||||
-- @return DCS#VEC2 Position in 3D.
|
||||
function PATHLINE:GetPoint2DFromIndex(n)
|
||||
|
||||
local point=self:GetPointFromIndex(n)
|
||||
|
||||
if point then
|
||||
return point.vec2
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
--- Calculate the length of the line.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #boolean Project2D Calculate 2D distance between points.
|
||||
-- @return #number Length in meters.
|
||||
function PATHLINE:GetLength(Project2D)
|
||||
local l=0
|
||||
|
||||
local np=#self.points
|
||||
|
||||
for i=1,np-1 do
|
||||
local p1=self.points[i] --#PATHLINE.Point
|
||||
local p2=self.points[i+1] --#PATHLINE.Point
|
||||
|
||||
if Project2D then
|
||||
l=l+UTILS.VecDist2D(p1.vec2, p2.vec2)
|
||||
else
|
||||
l=l+UTILS.VecDist3D(p1.vec3, p2.vec3)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return l
|
||||
end
|
||||
|
||||
|
||||
--- Mark points on F10 map.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #boolean Switch If `true` or nil, set marks. If `false`, remove marks.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:MarkPoints(Switch)
|
||||
for i,_point in pairs(self.points) do
|
||||
local point=_point --#PATHLINE.Point
|
||||
if Switch==false then
|
||||
|
||||
if point.markerID then
|
||||
UTILS.RemoveMark(point.markerID)
|
||||
end
|
||||
|
||||
else
|
||||
|
||||
if point.markerID then
|
||||
UTILS.RemoveMark(point.markerID)
|
||||
end
|
||||
|
||||
point.markerID=UTILS.GetMarkID()
|
||||
|
||||
local text=string.format("Pathline %s: Point #%d\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.surfaceType, point.landHeight, point.depth)
|
||||
|
||||
trigger.action.markToAll(point.markerID, text, point.vec3, "")
|
||||
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Draw line on F10 map.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #number Recipient Recipent of the line: -1=All.
|
||||
-- @param #table Color Color as RGB table plus alpha value. Default {1, 0, 0, 1.0}.
|
||||
-- @param #number LineType Line type: 1=Solid (default).
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:DrawLine(Recipient, Color, LineType)
|
||||
|
||||
-- Input
|
||||
Recipient= Recipient or -1
|
||||
Color= Color or {1,0,0, 1.0}
|
||||
LineType=LineType or 1
|
||||
local ReadOnly=false
|
||||
|
||||
|
||||
local np=#self.points
|
||||
|
||||
for i=1,np-1 do
|
||||
local p1=self.points[i] --#PATHLINE.Point
|
||||
local p2=self.points[i+1] --#PATHLINE.Point
|
||||
|
||||
p1.lineID = UTILS.GetMarkID()
|
||||
|
||||
trigger.action.lineToAll(Recipient, p1.lineID, p1.vec3, p2.vec3, Color, LineType, ReadOnly, "")
|
||||
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Remove line on F10 map.
|
||||
-- @param #PATHLINE self
|
||||
-- @param #number Delay Delay in seconds before line is removed.
|
||||
-- @return #PATHLINE self
|
||||
function PATHLINE:UnDrawLine(Delay)
|
||||
|
||||
|
||||
local np=#self.points
|
||||
|
||||
for _,_point in pairs(self.points) do
|
||||
local p=_point --#PATHLINE.Point
|
||||
if p.lineID then
|
||||
UTILS.RemoveMark(p.lineID, Delay)
|
||||
end
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Private functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get 3D points of pathline.
|
||||
-- @param #PATHLINE self
|
||||
-- @param DCS#Vec3 Vec Position vector. Can also be a DCS#Vec2 in which case the altitude at landheight is taken.
|
||||
-- @return #PATHLINE.Point
|
||||
function PATHLINE:_CreatePoint(Vec)
|
||||
|
||||
local point={} --#PATHLINE.Point
|
||||
|
||||
if Vec.z then
|
||||
-- Given vec is 3D
|
||||
point.vec3=UTILS.DeepCopy(Vec)
|
||||
point.vec2={x=Vec.x, y=Vec.z}
|
||||
else
|
||||
-- Given vec is 2D
|
||||
point.vec2=UTILS.DeepCopy(Vec)
|
||||
point.vec3={x=Vec.x, y=land.getHeight(Vec), z=Vec.y}
|
||||
end
|
||||
|
||||
-- Get surface type.
|
||||
point.surfaceType=land.getSurfaceType(point.vec2)
|
||||
|
||||
-- Get land height and depth.
|
||||
point.landHeight, point.depth=land.getSurfaceHeightWithSeabed(point.vec2)
|
||||
|
||||
point.markerID=nil
|
||||
|
||||
return point
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,13 +1,13 @@
|
||||
--- **Core** - Provides a handy means to create messages and reports.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
--
|
||||
-- * Create text blocks that are formatted.
|
||||
-- * Create automatic indents.
|
||||
-- * Variate the delimiters between reporting lines.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Authors: FlightControl : Design & Programming
|
||||
@@ -15,8 +15,8 @@
|
||||
-- @module Core.Report
|
||||
-- @image Core_Report.JPG
|
||||
|
||||
---
|
||||
-- @type REPORT
|
||||
|
||||
--- @type REPORT
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- Provides a handy means to create messages and reports.
|
||||
@@ -36,7 +36,7 @@ function REPORT:New( Title )
|
||||
|
||||
self.Report = {}
|
||||
|
||||
self:SetTitle( Title or "" )
|
||||
self:SetTitle( Title or "" )
|
||||
self:SetIndent( 3 )
|
||||
|
||||
return self
|
||||
@@ -45,26 +45,28 @@ end
|
||||
--- Has the REPORT Text?
|
||||
-- @param #REPORT self
|
||||
-- @return #boolean
|
||||
function REPORT:HasText() -- R2.1
|
||||
|
||||
function REPORT:HasText() --R2.1
|
||||
|
||||
return #self.Report > 0
|
||||
end
|
||||
|
||||
|
||||
--- Set indent of a REPORT.
|
||||
-- @param #REPORT self
|
||||
-- @param #number Indent
|
||||
-- @return #REPORT
|
||||
function REPORT:SetIndent( Indent ) -- R2.1
|
||||
function REPORT:SetIndent( Indent ) --R2.1
|
||||
self.Indent = Indent
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Add a new line to a REPORT.
|
||||
-- @param #REPORT self
|
||||
-- @param #string Text
|
||||
-- @return #REPORT
|
||||
function REPORT:Add( Text )
|
||||
self.Report[#self.Report + 1] = Text
|
||||
self.Report[#self.Report+1] = Text
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -74,17 +76,17 @@ end
|
||||
-- @param #string Separator (optional) The start of each report line can begin with an optional separator character. This can be a "-", or "#", or "*". You're free to choose what you find the best.
|
||||
-- @return #REPORT
|
||||
function REPORT:AddIndent( Text, Separator )
|
||||
self.Report[#self.Report + 1] = ((Separator and Separator .. string.rep( " ", self.Indent - 1 )) or string.rep( " ", self.Indent )) .. Text:gsub( "\n", "\n" .. string.rep( " ", self.Indent ) )
|
||||
self.Report[#self.Report+1] = ( ( Separator and Separator .. string.rep( " ", self.Indent - 1 ) ) or string.rep(" ", self.Indent ) ) .. Text:gsub("\n","\n"..string.rep( " ", self.Indent ) )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Produces the text of the report, taking into account an optional delimiter, which is \n by default.
|
||||
--- Produces the text of the report, taking into account an optional delimeter, which is \n by default.
|
||||
-- @param #REPORT self
|
||||
-- @param #string Delimiter (optional) A delimiter text.
|
||||
-- @return #string The report text.
|
||||
function REPORT:Text( Delimiter )
|
||||
Delimiter = Delimiter or "\n"
|
||||
local ReportText = (self.Title ~= "" and self.Title .. Delimiter or self.Title) .. table.concat( self.Report, Delimiter ) or ""
|
||||
local ReportText = ( self.Title ~= "" and self.Title .. Delimiter or self.Title ) .. table.concat( self.Report, Delimiter ) or ""
|
||||
return ReportText
|
||||
end
|
||||
|
||||
@@ -93,7 +95,7 @@ end
|
||||
-- @param #string Title The title of the report.
|
||||
-- @return #REPORT
|
||||
function REPORT:SetTitle( Title )
|
||||
self.Title = Title
|
||||
self.Title = Title
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@@ -1,36 +1,36 @@
|
||||
---- **Core** - SCHEDULEDISPATCHER dispatches the different schedules.
|
||||
--
|
||||
--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.
|
||||
--
|
||||
--
|
||||
-- This class is tricky and needs some thorough explanation.
|
||||
-- SCHEDULE classes are used to schedule functions for objects, or as persistent objects.
|
||||
-- The SCHEDULEDISPATCHER class ensures that:
|
||||
--
|
||||
--
|
||||
-- - Scheduled functions are planned according the SCHEDULER object parameters.
|
||||
-- - Scheduled functions are repeated when requested, according the SCHEDULER object parameters.
|
||||
-- - Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters.
|
||||
--
|
||||
--
|
||||
-- The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection:
|
||||
--
|
||||
--
|
||||
-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER object is _persistent_ within memory.
|
||||
-- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection!
|
||||
--
|
||||
-- The non-persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collected when the parent object is destroyed, or set to nil and garbage collected.
|
||||
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
|
||||
--
|
||||
-- The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected.
|
||||
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
|
||||
-- these will not be executed anymore when the SCHEDULER object has been destroyed.
|
||||
--
|
||||
--
|
||||
-- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
|
||||
-- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
|
||||
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
|
||||
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
|
||||
-- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ### Contributions: -
|
||||
-- ### Authors: FlightControl : Design & Programming
|
||||
--
|
||||
--
|
||||
-- @module Core.ScheduleDispatcher
|
||||
-- @image Core_Schedule_Dispatcher.JPG
|
||||
|
||||
@@ -38,7 +38,7 @@
|
||||
-- @type SCHEDULEDISPATCHER
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #number CallID Call ID counter.
|
||||
-- @field #table PersistentSchedulers Persistent schedulers.
|
||||
-- @field #table PersistentSchedulers Persistant schedulers.
|
||||
-- @field #table ObjectSchedulers Schedulers that only exist as long as the master object exists.
|
||||
-- @field #table Schedule Meta table setmetatable( {}, { __mode = "k" } ).
|
||||
-- @extends Core.Base#BASE
|
||||
@@ -46,11 +46,11 @@
|
||||
--- The SCHEDULEDISPATCHER structure
|
||||
-- @type SCHEDULEDISPATCHER
|
||||
SCHEDULEDISPATCHER = {
|
||||
ClassName = "SCHEDULEDISPATCHER",
|
||||
CallID = 0,
|
||||
PersistentSchedulers = {},
|
||||
ObjectSchedulers = {},
|
||||
Schedule = nil,
|
||||
ClassName = "SCHEDULEDISPATCHER",
|
||||
CallID = 0,
|
||||
PersistentSchedulers = {},
|
||||
ObjectSchedulers = {},
|
||||
Schedule = nil,
|
||||
}
|
||||
|
||||
--- Player data table holding all important parameters of each player.
|
||||
@@ -58,7 +58,7 @@ SCHEDULEDISPATCHER = {
|
||||
-- @field #function Function The schedule function to be called.
|
||||
-- @field #table Arguments Schedule function arguments.
|
||||
-- @field #number Start Start time in seconds.
|
||||
-- @field #number Repeat Repeat time interval in seconds.
|
||||
-- @field #number Repeat Repeat time intervall in seconds.
|
||||
-- @field #number Randomize Randomization factor [0,1].
|
||||
-- @field #number Stop Stop time in seconds.
|
||||
-- @field #number StartTime Time in seconds when the scheduler is created.
|
||||
@@ -77,7 +77,7 @@ end
|
||||
|
||||
--- Add a Schedule to the ScheduleDispatcher.
|
||||
-- The development of this method was really tidy.
|
||||
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is set to nil.
|
||||
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified.
|
||||
-- Nothing of this code should be modified without testing it thoroughly.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
|
||||
@@ -85,7 +85,7 @@ end
|
||||
-- @param #table ScheduleArguments Table of arguments passed to the ScheduleFunction.
|
||||
-- @param #number Start Start time in seconds.
|
||||
-- @param #number Repeat Repeat interval in seconds.
|
||||
-- @param #number Randomize Randomization factor [0,1].
|
||||
-- @param #number Randomize Radomization factor [0,1].
|
||||
-- @param #number Stop Stop time in seconds.
|
||||
-- @param #number TraceLevel Trace level [0,3].
|
||||
-- @param Core.Fsm#FSM Fsm Finite state model.
|
||||
@@ -95,32 +95,32 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
|
||||
-- Increase counter.
|
||||
self.CallID = self.CallID + 1
|
||||
|
||||
|
||||
-- Create ID.
|
||||
local CallID = self.CallID .. "#" .. (Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "") or ""
|
||||
|
||||
self:T2( string.format( "Adding schedule #%d CallID=%s", self.CallID, CallID ) )
|
||||
local CallID = self.CallID .. "#" .. ( Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "" ) or ""
|
||||
|
||||
self:T2(string.format("Adding schedule #%d CallID=%s", self.CallID, CallID))
|
||||
|
||||
-- Initialize PersistentSchedulers
|
||||
self.PersistentSchedulers = self.PersistentSchedulers or {}
|
||||
|
||||
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
|
||||
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
|
||||
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
|
||||
|
||||
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
|
||||
|
||||
if Scheduler.MasterObject then
|
||||
--env.info("FF Object Scheduler")
|
||||
self.ObjectSchedulers[CallID] = Scheduler
|
||||
self:F3( { CallID = CallID, ObjectScheduler = tostring( self.ObjectSchedulers[CallID] ), MasterObject = tostring( Scheduler.MasterObject ) } )
|
||||
self:F3( { CallID = CallID, ObjectScheduler = tostring(self.ObjectSchedulers[CallID]), MasterObject = tostring(Scheduler.MasterObject) } )
|
||||
else
|
||||
--env.info("FF Persistent Scheduler")
|
||||
self.PersistentSchedulers[CallID] = Scheduler
|
||||
self:F3( { CallID = CallID, PersistentScheduler = self.PersistentSchedulers[CallID] } )
|
||||
end
|
||||
|
||||
|
||||
self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
|
||||
self.Schedule[Scheduler] = self.Schedule[Scheduler] or {}
|
||||
self.Schedule[Scheduler][CallID] = {} -- #SCHEDULEDISPATCHER.ScheduleData
|
||||
self.Schedule[Scheduler][CallID] = {} --#SCHEDULEDISPATCHER.ScheduleData
|
||||
self.Schedule[Scheduler][CallID].Function = ScheduleFunction
|
||||
self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments
|
||||
self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 )
|
||||
@@ -128,7 +128,8 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
self.Schedule[Scheduler][CallID].Repeat = Repeat or 0
|
||||
self.Schedule[Scheduler][CallID].Randomize = Randomize or 0
|
||||
self.Schedule[Scheduler][CallID].Stop = Stop
|
||||
|
||||
|
||||
|
||||
-- This section handles the tracing of the scheduled calls.
|
||||
-- Because these calls will be executed with a delay, we inspect the place where these scheduled calls are initiated.
|
||||
-- The Info structure contains the output of the debug.getinfo() calls, which inspects the call stack for the function name, line number and source name.
|
||||
@@ -150,10 +151,10 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
-- Therefore, in the call stack, at the TraceLevel these functions are mentioned as "tail calls", and the Info.name field will be nil as a result.
|
||||
-- To obtain the correct function name for FSM object calls, the function is mentioned in the call stack at a higher stack level.
|
||||
-- So when function name stored in Info.name is nil, then I inspect the function name within the call stack one level higher.
|
||||
-- So this little piece of code does its magic wonderfully, performance overhead is negligible, as scheduled calls don't happen that often.
|
||||
-- So this little piece of code does its magic wonderfully, preformance overhead is neglectible, as scheduled calls don't happen that often.
|
||||
|
||||
local Info = {}
|
||||
|
||||
|
||||
if debug then
|
||||
TraceLevel = TraceLevel or 2
|
||||
Info = debug.getinfo( TraceLevel, "nlS" )
|
||||
@@ -167,7 +168,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
|
||||
--- Function passed to the DCS timer.scheduleFunction()
|
||||
self.Schedule[Scheduler][CallID].CallHandler = function( Params )
|
||||
|
||||
|
||||
local CallID = Params.CallID
|
||||
local Info = Params.Info or {}
|
||||
local Source = Info.source or "?"
|
||||
@@ -175,33 +176,33 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
local Name = Info.name or "?"
|
||||
|
||||
local ErrorHandler = function( errmsg )
|
||||
env.info( "Error in timer function: " .. errmsg or "" )
|
||||
env.info( "Error in timer function: " .. errmsg )
|
||||
if BASE.Debug ~= nil then
|
||||
env.info( BASE.Debug.traceback() )
|
||||
end
|
||||
return errmsg
|
||||
end
|
||||
|
||||
-- Get object or persistent scheduler object.
|
||||
local Scheduler = self.ObjectSchedulers[CallID] -- Core.Scheduler#SCHEDULER
|
||||
|
||||
-- Get object or persistant scheduler object.
|
||||
local Scheduler = self.ObjectSchedulers[CallID] --Core.Scheduler#SCHEDULER
|
||||
if not Scheduler then
|
||||
Scheduler = self.PersistentSchedulers[CallID]
|
||||
end
|
||||
|
||||
-- self:T3( { Scheduler = Scheduler } )
|
||||
|
||||
|
||||
--self:T3( { Scheduler = Scheduler } )
|
||||
|
||||
if Scheduler then
|
||||
|
||||
local MasterObject = tostring( Scheduler.MasterObject )
|
||||
|
||||
local MasterObject = tostring(Scheduler.MasterObject)
|
||||
|
||||
-- Schedule object.
|
||||
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
|
||||
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
|
||||
|
||||
--self:T3( { Schedule = Schedule } )
|
||||
|
||||
-- self:T3( { Schedule = Schedule } )
|
||||
|
||||
local SchedulerObject = Scheduler.MasterObject -- Scheduler.SchedulerObject Now is this the Master or Scheduler object?
|
||||
local SchedulerObject = Scheduler.MasterObject --Scheduler.SchedulerObject Now is this the Maste or Scheduler object?
|
||||
local ShowTrace = Scheduler.ShowTrace
|
||||
|
||||
|
||||
local ScheduleFunction = Schedule.Function
|
||||
local ScheduleArguments = Schedule.Arguments or {}
|
||||
local Start = Schedule.Start
|
||||
@@ -209,11 +210,12 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
local Randomize = Schedule.Randomize or 0
|
||||
local Stop = Schedule.Stop or 0
|
||||
local ScheduleID = Schedule.ScheduleID
|
||||
|
||||
local Prefix = (Repeat == 0) and "--->" or "+++>"
|
||||
|
||||
|
||||
|
||||
local Prefix = ( Repeat == 0 ) and "--->" or "+++>"
|
||||
|
||||
local Status, Result
|
||||
-- self:E( { SchedulerObject = SchedulerObject } )
|
||||
--self:E( { SchedulerObject = SchedulerObject } )
|
||||
if SchedulerObject then
|
||||
local function Timer()
|
||||
if ShowTrace then
|
||||
@@ -228,39 +230,40 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
|
||||
if ShowTrace then
|
||||
self:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
end
|
||||
return ScheduleFunction( unpack( ScheduleArguments ) )
|
||||
return ScheduleFunction( unpack( ScheduleArguments ) )
|
||||
end
|
||||
Status, Result = xpcall( Timer, ErrorHandler )
|
||||
end
|
||||
|
||||
|
||||
local CurrentTime = timer.getTime()
|
||||
local StartTime = Schedule.StartTime
|
||||
|
||||
-- Debug info.
|
||||
self:F3( { CallID = CallID, ScheduleID = ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
|
||||
|
||||
if Status and ((Result == nil) or (Result and Result ~= false)) then
|
||||
|
||||
if Repeat ~= 0 and ((Stop == 0) or (Stop ~= 0 and CurrentTime <= StartTime + Stop)) then
|
||||
local ScheduleTime = CurrentTime + Repeat + math.random( -(Randomize * Repeat / 2), (Randomize * Repeat / 2) ) + 0.0001 -- Accuracy
|
||||
-- self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
|
||||
self:F3( { CallID=CallID, ScheduleID=ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
|
||||
|
||||
|
||||
if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then
|
||||
|
||||
if Repeat ~= 0 and ( ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) ) then
|
||||
local ScheduleTime = CurrentTime + Repeat + math.random(- ( Randomize * Repeat / 2 ), ( Randomize * Repeat / 2 )) + 0.0001 -- Accuracy
|
||||
--self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
|
||||
return ScheduleTime -- returns the next time the function needs to be called.
|
||||
else
|
||||
self:Stop( Scheduler, CallID )
|
||||
end
|
||||
|
||||
|
||||
else
|
||||
self:Stop( Scheduler, CallID )
|
||||
end
|
||||
else
|
||||
self:I( "<<<>" .. Name .. ":" .. Line .. " (" .. Source .. ")" )
|
||||
end
|
||||
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
self:Start( Scheduler, CallID, Info )
|
||||
|
||||
|
||||
return CallID
|
||||
end
|
||||
|
||||
@@ -284,33 +287,33 @@ end
|
||||
-- @param #string Info (Optional) Debug info.
|
||||
function SCHEDULEDISPATCHER:Start( Scheduler, CallID, Info )
|
||||
self:F2( { Start = CallID, Scheduler = Scheduler } )
|
||||
|
||||
|
||||
if CallID then
|
||||
|
||||
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
|
||||
|
||||
|
||||
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
|
||||
|
||||
-- Only start when there is no ScheduleID defined!
|
||||
-- This prevents to "Start" the scheduler twice with the same CallID...
|
||||
if not Schedule.ScheduleID then
|
||||
|
||||
|
||||
-- Current time in seconds.
|
||||
local Tnow = timer.getTime()
|
||||
|
||||
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started.
|
||||
|
||||
local Tnow=timer.getTime()
|
||||
|
||||
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started.
|
||||
|
||||
-- Start DCS schedule function https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction
|
||||
Schedule.ScheduleID = timer.scheduleFunction( Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start )
|
||||
|
||||
self:T( string.format( "Starting SCHEDULEDISPATCHER Call ID=%s ==> Schedule ID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
|
||||
Schedule.ScheduleID = timer.scheduleFunction(Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start)
|
||||
|
||||
self:T(string.format("Starting scheduledispatcher Call ID=%s ==> Schedule ID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
|
||||
end
|
||||
|
||||
|
||||
else
|
||||
|
||||
|
||||
-- Recursive.
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
|
||||
self:Start( Scheduler, CallID, Info ) -- Recursive
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
@@ -322,29 +325,29 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
|
||||
self:F2( { Stop = CallID, Scheduler = Scheduler } )
|
||||
|
||||
if CallID then
|
||||
|
||||
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
|
||||
|
||||
|
||||
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 and Schedule.ScheduleID then
|
||||
|
||||
self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
|
||||
|
||||
if Schedule.ScheduleID then
|
||||
|
||||
self:T(string.format("scheduledispatcher stopping scheduler CallID=%s, ScheduleID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
|
||||
|
||||
-- Remove schedule function https://wiki.hoggitworld.com/view/DCS_func_removeFunction
|
||||
timer.removeFunction( Schedule.ScheduleID )
|
||||
|
||||
timer.removeFunction(Schedule.ScheduleID)
|
||||
|
||||
Schedule.ScheduleID = nil
|
||||
|
||||
|
||||
else
|
||||
self:T( string.format( "Error no ScheduleID for CallID=%s", tostring( CallID ) ) )
|
||||
self:T(string.format("Error no ScheduleID for CallID=%s", tostring(CallID)))
|
||||
end
|
||||
|
||||
|
||||
else
|
||||
|
||||
|
||||
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
|
||||
self:Stop( Scheduler, CallID ) -- Recursive
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
@@ -359,7 +362,7 @@ function SCHEDULEDISPATCHER:Clear( Scheduler )
|
||||
end
|
||||
end
|
||||
|
||||
--- Show tracing info.
|
||||
--- Shopw tracing info.
|
||||
-- @param #SCHEDULEDISPATCHER self
|
||||
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
|
||||
function SCHEDULEDISPATCHER:ShowTrace( Scheduler )
|
||||
|
||||
@@ -3,35 +3,39 @@
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
--
|
||||
-- * Schedule functions over time,
|
||||
-- * optionally in an optional specified time interval,
|
||||
-- * optionally **repeating** with a specified time repeat interval,
|
||||
-- * optionally **randomizing** with a specified time interval randomization factor,
|
||||
-- * optionally **stop** the repeating after a specified time interval.
|
||||
-- * optionally in an optional specified time interval,
|
||||
-- * optionally **repeating** with a specified time repeat interval,
|
||||
-- * optionally **randomizing** with a specified time interval randomization factor,
|
||||
-- * optionally **stop** the repeating after a specified time interval.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SCHEDULER Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/Scheduler)
|
||||
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SCH%20-%20Scheduler)
|
||||
--
|
||||
-- ### [SCHEDULER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
|
||||
--
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### None
|
||||
--
|
||||
--
|
||||
-- ### [SCHEDULER YouTube Channel (none)]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * FlightControl : Concept & Testing
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
-- * FlightControl : Design & Programming
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Core.Scheduler
|
||||
@@ -44,61 +48,62 @@
|
||||
-- @field #boolean ShowTrace Trace info if true.
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
|
||||
--
|
||||
--
|
||||
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
|
||||
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
|
||||
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{#SCHEDULER.Start}() and @{#SCHEDULER.Stop}(),
|
||||
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(),
|
||||
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
|
||||
--
|
||||
-- ## SCHEDULER constructor
|
||||
--
|
||||
--
|
||||
-- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
|
||||
--
|
||||
--
|
||||
-- The @{#SCHEDULER.New}() method returns 2 variables:
|
||||
--
|
||||
--
|
||||
-- 1. The SCHEDULER object reference.
|
||||
-- 2. The first schedule planned in the SCHEDULER object.
|
||||
--
|
||||
--
|
||||
-- To clarify the different appliances, lets have a look at the following examples:
|
||||
--
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a persistent schedule.
|
||||
--
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
|
||||
--
|
||||
--
|
||||
-- MasterObject = SCHEDULER:New()
|
||||
-- SchedulerID = MasterObject:Schedule( nil, ScheduleFunction, {} )
|
||||
--
|
||||
--
|
||||
-- The above example creates a new MasterObject, but does not schedule anything.
|
||||
-- A separate schedule is created by using the MasterObject using the method :Schedule..., which returns a ScheduleID
|
||||
--
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is set to nil or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
|
||||
--
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- MasterObject = SCHEDULER:New( ZoneObject )
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
-- ...
|
||||
-- ZoneObject = nil
|
||||
-- garbagecollect()
|
||||
--
|
||||
--
|
||||
-- The above example creates a new MasterObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE.
|
||||
-- A separate schedule is created by using the MasterObject using the method :Schedule()..., which returns a ScheduleID
|
||||
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
|
||||
-- As a result, the MasterObject will cancel any planned schedule.
|
||||
--
|
||||
--
|
||||
-- ### Construct a SCHEDULER object with a persistent schedule.
|
||||
--
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
--
|
||||
-- MasterObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
|
||||
--
|
||||
--
|
||||
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
|
||||
--
|
||||
--
|
||||
-- ### Construct a SCHEDULER object without a schedule, but volatile to the Object existence...
|
||||
--
|
||||
--
|
||||
-- * @{#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
@@ -107,13 +112,13 @@
|
||||
-- ...
|
||||
-- ZoneObject = nil
|
||||
-- garbagecollect()
|
||||
--
|
||||
--
|
||||
-- The above example creates a new MasterObject, and schedules a method call (ScheduleFunction),
|
||||
-- and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject).
|
||||
-- Both a MasterObject and a SchedulerID variable are returned.
|
||||
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
|
||||
-- As a result, the MasterObject will cancel the planned schedule.
|
||||
--
|
||||
--
|
||||
-- ## SCHEDULER timer stopping and (re-)starting.
|
||||
--
|
||||
-- The SCHEDULER can be stopped and restarted with the following methods:
|
||||
@@ -128,70 +133,70 @@
|
||||
-- MasterObject:Stop( SchedulerID )
|
||||
-- ...
|
||||
-- MasterObject:Start( SchedulerID )
|
||||
--
|
||||
--
|
||||
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
|
||||
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
|
||||
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
|
||||
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
|
||||
--
|
||||
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
|
||||
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
|
||||
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
|
||||
--
|
||||
-- ## Create a new schedule
|
||||
--
|
||||
-- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled.
|
||||
--
|
||||
-- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled.
|
||||
-- This method is used by the :New() constructor when a new schedule is planned.
|
||||
--
|
||||
--
|
||||
-- Consider the following code fragment of the SCHEDULER object creation.
|
||||
--
|
||||
--
|
||||
-- ZoneObject = ZONE:New( "ZoneName" )
|
||||
-- MasterObject = SCHEDULER:New( ZoneObject )
|
||||
--
|
||||
-- Several parameters can be specified that influence the behavior of a Schedule.
|
||||
--
|
||||
--
|
||||
-- Several parameters can be specified that influence the behaviour of a Schedule.
|
||||
--
|
||||
-- ### A single schedule, immediately executed
|
||||
--
|
||||
--
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milliseconds ...
|
||||
--
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ...
|
||||
--
|
||||
-- ### A single schedule, planned over time
|
||||
--
|
||||
--
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
|
||||
--
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds ...
|
||||
--
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time
|
||||
--
|
||||
--
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- and repeating 60 every seconds ...
|
||||
--
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization
|
||||
--
|
||||
--
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- and repeating 60 seconds, with a 50% time interval randomization ...
|
||||
-- So the repeating time interval will be randomized using the **0.5**,
|
||||
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
|
||||
-- So the repeating time interval will be randomized using the **0.5**,
|
||||
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
|
||||
-- which is in this example between **30** and **90** seconds.
|
||||
--
|
||||
--
|
||||
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization, and stop after a time interval
|
||||
--
|
||||
--
|
||||
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 )
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
--
|
||||
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
|
||||
-- The schedule will repeat every 60 seconds.
|
||||
-- So the repeating time interval will be randomized using the **0.5**,
|
||||
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
|
||||
-- So the repeating time interval will be randomized using the **0.5**,
|
||||
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
|
||||
-- which is in this example between **30** and **90** seconds.
|
||||
-- The schedule will stop after **300** seconds.
|
||||
--
|
||||
--
|
||||
-- @field #SCHEDULER
|
||||
SCHEDULER = {
|
||||
ClassName = "SCHEDULER",
|
||||
Schedules = {},
|
||||
MasterObject = nil,
|
||||
ShowTrace = nil,
|
||||
ClassName = "SCHEDULER",
|
||||
Schedules = {},
|
||||
MasterObject = nil,
|
||||
ShowTrace = nil,
|
||||
}
|
||||
|
||||
--- SCHEDULER constructor.
|
||||
@@ -204,17 +209,17 @@ SCHEDULER = {
|
||||
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
|
||||
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
|
||||
-- @return #SCHEDULER self.
|
||||
-- @return #string The ScheduleID of the planned schedule.
|
||||
-- @return #table The ScheduleID of the planned schedule.
|
||||
function SCHEDULER:New( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
|
||||
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER
|
||||
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
|
||||
|
||||
local ScheduleID = nil
|
||||
|
||||
|
||||
self.MasterObject = MasterObject
|
||||
self.ShowTrace = false
|
||||
|
||||
|
||||
if SchedulerFunction then
|
||||
ScheduleID = self:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, 3 )
|
||||
end
|
||||
@@ -230,7 +235,7 @@ end
|
||||
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
|
||||
-- @param #number Repeat Specifies the time interval in seconds when the scheduler will call the event function.
|
||||
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
|
||||
-- @param #number Stop Time interval in seconds after which the scheduler will be stopped.
|
||||
-- @param #number Stop Time interval in seconds after which the scheduler will be stoppe.
|
||||
-- @param #number TraceLevel Trace level [0,3]. Default 3.
|
||||
-- @param Core.Fsm#FSM Fsm Finite state model.
|
||||
-- @return #string The Schedule ID of the planned schedule.
|
||||
@@ -240,27 +245,28 @@ function SCHEDULER:Schedule( MasterObject, SchedulerFunction, SchedulerArguments
|
||||
|
||||
-- Debug info.
|
||||
local ObjectName = "-"
|
||||
if MasterObject and MasterObject.ClassName and MasterObject.ClassID then
|
||||
if MasterObject and MasterObject.ClassName and MasterObject.ClassID then
|
||||
ObjectName = MasterObject.ClassName .. MasterObject.ClassID
|
||||
end
|
||||
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
|
||||
|
||||
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
|
||||
|
||||
-- Set master object.
|
||||
self.MasterObject = MasterObject
|
||||
|
||||
|
||||
-- Add schedule.
|
||||
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( self,
|
||||
SchedulerFunction,
|
||||
SchedulerArguments,
|
||||
Start,
|
||||
Repeat,
|
||||
RandomizeFactor,
|
||||
Stop,
|
||||
TraceLevel or 3,
|
||||
Fsm
|
||||
)
|
||||
|
||||
self.Schedules[#self.Schedules + 1] = ScheduleID
|
||||
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
|
||||
self,
|
||||
SchedulerFunction,
|
||||
SchedulerArguments,
|
||||
Start,
|
||||
Repeat,
|
||||
RandomizeFactor,
|
||||
Stop,
|
||||
TraceLevel or 3,
|
||||
Fsm
|
||||
)
|
||||
|
||||
self.Schedules[#self.Schedules+1] = ScheduleID
|
||||
|
||||
return ScheduleID
|
||||
end
|
||||
@@ -270,7 +276,7 @@ end
|
||||
-- @param #string ScheduleID (Optional) The Schedule ID of the planned (repeating) schedule.
|
||||
function SCHEDULER:Start( ScheduleID )
|
||||
self:F3( { ScheduleID } )
|
||||
self:T( string.format( "Starting scheduler ID=%s", tostring( ScheduleID ) ) )
|
||||
self:T(string.format("Starting scheduler ID=%s", tostring(ScheduleID)))
|
||||
_SCHEDULEDISPATCHER:Start( self, ScheduleID )
|
||||
end
|
||||
|
||||
@@ -279,7 +285,7 @@ end
|
||||
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
|
||||
function SCHEDULER:Stop( ScheduleID )
|
||||
self:F3( { ScheduleID } )
|
||||
self:T( string.format( "Stopping scheduler ID=%s", tostring( ScheduleID ) ) )
|
||||
self:T(string.format("Stopping scheduler ID=%s", tostring(ScheduleID)))
|
||||
_SCHEDULEDISPATCHER:Stop( self, ScheduleID )
|
||||
end
|
||||
|
||||
@@ -288,15 +294,15 @@ end
|
||||
-- @param #string ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
|
||||
function SCHEDULER:Remove( ScheduleID )
|
||||
self:F3( { ScheduleID } )
|
||||
self:T( string.format( "Removing scheduler ID=%s", tostring( ScheduleID ) ) )
|
||||
self:T(string.format("Removing scheduler ID=%s", tostring(ScheduleID)))
|
||||
_SCHEDULEDISPATCHER:RemoveSchedule( self, ScheduleID )
|
||||
end
|
||||
|
||||
--- Clears all pending schedules.
|
||||
-- @param #SCHEDULER self
|
||||
function SCHEDULER:Clear()
|
||||
self:F3()
|
||||
self:T( string.format( "Clearing scheduler" ) )
|
||||
self:F3( )
|
||||
self:T(string.format("Clearing scheduler"))
|
||||
_SCHEDULEDISPATCHER:Clear( self )
|
||||
end
|
||||
|
||||
|
||||
+1701
-4060
File diff suppressed because it is too large
Load Diff
@@ -1,4 +1,4 @@
|
||||
--- **Core** - Manages various settings for missions, providing a menu for players to tweak settings in running missions.
|
||||
--- **Core** - Manages various settings for running missions, consumed by moose classes and provides a menu system for players to tweak settings in running missions.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -30,15 +30,14 @@
|
||||
-- @image Core_Settings.JPG
|
||||
|
||||
|
||||
---
|
||||
-- @type SETTINGS
|
||||
--- @type SETTINGS
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
--- Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
|
||||
--- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- The SETTINGS class takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
|
||||
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
|
||||
-- SETTINGS can work on 2 levels:
|
||||
--
|
||||
-- - **Default settings**: A running mission has **Default settings**.
|
||||
@@ -60,7 +59,7 @@
|
||||
--
|
||||
-- A menu is created automatically per Command Center that allows to modify the **Default** settings.
|
||||
-- So, when joining a CC unit, a menu will be available that allows to change the settings parameters **FOR ALL THE PLAYERS**!
|
||||
-- Note that the **Default settings** will only be used when a player has not chosen its own settings.
|
||||
-- Note that the **Default settings** will only be used when a player has not choosen its own settings.
|
||||
--
|
||||
-- ## 2.2) Player settings menu
|
||||
--
|
||||
@@ -70,7 +69,7 @@
|
||||
--
|
||||
-- ## 2.3) Show or Hide the Player Setting menus
|
||||
--
|
||||
-- Of course, it may be required not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
|
||||
-- Of course, it may be requried not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
|
||||
-- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus.
|
||||
-- Note that when this method is used, any player already in a slot will not have its menus visibility changed.
|
||||
-- The option will only have effect when a player enters a new slot or changes a slot.
|
||||
@@ -93,10 +92,10 @@
|
||||
--
|
||||
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
|
||||
--
|
||||
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
|
||||
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)).
|
||||
-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
|
||||
-- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
|
||||
-- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
|
||||
-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
|
||||
-- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
|
||||
--
|
||||
-- ### 3.1.2) A2G coordinates setting **menu**
|
||||
--
|
||||
@@ -107,9 +106,9 @@
|
||||
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
|
||||
--
|
||||
-- - @{#SETTINGS.SetA2G_BR}(): Enable the BR display formatting by default.
|
||||
-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
|
||||
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2G_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
|
||||
-- - @{#SETTINGS.SetA2G_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2G_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
--
|
||||
-- ### 3.1.4) A2G coordinates setting - additional notes
|
||||
--
|
||||
@@ -122,7 +121,7 @@
|
||||
--
|
||||
-- Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
|
||||
--
|
||||
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_\(navigation\)).
|
||||
-- - A2A BRAA: [Bearing Range Altitude Aspect](https://en.wikipedia.org/wiki/Bearing_(navigation)).
|
||||
-- - A2A MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
|
||||
-- - A2A LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
|
||||
-- - A2A LL DDM: Lattitude Longitude [Decimal Degrees and Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
|
||||
@@ -137,9 +136,9 @@
|
||||
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
|
||||
--
|
||||
-- - @{#SETTINGS.SetA2A_BRAA}(): Enable the BR display formatting by default.
|
||||
-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{#SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
|
||||
-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{#SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2A_MGRS}(): Enable the MGRS display formatting by default. Use @{SETTINGS.SetMGRS_Accuracy}() to adapt the accuracy of the MGRS formatting.
|
||||
-- - @{#SETTINGS.SetA2A_LL_DMS}(): Enable the LL DMS display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2A_LL_DDM}(): Enable the LL DDM display formatting by default. Use @{SETTINGS.SetLL_Accuracy}() to adapt the accuracy of the Seconds formatting.
|
||||
-- - @{#SETTINGS.SetA2A_BULLS}(): Enable the BULLSeye display formatting by default.
|
||||
--
|
||||
-- ### 3.2.4) A2A coordinates settings - additional notes
|
||||
@@ -184,7 +183,7 @@
|
||||
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
|
||||
--
|
||||
-- Each Message Type has specific timings that will be applied when the message is displayed.
|
||||
-- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be chosen.
|
||||
-- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be choosen.
|
||||
-- So the player can choose its own amount of seconds how long a message should be displayed of a certain type.
|
||||
-- Note that **Update** messages can be chosen not to be displayed at all!
|
||||
--
|
||||
@@ -192,12 +191,12 @@
|
||||
--
|
||||
-- There are different methods that can be used to change the **System settings** using the \_SETTINGS object.
|
||||
--
|
||||
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
|
||||
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Core.Message#MESSAGE.MessageType} the duration to be displayed in seconds.
|
||||
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
|
||||
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
|
||||
--
|
||||
-- ## 3.5) **Era** of the battle
|
||||
--
|
||||
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greater threat in WWII than on modern warfare.
|
||||
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greather threat in WWII than on modern warfare.
|
||||
-- Therefore, there are 4 era that are defined within the settings:
|
||||
--
|
||||
-- - **WWII** era: Use for warfare with equipment during the world war II time.
|
||||
@@ -214,14 +213,13 @@
|
||||
SETTINGS = {
|
||||
ClassName = "SETTINGS",
|
||||
ShowPlayerMenu = true,
|
||||
MenuShort = false,
|
||||
MenuStatic = false,
|
||||
MenuShort = false,
|
||||
MenuStatic = false,
|
||||
}
|
||||
|
||||
SETTINGS.__Enum = {}
|
||||
|
||||
---
|
||||
-- @type SETTINGS.__Enum.Era
|
||||
--- @type SETTINGS.__Enum.Era
|
||||
-- @field #number WWII
|
||||
-- @field #number Korea
|
||||
-- @field #number Cold
|
||||
@@ -233,6 +231,7 @@ SETTINGS.__Enum.Era = {
|
||||
Modern = 4,
|
||||
}
|
||||
|
||||
|
||||
do -- SETTINGS
|
||||
|
||||
--- SETTINGS constructor.
|
||||
@@ -270,14 +269,14 @@ do -- SETTINGS
|
||||
-- Short text are better suited for, e.g., VR.
|
||||
-- @param #SETTINGS self
|
||||
-- @param #boolean onoff If *true* use short menu texts. If *false* long ones (default).
|
||||
function SETTINGS:SetMenutextShort( onoff )
|
||||
function SETTINGS:SetMenutextShort(onoff)
|
||||
_SETTINGS.MenuShort = onoff
|
||||
end
|
||||
|
||||
--- Set menu to be static.
|
||||
-- @param #SETTINGS self
|
||||
-- @param #boolean onoff If *true* menu is static. If *false* menu will be updated after changes (default).
|
||||
function SETTINGS:SetMenuStatic( onoff )
|
||||
function SETTINGS:SetMenuStatic(onoff)
|
||||
_SETTINGS.MenuStatic = onoff
|
||||
end
|
||||
|
||||
@@ -286,26 +285,26 @@ do -- SETTINGS
|
||||
function SETTINGS:SetMetric()
|
||||
self.Metric = true
|
||||
end
|
||||
|
||||
|
||||
--- Sets the SETTINGS default text locale.
|
||||
-- @param #SETTINGS self
|
||||
-- @param #string Locale
|
||||
function SETTINGS:SetLocale(Locale)
|
||||
self.Locale = Locale or "en"
|
||||
end
|
||||
|
||||
|
||||
--- Gets the SETTINGS text locale.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #string
|
||||
function SETTINGS:GetLocale()
|
||||
return self.Locale or _SETTINGS:GetLocale()
|
||||
end
|
||||
|
||||
|
||||
--- Gets if the SETTINGS is metric.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #boolean true if metric.
|
||||
function SETTINGS:IsMetric()
|
||||
return (self.Metric ~= nil and self.Metric == true) or (self.Metric == nil and _SETTINGS:IsMetric())
|
||||
return ( self.Metric ~= nil and self.Metric == true ) or ( self.Metric == nil and _SETTINGS:IsMetric() )
|
||||
end
|
||||
|
||||
--- Sets the SETTINGS imperial.
|
||||
@@ -318,7 +317,7 @@ do -- SETTINGS
|
||||
-- @param #SETTINGS self
|
||||
-- @return #boolean true if imperial.
|
||||
function SETTINGS:IsImperial()
|
||||
return (self.Metric ~= nil and self.Metric == false) or (self.Metric == nil and _SETTINGS:IsImperial())
|
||||
return ( self.Metric ~= nil and self.Metric == false ) or ( self.Metric == nil and _SETTINGS:IsMetric() )
|
||||
end
|
||||
|
||||
--- Sets the SETTINGS LL accuracy.
|
||||
@@ -338,7 +337,7 @@ do -- SETTINGS
|
||||
|
||||
--- Sets the SETTINGS MGRS accuracy.
|
||||
-- @param #SETTINGS self
|
||||
-- @param #number MGRS_Accuracy 0 to 5
|
||||
-- @param #number MGRS_Accuracy
|
||||
-- @return #SETTINGS
|
||||
function SETTINGS:SetMGRS_Accuracy( MGRS_Accuracy )
|
||||
self.MGRS_Accuracy = MGRS_Accuracy
|
||||
@@ -360,12 +359,13 @@ do -- SETTINGS
|
||||
self.MessageTypeTimings[MessageType] = MessageTime
|
||||
end
|
||||
|
||||
|
||||
--- Gets the SETTINGS Message Display Timing of a MessageType
|
||||
-- @param #SETTINGS self
|
||||
-- @param Core.Message#MESSAGE MessageType The type of the message.
|
||||
-- @return #number
|
||||
function SETTINGS:GetMessageTime( MessageType )
|
||||
return (self.MessageTypeTimings and self.MessageTypeTimings[MessageType]) or _SETTINGS:GetMessageTime( MessageType )
|
||||
return ( self.MessageTypeTimings and self.MessageTypeTimings[MessageType] ) or _SETTINGS:GetMessageTime( MessageType )
|
||||
end
|
||||
|
||||
--- Sets A2G LL DMS
|
||||
@@ -386,14 +386,14 @@ do -- SETTINGS
|
||||
-- @param #SETTINGS self
|
||||
-- @return #boolean true if LL DMS
|
||||
function SETTINGS:IsA2G_LL_DMS()
|
||||
return (self.A2GSystem and self.A2GSystem == "LL DMS") or (not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS())
|
||||
return ( self.A2GSystem and self.A2GSystem == "LL DMS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS() )
|
||||
end
|
||||
|
||||
--- Is LL DDM
|
||||
-- @param #SETTINGS self
|
||||
-- @return #boolean true if LL DDM
|
||||
function SETTINGS:IsA2G_LL_DDM()
|
||||
return (self.A2GSystem and self.A2GSystem == "LL DDM") or (not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM())
|
||||
return ( self.A2GSystem and self.A2GSystem == "LL DDM" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM() )
|
||||
end
|
||||
|
||||
--- Sets A2G MGRS
|
||||
@@ -407,7 +407,7 @@ do -- SETTINGS
|
||||
-- @param #SETTINGS self
|
||||
-- @return #boolean true if MGRS
|
||||
function SETTINGS:IsA2G_MGRS()
|
||||
return (self.A2GSystem and self.A2GSystem == "MGRS") or (not self.A2GSystem and _SETTINGS:IsA2G_MGRS())
|
||||
return ( self.A2GSystem and self.A2GSystem == "MGRS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_MGRS() )
|
||||
end
|
||||
|
||||
--- Sets A2G BRA
|
||||
@@ -421,7 +421,7 @@ do -- SETTINGS
|
||||
-- @param #SETTINGS self
|
||||
-- @return #boolean true if BRA
|
||||
function SETTINGS:IsA2G_BR()
|
||||
return (self.A2GSystem and self.A2GSystem == "BR") or (not self.A2GSystem and _SETTINGS:IsA2G_BR())
|
||||
return ( self.A2GSystem and self.A2GSystem == "BR" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_BR() )
|
||||
end
|
||||
|
||||
--- Sets A2A BRA
|
||||
@@ -435,7 +435,7 @@ do -- SETTINGS
|
||||
-- @param #SETTINGS self
|
||||
-- @return #boolean true if BRA
|
||||
function SETTINGS:IsA2A_BRAA()
|
||||
return (self.A2ASystem and self.A2ASystem == "BRAA") or (not self.A2ASystem and _SETTINGS:IsA2A_BRAA())
|
||||
return ( self.A2ASystem and self.A2ASystem == "BRAA" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BRAA() )
|
||||
end
|
||||
|
||||
--- Sets A2A BULLS
|
||||
@@ -449,7 +449,7 @@ do -- SETTINGS
|
||||
-- @param #SETTINGS self
|
||||
-- @return #boolean true if BULLS
|
||||
function SETTINGS:IsA2A_BULLS()
|
||||
return (self.A2ASystem and self.A2ASystem == "BULLS") or (not self.A2ASystem and _SETTINGS:IsA2A_BULLS())
|
||||
return ( self.A2ASystem and self.A2ASystem == "BULLS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BULLS() )
|
||||
end
|
||||
|
||||
--- Sets A2A LL DMS
|
||||
@@ -470,14 +470,14 @@ do -- SETTINGS
|
||||
-- @param #SETTINGS self
|
||||
-- @return #boolean true if LL DMS
|
||||
function SETTINGS:IsA2A_LL_DMS()
|
||||
return (self.A2ASystem and self.A2ASystem == "LL DMS") or (not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS())
|
||||
return ( self.A2ASystem and self.A2ASystem == "LL DMS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS() )
|
||||
end
|
||||
|
||||
--- Is LL DDM
|
||||
-- @param #SETTINGS self
|
||||
-- @return #boolean true if LL DDM
|
||||
function SETTINGS:IsA2A_LL_DDM()
|
||||
return (self.A2ASystem and self.A2ASystem == "LL DDM") or (not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM())
|
||||
return ( self.A2ASystem and self.A2ASystem == "LL DDM" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM() )
|
||||
end
|
||||
|
||||
--- Sets A2A MGRS
|
||||
@@ -491,7 +491,7 @@ do -- SETTINGS
|
||||
-- @param #SETTINGS self
|
||||
-- @return #boolean true if MGRS
|
||||
function SETTINGS:IsA2A_MGRS()
|
||||
return (self.A2ASystem and self.A2ASystem == "MGRS") or (not self.A2ASystem and _SETTINGS:IsA2A_MGRS())
|
||||
return ( self.A2ASystem and self.A2ASystem == "MGRS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_MGRS() )
|
||||
end
|
||||
|
||||
--- @param #SETTINGS self
|
||||
@@ -510,37 +510,37 @@ do -- SETTINGS
|
||||
-- A2G Coordinate System
|
||||
-------
|
||||
|
||||
local text = "A2G Coordinate System"
|
||||
local text="A2G Coordinate System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2G Coordinates"
|
||||
text="A2G Coordinates"
|
||||
end
|
||||
local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
|
||||
|
||||
-- Set LL DMS
|
||||
if not self:IsA2G_LL_DMS() then
|
||||
local text = "Lat/Lon Degree Min Sec (LL DMS)"
|
||||
local text="Lat/Lon Degree Min Sec (LL DMS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "LL DMS"
|
||||
text="LL DMS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
-- Set LL DDM
|
||||
if not self:IsA2G_LL_DDM() then
|
||||
local text = "Lat/Lon Degree Dec Min (LL DDM)"
|
||||
local text="Lat/Lon Degree Dec Min (LL DDM)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "LL DDM"
|
||||
text="LL DDM"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
-- Set LL DMS accuracy.
|
||||
if self:IsA2G_LL_DDM() then
|
||||
local text1 = "LL DDM Accuracy 1"
|
||||
local text2 = "LL DDM Accuracy 2"
|
||||
local text3 = "LL DDM Accuracy 3"
|
||||
local text1="LL DDM Accuracy 1"
|
||||
local text2="LL DDM Accuracy 2"
|
||||
local text3="LL DDM Accuracy 3"
|
||||
if _SETTINGS.MenuShort then
|
||||
text1 = "LL DDM"
|
||||
text1="LL DDM"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
|
||||
@@ -549,18 +549,18 @@ do -- SETTINGS
|
||||
|
||||
-- Set BR.
|
||||
if not self:IsA2G_BR() then
|
||||
local text = "Bearing, Range (BR)"
|
||||
local text="Bearing, Range (BR)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "BR"
|
||||
text="BR"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text , A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
-- Set MGRS.
|
||||
if not self:IsA2G_MGRS() then
|
||||
local text = "Military Grid (MGRS)"
|
||||
local text="Military Grid (MGRS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "MGRS"
|
||||
text="MGRS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
|
||||
end
|
||||
@@ -578,24 +578,24 @@ do -- SETTINGS
|
||||
-- A2A Coordinate System
|
||||
-------
|
||||
|
||||
local text = "A2A Coordinate System"
|
||||
local text="A2A Coordinate System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2A Coordinates"
|
||||
text="A2A Coordinates"
|
||||
end
|
||||
local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
|
||||
|
||||
if not self:IsA2A_LL_DMS() then
|
||||
local text = "Lat/Lon Degree Min Sec (LL DMS)"
|
||||
local text="Lat/Lon Degree Min Sec (LL DMS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "LL DMS"
|
||||
text="LL DMS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
if not self:IsA2A_LL_DDM() then
|
||||
local text = "Lat/Lon Degree Dec Min (LL DDM)"
|
||||
local text="Lat/Lon Degree Dec Min (LL DDM)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "LL DDM"
|
||||
text="LL DDM"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
|
||||
end
|
||||
@@ -608,25 +608,25 @@ do -- SETTINGS
|
||||
end
|
||||
|
||||
if not self:IsA2A_BULLS() then
|
||||
local text = "Bullseye (BULLS)"
|
||||
local text="Bullseye (BULLS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "Bulls"
|
||||
text="Bulls"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
if not self:IsA2A_BRAA() then
|
||||
local text = "Bearing Range Altitude Aspect (BRAA)"
|
||||
local text="Bearing Range Altitude Aspect (BRAA)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "BRAA"
|
||||
text="BRAA"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
if not self:IsA2A_MGRS() then
|
||||
local text = "Military Grid (MGRS)"
|
||||
local text="Military Grid (MGRS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "MGRS"
|
||||
text="MGRS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
|
||||
end
|
||||
@@ -639,31 +639,31 @@ do -- SETTINGS
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
local text = "Measures and Weights System"
|
||||
local text="Measures and Weights System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "Unit System"
|
||||
text="Unit System"
|
||||
end
|
||||
local MetricsMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
|
||||
|
||||
if self:IsMetric() then
|
||||
local text = "Imperial (Miles,Feet)"
|
||||
local text="Imperial (Miles,Feet)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "Imperial"
|
||||
text="Imperial"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
if self:IsImperial() then
|
||||
local text = "Metric (Kilometers,Meters)"
|
||||
local text="Metric (Kilometers,Meters)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "Metric"
|
||||
text="Metric"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime )
|
||||
end
|
||||
|
||||
local text = "Messages and Reports"
|
||||
local text="Messages and Reports"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "Messages & Reports"
|
||||
text="Messages & Reports"
|
||||
end
|
||||
local MessagesMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
|
||||
|
||||
@@ -704,6 +704,7 @@ do -- SETTINGS
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 120 ):SetTime( MenuTime )
|
||||
MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 180 ):SetTime( MenuTime )
|
||||
|
||||
|
||||
SettingsMenu:Remove( MenuTime )
|
||||
|
||||
return self
|
||||
@@ -740,18 +741,18 @@ do -- SETTINGS
|
||||
if _SETTINGS.ShowPlayerMenu == true then
|
||||
|
||||
local PlayerGroup = PlayerUnit:GetGroup()
|
||||
local PlayerName = PlayerUnit:GetPlayerName() or "None"
|
||||
--local PlayerNames = PlayerGroup:GetPlayerNames()
|
||||
local PlayerName = PlayerUnit:GetPlayerName()
|
||||
local PlayerNames = PlayerGroup:GetPlayerNames()
|
||||
|
||||
local PlayerMenu = MENU_GROUP:New( PlayerGroup, 'Settings "' .. PlayerName .. '"' )
|
||||
|
||||
self.PlayerMenu = PlayerMenu
|
||||
|
||||
self:T( string.format( "Setting menu for player %s", tostring( PlayerName ) ) )
|
||||
self:I(string.format("Setting menu for player %s", tostring(PlayerName)))
|
||||
|
||||
local submenu = MENU_GROUP:New( PlayerGroup, "LL Accuracy", PlayerMenu )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 0 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 0 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 1 Decimal", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 1 Decimal", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 2 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 3 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 4 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
|
||||
@@ -768,40 +769,40 @@ do -- SETTINGS
|
||||
-- A2G Coordinate System
|
||||
------
|
||||
|
||||
local text = "A2G Coordinate System"
|
||||
local text="A2G Coordinate System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2G Coordinates"
|
||||
text="A2G Coordinates"
|
||||
end
|
||||
local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
|
||||
|
||||
if not self:IsA2G_LL_DMS() or _SETTINGS.MenuStatic then
|
||||
local text = "Lat/Lon Degree Min Sec (LL DMS)"
|
||||
local text="Lat/Lon Degree Min Sec (LL DMS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2G LL DMS"
|
||||
text="A2G LL DMS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
|
||||
end
|
||||
|
||||
if not self:IsA2G_LL_DDM() or _SETTINGS.MenuStatic then
|
||||
local text = "Lat/Lon Degree Dec Min (LL DDM)"
|
||||
local text="Lat/Lon Degree Dec Min (LL DDM)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2G LL DDM"
|
||||
text="A2G LL DDM"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
|
||||
end
|
||||
|
||||
if not self:IsA2G_BR() or _SETTINGS.MenuStatic then
|
||||
local text = "Bearing, Range (BR)"
|
||||
local text="Bearing, Range (BR)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2G BR"
|
||||
text="A2G BR"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" )
|
||||
end
|
||||
|
||||
if not self:IsA2G_MGRS() or _SETTINGS.MenuStatic then
|
||||
local text = "Military Grid (MGRS)"
|
||||
local text="Military Grid (MGRS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2G MGRS"
|
||||
text="A2G MGRS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
|
||||
end
|
||||
@@ -810,48 +811,49 @@ do -- SETTINGS
|
||||
-- A2A Coordinates Menu
|
||||
------
|
||||
|
||||
local text = "A2A Coordinate System"
|
||||
local text="A2A Coordinate System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2A Coordinates"
|
||||
text="A2A Coordinates"
|
||||
end
|
||||
local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
|
||||
|
||||
|
||||
if not self:IsA2A_LL_DMS() or _SETTINGS.MenuStatic then
|
||||
local text = "Lat/Lon Degree Min Sec (LL DMS)"
|
||||
local text="Lat/Lon Degree Min Sec (LL DMS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2A LL DMS"
|
||||
text="A2A LL DMS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
|
||||
end
|
||||
|
||||
if not self:IsA2A_LL_DDM() or _SETTINGS.MenuStatic then
|
||||
local text = "Lat/Lon Degree Dec Min (LL DDM)"
|
||||
local text="Lat/Lon Degree Dec Min (LL DDM)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2A LL DDM"
|
||||
text="A2A LL DDM"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
|
||||
end
|
||||
|
||||
if not self:IsA2A_BULLS() or _SETTINGS.MenuStatic then
|
||||
local text = "Bullseye (BULLS)"
|
||||
local text="Bullseye (BULLS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2A BULLS"
|
||||
text="A2A BULLS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" )
|
||||
end
|
||||
|
||||
if not self:IsA2A_BRAA() or _SETTINGS.MenuStatic then
|
||||
local text = "Bearing Range Altitude Aspect (BRAA)"
|
||||
local text="Bearing Range Altitude Aspect (BRAA)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2A BRAA"
|
||||
text="A2A BRAA"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" )
|
||||
end
|
||||
|
||||
if not self:IsA2A_MGRS() or _SETTINGS.MenuStatic then
|
||||
local text = "Military Grid (MGRS)"
|
||||
local text="Military Grid (MGRS)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "A2A MGRS"
|
||||
text="A2A MGRS"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
|
||||
end
|
||||
@@ -860,24 +862,24 @@ do -- SETTINGS
|
||||
-- Unit system
|
||||
---
|
||||
|
||||
local text = "Measures and Weights System"
|
||||
local text="Measures and Weights System"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "Unit System"
|
||||
text="Unit System"
|
||||
end
|
||||
local MetricsMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
|
||||
|
||||
if self:IsMetric() or _SETTINGS.MenuStatic then
|
||||
local text = "Imperial (Miles,Feet)"
|
||||
local text="Imperial (Miles,Feet)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "Imperial"
|
||||
text="Imperial"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false )
|
||||
end
|
||||
|
||||
if self:IsImperial() or _SETTINGS.MenuStatic then
|
||||
local text = "Metric (Kilometers,Meters)"
|
||||
local text="Metric (Kilometers,Meters)"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "Metric"
|
||||
text="Metric"
|
||||
end
|
||||
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true )
|
||||
end
|
||||
@@ -886,9 +888,9 @@ do -- SETTINGS
|
||||
-- Messages and Reports
|
||||
---
|
||||
|
||||
local text = "Messages and Reports"
|
||||
local text="Messages and Reports"
|
||||
if _SETTINGS.MenuShort then
|
||||
text = "Messages & Reports"
|
||||
text="Messages & Reports"
|
||||
end
|
||||
local MessagesMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
|
||||
|
||||
@@ -948,38 +950,39 @@ do -- SETTINGS
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- @param #SETTINGS self
|
||||
function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem )
|
||||
self.A2GSystem = A2GSystem
|
||||
MESSAGE:New( string.format( "Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
|
||||
MESSAGE:New( string.format("Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
|
||||
self:SetSystemMenu( MenuGroup, RootMenu )
|
||||
end
|
||||
|
||||
--- @param #SETTINGS self
|
||||
function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem )
|
||||
self.A2ASystem = A2ASystem
|
||||
MESSAGE:New( string.format( "Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
|
||||
MESSAGE:New( string.format("Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
|
||||
self:SetSystemMenu( MenuGroup, RootMenu )
|
||||
end
|
||||
|
||||
--- @param #SETTINGS self
|
||||
function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy )
|
||||
self.LL_Accuracy = LL_Accuracy
|
||||
MESSAGE:New( string.format( "Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
|
||||
MESSAGE:New( string.format("Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
|
||||
self:SetSystemMenu( MenuGroup, RootMenu )
|
||||
end
|
||||
|
||||
--- @param #SETTINGS self
|
||||
function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy )
|
||||
self.MGRS_Accuracy = MGRS_Accuracy
|
||||
MESSAGE:New( string.format( "Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
|
||||
MESSAGE:New( string.format("Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
|
||||
self:SetSystemMenu( MenuGroup, RootMenu )
|
||||
end
|
||||
|
||||
--- @param #SETTINGS self
|
||||
function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW )
|
||||
self.Metric = MW
|
||||
MESSAGE:New( string.format( "Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
|
||||
MESSAGE:New( string.format("Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
|
||||
self:SetSystemMenu( MenuGroup, RootMenu )
|
||||
end
|
||||
|
||||
@@ -992,12 +995,12 @@ do -- SETTINGS
|
||||
do
|
||||
--- @param #SETTINGS self
|
||||
function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem )
|
||||
--BASE:E( {PlayerUnit:GetName(), A2GSystem } )
|
||||
BASE:E( {self, PlayerUnit:GetName(), A2GSystem} )
|
||||
self.A2GSystem = A2GSystem
|
||||
MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
if _SETTINGS.MenuStatic == false then
|
||||
self:RemovePlayerMenu( PlayerUnit )
|
||||
self:SetPlayerMenu( PlayerUnit )
|
||||
if _SETTINGS.MenuStatic==false then
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1005,9 +1008,9 @@ do -- SETTINGS
|
||||
function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem )
|
||||
self.A2ASystem = A2ASystem
|
||||
MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
if _SETTINGS.MenuStatic == false then
|
||||
self:RemovePlayerMenu( PlayerUnit )
|
||||
self:SetPlayerMenu( PlayerUnit )
|
||||
if _SETTINGS.MenuStatic==false then
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1015,9 +1018,9 @@ do -- SETTINGS
|
||||
function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy )
|
||||
self.LL_Accuracy = LL_Accuracy
|
||||
MESSAGE:New( string.format( "Settings: LL format accuracy set to %d decimal places for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
if _SETTINGS.MenuStatic == false then
|
||||
self:RemovePlayerMenu( PlayerUnit )
|
||||
self:SetPlayerMenu( PlayerUnit )
|
||||
if _SETTINGS.MenuStatic==false then
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1025,9 +1028,9 @@ do -- SETTINGS
|
||||
function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy )
|
||||
self.MGRS_Accuracy = MGRS_Accuracy
|
||||
MESSAGE:New( string.format( "Settings: MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
if _SETTINGS.MenuStatic == false then
|
||||
self:RemovePlayerMenu( PlayerUnit )
|
||||
self:SetPlayerMenu( PlayerUnit )
|
||||
if _SETTINGS.MenuStatic==false then
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1035,9 +1038,9 @@ do -- SETTINGS
|
||||
function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW )
|
||||
self.Metric = MW
|
||||
MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup )
|
||||
if _SETTINGS.MenuStatic == false then
|
||||
self:RemovePlayerMenu( PlayerUnit )
|
||||
self:SetPlayerMenu( PlayerUnit )
|
||||
if _SETTINGS.MenuStatic==false then
|
||||
self:RemovePlayerMenu(PlayerUnit)
|
||||
self:SetPlayerMenu(PlayerUnit)
|
||||
end
|
||||
end
|
||||
|
||||
@@ -1067,6 +1070,7 @@ do -- SETTINGS
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Configures the era of the mission to be Cold war.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS self
|
||||
@@ -1076,6 +1080,7 @@ do -- SETTINGS
|
||||
|
||||
end
|
||||
|
||||
|
||||
--- Configures the era of the mission to be Modern war.
|
||||
-- @param #SETTINGS self
|
||||
-- @return #SETTINGS self
|
||||
@@ -1085,4 +1090,7 @@ do -- SETTINGS
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
+1641
-2335
File diff suppressed because it is too large
Load Diff
@@ -1,36 +1,36 @@
|
||||
--- **Core** - Spawn statics.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
--
|
||||
-- * Spawn new statics from a static already defined in the mission editor.
|
||||
-- * Spawn new statics from a given template.
|
||||
-- * Spawn new statics from a given type.
|
||||
-- * Spawn with a custom heading and location.
|
||||
-- * Spawn within a zone.
|
||||
-- * Spawn statics linked to units, .e.g on aircraft carriers.
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPS%20-%20Spawning%20Statics)
|
||||
--
|
||||
-- ## [SPAWNSTATIC Demo Missions](https://github.com/FlightControl-Master/MOOSE_Demos/tree/master/Core/SpawnStatic)
|
||||
--
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ## No videos yet!
|
||||
--
|
||||
--
|
||||
-- ## [SPAWNSTATIC YouTube Channel]() [No videos yet!]
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions: **funkyfranky**
|
||||
--
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- @module Core.SpawnStatic
|
||||
-- @image Core_Spawnstatic.JPG
|
||||
|
||||
@@ -57,38 +57,38 @@
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- Allows to spawn dynamically new @{Wrapper.Static}s into your mission.
|
||||
--
|
||||
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
|
||||
--- Allows to spawn dynamically new @{Static}s into your mission.
|
||||
--
|
||||
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
|
||||
-- and "copy" these properties to create a new static object and place it at the desired coordinate.
|
||||
--
|
||||
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
|
||||
-- By default, spawned @{Wrapper.Static}s will follow a naming convention at run-time:
|
||||
--
|
||||
-- * Spawned @{Wrapper.Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
|
||||
--
|
||||
--
|
||||
-- New spawned @{Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
|
||||
-- By default, spawned @{Static}s will follow a naming convention at run-time:
|
||||
--
|
||||
-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
|
||||
--
|
||||
-- # SPAWNSTATIC Constructors
|
||||
--
|
||||
--
|
||||
-- Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this.
|
||||
--
|
||||
--
|
||||
-- ## Use another Static
|
||||
--
|
||||
--
|
||||
-- A new SPAWNSTATIC object can be created using another static by the @{#SPAWNSTATIC.NewFromStatic}() function. All parameters such as position, heading, country will be initialized
|
||||
-- from the static.
|
||||
--
|
||||
--
|
||||
-- ## From a Template
|
||||
--
|
||||
--
|
||||
-- A SPAWNSTATIC object can also be created from a template table using the @{#SPAWNSTATIC.NewFromTemplate}(SpawnTemplate, CountryID) function. All parameters are taken from the template.
|
||||
--
|
||||
--
|
||||
-- ## From a Type
|
||||
--
|
||||
--
|
||||
-- A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values
|
||||
-- are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map.
|
||||
--
|
||||
--
|
||||
-- # Setting Parameters
|
||||
--
|
||||
--
|
||||
-- Parameters such as the spawn position, heading, country etc. can be set via :Init*XYZ* functions. Note that these functions must be given before the actual spawn command!
|
||||
--
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.InitCoordinate}(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground.
|
||||
-- * @{#SPAWNSTATIC.InitHeading}(Heading) sets the orientation of the static.
|
||||
-- * @{#SPAWNSTATIC.InitLivery}(LiveryName) sets the livery of the static. Not all statics support this.
|
||||
@@ -99,17 +99,17 @@
|
||||
-- * @{#SPAWNSTATIC.InitLinkToUnit}(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier.
|
||||
--
|
||||
-- # Spawning the Statics
|
||||
--
|
||||
--
|
||||
-- Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters
|
||||
-- such as position and heading.
|
||||
--
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
|
||||
-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
|
||||
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a COORDINATE coordinate. Optionally, heading and name can be given. The name **must be unique**!
|
||||
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
|
||||
--
|
||||
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
|
||||
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Zone}. Optionally, heading and name can be given. The name **must be unique**!
|
||||
--
|
||||
-- @field #SPAWNSTATIC SPAWNSTATIC
|
||||
--
|
||||
--
|
||||
SPAWNSTATIC = {
|
||||
ClassName = "SPAWNSTATIC",
|
||||
SpawnIndex = 0,
|
||||
@@ -131,7 +131,7 @@ SPAWNSTATIC = {
|
||||
-- @field #number mass Cargo mass in kg.
|
||||
-- @field #boolean canCargo Static can be a cargo.
|
||||
|
||||
--- Creates the main object to spawn a @{Wrapper.Static} defined in the mission editor (ME).
|
||||
--- Creates the main object to spawn a @{Static} defined in the mission editor (ME).
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string SpawnTemplateName Name of the static object in the ME. Each new static will have the name starting with this prefix.
|
||||
-- @param DCS#country.id SpawnCountryID (Optional) The ID of the country.
|
||||
@@ -139,9 +139,9 @@ SPAWNSTATIC = {
|
||||
function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
|
||||
|
||||
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
|
||||
|
||||
|
||||
if TemplateStatic then
|
||||
self.SpawnTemplatePrefix = SpawnTemplateName
|
||||
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
|
||||
@@ -149,7 +149,6 @@ 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
|
||||
@@ -159,7 +158,7 @@ function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates the main object to spawn a @{Wrapper.Static} given a template table.
|
||||
--- Creates the main object to spawn a @{Static} given a template table.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #table SpawnTemplate Template used for spawning.
|
||||
-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
|
||||
@@ -167,15 +166,15 @@ end
|
||||
function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
|
||||
|
||||
|
||||
self.TemplateStaticUnit = UTILS.DeepCopy(SpawnTemplate)
|
||||
self.SpawnTemplatePrefix = SpawnTemplate.name
|
||||
self.CountryID = CountryID or country.id.USA
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Creates the main object to spawn a @{Wrapper.Static} from a given type.
|
||||
--- Creates the main object to spawn a @{Static} from a given type.
|
||||
-- NOTE that you have to init many other parameters as spawn coordinate etc.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string StaticType Type of the static.
|
||||
@@ -190,69 +189,13 @@ function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
|
||||
self.InitStaticCategory=StaticCategory
|
||||
self.CountryID=CountryID or country.id.USA
|
||||
self.SpawnTemplatePrefix=self.InitStaticType
|
||||
self.TemplateStaticUnit = {}
|
||||
|
||||
|
||||
self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
|
||||
self.InitStaticHeading=0
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- (Internal/Cargo) Init the resource table for STATIC object that should be spawned containing storage objects.
|
||||
-- NOTE that you have to init many other parameters as the resources.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #number CombinedWeight The weight this cargo object should have (some have fixed weights!), defaults to 1kg.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:_InitResourceTable(CombinedWeight)
|
||||
if not self.TemplateStaticUnit.resourcePayload then
|
||||
self.TemplateStaticUnit.resourcePayload = {
|
||||
["weapons"] = {},
|
||||
["aircrafts"] = {},
|
||||
["gasoline"] = 0,
|
||||
["diesel"] = 0,
|
||||
["methanol_mixture"] = 0,
|
||||
["jet_fuel"] = 0,
|
||||
}
|
||||
end
|
||||
self:InitCargo(true)
|
||||
self:InitCargoMass(CombinedWeight or 1)
|
||||
return self
|
||||
end
|
||||
|
||||
--- (User/Cargo) Add to resource table for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string Type Type of cargo. Known types are: STORAGE.Type.WEAPONS, STORAGE.Type.LIQUIDS, STORAGE.Type.AIRCRAFT. Liquids are fuel.
|
||||
-- @param #string Name Name of the cargo type. Liquids can be STORAGE.LiquidName.JETFUEL, STORAGE.LiquidName.GASOLINE, STORAGE.LiquidName.MW50 and STORAGE.LiquidName.DIESEL. The currently available weapon items are available in the `ENUMS.Storage.weapons`, e.g. `ENUMS.Storage.weapons.bombs.Mk_82Y`. Aircraft go by their typename.
|
||||
-- @param #number Amount of tons (liquids) or number (everything else) to add.
|
||||
-- @param #number CombinedWeight Combined weight to be set to this static cargo object. NOTE - some static cargo objects have fixed weights!
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:AddCargoResource(Type,Name,Amount,CombinedWeight)
|
||||
if not self.TemplateStaticUnit.resourcePayload then
|
||||
self:_InitResourceTable(CombinedWeight)
|
||||
end
|
||||
if Type == STORAGE.Type.LIQUIDS and type(Name) == "string" then
|
||||
self.TemplateStaticUnit.resourcePayload[Name] = Amount
|
||||
else
|
||||
self.TemplateStaticUnit.resourcePayload[Type] = {
|
||||
[Name] = {
|
||||
["amount"] = Amount,
|
||||
}
|
||||
}
|
||||
end
|
||||
UTILS.PrintTableToLog(self.TemplateStaticUnit)
|
||||
return self
|
||||
end
|
||||
|
||||
--- (User/Cargo) Resets resource table to zero for STATIC object that should be spawned containing storage objects. Inits the object table if necessary and sets it to be cargo for helicopters.
|
||||
-- Handy if you spawn from cargo statics which have resources already set.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:ResetCargoResources()
|
||||
self.TemplateStaticUnit.resourcePayload = nil
|
||||
self:_InitResourceTable()
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize heading of the spawned static.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate Position where the static is spawned.
|
||||
@@ -303,16 +246,12 @@ 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, DynamicSpawns,DynamicHotStarts)
|
||||
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation)
|
||||
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
|
||||
|
||||
@@ -334,34 +273,9 @@ function SPAWNSTATIC:InitCargo(IsCargo)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Hide the static on the map view (visible to game master slots!).
|
||||
-- @param #SPAWN self
|
||||
-- @param #boolean OnOff Defaults to true
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWNSTATIC:InitHiddenOnMap(OnOff)
|
||||
self.SpawnHiddenOnMap = OnOff == false and false or true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Hide the static on MFDs (visible to game master slots!).
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWNSTATIC:InitHiddenOnMFD()
|
||||
self.SpawnHiddenOnMFD = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Hide the static on planner (visible to game master slots!).
|
||||
-- @param #SPAWN self
|
||||
-- @return #SPAWN The SPAWN object
|
||||
function SPAWNSTATIC:InitHiddenOnPlanner()
|
||||
self.SpawnHiddenOnPlanner = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize as dead.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #boolean IsDead If true, this static is dead.
|
||||
-- @param #boolean IsCargo If true, this static is dead.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:InitDead(IsDead)
|
||||
self.InitStaticDead=IsDead
|
||||
@@ -377,7 +291,7 @@ function SPAWNSTATIC:InitCountry(CountryID)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
|
||||
--- Initialize name prefix statics get. This will be appended by "#0001", "#0002" etc.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #string NamePrefix Name prefix of statics spawned. Will append #0001, etc to the name.
|
||||
-- @return #SPAWNSTATIC self
|
||||
@@ -403,39 +317,6 @@ 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.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #function SpawnCallBackFunction The function to be called when a group spawns.
|
||||
-- @param SpawnFunctionArguments A random amount of arguments to be provided to the function when the group spawns.
|
||||
-- @return #SPAWNSTATIC self
|
||||
function SPAWNSTATIC:OnSpawnStatic( SpawnCallBackFunction, ... )
|
||||
self:F( "OnSpawnStatic" )
|
||||
|
||||
self.SpawnFunctionHook = SpawnCallBackFunction
|
||||
self.SpawnFunctionArguments = {}
|
||||
if arg then
|
||||
self.SpawnFunctionArguments = arg
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Spawn a new STATIC object.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param #number Heading (Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template.
|
||||
@@ -446,18 +327,18 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
|
||||
if Heading then
|
||||
self.InitStaticHeading=Heading
|
||||
end
|
||||
|
||||
|
||||
if NewName then
|
||||
self.InitStaticName=NewName
|
||||
end
|
||||
|
||||
return self:_SpawnStatic(self.TemplateStaticUnit, self.CountryID)
|
||||
|
||||
|
||||
end
|
||||
|
||||
--- Creates a new @{Wrapper.Static} from a COORDINATE.
|
||||
--- Creates a new @{Static} from a POINT_VEC2.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#COORDINATE PointVec2 The 2D coordinate where to spawn the static.
|
||||
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
|
||||
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
|
||||
-- @param #string NewName (Optional) The name of the new static.
|
||||
-- @return Wrapper.Static#STATIC The static spawned.
|
||||
@@ -466,12 +347,12 @@ function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
|
||||
local vec2={x=PointVec2:GetX(), y=PointVec2:GetY()}
|
||||
|
||||
local Coordinate=COORDINATE:NewFromVec2(vec2)
|
||||
|
||||
|
||||
return self:SpawnFromCoordinate(Coordinate, Heading, NewName)
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Wrapper.Static} from a COORDINATE.
|
||||
--- Creates a new @{Static} from a COORDINATE.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Point#COORDINATE Coordinate The 3D coordinate where to spawn the static.
|
||||
-- @param #number Heading (Optional) Heading The heading of the static in degrees. Default is 0 degrees.
|
||||
@@ -481,11 +362,11 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
|
||||
|
||||
-- Set up coordinate.
|
||||
self.InitStaticCoordinate=Coordinate
|
||||
|
||||
|
||||
if Heading then
|
||||
self.InitStaticHeading=Heading
|
||||
end
|
||||
|
||||
|
||||
if NewName then
|
||||
self.InitStaticName=NewName
|
||||
end
|
||||
@@ -494,7 +375,7 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
|
||||
end
|
||||
|
||||
|
||||
--- Creates a new @{Wrapper.Static} from a @{Core.Zone}.
|
||||
--- Creates a new @{Static} from a @{Zone}.
|
||||
-- @param #SPAWNSTATIC self
|
||||
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
|
||||
-- @param #number Heading (Optional)The heading of the static in degrees. Default is the heading of the template.
|
||||
@@ -503,9 +384,8 @@ 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:SpawnFromCoordinate(Zone:GetCoordinate(), Heading, NewName)
|
||||
|
||||
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
|
||||
|
||||
return Static
|
||||
end
|
||||
|
||||
@@ -519,58 +399,45 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
|
||||
Template=Template or {}
|
||||
|
||||
local CountryID=CountryID or self.CountryID
|
||||
|
||||
|
||||
if self.InitStaticType then
|
||||
Template.type=self.InitStaticType
|
||||
end
|
||||
|
||||
|
||||
if self.InitStaticCategory then
|
||||
Template.category=self.InitStaticCategory
|
||||
end
|
||||
|
||||
if self.InitStaticCoordinate then
|
||||
Template.x = self.InitStaticCoordinate.x
|
||||
|
||||
if self.InitStaticCoordinate then
|
||||
Template.x = self.InitStaticCoordinate.x
|
||||
Template.y = self.InitStaticCoordinate.z
|
||||
Template.alt = self.InitStaticCoordinate.y
|
||||
Template.alt = self.InitStaticCoordinate.y
|
||||
end
|
||||
|
||||
|
||||
if self.InitStaticHeading then
|
||||
Template.heading = math.rad(self.InitStaticHeading)
|
||||
Template.heading = math.rad(self.InitStaticHeading)
|
||||
end
|
||||
|
||||
if self.InitStaticShape then
|
||||
Template.shape_name=self.InitStaticShape
|
||||
end
|
||||
|
||||
|
||||
if self.InitStaticLivery then
|
||||
Template.livery_id=self.InitStaticLivery
|
||||
end
|
||||
|
||||
|
||||
if self.InitStaticDead~=nil then
|
||||
Template.dead=self.InitStaticDead
|
||||
end
|
||||
|
||||
|
||||
if self.InitStaticCargo~=nil then
|
||||
Template.canCargo=self.InitStaticCargo
|
||||
end
|
||||
|
||||
|
||||
if self.InitStaticCargoMass~=nil then
|
||||
Template.mass=self.InitStaticCargoMass
|
||||
end
|
||||
|
||||
-- hiding options
|
||||
if self.SpawnHiddenOnPlanner then
|
||||
Template.hiddenOnPlanner=true
|
||||
end
|
||||
|
||||
if self.SpawnHiddenOnMFD then
|
||||
Template.hiddenOnMFD=true
|
||||
end
|
||||
|
||||
if self.SpawnHiddenOnMap then
|
||||
Template.hidden=self.SpawnHiddenOnMap
|
||||
end
|
||||
|
||||
|
||||
if self.InitLinkUnit then
|
||||
Template.linkUnit=self.InitLinkUnit:GetID()
|
||||
Template.linkOffset=true
|
||||
@@ -579,107 +446,52 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
|
||||
Template.offsets.x=self.InitOffsetX
|
||||
Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0
|
||||
end
|
||||
|
||||
|
||||
if self.InitFarp then
|
||||
Template.heliport_callsign_id = self.InitFarpCallsignID
|
||||
Template.heliport_frequency = self.InitFarpFreq
|
||||
Template.heliport_modulation = self.InitFarpModu
|
||||
Template.unitId=nil
|
||||
end
|
||||
|
||||
|
||||
-- Increase spawn index counter.
|
||||
self.SpawnIndex = self.SpawnIndex + 1
|
||||
|
||||
|
||||
-- Name of the spawned static.
|
||||
Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
|
||||
|
||||
-- Add and register the new static.
|
||||
local mystatic=_DATABASE:AddStatic(Template.name)
|
||||
|
||||
-- Debug output.
|
||||
self:T(Template)
|
||||
|
||||
-- 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
|
||||
|
||||
local Static=nil
|
||||
|
||||
if self.InitFarp then
|
||||
|
||||
local TemplateGroup={}
|
||||
|
||||
local TemplateGroup={}
|
||||
TemplateGroup.units={}
|
||||
TemplateGroup.units[1]=Template
|
||||
|
||||
|
||||
TemplateGroup.visible=true
|
||||
TemplateGroup.hidden=false
|
||||
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("Spawning FARP")
|
||||
self:T({Template=Template})
|
||||
self:T({TemplateGroup=TemplateGroup})
|
||||
|
||||
|
||||
-- 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 = {
|
||||
id = EVENTS.Birth,
|
||||
time = timer.getTime(),
|
||||
initiator = Static
|
||||
}
|
||||
-- Create BIRTH event.
|
||||
world.onEvent(Event)
|
||||
|
||||
else
|
||||
self:T("Spawning Static")
|
||||
self:T2({Template=Template})
|
||||
self:T("Spawning Static")
|
||||
self:T2({Template=Template})
|
||||
Static=coalition.addStaticObject(CountryID, Template)
|
||||
end
|
||||
|
||||
if Static then
|
||||
self:T(string.format("Succesfully spawned static object \"%s\" ID=%d", Static:getName(), Static:getID()))
|
||||
--[[
|
||||
local static=StaticObject.getByName(Static:getName())
|
||||
if static then
|
||||
env.info(string.format("FF got static from StaticObject.getByName"))
|
||||
else
|
||||
env.error(string.format("FF error did NOT get static from StaticObject.getByName"))
|
||||
end ]]
|
||||
else
|
||||
self:E(string.format("ERROR: DCS static object \"%s\" is nil!", tostring(Template.name)))
|
||||
end
|
||||
end
|
||||
|
||||
-- Add and register the new static.
|
||||
local mystatic=_DATABASE:AddStatic(Template.name)
|
||||
|
||||
-- If there is a SpawnFunction hook defined, call it.
|
||||
if self.SpawnFunctionHook then
|
||||
-- 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
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * Spot for a defined duration.
|
||||
-- * Updates of laser spot position every 0.2 seconds for moving targets.
|
||||
-- * Updates of laer spot position every 0.2 seconds for moving targets.
|
||||
-- * Wiggle the spot at the target.
|
||||
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
@@ -13,17 +13,27 @@
|
||||
-- ===
|
||||
--
|
||||
-- # Demo Missions
|
||||
--
|
||||
-- ### [SPOT Demo Missions source code]()
|
||||
--
|
||||
-- ### [SPOT Demo Missions, only for beta testers]()
|
||||
--
|
||||
-- ### [Demo Missions on GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS)
|
||||
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- # YouTube Channel
|
||||
--
|
||||
-- ### [SPOT YouTube Channel]()
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
|
||||
-- * **EasyEB**: Ideas and Beta Testing
|
||||
-- * **Wingthor**: Beta Testing
|
||||
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
|
||||
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
|
||||
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -33,22 +43,21 @@
|
||||
|
||||
do
|
||||
|
||||
---
|
||||
-- @type SPOT
|
||||
--- @type SPOT
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
--- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
|
||||
--
|
||||
-- * Mark targets for a defined duration.
|
||||
-- * Updates of laser spot position every 0.25 seconds for moving targets.
|
||||
-- * Updates of laer spot position every 0.2 seconds for moving targets.
|
||||
-- * Wiggle the spot at the target.
|
||||
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
|
||||
-- * Implement a status machine, LaseOn, LaseOff.
|
||||
--
|
||||
-- ## 1. SPOT constructor
|
||||
--
|
||||
-- * @{#SPOT.New}(): Creates a new SPOT object.
|
||||
-- * @{#SPOT.New}(..\Presentations\SPOT\Dia2.JPG): Creates a new SPOT object.
|
||||
--
|
||||
-- ## 2. SPOT is a FSM
|
||||
--
|
||||
@@ -208,8 +217,6 @@ do
|
||||
|
||||
|
||||
self.Recce = Recce
|
||||
|
||||
self.RecceName = self.Recce:GetName()
|
||||
|
||||
self.LaseScheduler = SCHEDULER:New( self )
|
||||
|
||||
@@ -229,27 +236,21 @@ do
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration )
|
||||
self:T({From, Event, To})
|
||||
self:T2( { "LaseOn", Target, LaserCode, Duration } )
|
||||
self:F( { "LaseOn", Target, LaserCode, Duration } )
|
||||
|
||||
local function StopLase( self )
|
||||
self:LaseOff()
|
||||
end
|
||||
|
||||
self.Target = Target
|
||||
|
||||
self.TargetName = Target:GetName()
|
||||
|
||||
self.LaserCode = LaserCode
|
||||
|
||||
self.Lasing = true
|
||||
|
||||
local RecceDcsUnit = self.Recce:GetDCSObject()
|
||||
|
||||
local relativespot = self.relstartpos or { x = 0, y = 2, z = 0 }
|
||||
|
||||
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, relativespot, Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
self.SpotLaser = Spot.createLaser( RecceDcsUnit, relativespot, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
|
||||
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
|
||||
|
||||
if Duration then
|
||||
self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration )
|
||||
@@ -258,8 +259,6 @@ do
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
|
||||
self:__Lasing( -1 )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@@ -272,7 +271,7 @@ do
|
||||
-- @param #number LaserCode Laser code.
|
||||
-- @param #number Duration Duration of lasing in seconds.
|
||||
function SPOT:onafterLaseOnCoordinate(From, Event, To, Coordinate, LaserCode, Duration)
|
||||
self:T2( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } )
|
||||
self:F( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } )
|
||||
|
||||
local function StopLase( self )
|
||||
self:LaseOff()
|
||||
@@ -294,72 +293,55 @@ do
|
||||
end
|
||||
|
||||
self:__Lasing(-1)
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #SPOT self
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function SPOT:OnEventDead(EventData)
|
||||
self:T2( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
|
||||
self:F( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
|
||||
if self.Target then
|
||||
if EventData.IniDCSUnitName == self.TargetName then
|
||||
self:F( {"Target dead ", self.TargetName } )
|
||||
if EventData.IniDCSUnitName == self.Target:GetName() then
|
||||
self:F( {"Target dead ", self.Target:GetName() } )
|
||||
self:Destroyed()
|
||||
self:LaseOff()
|
||||
end
|
||||
end
|
||||
if self.Recce then
|
||||
if EventData.IniDCSUnitName == self.RecceName then
|
||||
self:F( {"Recce dead ", self.RecceName } )
|
||||
self:LaseOff()
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #SPOT self
|
||||
--- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
function SPOT:onafterLasing( From, Event, To )
|
||||
self:T({From, Event, To})
|
||||
|
||||
if self.Lasing then
|
||||
if self.Target and self.Target:IsAlive() then
|
||||
|
||||
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/200):AddX(math.random(-100,100)/200):GetVec3() )
|
||||
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
|
||||
self:__Lasing(0.2)
|
||||
elseif self.TargetCoord then
|
||||
|
||||
-- Wiggle the IR spot a bit.
|
||||
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/200, y=self.TargetCoord.y+math.random(-100,100)/200, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
|
||||
self.SpotIR:setPoint(irvec3)
|
||||
self.SpotLaser:setPoint(lsvec3)
|
||||
|
||||
self:__Lasing(0.2)
|
||||
else
|
||||
self:F( { "Target is not alive", self.Target:IsAlive() } )
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #SPOT self
|
||||
if self.Target and self.Target:IsAlive() then
|
||||
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
|
||||
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
|
||||
self:__Lasing( -0.2 )
|
||||
elseif self.TargetCoord then
|
||||
|
||||
-- Wiggle the IR spot a bit.
|
||||
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/100, y=self.TargetCoord.y+math.random(-100,100)/100, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
|
||||
|
||||
self.SpotIR:setPoint(irvec3)
|
||||
self.SpotLaser:setPoint(lsvec3)
|
||||
|
||||
self:__Lasing(-0.25)
|
||||
else
|
||||
self:F( { "Target is not alive", self.Target:IsAlive() } )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- @param #SPOT self
|
||||
-- @param From
|
||||
-- @param Event
|
||||
-- @param To
|
||||
-- @return #SPOT
|
||||
function SPOT:onafterLaseOff( From, Event, To )
|
||||
self:T({From, Event, To})
|
||||
|
||||
self:T2( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
|
||||
|
||||
self:F( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
|
||||
|
||||
self.Lasing = false
|
||||
|
||||
@@ -386,16 +368,4 @@ do
|
||||
return self.Lasing
|
||||
end
|
||||
|
||||
--- Set laser start position relative to the lasing unit.
|
||||
-- @param #SPOT self
|
||||
-- @param #table position Start position of the laser relative to the lasing unit. Default is { x = 0, y = 2, z = 0 }
|
||||
-- @return #SPOT self
|
||||
-- @usage
|
||||
-- -- Set lasing position to be the position of the optics of the Gazelle M:
|
||||
-- myspot:SetRelativeStartPosition({ x = 1.7, y = 1.2, z = 0 })
|
||||
function SPOT:SetRelativeStartPosition(position)
|
||||
self.relstartpos = position or { x = 0, y = 2, z = 0 }
|
||||
return self
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Core** - A Moose GetText system.
|
||||
--- **Core** - TEXTANDSOUND (MOOSE gettext) system
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
|
||||
@@ -107,7 +107,7 @@ _TIMERID=0
|
||||
|
||||
--- TIMER class version.
|
||||
-- @field #string version
|
||||
TIMER.version="0.2.0"
|
||||
TIMER.version="0.1.2"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
@@ -155,7 +155,7 @@ function TIMER:New(Function, ...)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Start TIMER object.
|
||||
--- Create a new TIMER object.
|
||||
-- @param #TIMER self
|
||||
-- @param #number Tstart Relative start time in seconds.
|
||||
-- @param #number dT Interval between function calls in seconds. If not specified `nil`, the function is called only once.
|
||||
@@ -167,7 +167,7 @@ function TIMER:Start(Tstart, dT, Duration)
|
||||
local Tnow=timer.getTime()
|
||||
|
||||
-- Start time in sec.
|
||||
self.Tstart=Tstart and Tnow+math.max(Tstart, 0.001) or Tnow+0.001 -- one millisecond delay if Tstart=nil
|
||||
self.Tstart=Tstart and Tnow+Tstart or Tnow+0.001 -- one millisecond delay if Tstart=nil
|
||||
|
||||
-- Set time interval.
|
||||
self.dT=dT
|
||||
@@ -192,20 +192,6 @@ function TIMER:Start(Tstart, dT, Duration)
|
||||
return self
|
||||
end
|
||||
|
||||
--- Start TIMER object if a condition is met. Useful for e.g. debugging.
|
||||
-- @param #TIMER self
|
||||
-- @param #boolean Condition Must be true for the TIMER to start
|
||||
-- @param #number Tstart Relative start time in seconds.
|
||||
-- @param #number dT Interval between function calls in seconds. If not specified `nil`, the function is called only once.
|
||||
-- @param #number Duration Time in seconds for how long the timer is running. If not specified `nil`, the timer runs forever or until stopped manually by the `TIMER:Stop()` function.
|
||||
-- @return #TIMER self
|
||||
function TIMER:StartIf(Condition,Tstart, dT, Duration)
|
||||
if Condition then
|
||||
self:Start(Tstart, dT, Duration)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stop the timer by removing the timer function.
|
||||
-- @param #TIMER self
|
||||
-- @param #number Delay (Optional) Delay in seconds, before the timer is stopped.
|
||||
@@ -222,20 +208,7 @@ function TIMER:Stop(Delay)
|
||||
|
||||
-- Remove timer function.
|
||||
self:T(self.lid..string.format("Stopping timer by removing timer function after %d calls!", self.ncalls))
|
||||
|
||||
-- We use a pcall here because if the DCS timer does not exist any more, it crashes the whole script!
|
||||
local status=pcall(
|
||||
function ()
|
||||
timer.removeFunction(self.tid)
|
||||
end
|
||||
)
|
||||
|
||||
-- Debug messages.
|
||||
if status then
|
||||
self:T2(self.lid..string.format("Stopped timer!"))
|
||||
else
|
||||
self:E(self.lid..string.format("WARNING: Could not remove timer function! isrunning=%s", tostring(self.isrunning)))
|
||||
end
|
||||
timer.removeFunction(self.tid)
|
||||
|
||||
-- Not running any more.
|
||||
self.isrunning=false
|
||||
|
||||
@@ -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
|
||||
@@ -35,13 +35,13 @@ do -- UserFlag
|
||||
ClassName = "USERFLAG",
|
||||
UserFlagName = nil,
|
||||
}
|
||||
|
||||
|
||||
--- USERFLAG Constructor.
|
||||
-- @param #USERFLAG self
|
||||
-- @param #string UserFlagName The name of the userflag, which is a free text string.
|
||||
-- @return #USERFLAG
|
||||
function USERFLAG:New( UserFlagName ) --R2.3
|
||||
|
||||
|
||||
local self = BASE:Inherit( self, BASE:New() ) -- #USERFLAG
|
||||
|
||||
self.UserFlagName = UserFlagName
|
||||
@@ -52,13 +52,13 @@ do -- UserFlag
|
||||
--- Get the userflag name.
|
||||
-- @param #USERFLAG self
|
||||
-- @return #string Name of the user flag.
|
||||
function USERFLAG:GetName()
|
||||
function USERFLAG:GetName()
|
||||
return self.UserFlagName
|
||||
end
|
||||
|
||||
--- Set the userflag to a given Number.
|
||||
-- @param #USERFLAG self
|
||||
-- @param #number Number The number value to set the flag to.
|
||||
-- @param #number Number The number value to be checked if it is the same as the userflag.
|
||||
-- @param #number Delay Delay in seconds, before the flag is set.
|
||||
-- @return #USERFLAG The userflag instance.
|
||||
-- @usage
|
||||
@@ -66,17 +66,18 @@ do -- UserFlag
|
||||
-- BlueVictory:Set( 100 ) -- Set the UserFlag VictoryBlue to 100.
|
||||
--
|
||||
function USERFLAG:Set( Number, Delay ) --R2.3
|
||||
|
||||
|
||||
if Delay and Delay>0 then
|
||||
self:ScheduleOnce(Delay, USERFLAG.Set, self, Number)
|
||||
else
|
||||
--env.info(string.format("Setting flag \"%s\" to %d at T=%.1f", self.UserFlagName, Number, timer.getTime()))
|
||||
trigger.action.setUserFlag( self.UserFlagName, Number )
|
||||
end
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Get the userflag Number.
|
||||
-- @param #USERFLAG self
|
||||
-- @return #number Number The number value to be checked if it is the same as the userflag.
|
||||
@@ -85,10 +86,12 @@ do -- UserFlag
|
||||
-- local BlueVictoryValue = BlueVictory:Get() -- Get the UserFlag VictoryBlue value.
|
||||
--
|
||||
function USERFLAG:Get() --R2.3
|
||||
|
||||
|
||||
return trigger.misc.getUserFlag( self.UserFlagName )
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
--- Check if the userflag has a value of Number.
|
||||
-- @param #USERFLAG self
|
||||
-- @param #number Number The number value to be checked if it is the same as the userflag.
|
||||
@@ -99,9 +102,9 @@ do -- UserFlag
|
||||
-- return "Blue has won"
|
||||
-- end
|
||||
function USERFLAG:Is( Number ) --R2.3
|
||||
|
||||
|
||||
return trigger.misc.getUserFlag( self.UserFlagName ) == Number
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
File diff suppressed because it is too large
Load Diff
@@ -20,7 +20,7 @@
|
||||
|
||||
do -- Velocity
|
||||
|
||||
-- @type VELOCITY
|
||||
--- @type VELOCITY
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
@@ -54,7 +54,7 @@ do -- Velocity
|
||||
self.Velocity = VelocityMps
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the velocity in Mps (meters per second).
|
||||
-- @param #VELOCITY self
|
||||
-- @return #number The velocity in meters per second.
|
||||
@@ -70,12 +70,12 @@ do -- Velocity
|
||||
self.Velocity = UTILS.KmphToMps( VelocityKmph )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the velocity in Kmph (kilometers per hour).
|
||||
-- @param #VELOCITY self
|
||||
-- @return #number The velocity in kilometers per hour.
|
||||
function VELOCITY:GetKmph()
|
||||
|
||||
|
||||
return UTILS.MpsToKmph( self.Velocity )
|
||||
end
|
||||
|
||||
@@ -87,7 +87,7 @@ do -- Velocity
|
||||
self.Velocity = UTILS.MiphToMps( VelocityMiph )
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Get the velocity in Miph (miles per hour).
|
||||
-- @param #VELOCITY self
|
||||
-- @return #number The velocity in miles per hour.
|
||||
@@ -95,7 +95,8 @@ do -- Velocity
|
||||
return UTILS.MpsToMiph( self.Velocity )
|
||||
end
|
||||
|
||||
--- Get the velocity in text, according the player @{Core.Settings}.
|
||||
|
||||
--- Get the velocity in text, according the player @{Settings}.
|
||||
-- @param #VELOCITY self
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @return #string The velocity in text.
|
||||
@@ -112,11 +113,11 @@ do -- Velocity
|
||||
end
|
||||
end
|
||||
|
||||
--- Get the velocity in text, according the player or default @{Core.Settings}.
|
||||
--- Get the velocity in text, according the player or default @{Settings}.
|
||||
-- @param #VELOCITY self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
|
||||
-- @param Core.Settings#SETTINGS Settings
|
||||
-- @return #string The velocity in text according the player or default @{Core.Settings}
|
||||
-- @return #string The velocity in text according the player or default @{Settings}
|
||||
function VELOCITY:ToString( VelocityGroup, Settings ) -- R2.3
|
||||
self:F( { Group = VelocityGroup and VelocityGroup:GetName() } )
|
||||
local Settings = Settings or ( VelocityGroup and _DATABASE:GetPlayerSettings( VelocityGroup:GetPlayerName() ) ) or _SETTINGS
|
||||
@@ -127,13 +128,13 @@ end
|
||||
|
||||
do -- VELOCITY_POSITIONABLE
|
||||
|
||||
-- @type VELOCITY_POSITIONABLE
|
||||
--- @type VELOCITY_POSITIONABLE
|
||||
-- @extends Core.Base#BASE
|
||||
|
||||
|
||||
--- # VELOCITY_POSITIONABLE class, extends @{Core.Base#BASE}
|
||||
--
|
||||
-- @{#VELOCITY_POSITIONABLE} monitors the speed of a @{Wrapper.Positionable#POSITIONABLE} in the simulation, which can be expressed in various formats according the Settings.
|
||||
-- VELOCITY_POSITIONABLE monitors the speed of an @{Positionable} in the simulation, which can be expressed in various formats according the Settings.
|
||||
--
|
||||
-- ## 1. VELOCITY_POSITIONABLE constructor
|
||||
--
|
||||
@@ -166,7 +167,7 @@ do -- VELOCITY_POSITIONABLE
|
||||
-- @param #VELOCITY_POSITIONABLE self
|
||||
-- @return #number The velocity in kilometers per hour.
|
||||
function VELOCITY_POSITIONABLE:GetKmph()
|
||||
|
||||
|
||||
return UTILS.MpsToKmph( self.Positionable:GetVelocityMPS() or 0)
|
||||
end
|
||||
|
||||
@@ -177,9 +178,9 @@ do -- VELOCITY_POSITIONABLE
|
||||
return UTILS.MpsToMiph( self.Positionable:GetVelocityMPS() or 0 )
|
||||
end
|
||||
|
||||
--- Get the velocity in text, according the player or default @{Core.Settings}.
|
||||
--- Get the velocity in text, according the player or default @{Settings}.
|
||||
-- @param #VELOCITY_POSITIONABLE self
|
||||
-- @return #string The velocity in text according the player or default @{Core.Settings}
|
||||
-- @return #string The velocity in text according the player or default @{Settings}
|
||||
function VELOCITY_POSITIONABLE:ToString() -- R2.3
|
||||
self:F( { Group = self.Positionable and self.Positionable:GetName() } )
|
||||
local Settings = Settings or ( self.Positionable and _DATABASE:GetPlayerSettings( self.Positionable:GetPlayerName() ) ) or _SETTINGS
|
||||
|
||||
+306
-2194
File diff suppressed because it is too large
Load Diff
@@ -1,8 +1,5 @@
|
||||
--- **Core** - The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
|
||||
-- @module Core.Zone_Detection
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
---
|
||||
--- The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
|
||||
-- @type ZONE_DETECTION
|
||||
-- @field DCS#Vec2 Vec2 The current location of the zone.
|
||||
-- @field DCS#Distance Radius The radius of the zone.
|
||||
@@ -32,7 +29,7 @@ function ZONE_DETECTION:New( ZoneName, Detection, Radius )
|
||||
|
||||
self.Detection = Detection
|
||||
self.Radius = Radius
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -51,14 +48,15 @@ function ZONE_DETECTION:BoundZone( Points, CountryID, UnBound )
|
||||
|
||||
local Angle
|
||||
local RadialBase = math.pi*2
|
||||
|
||||
|
||||
--
|
||||
for Angle = 0, 360, (360 / Points ) do
|
||||
local Radial = Angle * RadialBase / 360
|
||||
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
||||
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
||||
|
||||
|
||||
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
|
||||
|
||||
|
||||
local Tire = {
|
||||
["country"] = CountryName,
|
||||
["category"] = "Fortifications",
|
||||
@@ -107,7 +105,7 @@ function ZONE_DETECTION:SmokeZone( SmokeColor, Points, AddHeight, AngleOffset )
|
||||
local Radial = ( Angle + AngleOffset ) * RadialBase / 360
|
||||
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
||||
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
||||
COORDINATE:New( Point.x, AddHeight, Point.y):Smoke( SmokeColor )
|
||||
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Smoke( SmokeColor )
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -138,7 +136,7 @@ function ZONE_DETECTION:FlareZone( FlareColor, Points, Azimuth, AddHeight )
|
||||
local Radial = Angle * RadialBase / 360
|
||||
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
|
||||
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
|
||||
COORDINATE:New( Point.x, AddHeight, Point.y ):Flare( FlareColor, Azimuth )
|
||||
POINT_VEC2:New( Point.x, Point.y, AddHeight ):Flare( FlareColor, Azimuth )
|
||||
end
|
||||
|
||||
return self
|
||||
@@ -202,3 +200,4 @@ function ZONE_DETECTION:IsVec3InZone( Vec3 )
|
||||
|
||||
return InZone
|
||||
end
|
||||
|
||||
|
||||
+131
-420
@@ -1,6 +1,4 @@
|
||||
--- **DCS API** Prototypes.
|
||||
--
|
||||
-- ===
|
||||
--- **DCS API** Prototypes
|
||||
--
|
||||
-- See the [Simulator Scripting Engine Documentation](https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation) on Hoggit for further explanation and examples.
|
||||
--
|
||||
@@ -14,7 +12,6 @@ do -- world
|
||||
-- @field #world.event event [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world)
|
||||
-- @field #world.BirthPlace BirthPlace The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
|
||||
-- @field #world.VolumeType VolumeType The volumeType enumerator defines the types of 3d geometery used within the [world.searchObjects](https://wiki.hoggitworld.com/view/DCS_func_searchObjects) function.
|
||||
-- @field #world.weather weather Weather functions for fog etc.
|
||||
|
||||
--- The world singleton contains functions centered around two different but extremely useful functions.
|
||||
-- * Events and event handlers are all governed within world.
|
||||
@@ -26,68 +23,38 @@ do -- world
|
||||
|
||||
--- [https://wiki.hoggitworld.com/view/DCS_enum_world](https://wiki.hoggitworld.com/view/DCS_enum_world)
|
||||
-- @type world.event
|
||||
-- @field S_EVENT_INVALID = 0
|
||||
-- @field S_EVENT_SHOT = 1
|
||||
-- @field S_EVENT_HIT = 2
|
||||
-- @field S_EVENT_TAKEOFF = 3
|
||||
-- @field S_EVENT_LAND = 4
|
||||
-- @field S_EVENT_CRASH = 5
|
||||
-- @field S_EVENT_EJECTION = 6
|
||||
-- @field S_EVENT_REFUELING = 7
|
||||
-- @field S_EVENT_DEAD = 8
|
||||
-- @field S_EVENT_PILOT_DEAD = 9
|
||||
-- @field S_EVENT_BASE_CAPTURED = 10
|
||||
-- @field S_EVENT_MISSION_START = 11
|
||||
-- @field S_EVENT_MISSION_END = 12
|
||||
-- @field S_EVENT_TOOK_CONTROL = 13
|
||||
-- @field S_EVENT_REFUELING_STOP = 14
|
||||
-- @field S_EVENT_BIRTH = 15
|
||||
-- @field S_EVENT_HUMAN_FAILURE = 16
|
||||
-- @field S_EVENT_DETAILED_FAILURE = 17
|
||||
-- @field S_EVENT_ENGINE_STARTUP = 18
|
||||
-- @field S_EVENT_ENGINE_SHUTDOWN = 19
|
||||
-- @field S_EVENT_PLAYER_ENTER_UNIT = 20
|
||||
-- @field S_EVENT_PLAYER_LEAVE_UNIT = 21
|
||||
-- @field S_EVENT_PLAYER_COMMENT = 22
|
||||
-- @field S_EVENT_SHOOTING_START = 23
|
||||
-- @field S_EVENT_SHOOTING_END = 24
|
||||
-- @field S_EVENT_MARK_ADDED = 25
|
||||
-- @field S_EVENT_MARK_CHANGE = 26
|
||||
-- @field S_EVENT_MARK_REMOVED = 27
|
||||
-- @field S_EVENT_KILL = 28
|
||||
-- @field S_EVENT_SCORE = 29
|
||||
-- @field S_EVENT_UNIT_LOST = 30
|
||||
-- @field S_EVENT_LANDING_AFTER_EJECTION = 31
|
||||
-- @field S_EVENT_PARATROOPER_LENDING = 32 -- who's lending whom what? ;)
|
||||
-- @field S_EVENT_DISCARD_CHAIR_AFTER_EJECTION = 33
|
||||
-- @field S_EVENT_WEAPON_ADD = 34
|
||||
-- @field S_EVENT_TRIGGER_ZONE = 35
|
||||
-- @field S_EVENT_LANDING_QUALITY_MARK = 36
|
||||
-- @field S_EVENT_BDA = 37 -- battle damage assessment
|
||||
-- @field S_EVENT_AI_ABORT_MISSION = 38
|
||||
-- @field S_EVENT_DAYNIGHT = 39
|
||||
-- @field S_EVENT_FLIGHT_TIME = 40
|
||||
-- @field S_EVENT_PLAYER_SELF_KILL_PILOT = 41
|
||||
-- @field S_EVENT_PLAYER_CAPTURE_AIRFIELD = 42
|
||||
-- @field S_EVENT_EMERGENCY_LANDING = 43
|
||||
-- @field S_EVENT_UNIT_CREATE_TASK = 44
|
||||
-- @field S_EVENT_UNIT_DELETE_TASK = 45
|
||||
-- @field S_EVENT_SIMULATION_START = 46
|
||||
-- @field S_EVENT_WEAPON_REARM = 47
|
||||
-- @field S_EVENT_WEAPON_DROP = 48
|
||||
-- @field S_EVENT_UNIT_TASK_COMPLETE = 49
|
||||
-- @field S_EVENT_UNIT_TASK_STAGE = 50
|
||||
-- @field S_EVENT_MAC_EXTRA_SCORE= 51 -- not sure what this is
|
||||
-- @field S_EVENT_MISSION_RESTART= 52
|
||||
-- @field S_EVENT_MISSION_WINNER = 53
|
||||
-- @field S_EVENT_RUNWAY_TAKEOFF= 54
|
||||
-- @field S_EVENT_RUNWAY_TOUCH= 55
|
||||
-- @field S_EVENT_MAC_LMS_RESTART= 56 -- not sure what this is
|
||||
-- @field S_EVENT_SIMULATION_FREEZE = 57
|
||||
-- @field S_EVENT_SIMULATION_UNFREEZE = 58
|
||||
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_START = 59
|
||||
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH = 60
|
||||
-- @field S_EVENT_MAX = 61
|
||||
-- @field S_EVENT_INVALID
|
||||
-- @field S_EVENT_SHOT [https://wiki.hoggitworld.com/view/DCS_event_shot](https://wiki.hoggitworld.com/view/DCS_event_shot)
|
||||
-- @field S_EVENT_HIT [https://wiki.hoggitworld.com/view/DCS_event_hit](https://wiki.hoggitworld.com/view/DCS_event_hit)
|
||||
-- @field S_EVENT_TAKEOFF [https://wiki.hoggitworld.com/view/DCS_event_takeoff](https://wiki.hoggitworld.com/view/DCS_event_takeoff)
|
||||
-- @field S_EVENT_LAND [https://wiki.hoggitworld.com/view/DCS_event_land](https://wiki.hoggitworld.com/view/DCS_event_land)
|
||||
-- @field S_EVENT_CRASH [https://wiki.hoggitworld.com/view/DCS_event_crash](https://wiki.hoggitworld.com/view/DCS_event_crash)
|
||||
-- @field S_EVENT_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_ejection](https://wiki.hoggitworld.com/view/DCS_event_ejection)
|
||||
-- @field S_EVENT_REFUELING [https://wiki.hoggitworld.com/view/DCS_event_refueling](https://wiki.hoggitworld.com/view/DCS_event_refueling)
|
||||
-- @field S_EVENT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_dead](https://wiki.hoggitworld.com/view/DCS_event_dead)
|
||||
-- @field S_EVENT_PILOT_DEAD [https://wiki.hoggitworld.com/view/DCS_event_pilot_dead](https://wiki.hoggitworld.com/view/DCS_event_pilot_dead)
|
||||
-- @field S_EVENT_BASE_CAPTURED [https://wiki.hoggitworld.com/view/DCS_event_base_captured](https://wiki.hoggitworld.com/view/DCS_event_base_captured)
|
||||
-- @field S_EVENT_MISSION_START [https://wiki.hoggitworld.com/view/DCS_event_mission_start](https://wiki.hoggitworld.com/view/DCS_event_mission_start)
|
||||
-- @field S_EVENT_MISSION_END [https://wiki.hoggitworld.com/view/DCS_event_mission_end](https://wiki.hoggitworld.com/view/DCS_event_mission_end)
|
||||
-- @field S_EVENT_TOOK_CONTROL
|
||||
-- @field S_EVENT_REFUELING_STOP [https://wiki.hoggitworld.com/view/DCS_event_refueling_stop](https://wiki.hoggitworld.com/view/DCS_event_refueling_stop)
|
||||
-- @field S_EVENT_BIRTH [https://wiki.hoggitworld.com/view/DCS_event_birth](https://wiki.hoggitworld.com/view/DCS_event_birth)
|
||||
-- @field S_EVENT_HUMAN_FAILURE [https://wiki.hoggitworld.com/view/DCS_event_human_failure](https://wiki.hoggitworld.com/view/DCS_event_human_failure)
|
||||
-- @field S_EVENT_ENGINE_STARTUP [https://wiki.hoggitworld.com/view/DCS_event_engine_startup](https://wiki.hoggitworld.com/view/DCS_event_engine_startup)
|
||||
-- @field S_EVENT_ENGINE_SHUTDOWN [https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown](https://wiki.hoggitworld.com/view/DCS_event_engine_shutdown)
|
||||
-- @field S_EVENT_PLAYER_ENTER_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit](https://wiki.hoggitworld.com/view/DCS_event_player_enter_unit)
|
||||
-- @field S_EVENT_PLAYER_LEAVE_UNIT [https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit](https://wiki.hoggitworld.com/view/DCS_event_player_leave_unit)
|
||||
-- @field S_EVENT_PLAYER_COMMENT
|
||||
-- @field S_EVENT_SHOOTING_START [https://wiki.hoggitworld.com/view/DCS_event_shooting_start](https://wiki.hoggitworld.com/view/DCS_event_shooting_start)
|
||||
-- @field S_EVENT_SHOOTING_END [https://wiki.hoggitworld.com/view/DCS_event_shooting_end](https://wiki.hoggitworld.com/view/DCS_event_shooting_end)
|
||||
-- @field S_EVENT_MARK ADDED [https://wiki.hoggitworld.com/view/DCS_event_mark_added](https://wiki.hoggitworld.com/view/DCS_event_mark_added) DCS>=2.5.1
|
||||
-- @field S_EVENT_MARK CHANGE [https://wiki.hoggitworld.com/view/DCS_event_mark_change](https://wiki.hoggitworld.com/view/DCS_event_mark_change) DCS>=2.5.1
|
||||
-- @field S_EVENT_MARK REMOVE [https://wiki.hoggitworld.com/view/DCS_event_mark_remove](https://wiki.hoggitworld.com/view/DCS_event_mark_remove) DCS>=2.5.1
|
||||
-- @field S_EVENT_KILL [https://wiki.hoggitworld.com/view/DCS_event_kill](https://wiki.hoggitworld.com/view/DCS_event_kill) DCS>=2.5.6
|
||||
-- @field S_EVENT_SCORE [https://wiki.hoggitworld.com/view/DCS_event_score](https://wiki.hoggitworld.com/view/DCS_event_score) DCS>=2.5.6
|
||||
-- @field S_EVENT_UNIT_LOST [https://wiki.hoggitworld.com/view/DCS_event_unit_lost](https://wiki.hoggitworld.com/view/DCS_event_unit_lost) DCS>=2.5.6
|
||||
-- @field S_EVENT_LANDING_AFTER_EJECTION [https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection](https://wiki.hoggitworld.com/view/DCS_event_landing_after_ejection) DCS>=2.5.6
|
||||
-- @field S_EVENT_MAX
|
||||
|
||||
--- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
|
||||
-- @type world.BirthPlace
|
||||
@@ -133,36 +100,6 @@ do -- world
|
||||
-- @function [parent=#world] getAirbases
|
||||
-- @param #number coalitionId The coalition side number ID. Default is all airbases are returned.
|
||||
-- @return #table Table of DCS airbase objects.
|
||||
|
||||
|
||||
--- Weather functions.
|
||||
-- @type world.weather
|
||||
|
||||
--- Fog animation data structure.
|
||||
-- @type world.FogAnimation
|
||||
-- @field #number time
|
||||
-- @field #number visibility
|
||||
-- @field #number thickness
|
||||
|
||||
--- Returns the current fog thickness.
|
||||
-- @function [parent=#world.weather] getFogThickness Returns the fog thickness.
|
||||
-- @return #number Fog thickness in meters. If there is no fog, zero is returned.
|
||||
|
||||
--- Sets the fog thickness instantly. Any current fog animation is discarded.
|
||||
-- @function [parent=#world.weather] setFogThickness
|
||||
-- @param #number thickness Fog thickness in meters. Set to zero to disable fog.
|
||||
|
||||
--- Returns the current fog visibility distance.
|
||||
-- @function [parent=#world.weather] getFogVisibilityDistance Returns the current maximum visibility distance in meters. Returns zero if fog is not present.
|
||||
|
||||
--- Instantly sets the maximum visibility distance of fog at sea level when looking at the horizon. Any current fog animation is discarded. Set zero to disable the fog.
|
||||
-- @function [parent=#world.weather] setFogVisibilityDistance
|
||||
-- @param #number visibility Max fog visibility in meters. Set to zero to disable fog.
|
||||
|
||||
--- Sets fog animation keys. Time is set in seconds and relative to the current simulation time, where time=0 is the current moment.
|
||||
-- Time must be increasing. Previous animation is always discarded despite the data being correct.
|
||||
-- @function [parent=#world.weather] setFogAnimation
|
||||
-- @param #world.FogAnimation animation List of fog animations
|
||||
|
||||
end -- world
|
||||
|
||||
@@ -196,22 +133,6 @@ do -- env
|
||||
|
||||
end -- env
|
||||
|
||||
do -- radio
|
||||
|
||||
--@type radio
|
||||
-- @field #radio.modulation modulation
|
||||
|
||||
---
|
||||
-- @type radio.modulation
|
||||
-- @field AM
|
||||
-- @field FM
|
||||
|
||||
radio = {}
|
||||
radio.modulation = {}
|
||||
radio.modulation.AM = 0
|
||||
radio.modulation.FM = 1
|
||||
|
||||
end
|
||||
|
||||
do -- timer
|
||||
|
||||
@@ -270,29 +191,21 @@ do -- land
|
||||
|
||||
--- [Type of surface enumerator](https://wiki.hoggitworld.com/view/DCS_singleton_land)
|
||||
-- @type land.SurfaceType
|
||||
-- @field LAND Land=1
|
||||
-- @field SHALLOW_WATER Shallow water=2
|
||||
-- @field WATER Water=3
|
||||
-- @field ROAD Road=4
|
||||
-- @field RUNWAY Runway=5
|
||||
-- @field LAND
|
||||
-- @field SHALLOW_WATER
|
||||
-- @field WATER
|
||||
-- @field ROAD
|
||||
-- @field RUNWAY
|
||||
|
||||
--- Returns the distance from sea level (y-axis) of a given vec2 point.
|
||||
--- Returns altitude MSL of the point.
|
||||
-- @function [parent=#land] getHeight
|
||||
-- @param #Vec2 point Point on the ground.
|
||||
-- @return #number Height in meters.
|
||||
|
||||
--- Returns the surface height and depth of a point. Useful for checking if the path is deep enough to support a given ship.
|
||||
-- Both values are positive. When checked over water at sea level the first value is always zero.
|
||||
-- When checked over water at altitude, for example the reservoir of the Inguri Dam, the first value is the corresponding altitude the water level is at.
|
||||
-- @function [parent=#land] getSurfaceHeightWithSeabed
|
||||
-- @param #Vec2 point Position where to check.
|
||||
-- @return #number Height in meters.
|
||||
-- @return #number Depth in meters.
|
||||
-- @param #Vec2 point point on the ground.
|
||||
-- @return #Distance
|
||||
|
||||
--- Returns surface type at the given point.
|
||||
--- returns surface type at the given point.
|
||||
-- @function [parent=#land] getSurfaceType
|
||||
-- @param #Vec2 point Point on the land.
|
||||
-- @return #number Enumerator value from `land.SurfaceType` (LAND=1, SHALLOW_WATER=2, WATER=3, ROAD=4, RUNWAY=5)
|
||||
-- @return #land.SurfaceType
|
||||
|
||||
--- [DCS Singleton land](https://wiki.hoggitworld.com/view/DCS_singleton_land)
|
||||
land = {} --#land
|
||||
@@ -393,11 +306,6 @@ do -- country
|
||||
-- @field Argentinia
|
||||
-- @field Cyprus
|
||||
-- @field Slovenia
|
||||
-- @field BOLIVIA
|
||||
-- @field GHANA
|
||||
-- @field NIGERIA
|
||||
-- @field PERU
|
||||
-- @field ECUADOR
|
||||
|
||||
country = {} --#country
|
||||
|
||||
@@ -406,11 +314,11 @@ end -- country
|
||||
|
||||
do -- Command
|
||||
|
||||
-- @type Command
|
||||
--- @type Command
|
||||
-- @field #string id
|
||||
-- @field #Command.params params
|
||||
|
||||
-- @type Command.params
|
||||
--- @type Command.params
|
||||
|
||||
end -- Command
|
||||
|
||||
@@ -426,23 +334,9 @@ do -- coalition
|
||||
-- @field RED
|
||||
-- @field BLUE
|
||||
|
||||
--- Get country coalition.
|
||||
-- @function [parent=#coalition] getCountryCoalition
|
||||
-- @param #number countryId Country ID.
|
||||
-- @return #number coalitionId Coalition ID.
|
||||
|
||||
--- Dynamically spawns a group. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addGroup)
|
||||
-- @function [parent=#coalition] addGroup
|
||||
-- @param #number countryId Id of the country.
|
||||
-- @param #number groupCategory Group category. Set -1 for spawning FARPS.
|
||||
-- @param #table groupData Group data table.
|
||||
-- @return DCS#Group The spawned Group object.
|
||||
|
||||
--- Dynamically spawns a static object. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addStaticObject)
|
||||
-- @function [parent=#coalition] addStaticObject
|
||||
-- @param #number countryId Id of the country.
|
||||
-- @param #table groupData Group data table.
|
||||
-- @return DCS#Static The spawned static object.
|
||||
--- @function [parent=#coalition] getCountryCoalition
|
||||
-- @param #number countryId
|
||||
-- @return #number coalitionId
|
||||
|
||||
coalition = {} -- #coalition
|
||||
|
||||
@@ -451,8 +345,7 @@ end -- coalition
|
||||
|
||||
do -- Types
|
||||
|
||||
--- Descriptors.
|
||||
-- @type Desc
|
||||
--- @type Desc
|
||||
-- @field #number speedMax0 Max speed in meters/second at zero altitude.
|
||||
-- @field #number massEmpty Empty mass in kg.
|
||||
-- @field #number tankerType Type of refueling system: 0=boom, 1=probe.
|
||||
@@ -513,8 +406,8 @@ do -- Types
|
||||
--- Vec3 type is a 3D-vector.
|
||||
-- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.
|
||||
-- @type Vec3
|
||||
-- @field #Distance x is directed to the North
|
||||
-- @field #Distance z is directed to the East
|
||||
-- @field #Distance x is directed to the north
|
||||
-- @field #Distance z is directed to the east
|
||||
-- @field #Distance y is directed up
|
||||
|
||||
--- Vec2 is a 2D-vector for the ground plane as a reference plane.
|
||||
@@ -549,16 +442,16 @@ do -- Types
|
||||
-- @type AttributeNameArray
|
||||
-- @list <#AttributeName>
|
||||
|
||||
-- @type Zone
|
||||
--- @type Zone
|
||||
-- @field DCSVec3#Vec3 point
|
||||
-- @field #number radius
|
||||
|
||||
Zone = {}
|
||||
|
||||
-- @type ModelTime
|
||||
--- @type ModelTime
|
||||
-- @extends #number
|
||||
|
||||
-- @type Time
|
||||
--- @type Time
|
||||
-- @extends #number
|
||||
|
||||
--- A task descriptor (internal structure for DCS World). See [https://wiki.hoggitworld.com/view/Category:Tasks](https://wiki.hoggitworld.com/view/Category:Tasks).
|
||||
@@ -567,7 +460,7 @@ do -- Types
|
||||
-- @field #string id
|
||||
-- @field #Task.param param
|
||||
|
||||
-- @type Task.param
|
||||
--- @type Task.param
|
||||
|
||||
--- List of @{#Task}
|
||||
-- @type TaskArray
|
||||
@@ -614,7 +507,7 @@ do -- Object
|
||||
-- @field SCENERY
|
||||
-- @field CARGO
|
||||
|
||||
-- @type Object.Desc
|
||||
--- @type Object.Desc
|
||||
-- @extends #Desc
|
||||
-- @field #number life initial life level
|
||||
-- @field #Box3 box bounding box of collision geometry
|
||||
@@ -630,13 +523,9 @@ do -- Object
|
||||
--- @function [parent=#Object] destroy
|
||||
-- @param #Object self
|
||||
|
||||
--- Returns an enumerator of the category for the specific object.
|
||||
-- The enumerator returned is dependent on the category of the object and how the function is called.
|
||||
-- As of DCS 2.9.2 when this function is called on an Object, Unit, Weapon, or Airbase a 2nd value will be returned which details the object sub-category value.
|
||||
-- @function [parent=#Object] getCategory
|
||||
--- @function [parent=#Object] getCategory
|
||||
-- @param #Object self
|
||||
-- @return #Object.Category The object category (1=UNIT, 2=WEAPON, 3=STATIC, 4=BASE, 5=SCENERY, 6=Cargo)
|
||||
-- @return #number The subcategory of the passed object, e.g. Unit.Category if a unit object was passed.
|
||||
-- @return #Object.Category
|
||||
|
||||
--- Returns type name of the Object.
|
||||
-- @function [parent=#Object] getTypeName
|
||||
@@ -769,11 +658,10 @@ do -- Weapon
|
||||
|
||||
--- Weapon.Category enum that stores weapon categories.
|
||||
-- @type Weapon.Category
|
||||
-- @field #number SHELL Shell.
|
||||
-- @field #number MISSILE Missile
|
||||
-- @field #number ROCKET Rocket.
|
||||
-- @field #number BOMB Bomb.
|
||||
-- @field #number TORPEDO Torpedo.
|
||||
-- @field SHELL
|
||||
-- @field MISSILE
|
||||
-- @field ROCKET
|
||||
-- @field BOMB
|
||||
|
||||
|
||||
--- Weapon.GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB).
|
||||
@@ -875,118 +763,11 @@ do -- Airbase
|
||||
-- @function [parent=#Airbase] getDesc
|
||||
-- @param self
|
||||
-- @return #Airbase.Desc
|
||||
|
||||
--- Returns the warehouse object associated with the airbase object. Can then be used to call the warehouse class functions to modify the contents of the warehouse.
|
||||
-- @function [parent=#Airbase] getWarehouse
|
||||
-- @param self
|
||||
-- @return #Warehouse The DCS warehouse object of this airbase.
|
||||
|
||||
--- Enables or disables the airbase and FARP auto capture game mechanic where ownership of a base can change based on the presence of ground forces or the
|
||||
-- default setting assigned in the editor.
|
||||
-- @function [parent=#Airbase] autoCapture
|
||||
-- @param self
|
||||
-- @param #boolean setting `true` : enables autoCapture behavior, `false` : disables autoCapture behavior
|
||||
|
||||
--- Returns the current autoCapture setting for the passed base.
|
||||
-- @function [parent=#Airbase] autoCaptureIsOn
|
||||
-- @param self
|
||||
-- @return #boolean `true` if autoCapture behavior is enabled and `false` otherwise.
|
||||
|
||||
--- Changes the passed airbase object's coalition to the set value. Must be used with Airbase.autoCapture to disable auto capturing of the base,
|
||||
-- otherwise the base can revert back to a different coalition depending on the situation and built in game capture rules.
|
||||
-- @function [parent=#Airbase] setCoalition
|
||||
-- @param self
|
||||
-- @param #number coa The new owner coalition: 0=neutra, 1=red, 2=blue.
|
||||
|
||||
--- Returns the wsType of every object that exists in DCS. A wsType is a table consisting of 4 entries indexed numerically.
|
||||
-- It can be used to broadly categorize object types. The table can be broken down as: {mainCategory, subCat1, subCat2, index}
|
||||
-- @function [parent=#Airbase] getResourceMap
|
||||
-- @param self
|
||||
-- @return #table wsType of every object that exists in DCS.
|
||||
|
||||
|
||||
Airbase = {} --#Airbase
|
||||
|
||||
end -- Airbase
|
||||
|
||||
|
||||
do -- Warehouse
|
||||
|
||||
--- [DCS Class Warehouse](https://wiki.hoggitworld.com/view/DCS_Class_Warehouse)
|
||||
-- The warehouse class gives control over warehouses that exist in airbase objects. These warehouses can limit the aircraft, munitions, and fuel available to coalition aircraft.
|
||||
-- @type Warehouse
|
||||
|
||||
|
||||
--- Get a warehouse by passing its name.
|
||||
-- @function [parent=#Warehouse] getByName
|
||||
-- @param #string Name Name of the warehouse.
|
||||
-- @return #Warehouse The warehouse object.
|
||||
|
||||
--- Adds the passed amount of a given item to the warehouse.
|
||||
-- itemName is the typeName associated with the item: "weapons.missiles.AIM_54C_Mk47"
|
||||
-- A wsType table can also be used, however the last digit with wsTypes has been known to change. {4, 4, 7, 322}
|
||||
-- @function [parent=#Warehouse] addItem
|
||||
-- @param self
|
||||
-- @param #string itemName Name of the item.
|
||||
-- @param #number count Number of items to add.
|
||||
|
||||
--- Returns the number of the passed type of item currently in a warehouse object.
|
||||
-- @function [parent=#Warehouse] getItemCount
|
||||
-- @param self
|
||||
-- @param #string itemName Name of the item.
|
||||
|
||||
--- Sets the passed amount of a given item to the warehouse.
|
||||
-- @function [parent=#Warehouse] setItem
|
||||
-- @param self
|
||||
-- @param #string itemName Name of the item.
|
||||
-- @param #number count Number of items to add.
|
||||
|
||||
--- Removes the amount of the passed item from the warehouse.
|
||||
-- @function [parent=#Warehouse] removeItem
|
||||
-- @param self
|
||||
-- @param #string itemName Name of the item.
|
||||
-- @param #number count Number of items to be removed.
|
||||
|
||||
--- Adds the passed amount of a liquid fuel into the warehouse inventory.
|
||||
-- @function [parent=#Warehouse] addLiquid
|
||||
-- @param self
|
||||
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
|
||||
-- @param #number count Amount of liquid to add.
|
||||
|
||||
--- Returns the amount of the passed liquid type within a given warehouse.
|
||||
-- @function [parent=#Warehouse] getLiquidAmount
|
||||
-- @param self
|
||||
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
|
||||
-- @return #number Amount of liquid.
|
||||
|
||||
--- Sets the passed amount of a liquid fuel into the warehouse inventory.
|
||||
-- @function [parent=#Warehouse] setLiquidAmount
|
||||
-- @param self
|
||||
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
|
||||
-- @param #number count Amount of liquid.
|
||||
|
||||
--- Removes the set amount of liquid from the inventory in a warehouse.
|
||||
-- @function [parent=#Warehouse] setLiquidAmount
|
||||
-- @param self
|
||||
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
|
||||
-- @param #number count Amount of liquid.
|
||||
|
||||
--- Returns the airbase object associated with the warehouse object.
|
||||
-- @function [parent=#Warehouse] getOwner
|
||||
-- @param self
|
||||
-- @return #Airbase The airbase object owning this warehouse.
|
||||
|
||||
--- Returns a full itemized list of everything currently in a warehouse. If a category is set to unlimited then the table will be returned empty.
|
||||
-- Aircraft and weapons are indexed by strings. Liquids are indexed by number.
|
||||
-- @function [parent=#Warehouse] getInventory
|
||||
-- @param self
|
||||
-- @param #string itemName Name of the item.
|
||||
-- @return #table Itemized list of everything currently in a warehouse
|
||||
|
||||
|
||||
Warehouse = {} --#Warehouse
|
||||
|
||||
end
|
||||
|
||||
do -- Spot
|
||||
|
||||
--- [DCS Class Spot](https://wiki.hoggitworld.com/view/DCS_Class_Spot)
|
||||
@@ -1049,16 +830,14 @@ do -- Spot
|
||||
end -- Spot
|
||||
|
||||
do -- Controller
|
||||
|
||||
--- Controller is an object that performs A.I.-tasks. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
|
||||
--- Controller is an object that performs A.I.-routines. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
|
||||
--
|
||||
-- This class has 2 types of functions:
|
||||
--
|
||||
-- * Tasks
|
||||
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
|
||||
--
|
||||
-- * Commands: Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.
|
||||
-- @type Controller
|
||||
-- @field #Controller.Detection Detection Enum contains identifiers of surface types.
|
||||
-- @field #Controller.Detection Detection Enum contains identifiers of surface types.
|
||||
|
||||
--- Enables and disables the controller.
|
||||
-- Note: Now it works only for ground / naval groups!
|
||||
@@ -1117,18 +896,18 @@ do -- Controller
|
||||
|
||||
-- Detection
|
||||
|
||||
--- Enum containing detection types.
|
||||
--- Enum contains identifiers of surface types.
|
||||
-- @type Controller.Detection
|
||||
-- @field #number VISUAL Visual detection. Numeric value 1.
|
||||
-- @field #number OPTIC Optical detection. Numeric value 2.
|
||||
-- @field #number RADAR Radar detection. Numeric value 4.
|
||||
-- @field #number IRST Infra-red search and track detection. Numeric value 8.
|
||||
-- @field #number RWR Radar Warning Receiver detection. Numeric value 16.
|
||||
-- @field #number DLINK Data link detection. Numeric value 32.
|
||||
-- @field VISUAL
|
||||
-- @field OPTIC
|
||||
-- @field RADAR
|
||||
-- @field IRST
|
||||
-- @field RWR
|
||||
-- @field DLINK
|
||||
|
||||
--- Detected target.
|
||||
-- @type Controller.DetectedTarget
|
||||
-- @field DCS#Object object The target
|
||||
-- @type DetectedTarget
|
||||
-- @field Wrapper.Object#Object object The target
|
||||
-- @field #boolean visible The target is visible
|
||||
-- @field #boolean type The target type is known
|
||||
-- @field #boolean distance Distance to the target is known
|
||||
@@ -1141,9 +920,9 @@ do -- Controller
|
||||
-- @param #Controller.Detection detection Controller.Detection detection1, Controller.Detection detection2, ... Controller.Detection detectionN
|
||||
-- @return #boolean detected True if the target is detected.
|
||||
-- @return #boolean visible Has effect only if detected is true. True if the target is visible now.
|
||||
-- @return #boolean type Has effect only if detected is true. True if the target type is known.
|
||||
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
|
||||
-- @return #ModelTime lastTime Has effect only if visible is false. Last time when target was seen.
|
||||
-- @return #boolean type Has effect only if detected is true. True if the target type is known.
|
||||
-- @return #boolean distance Has effect only if detected is true. True if the distance to the target is known.
|
||||
-- @return #Vec3 lastPos Has effect only if visible is false. Last position of the target when it was seen.
|
||||
-- @return #Vec3 lastVel Has effect only if visible is false. Last velocity of the target when it was seen.
|
||||
|
||||
@@ -1169,8 +948,7 @@ end -- Controller
|
||||
|
||||
do -- Unit
|
||||
|
||||
--- Unit.
|
||||
-- @type Unit
|
||||
--- @type Unit
|
||||
-- @extends #CoalitionObject
|
||||
-- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically.
|
||||
-- @field #Unit.Category Category
|
||||
@@ -1202,8 +980,8 @@ do -- Unit
|
||||
|
||||
--- Enum that stores aircraft refueling system types.
|
||||
-- @type Unit.RefuelingSystem
|
||||
-- @field BOOM_AND_RECEPTACLE Tanker with a boom.
|
||||
-- @field PROBE_AND_DROGUE Tanker with a probe.
|
||||
-- @field BOOM_AND_RECEPTACLE
|
||||
-- @field PROBE_AND_DROGUE
|
||||
|
||||
--- Enum that stores sensor types.
|
||||
-- @type Unit.SensorType
|
||||
@@ -1285,18 +1063,15 @@ do -- Unit
|
||||
-- @field #Distance detectionDistanceHRM detection distance for RCS=1m^2 in high-resolution mapping mode, nil if radar has no HRM
|
||||
-- @field #Unit.Radar.detectionDistanceAir detectionDistanceAir detection distance for RCS=1m^2 airborne target, nil if radar doesn't support air search
|
||||
|
||||
--- A radar.
|
||||
-- @type Unit.Radar.detectionDistanceAir
|
||||
--- @type Unit.Radar.detectionDistanceAir
|
||||
-- @field #Unit.Radar.detectionDistanceAir.upperHemisphere upperHemisphere
|
||||
-- @field #Unit.Radar.detectionDistanceAir.lowerHemisphere lowerHemisphere
|
||||
|
||||
--- A radar.
|
||||
-- @type Unit.Radar.detectionDistanceAir.upperHemisphere
|
||||
--- @type Unit.Radar.detectionDistanceAir.upperHemisphere
|
||||
-- @field #Distance headOn
|
||||
-- @field #Distance tailOn
|
||||
|
||||
--- A radar.
|
||||
-- @type Unit.Radar.detectionDistanceAir.lowerHemisphere
|
||||
--- @type Unit.Radar.detectionDistanceAir.lowerHemisphere
|
||||
-- @field #Distance headOn
|
||||
-- @field #Distance tailOn
|
||||
|
||||
@@ -1512,42 +1287,6 @@ do -- Group
|
||||
|
||||
end -- Group
|
||||
|
||||
do -- StaticObject
|
||||
|
||||
--- Represents a static object.
|
||||
-- @type StaticObject
|
||||
-- @extends DCS#Object
|
||||
|
||||
--- Returns the static object.
|
||||
-- @function [parent=#StaticObject] getByName
|
||||
-- @param #string name Name of the static object.
|
||||
-- @return #StaticObject
|
||||
|
||||
StaticObject = {} --#StaticObject
|
||||
|
||||
end
|
||||
|
||||
do --Event
|
||||
|
||||
--- Event structure. Note that present fields depend on type of event.
|
||||
-- @type Event
|
||||
-- @field #number id Event ID.
|
||||
-- @field #number time Mission time in seconds.
|
||||
-- @field DCS#Unit initiator Unit initiating the event.
|
||||
-- @field DCS#Unit target Target unit.
|
||||
-- @field DCS#Airbase place Airbase.
|
||||
-- @field number subPlace Subplace. Unknown and often just 0.
|
||||
-- @field #string weapon_name Weapoin name.
|
||||
-- @field #number idx Mark ID.
|
||||
-- @field #number coalition Coalition ID.
|
||||
-- @field #number groupID Group ID, *e.g.* of group that added mark point.
|
||||
-- @field #string text Text, *e.g.* of mark point.
|
||||
-- @field DCS#Vec3 pos Position vector, *e.g.* of mark point.
|
||||
-- @field #string comment Comment, *e.g.* LSO score.
|
||||
|
||||
Event={} --#Event
|
||||
|
||||
end
|
||||
|
||||
do -- AI
|
||||
|
||||
@@ -1598,26 +1337,22 @@ do -- AI
|
||||
-- @field IR_POINTER
|
||||
-- @field LASER
|
||||
|
||||
---
|
||||
-- @type AI.Task.WaypointType
|
||||
--- @type AI.Task.WaypointType
|
||||
-- @field TAKEOFF
|
||||
-- @field TAKEOFF_PARKING
|
||||
-- @field TURNING_POINT
|
||||
-- @field TAKEOFF_PARKING_HOT
|
||||
-- @field LAND
|
||||
|
||||
---
|
||||
-- @type AI.Task.TurnMethod
|
||||
--- @type AI.Task.TurnMethod
|
||||
-- @field FLY_OVER_POINT
|
||||
-- @field FIN_POINT
|
||||
|
||||
---
|
||||
-- @type AI.Task.AltitudeType
|
||||
--- @type AI.Task.AltitudeType
|
||||
-- @field BARO
|
||||
-- @field RADIO
|
||||
|
||||
---
|
||||
-- @type AI.Task.VehicleFormation
|
||||
--- @type AI.Task.VehicleFormation
|
||||
-- @field OFF_ROAD
|
||||
-- @field ON_ROAD
|
||||
-- @field RANK
|
||||
@@ -1627,30 +1362,25 @@ do -- AI
|
||||
-- @field ECHELON_LEFT
|
||||
-- @field ECHELON_RIGHT
|
||||
|
||||
---
|
||||
-- @type AI.Option
|
||||
--- @type AI.Option
|
||||
-- @field #AI.Option.Air Air
|
||||
-- @field #AI.Option.Ground Ground
|
||||
-- @field #AI.Option.Naval Naval
|
||||
|
||||
---
|
||||
-- @type AI.Option.Air
|
||||
--- @type AI.Option.Air
|
||||
-- @field #AI.Option.Air.id id
|
||||
-- @field #AI.Option.Air.val val
|
||||
|
||||
---
|
||||
-- @type AI.Option.Ground
|
||||
--- @type AI.Option.Ground
|
||||
-- @field #AI.Option.Ground.id id
|
||||
-- @field #AI.Option.Ground.val val
|
||||
-- @field #AI.Option.Ground.mid mid
|
||||
-- @field #AI.Option.Ground.mval mval
|
||||
--
|
||||
-- @type AI.Option.Naval
|
||||
|
||||
--- @type AI.Option.Naval
|
||||
-- @field #AI.Option.Naval.id id
|
||||
-- @field #AI.Option.Naval.val val
|
||||
|
||||
---
|
||||
-- @type AI.Option.Air.id
|
||||
|
||||
--- @type AI.Option.Air.id
|
||||
-- @field NO_OPTION
|
||||
-- @field ROE
|
||||
-- @field REACTION_ON_THREAT
|
||||
@@ -1667,120 +1397,101 @@ do -- AI
|
||||
-- @field PROHIBIT_AG
|
||||
-- @field MISSILE_ATTACK
|
||||
-- @field PROHIBIT_WP_PASS_REPORT
|
||||
-- @field OPTION_RADIO_USAGE_CONTACT
|
||||
-- @field OPTION_RADIO_USAGE_ENGAGE
|
||||
-- @field OPTION_RADIO_USAGE_KILL
|
||||
-- @field JETT_TANKS_IF_EMPTY
|
||||
-- @field FORCED_ATTACK
|
||||
|
||||
--- @type AI.Option.Air.id.FORMATION
|
||||
-- @field LINE_ABREAST
|
||||
-- @field TRAIL
|
||||
-- @field WEDGE
|
||||
-- @field ECHELON_RIGHT
|
||||
-- @field ECHELON_LEFT
|
||||
-- @field FINGER_FOUR
|
||||
-- @field SPREAD_FOUR
|
||||
-- @field WW2_BOMBER_ELEMENT
|
||||
-- @field WW2_BOMBER_ELEMENT_HEIGHT
|
||||
-- @field WW2_FIGHTER_VIC
|
||||
-- @field HEL_WEDGE
|
||||
-- @field HEL_ECHELON
|
||||
-- @field HEL_FRONT
|
||||
-- @field HEL_COLUMN
|
||||
-- @field COMBAT_BOX
|
||||
-- @field JAVELIN_DOWN
|
||||
|
||||
---
|
||||
-- @type AI.Option.Air.val
|
||||
|
||||
--- @type AI.Option.Air.val
|
||||
-- @field #AI.Option.Air.val.ROE ROE
|
||||
-- @field #AI.Option.Air.val.REACTION_ON_THREAT REACTION_ON_THREAT
|
||||
-- @field #AI.Option.Air.val.RADAR_USING RADAR_USING
|
||||
-- @field #AI.Option.Air.val.FLARE_USING FLARE_USING
|
||||
|
||||
---
|
||||
-- @type AI.Option.Air.val.ROE
|
||||
--- @type AI.Option.Air.val.ROE
|
||||
-- @field WEAPON_FREE
|
||||
-- @field OPEN_FIRE_WEAPON_FREE
|
||||
-- @field OPEN_FIRE
|
||||
-- @field RETURN_FIRE
|
||||
-- @field WEAPON_HOLD
|
||||
|
||||
---
|
||||
-- @type AI.Option.Air.val.REACTION_ON_THREAT
|
||||
|
||||
--- @type AI.Option.Air.val.REACTION_ON_THREAT
|
||||
-- @field NO_REACTION
|
||||
-- @field PASSIVE_DEFENCE
|
||||
-- @field EVADE_FIRE
|
||||
-- @field BYPASS_AND_ESCAPE
|
||||
-- @field ALLOW_ABORT_MISSION
|
||||
|
||||
---
|
||||
-- @type AI.Option.Air.val.RADAR_USING
|
||||
--- @type AI.Option.Air.val.RADAR_USING
|
||||
-- @field NEVER
|
||||
-- @field FOR_ATTACK_ONLY
|
||||
-- @field FOR_SEARCH_IF_REQUIRED
|
||||
-- @field FOR_CONTINUOUS_SEARCH
|
||||
|
||||
---
|
||||
-- @type AI.Option.Air.val.FLARE_USING
|
||||
--- @type AI.Option.Air.val.FLARE_USING
|
||||
-- @field NEVER
|
||||
-- @field AGAINST_FIRED_MISSILE
|
||||
-- @field WHEN_FLYING_IN_SAM_WEZ
|
||||
-- @field WHEN_FLYING_NEAR_ENEMIES
|
||||
|
||||
---
|
||||
-- @type AI.Option.Air.val.ECM_USING
|
||||
|
||||
--- @type AI.Option.Air.val.ECM_USING
|
||||
-- @field NEVER_USE
|
||||
-- @field USE_IF_ONLY_LOCK_BY_RADAR
|
||||
-- @field USE_IF_DETECTED_LOCK_BY_RADAR
|
||||
-- @field ALWAYS_USE
|
||||
|
||||
---
|
||||
-- @type AI.Option.Air.val.MISSILE_ATTACK
|
||||
|
||||
--- @type AI.Option.Air.val.MISSILE_ATTACK
|
||||
-- @field MAX_RANGE
|
||||
-- @field NEZ_RANGE
|
||||
-- @field HALF_WAY_RMAX_NEZ
|
||||
-- @field TARGET_THREAT_EST
|
||||
-- @field RANDOM_RANGE
|
||||
|
||||
---
|
||||
-- @type AI.Option.Ground.id
|
||||
|
||||
--- @type AI.Option.Ground.id
|
||||
-- @field NO_OPTION
|
||||
-- @field ROE @{#AI.Option.Ground.val.ROE}
|
||||
-- @field FORMATION
|
||||
-- @field DISPERSE_ON_ATTACK true or false
|
||||
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
|
||||
-- @field ENGAGE_AIR_WEAPONS
|
||||
-- @field AC_ENGAGEMENT_RANGE_RESTRICTION
|
||||
-- @field EVASION_OF_ARM
|
||||
|
||||
---
|
||||
-- @type AI.Option.Ground.mid -- Moose added
|
||||
-- @field RESTRICT_AAA_MIN 27
|
||||
-- @field RESTRICT_AAA_MAX 29
|
||||
-- @field RESTRICT_TARGETS @{#AI.Option.Ground.mval.ENGAGE_TARGETS} 28
|
||||
|
||||
---
|
||||
-- @type AI.Option.Ground.val
|
||||
--- @type AI.Option.Ground.val
|
||||
-- @field #AI.Option.Ground.val.ROE ROE
|
||||
-- @field #AI.Option.Ground.val.ALARM_STATE ALARM_STATE
|
||||
-- @field #AI.Option.Ground.val.ENGAGE_TARGETS RESTRICT_TARGETS
|
||||
|
||||
---
|
||||
-- @type AI.Option.Ground.val.ROE
|
||||
--- @type AI.Option.Ground.val.ROE
|
||||
-- @field OPEN_FIRE
|
||||
-- @field RETURN_FIRE
|
||||
-- @field WEAPON_HOLD
|
||||
|
||||
---
|
||||
-- @type AI.Option.Ground.mval -- Moose added
|
||||
-- @field #AI.Option.Ground.mval.ENGAGE_TARGETS ENGAGE_TARGETS
|
||||
|
||||
---
|
||||
-- @type AI.Option.Ground.mval.ENGAGE_TARGETS -- Moose added
|
||||
-- @field ANY_TARGET -- 0
|
||||
-- @field AIR_UNITS_ONLY -- 1
|
||||
-- @field GROUND_UNITS_ONLY -- 2
|
||||
|
||||
---
|
||||
-- @type AI.Option.Ground.val.ALARM_STATE
|
||||
--- @type AI.Option.Ground.val.ALARM_STATE
|
||||
-- @field AUTO
|
||||
-- @field GREEN
|
||||
-- @field RED
|
||||
|
||||
---
|
||||
-- @type AI.Option.Naval.id
|
||||
--- @type AI.Option.Naval.id
|
||||
-- @field NO_OPTION
|
||||
-- @field ROE
|
||||
|
||||
---
|
||||
-- @type AI.Option.Naval.val
|
||||
--- @type AI.Option.Naval.val
|
||||
-- @field #AI.Option.Naval.val.ROE ROE
|
||||
|
||||
---
|
||||
-- @type AI.Option.Naval.val.ROE
|
||||
--- @type AI.Option.Naval.val.ROE
|
||||
-- @field OPEN_FIRE
|
||||
-- @field RETURN_FIRE
|
||||
-- @field WEAPON_HOLD
|
||||
|
||||
@@ -1,8 +1,6 @@
|
||||
--- **Functional** - AI CSAR system.
|
||||
--
|
||||
-- ===
|
||||
--- **Functional** - AI CSAR system
|
||||
--
|
||||
-- ## Features:
|
||||
-- ## Main Features:
|
||||
--
|
||||
-- * Send out helicopters to downed pilots
|
||||
-- * Rescues players and AI alike
|
||||
@@ -11,18 +9,17 @@
|
||||
-- * Dedicated MASH zone
|
||||
-- * Some FSM functions to include in your mission scripts
|
||||
-- * Limit number of available helos
|
||||
-- * SRS voice output via TTS or soundfiles
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Example Missions:
|
||||
--
|
||||
-- Demo missions can be found on [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Functional/AICSAR).
|
||||
--
|
||||
--
|
||||
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/CSR-001%20-%20Basics).
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **Applevangelist**
|
||||
-- Last Update July 2025
|
||||
-- ### Author: **applevangelist**
|
||||
-- Last Update April 2022
|
||||
--
|
||||
-- ===
|
||||
-- @module Functional.AICSAR
|
||||
@@ -52,13 +49,6 @@
|
||||
-- @field Core.Set#SET_CLIENT playerset Track if alive heli pilots are available.
|
||||
-- @field #boolean limithelos limit available number of helos going on mission (defaults to true)
|
||||
-- @field #number helonumber number of helos available (default: 3)
|
||||
-- @field Utilities.FiFo#FIFO PilotStore
|
||||
-- @field #number Altitude Default altitude setting for the helicopter FLIGHTGROUP 1500ft.
|
||||
-- @field #number Speed Default speed setting for the helicopter FLIGHTGROUP is 100kn.
|
||||
-- @field #boolean UseEventEject In case Event LandingAfterEjection isn't working, use set this to true.
|
||||
-- @field #number Delay In case of UseEventEject wait this long until we spawn a landed pilot.
|
||||
-- @field #boolean UseRescueZone If true, use a rescue zone and not the max distance to FARP/MASH
|
||||
-- @field Core.Zone#ZONE_RADIUS RescueZone Use this zone as operational area for the AICSAR instance.
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
|
||||
@@ -84,7 +74,7 @@
|
||||
-- -- @param #string Alias Name of this instance.
|
||||
-- -- @param #number Coalition Coalition as in coalition.side.BLUE, can also be passed as "blue", "red" or "neutral"
|
||||
-- -- @param #string Pilottemplate Pilot template name.
|
||||
-- -- @param #string Helotemplate Helicopter template name. Set the template to "cold start". Hueys work best.
|
||||
-- -- @param #string Helotemplate Helicopter template name.
|
||||
-- -- @param Wrapper.Airbase#AIRBASE FARP FARP object or Airbase from where to start.
|
||||
-- -- @param Core.Zone#ZONE MASHZone Zone where to drop pilots after rescue.
|
||||
-- local my_aicsar=AICSAR:New("Luftrettung",coalition.side.BLUE,"Downed Pilot","Rescue Helo",AIRBASE:FindByName("Test FARP"),ZONE:New("MASH"))
|
||||
@@ -95,11 +85,10 @@
|
||||
-- my_aicsar.rescuezoneradius -- landing zone around downed pilot. Defaults to 200m
|
||||
-- my_aicsar.autoonoff -- stop operations when human helicopter pilots are around. Defaults to true.
|
||||
-- my_aicsar.verbose -- text messages to own coalition about ongoing operations. Defaults to true.
|
||||
-- my_aicsar.limithelos -- limit available number of helos going on mission (defaults to true)
|
||||
-- my_aicsarlimithelos -- limit available number of helos going on mission (defaults to true)
|
||||
-- my_aicsar.helonumber -- number of helos available (default: 3)
|
||||
-- my_aicsar.verbose -- boolean, set to `true`for message output on-screen
|
||||
--
|
||||
-- ## Radio output options
|
||||
-- ## Radio options
|
||||
--
|
||||
-- Radio messages, soundfile names and (for SRS) lengths are defined in three enumerators, so you can customize, localize messages and soundfiles to your liking:
|
||||
--
|
||||
@@ -109,7 +98,7 @@
|
||||
-- EN = {
|
||||
-- INITIALOK = "Roger, Pilot, we hear you. Stay where you are, a helo is on the way!",
|
||||
-- INITIALNOTOK = "Sorry, Pilot. You're behind maximum operational distance! Good Luck!",
|
||||
-- PILOTDOWN = "Mayday, mayday, mayday! Pilot down at ", -- note that this will be appended with the position in MGRS
|
||||
-- PILOTDOWN = "Pilot down at ", -- note that this will be appended with the position
|
||||
-- PILOTKIA = "Pilot KIA!",
|
||||
-- HELODOWN = "CSAR Helo Down!",
|
||||
-- PILOTRESCUED = "Pilot rescued!",
|
||||
@@ -145,31 +134,8 @@
|
||||
-- },
|
||||
-- }
|
||||
--
|
||||
-- ## Radio output via SRS and Text-To-Speech (TTS)
|
||||
--
|
||||
-- Radio output can be done via SRS and Text-To-Speech. No extra sound files required!
|
||||
-- [Initially, Have a look at the guide on setting up SRS TTS for Moose](https://github.com/FlightControl-Master/MOOSE_GUIDES/blob/master/documents/Moose%20TTS%20Setup%20Guide.pdf).
|
||||
-- The text from the `AICSAR.Messages` table above is converted on the fly to an .ogg-file, which is then played back via SRS on the selected frequency and mdulation.
|
||||
-- Hint - the small black window popping up shortly is visible in Single-Player only.
|
||||
--
|
||||
-- To set up AICSAR for SRS TTS output, add e.g. the following to your script:
|
||||
--
|
||||
-- -- setup for google TTS, radio 243 AM, SRS server port 5002 with a google standard-quality voice (google cloud account required)
|
||||
-- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",243,radio.modulation.AM,5002,MSRS.Voices.Google.Standard.en_US_Standard_D,"en-US","female","C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio\\google.json")
|
||||
--
|
||||
-- -- alternatively for MS Desktop TTS (voices need to be installed locally first!)
|
||||
-- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",243,radio.modulation.AM,5002,MSRS.Voices.Microsoft.Hazel,"en-GB","female")
|
||||
--
|
||||
-- -- define a different voice for the downed pilot(s)
|
||||
-- my_aicsar:SetPilotTTSVoice(MSRS.Voices.Google.Standard.en_AU_Standard_D,"en-AU","male")
|
||||
--
|
||||
-- -- define another voice for the operator
|
||||
-- my_aicsar:SetOperatorTTSVoice(MSRS.Voices.Google.Standard.en_GB_Standard_A,"en-GB","female")
|
||||
--
|
||||
-- ## Radio output via preproduced soundfiles
|
||||
--
|
||||
-- The easiest way to add a soundfile to your mission is to use the "Sound to..." trigger in the mission editor. This will effectively
|
||||
-- save your sound file inside of the .miz mission file. [Example soundfiles are located on github](https://github.com/FlightControl-Master/MOOSE_SOUND/tree/master/AICSAR)
|
||||
-- save your sound file inside of the .miz mission file.
|
||||
--
|
||||
-- To customize or localize your texts and sounds, you can take e.g. the following approach to add a German language version:
|
||||
--
|
||||
@@ -179,7 +145,7 @@
|
||||
--
|
||||
-- Switch on radio transmissions via **either** SRS **or** "normal" DCS radio e.g. like so:
|
||||
--
|
||||
-- my_aicsar:SetSRSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",270,radio.modulation.AM,nil,5002)
|
||||
-- my_aicsar:SetSRSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone",270,radio.modulation.AM,5002)
|
||||
--
|
||||
-- or
|
||||
--
|
||||
@@ -193,7 +159,7 @@
|
||||
-- @field #AICSAR
|
||||
AICSAR = {
|
||||
ClassName = "AICSAR",
|
||||
version = "0.1.18",
|
||||
version = "0.0.8",
|
||||
lid = "",
|
||||
coalition = coalition.side.BLUE,
|
||||
template = "",
|
||||
@@ -205,7 +171,7 @@ AICSAR = {
|
||||
pilotqueue = {},
|
||||
pilotindex = 0,
|
||||
helos = {},
|
||||
verbose = false,
|
||||
verbose = true,
|
||||
rescuezoneradius = 200,
|
||||
rescued = {},
|
||||
autoonoff = true,
|
||||
@@ -226,20 +192,6 @@ AICSAR = {
|
||||
helonumber = 3,
|
||||
gettext = nil,
|
||||
locale ="en", -- default text language
|
||||
SRSTTSRadio = false,
|
||||
SRSGoogle = false,
|
||||
SRSQ = nil,
|
||||
SRSPilot = nil,
|
||||
SRSPilotVoice = false,
|
||||
SRSOperator = nil,
|
||||
SRSOperatorVoice = false,
|
||||
PilotStore = nil,
|
||||
Speed = 100,
|
||||
Altitude = 1500,
|
||||
UseEventEject = false,
|
||||
Delay = 100,
|
||||
UseRescueZone = false,
|
||||
RescueZone = nil,
|
||||
}
|
||||
|
||||
-- TODO Messages
|
||||
@@ -249,7 +201,7 @@ AICSAR.Messages = {
|
||||
EN = {
|
||||
INITIALOK = "Roger, Pilot, we hear you. Stay where you are, a helo is on the way!",
|
||||
INITIALNOTOK = "Sorry, Pilot. You're behind maximum operational distance! Good Luck!",
|
||||
PILOTDOWN = "Mayday, mayday, mayday! Pilot down at ",
|
||||
PILOTDOWN = "Pilot down at ",
|
||||
PILOTKIA = "Pilot KIA!",
|
||||
HELODOWN = "CSAR Helo Down!",
|
||||
PILOTRESCUED = "Pilot rescued!",
|
||||
@@ -258,7 +210,7 @@ AICSAR.Messages = {
|
||||
DE = {
|
||||
INITIALOK = "Copy, Pilot, wir hören Sie. Bleiben Sie, wo Sie sind!\nEin Hubschrauber sammelt Sie auf!",
|
||||
INITIALNOTOK = "Verstehe, Pilot. Sie sind zu weit weg von uns.\nViel Glück!",
|
||||
PILOTDOWN = "Mayday, mayday, mayday! Pilot abgestürzt: ",
|
||||
PILOTDOWN = "Pilot abgestürzt: ",
|
||||
PILOTKIA = "Pilot gefallen!",
|
||||
HELODOWN = "CSAR Hubschrauber verloren!",
|
||||
PILOTRESCUED = "Pilot gerettet!",
|
||||
@@ -308,9 +260,8 @@ AICSAR.RadioLength = {
|
||||
-- @param #string Helotemplate Helicopter template name.
|
||||
-- @param Wrapper.Airbase#AIRBASE FARP FARP object or Airbase from where to start.
|
||||
-- @param Core.Zone#ZONE MASHZone Zone where to drop pilots after rescue.
|
||||
-- @param #number Helonumber Max number of alive Ai Helos at the same time. Defaults to three.
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone,Helonumber)
|
||||
function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone)
|
||||
-- Inherit everything from FSM class.
|
||||
local self=BASE:Inherit(self, FSM:New())
|
||||
|
||||
@@ -352,15 +303,10 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone,Hel
|
||||
self.farp = FARP
|
||||
self.farpzone = MASHZone
|
||||
self.playerset = SET_CLIENT:New():FilterActive(true):FilterCategories("helicopter"):FilterStart()
|
||||
self.UseEventEject = false
|
||||
self.Delay = 300
|
||||
|
||||
-- Radio
|
||||
self.SRS = nil
|
||||
self.SRSRadio = false
|
||||
self.SRSTTSRadio = false
|
||||
self.SRSGoogle = false
|
||||
self.SRSQ = nil
|
||||
self.SRSFrequency = 243
|
||||
self.SRSPath = "\\"
|
||||
self.SRSModulation = radio.modulation.AM
|
||||
@@ -378,7 +324,7 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone,Hel
|
||||
|
||||
-- limit number of available helos at the same time
|
||||
self.limithelos = true
|
||||
self.helonumber = Helonumber or 3
|
||||
self.helonumber = 3
|
||||
|
||||
-- localization
|
||||
self:InitLocalization()
|
||||
@@ -386,9 +332,6 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone,Hel
|
||||
-- Set some string id for output to DCS.log file.
|
||||
self.lid=string.format("%s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown")
|
||||
|
||||
--Pilot Store
|
||||
self.PilotStore = FIFO:New()
|
||||
|
||||
-- Start State.
|
||||
self:SetStartState("Stopped")
|
||||
|
||||
@@ -398,15 +341,12 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone,Hel
|
||||
self:AddTransition("*", "Status", "*") -- CSAR status update.
|
||||
self:AddTransition("*", "PilotDown", "*") -- Pilot down
|
||||
self:AddTransition("*", "PilotPickedUp", "*") -- Pilot in helo
|
||||
self:AddTransition("*", "PilotUnloaded", "*") -- Pilot Unloaded from helo
|
||||
self:AddTransition("*", "PilotRescued", "*") -- Pilot Rescued
|
||||
self:AddTransition("*", "PilotKIA", "*") -- Pilot dead
|
||||
self:AddTransition("*", "HeloDown", "*") -- Helo dead
|
||||
self:AddTransition("*", "HeloOnDuty", "*") -- Helo spawnd
|
||||
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
|
||||
|
||||
self:HandleEvent(EVENTS.LandingAfterEjection,self._EventHandler)
|
||||
self:HandleEvent(EVENTS.Ejection,self._EjectEventHandler)
|
||||
self:HandleEvent(EVENTS.LandingAfterEjection)
|
||||
|
||||
self:__Start(math.random(2,5))
|
||||
|
||||
@@ -460,17 +400,7 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone,Hel
|
||||
-- @param #AICSAR self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #string PilotName
|
||||
|
||||
--- On after "PilotUnloaded" event.
|
||||
-- @function [parent=#AICSAR] OnAfterPilotUnloaded
|
||||
-- @param #AICSAR self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Ops.FlightGroup#FLIGHTGROUP Helo
|
||||
-- @param Ops.OpsGroup#OPSGROUP OpsGroup
|
||||
-- @param #string To To state.
|
||||
|
||||
--- On after "PilotKIA" event.
|
||||
-- @function [parent=#AICSAR] OnAfterPilotKIA
|
||||
@@ -479,14 +409,6 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone,Hel
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
|
||||
--- On after "HeloOnDuty" event.
|
||||
-- @function [parent=#AICSAR] OnAfterHeloOnDuty
|
||||
-- @param #AICSAR self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param Wrapper.Group#GROUP Helo Helo group object
|
||||
|
||||
--- On after "HeloDown" event.
|
||||
-- @function [parent=#AICSAR] OnAfterHeloDown
|
||||
-- @param #AICSAR self
|
||||
@@ -529,20 +451,10 @@ function AICSAR:InitLocalization()
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Use a defined zone as area of operation and not the distance to FARP.
|
||||
-- @param #AICSAR self
|
||||
-- @param Core.Zone#ZONE Zone The operational zone to use. Downed pilots in this area will be rescued. Can be any known #ZONE type.
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:SetUsingRescueZone(Zone)
|
||||
self.UseRescueZone = true
|
||||
self.RescueZone = Zone
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Switch sound output on and use SRS output for sound files.
|
||||
--- [User] Switch sound output on and use SRS
|
||||
-- @param #AICSAR self
|
||||
-- @param #boolean OnOff Switch on (true) or off (false).
|
||||
-- @param #string Path Path to your SRS Server External Audio Component, e.g. "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone\\\\ExternalAudio"
|
||||
-- @param #string Path Path to your SRS Server Component, e.g. "E:\\\\Program Files\\\\DCS-SimpleRadio-Standalone"
|
||||
-- @param #number Frequency Defaults to 243 (guard)
|
||||
-- @param #number Modulation Radio modulation. Defaults to radio.modulation.AM
|
||||
-- @param #string SoundPath Where to find the audio files. Defaults to nil, i.e. add messages via "Sound to..." in the Mission Editor.
|
||||
@@ -550,16 +462,14 @@ end
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:SetSRSRadio(OnOff,Path,Frequency,Modulation,SoundPath,Port)
|
||||
self:T(self.lid .. "SetSRSRadio")
|
||||
self:T(self.lid .. "SetSRSRadio to "..tostring(OnOff))
|
||||
self.SRSRadio = OnOff and true
|
||||
self.SRSTTSRadio = false
|
||||
self.SRSFrequency = Frequency or 243
|
||||
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
|
||||
self.SRS:SetLabel("ACSR")
|
||||
self.SRS:SetCoalition(self.coalition)
|
||||
self.SRSPath = Path or "c:\\"
|
||||
self.SRSModulation = Modulation or radio.modulation.AM
|
||||
local soundpath = os.getenv('TMP') .. "\\DCS\\Mission\\l10n\\DEFAULT" -- defaults to "l10n/DEFAULT/", i.e. add messages by "Sound to..." in the ME
|
||||
self.SRSSoundPath = SoundPath or soundpath
|
||||
self.SRSPort = Port or MSRS.port or 5002
|
||||
self.SRSPort = Port or 5002
|
||||
if OnOff then
|
||||
self.SRS = MSRS:New(Path,Frequency,Modulation)
|
||||
self.SRS:SetPort(self.SRSPort)
|
||||
@@ -567,93 +477,6 @@ function AICSAR:SetSRSRadio(OnOff,Path,Frequency,Modulation,SoundPath,Port)
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Switch sound output on and use SRS-TTS output. The voice will be used across all outputs, unless you define an extra voice for downed pilots and/or the operator.
|
||||
-- See `AICSAR:SetPilotTTSVoice()` and `AICSAR:SetOperatorTTSVoice()`
|
||||
-- @param #AICSAR self
|
||||
-- @param #boolean OnOff Switch on (true) or off (false).
|
||||
-- @param #string Path Path to your SRS Server Component, e.g. "E:\\\\Program Files\\\\DCS-SimpleRadio-Standalone\\ExternalAudio"
|
||||
-- @param #number Frequency (Optional) Defaults to 243 (guard)
|
||||
-- @param #number Modulation (Optional) Radio modulation. Defaults to radio.modulation.AM
|
||||
-- @param #number Port (Optional) Port of the SRS, defaults to 5002.
|
||||
-- @param #string Voice (Optional) The voice to be used.
|
||||
-- @param #string Culture (Optional) The culture to be used, defaults to "en-GB"
|
||||
-- @param #string Gender (Optional) The gender to be used, defaults to "male"
|
||||
-- @param #string GoogleCredentials (Optional) Path to google credentials
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:SetSRSTTSRadio(OnOff,Path,Frequency,Modulation,Port,Voice,Culture,Gender,GoogleCredentials)
|
||||
self:T(self.lid .. "SetSRSTTSRadio")
|
||||
self.SRSTTSRadio = OnOff and true
|
||||
self.SRSRadio = false
|
||||
self.SRSFrequency = Frequency or 243
|
||||
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
|
||||
self.SRSModulation = Modulation or radio.modulation.AM
|
||||
self.SRSPort = Port or MSRS.port or 5002
|
||||
if OnOff then
|
||||
self.SRS = MSRS:New(self.SRSPath,Frequency,Modulation)
|
||||
self.SRS:SetPort(self.SRSPort)
|
||||
self.SRS:SetCoalition(self.coalition)
|
||||
self.SRS:SetLabel("ACSR")
|
||||
self.SRS:SetVoice(Voice)
|
||||
self.SRS:SetCulture(Culture)
|
||||
self.SRS:SetGender(Gender)
|
||||
if GoogleCredentials then
|
||||
self.SRS:SetProviderOptionsGoogle(GoogleCredentials,GoogleCredentials)
|
||||
self.SRS:SetProvider(MSRS.Provider.GOOGLE)
|
||||
self.SRSGoogle = true
|
||||
end
|
||||
self.SRSQ = MSRSQUEUE:New(self.alias)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Set SRS TTS Voice of downed pilot. `AICSAR:SetSRSTTSRadio()` needs to be set first!
|
||||
-- @param #AICSAR self
|
||||
-- @param #string Voice The voice to be used, e.g. `MSRS.Voices.Google.Standard.en_US_Standard_J` for Google or `MSRS.Voices.Microsoft.David` for Microsoft.
|
||||
-- Specific voices override culture and gender!
|
||||
-- @param #string Culture (Optional) The culture to be used, defaults to "en-US"
|
||||
-- @param #string Gender (Optional) The gender to be used, defaults to "male"
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:SetPilotTTSVoice(Voice,Culture,Gender)
|
||||
self:T(self.lid .. "SetPilotTTSVoice")
|
||||
self.SRSPilotVoice = true
|
||||
self.SRSPilot = MSRS:New(self.SRSPath,self.SRSFrequency,self.SRSModulation)
|
||||
self.SRSPilot:SetCoalition(self.coalition)
|
||||
self.SRSPilot:SetVoice(Voice)
|
||||
self.SRSPilot:SetCulture(Culture or "en-US")
|
||||
self.SRSPilot:SetGender(Gender or "male")
|
||||
self.SRSPilot:SetLabel("PILOT")
|
||||
if self.SRSGoogle then
|
||||
local poptions = self.SRS:GetProviderOptions(MSRS.Provider.GOOGLE) -- Sound.SRS#MSRS.ProviderOptions
|
||||
self.SRSPilot:SetProviderOptionsGoogle(poptions.credentials,poptions.key)
|
||||
self.SRSPilot:SetProvider(MSRS.Provider.GOOGLE)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Set SRS TTS Voice of the rescue operator. `AICSAR:SetSRSTTSRadio()` needs to be set first!
|
||||
-- @param #AICSAR self
|
||||
-- @param #string Voice The voice to be used, e.g. `MSRS.Voices.Google.Standard.en_US_Standard_J` for Google or `MSRS.Voices.Microsoft.David` for Microsoft.
|
||||
-- Specific voices override culture and gender!
|
||||
-- @param #string Culture (Optional) The culture to be used, defaults to "en-GB"
|
||||
-- @param #string Gender (Optional) The gender to be used, defaults to "female"
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:SetOperatorTTSVoice(Voice,Culture,Gender)
|
||||
self:T(self.lid .. "SetOperatorTTSVoice")
|
||||
self.SRSOperatorVoice = true
|
||||
self.SRSOperator = MSRS:New(self.SRSPath,self.SRSFrequency,self.SRSModulation)
|
||||
self.SRSOperator:SetCoalition(self.coalition)
|
||||
self.SRSOperator:SetVoice(Voice)
|
||||
self.SRSOperator:SetCulture(Culture or "en-GB")
|
||||
self.SRSOperator:SetGender(Gender or "female")
|
||||
self.SRSOperator:SetLabel("RESCUE")
|
||||
if self.SRSGoogle then
|
||||
local poptions = self.SRS:GetProviderOptions(MSRS.Provider.GOOGLE) -- Sound.SRS#MSRS.ProviderOptions
|
||||
self.SRSOperator:SetProviderOptionsGoogle(poptions.credentials,poptions.key)
|
||||
self.SRSOperator:SetProvider(MSRS.Provider.GOOGLE)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Switch sound output on and use normale (DCS) radio
|
||||
-- @param #AICSAR self
|
||||
-- @param #boolean OnOff Switch on (true) or off (false).
|
||||
@@ -694,110 +517,11 @@ function AICSAR:DCSRadioBroadcast(Soundfile,Duration,Subtitle)
|
||||
return self
|
||||
end
|
||||
|
||||
--- [Internal] Catch the ejection and save the pilot name
|
||||
-- @param #AICSAR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:_EjectEventHandler(EventData)
|
||||
local _event = EventData -- Core.Event#EVENTDATA
|
||||
if _event.IniPlayerName then
|
||||
self.PilotStore:Push(_event.IniPlayerName)
|
||||
self:T(self.lid.."Pilot Ejected: ".._event.IniPlayerName)
|
||||
if self.UseEventEject then
|
||||
-- get position and spawn in a template pilot
|
||||
local _LandingPos = COORDINATE:NewFromVec3(_event.initiator:getPosition().p)
|
||||
local _country = _event.initiator:getCountry()
|
||||
local _coalition = coalition.getCountryCoalition( _country )
|
||||
--local data = UTILS.DeepCopy(EventData)
|
||||
Unit.destroy(_event.initiator) -- shagrat remove static Pilot model
|
||||
self:ScheduleOnce(self.Delay,self._DelayedSpawnPilot,self,_LandingPos,_coalition)
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- [Internal] Spawn a pilot
|
||||
-- @param #AICSAR self
|
||||
-- @param Core.Point#COORDINATE _LandingPos Landing Postion
|
||||
-- @param #number _coalition Coalition side
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:_DelayedSpawnPilot(_LandingPos,_coalition)
|
||||
|
||||
local distancetofarp = _LandingPos:Get2DDistance(self.farp:GetCoordinate())
|
||||
if self.UseRescueZone == true and self.RescueZone ~= nil then
|
||||
if self.RescueZone:IsCoordinateInZone(_LandingPos) then
|
||||
distancetofarp = self.maxdistance - 10
|
||||
else
|
||||
distancetofarp = self.maxdistance + 10
|
||||
end
|
||||
end
|
||||
-- Mayday Message
|
||||
local Text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTDOWN",self.locale)
|
||||
local text = ""
|
||||
local setting = {}
|
||||
setting.MGRS_Accuracy = self.MGRS_Accuracy
|
||||
local location = _LandingPos:ToStringMGRS(setting)
|
||||
local msgtxt = Text..location.."!"
|
||||
location = string.gsub(location,"MGRS ","")
|
||||
location = string.gsub(location,"%s+","")
|
||||
location = string.gsub(location,"([%a%d])","%1;") -- "0 5 1 "
|
||||
location = string.gsub(location,"0","zero")
|
||||
location = string.gsub(location,"9","niner")
|
||||
location = "MGRS;"..location
|
||||
if self.SRSGoogle then
|
||||
location = string.format("<say-as interpret-as='characters'>%s</say-as>",location)
|
||||
end
|
||||
text = Text .. location .. "!"
|
||||
local ttstext = Text .. location .. "! Repeat! "..location
|
||||
if _coalition == self.coalition then
|
||||
if self.verbose then
|
||||
MESSAGE:New(msgtxt,15,"AICSAR"):ToCoalition(self.coalition)
|
||||
-- MESSAGE:New(msgtxt,15,"AICSAR"):ToLog()
|
||||
end
|
||||
if self.SRSRadio then
|
||||
local sound = SOUNDFILE:New(Soundfile,self.SRSSoundPath,Soundlength)
|
||||
sound:SetPlayWithSRS(true)
|
||||
self.SRS:PlaySoundFile(sound,2)
|
||||
elseif self.DCSRadio then
|
||||
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
|
||||
elseif self.SRSTTSRadio then
|
||||
if self.SRSPilotVoice then
|
||||
self.SRSQ:NewTransmission(ttstext,nil,self.SRSPilot,nil,1)
|
||||
else
|
||||
self.SRSQ:NewTransmission(ttstext,nil,self.SRS,nil,1)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- further processing
|
||||
if _coalition == self.coalition and distancetofarp <= self.maxdistance then
|
||||
-- in reach
|
||||
self:T(self.lid .. "Spawning new Pilot")
|
||||
self.pilotindex = self.pilotindex + 1
|
||||
local newpilot = SPAWN:NewWithAlias(self.template,string.format("%s-AICSAR-%d",self.template, self.pilotindex))
|
||||
newpilot:InitDelayOff()
|
||||
newpilot:OnSpawnGroup(
|
||||
function (grp)
|
||||
self.pilotqueue[self.pilotindex] = grp
|
||||
end
|
||||
)
|
||||
newpilot:SpawnFromCoordinate(_LandingPos)
|
||||
|
||||
self:__PilotDown(2,_LandingPos,true)
|
||||
elseif _coalition == self.coalition and distancetofarp > self.maxdistance then
|
||||
-- out of reach, apologies, too far off
|
||||
self:T(self.lid .. "Pilot out of reach")
|
||||
self:__PilotDown(2,_LandingPos,false)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- [Internal] Catch the landing after ejection and spawn a pilot in situ.
|
||||
-- @param #AICSAR self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
-- @param #boolean FromEject
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:_EventHandler(EventData, FromEject)
|
||||
function AICSAR:OnEventLandingAfterEjection(EventData)
|
||||
self:T(self.lid .. "OnEventLandingAfterEjection ID=" .. EventData.id)
|
||||
|
||||
-- autorescue on off?
|
||||
@@ -807,44 +531,25 @@ function AICSAR:_EventHandler(EventData, FromEject)
|
||||
end
|
||||
end
|
||||
|
||||
if self.UseEventEject and (not FromEject) then return self end
|
||||
|
||||
local _event = EventData -- Core.Event#EVENTDATA
|
||||
-- get position and spawn in a template pilot
|
||||
local _LandingPos = COORDINATE:NewFromVec3(_event.initiator:getPosition().p)
|
||||
local _country = _event.initiator:getCountry()
|
||||
local _coalition = coalition.getCountryCoalition( _country )
|
||||
|
||||
|
||||
-- DONE: add distance check
|
||||
local distancetofarp = _LandingPos:Get2DDistance(self.farp:GetCoordinate())
|
||||
if self.UseRescueZone == true and self.RescueZone ~= nil then
|
||||
if self.RescueZone:IsCoordinateInZone(_LandingPos) then
|
||||
distancetofarp = self.maxdistance - 10
|
||||
else
|
||||
distancetofarp = self.maxdistance + 10
|
||||
end
|
||||
end
|
||||
|
||||
-- Mayday Message
|
||||
local Text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTDOWN",self.locale)
|
||||
local text = ""
|
||||
local setting = {}
|
||||
setting.MGRS_Accuracy = self.MGRS_Accuracy
|
||||
local location = _LandingPos:ToStringMGRS(setting)
|
||||
local msgtxt = Text..location.."!"
|
||||
location = string.gsub(location,"MGRS ","")
|
||||
location = string.gsub(location,"%s+","")
|
||||
location = string.gsub(location,"([%a%d])","%1;") -- "0 5 1 "
|
||||
location = string.gsub(location,"0","zero")
|
||||
location = string.gsub(location,"9","niner")
|
||||
location = "MGRS;"..location
|
||||
if self.SRSGoogle then
|
||||
location = string.format("<say-as interpret-as='characters'>%s</say-as>",location)
|
||||
end
|
||||
text = Text .. location .. "!"
|
||||
local ttstext = Text .. location .. "! Repeat! "..location
|
||||
if _coalition == self.coalition then
|
||||
if self.verbose then
|
||||
MESSAGE:New(msgtxt,15,"AICSAR"):ToCoalition(self.coalition)
|
||||
local setting = {}
|
||||
setting.MGRS_Accuracy = self.MGRS_Accuracy
|
||||
local location = _LandingPos:ToStringMGRS(setting)
|
||||
text = Text .. location .. "!"
|
||||
MESSAGE:New(text,15,"AICSAR"):ToCoalition(self.coalition)
|
||||
end
|
||||
if self.SRSRadio then
|
||||
local sound = SOUNDFILE:New(Soundfile,self.SRSSoundPath,Soundlength)
|
||||
@@ -852,12 +557,6 @@ function AICSAR:_EventHandler(EventData, FromEject)
|
||||
self.SRS:PlaySoundFile(sound,2)
|
||||
elseif self.DCSRadio then
|
||||
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
|
||||
elseif self.SRSTTSRadio then
|
||||
if self.SRSPilotVoice then
|
||||
self.SRSQ:NewTransmission(ttstext,nil,self.SRSPilot,nil,1)
|
||||
else
|
||||
self.SRSQ:NewTransmission(ttstext,nil,self.SRS,nil,1)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
@@ -894,12 +593,6 @@ function AICSAR:_GetFlight()
|
||||
local newhelo = SPAWN:NewWithAlias(self.helotemplate,self.helotemplate..math.random(1,10000))
|
||||
:InitDelayOff()
|
||||
:InitUnControlled(true)
|
||||
:OnSpawnGroup(
|
||||
function(Group)
|
||||
Group:OptionPreferVerticalLanding()
|
||||
self:__HeloOnDuty(1,Group)
|
||||
end
|
||||
)
|
||||
:Spawn()
|
||||
|
||||
local nhelo=FLIGHTGROUP:New(newhelo)
|
||||
@@ -920,18 +613,13 @@ function AICSAR:_InitMission(Pilot,Index)
|
||||
--local pilotset = SET_GROUP:New()
|
||||
--pilotset:AddGroup(Pilot)
|
||||
|
||||
-- Cargo transport assignment.
|
||||
-- Cargo transport assignment.
|
||||
local opstransport=OPSTRANSPORT:New(Pilot, pickupzone, self.farpzone)
|
||||
--opstransport:SetVerbosity(3)
|
||||
|
||||
local helo = self:_GetFlight()
|
||||
-- inject reservation
|
||||
helo.AICSARReserved = true
|
||||
|
||||
helo:SetDefaultAltitude(self.Altitude or 1500)
|
||||
|
||||
helo:SetDefaultSpeed(self.Speed or 100)
|
||||
|
||||
-- Cargo transport assignment to first Huey group.
|
||||
helo:AddOpsTransport(opstransport)
|
||||
|
||||
@@ -944,28 +632,14 @@ function AICSAR:_InitMission(Pilot,Index)
|
||||
self:__HeloDown(2,Helo,Index)
|
||||
end
|
||||
|
||||
local function AICHeloUnloaded(Helo,OpsGroup)
|
||||
self:__PilotUnloaded(2,Helo,OpsGroup)
|
||||
end
|
||||
|
||||
function helo:OnAfterLoading(From,Event,To)
|
||||
AICPickedUp(helo,helo:GetCargoGroups(),Index)
|
||||
helo:__LoadingDone(5)
|
||||
function helo:OnAfterLoadingDone(From,Event,To)
|
||||
AICPickedUp(helo,helo:GetCargoGroups(),Index)
|
||||
end
|
||||
|
||||
function helo:OnAfterDead(From,Event,To)
|
||||
AICHeloDead(helo,Index)
|
||||
end
|
||||
|
||||
function helo:OnAfterUnloaded(From,Event,To,OpsGroupCargo)
|
||||
AICHeloUnloaded(helo,OpsGroupCargo)
|
||||
helo:__UnloadingDone(5)
|
||||
end
|
||||
|
||||
function helo:OnAfterLandAtAirbase(From,Event,To,airbase)
|
||||
helo:Despawn(2)
|
||||
end
|
||||
|
||||
self.helos[Index] = helo
|
||||
|
||||
return self
|
||||
@@ -976,7 +650,7 @@ end
|
||||
-- @param Wrapper.Group#GROUP Pilot The pilot to be rescued.
|
||||
-- @return #boolean outcome
|
||||
function AICSAR:_CheckInMashZone(Pilot)
|
||||
self:T(self.lid .. "_CheckInMashZone")
|
||||
self:T(self.lid .. "_CheckQueue")
|
||||
if Pilot:IsInZone(self.farpzone) then
|
||||
return true
|
||||
else
|
||||
@@ -984,26 +658,6 @@ function AICSAR:_CheckInMashZone(Pilot)
|
||||
end
|
||||
end
|
||||
|
||||
--- [User] Set default helo speed. Note - AI might have other ideas. Defaults to 100kn.
|
||||
-- @param #AICSAR self
|
||||
-- @param #number Knots Speed in knots.
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:SetDefaultSpeed(Knots)
|
||||
self:T(self.lid .. "SetDefaultSpeed")
|
||||
self.Speed = Knots or 100
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Set default helo altitudeAGL. Note - AI might have other ideas. Defaults to 1500ft.
|
||||
-- @param #AICSAR self
|
||||
-- @param #number Feet AGL set in feet.
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:SetDefaultAltitude(Feet)
|
||||
self:T(self.lid .. "SetDefaultAltitude")
|
||||
self.Altitude = Feet or 1500
|
||||
return self
|
||||
end
|
||||
|
||||
--- [Internal] Check helo queue
|
||||
-- @param #AICSAR self
|
||||
-- @return #AICSAR self
|
||||
@@ -1016,9 +670,7 @@ function AICSAR:_CheckHelos()
|
||||
local name = helo:GetName()
|
||||
self:T("Helo group "..name.." in state "..state)
|
||||
if state == "Arrived" then
|
||||
--helo:__Stop(5)
|
||||
helo.OnAfterDead = nil
|
||||
helo:Despawn(35)
|
||||
helo:__Stop(5)
|
||||
self.helos[_index] = nil
|
||||
end
|
||||
else
|
||||
@@ -1042,14 +694,12 @@ end
|
||||
|
||||
--- [Internal] Check pilot queue for next mission
|
||||
-- @param #AICSAR self
|
||||
-- @param Ops.OpsGroup#OPSGROUP OpsGroup
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:_CheckQueue(OpsGroup)
|
||||
function AICSAR:_CheckQueue()
|
||||
self:T(self.lid .. "_CheckQueue")
|
||||
for _index, _pilot in pairs(self.pilotqueue) do
|
||||
local classname = _pilot.ClassName and _pilot.ClassName or "NONE"
|
||||
local name = _pilot.GroupName and _pilot.GroupName or "NONE"
|
||||
local playername = "John Doe"
|
||||
local helocount = self:_CountHelos()
|
||||
--self:T("Looking at " .. classname .. " " .. name)
|
||||
-- find one w/o mission
|
||||
@@ -1057,18 +707,11 @@ function AICSAR:_CheckQueue(OpsGroup)
|
||||
local flightgroup = self.helos[_index] -- Ops.FlightGroup#FLIGHTGROUP
|
||||
-- rescued?
|
||||
if self:_CheckInMashZone(_pilot) then
|
||||
self:T("Pilot" .. _pilot.GroupName .. " rescued!")
|
||||
if OpsGroup then
|
||||
--OpsGroup:Despawn(10)
|
||||
else
|
||||
_pilot:Destroy(true,10)
|
||||
end
|
||||
self:T("Pilot" .. _pilot.GroupName .. " rescued!")
|
||||
_pilot:Destroy(false)
|
||||
self.pilotqueue[_index] = nil
|
||||
self.rescued[_index] = true
|
||||
if self.PilotStore:Count() > 0 then
|
||||
playername = self.PilotStore:Pull()
|
||||
end
|
||||
self:__PilotRescued(2,playername)
|
||||
self:__PilotRescued(2)
|
||||
if flightgroup then
|
||||
flightgroup.AICSARReserved = false
|
||||
end
|
||||
@@ -1122,7 +765,7 @@ end
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:onafterStatus(From, Event, To)
|
||||
self:T({From, Event, To})
|
||||
--self:_CheckQueue()
|
||||
self:_CheckQueue()
|
||||
self:_CheckHelos()
|
||||
self:__Status(30)
|
||||
return self
|
||||
@@ -1169,12 +812,6 @@ function AICSAR:onafterPilotDown(From, Event, To, Coordinate, InReach)
|
||||
self.SRS:PlaySoundFile(sound,2)
|
||||
elseif self.DCSRadio then
|
||||
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
|
||||
elseif self.SRSTTSRadio then
|
||||
if self.SRSOperatorVoice then
|
||||
self.SRSQ:NewTransmission(text,nil,self.SRSOperator,nil,1)
|
||||
else
|
||||
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
|
||||
end
|
||||
end
|
||||
else
|
||||
local text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("INITIALNOTOK",self.locale)
|
||||
@@ -1189,15 +826,8 @@ function AICSAR:onafterPilotDown(From, Event, To, Coordinate, InReach)
|
||||
self.SRS:PlaySoundFile(sound,2)
|
||||
elseif self.DCSRadio then
|
||||
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
|
||||
elseif self.SRSTTSRadio then
|
||||
if self.SRSOperatorVoice then
|
||||
self.SRSQ:NewTransmission(text,nil,self.SRSOperator,nil,1)
|
||||
else
|
||||
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
|
||||
end
|
||||
end
|
||||
end
|
||||
self:_CheckQueue()
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -1219,9 +849,7 @@ function AICSAR:onafterPilotKIA(From, Event, To)
|
||||
self.SRS:PlaySoundFile(sound,2)
|
||||
elseif self.DCSRadio then
|
||||
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
|
||||
elseif self.SRSTTSRadio then
|
||||
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -1245,12 +873,6 @@ function AICSAR:onafterHeloDown(From, Event, To, Helo, Index)
|
||||
self.SRS:PlaySoundFile(sound,2)
|
||||
elseif self.DCSRadio then
|
||||
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
|
||||
elseif self.SRSTTSRadio then
|
||||
if self.SRSOperatorVoice then
|
||||
self.SRSQ:NewTransmission(text,nil,self.SRSOperator,nil,1)
|
||||
else
|
||||
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
|
||||
end
|
||||
end
|
||||
local findex = 0
|
||||
local fhname = Helo:GetName()
|
||||
@@ -1290,9 +912,8 @@ end
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #string PilotName
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:onafterPilotRescued(From, Event, To, PilotName)
|
||||
function AICSAR:onafterPilotRescued(From, Event, To)
|
||||
self:T({From, Event, To})
|
||||
local text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTRESCUED",self.locale)
|
||||
if self.verbose then
|
||||
@@ -1304,26 +925,10 @@ function AICSAR:onafterPilotRescued(From, Event, To, PilotName)
|
||||
self.SRS:PlaySoundFile(sound,2)
|
||||
elseif self.DCSRadio then
|
||||
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
|
||||
elseif self.SRSTTSRadio then
|
||||
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- [Internal] onafterPilotUnloaded
|
||||
-- @param #AICSAR self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param Ops.FlightGroup#FLIGHTGROUP Helo
|
||||
-- @param Ops.OpsGroup#OPSGROUP OpsGroup
|
||||
-- @return #AICSAR self
|
||||
function AICSAR:onafterPilotUnloaded(From, Event, To, Helo, OpsGroup)
|
||||
self:T({From, Event, To})
|
||||
self:_CheckQueue(OpsGroup)
|
||||
return self
|
||||
end
|
||||
|
||||
--- [Internal] onafterPilotPickedUp
|
||||
-- @param #AICSAR self
|
||||
-- @param #string From
|
||||
@@ -1345,8 +950,6 @@ function AICSAR:onafterPilotPickedUp(From, Event, To, Helo, CargoTable, Index)
|
||||
self.SRS:PlaySoundFile(sound,2)
|
||||
elseif self.DCSRadio then
|
||||
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
|
||||
elseif self.SRSTTSRadio then
|
||||
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
|
||||
end
|
||||
local findex = 0
|
||||
local fhname = Helo:GetName()
|
||||
|
||||
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
|
||||
File diff suppressed because it is too large
Load Diff
@@ -5,11 +5,11 @@
|
||||
-- **AUOTLASE** - Autolase targets in the field.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- None yet.
|
||||
--
|
||||
-- ### [Autolase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- **Main Features:**
|
||||
@@ -74,7 +74,6 @@
|
||||
-- @image Designation.JPG
|
||||
--
|
||||
-- Date: 24 Oct 2021
|
||||
-- Last Update: Mar 2025
|
||||
--
|
||||
--- Class AUTOLASE
|
||||
-- @type AUTOLASE
|
||||
@@ -84,15 +83,6 @@
|
||||
-- @field #string alias
|
||||
-- @field #boolean debug
|
||||
-- @field #string version
|
||||
-- @field Core.Set#SET_GROUP RecceSet
|
||||
-- @field #table LaserCodes
|
||||
-- @field #table playermenus
|
||||
-- @field #boolean smokemenu
|
||||
-- @field #boolean threatmenu
|
||||
-- @field #number RoundingPrecision
|
||||
-- @field #table smokeoffset
|
||||
-- @field #boolean increasegroundawareness
|
||||
-- @field #number MonitorFrequency
|
||||
-- @extends Ops.Intel#INTEL
|
||||
|
||||
---
|
||||
@@ -103,10 +93,6 @@ AUTOLASE = {
|
||||
verbose = 0,
|
||||
alias = "",
|
||||
debug = false,
|
||||
smokemenu = true,
|
||||
RoundingPrecision = 0,
|
||||
increasegroundawareness = false,
|
||||
MonitorFrequency = 30,
|
||||
}
|
||||
|
||||
--- Laser spot info
|
||||
@@ -120,12 +106,10 @@ AUTOLASE = {
|
||||
-- @field #string unitname
|
||||
-- @field #string reccename
|
||||
-- @field #string unittype
|
||||
-- @field Core.Point#COORDINATE coordinate
|
||||
|
||||
|
||||
--- AUTOLASE class version.
|
||||
-- @field #string version
|
||||
AUTOLASE.version = "0.1.31"
|
||||
AUTOLASE.version = "0.0.11"
|
||||
|
||||
-------------------------------------------------------------------
|
||||
-- Begin Functional.Autolase.lua
|
||||
@@ -198,7 +182,6 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
|
||||
self.reporttimelong = 30
|
||||
self.smoketargets = false
|
||||
self.smokecolor = SMOKECOLOR.Red
|
||||
self.smokeoffset = nil
|
||||
self.notifypilots = true
|
||||
self.targetsperrecce = {}
|
||||
self.RecceUnits = {}
|
||||
@@ -208,18 +191,6 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
|
||||
self.SRSPath = ""
|
||||
self.SRSFreq = 251
|
||||
self.SRSMod = radio.modulation.AM
|
||||
self.NoMenus = false
|
||||
self.minthreatlevel = 0
|
||||
self.blacklistattributes = {}
|
||||
self:SetLaserCodes( { 1688, 1130, 4785, 6547, 1465, 4578 } ) -- set self.LaserCodes
|
||||
self.playermenus = {}
|
||||
self.smokemenu = true
|
||||
self.threatmenu = true
|
||||
self.RoundingPrecision = 0
|
||||
self.increasegroundawareness = false
|
||||
self.MonitorFrequency = 30
|
||||
|
||||
self:EnableSmokeMenu({Angle=math.random(0,359),Distance=math.random(10,20)})
|
||||
|
||||
-- Set some string id for output to DCS.log file.
|
||||
self.lid=string.format("AUTOLASE %s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown")
|
||||
@@ -235,14 +206,14 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
|
||||
self:AddTransition("*", "Cancel", "*") -- Stop Autolase
|
||||
|
||||
-- Menu Entry
|
||||
if PilotSet then
|
||||
if not PilotSet then
|
||||
self.Menu = MENU_COALITION_COMMAND:New(self.coalition,"Autolase",nil,self.ShowStatus,self)
|
||||
else
|
||||
self.usepilotset = true
|
||||
self.pilotset = PilotSet
|
||||
self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
|
||||
--self:SetPilotMenu()
|
||||
self:HandleEvent(EVENTS.PlayerEnterAircraft)
|
||||
self:SetPilotMenu()
|
||||
end
|
||||
--self.SetPilotMenu()
|
||||
|
||||
|
||||
self:SetClusterAnalysis(false, false)
|
||||
|
||||
@@ -322,95 +293,19 @@ end
|
||||
-- Helper Functions
|
||||
-------------------------------------------------------------------
|
||||
|
||||
--- [User] When using Monitor, set the frequency here in which the report will appear
|
||||
-- @param #AUTOLASE self
|
||||
-- @param #number Seconds Run the report loop every number of seconds defined here.
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:SetMonitorFrequency(Seconds)
|
||||
self.MonitorFrequency = Seconds or 30
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Set a table of possible laser codes.
|
||||
-- Each new RECCE can select a code from this table, default is { 1688, 1130, 4785, 6547, 1465, 4578 }.
|
||||
-- @param #AUTOLASE self
|
||||
-- @param #list<#number> LaserCodes
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:SetLaserCodes( LaserCodes )
|
||||
self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Improve ground unit detection by using a zone scan and LOS check.
|
||||
-- @param #AUTOLASE self
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:EnableImproveGroundUnitsDetection()
|
||||
self.increasegroundawareness = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- [User] Do not improve ground unit detection by using a zone scan and LOS check.
|
||||
-- @param #AUTOLASE self
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:DisableImproveGroundUnitsDetection()
|
||||
self.increasegroundawareness = false
|
||||
return self
|
||||
end
|
||||
|
||||
--- (Internal) Function to set pilot menu.
|
||||
-- @param #AUTOLASE self
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:SetPilotMenu()
|
||||
if self.usepilotset then
|
||||
local pilottable = self.pilotset:GetSetObjects() or {}
|
||||
local grouptable = {}
|
||||
for _,_unit in pairs (pilottable) do
|
||||
local Unit = _unit -- Wrapper.Unit#UNIT
|
||||
if Unit and Unit:IsAlive() then
|
||||
local Group = Unit:GetGroup()
|
||||
local GroupName = Group:GetName() or "none"
|
||||
local unitname = Unit:GetName()
|
||||
if not grouptable[GroupName] == true then
|
||||
if self.playermenus[unitname] then self.playermenus[unitname]:Remove() end -- menus
|
||||
local lasetopm = MENU_GROUP:New(Group,"Autolase",nil)
|
||||
self.playermenus[unitname] = lasetopm
|
||||
local lasemenu = MENU_GROUP_COMMAND:New(Group,"Status",lasetopm,self.ShowStatus,self,Group,Unit)
|
||||
if self.smokemenu then
|
||||
local smoke = (self.smoketargets == true) and "off" or "on"
|
||||
local smoketext = string.format("Switch smoke targets to %s",smoke)
|
||||
local smokemenu = MENU_GROUP_COMMAND:New(Group,smoketext,lasetopm,self.SetSmokeTargets,self,(not self.smoketargets))
|
||||
end -- smokement
|
||||
if self.threatmenu then
|
||||
local threatmenutop = MENU_GROUP:New(Group,"Set min lasing threat",lasetopm)
|
||||
for i=0,10,2 do
|
||||
local text = "Threatlevel "..tostring(i)
|
||||
local threatmenu = MENU_GROUP_COMMAND:New(Group,text,threatmenutop,self.SetMinThreatLevel,self,i)
|
||||
end -- threatlevel
|
||||
end -- threatmenu
|
||||
for _,_grp in pairs(self.RecceSet.Set) do
|
||||
local grp = _grp -- Wrapper.Group#GROUP
|
||||
local unit = grp:GetUnit(1)
|
||||
--local name = grp:GetName()
|
||||
if unit and unit:IsAlive() then
|
||||
local name = unit:GetName()
|
||||
local mname = string.gsub(name,".%d+.%d+$","")
|
||||
local code = self:GetLaserCode(name)
|
||||
local unittop = MENU_GROUP:New(Group,"Change laser code for "..mname,lasetopm)
|
||||
for _,_code in pairs(self.LaserCodes) do
|
||||
local text = tostring(_code)
|
||||
if _code == code then text = text.."(*)" end
|
||||
local changemenu = MENU_GROUP_COMMAND:New(Group,text,unittop,self.SetRecceLaserCode,self,name,_code,true)
|
||||
end -- Codes
|
||||
end -- unit alive
|
||||
end -- Recceset
|
||||
grouptable[GroupName] = true
|
||||
end -- grouptable[GroupName]
|
||||
--lasemenu:Refresh()
|
||||
end -- unit alive
|
||||
end -- pilot loop
|
||||
else
|
||||
if not self.NoMenus then
|
||||
self.Menu = MENU_COALITION_COMMAND:New(self.coalition,"Autolase",nil,self.ShowStatus,self)
|
||||
local lasemenu = MENU_GROUP_COMMAND:New(Group,"Autolase Status",nil,self.ShowStatus,self,Group)
|
||||
lasemenu:Refresh()
|
||||
end
|
||||
end
|
||||
end
|
||||
return self
|
||||
@@ -420,47 +315,11 @@ end
|
||||
-- @param #AUTOLASE self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:_EventHandler(EventData)
|
||||
function AUTOLASE:OnEventPlayerEnterAircraft(EventData)
|
||||
self:SetPilotMenu()
|
||||
return self
|
||||
end
|
||||
|
||||
--- (User) Set minimum threat level for target selection, can be 0 (lowest) to 10 (highest).
|
||||
-- @param #AUTOLASE self
|
||||
-- @param #number Level Level used for filtering, defaults to 0. SAM systems and manpads have level 7 to 10, AAA level 6, MTBs and armoured vehicles level 3 to 5, APC, Artillery, Infantry and EWR level 1 to 2.
|
||||
-- @return #AUTOLASE self
|
||||
-- @usage Filter for level 3 and above:
|
||||
-- `myautolase:SetMinThreatLevel(3)`
|
||||
function AUTOLASE:SetMinThreatLevel(Level)
|
||||
local level = Level or 0
|
||||
if level < 0 or level > 10 then level = 0 end
|
||||
self.minthreatlevel = level
|
||||
return self
|
||||
end
|
||||
|
||||
--- (User) Set list of #UNIT level attributes that won't be lased. For list of attributes see [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_attributes) and [GitHub](https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB)
|
||||
-- @param #AUTOLASE self
|
||||
-- @param #table Attributes Table of #string attributes to blacklist. Can be handed over as a single #string.
|
||||
-- @return #AUTOLASE self
|
||||
-- @usage To exclude e.g. manpads from being lased:
|
||||
--
|
||||
-- `myautolase:AddBlackListAttributes("MANPADS")`
|
||||
--
|
||||
-- To exclude trucks and artillery:
|
||||
--
|
||||
-- `myautolase:AddBlackListAttributes({"Trucks","Artillery"})`
|
||||
--
|
||||
function AUTOLASE:AddBlackListAttributes(Attributes)
|
||||
local attributes = Attributes
|
||||
if type(attributes) ~= "table" then
|
||||
attributes = {attributes}
|
||||
end
|
||||
for _,_attr in pairs(attributes) do
|
||||
table.insert(self.blacklistattributes,_attr)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- (Internal) Function to get a laser code by recce name
|
||||
-- @param #AUTOLASE self
|
||||
-- @param #string RecceName Unit(!) name of the Recce
|
||||
@@ -493,51 +352,15 @@ end
|
||||
--- (User) Function enable sending messages via SRS.
|
||||
-- @param #AUTOLASE self
|
||||
-- @param #boolean OnOff Switch usage on and off
|
||||
-- @param #string Path Path to SRS TTS directory, e.g. C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio
|
||||
-- @param #string Path Path to SRS directory, e.g. C:\\Program Files\\DCS-SimpleRadio-Standalon
|
||||
-- @param #number Frequency Frequency to send, e.g. 243
|
||||
-- @param #number Modulation Modulation i.e. radio.modulation.AM or radio.modulation.FM
|
||||
-- @param #string Label (Optional) Short label to be used on the SRS Client Overlay
|
||||
-- @param #string Gender (Optional) Defaults to "male"
|
||||
-- @param #string Culture (Optional) Defaults to "en-US"
|
||||
-- @param #number Port (Optional) Defaults to 5002
|
||||
-- @param #string Voice (Optional) Use a specifc voice with the @{Sound.SRS#SetVoice} function, e.g, `:SetVoice("Microsoft Hedda Desktop")`.
|
||||
-- Note that this must be installed on your windows system. Can also be Google voice types, if you are using Google TTS.
|
||||
-- @param #number Volume (Optional) Volume - between 0.0 (silent) and 1.0 (loudest)
|
||||
-- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:SetUsingSRS(OnOff,Path,Frequency,Modulation,Label,Gender,Culture,Port,Voice,Volume,PathToGoogleKey)
|
||||
if OnOff then
|
||||
self.useSRS = true
|
||||
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
|
||||
self.SRSFreq = Frequency or 271
|
||||
self.SRSMod = Modulation or radio.modulation.AM
|
||||
self.Gender = Gender or MSRS.gender or "male"
|
||||
self.Culture = Culture or MSRS.culture or "en-US"
|
||||
self.Port = Port or MSRS.port or 5002
|
||||
self.Voice = Voice
|
||||
self.PathToGoogleKey = PathToGoogleKey
|
||||
self.Volume = Volume or 1.0
|
||||
self.Label = Label
|
||||
-- set up SRS
|
||||
self.SRS = MSRS:New(self.SRSPath,self.SRSFreq,self.SRSMod)
|
||||
self.SRS:SetCoalition(self.coalition)
|
||||
self.SRS:SetLabel(self.MenuName or self.Name)
|
||||
self.SRS:SetGender(self.Gender)
|
||||
self.SRS:SetCulture(self.Culture)
|
||||
self.SRS:SetPort(self.Port)
|
||||
self.SRS:SetVoice(self.Voice)
|
||||
self.SRS:SetCoalition(self.coalition)
|
||||
self.SRS:SetVolume(self.Volume)
|
||||
if self.PathToGoogleKey then
|
||||
self.SRS:SetProviderOptionsGoogle(PathToGoogleKey,PathToGoogleKey)
|
||||
self.SRS:SetProvider(MSRS.Provider.GOOGLE)
|
||||
end
|
||||
self.SRSQueue = MSRSQUEUE:New(self.alias)
|
||||
else
|
||||
self.useSRS = false
|
||||
self.SRS= nil
|
||||
self.SRSQueue = nil
|
||||
end
|
||||
function AUTOLASE:SetUsingSRS(OnOff,Path,Frequency,Modulation)
|
||||
self.useSRS = OnOff or true
|
||||
self.SRSPath = Path or "E:\\Program Files\\DCS-SimpleRadio-Standalone"
|
||||
self.SRSFreq = Frequency or 271
|
||||
self.SRSMod = Modulation or radio.modulation.AM
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -563,20 +386,10 @@ end
|
||||
-- @param #AUTOLASE self
|
||||
-- @param #string RecceName (Unit!) Name of the Recce
|
||||
-- @param #number Code The lase code
|
||||
-- @param #boolean Refresh If true, refresh menu entries
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:SetRecceLaserCode(RecceName, Code, Refresh)
|
||||
function AUTOLASE:SetRecceLaserCode(RecceName, Code)
|
||||
local code = Code or 1688
|
||||
self.RecceLaserCode[RecceName] = code
|
||||
if Refresh then
|
||||
self:SetPilotMenu()
|
||||
if self.notifypilots then
|
||||
if string.find(RecceName,"#") then
|
||||
RecceName = string.match(RecceName,"^(.*)#")
|
||||
end
|
||||
self:NotifyPilots(string.format("Code for %s set to: %d",RecceName,Code),15)
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -632,57 +445,6 @@ end
|
||||
function AUTOLASE:SetSmokeTargets(OnOff,Color)
|
||||
self.smoketargets = OnOff
|
||||
self.smokecolor = Color or SMOKECOLOR.Red
|
||||
local smktxt = OnOff == true and "on" or "off"
|
||||
local Message = "Smoking targets is now "..smktxt.."!"
|
||||
self:NotifyPilots(Message,10)
|
||||
return self
|
||||
end
|
||||
|
||||
--- (User) Function to set rounding precision for BR distance output.
|
||||
-- @param #AUTOLASE self
|
||||
-- @param #number IDP Rounding precision before/after the decimal sign. Defaults to zero. Positive values round right of the decimal sign, negative ones left of the decimal sign.
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:SetRoundingPrecsion(IDP)
|
||||
self.RoundingPrecision = IDP or 0
|
||||
return self
|
||||
end
|
||||
|
||||
--- (User) Show the "Switch smoke target..." menu entry for pilots. On by default.
|
||||
-- @param #AUTOLASE self
|
||||
-- @param #table Offset (Optional) Define an offset for the smoke, i.e. not directly on the unit itself, angle is degrees and distance is meters. E.g. `autolase:EnableSmokeMenu({Angle=30,Distance=20})`
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:EnableSmokeMenu(Offset)
|
||||
self.smokemenu = true
|
||||
if Offset then
|
||||
self.smokeoffset = {}
|
||||
self.smokeoffset.Distance = Offset.Distance or math.random(10,20)
|
||||
self.smokeoffset.Angle = Offset.Angle or math.random(0,359)
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
--- (User) Do not show the "Switch smoke target..." menu entry for pilots.
|
||||
-- @param #AUTOLASE self
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:DisableSmokeMenu()
|
||||
self.smokemenu = false
|
||||
self.smokeoffset = nil
|
||||
return self
|
||||
end
|
||||
|
||||
--- (User) Show the "Switch min threat lasing..." menu entry for pilots. On by default.
|
||||
-- @param #AUTOLASE self
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:EnableThreatLevelMenu()
|
||||
self.threatmenu = true
|
||||
return self
|
||||
end
|
||||
|
||||
--- (User) Do not show the "Switch min threat lasing..." menu entry for pilots.
|
||||
-- @param #AUTOLASE self
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:DisableThreatLevelMenu()
|
||||
self.threatmenu = false
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -725,8 +487,7 @@ function AUTOLASE:CleanCurrentLasing()
|
||||
local unit = recce:GetUnit(1)
|
||||
local name = unit:GetName()
|
||||
if not self.RecceUnits[name] then
|
||||
local isground = (unit and unit.IsGround) and unit:IsGround() or false
|
||||
self.RecceUnits[name] = { name=name, unit=unit, cooldown = false, timestamp = timer.getAbsTime(), isground=isground }
|
||||
self.RecceUnits[name] = { name=name, unit=unit, cooldown = false, timestamp = timer.getAbsTime() }
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -798,72 +559,35 @@ end
|
||||
--- (Internal) Function to show status.
|
||||
-- @param #AUTOLASE self
|
||||
-- @param Wrapper.Group#GROUP Group (Optional) show to a certain group
|
||||
-- @param Wrapper.Unit#UNIT Unit (Optional) show to a certain unit
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:ShowStatus(Group,Unit)
|
||||
function AUTOLASE:ShowStatus(Group)
|
||||
local report = REPORT:New("Autolase")
|
||||
local reccetable = self.RecceSet:GetSetObjects()
|
||||
for _,_recce in pairs(reccetable) do
|
||||
if _recce and _recce:IsAlive() then
|
||||
local unit = _recce:GetUnit(1)
|
||||
local name = unit:GetName()
|
||||
if string.find(name,"#") then
|
||||
name = string.match(name,"^(.*)#")
|
||||
end
|
||||
local code = self:GetLaserCode(unit:GetName())
|
||||
local code = self:GetLaserCode(name)
|
||||
report:Add(string.format("Recce %s has code %d",name,code))
|
||||
report:Add("---------------")
|
||||
end
|
||||
end
|
||||
report:Add(string.format("Lasing min threat level %d",self.minthreatlevel))
|
||||
report:Add("---------------")
|
||||
local lines = 0
|
||||
for _ind,_entry in pairs(self.CurrentLasing) do
|
||||
local entry = _entry -- #AUTOLASE.LaserSpot
|
||||
local reccename = entry.reccename
|
||||
if string.find(reccename,"#") then
|
||||
reccename = string.match(reccename,"^(.*)#")
|
||||
end
|
||||
local typename = entry.unittype
|
||||
local code = entry.lasercode
|
||||
local locationstring = entry.location
|
||||
local playername = nil
|
||||
if Unit and Unit:IsAlive() then
|
||||
playername = Unit:GetPlayerName()
|
||||
elseif Group and Group:IsAlive() then
|
||||
playername = Group:GetPlayerName()
|
||||
end
|
||||
if playername then
|
||||
local settings = _DATABASE:GetPlayerSettings(playername)
|
||||
if settings then
|
||||
self:T("Get Settings ok!")
|
||||
if settings:IsA2G_MGRS() then
|
||||
locationstring = entry.coordinate:ToStringMGRS(settings)
|
||||
elseif settings:IsA2G_LL_DMS() then
|
||||
locationstring = entry.coordinate:ToStringLLDMS(settings)
|
||||
elseif settings:IsA2G_LL_DDM() then
|
||||
locationstring = entry.coordinate:ToStringLLDDM(settings)
|
||||
elseif settings:IsA2G_BR() then
|
||||
-- attention this is the distance from the ASKING unit to target, not from RECCE to target!
|
||||
local startcoordinate = Unit:GetCoordinate() or Group:GetCoordinate()
|
||||
locationstring = entry.coordinate:ToStringBR(startcoordinate,settings,false,self.RoundingPrecision)
|
||||
end
|
||||
end
|
||||
end
|
||||
local text = string.format("+ %s lasing %s code %d\nat %s",reccename,typename,code,locationstring)
|
||||
local text = string.format("%s lasing %s code %d\nat %s",reccename,typename,code,locationstring)
|
||||
report:Add(text)
|
||||
report:Add("---------------")
|
||||
lines = lines + 1
|
||||
end
|
||||
if lines == 0 then
|
||||
report:Add("No targets!")
|
||||
report:Add("---------------")
|
||||
end
|
||||
local reporttime = self.reporttimelong
|
||||
if lines == 0 then reporttime = self.reporttimeshort end
|
||||
if Unit and Unit:IsAlive() then
|
||||
local m = MESSAGE:New(report:Text(),reporttime,"Info"):ToUnit(Unit)
|
||||
elseif Group and Group:IsAlive() then
|
||||
if Group and Group:IsAlive() then
|
||||
local m = MESSAGE:New(report:Text(),reporttime,"Info"):ToGroup(Group)
|
||||
else
|
||||
local m = MESSAGE:New(report:Text(),reporttime,"Info"):ToCoalition(self.coalition)
|
||||
@@ -907,7 +631,20 @@ end
|
||||
-- end
|
||||
function AUTOLASE:NotifyPilotsWithSRS(Message)
|
||||
if self.useSRS then
|
||||
self.SRSQueue:NewTransmission(Message,nil,self.SRS,nil,2)
|
||||
-- Create a SOUNDTEXT object.
|
||||
if self.debug then
|
||||
BASE:TraceOn()
|
||||
BASE:TraceClass("SOUNDTEXT")
|
||||
BASE:TraceClass("MSRS")
|
||||
end
|
||||
local path = self.SRSPath or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
|
||||
local freq = self.SRSFreq or 271
|
||||
local mod = self.SRSMod or radio.modulation.AM
|
||||
local text=SOUNDTEXT:New(Message)
|
||||
-- MOOSE SRS
|
||||
local msrs=MSRS:New(path, freq, mod)
|
||||
-- Text-to speech with default voice after 2 seconds.
|
||||
msrs:PlaySoundText(text, 2)
|
||||
end
|
||||
if self.debug then self:I(Message) end
|
||||
return self
|
||||
@@ -935,20 +672,6 @@ end
|
||||
-- @param Wrapper.Unit#UNIT Unit The lased #UNIT
|
||||
-- @return #boolean outcome True or false
|
||||
function AUTOLASE:CanLase(Recce,Unit)
|
||||
|
||||
local function HasNoBlackListAttribute(Unit)
|
||||
local nogos = self.blacklistattributes or {}
|
||||
local having = true
|
||||
local unit = Unit -- Wrapper.Unit#UNIT
|
||||
for _,_attribute in pairs (nogos) do
|
||||
if unit:HasAttribute(_attribute) then
|
||||
having = false
|
||||
break
|
||||
end
|
||||
end
|
||||
return having
|
||||
end
|
||||
|
||||
local canlase = false
|
||||
-- cooldown?
|
||||
if Recce and Recce:IsAlive() == true then
|
||||
@@ -969,72 +692,13 @@ function AUTOLASE:CanLase(Recce,Unit)
|
||||
-- calculate distance
|
||||
local distance = math.floor(reccecoord:Get3DDistance(unitcoord))
|
||||
local lasedistance = self:GetLosFromUnit(Recce)
|
||||
if distance <= lasedistance and islos and HasNoBlackListAttribute(Unit) then
|
||||
if distance <= lasedistance and islos then
|
||||
canlase = true
|
||||
end
|
||||
end
|
||||
return canlase
|
||||
end
|
||||
|
||||
--- (Internal) Function to do a zone check per ground Recce and make found units and statics "known".
|
||||
-- @param #AUTOLASE self
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:_Prescient()
|
||||
-- self.RecceUnits[name] = { name=name, unit=unit, cooldown = false, timestamp = timer.getAbsTime(), isground=isground }
|
||||
for _,_data in pairs(self.RecceUnits) do
|
||||
-- ground units only
|
||||
if _data.isground and _data.unit and _data.unit:IsAlive() then
|
||||
local unit = _data.unit -- Wrapper.Unit#UNIT
|
||||
local position = unit:GetCoordinate() -- Core.Point#COORDINATE
|
||||
local needsinit = false
|
||||
if position then
|
||||
local lastposition = unit:GetProperty("lastposition")
|
||||
-- property initiated?
|
||||
if not lastposition then
|
||||
unit:SetProperty("lastposition",position)
|
||||
lastposition = position
|
||||
needsinit = true
|
||||
end
|
||||
-- has moved?
|
||||
local dist = position:Get2DDistance(lastposition)
|
||||
-- refresh?
|
||||
local TNow = timer.getAbsTime()
|
||||
-- check
|
||||
if dist > 10 or needsinit==true or TNow - _data.timestamp > 29 then
|
||||
-- init scan objects
|
||||
local hasunits,hasstatics,_,Units,Statics = position:ScanObjects(self.LaseDistance,true,true,false)
|
||||
-- loop found units
|
||||
if hasunits then
|
||||
self:T(self.lid.."Checking possibly visible UNITs for Recce "..unit:GetName())
|
||||
for _,_target in pairs(Units) do -- Wrapper.Unit#UNIT object here
|
||||
local target = _target -- Wrapper.Unit#UNIT
|
||||
if target and target:GetCoalition() ~= self.coalition then
|
||||
if unit:IsLOS(target) and (not target:IsUnitDetected(unit))then
|
||||
unit:KnowUnit(target,true,true)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
-- loop found statics
|
||||
if hasstatics then
|
||||
self:T(self.lid.."Checking possibly visible STATICs for Recce "..unit:GetName())
|
||||
for _,_static in pairs(Statics) do -- DCS static object here
|
||||
local static = STATIC:Find(_static)
|
||||
if static and static:GetCoalition() ~= self.coalition and static:GetCoordinate() then
|
||||
local IsLOS = position:IsLOS(static:GetCoordinate())
|
||||
if IsLOS then
|
||||
unit:KnowUnit(static,true,true)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------
|
||||
-- FSM Functions
|
||||
-------------------------------------------------------------------
|
||||
@@ -1047,9 +711,6 @@ end
|
||||
-- @return #AUTOLASE self
|
||||
function AUTOLASE:onbeforeMonitor(From, Event, To)
|
||||
self:T({From, Event, To})
|
||||
if self.increasegroundawareness then
|
||||
self:_Prescient()
|
||||
end
|
||||
-- Check if group has detected any units.
|
||||
self:UpdateIntel()
|
||||
return self
|
||||
@@ -1069,16 +730,15 @@ function AUTOLASE:onafterMonitor(From, Event, To)
|
||||
|
||||
self:SetPilotMenu()
|
||||
|
||||
local detecteditems = self.Contacts or {} -- #table of Ops.Intel#INTEL.Contact
|
||||
local detecteditems = self.Contacts or {} -- #table of Ops.Intelligence#INTEL.Contact
|
||||
local groupsbythreat = {}
|
||||
local report = REPORT:New("Detections")
|
||||
local lines = 0
|
||||
for _,_contact in pairs(detecteditems) do
|
||||
local contact = _contact -- Ops.Intel#INTEL.Contact
|
||||
local contact = _contact -- Ops.Intelligence#INTEL.Contact
|
||||
local grp = contact.group
|
||||
local coord = contact.position
|
||||
local reccename = contact.recce or "none"
|
||||
local threat = contact.threatlevel or 0
|
||||
local reccegrp = UNIT:FindByName(reccename)
|
||||
if reccegrp then
|
||||
local reccecoord = reccegrp:GetCoordinate()
|
||||
@@ -1090,7 +750,7 @@ function AUTOLASE:onafterMonitor(From, Event, To)
|
||||
lines = lines + 1
|
||||
-- sort out groups beyond sight
|
||||
local lasedistance = self:GetLosFromUnit(reccegrp)
|
||||
if grp:IsGround() and lasedistance >= distance and threat >= self.minthreatlevel then
|
||||
if grp:IsGround() and lasedistance >= distance then
|
||||
table.insert(groupsbythreat,{contact.group,contact.threatlevel})
|
||||
self.RecceNames[contact.groupname] = contact.recce
|
||||
end
|
||||
@@ -1121,12 +781,8 @@ function AUTOLASE:onafterMonitor(From, Event, To)
|
||||
if unit and unit:IsAlive() then
|
||||
local threat = unit:GetThreatLevel()
|
||||
local coord = unit:GetCoordinate()
|
||||
if threat >= self.minthreatlevel then
|
||||
if threat > 0 then
|
||||
local unitname = unit:GetName()
|
||||
-- prefer radar units
|
||||
if unit:HasAttribute("RADAR_BAND1_FOR_ARM") or unit:HasAttribute("RADAR_BAND2_FOR_ARM") or unit:HasAttribute("Optical Tracker") then
|
||||
threat = 11
|
||||
end
|
||||
table.insert(unitsbythreat,{unit,threat})
|
||||
self.RecceUnitNames[unitname] = reccename
|
||||
end
|
||||
@@ -1176,18 +832,7 @@ function AUTOLASE:onafterMonitor(From, Event, To)
|
||||
local code = self:GetLaserCode(reccename)
|
||||
local spot = SPOT:New(recce)
|
||||
spot:LaseOn(unit,code,self.LaseDuration)
|
||||
local locationstring = unit:GetCoordinate():ToStringLLDDM()
|
||||
if _SETTINGS:IsA2G_MGRS() then
|
||||
local precision = _SETTINGS:GetMGRS_Accuracy()
|
||||
local settings = {}
|
||||
settings.MGRS_Accuracy = precision
|
||||
locationstring = unit:GetCoordinate():ToStringMGRS(settings)
|
||||
elseif _SETTINGS:IsA2G_LL_DMS() then
|
||||
locationstring = unit:GetCoordinate():ToStringLLDMS(_SETTINGS)
|
||||
elseif _SETTINGS:IsA2G_BR() then
|
||||
locationstring = unit:GetCoordinate():ToStringBULLS(self.coalition,_SETTINGS)
|
||||
end
|
||||
|
||||
local locationstring = unit:GetCoordinate():ToStringLLDDM()
|
||||
local laserspot = { -- #AUTOLASE.LaserSpot
|
||||
laserspot = spot,
|
||||
lasedunit = unit,
|
||||
@@ -1198,13 +843,9 @@ function AUTOLASE:onafterMonitor(From, Event, To)
|
||||
unitname = unitname,
|
||||
reccename = reccename,
|
||||
unittype = unit:GetTypeName(),
|
||||
coordinate = unit:GetCoordinate(),
|
||||
}
|
||||
if self.smoketargets then
|
||||
local coord = unit:GetCoordinate()
|
||||
if self.smokeoffset then
|
||||
coord:Translate(self.smokeoffset.Distance,self.smokeoffset.Angle,true,true)
|
||||
end
|
||||
local color = self:GetSmokeColor(reccename)
|
||||
coord:Smoke(color)
|
||||
end
|
||||
@@ -1215,8 +856,7 @@ function AUTOLASE:onafterMonitor(From, Event, To)
|
||||
end
|
||||
end
|
||||
|
||||
local nextloop = -self.MonitorFrequency or -30
|
||||
self:__Monitor(nextloop)
|
||||
self:__Monitor(-30)
|
||||
return self
|
||||
end
|
||||
|
||||
@@ -1230,9 +870,6 @@ end
|
||||
function AUTOLASE:onbeforeRecceKIA(From,Event,To,RecceName)
|
||||
self:T({From, Event, To, RecceName})
|
||||
if self.notifypilots or self.debug then
|
||||
if string.find(RecceName,"#") then
|
||||
RecceName = string.match(RecceName,"^(.*)#")
|
||||
end
|
||||
local text = string.format("Recce %s KIA!",RecceName)
|
||||
self:NotifyPilots(text,self.reporttimeshort)
|
||||
end
|
||||
@@ -1267,9 +904,6 @@ end
|
||||
function AUTOLASE:onbeforeTargetLost(From,Event,To,UnitName,RecceName)
|
||||
self:T({From, Event, To, UnitName,RecceName})
|
||||
if self.notifypilots or self.debug then
|
||||
if string.find(RecceName,"#") then
|
||||
RecceName = string.match(RecceName,"^(.*)#")
|
||||
end
|
||||
local text = string.format("%s lost sight of unit %s.",RecceName,UnitName)
|
||||
self:NotifyPilots(text,self.reporttimeshort)
|
||||
end
|
||||
@@ -1287,9 +921,6 @@ end
|
||||
function AUTOLASE:onbeforeLaserTimeout(From,Event,To,UnitName,RecceName)
|
||||
self:T({From, Event, To, UnitName,RecceName})
|
||||
if self.notifypilots or self.debug then
|
||||
if string.find(RecceName,"#") then
|
||||
RecceName = string.match(RecceName,"^(.*)#")
|
||||
end
|
||||
local text = string.format("%s laser timeout on unit %s.",RecceName,UnitName)
|
||||
self:NotifyPilots(text,self.reporttimeshort)
|
||||
end
|
||||
@@ -1307,10 +938,7 @@ function AUTOLASE:onbeforeLasing(From,Event,To,LaserSpot)
|
||||
self:T({From, Event, To, LaserSpot.unittype})
|
||||
if self.notifypilots or self.debug then
|
||||
local laserspot = LaserSpot -- #AUTOLASE.LaserSpot
|
||||
local name = laserspot.reccename if string.find(name,"#") then
|
||||
name = string.match(name,"^(.*)#")
|
||||
end
|
||||
local text = string.format("%s is lasing %s code %d\nat %s",name,laserspot.unittype,laserspot.lasercode,laserspot.location)
|
||||
local text = string.format("%s is lasing %s code %d\nat %s",laserspot.reccename,laserspot.unittype,laserspot.lasercode,laserspot.location)
|
||||
self:NotifyPilots(text,self.reporttimeshort+5)
|
||||
end
|
||||
return self
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Functional** - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
|
||||
--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -14,7 +14,7 @@
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/CleanUp)
|
||||
-- [CLA - CleanUp Airbase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CLA%20-%20CleanUp%20Airbase)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -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 } )
|
||||
@@ -357,7 +354,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
|
||||
self:F({Event})
|
||||
|
||||
|
||||
if Event.IniDCSUnit and Event.IniUnit and Event.IniCategory == Object.Category.UNIT then
|
||||
if Event.IniDCSUnit and Event.IniCategory == Object.Category.UNIT then
|
||||
if self.CleanUpList[Event.IniDCSUnitName] == nil then
|
||||
if self:IsInAirbase( Event.IniUnit:GetVec2() ) then
|
||||
self:AddForCleanUp( Event.IniUnit, Event.IniDCSUnitName )
|
||||
@@ -365,7 +362,7 @@ function CLEANUP_AIRBASE.__:EventAddForCleanUp( Event )
|
||||
end
|
||||
end
|
||||
|
||||
if Event.TgtDCSUnit and Event.TgtUnit and Event.TgtCategory == Object.Category.UNIT then
|
||||
if Event.TgtDCSUnit and Event.TgtCategory == Object.Category.UNIT then
|
||||
if self.CleanUpList[Event.TgtDCSUnitName] == nil then
|
||||
if self:IsInAirbase( Event.TgtUnit:GetVec2() ) then
|
||||
self:AddForCleanUp( Event.TgtUnit, Event.TgtDCSUnitName )
|
||||
@@ -387,7 +384,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
|
||||
local CleanUpUnit = CleanUpListData.CleanUpUnit -- Wrapper.Unit#UNIT
|
||||
local CleanUpGroupName = CleanUpListData.CleanUpGroupName
|
||||
|
||||
if CleanUpUnit and CleanUpUnit:IsAlive() ~= nil then
|
||||
if CleanUpUnit:IsAlive() ~= nil then
|
||||
|
||||
if self:IsInAirbase( CleanUpUnit:GetVec2() ) then
|
||||
|
||||
@@ -414,7 +411,7 @@ function CLEANUP_AIRBASE.__:CleanUpSchedule()
|
||||
end
|
||||
end
|
||||
-- Clean Units which are waiting for a very long time in the CleanUpZone.
|
||||
if CleanUpUnit and (CleanUpUnit.GetPlayerName == nil or not CleanUpUnit:GetPlayerName()) then
|
||||
if CleanUpUnit and not CleanUpUnit:GetPlayerName() then
|
||||
local CleanUpUnitVelocity = CleanUpUnit:GetVelocityKMH()
|
||||
if CleanUpUnitVelocity < 1 then
|
||||
if CleanUpListData.CleanUpMoved then
|
||||
|
||||
@@ -1,687 +0,0 @@
|
||||
--- **Functional** - Manage and track client slots easily to add your own client-based menus and modules to.
|
||||
--
|
||||
-- The @{#CLIENTWATCH} class adds a simplified way to create scripts and menus for individual clients. Instead of creating large algorithms and juggling multiple event handlers, you can simply provide one or more prefixes to the class and use the callback functions on spawn, despawn, and any aircraft related events to script to your hearts content.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Features:
|
||||
--
|
||||
-- * Find clients by prefixes or by providing a Wrapper.CLIENT object
|
||||
-- * Trigger functions when the client spawns and despawns
|
||||
-- * Create multiple client instances without overwriting event handlers between instances
|
||||
-- * More reliable aircraft lost events for when DCS thinks the aircraft id dead but a dead event fails to trigger
|
||||
-- * Easily manage clients spawned in dynamic slots
|
||||
--
|
||||
-- ====
|
||||
--
|
||||
-- ### Author: **Statua**
|
||||
--
|
||||
-- ### Contributions: **FlightControl**: Wrapper.CLIENT
|
||||
--
|
||||
-- ====
|
||||
-- @module Functional.ClientWatch
|
||||
-- @image clientwatch.jpg
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
--- CLIENTWATCH class
|
||||
-- @type CLIENTWATCH
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #boolean Debug Write Debug messages to DCS log file and send Debug messages to all players.
|
||||
-- @field #string lid String for DCS log file.
|
||||
-- @field #number FilterCoalition If not nil, will only activate for aircraft of the given coalition value.
|
||||
-- @field #number FilterCategory If not nil, will only activate for aircraft of the given category value.
|
||||
-- @extends Core.Fsm#FSM_CONTROLLABLE
|
||||
|
||||
--- Manage and track client slots easily to add your own client-based menus and modules to.
|
||||
--
|
||||
-- ## Creating a new instance
|
||||
--
|
||||
-- To start, you must first create a new instance of the client manager and provide it with either a Wrapper.Client#CLIENT object, a string prefix of the unit name, or a table of string prefixes for unit names. These are used to capture the client unit when it spawns and apply your scripted functions to it. Only fixed wing and rotary wing aircraft controlled by players can be used by this class.
|
||||
-- **This will not work if the client aircraft is alive!**
|
||||
--
|
||||
-- ### Examples
|
||||
--
|
||||
-- -- Create an instance with a Wrapper.Client#CLIENT object
|
||||
-- local heliClient = CLIENT:FindByName('Rotary1-1')
|
||||
-- local clientInstance = CLIENTWATCH:New(heliClient)
|
||||
--
|
||||
-- -- Create an instance with part of the unit name in the Mission Editor
|
||||
-- local clientInstance = CLIENTWATCH:New("Rotary")
|
||||
--
|
||||
-- -- Create an instance using prefixes for a few units as well as a FARP name for any dynamic spawns coming out of it
|
||||
-- local clientInstance = CLIENTWATCH:New({"Rescue","UH-1H","FARP ALPHA"})
|
||||
--
|
||||
-- ## Applying functions and methods to client aircraft when they spawn
|
||||
--
|
||||
-- Once the instance is created, it will watch for birth events. If the unit name of the client aircraft matches the one provided in the instance, the callback method @{#CLIENTWATCH:OnAfterSpawn}() can be used to apply functions and methods to the client object.
|
||||
--
|
||||
-- In the OnAfterSpawn() callback method are four values. From, Event, To, and ClientObject. From,Event,To are standard FSM strings for the state changes. ClientObject is where the magic happens. This is a special object which you can use to access all the data of the client aircraft. The following entries in ClientObject are available for you to use:
|
||||
--
|
||||
-- * **ClientObject.Unit**: The Moose @{Wrapper.Unit#UNIT} of the client aircraft
|
||||
-- * **ClientObject.Group**: The Moose @{Wrapper.Group#GRUP} of the client aircraft
|
||||
-- * **ClientObject.Client**: The Moose @{Wrapper.Client#CLIENT} of the client aircraft
|
||||
-- * **ClientObject.PlayerName**: A #string of the player controlling the aircraft
|
||||
-- * **ClientObject.UnitName**: A #string of the client aircraft unit.
|
||||
-- * **ClientObject.GroupName**: A #string of the client aircraft group.
|
||||
--
|
||||
-- ### Examples
|
||||
--
|
||||
-- -- Create an instance with a client unit prefix and send them a message when they spawn
|
||||
-- local clientInstance = CLIENTWATCH:New("Rotary")
|
||||
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
|
||||
-- MESSAGE:New("Welcome to your aircraft!",10):ToUnit(ClientObject.Unit)
|
||||
-- end
|
||||
--
|
||||
-- ## Using event callbacks
|
||||
--
|
||||
-- In a normal setting, you can only use a callback function for a specific option in one location. If you have multiple scripts that rely on the same callback from the same object, this can get quite messy. With the ClientWatch module, these callbacks are isolated t the instances and therefore open the possibility to use many instances with the same callback doing different things. ClientWatch instances subscribe to all events that are applicable to player controlled aircraft and provides callbacks for each, forwarding the EventData in the callback function.
|
||||
--
|
||||
-- The following event callbacks can be used inside the OnAfterSpawn() callback:
|
||||
--
|
||||
-- * **:OnAfterDespawn(From,Event,To)**: Triggers whenever DCS no longer sees the aircraft as 'alive'. No event data is given in this callback as it is derived from other events
|
||||
-- * **:OnAfterHit(From,Event,To,EventData)**: Triggers every time the aircraft takes damage or is struck by a weapon/explosion
|
||||
-- * **:OnAfterKill(From,Event,To,EventData)**: Triggers after the aircraft kills something with its weapons
|
||||
-- * **:OnAfterScore(From,Event,To,EventData)**: Triggers after accumulating score
|
||||
-- * **:OnAfterShot(From,Event,To,EventData)**: Triggers after a single-shot weapon is released
|
||||
-- * **:OnAfterShootingStart(From,Event,To,EventData)**: Triggers when an automatic weapon begins firing
|
||||
-- * **:OnAfterShootingEnd(From,Event,To,EventData)**: Triggers when an automatic weapon stops firing
|
||||
-- * **:OnAfterLand(From,Event,To,EventData)**: Triggers when an aircraft transitions from being airborne to on the ground
|
||||
-- * **:OnAfterTakeoff(From,Event,To,EventData)**: Triggers when an aircraft transitions from being on the ground to airborne
|
||||
-- * **:OnAfterRunwayTakeoff(From,Event,To,EventData)**: Triggers after lifting off from a runway
|
||||
-- * **:OnAfterRunwayTouch(From,Event,To,EventData)**: Triggers when an aircraft's gear makes contact with a runway
|
||||
-- * **:OnAfterRefueling(From,Event,To,EventData)**: Triggers when an aircraft begins taking on fuel
|
||||
-- * **:OnAfterRefuelingStop(From,Event,To,EventData)**: Triggers when an aircraft stops taking on fuel
|
||||
-- * **:OnAfterPlayerLeaveUnit(From,Event,To,EventData)**: Triggers when a player leaves an operational aircraft
|
||||
-- * **:OnAfterCrash(From,Event,To,EventData)**: Triggers when an aircraft is destroyed (may fail to trigger if the aircraft is only partially destroyed)
|
||||
-- * **:OnAfterDead(From,Event,To,EventData)**: Triggers when an aircraft is considered dead (may fail to trigger if the aircraft was partially destroyed first)
|
||||
-- * **:OnAfterPilotDead(From,Event,To,EventData)**: Triggers when the pilot is killed (may fail to trigger if the aircraft was partially destroyed first)
|
||||
-- * **:OnAfterUnitLost(From,Event,To,EventData)**: Triggers when an aircraft is lost for any reason (may fail to trigger if the aircraft was partially destroyed first)
|
||||
-- * **:OnAfterEjection(From,Event,To,EventData)**: Triggers when a pilot ejects from an aircraft
|
||||
-- * **:OnAfterHumanFailure(From,Event,To,EventData)**: Triggers when an aircraft or system is damaged from any source or action by the player
|
||||
-- * **:OnAfterHumanAircraftRepairStart(From,Event,To,EventData)**: Triggers when an aircraft repair is started
|
||||
-- * **:OnAfterHumanAircraftRepairFinish(From,Event,To,EventData)**: Triggers when an aircraft repair is completed
|
||||
-- * **:OnAfterEngineStartup(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a started state. Parameters vary by aircraft
|
||||
-- * **:OnAfterEngineShutdown(From,Event,To,EventData)**: Triggers when the engine enters what DCS considers to be a stopped state. Parameters vary by aircraft
|
||||
-- * **:OnAfterWeaponAdd(From,Event,To,EventData)**: Triggers when an item is added to an aircraft's payload
|
||||
-- * **:OnAfterWeaponDrop(From,Event,To,EventData)**: Triggers when an item is jettisoned or dropped from an aircraft (unconfirmed)
|
||||
-- * **:OnAfterWeaponRearm(From,Event,To,EventData)**: Triggers when an item with internal supply is restored (unconfirmed)
|
||||
--
|
||||
-- ### Examples
|
||||
--
|
||||
-- -- Show a message to player when they take damage from a weapon
|
||||
-- local clientInstance = CLIENTWATCH:New("Rotary")
|
||||
-- function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
|
||||
-- function ClientObject:OnAfterHit(From,Event,To,EventData)
|
||||
-- local typeShooter = EventData.IniTypeName
|
||||
-- local nameWeapon = EventData.weapon_name
|
||||
-- MESSAGE:New("A "..typeShooter.." hit you with a "..nameWeapon,20):ToUnit(ClientObject.Unit)
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- @field #CLIENTWATCH
|
||||
CLIENTWATCH = {}
|
||||
CLIENTWATCH.ClassName = "CLIENTWATCH"
|
||||
CLIENTWATCH.Debug = false
|
||||
CLIENTWATCH.DebugEventData = false
|
||||
CLIENTWATCH.lid = nil
|
||||
|
||||
-- @type CLIENTWATCHTools
|
||||
-- @field #table Unit Wrapper.UNIT of the cient object
|
||||
-- @field #table Group Wrapper.GROUP of the cient object
|
||||
-- @field #table Client Wrapper.CLIENT of the cient object
|
||||
-- @field #string PlayerName Name of the player controlling the client object
|
||||
-- @field #string UnitName Name of the unit that is the client object
|
||||
-- @field #string GroupName Name of the group the client object belongs to
|
||||
CLIENTWATCHTools = {}
|
||||
|
||||
--- CLIENTWATCH version
|
||||
-- @field #string version
|
||||
CLIENTWATCH.version="1.0.1"
|
||||
|
||||
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Creates a new instance of CLIENTWATCH to add scripts to. Can be used multiple times with the same client/prefixes if you need it for multiple scripts.
|
||||
-- @param #CLIENTWATCH self
|
||||
-- @param #string Will watch for clients whos UNIT NAME or GROUP NAME matches part of the #string as a prefix.
|
||||
-- @param #table Put strings in a table to use multiple prefixes for the above method.
|
||||
-- @param Wrapper.Client#CLIENT Provide a Moose CLIENT object to apply to that specific aircraft slot (static slots only!)
|
||||
-- @param #nil Leave blank to activate for ALL CLIENTS
|
||||
-- @return #CLIENTWATCH self
|
||||
function CLIENTWATCH:New(client)
|
||||
--Init FSM
|
||||
local self=BASE:Inherit(self, FSM:New())
|
||||
self:SetStartState( "Idle" )
|
||||
self:AddTransition( "*", "Spawn", "*" )
|
||||
|
||||
self.FilterCoalition = nil
|
||||
self.FilterCategory = nil
|
||||
|
||||
--- User function for OnAfter "Spawn" event.
|
||||
-- @function [parent=#CLIENTWATCH] OnAfterSpawn
|
||||
-- @param #CLIENTWATCH self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
-- @param #table clientObject Custom object that handles events and stores Moose object data. See top documentation for more details.
|
||||
-- @param #table eventdata Data from EVENTS.Birth.
|
||||
|
||||
--Set up spawn tracking
|
||||
if not client then
|
||||
if self.Debug then self:I({"New client instance created. ClientType = All clients"}) end
|
||||
self:HandleEvent(EVENTS.Birth)
|
||||
function self:OnEventBirth(eventdata)
|
||||
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
|
||||
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
|
||||
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
|
||||
if self.Debug then
|
||||
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
|
||||
end
|
||||
local clientWatchDebug = self.Debug
|
||||
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
|
||||
self:Spawn(clientObject,eventdata)
|
||||
end
|
||||
end
|
||||
elseif type(client) == "table" or type(client) == "string" then
|
||||
if type(client) == "table" then
|
||||
|
||||
--CLIENT TABLE
|
||||
if client.ClassName == "CLIENT" then
|
||||
if self.Debug then self:I({"New client instance created. ClientType = Wrapper.CLIENT",client}) end
|
||||
self.ClientName = client:GetName()
|
||||
self:HandleEvent(EVENTS.Birth)
|
||||
function self:OnEventBirth(eventdata)
|
||||
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
|
||||
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
|
||||
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
|
||||
if self.ClientName == eventdata.IniUnitName then
|
||||
if self.Debug then
|
||||
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
|
||||
end
|
||||
local clientWatchDebug = self.Debug
|
||||
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
|
||||
self:Spawn(clientObject,eventdata)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--STRING TABLE
|
||||
else
|
||||
if self.Debug then self:I({"New client instance created. ClientType = Multiple Prefixes",client}) end
|
||||
local tableValid = true
|
||||
for _,entry in pairs(client) do
|
||||
if type(entry) ~= "string" then
|
||||
tableValid = false
|
||||
self:E({"The base handler failed to start because at least one entry in param1's table is not a string!",InvalidEntry = entry})
|
||||
return nil
|
||||
end
|
||||
end
|
||||
if tableValid then
|
||||
self:HandleEvent(EVENTS.Birth)
|
||||
function self:OnEventBirth(eventdata)
|
||||
for _,entry in pairs(client) do
|
||||
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
|
||||
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
|
||||
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
|
||||
if string.match(eventdata.IniUnitName,entry) or string.match(eventdata.IniGroupName,entry) then
|
||||
if self.Debug then
|
||||
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
|
||||
end
|
||||
local clientWatchDebug = self.Debug
|
||||
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
|
||||
self:Spawn(clientObject,eventdata)
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
if self.Debug then self:I({"New client instance created. ClientType = Single Prefix",client}) end
|
||||
|
||||
--SOLO STRING
|
||||
self:HandleEvent(EVENTS.Birth)
|
||||
function self:OnEventBirth(eventdata)
|
||||
if (eventdata.IniCategory == 0 or eventdata.IniCategory == 1) and eventdata.IniPlayerName
|
||||
and (not self.FilterCoalition or self.FilterCoalition == eventdata.IniCoalition)
|
||||
and (not self.FilterCategory or self.FilterCategory == eventdata.IniCategory) then
|
||||
if string.match(eventdata.IniUnitName,client) or string.match(eventdata.IniGroupName,client) then
|
||||
if self.Debug then
|
||||
self:I({"Client spawned in.",IniCategory = eventdata.IniCategory})
|
||||
end
|
||||
local clientWatchDebug = self.Debug
|
||||
local clientObject = CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
|
||||
self:Spawn(clientObject,eventdata)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
else
|
||||
self:E({"The base handler failed to start because param1 is not a CLIENT object or a prefix string!",param1 = client})
|
||||
return nil
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Filter out all clients not belonging to the provided coalition
|
||||
-- @param #CLIENTWATCH self
|
||||
-- @param #number Coalition number (1 = red, 2 = blue)
|
||||
-- @param #string Coalition string ('red' or 'blue')
|
||||
function CLIENTWATCH:FilterByCoalition(value)
|
||||
if value == 1 or value == "red" then
|
||||
self.FilterCoalition = 1
|
||||
else
|
||||
self.FilterCoalition = 2
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Filter out all clients that are not of the given category
|
||||
-- @param #CLIENTWATCH self
|
||||
-- @param #number Category number (0 = airplane, 1 = helicopter)
|
||||
-- @param #string Category string ('airplane' or 'helicopter')
|
||||
function CLIENTWATCH:FilterByCategory(value)
|
||||
if value == 1 or value == "helicopter" then
|
||||
self.FilterCategory = 1
|
||||
else
|
||||
self.FilterCategory = 0
|
||||
end
|
||||
return self
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Internal function for creating a new client on birth. Do not use!!!.
|
||||
-- @param #CLIENTWATCHTools self
|
||||
-- @param #EVENTS.Birth EventData
|
||||
-- @return #CLIENTWATCHTools self
|
||||
function CLIENTWATCHTools:_newClient(clientWatchDebug,eventdata)
|
||||
--Init FSM
|
||||
local self=BASE:Inherit(self, FSM:New())
|
||||
self:SetStartState( "Alive" )
|
||||
self:AddTransition( "Alive", "Despawn", "Dead" )
|
||||
|
||||
self.Unit = eventdata.IniUnit
|
||||
self.Group = self.Unit:GetGroup()
|
||||
self.Client = self.Unit:GetClient()
|
||||
self.PlayerName = self.Unit:GetPlayerName()
|
||||
self.UnitName = self.Unit:GetName()
|
||||
self.GroupName = self.Group:GetName()
|
||||
|
||||
--Event events
|
||||
self:AddTransition( "*", "Hit", "*" )
|
||||
self:AddTransition( "*", "Kill", "*" )
|
||||
self:AddTransition( "*", "Score", "*" )
|
||||
self:AddTransition( "*", "Shot", "*" )
|
||||
self:AddTransition( "*", "ShootingStart", "*" )
|
||||
self:AddTransition( "*", "ShootingEnd", "*" )
|
||||
self:AddTransition( "*", "Land", "*" )
|
||||
self:AddTransition( "*", "Takeoff", "*" )
|
||||
self:AddTransition( "*", "RunwayTakeoff", "*" )
|
||||
self:AddTransition( "*", "RunwayTouch", "*" )
|
||||
self:AddTransition( "*", "Refueling", "*" )
|
||||
self:AddTransition( "*", "RefuelingStop", "*" )
|
||||
self:AddTransition( "*", "PlayerLeaveUnit", "*" )
|
||||
self:AddTransition( "*", "Crash", "*" )
|
||||
self:AddTransition( "*", "Dead", "*" )
|
||||
self:AddTransition( "*", "PilotDead", "*" )
|
||||
self:AddTransition( "*", "UnitLost", "*" )
|
||||
self:AddTransition( "*", "Ejection", "*" )
|
||||
self:AddTransition( "*", "HumanFailure", "*" )
|
||||
self:AddTransition( "*", "HumanAircraftRepairFinish", "*" )
|
||||
self:AddTransition( "*", "HumanAircraftRepairStart", "*" )
|
||||
self:AddTransition( "*", "EngineShutdown", "*" )
|
||||
self:AddTransition( "*", "EngineStartup", "*" )
|
||||
self:AddTransition( "*", "WeaponAdd", "*" )
|
||||
self:AddTransition( "*", "WeaponDrop", "*" )
|
||||
self:AddTransition( "*", "WeaponRearm", "*" )
|
||||
|
||||
--Event Handlers
|
||||
self:HandleEvent( EVENTS.Hit )
|
||||
self:HandleEvent( EVENTS.Kill )
|
||||
self:HandleEvent( EVENTS.Score )
|
||||
self:HandleEvent( EVENTS.Shot )
|
||||
self:HandleEvent( EVENTS.ShootingStart )
|
||||
self:HandleEvent( EVENTS.ShootingEnd )
|
||||
self:HandleEvent( EVENTS.Land )
|
||||
self:HandleEvent( EVENTS.Takeoff )
|
||||
self:HandleEvent( EVENTS.RunwayTakeoff )
|
||||
self:HandleEvent( EVENTS.RunwayTouch )
|
||||
self:HandleEvent( EVENTS.Refueling )
|
||||
self:HandleEvent( EVENTS.RefuelingStop )
|
||||
self:HandleEvent( EVENTS.PlayerLeaveUnit )
|
||||
self:HandleEvent( EVENTS.Crash )
|
||||
self:HandleEvent( EVENTS.Dead )
|
||||
self:HandleEvent( EVENTS.PilotDead )
|
||||
self:HandleEvent( EVENTS.UnitLost )
|
||||
self:HandleEvent( EVENTS.Ejection )
|
||||
self:HandleEvent( EVENTS.HumanFailure )
|
||||
self:HandleEvent( EVENTS.HumanAircraftRepairFinish )
|
||||
self:HandleEvent( EVENTS.HumanAircraftRepairStart )
|
||||
self:HandleEvent( EVENTS.EngineShutdown )
|
||||
self:HandleEvent( EVENTS.EngineStartup )
|
||||
self:HandleEvent( EVENTS.WeaponAdd )
|
||||
self:HandleEvent( EVENTS.WeaponDrop )
|
||||
self:HandleEvent( EVENTS.WeaponRearm )
|
||||
|
||||
function self:OnEventHit(EventData)
|
||||
if EventData.TgtUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered hit event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:Hit(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventKill(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered kill event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:Kill(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventScore(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered score event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:Score(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventShot(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered shot event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:Shot(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventShootingStart(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered shooting start event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:ShootingStart(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventShootingEnd(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered shooting end event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:ShootingEnd(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventLand(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered land event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:Land(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventTakeoff(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered takeoff event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:Takeoff(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventRunwayTakeoff(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered runway takeoff event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:RunwayTakeoff(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventRunwayTouch(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered runway touch event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:RunwayTouch(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventRefueling(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered refueling event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:Refueling(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventRefuelingStop(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered refueling event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:RefuelingStop(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventPlayerLeaveUnit(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered leave unit event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:PlayerLeaveUnit(EventData)
|
||||
self._deadRoutine()
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventCrash(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered crash event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:Crash(EventData)
|
||||
self._deadRoutine()
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventDead(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered dead event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:Dead(EventData)
|
||||
self._deadRoutine()
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventPilotDead(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered pilot dead event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:PilotDead(EventData)
|
||||
self._deadRoutine()
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventUnitLost(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered unit lost event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:UnitLost(EventData)
|
||||
self._deadRoutine()
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventEjection(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered ejection event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:Ejection(EventData)
|
||||
self._deadRoutine()
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventHumanFailure(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered human failure event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:HumanFailure(EventData)
|
||||
if not self.Unit:IsAlive() then
|
||||
self._deadRoutine()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventHumanAircraftRepairFinish(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered repair finished event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:HumanAircraftRepairFinish(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventHumanAircraftRepairStart(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered repair start event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:HumanAircraftRepairStart(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventEngineShutdown(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered engine shutdown event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:EngineShutdown(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventEngineStartup(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered engine startup event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:EngineStartup(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventWeaponAdd(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered weapon add event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:WeaponAdd(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventWeaponDrop(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered weapon drop event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:WeaponDrop(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
function self:OnEventWeaponRearm(EventData)
|
||||
if EventData.IniUnitName == self.UnitName then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client triggered weapon rearm event.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
|
||||
end
|
||||
self:WeaponRearm(EventData)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--Fallback timer
|
||||
self.FallbackTimer = TIMER:New(function()
|
||||
if not self.Unit:IsAlive() then
|
||||
if clientWatchDebug then
|
||||
self:I({"Client is registered as dead without an event trigger. Running fallback dead routine.",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName})
|
||||
end
|
||||
self._deadRoutine()
|
||||
end
|
||||
end)
|
||||
self.FallbackTimer:Start(5,5)
|
||||
|
||||
--Stop event handlers and trigger Despawn
|
||||
function self._deadRoutine()
|
||||
if clientWatchDebug then self:I({"Client dead routine triggered. Shutting down tracking...",Player = self.PlayerName,Group = self.GroupName,Unit = self.UnitName}) end
|
||||
self:UnHandleEvent( EVENTS.Hit )
|
||||
self:UnHandleEvent( EVENTS.Kill )
|
||||
self:UnHandleEvent( EVENTS.Score )
|
||||
self:UnHandleEvent( EVENTS.Shot )
|
||||
self:UnHandleEvent( EVENTS.ShootingStart )
|
||||
self:UnHandleEvent( EVENTS.ShootingEnd )
|
||||
self:UnHandleEvent( EVENTS.Land )
|
||||
self:UnHandleEvent( EVENTS.Takeoff )
|
||||
self:UnHandleEvent( EVENTS.RunwayTakeoff )
|
||||
self:UnHandleEvent( EVENTS.RunwayTouch )
|
||||
self:UnHandleEvent( EVENTS.Refueling )
|
||||
self:UnHandleEvent( EVENTS.RefuelingStop )
|
||||
self:UnHandleEvent( EVENTS.PlayerLeaveUnit )
|
||||
self:UnHandleEvent( EVENTS.Crash )
|
||||
self:UnHandleEvent( EVENTS.Dead )
|
||||
self:UnHandleEvent( EVENTS.PilotDead )
|
||||
self:UnHandleEvent( EVENTS.UnitLost )
|
||||
self:UnHandleEvent( EVENTS.Ejection )
|
||||
self:UnHandleEvent( EVENTS.HumanFailure )
|
||||
self:UnHandleEvent( EVENTS.HumanAircraftRepairFinish )
|
||||
self:UnHandleEvent( EVENTS.HumanAircraftRepairStart )
|
||||
self:UnHandleEvent( EVENTS.EngineShutdown )
|
||||
self:UnHandleEvent( EVENTS.EngineStartup )
|
||||
self:UnHandleEvent( EVENTS.WeaponAdd )
|
||||
self:UnHandleEvent( EVENTS.WeaponDrop )
|
||||
self:UnHandleEvent( EVENTS.WeaponRearm )
|
||||
self.FallbackTimer:Stop()
|
||||
self:Despawn()
|
||||
end
|
||||
|
||||
self:I({"Detected client spawn and applied internal functions and events.", PlayerName = self.PlayerName, UnitName = self.UnitName, GroupName = self.GroupName})
|
||||
return self
|
||||
end
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Functional** - Management of target **Designation**. Lase, smoke and illuminate targets.
|
||||
--- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -15,12 +15,10 @@
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Additional Material:
|
||||
--
|
||||
-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Designate)
|
||||
-- * **YouTube videos:** None
|
||||
-- * **Guides:** None
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- [DES - Designation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DES%20-%20Designation)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- Targets detected by recce will be communicated to a group of attacking players.
|
||||
@@ -50,7 +48,7 @@
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- A typical mission setup would require Recce (a @{Core.Set} of Recce) to be detecting potential targets.
|
||||
-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets.
|
||||
-- The DetectionObject will group the detected targets based on the detection method being used.
|
||||
-- Possible detection methods could be by Area, by Type or by Unit.
|
||||
-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
|
||||
@@ -169,9 +167,9 @@
|
||||
--
|
||||
-- ### Contributions:
|
||||
--
|
||||
-- * **Ciribob**: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
|
||||
-- * **EasyEB**: Ideas and Beta Testing
|
||||
-- * **Wingthor**: Beta Testing
|
||||
-- * [**Ciribob**](https://forums.eagle.ru/member.php?u=112175): Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
|
||||
-- * [**EasyEB**](https://forums.eagle.ru/member.php?u=112055): Ideas and Beta Testing
|
||||
-- * [**Wingthor**](https://forums.eagle.ru/member.php?u=123698): Beta Testing
|
||||
--
|
||||
-- ### Authors:
|
||||
--
|
||||
@@ -184,7 +182,7 @@
|
||||
|
||||
do -- DESIGNATE
|
||||
|
||||
-- @type DESIGNATE
|
||||
--- @type DESIGNATE
|
||||
-- @extends Core.Fsm#FSM_PROCESS
|
||||
|
||||
--- Manage the designation of detected targets.
|
||||
@@ -215,7 +213,7 @@ do -- DESIGNATE
|
||||
-- In order to prevent an overflow of designations due to many Detected Targets, there is a
|
||||
-- Maximum Designations scope that is set in the DesignationObject.
|
||||
--
|
||||
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations (target groups) put in scope of the DesignationObject.
|
||||
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject.
|
||||
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
|
||||
--
|
||||
-- # 4. Laser codes
|
||||
@@ -278,7 +276,7 @@ do -- DESIGNATE
|
||||
-- # 7. Designate Menu Location for a Mission
|
||||
--
|
||||
-- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
|
||||
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Tasking.Mission} object for the designate function.
|
||||
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
|
||||
--
|
||||
-- # 8. Status Report
|
||||
--
|
||||
@@ -525,7 +523,7 @@ do -- DESIGNATE
|
||||
|
||||
self.AttackSet:ForEachGroupAlive(
|
||||
|
||||
-- @param Wrapper.Group#GROUP AttackGroup
|
||||
--- @param Wrapper.Group#GROUP AttackGroup
|
||||
function( AttackGroup )
|
||||
self.FlashStatusMenu[AttackGroup] = FlashMenu
|
||||
end
|
||||
@@ -554,7 +552,7 @@ do -- DESIGNATE
|
||||
|
||||
self.AttackSet:ForEachGroupAlive(
|
||||
|
||||
-- @param Wrapper.Group#GROUP AttackGroup
|
||||
--- @param Wrapper.Group#GROUP AttackGroup
|
||||
function( AttackGroup )
|
||||
self.FlashDetectionMessage[AttackGroup] = FlashDetectionMessage
|
||||
end
|
||||
@@ -564,8 +562,7 @@ do -- DESIGNATE
|
||||
end
|
||||
|
||||
|
||||
--- Set the maximum amount of designations (target groups). This will put a limit on the amount of designations in scope.
|
||||
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
|
||||
--- Set the maximum amount of designations.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number MaximumDesignations
|
||||
-- @return #DESIGNATE
|
||||
@@ -605,7 +602,7 @@ do -- DESIGNATE
|
||||
end
|
||||
|
||||
|
||||
--- Set the maximum amount of markings FACs will do, per designated target group. This will limit the number of parallelly marked units of a target group.
|
||||
--- Set the maximum amount of markings FACs will do, per designated target group.
|
||||
-- @param #DESIGNATE self
|
||||
-- @param #number MaximumMarkings Maximum markings FACs will do, per designated target group.
|
||||
-- @return #DESIGNATE
|
||||
@@ -826,7 +823,7 @@ do -- DESIGNATE
|
||||
-- This Detection is obsolete, remove from the designate scope
|
||||
self.Designating[DesignateIndex] = nil
|
||||
self.AttackSet:ForEachGroupAlive(
|
||||
-- @param Wrapper.Group#GROUP AttackGroup
|
||||
--- @param Wrapper.Group#GROUP AttackGroup
|
||||
function( AttackGroup )
|
||||
if AttackGroup:IsAlive() == true then
|
||||
local DetectionText = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
|
||||
@@ -903,7 +900,7 @@ do -- DESIGNATE
|
||||
|
||||
self.AttackSet:ForEachGroupAlive(
|
||||
|
||||
-- @param Wrapper.Group#GROUP GroupReport
|
||||
--- @param Wrapper.Group#GROUP GroupReport
|
||||
function( AttackGroup )
|
||||
|
||||
if self.FlashStatusMenu[AttackGroup] or ( MenuAttackGroup and ( AttackGroup:GetName() == MenuAttackGroup:GetName() ) ) then
|
||||
@@ -914,8 +911,8 @@ do -- DESIGNATE
|
||||
for DesignateIndex, Designating in pairs( self.Designating ) do
|
||||
local DetectedItem = DetectedItems[DesignateIndex]
|
||||
if DetectedItem then
|
||||
local Report = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup, nil, true ):Text( ", " )
|
||||
DetectedReport:Add( string.rep( "-", 40 ) )
|
||||
local Report = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
|
||||
DetectedReport:Add( string.rep( "-", 140 ) )
|
||||
DetectedReport:Add( " - " .. Report )
|
||||
if string.find( Designating, "L" ) then
|
||||
DetectedReport:Add( " - " .. "Lasing Targets" )
|
||||
@@ -1060,7 +1057,7 @@ do -- DESIGNATE
|
||||
|
||||
self.AttackSet:ForEachGroupAlive(
|
||||
|
||||
-- @param Wrapper.Group#GROUP GroupReport
|
||||
--- @param Wrapper.Group#GROUP GroupReport
|
||||
function( AttackGroup )
|
||||
|
||||
self:ScheduleOnce( Delay, self.SetMenu, self, AttackGroup )
|
||||
@@ -1195,10 +1192,10 @@ do -- DESIGNATE
|
||||
|
||||
local MarkingCount = 0
|
||||
local MarkedTypes = {}
|
||||
--local ReportTypes = REPORT:New()
|
||||
--local ReportLaserCodes = REPORT:New()
|
||||
local ReportTypes = REPORT:New()
|
||||
local ReportLaserCodes = REPORT:New()
|
||||
|
||||
--TargetSetUnit:Flush( self )
|
||||
TargetSetUnit:Flush( self )
|
||||
|
||||
--self:F( { Recces = self.Recces } )
|
||||
for TargetUnit, RecceData in pairs( self.Recces ) do
|
||||
@@ -1229,12 +1226,10 @@ do -- DESIGNATE
|
||||
end
|
||||
end
|
||||
|
||||
if TargetSetUnit == nil then return end
|
||||
|
||||
if self.AutoLase or ( not self.AutoLase and ( self.LaseStart + Duration >= timer.getTime() ) ) then
|
||||
|
||||
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
|
||||
-- @param Wrapper.Unit#UNIT SmokeUnit
|
||||
--- @param Wrapper.Unit#UNIT SmokeUnit
|
||||
function( TargetUnit )
|
||||
|
||||
self:F( { TargetUnit = TargetUnit:GetName() } )
|
||||
@@ -1248,14 +1243,14 @@ do -- DESIGNATE
|
||||
if not Recce then
|
||||
|
||||
self:F( "Lasing..." )
|
||||
--self.RecceSet:Flush( self)
|
||||
|
||||
self.RecceSet:Flush( self)
|
||||
|
||||
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
|
||||
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
|
||||
|
||||
local RecceUnit = UnitData -- Wrapper.Unit#UNIT
|
||||
local RecceUnitDesc = RecceUnit:GetDesc()
|
||||
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )x
|
||||
--self:F( { RecceUnit = RecceUnit:GetName(), RecceDescription = RecceUnitDesc } )
|
||||
|
||||
if RecceUnit:IsLasing() == false then
|
||||
--self:F( { IsDetected = RecceUnit:IsDetected( TargetUnit ), IsLOS = RecceUnit:IsLOS( TargetUnit ) } )
|
||||
@@ -1277,10 +1272,9 @@ do -- DESIGNATE
|
||||
local Spot = RecceUnit:LaseUnit( TargetUnit, LaserCode, Duration )
|
||||
local AttackSet = self.AttackSet
|
||||
local DesignateName = self.DesignateName
|
||||
local typename = TargetUnit:GetTypeName()
|
||||
|
||||
function Spot:OnAfterDestroyed( From, Event, To )
|
||||
self.Recce:MessageToSetGroup( "Target " ..typename .. " destroyed. " .. TargetSetUnit:CountAlive() .. " targets left.",
|
||||
self.Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() .. " destroyed. " .. TargetSetUnit:Count() .. " targets left.",
|
||||
5, AttackSet, self.DesignateName )
|
||||
end
|
||||
|
||||
@@ -1288,13 +1282,13 @@ do -- DESIGNATE
|
||||
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
|
||||
MarkingCount = MarkingCount + 1
|
||||
local TargetUnitType = TargetUnit:GetTypeName()
|
||||
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnitType .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
|
||||
10, self.AttackSet, DesignateName )
|
||||
--RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
|
||||
-- 5, self.AttackSet, DesignateName )
|
||||
if not MarkedTypes[TargetUnitType] then
|
||||
MarkedTypes[TargetUnitType] = true
|
||||
--ReportTypes:Add(TargetUnitType)
|
||||
ReportTypes:Add(TargetUnitType)
|
||||
end
|
||||
--ReportLaserCodes:Add(RecceUnit.LaserCode)
|
||||
ReportLaserCodes:Add(RecceUnit.LaserCode)
|
||||
return
|
||||
end
|
||||
else
|
||||
@@ -1309,16 +1303,16 @@ do -- DESIGNATE
|
||||
|
||||
if Recce then
|
||||
Recce:LaseOff()
|
||||
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 10, self.AttackSet, self.DesignateName )
|
||||
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet, self.DesignateName )
|
||||
end
|
||||
else
|
||||
--MarkingCount = MarkingCount + 1
|
||||
local TargetUnitType = TargetUnit:GetTypeName()
|
||||
if not MarkedTypes[TargetUnitType] then
|
||||
MarkedTypes[TargetUnitType] = true
|
||||
--ReportTypes:Add(TargetUnitType)
|
||||
ReportTypes:Add(TargetUnitType)
|
||||
end
|
||||
--ReportLaserCodes:Add(RecceUnit.LaserCode)
|
||||
ReportLaserCodes:Add(RecceUnit.LaserCode)
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1328,19 +1322,19 @@ do -- DESIGNATE
|
||||
local TargetUnitType = TargetUnit:GetTypeName()
|
||||
if not MarkedTypes[TargetUnitType] then
|
||||
MarkedTypes[TargetUnitType] = true
|
||||
--ReportTypes:Add(TargetUnitType)
|
||||
ReportTypes:Add(TargetUnitType)
|
||||
end
|
||||
--ReportLaserCodes:Add(Recce.LaserCode)
|
||||
Recce:MessageToSetGroup( self.DesignateName .. ": Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 10, self.AttackSet )
|
||||
ReportLaserCodes:Add(Recce.LaserCode)
|
||||
--Recce:MessageToSetGroup( self.DesignateName .. ": Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet )
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
)
|
||||
|
||||
--local MarkedTypesText = ReportTypes:Text(', ')
|
||||
--local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
|
||||
--self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
|
||||
local MarkedTypesText = ReportTypes:Text(', ')
|
||||
local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
|
||||
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
|
||||
|
||||
self:__Lasing( -self.LaseDuration, Index, Duration, LaserCodeRequested )
|
||||
|
||||
@@ -1395,7 +1389,7 @@ do -- DESIGNATE
|
||||
local MarkedCount = 0
|
||||
|
||||
TargetSetUnit:ForEachUnitPerThreatLevel( 10, 0,
|
||||
-- @param Wrapper.Unit#UNIT SmokeUnit
|
||||
--- @param Wrapper.Unit#UNIT SmokeUnit
|
||||
function( SmokeUnit )
|
||||
|
||||
if MarkedCount < self.MaximumMarkings then
|
||||
@@ -1460,10 +1454,9 @@ do -- DESIGNATE
|
||||
-- @param #DESIGNATE self
|
||||
-- @return #DESIGNATE
|
||||
function DESIGNATE:onafterDoneSmoking( From, Event, To, Index )
|
||||
if self.Designating[Index] ~= nil then
|
||||
self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
|
||||
self:SetDesignateMenu()
|
||||
end
|
||||
|
||||
self.Designating[Index] = string.gsub( self.Designating[Index], "S", "" )
|
||||
self:SetDesignateMenu()
|
||||
end
|
||||
|
||||
--- DoneIlluminating
|
||||
@@ -1476,3 +1469,5 @@ do -- DESIGNATE
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
@@ -1,12 +1,8 @@
|
||||
--- **Functional** - Captures the class DETECTION_ZONES.
|
||||
-- @module Functional.DetectionZones
|
||||
-- @image MOOSE.JPG
|
||||
|
||||
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.
|
||||
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{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
|
||||
|
||||
--- (old, to be revised ) Detect units within the battle zone for a list of @{Core.Zone}s detecting targets following (a) detection method(s),
|
||||
@@ -21,7 +17,7 @@ do -- DETECTION_ZONES
|
||||
--
|
||||
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
|
||||
--
|
||||
-- Retrieve the formed @{Core.Zone#ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
|
||||
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
|
||||
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
|
||||
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
|
||||
--
|
||||
@@ -44,31 +40,31 @@ do -- DETECTION_ZONES
|
||||
ClassName = "DETECTION_ZONES",
|
||||
DetectionZoneRange = nil,
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
--- DETECTION_ZONES constructor.
|
||||
-- @param #DETECTION_ZONES self
|
||||
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Core.Set} of ZONE_RADIUS.
|
||||
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Set} of ZONE_RADIUS.
|
||||
-- @param DCS#Coalition.side DetectionCoalition The coalition of the detection.
|
||||
-- @return #DETECTION_ZONES
|
||||
function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition )
|
||||
|
||||
|
||||
-- Inherits from DETECTION_BASE
|
||||
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetZone ) ) -- #DETECTION_ZONES
|
||||
|
||||
|
||||
self.DetectionSetZone = DetectionSetZone -- Core.Set#SET_ZONE
|
||||
self.DetectionCoalition = DetectionCoalition
|
||||
|
||||
|
||||
self._SmokeDetectedUnits = false
|
||||
self._FlareDetectedUnits = false
|
||||
self._SmokeDetectedZones = false
|
||||
self._FlareDetectedZones = false
|
||||
self._BoundDetectedZones = false
|
||||
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
-- @param #DETECTION_ZONES self
|
||||
--- @param #DETECTION_ZONES self
|
||||
-- @param #number The amount of alive recce.
|
||||
function DETECTION_ZONES:CountAliveRecce()
|
||||
|
||||
@@ -76,7 +72,7 @@ do -- DETECTION_ZONES
|
||||
|
||||
end
|
||||
|
||||
-- @param #DETECTION_ZONES self
|
||||
--- @param #DETECTION_ZONES self
|
||||
function DETECTION_ZONES:ForEachAliveRecce( IteratorFunction, ... )
|
||||
self:F2( arg )
|
||||
|
||||
@@ -352,7 +348,7 @@ 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 +376,7 @@ 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.
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
--- **Functional** - Taking the lead of AI escorting your flight.
|
||||
--- **Functional** -- Taking the lead of AI escorting your flight.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
@@ -16,13 +16,11 @@
|
||||
-- * Escort tactical situation reporting.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Additional Material:
|
||||
--
|
||||
-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Escort)
|
||||
-- * **YouTube videos:** None
|
||||
-- * **Guides:** None
|
||||
--
|
||||
--
|
||||
-- ## Missions:
|
||||
--
|
||||
-- [ESC - Escorting](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ESC%20-%20Escorting)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- Allows you to interact with escorting AI on your flight and take the lead.
|
||||
@@ -110,8 +108,8 @@
|
||||
-- @image Escorting.JPG
|
||||
|
||||
|
||||
---
|
||||
-- @type ESCORT
|
||||
|
||||
--- @type ESCORT
|
||||
-- @extends Core.Base#BASE
|
||||
-- @field Wrapper.Client#CLIENT EscortClient
|
||||
-- @field Wrapper.Group#GROUP EscortGroup
|
||||
@@ -254,7 +252,7 @@ end
|
||||
--- Set a Detection method for the EscortClient to be reported upon.
|
||||
-- Detection methods are based on the derived classes from DETECTION_BASE.
|
||||
-- @param #ESCORT self
|
||||
-- @param Functional.Detection#DETECTION_BASE Detection
|
||||
-- @param Function.Detection#DETECTION_BASE Detection
|
||||
function ESCORT:SetDetection( Detection )
|
||||
|
||||
self.Detection = Detection
|
||||
@@ -602,7 +600,7 @@ function ESCORT:MenuReportTargets( Seconds )
|
||||
self.EscortMenuAttackNearbyTargets = MENU_GROUP:New( self.EscortClient:GetGroup(), "Attack targets", self.EscortMenu )
|
||||
|
||||
|
||||
self.ReportTargetsScheduler, self.ReportTargetsSchedulerID = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds )
|
||||
self.ReportTargetsScheduler = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds )
|
||||
|
||||
return self
|
||||
end
|
||||
@@ -695,7 +693,7 @@ function ESCORT:MenuResumeMission()
|
||||
end
|
||||
|
||||
|
||||
-- @param #MENUPARAM MenuParam
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT:_HoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
|
||||
|
||||
local EscortGroup = self.EscortGroup
|
||||
@@ -735,7 +733,7 @@ function ESCORT:_HoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
|
||||
|
||||
end
|
||||
|
||||
-- @param #MENUPARAM MenuParam
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT:_JoinUpAndFollow( Distance )
|
||||
|
||||
local EscortGroup = self.EscortGroup
|
||||
@@ -768,7 +766,7 @@ function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance )
|
||||
EscortGroup:MessageToClient( "Rejoining and Following at " .. Distance .. "!", 30, EscortClient )
|
||||
end
|
||||
|
||||
-- @param #MENUPARAM MenuParam
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT:_Flare( Color, Message )
|
||||
|
||||
local EscortGroup = self.EscortGroup
|
||||
@@ -778,7 +776,7 @@ function ESCORT:_Flare( Color, Message )
|
||||
EscortGroup:MessageToClient( Message, 10, EscortClient )
|
||||
end
|
||||
|
||||
-- @param #MENUPARAM MenuParam
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT:_Smoke( Color, Message )
|
||||
|
||||
local EscortGroup = self.EscortGroup
|
||||
@@ -789,7 +787,7 @@ function ESCORT:_Smoke( Color, Message )
|
||||
end
|
||||
|
||||
|
||||
-- @param #MENUPARAM MenuParam
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT:_ReportNearbyTargetsNow()
|
||||
|
||||
local EscortGroup = self.EscortGroup
|
||||
@@ -811,12 +809,12 @@ function ESCORT:_SwitchReportNearbyTargets( ReportTargets )
|
||||
self.ReportTargetsScheduler:Schedule( self, self._ReportTargetsScheduler, {}, 1, 30 )
|
||||
end
|
||||
else
|
||||
self.ReportTargetsScheduler:Remove(self.ReportTargetsSchedulerID)
|
||||
routines.removeFunction( self.ReportTargetsScheduler )
|
||||
self.ReportTargetsScheduler = nil
|
||||
end
|
||||
end
|
||||
|
||||
-- @param #MENUPARAM MenuParam
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT:_ScanTargets( ScanDuration )
|
||||
|
||||
local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP
|
||||
@@ -846,7 +844,7 @@ function ESCORT:_ScanTargets( ScanDuration )
|
||||
|
||||
end
|
||||
|
||||
-- @param Wrapper.Group#GROUP EscortGroup
|
||||
--- @param Wrapper.Group#GROUP EscortGroup
|
||||
function _Resume( EscortGroup )
|
||||
env.info( '_Resume' )
|
||||
|
||||
@@ -858,7 +856,7 @@ function _Resume( EscortGroup )
|
||||
|
||||
end
|
||||
|
||||
-- @param #ESCORT self
|
||||
--- @param #ESCORT self
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
function ESCORT:_AttackTarget( DetectedItem )
|
||||
|
||||
@@ -879,7 +877,7 @@ function ESCORT:_AttackTarget( DetectedItem )
|
||||
local Tasks = {}
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
-- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit, Tasks )
|
||||
if DetectedUnit:IsAlive() then
|
||||
Tasks[#Tasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit )
|
||||
@@ -902,7 +900,7 @@ function ESCORT:_AttackTarget( DetectedItem )
|
||||
local Tasks = {}
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
-- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit, Tasks )
|
||||
if DetectedUnit:IsAlive() then
|
||||
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
|
||||
@@ -923,7 +921,7 @@ function ESCORT:_AttackTarget( DetectedItem )
|
||||
end
|
||||
|
||||
---
|
||||
-- @param #ESCORT self
|
||||
--- @param #ESCORT self
|
||||
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
|
||||
function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
|
||||
|
||||
@@ -941,7 +939,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
|
||||
local Tasks = {}
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
-- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit, Tasks )
|
||||
if DetectedUnit:IsAlive() then
|
||||
Tasks[#Tasks+1] = EscortGroupAttack:TaskAttackUnit( DetectedUnit )
|
||||
@@ -963,7 +961,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
|
||||
local Tasks = {}
|
||||
|
||||
DetectedSet:ForEachUnit(
|
||||
-- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
--- @param Wrapper.Unit#UNIT DetectedUnit
|
||||
function( DetectedUnit, Tasks )
|
||||
if DetectedUnit:IsAlive() then
|
||||
Tasks[#Tasks+1] = EscortGroupAttack:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
|
||||
@@ -983,7 +981,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
|
||||
|
||||
end
|
||||
|
||||
-- @param #MENUPARAM MenuParam
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT:_ROE( EscortROEFunction, EscortROEMessage )
|
||||
|
||||
local EscortGroup = self.EscortGroup
|
||||
@@ -993,7 +991,7 @@ function ESCORT:_ROE( EscortROEFunction, EscortROEMessage )
|
||||
EscortGroup:MessageToClient( EscortROEMessage, 10, EscortClient )
|
||||
end
|
||||
|
||||
-- @param #MENUPARAM MenuParam
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT:_ROT( EscortROTFunction, EscortROTMessage )
|
||||
|
||||
local EscortGroup = self.EscortGroup
|
||||
@@ -1003,7 +1001,7 @@ function ESCORT:_ROT( EscortROTFunction, EscortROTMessage )
|
||||
EscortGroup:MessageToClient( EscortROTMessage, 10, EscortClient )
|
||||
end
|
||||
|
||||
-- @param #MENUPARAM MenuParam
|
||||
--- @param #MENUPARAM MenuParam
|
||||
function ESCORT:_ResumeMission( WayPoint )
|
||||
|
||||
local EscortGroup = self.EscortGroup
|
||||
@@ -1038,7 +1036,7 @@ function ESCORT:RegisterRoute()
|
||||
return TaskPoints
|
||||
end
|
||||
|
||||
-- @param Functional.Escort#ESCORT self
|
||||
--- @param Functional.Escort#ESCORT self
|
||||
function ESCORT:_FollowScheduler()
|
||||
self:F( { self.FollowDistance } )
|
||||
|
||||
@@ -1154,6 +1152,8 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
|
||||
if self.EscortGroup:IsAlive() and self.EscortClient:IsAlive() then
|
||||
|
||||
if true then
|
||||
|
||||
local EscortGroupName = self.EscortGroup:GetName()
|
||||
|
||||
self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
|
||||
@@ -1224,6 +1224,177 @@ function ESCORT:_ReportTargetsScheduler()
|
||||
end
|
||||
|
||||
return true
|
||||
else
|
||||
-- local EscortGroupName = self.EscortGroup:GetName()
|
||||
-- local EscortTargets = self.EscortGroup:GetDetectedTargets()
|
||||
--
|
||||
-- local ClientEscortTargets = self.EscortClient._EscortGroups[EscortGroupName].Targets
|
||||
--
|
||||
-- local EscortTargetMessages = ""
|
||||
-- for EscortTargetID, EscortTarget in pairs( EscortTargets ) do
|
||||
-- local EscortObject = EscortTarget.object
|
||||
-- self:T( EscortObject )
|
||||
-- if EscortObject and EscortObject:isExist() and EscortObject.id_ < 50000000 then
|
||||
--
|
||||
-- local EscortTargetUnit = UNIT:Find( EscortObject )
|
||||
-- local EscortTargetUnitName = EscortTargetUnit:GetName()
|
||||
--
|
||||
--
|
||||
--
|
||||
-- -- local EscortTargetIsDetected,
|
||||
-- -- EscortTargetIsVisible,
|
||||
-- -- EscortTargetLastTime,
|
||||
-- -- EscortTargetKnowType,
|
||||
-- -- EscortTargetKnowDistance,
|
||||
-- -- EscortTargetLastPos,
|
||||
-- -- EscortTargetLastVelocity
|
||||
-- -- = self.EscortGroup:IsTargetDetected( EscortObject )
|
||||
-- --
|
||||
-- -- self:T( { EscortTargetIsDetected,
|
||||
-- -- EscortTargetIsVisible,
|
||||
-- -- EscortTargetLastTime,
|
||||
-- -- EscortTargetKnowType,
|
||||
-- -- EscortTargetKnowDistance,
|
||||
-- -- EscortTargetLastPos,
|
||||
-- -- EscortTargetLastVelocity } )
|
||||
--
|
||||
--
|
||||
-- local EscortTargetUnitVec3 = EscortTargetUnit:GetVec3()
|
||||
-- local EscortVec3 = self.EscortGroup:GetVec3()
|
||||
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
|
||||
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
|
||||
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
|
||||
-- ) ^ 0.5 / 1000
|
||||
--
|
||||
-- self:T( { self.EscortGroup:GetName(), EscortTargetUnit:GetName(), Distance, EscortTarget } )
|
||||
--
|
||||
-- if Distance <= 15 then
|
||||
--
|
||||
-- if not ClientEscortTargets[EscortTargetUnitName] then
|
||||
-- ClientEscortTargets[EscortTargetUnitName] = {}
|
||||
-- end
|
||||
-- ClientEscortTargets[EscortTargetUnitName].AttackUnit = EscortTargetUnit
|
||||
-- ClientEscortTargets[EscortTargetUnitName].visible = EscortTarget.visible
|
||||
-- ClientEscortTargets[EscortTargetUnitName].type = EscortTarget.type
|
||||
-- ClientEscortTargets[EscortTargetUnitName].distance = EscortTarget.distance
|
||||
-- else
|
||||
-- if ClientEscortTargets[EscortTargetUnitName] then
|
||||
-- ClientEscortTargets[EscortTargetUnitName] = nil
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- self:T( { "Sorting Targets Table:", ClientEscortTargets } )
|
||||
-- table.sort( ClientEscortTargets, function( a, b ) return a.Distance < b.Distance end )
|
||||
-- self:T( { "Sorted Targets Table:", ClientEscortTargets } )
|
||||
--
|
||||
-- -- Remove the sub menus of the Attack menu of the Escort for the EscortGroup.
|
||||
-- self.EscortMenuAttackNearbyTargets:RemoveSubMenus()
|
||||
--
|
||||
-- if self.EscortMenuTargetAssistance then
|
||||
-- self.EscortMenuTargetAssistance:RemoveSubMenus()
|
||||
-- end
|
||||
--
|
||||
-- --for MenuIndex = 1, #self.EscortMenuAttackTargets do
|
||||
-- -- self:T( { "Remove Menu:", self.EscortMenuAttackTargets[MenuIndex] } )
|
||||
-- -- self.EscortMenuAttackTargets[MenuIndex] = self.EscortMenuAttackTargets[MenuIndex]:Remove()
|
||||
-- --end
|
||||
--
|
||||
--
|
||||
-- if ClientEscortTargets then
|
||||
-- for ClientEscortTargetUnitName, ClientEscortTargetData in pairs( ClientEscortTargets ) do
|
||||
--
|
||||
-- for ClientEscortGroupName, EscortGroupData in pairs( self.EscortClient._EscortGroups ) do
|
||||
--
|
||||
-- if ClientEscortTargetData and ClientEscortTargetData.AttackUnit:IsAlive() then
|
||||
--
|
||||
-- local EscortTargetMessage = ""
|
||||
-- local EscortTargetCategoryName = ClientEscortTargetData.AttackUnit:GetCategoryName()
|
||||
-- local EscortTargetCategoryType = ClientEscortTargetData.AttackUnit:GetTypeName()
|
||||
-- if ClientEscortTargetData.type then
|
||||
-- EscortTargetMessage = EscortTargetMessage .. EscortTargetCategoryName .. " (" .. EscortTargetCategoryType .. ") at "
|
||||
-- else
|
||||
-- EscortTargetMessage = EscortTargetMessage .. "Unknown target at "
|
||||
-- end
|
||||
--
|
||||
-- local EscortTargetUnitVec3 = ClientEscortTargetData.AttackUnit:GetVec3()
|
||||
-- local EscortVec3 = self.EscortGroup:GetVec3()
|
||||
-- local Distance = ( ( EscortTargetUnitVec3.x - EscortVec3.x )^2 +
|
||||
-- ( EscortTargetUnitVec3.y - EscortVec3.y )^2 +
|
||||
-- ( EscortTargetUnitVec3.z - EscortVec3.z )^2
|
||||
-- ) ^ 0.5 / 1000
|
||||
--
|
||||
-- self:T( { self.EscortGroup:GetName(), ClientEscortTargetData.AttackUnit:GetName(), Distance, ClientEscortTargetData.AttackUnit } )
|
||||
-- if ClientEscortTargetData.visible == false then
|
||||
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " estimated km"
|
||||
-- else
|
||||
-- EscortTargetMessage = EscortTargetMessage .. string.format( "%.2f", Distance ) .. " km"
|
||||
-- end
|
||||
--
|
||||
-- if ClientEscortTargetData.visible then
|
||||
-- EscortTargetMessage = EscortTargetMessage .. ", visual"
|
||||
-- end
|
||||
--
|
||||
-- if ClientEscortGroupName == EscortGroupName then
|
||||
--
|
||||
-- MENU_GROUP_COMMAND:New( self.EscortClient,
|
||||
-- EscortTargetMessage,
|
||||
-- self.EscortMenuAttackNearbyTargets,
|
||||
-- ESCORT._AttackTarget,
|
||||
-- { ParamSelf = self,
|
||||
-- ParamUnit = ClientEscortTargetData.AttackUnit
|
||||
-- }
|
||||
-- )
|
||||
-- EscortTargetMessages = EscortTargetMessages .. "\n - " .. EscortTargetMessage
|
||||
-- else
|
||||
-- if self.EscortMenuTargetAssistance then
|
||||
-- local MenuTargetAssistance = MENU_GROUP:New( self.EscortClient, EscortGroupData.EscortName, self.EscortMenuTargetAssistance )
|
||||
-- MENU_GROUP_COMMAND:New( self.EscortClient,
|
||||
-- EscortTargetMessage,
|
||||
-- MenuTargetAssistance,
|
||||
-- ESCORT._AssistTarget,
|
||||
-- self,
|
||||
-- EscortGroupData.EscortGroup,
|
||||
-- ClientEscortTargetData.AttackUnit
|
||||
-- )
|
||||
-- end
|
||||
-- end
|
||||
-- else
|
||||
-- ClientEscortTargetData = nil
|
||||
-- end
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- if EscortTargetMessages ~= "" and self.ReportTargets == true then
|
||||
-- self.EscortGroup:MessageToClient( "Detected targets within 15 km range:" .. EscortTargetMessages:gsub("\n$",""), 20, self.EscortClient )
|
||||
-- else
|
||||
-- self.EscortGroup:MessageToClient( "No targets detected!", 20, self.EscortClient )
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- if self.EscortMenuResumeMission then
|
||||
-- self.EscortMenuResumeMission:RemoveSubMenus()
|
||||
--
|
||||
-- -- if self.EscortMenuResumeWayPoints then
|
||||
-- -- for MenuIndex = 1, #self.EscortMenuResumeWayPoints do
|
||||
-- -- self:T( { "Remove Menu:", self.EscortMenuResumeWayPoints[MenuIndex] } )
|
||||
-- -- self.EscortMenuResumeWayPoints[MenuIndex] = self.EscortMenuResumeWayPoints[MenuIndex]:Remove()
|
||||
-- -- end
|
||||
-- -- end
|
||||
--
|
||||
-- local TaskPoints = self:RegisterRoute()
|
||||
-- for WayPointID, WayPoint in pairs( TaskPoints ) do
|
||||
-- local EscortVec3 = self.EscortGroup:GetVec3()
|
||||
-- local Distance = ( ( WayPoint.x - EscortVec3.x )^2 +
|
||||
-- ( WayPoint.y - EscortVec3.z )^2
|
||||
-- ) ^ 0.5 / 1000
|
||||
-- MENU_GROUP_COMMAND:New( self.EscortClient, "Waypoint " .. WayPointID .. " at " .. string.format( "%.2f", Distance ).. "km", self.EscortMenuResumeMission, ESCORT._ResumeMission, { ParamSelf = self, ParamWayPoint = WayPointID } )
|
||||
-- end
|
||||
-- end
|
||||
--
|
||||
-- return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
|
||||
@@ -0,0 +1,730 @@
|
||||
--- **Functional** - (R2.5) - Monitor and export flight model data.
|
||||
--
|
||||
-- Record flight data and export it to a csv file.
|
||||
--
|
||||
-- ## Recorded Data:
|
||||
--
|
||||
-- * Time,
|
||||
-- * Altitude,
|
||||
-- * Temperature,
|
||||
-- * Pressure,
|
||||
-- * Velocity (total and x,y,z components),
|
||||
-- * Acceleration (total and x,y,z components),
|
||||
-- * AoA,
|
||||
-- * Pitch and pitch rate,
|
||||
-- * Roll and roll rate,
|
||||
-- * Yaw and yaw rate,
|
||||
-- * Turn rate.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **funkyfranky**
|
||||
-- @module Functional.FMData
|
||||
-- @image Functional_Rat2.png
|
||||
|
||||
|
||||
--- FMD class.
|
||||
-- @type FMD
|
||||
-- @field #string ClassName Name of the class.
|
||||
-- @field #boolean Debug Debug mode. Messages to all about status.
|
||||
-- @field #string lid Class id string for output to DCS log file.
|
||||
-- @field #table players Player table.
|
||||
-- @field #table menuadded Table of units where the F10 radio menu was added.
|
||||
-- @field #string savepath Path to save data files.
|
||||
-- @extends Core.Fsm#FSM
|
||||
|
||||
--- Be sure!
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- 
|
||||
--
|
||||
-- # The FMD Concept
|
||||
--
|
||||
-- This class can be used to record flight data such as velocity, acceleration, pitch, roll, yaw and turn rates. The output is written to a csv file for later analysis.
|
||||
--
|
||||
-- # Usage
|
||||
--
|
||||
-- The script is very easy to use. It only requires the line
|
||||
--
|
||||
-- fmd=FMD:New()
|
||||
--
|
||||
-- This will automatically start the FMD script.
|
||||
--
|
||||
-- Each player will get an entry "FMD" in the F-10 radio menu. There he can start or stop the data recording.
|
||||
--
|
||||
-- **IMPORTANT**
|
||||
-- Due to a DCS bug, it is necessary that (in single player mode), player/clients have to **hit ESC twice** before entering an aircraft client slot.
|
||||
-- Otherwise, the script will not load and now menus will be created for the player.
|
||||
--
|
||||
-- # Output
|
||||
--
|
||||
-- After the data recording is completed, the data is written to a csv file. The file name starts with **FMD** and contains the employed airframe plus a running number.
|
||||
--
|
||||
-- However, one must desanitize the **io** and **lfs** lines the DCS root directory. Otherwise, DCS will not allow data to be written to file.
|
||||
--
|
||||
-- @field #FMD
|
||||
FMD = {
|
||||
ClassName = "FMD",
|
||||
Debug = false,
|
||||
lid = nil,
|
||||
players = {},
|
||||
menuadded = {},
|
||||
savepath = nil,
|
||||
}
|
||||
|
||||
--- Player data table.
|
||||
-- @type FMD.PlayerData
|
||||
-- @field Core.Scheduler#SCHEDULER scheduler Scheduler
|
||||
-- @field Wrapper.Unit#UNIT unit Player unit.
|
||||
-- @field #string unitname Name of the unit.
|
||||
-- @field Wrapper.Client#CLIENT client Player client.
|
||||
-- @field #string actype Aircraft type.
|
||||
-- @field #string name Player name.
|
||||
-- @field #number dt Time step for data recording in seconds. Default 0.01 sec ==> 100 data points per second!
|
||||
-- @field #number rd Recording duration in seconds.
|
||||
-- @field #boolean recording If true, recording started.
|
||||
-- @field #table data Data table.
|
||||
-- @field #number SID Scheduler ID.
|
||||
|
||||
--- Data point table.
|
||||
-- @type FMD.DataPoint
|
||||
-- @field #number time Abs mission time.
|
||||
-- @field #number T Temperature in degrees Celsius.
|
||||
-- @field #number P Pressure.
|
||||
-- @field #number Alt Altitude ASL in meters.
|
||||
-- @field #number AoA Angle of Attack in degrees.
|
||||
-- @field #number Pitch Pitch angle in degrees.
|
||||
-- @field #number Roll Roll angle in degrees.
|
||||
-- @field #number Yaw Yaw angle in degrees.
|
||||
-- @field #number Climbrate Climb rate in m/s.
|
||||
-- @field #number Vtot Total velocity in m/s.
|
||||
-- @field DCS#Vec3 v Velocity vector. Components x,y,z in m/s.
|
||||
-- @field DCS#Vec3 o Orientation vector. Components x,y,z in meters.
|
||||
-- @field #number omega Angle velocity in m/s.
|
||||
-- @field #number Hdg Heading in degrees.
|
||||
-- @field #number Atot Total acceleration m/s^2.
|
||||
-- @field DCS#Vec3 a Acceleration vector.
|
||||
-- @field #number DRoll Roll speed in degrees/second.
|
||||
-- @field #number DPitch Pitch speed in degrees/second.
|
||||
-- @field #number DYaw Yaw speed in degrees/second.
|
||||
|
||||
--- Main group level radio menu: F10 Other/FMD.
|
||||
-- @field #table MenuF10
|
||||
FMD.MenuF10={}
|
||||
|
||||
--- FMD mission level F10 root menu.
|
||||
-- @field #table MenuF10Root
|
||||
FMD.MenuF10Root=nil
|
||||
|
||||
--- FMD script version.
|
||||
-- @field #string version
|
||||
FMD.version="0.1.0"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Constructor
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Create a new FMD class object.
|
||||
-- @param #FMD self
|
||||
-- @return #FMD self.
|
||||
function FMD:New()
|
||||
|
||||
-- Inherit everthing from FSM class.
|
||||
local self=BASE:Inherit(self, FSM:New()) -- #FMD
|
||||
|
||||
-- Start State.
|
||||
self:SetStartState("Stopped")
|
||||
|
||||
-- Log string.
|
||||
self.lid="FMD | "
|
||||
|
||||
-- Add FSM transitions.
|
||||
-- From State --> Event --> To State
|
||||
self:AddTransition("Stopped", "Start", "Running") -- Start FMD script.
|
||||
self:AddTransition("*", "Status", "*") -- Start FMD script.
|
||||
|
||||
-- Start FMD.
|
||||
self:Start()
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- On after Start event.
|
||||
-- @param #FMD self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function FMD:onafterStart(From, Event, To)
|
||||
|
||||
-- Short info.
|
||||
local text=string.format("Starting Flight Model Data script version %s", FMD.version)
|
||||
self:I(self.lid..text)
|
||||
|
||||
-- Handle events.
|
||||
self:HandleEvent(EVENTS.Birth)
|
||||
end
|
||||
|
||||
--- On after Stop event.
|
||||
-- @param #FMD self
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To To state.
|
||||
function FMD:onafterStop(From, Event, To)
|
||||
|
||||
-- Short info.
|
||||
local text=string.format("Stopping Flight Model Data script version %s", FMD.version)
|
||||
self:I(self.lid..text)
|
||||
|
||||
-- Handle events.
|
||||
self:UnHandleEvent(EVENTS.Birth)
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Event Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- FMD event handler for event birth.
|
||||
-- @param #FMD self
|
||||
-- @param Core.Event#EVENTDATA EventData
|
||||
function FMD:OnEventBirth(EventData)
|
||||
self:F3({eventbirth = EventData})
|
||||
|
||||
local _unitName=EventData.IniUnitName
|
||||
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
|
||||
|
||||
self:T2(self.lid.."BIRTH: unit = "..tostring(EventData.IniUnitName))
|
||||
self:T2(self.lid.."BIRTH: group = "..tostring(EventData.IniGroupName))
|
||||
self:T2(self.lid.."BIRTH: player = "..tostring(_playername))
|
||||
|
||||
if _unit and _playername then
|
||||
|
||||
local _uid=_unit:GetID()
|
||||
local _group=_unit:GetGroup()
|
||||
local _callsign=_unit:GetCallsign()
|
||||
|
||||
-- Debug output.
|
||||
local text=string.format("Pilot %s, callsign %s entered unit %s of group %s.", _playername, _callsign, _unitName, _group:GetName())
|
||||
self:T(self.lid..text)
|
||||
MESSAGE:New(text, 5):ToAllIf(self.Debug)
|
||||
|
||||
-- Add Menu commands.
|
||||
self:_AddF10Commands(_unitName)
|
||||
|
||||
-- Player data.
|
||||
self.players[_playername]={}
|
||||
|
||||
local player=self.players[_playername] --#FMD.PlayerData
|
||||
|
||||
player.scheduler=SCHEDULER:New()
|
||||
player.unit=_unit
|
||||
player.unitname=_unitName
|
||||
player.name=_playername
|
||||
player.client=CLIENT:FindByName(_unitName, nil, true)
|
||||
player.actype=_unit:GetTypeName()
|
||||
player.dt=0.01
|
||||
player.rd=30
|
||||
player.recording=false
|
||||
player.data={}
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- Data Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get data of unit.
|
||||
-- @param #FMD self
|
||||
-- @param Wrapper.Unit#UNIT unit
|
||||
-- @return #FMD.DataPoint Datapoint.
|
||||
function FMD:_GetDataPoint(unit)
|
||||
|
||||
if unit and unit:IsAlive() then
|
||||
|
||||
-- Current coordinate.
|
||||
local coord=unit:GetCoordinate()
|
||||
|
||||
local dp={} --#FMD.DataPoint
|
||||
|
||||
dp.a={}
|
||||
dp.Alt=coord.y
|
||||
dp.AoA=unit:GetAoA()
|
||||
dp.Atot=nil
|
||||
dp.P=coord:GetPressure()
|
||||
dp.Pitch=unit:GetPitch()
|
||||
dp.Roll=unit:GetRoll()
|
||||
dp.time=timer.getAbsTime()
|
||||
dp.T=coord:GetTemperature()
|
||||
dp.v=unit:GetVelocityVec3()
|
||||
dp.Vtot=UTILS.VecNorm(dp.v)
|
||||
dp.Yaw=unit:GetYaw()
|
||||
dp.o=unit:GetOrientationX()
|
||||
dp.Hdg=unit:GetHeading()
|
||||
|
||||
return dp
|
||||
else
|
||||
return nil
|
||||
end
|
||||
end
|
||||
|
||||
--- Get data of unit.
|
||||
-- @param #FMD self
|
||||
-- @param #FMD.PlayerData playerData Player data.
|
||||
-- @return #FMD.DataPoint Datapoint.
|
||||
function FMD:_Derivative(playerData)
|
||||
|
||||
local function numderiv(fpm,fpp,h)
|
||||
return 0.5*(fpp-fpm)/h
|
||||
end
|
||||
|
||||
local datapoints=playerData.data
|
||||
--local dt=playerData.dt
|
||||
|
||||
for i=2,#datapoints-1 do
|
||||
|
||||
local dpm=datapoints[i-1] --#FMD.DataPoint
|
||||
local dpp=datapoints[i+1] --#FMD.DataPoint
|
||||
local dpi=datapoints[i] --#FMD.DataPoint
|
||||
|
||||
-- Time step.
|
||||
local dt=0.5*(dpp.time-dpm.time)
|
||||
|
||||
dpi.Atot=numderiv(dpm.Vtot, dpp.Vtot, dt)
|
||||
|
||||
dpi.a.x=numderiv(dpm.v.x, dpp.v.x, dt)
|
||||
dpi.a.y=numderiv(dpm.v.y, dpp.v.y, dt)
|
||||
dpi.a.z=numderiv(dpm.v.z, dpp.v.z, dt)
|
||||
|
||||
dpi.DPitch=numderiv(dpm.Pitch, dpp.Pitch, dt)
|
||||
--dpi.DRoll=numderiv(dpm.Roll, dpp.Roll, dt)
|
||||
dpi.DYaw=numderiv(dpm.Yaw, dpp.Yaw, dt)
|
||||
|
||||
-- Roll shortcuts.
|
||||
local r1=dpm.Roll
|
||||
local r2=dpp.Roll
|
||||
|
||||
-- Put roll in [0,360)
|
||||
if (r1<0) then
|
||||
r1=r1+360
|
||||
end
|
||||
if (r2<0) then
|
||||
r2=r2+360
|
||||
end
|
||||
|
||||
-- Handle case where 360 deg periodicity strikes.
|
||||
if r1<90 and r2>270 then
|
||||
r1=r1+360
|
||||
end
|
||||
if r1>270 and r2<90 then
|
||||
r2=r2+360
|
||||
end
|
||||
|
||||
--
|
||||
dpi.DRoll=numderiv(r1, r2, dt)
|
||||
|
||||
local ang=UTILS.VecAngle(dpm.o, dpp.o)
|
||||
dpi.omega=numderiv(0, ang, dt)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Record data
|
||||
-- @param #FMD self
|
||||
-- @param #FMD.PlayerData playerData Player data table.
|
||||
function FMD:_RecordData(playerData)
|
||||
|
||||
-- Check if we are recording already.
|
||||
if not playerData.recording then
|
||||
|
||||
-- Inform player.
|
||||
local text=string.format("Data recording starts for %.1f sec.", playerData.rd)
|
||||
MESSAGE:New(text, 3, "FMD"):ToClient(playerData.client)
|
||||
|
||||
-- Activate recording switch.
|
||||
playerData.recording=true
|
||||
end
|
||||
|
||||
-- Check if unit is alive.
|
||||
if playerData.unit and playerData.unit:IsAlive() then
|
||||
|
||||
-- Get data point.
|
||||
local dp=self:_GetDataPoint(playerData.unit)
|
||||
|
||||
-- Add data point to player table.
|
||||
table.insert(playerData.data, dp)
|
||||
|
||||
else
|
||||
-- Stop recording if player unit is not alive.
|
||||
self:_StopRecording(playerData.unitname)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Save data.
|
||||
-- @param #FMD self
|
||||
-- @param #FMD.PlayerData playerData Player data table.
|
||||
function FMD:_SaveData(playerData)
|
||||
|
||||
-- Nothing to save.
|
||||
if playerData==nil or #playerData.data==0 or not io then
|
||||
return
|
||||
end
|
||||
|
||||
--- Function that saves data to file
|
||||
local function _savefile(filename, data)
|
||||
local f = assert(io.open(filename, "wb"))
|
||||
f:write(data)
|
||||
f:close()
|
||||
end
|
||||
|
||||
-- Set path or default.
|
||||
local path=self.savepath
|
||||
if lfs then
|
||||
path=path or lfs.writedir()
|
||||
end
|
||||
|
||||
-- Create unused file name.
|
||||
local filename=nil
|
||||
for i=1,9999 do
|
||||
|
||||
-- Create file name.
|
||||
filename=string.format("FMD-%s_%s-%04d.csv", playerData.name, playerData.actype, i)
|
||||
|
||||
-- Set path.
|
||||
if path~=nil then
|
||||
filename=path.."\\"..filename
|
||||
end
|
||||
|
||||
-- Check if file exists.
|
||||
local _exists=UTILS.FileExists(filename)
|
||||
if not _exists then
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Info
|
||||
local text=string.format("Saving player %s flight data to file %s", playerData.name, filename)
|
||||
self:I(self.lid..text)
|
||||
|
||||
-- Header line
|
||||
local data="#Time,Altitude,Temperature,Pressure,Vtot,Vx,Vy,Vz,Atot,ax,ay,az,AoA,Pitch,dPitch/dt,Roll,dRoll/dt,Yaw,dYaw/dt,Turn Rate\n"
|
||||
|
||||
local g0=playerData.data[1] --#FMD.DataPoint
|
||||
local T0=g0.time
|
||||
|
||||
-- Calculate derivatives.
|
||||
self:_Derivative(playerData)
|
||||
|
||||
for i=2,#playerData.data-1 do
|
||||
|
||||
local dp=playerData.data[i] --#FMD.DataPoint
|
||||
|
||||
-- Conversion m/s == Mach.
|
||||
local ms2mach=0.00291545
|
||||
|
||||
local t=(dp.time-T0) or 0
|
||||
local a=dp.Alt or 0
|
||||
local b=dp.T or 0
|
||||
local c=dp.P or 0
|
||||
local d=dp.Vtot or 0
|
||||
local e=dp.v.x or 0
|
||||
local f=dp.v.y or 0
|
||||
local g=dp.v.z or 0
|
||||
local h=dp.Atot or 0
|
||||
local i=dp.a.x or 0
|
||||
local j=dp.a.y or 0
|
||||
local k=dp.a.z or 0
|
||||
local l=dp.AoA or 0
|
||||
local m=dp.Pitch or 0
|
||||
local n=dp.DPitch or 0
|
||||
local roll=dp.Roll or 0
|
||||
if roll<0 then
|
||||
roll=roll+360
|
||||
end
|
||||
local o=roll --dp.Roll or 0
|
||||
local p=dp.DRoll or 0
|
||||
local q=dp.Yaw or 0
|
||||
local r=dp.DYaw or 0
|
||||
local s=dp.omega or 0
|
||||
|
||||
-- Debug output.
|
||||
self:T3(t)
|
||||
self:T3(a)
|
||||
self:T3(b)
|
||||
self:T3(c)
|
||||
self:T3(d)
|
||||
self:T3(e)
|
||||
self:T3(f)
|
||||
self:T3(g)
|
||||
self:T3(h)
|
||||
self:T3(i)
|
||||
self:T3(j)
|
||||
self:T3(k)
|
||||
self:T3(l)
|
||||
self:T3(m)
|
||||
self:T3(n)
|
||||
self:T3(o)
|
||||
self:T3(p)
|
||||
self:T3(q)
|
||||
self:T3(r)
|
||||
self:T3(s)
|
||||
|
||||
-- t a b c d e f g h i j k l m n o p q r s
|
||||
data=data..string.format("%.2f,%.2f,%.2f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f\n",
|
||||
t, a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s)
|
||||
|
||||
end
|
||||
|
||||
-- Save file.
|
||||
_savefile(filename, data)
|
||||
|
||||
-- Clear data.
|
||||
playerData.data={}
|
||||
end
|
||||
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- RADIO MENU Functions
|
||||
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Add menu commands for player.
|
||||
-- @param #FMD self
|
||||
-- @param #string _unitName Name of player unit.
|
||||
function FMD:_AddF10Commands(_unitName)
|
||||
self:F(_unitName)
|
||||
|
||||
-- Get player unit and name.
|
||||
local _unit, playername = self:_GetPlayerUnitAndName(_unitName)
|
||||
|
||||
-- Check for player unit.
|
||||
if _unit and playername then
|
||||
|
||||
-- Get group and ID.
|
||||
local group=_unit:GetGroup()
|
||||
local gid=group:GetID()
|
||||
|
||||
if group and gid then
|
||||
|
||||
if not self.menuadded[gid] then
|
||||
|
||||
-- Enable switch so we don't do this twice.
|
||||
self.menuadded[gid]=true
|
||||
|
||||
-- Set menu root path.
|
||||
local _rootPath=nil
|
||||
if FMD.MenuF10Root then
|
||||
------------------------
|
||||
-- MISSON LEVEL MENUE --
|
||||
------------------------
|
||||
|
||||
-- F10/FMD/...
|
||||
_rootPath=FMD.MenuF10Root
|
||||
|
||||
else
|
||||
------------------------
|
||||
-- GROUP LEVEL MENUES --
|
||||
------------------------
|
||||
|
||||
-- Main F10 menu: F10/FMD/
|
||||
if FMD.MenuF10[gid]==nil then
|
||||
FMD.MenuF10[gid]=missionCommands.addSubMenuForGroup(gid, "FMD")
|
||||
end
|
||||
|
||||
|
||||
-- F10/FMD/...
|
||||
_rootPath=FMD.MenuF10[gid]
|
||||
|
||||
end
|
||||
|
||||
--------------------------------
|
||||
-- F10/F<X> FMD/F1 Time Interval
|
||||
--------------------------------
|
||||
local _timePath=missionCommands.addSubMenuForGroup(gid, "Time Interval", _rootPath)
|
||||
-- F10/FMD/F1 Time Interval/
|
||||
missionCommands.addCommandForGroup(gid, "Delta t=0.01 s", _timePath, self._SetTimeInterval, self, _unitName, 0.01)
|
||||
missionCommands.addCommandForGroup(gid, "Delta t=0.1 s", _timePath, self._SetTimeInterval, self, _unitName, 0.1)
|
||||
missionCommands.addCommandForGroup(gid, "Delta t=1.0 s", _timePath, self._SetTimeInterval, self, _unitName, 1.0)
|
||||
missionCommands.addCommandForGroup(gid, "Delta t=10 s", _timePath, self._SetTimeInterval, self, _unitName, 10.0)
|
||||
missionCommands.addCommandForGroup(gid, "Delta t=30 s", _timePath, self._SetTimeInterval, self, _unitName, 30.0)
|
||||
missionCommands.addCommandForGroup(gid, "Delta t=60 s", _timePath, self._SetTimeInterval, self, _unitName, 60.0)
|
||||
|
||||
-------------------------------
|
||||
-- F10/F<X> FMD/F1 Rec Duration
|
||||
-------------------------------
|
||||
local _durPath=missionCommands.addSubMenuForGroup(gid, "Rec Duration", _rootPath)
|
||||
-- F10/FMD/F1 Rec Duration/
|
||||
missionCommands.addCommandForGroup(gid, "T=10 s", _durPath, self._SetRecDuration, self, _unitName, 10)
|
||||
missionCommands.addCommandForGroup(gid, "T=30 s", _durPath, self._SetRecDuration, self, _unitName, 30)
|
||||
missionCommands.addCommandForGroup(gid, "T=60 s", _durPath, self._SetRecDuration, self, _unitName, 60)
|
||||
missionCommands.addCommandForGroup(gid, "T=5 min", _durPath, self._SetRecDuration, self, _unitName, 5*60)
|
||||
missionCommands.addCommandForGroup(gid, "T=10 min", _durPath, self._SetRecDuration, self, _unitName, 10*60)
|
||||
|
||||
--------------------------------
|
||||
-- F10/F<X> FMD/
|
||||
--------------------------------
|
||||
|
||||
-- F10/FMD/Start Recording
|
||||
missionCommands.addCommandForGroup(gid, "Start Recording", _rootPath, self._StartRecording, self, _unitName) -- F1
|
||||
missionCommands.addCommandForGroup(gid, "Stop Recording", _rootPath, self._StopRecording, self, _unitName) -- F2
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Set recording duration.
|
||||
-- @param #FMD self
|
||||
-- @param #string _unitName Name of player unit.
|
||||
-- @param #number rd Recording duration in sec.
|
||||
function FMD:_SetRecDuration(_unitName, rd)
|
||||
|
||||
-- Get player unit and name.
|
||||
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
|
||||
|
||||
-- Check if we have a unit which is a player.
|
||||
if _unit and _playername then
|
||||
local playerData=self.players[_playername] --#FMD.PlayerData
|
||||
|
||||
if playerData then
|
||||
|
||||
-- Set dt.
|
||||
playerData.rd=rd
|
||||
|
||||
-- Inform player.
|
||||
local text=string.format("Data recording duration set to %.1f sec.", playerData.rd)
|
||||
MESSAGE:New(text, 10, "FMD"):ToClient(playerData.client)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--- Set time interval for data recording.
|
||||
-- @param #FMD self
|
||||
-- @param #string _unitName Name of player unit.
|
||||
-- @param #number dt Time interval in seconds.
|
||||
function FMD:_SetTimeInterval(_unitName, dt)
|
||||
|
||||
-- Get player unit and name.
|
||||
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
|
||||
|
||||
-- Check if we have a unit which is a player.
|
||||
if _unit and _playername then
|
||||
local playerData=self.players[_playername] --#FMD.PlayerData
|
||||
|
||||
if playerData then
|
||||
|
||||
-- Set dt.
|
||||
playerData.dt=dt
|
||||
|
||||
-- Inform player.
|
||||
local text=string.format("Data recording time interval set to %.3f sec.", playerData.dt)
|
||||
MESSAGE:New(text, 10, "FMD"):ToClient(playerData.client)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Start data recording.
|
||||
-- @param #FMD self
|
||||
-- @param #string _unitName Name of player unit.
|
||||
function FMD:_StartRecording(_unitName)
|
||||
|
||||
-- Get player unit and name.
|
||||
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
|
||||
|
||||
-- Check if we have a unit which is a player.
|
||||
if _unit and _playername then
|
||||
local playerData=self.players[_playername] --#FMD.PlayerData
|
||||
|
||||
if playerData then
|
||||
|
||||
-- Delay before recording starts.
|
||||
local delay=3
|
||||
|
||||
-- Inform player.
|
||||
local text=string.format("Data recording will be started in %d seconds with %.3f sec timestep for %.1f sec.", delay, playerData.dt, playerData.rd)
|
||||
MESSAGE:New(text, 3, "FMD"):ToClient(playerData.client)
|
||||
|
||||
-- Start scheduler.
|
||||
playerData.SID=playerData.scheduler:Schedule(nil, self._RecordData, {self, playerData}, delay, playerData.dt, 0.0)
|
||||
|
||||
-- Stop scheduler once.
|
||||
playerData.scheduler:ScheduleOnce(playerData.rd+delay, self._StopRecording, self,_unitName)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Stop data recording.
|
||||
-- @param #FMD self
|
||||
-- @param #string _unitName Name of player unit.
|
||||
function FMD:_StopRecording(_unitName)
|
||||
|
||||
-- Get player unit and name.
|
||||
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
|
||||
|
||||
-- Check if we have a unit which is a player.
|
||||
if _unit and _playername then
|
||||
local playerData=self.players[_playername] --#FMD.PlayerData
|
||||
|
||||
if playerData then
|
||||
|
||||
local ndata=#playerData.data
|
||||
|
||||
-- Inform player.
|
||||
local text=string.format("Data recording stopped. Data points recorded: %d", ndata)
|
||||
MESSAGE:New(text, 10, "FMD"):ToClient(playerData.client)
|
||||
|
||||
-- No recording switch.
|
||||
playerData.recording=false
|
||||
|
||||
-- Stop scheduler.
|
||||
playerData.scheduler:Stop(playerData.SID)
|
||||
|
||||
-- Save data.
|
||||
self:_SaveData(playerData)
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
|
||||
-- @param #FMD self
|
||||
-- @param #string _unitName Name of the player unit.
|
||||
-- @return Wrapper.Unit#UNIT Unit of player or nil.
|
||||
-- @return #string Name of the player or nil.
|
||||
function FMD:_GetPlayerUnitAndName(_unitName)
|
||||
self:F2(_unitName)
|
||||
|
||||
if _unitName ~= nil then
|
||||
|
||||
-- Get DCS unit from its name.
|
||||
local DCSunit=Unit.getByName(_unitName)
|
||||
|
||||
if DCSunit then
|
||||
|
||||
local playername=DCSunit:getPlayerName()
|
||||
local unit=UNIT:Find(DCSunit)
|
||||
|
||||
self:T2({DCSunit=DCSunit, unit=unit, playername=playername})
|
||||
if DCSunit and unit and playername then
|
||||
return unit, playername
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Return nil if we could not find a player.
|
||||
return nil,nil
|
||||
end
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
@@ -1,999 +0,0 @@
|
||||
--- **Functional** - Build large airborne formations of aircraft.
|
||||
--
|
||||
-- **Features:**
|
||||
--
|
||||
-- * Build in-air formations consisting of more than 40 aircraft as one group.
|
||||
-- * Build different formation types.
|
||||
-- * Assign a group leader that will guide the large formation path.
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ## Additional Material:
|
||||
--
|
||||
-- * **Demo Missions:** [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/FORMATION)
|
||||
-- * **Guides:** None
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- ### Author: **FlightControl**
|
||||
-- ### Contributions: **Applevangelist** (refactor)
|
||||
--
|
||||
-- ===
|
||||
--
|
||||
-- @module Functional.FORMATION
|
||||
-- @image AI_Large_Formations.JPG
|
||||
|
||||
--- FORMATION class
|
||||
-- @type FORMATION
|
||||
-- @extends Core.Fsm#FSM_SET
|
||||
-- @field Wrapper.Unit#UNIT FollowUnit
|
||||
-- @field Core.Set#SET_GROUP FollowGroupSet
|
||||
-- @field #string FollowName
|
||||
-- @field Core.Scheduler#SCHEDULER FollowScheduler The instance of the SCHEDULER class.
|
||||
-- @field #number FollowDistance The current follow distance.
|
||||
-- @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.
|
||||
|
||||
|
||||
--- Build (large) formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
|
||||
--
|
||||
-- FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
|
||||
-- The FORMATION class models formations in a different manner than the internal DCS formation logic!!!
|
||||
-- The purpose of the class is to:
|
||||
--
|
||||
-- * Make formation building a process that can be managed while in flight, rather than a task.
|
||||
-- * Human players can guide formations, consisting of larget planes.
|
||||
-- * Build large formations (like a large bomber field).
|
||||
-- * Form formations that DCS does not support off-the-shelve.
|
||||
--
|
||||
-- A few remarks:
|
||||
--
|
||||
-- * Depending on the type of plane, the change in direction by the leader may result in the formation getting disentangled while in flight and needs to be rebuild.
|
||||
-- * Formations are vulnerable to collissions, but is depending on the type of plane, the distance between the planes and the speed and angle executed by the leader.
|
||||
-- * Formations may take a while to build up.
|
||||
--
|
||||
-- As a result, the FORMATION is not perfect, but is very useful to:
|
||||
--
|
||||
-- * Model large formations when flying straight line. You can build close formations when doing this.
|
||||
-- * Make humans guide a large formation, when the planes are wide from each other.
|
||||
--
|
||||
-- ## FORMATION construction
|
||||
--
|
||||
-- Create a new SPAWN object with the @{#FORMATION.New} method:
|
||||
--
|
||||
-- * @{#FORMATION.New}(): Creates a new FORMATION object from a @{Wrapper.Group#GROUP} for a @{Wrapper.Client#CLIENT} or a @{Wrapper.Unit#UNIT}, with an optional briefing text.
|
||||
--
|
||||
-- ## Formation methods
|
||||
--
|
||||
-- The following methods can be used to set or change the formation:
|
||||
--
|
||||
-- * @{#FORMATION.FormationLine}(): Form a line formation (core formation function).
|
||||
-- * @{#FORMATION.FormationTrail}(): Form a trail formation.
|
||||
-- * @{#FORMATION.FormationLeftLine}(): Form a left line formation.
|
||||
-- * @{#FORMATION.FormationRightLine}(): Form a right line formation.
|
||||
-- * @{#FORMATION.FormationRightWing}(): Form a right wing formation.
|
||||
-- * @{#FORMATION.FormationLeftWing}(): Form a left wing formation.
|
||||
-- * @{#FORMATION.FormationCenterWing}(): Form a center wing formation.
|
||||
-- * @{#FORMATION.FormationCenterVic}(): Form a Vic formation (same as CenterWing).
|
||||
-- * @{#FORMATION.FormationCenterBoxed}(): Form a center boxed formation.
|
||||
--
|
||||
-- ## Randomization
|
||||
--
|
||||
-- Use the method @{FORMATION#FORMATION.SetFlightRandomization}() to simulate the formation flying errors that pilots make while in formation. Is a range set in meters.
|
||||
--
|
||||
-- @usage
|
||||
-- local FollowGroupSet = SET_GROUP:New():FilterCategories("plane"):FilterCoalitions("blue"):FilterPrefixes("Follow"):FilterStart()
|
||||
-- local LeaderUnit = UNIT:FindByName( "Leader" )
|
||||
-- local LargeFormation = FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
|
||||
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
|
||||
-- LargeFormation:__Start( 1 )
|
||||
--
|
||||
-- @field #FORMATION
|
||||
FORMATION = {
|
||||
ClassName = "FORMATION",
|
||||
FollowName = nil, -- The Follow Name
|
||||
FollowUnit = nil,
|
||||
FollowGroupSet = nil,
|
||||
FollowScheduler = nil,
|
||||
OptionROE = AI.Option.Air.val.ROE.OPEN_FIRE,
|
||||
OptionReactionOnThreat = AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION,
|
||||
dtFollow = 0.5,
|
||||
}
|
||||
|
||||
--- @type FORMATION.Formation
|
||||
-- @field #number None
|
||||
-- @field #number Line
|
||||
-- @field #number Trail
|
||||
-- @field #number Stack
|
||||
-- @field #number LeftLine
|
||||
-- @field #number RightLine
|
||||
-- @field #number LeftWing
|
||||
-- @field #number RightWing
|
||||
-- @field #number Vic
|
||||
-- @field #number Box
|
||||
FORMATION.Formation = {
|
||||
None = 1,
|
||||
Line = 2,
|
||||
Trail = 3,
|
||||
Stack = 4,
|
||||
LeftLine = 5,
|
||||
RightLine = 6,
|
||||
LeftWing = 7,
|
||||
RightWing = 8,
|
||||
Vic = 9,
|
||||
Box = 10,
|
||||
}
|
||||
|
||||
--- FORMATION class constructor for an AI group
|
||||
-- @param #FORMATION self
|
||||
-- @param Wrapper.Unit#UNIT FollowUnit The UNIT leading the FolllowGroupSet.
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string FollowName Name of the escort.
|
||||
-- @return #FORMATION self
|
||||
function FORMATION:New( FollowUnit, FollowGroupSet, FollowName )
|
||||
local self = BASE:Inherit( self, FSM_SET:New( FollowGroupSet ) )
|
||||
self:F( { FollowUnit, FollowGroupSet, FollowName } )
|
||||
|
||||
self.FollowUnit = FollowUnit -- Wrapper.Unit#UNIT
|
||||
self.FollowGroupSet = FollowGroupSet -- Core.Set#SET_GROUP
|
||||
|
||||
self:SetFlightRandomization( 2 )
|
||||
|
||||
self:SetStartState( "None" )
|
||||
|
||||
self:AddTransition( "*", "Stop", "Stopped" )
|
||||
|
||||
self:AddTransition( {"None", "Stopped"}, "Start", "Following" )
|
||||
|
||||
self:AddTransition( "*", "FormationLine", "*" )
|
||||
|
||||
--- Start Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] Start
|
||||
-- @param #FORMATION self
|
||||
|
||||
--- Start Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __Start
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
|
||||
--- Stop Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] Stop
|
||||
-- @param #FORMATION self
|
||||
|
||||
--- Stop Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __Stop
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
|
||||
--- FormationLine Handler OnAfter for FORMATION
|
||||
-- @function [parent=#FORMATION] OnAfterFormationLine
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationLine Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] FormationLine
|
||||
-- @param #FORMATION self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationLine Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __FormationLine
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
self:AddTransition( "*", "FormationTrail", "*" )
|
||||
|
||||
--- FormationTrail Handler OnAfter for FORMATION
|
||||
-- @function [parent=#FORMATION] OnAfterFormationTrail
|
||||
-- @param #FORMATION self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
|
||||
--- FormationTrail Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] FormationTrail
|
||||
-- @param #FORMATION self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
|
||||
--- FormationTrail Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __FormationTrail
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
|
||||
self:AddTransition( "*", "FormationStack", "*" )
|
||||
|
||||
--- FormationStack Handler OnAfter for FORMATION
|
||||
-- @function [parent=#FORMATION] OnAfterFormationStack
|
||||
-- @param #FORMATION self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
|
||||
--- FormationStack Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] FormationStack
|
||||
-- @param #FORMATION self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
|
||||
--- FormationStack Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __FormationStack
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
|
||||
self:AddTransition( "*", "FormationLeftLine", "*" )
|
||||
|
||||
--- FormationLeftLine Handler OnAfter for FORMATION
|
||||
-- @function [parent=#FORMATION] OnAfterFormationLeftLine
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationLeftLine Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] FormationLeftLine
|
||||
-- @param #FORMATION self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationLeftLine Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __FormationLeftLine
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
self:AddTransition( "*", "FormationRightLine", "*" )
|
||||
|
||||
--- FormationRightLine Handler OnAfter for FORMATION
|
||||
-- @function [parent=#FORMATION] OnAfterFormationRightLine
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationRightLine Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] FormationRightLine
|
||||
-- @param #FORMATION self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationRightLine Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __FormationRightLine
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
self:AddTransition( "*", "FormationLeftWing", "*" )
|
||||
|
||||
--- FormationLeftWing Handler OnAfter for FORMATION
|
||||
-- @function [parent=#FORMATION] OnAfterFormationLeftWing
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationLeftWing Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] FormationLeftWing
|
||||
-- @param #FORMATION self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationLeftWing Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __FormationLeftWing
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
self:AddTransition( "*", "FormationRightWing", "*" )
|
||||
|
||||
--- FormationRightWing Handler OnAfter for FORMATION
|
||||
-- @function [parent=#FORMATION] OnAfterFormationRightWing
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationRightWing Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] FormationRightWing
|
||||
-- @param #FORMATION self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationRightWing Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __FormationRightWing
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
self:AddTransition( "*", "FormationCenterWing", "*" )
|
||||
|
||||
--- FormationCenterWing Handler OnAfter for FORMATION
|
||||
-- @function [parent=#FORMATION] OnAfterFormationCenterWing
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationCenterWing Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] FormationCenterWing
|
||||
-- @param #FORMATION self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationCenterWing Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __FormationCenterWing
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
self:AddTransition( "*", "FormationVic", "*" )
|
||||
|
||||
--- FormationVic Handler OnAfter for FORMATION
|
||||
-- @function [parent=#FORMATION] OnAfterFormationVic
|
||||
-- @param #FORMATION self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationVic Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] FormationVic
|
||||
-- @param #FORMATION self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
--- FormationVic Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __FormationVic
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
|
||||
self:AddTransition( "*", "FormationBox", "*" )
|
||||
|
||||
--- FormationBox Handler OnAfter for FORMATION
|
||||
-- @function [parent=#FORMATION] OnAfterFormationBox
|
||||
-- @param #FORMATION self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @param #number ZLevels The amount of levels on the Z-axis.
|
||||
|
||||
--- FormationBox Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] FormationBox
|
||||
-- @param #FORMATION self
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @param #number ZLevels The amount of levels on the Z-axis.
|
||||
|
||||
--- FormationBox Asynchronous Trigger for FORMATION
|
||||
-- @function [parent=#FORMATION] __FormationBox
|
||||
-- @param #FORMATION self
|
||||
-- @param #number Delay
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @param #number ZLevels The amount of levels on the Z-axis.
|
||||
|
||||
self:AddTransition( "*", "Follow", "Following" )
|
||||
|
||||
self:FormationLeftLine( 500, 0, 250, 250 )
|
||||
|
||||
self.FollowName = FollowName
|
||||
|
||||
self.CT1 = 0
|
||||
self.GT1 = 0
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Set time interval between updates of the formation.
|
||||
-- @param #FORMATION self
|
||||
-- @param #number dt Time step in seconds between formation updates. Default is every 0.5 seconds.
|
||||
-- @return #FORMATION
|
||||
function FORMATION:SetFollowTimeInterval(dt)
|
||||
self.dtFollow=dt or 0.5
|
||||
return self
|
||||
end
|
||||
|
||||
--- This function is for test, it will put on the frequency of the FollowScheduler a red smoke at the direction vector calculated for the escort to fly to.
|
||||
-- This allows to visualize where the escort is flying to.
|
||||
-- @param #FORMATION self
|
||||
-- @param #boolean SmokeDirection If true, then the direction vector will be smoked.
|
||||
-- @return #FORMATION
|
||||
function FORMATION:TestSmokeDirectionVector( SmokeDirection )
|
||||
self.SmokeDirectionVector = ( SmokeDirection == true ) and true or false
|
||||
return self
|
||||
end
|
||||
|
||||
--- FormationLine Handler OnAfter for FORMATION
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #FORMATION
|
||||
function FORMATION:onafterFormationLine( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace, Formation )
|
||||
self:F( { FollowGroupSet, From , Event ,To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace, Formation } )
|
||||
|
||||
XStart = XStart or self.XStart
|
||||
XSpace = XSpace or self.XSpace
|
||||
YStart = YStart or self.YStart
|
||||
YSpace = YSpace or self.YSpace
|
||||
ZStart = ZStart or self.ZStart
|
||||
ZSpace = ZSpace or self.ZSpace
|
||||
|
||||
local FollowSet = FollowGroupSet:GetSet()
|
||||
|
||||
local i = 1 --FF i=0 caused first unit to have no XSpace! Probably needs further adjustments. This is just a quick work around.
|
||||
|
||||
for FollowID, FollowGroup in pairs( FollowSet ) do
|
||||
|
||||
local PointVec3 = COORDINATE:New()
|
||||
PointVec3:SetX( XStart + i * XSpace )
|
||||
PointVec3:SetY( YStart + i * YSpace )
|
||||
PointVec3:SetZ( ZStart + i * ZSpace )
|
||||
|
||||
local Vec3 = PointVec3:GetVec3()
|
||||
FollowGroup:SetState( self, "FormationVec3", Vec3 )
|
||||
i = i + 1
|
||||
|
||||
FollowGroup:SetState( FollowGroup, "Formation", Formation )
|
||||
end
|
||||
|
||||
return self
|
||||
|
||||
end
|
||||
|
||||
--- FormationTrail Handler OnAfter for FORMATION
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @return #FORMATION
|
||||
function FORMATION:onafterFormationTrail( FollowGroupSet, From , Event , To, XStart, XSpace, YStart )
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,0,0, self.Formation.Trail )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- FormationStack Handler OnAfter for FORMATION
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @return #FORMATION
|
||||
function FORMATION:onafterFormationStack( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace )
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,YSpace,0,0, self.Formation.Stack )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- FormationLeftLine Handler OnAfter for FORMATION
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #FORMATION
|
||||
function FORMATION:onafterFormationLeftLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace )
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,-ZStart,-ZSpace, self.Formation.LeftLine )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- FormationRightLine Handler OnAfter for FORMATION
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #FORMATION
|
||||
function FORMATION:onafterFormationRightLine( FollowGroupSet, From , Event , To, XStart, YStart, ZStart, ZSpace )
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,0,YStart,0,ZStart,ZSpace,self.Formation.RightLine)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- FormationLeftWing Handler OnAfter for FORMATION
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
function FORMATION:onafterFormationLeftWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace )
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,-ZStart,-ZSpace,self.Formation.LeftWing)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- FormationRightWing Handler OnAfter for FORMATION
|
||||
-- @function [parent=#FORMATION] OnAfterFormationRightWing
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
function FORMATION:onafterFormationRightWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, ZStart, ZSpace )
|
||||
|
||||
self:onafterFormationLine(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,0,ZStart,ZSpace,self.Formation.RightWing)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- FormationCenterWing Handler OnAfter for FORMATION
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The group AI escorting the FollowUnit.
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
function FORMATION:onafterFormationCenterWing( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
|
||||
|
||||
local FollowSet = FollowGroupSet:GetSet()
|
||||
|
||||
local i = 0
|
||||
|
||||
for FollowID, FollowGroup in pairs( FollowSet ) do
|
||||
|
||||
local PointVec3 = COORDINATE:New()
|
||||
|
||||
local Side = ( i % 2 == 0 ) and 1 or -1
|
||||
local Row = i / 2 + 1
|
||||
|
||||
PointVec3:SetX( XStart + Row * XSpace )
|
||||
PointVec3:SetY( YStart )
|
||||
PointVec3:SetZ( Side * ( ZStart + i * ZSpace ) )
|
||||
|
||||
local Vec3 = PointVec3:GetVec3()
|
||||
FollowGroup:SetState( self, "FormationVec3", Vec3 )
|
||||
i = i + 1
|
||||
FollowGroup:SetState( FollowGroup, "Formation", self.Formation.Vic )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- FormationVic Handle for FORMATION
|
||||
-- @param #FORMATION self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @return #FORMATION
|
||||
function FORMATION:onafterFormationVic( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
|
||||
|
||||
self:onafterFormationCenterWing(FollowGroupSet,From,Event,To,XStart,XSpace,YStart,YSpace,ZStart,ZSpace)
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- FormationBox Handler OnAfter for FORMATION
|
||||
-- @param #FORMATION self
|
||||
-- @param #string From
|
||||
-- @param #string Event
|
||||
-- @param #string To
|
||||
-- @param #number XStart The start position on the X-axis in meters for the first group.
|
||||
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
|
||||
-- @param #number YStart The start position on the Y-axis in meters for the first group.
|
||||
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
|
||||
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
|
||||
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
|
||||
-- @param #number ZLevels The amount of levels on the Z-axis.
|
||||
-- @return #FORMATION
|
||||
function FORMATION:onafterFormationBox( FollowGroupSet, From , Event , To, XStart, XSpace, YStart, YSpace, ZStart, ZSpace, ZLevels )
|
||||
|
||||
local FollowSet = FollowGroupSet:GetSet()
|
||||
|
||||
local i = 0
|
||||
|
||||
for FollowID, FollowGroup in pairs( FollowSet ) do
|
||||
|
||||
local PointVec3 = COORDINATE:New()
|
||||
|
||||
local ZIndex = i % ZLevels
|
||||
local XIndex = math.floor( i / ZLevels )
|
||||
local YIndex = math.floor( i / ZLevels )
|
||||
|
||||
PointVec3:SetX( XStart + XIndex * XSpace )
|
||||
PointVec3:SetY( YStart + YIndex * YSpace )
|
||||
PointVec3:SetZ( -ZStart - (ZSpace * ZLevels / 2 ) + ZSpace * ZIndex )
|
||||
|
||||
local Vec3 = PointVec3:GetVec3()
|
||||
FollowGroup:SetState( self, "FormationVec3", Vec3 )
|
||||
i = i + 1
|
||||
FollowGroup:SetState( FollowGroup, "Formation", self.Formation.Box )
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
--- Use the method @{FORMATION#FORMATION.SetFlightRandomization}() to make the air units in your formation randomize their flight a bit while in formation.
|
||||
-- @param #FORMATION self
|
||||
-- @param #number FlightRandomization The formation flying errors that pilots can make while in formation. Is a range set in meters.
|
||||
-- @return #FORMATION
|
||||
function FORMATION:SetFlightRandomization( FlightRandomization )
|
||||
self.FlightRandomization = FlightRandomization
|
||||
return self
|
||||
end
|
||||
|
||||
--- Stop function. Formation will not be updated any more.
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To The to state.
|
||||
function FORMATION:onafterStop(FollowGroupSet, From, Event, To)
|
||||
self:E("Stopping formation.")
|
||||
end
|
||||
|
||||
--- Follow event fuction. Check if coming from state "stopped". If so the transition is rejected.
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To The to state.
|
||||
function FORMATION:onbeforeFollow( FollowGroupSet, From, Event, To )
|
||||
if From=="Stopped" then
|
||||
return false -- Deny transition.
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
--- Enter following state.
|
||||
-- @param #FORMATION self
|
||||
-- @param Core.Set#SET_GROUP FollowGroupSet The following set of groups.
|
||||
-- @param #string From From state.
|
||||
-- @param #string Event Event.
|
||||
-- @param #string To The to state.
|
||||
function FORMATION:onenterFollowing( FollowGroupSet )
|
||||
|
||||
if self.FollowUnit:IsAlive() then
|
||||
|
||||
local ClientUnit = self.FollowUnit
|
||||
|
||||
local CT1, CT2, CV1, CV2
|
||||
CT1 = ClientUnit:GetState( self, "CT1" )
|
||||
|
||||
local CuVec3=ClientUnit:GetVec3()
|
||||
|
||||
if CT1 == nil or CT1 == 0 then
|
||||
ClientUnit:SetState( self, "CV1", CuVec3)
|
||||
ClientUnit:SetState( self, "CT1", timer.getTime() )
|
||||
else
|
||||
CT1 = ClientUnit:GetState( self, "CT1" )
|
||||
CT2 = timer.getTime()
|
||||
CV1 = ClientUnit:GetState( self, "CV1" )
|
||||
CV2 = CuVec3
|
||||
|
||||
ClientUnit:SetState( self, "CT1", CT2 )
|
||||
ClientUnit:SetState( self, "CV1", CV2 )
|
||||
end
|
||||
|
||||
--FollowGroupSet:ForEachGroupAlive( bla, self, ClientUnit, CT1, CV1, CT2, CV2)
|
||||
|
||||
for _,_group in pairs(FollowGroupSet:GetSet()) do
|
||||
local group=_group --Wrapper.Group#GROUP
|
||||
if group and group:IsAlive() then
|
||||
self:FollowMe(group, ClientUnit, CT1, CV1, CT2, CV2)
|
||||
end
|
||||
end
|
||||
|
||||
self:__Follow( -self.dtFollow )
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--- Follow me.
|
||||
-- @param #FORMATION self
|
||||
-- @param Wrapper.Group#GROUP FollowGroup Follow group.
|
||||
-- @param Wrapper.Unit#UNIT ClientUnit Client Unit.
|
||||
-- @param DCS#Time CT1 Time
|
||||
-- @param DCS#Vec3 CV1 Vec3
|
||||
-- @param DCS#Time CT2 Time
|
||||
-- @param DCS#Vec3 CV2 Vec3
|
||||
function FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
|
||||
|
||||
if not self:Is("Stopped") then
|
||||
|
||||
self:T({Mode=FollowGroup:GetState( FollowGroup, "Mode" )})
|
||||
|
||||
FollowGroup:OptionROTEvadeFire()
|
||||
FollowGroup:OptionROEReturnFire()
|
||||
|
||||
local GroupUnit = FollowGroup:GetUnit( 1 )
|
||||
|
||||
local GuVec3=GroupUnit:GetVec3()
|
||||
|
||||
local FollowFormation = FollowGroup:GetState( self, "FormationVec3" )
|
||||
|
||||
if FollowFormation then
|
||||
local FollowDistance = FollowFormation.x
|
||||
|
||||
local GT1 = GroupUnit:GetState( self, "GT1" )
|
||||
|
||||
if CT1 == nil or CT1 == 0 or GT1 == nil or GT1 == 0 then
|
||||
GroupUnit:SetState( self, "GV1", GuVec3)
|
||||
GroupUnit:SetState( self, "GT1", timer.getTime() )
|
||||
else
|
||||
local CD = ( ( CV2.x - CV1.x )^2 + ( CV2.y - CV1.y )^2 + ( CV2.z - CV1.z )^2 ) ^ 0.5
|
||||
local CT = CT2 - CT1
|
||||
|
||||
local CS = ( 3600 / CT ) * ( CD / 1000 ) / 3.6
|
||||
|
||||
local CDv = { x = CV2.x - CV1.x, y = CV2.y - CV1.y, z = CV2.z - CV1.z }
|
||||
local Ca = math.atan2( CDv.x, CDv.z )
|
||||
|
||||
local GT1 = GroupUnit:GetState( self, "GT1" )
|
||||
local GT2 = timer.getTime()
|
||||
|
||||
local GV1 = GroupUnit:GetState( self, "GV1" )
|
||||
local GV2 = GuVec3
|
||||
|
||||
GV2.x=GV2.x+math.random( -self.FlightRandomization / 2, self.FlightRandomization / 2 )
|
||||
GV2.y=GV2.y+math.random( -self.FlightRandomization / 2, self.FlightRandomization / 2 )
|
||||
GV2.z=GV2.z+math.random( -self.FlightRandomization / 2, self.FlightRandomization / 2 )
|
||||
|
||||
GroupUnit:SetState( self, "GT1", GT2 )
|
||||
GroupUnit:SetState( self, "GV1", GV2 )
|
||||
|
||||
local GD = ( ( GV2.x - GV1.x )^2 + ( GV2.y - GV1.y )^2 + ( GV2.z - GV1.z )^2 ) ^ 0.5
|
||||
local GT = GT2 - GT1
|
||||
|
||||
-- Calculate the distance
|
||||
local GDv = { x = GV2.x - CV1.x, y = GV2.y - CV1.y, z = GV2.z - CV1.z }
|
||||
local Alpha_T = math.atan2( GDv.x, GDv.z ) - math.atan2( CDv.x, CDv.z )
|
||||
local Alpha_R = ( Alpha_T < 0 ) and Alpha_T + 2 * math.pi or Alpha_T
|
||||
local Position = math.cos( Alpha_R )
|
||||
local GD = ( ( GDv.x )^2 + ( GDv.z )^2 ) ^ 0.5
|
||||
local Distance = GD * Position + - CS * 0.5
|
||||
|
||||
-- Calculate the group direction vector
|
||||
local GV = { x = GV2.x - CV2.x, y = GV2.y - CV2.y, z = GV2.z - CV2.z }
|
||||
|
||||
-- Calculate GH2, GH2 with the same height as CV2.
|
||||
local GH2 = { x = GV2.x, y = CV2.y + FollowFormation.y, z = GV2.z }
|
||||
|
||||
-- Calculate the angle of GV to the orthonormal plane
|
||||
local alpha = math.atan2( GV.x, GV.z )
|
||||
|
||||
local GVx = FollowFormation.z * math.cos( Ca ) + FollowFormation.x * math.sin( Ca )
|
||||
local GVz = FollowFormation.x * math.cos( Ca ) - FollowFormation.z * math.sin( Ca )
|
||||
|
||||
-- Now we calculate the intersecting vector between the circle around CV2 with radius FollowDistance and GH2.
|
||||
-- From the GeoGebra model: CVI = (x(CV2) + FollowDistance cos(alpha), y(GH2) + FollowDistance sin(alpha), z(CV2))
|
||||
local Inclination = ( Distance + FollowFormation.x ) / 10
|
||||
if Inclination < -30 then
|
||||
Inclination = - 30
|
||||
end
|
||||
|
||||
local CVI = {
|
||||
x = CV2.x + CS * 10 * math.sin(Ca),
|
||||
y = GH2.y + Inclination, -- + FollowFormation.y,
|
||||
z = CV2.z + CS * 10 * math.cos(Ca),
|
||||
}
|
||||
|
||||
-- Calculate the direction vector DV of the escort group. We use CVI as the base and CV2 as the direction.
|
||||
local DV = { x = CV2.x - CVI.x, y = CV2.y - CVI.y, z = CV2.z - CVI.z }
|
||||
|
||||
-- We now calculate the unary direction vector DVu, so that we can multiply DVu with the speed, which is expressed in meters / s.
|
||||
-- We need to calculate this vector to predict the point the escort group needs to fly to according its speed.
|
||||
-- The distance of the destination point should be far enough not to have the aircraft starting to swipe left to right...
|
||||
local DVu = { x = DV.x / FollowDistance, y = DV.y, z = DV.z / FollowDistance }
|
||||
|
||||
-- Now we can calculate the group destination vector GDV.
|
||||
local GDV = { x = CVI.x, y = CVI.y, z = CVI.z }
|
||||
|
||||
local ADDx = FollowFormation.x * math.cos(alpha) - FollowFormation.z * math.sin(alpha)
|
||||
local ADDz = FollowFormation.z * math.cos(alpha) + FollowFormation.x * math.sin(alpha)
|
||||
|
||||
local GDV_Formation = {
|
||||
x = GDV.x - GVx,
|
||||
y = GDV.y,
|
||||
z = GDV.z - GVz
|
||||
}
|
||||
|
||||
-- Debug smoke.
|
||||
if self.SmokeDirectionVector == true then
|
||||
trigger.action.smoke( GDV, trigger.smokeColor.Green )
|
||||
trigger.action.smoke( GDV_Formation, trigger.smokeColor.White )
|
||||
end
|
||||
|
||||
local Time = 120
|
||||
|
||||
local Speed = - ( Distance + FollowFormation.x ) / Time
|
||||
|
||||
if Distance > -10000 then
|
||||
Speed = - ( Distance + FollowFormation.x ) / 60
|
||||
end
|
||||
|
||||
if Distance > -2500 then
|
||||
Speed = - ( Distance + FollowFormation.x ) / 20
|
||||
end
|
||||
|
||||
local GS = Speed + CS
|
||||
|
||||
--self:F( { Distance = Distance, Speed = Speed, CS = CS, GS = GS } )
|
||||
|
||||
-- Now route the escort to the desired point with the desired speed.
|
||||
FollowGroup:RouteToVec3( GDV_Formation, GS ) -- DCS models speed in Mps (Miles per second)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
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Reference in New Issue
Block a user