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Author SHA1 Message Date
Frank e8f5214e0b Merge branch 'master-ng' into FF/Ops 2026-06-21 18:21:33 +02:00
Applevangelist b6ea6606fc #SCHEDULEDISPATCHER - Fixing a memory leak. Thanks to @Shazzer1951 2026-06-21 12:51:50 +02:00
Frank e4c7e809cb TARGET v0.8.0
- Added Element functions
- Improved handling of delayed dead events
2026-06-18 22:47:11 +02:00
Frank aab16dd966 Legion/Cohort Database
- moved to individual classes
2026-06-17 09:00:17 +02:00
Frank 8b356f0913 Merge branch 'master-ng' into FF/Ops 2026-06-15 20:48:57 +02:00
Thomas 5005203206 Merge pull request #2598 from patpatpowercat/develop
Update Airboss.lua
2026-06-14 17:52:13 +02:00
patpatpowercat a3455855b8 Update Airboss.lua
Remove max speed check that limits WOD in high winds.

This restriction seems redundant with GetHeadingIntoWind_new should return 30 with 0 wind (max carrier speed) regardless of requested WOD speed.
2026-06-14 08:36:38 -07:00
Applevangelist d1e4dd3fe9 #EVENT - small fix 2026-06-14 16:10:34 +02:00
Frank c3086b0265 Update Database.lua
- fixed bug
2026-06-05 22:54:42 +02:00
Frank 599a2ba6fb Database
- Added COHORTs and LEGIONs to database
2026-06-05 22:50:52 +02:00
13 changed files with 216 additions and 93 deletions
+36
View File
@@ -92,6 +92,8 @@ DATABASE = {
ZONES_GOAL = {},
WAREHOUSES = {},
FLIGHTGROUPS = {},
COHORTS={},
LEGIONS={},
FLIGHTCONTROLS = {},
OPSZONES = {},
PATHLINES = {},
@@ -2087,6 +2089,40 @@ function DATABASE:FindOpsGroupFromUnit(unitname)
end
end
--
--- Add an OPS COHORT (SQUADRON, PLATOON, FLOTILLA) to the data base.
-- @param #DATABASE self
-- @param Ops.Cohort#COHORT cohort The cohort added to the DB.
function DATABASE:AddCohort(cohort)
self.COHORTS[cohort.name]=cohort
end
--- Find an OPS COHORT (SQUADRON, PLATOON, FLOTILLA) in the data base.
-- @param #DATABASE self
-- @param #string cohortname Name of the cohort.
-- @return Ops.Cohort#COHORT Cohort object.
function DATABASE:FindCohort(cohortname)
return self.COHORTS[cohortname]
end
--- Add an OPS LEGION (AIRWING, BRIGADE, FLEET) to the data base.
-- @param #DATABASE self
-- @param Ops.Legion#LEGION legion The legion added to the DB.
function DATABASE:AddLegion(legion)
self.LEGIONS[legion.alias]=legion
end
--- Find an OPS LEGION (AIRWING, BRIGADE, FLEET) in the data base.
-- @param #DATABASE self
-- @param #string legionname Name of the legion.
-- @return Ops.Legion#LEGION Legion object.
function DATABASE:FindLegion(legionname)
return self.LEGIONS[legionname]
end
--
--- Add a flight control to the data base.
-- @param #DATABASE self
-- @param OPS.FlightControl#FLIGHTCONTROL flightcontrol
+5 -1
View File
@@ -1453,7 +1453,11 @@ function EVENT:onEvent( Event )
-- Weapon.
if Event.weapon and type(Event.weapon) == "table" and Event.weapon.isExist and Event.weapon:isExist() then
Event.Weapon = Event.weapon
Event.WeaponName = Event.weapon:isExist() and Event.weapon.getTypeName and Event.weapon:getTypeName() or "Unknown Weapon"
if Event.weapon_name == "ZELL Booster" then
Event.WeaponName = "ZELL Booster"
else
Event.WeaponName = Event.weapon:isExist() and Event.weapon.getTypeName and Event.weapon:getTypeName() or "Unknown Weapon"
end
if Event.weapon_name == "ZELL Booster" then Event.WeaponName = "ZELL Booster" end
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()
@@ -246,11 +246,11 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
-- self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
return ScheduleTime -- returns the next time the function needs to be called.
else
self:Stop( Scheduler, CallID )
self:_Reclaim( Scheduler, CallID )
end
else
self:Stop( Scheduler, CallID )
self:_Reclaim( Scheduler, CallID )
end
else
self:I( "<<<>" .. Name .. ":" .. Line .. " (" .. Source .. ")" )
@@ -375,3 +375,13 @@ function SCHEDULEDISPATCHER:NoTrace( Scheduler )
Scheduler.ShowTrace = false
end
--- Helper for memory cleanup for self stopping schedulers
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
-- @param #string CallID (Optional) Scheduler Call ID.
function SCHEDULEDISPATCHER:_Reclaim( Scheduler, CallID )
self:Stop( Scheduler, CallID ) -- remove DCS timer, nil ScheduleID
if self.Schedule[Scheduler] then self.Schedule[Scheduler][CallID] = nil end
self.ObjectSchedulers[CallID] = nil
self.PersistentSchedulers[CallID] = nil
end
+45 -28
View File
@@ -290,6 +290,9 @@ function AIRWING:New(warehousename, airwingname)
-- @param Ops.FlightGroup#FLIGHTGROUP FlightGroup The FLIGHTGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- Add legion to DB
_DATABASE:AddLegion(self)
return self
end
@@ -541,6 +544,47 @@ function AIRWING:AddPayloadCapability(Payload, MissionTypes, Performance)
return self
end
--- Filter available payloads for a given aircraft type and mission type.
-- @param #AIRWING self
-- @param #string UnitType The type of the unit.
-- @param #string MissionType The mission type.
-- @param #table Payloads Specific payloads only to be considered.
-- @return #AIRWING.Payload Payload table or *nil*.
function AIRWING:_FilterPlayloads(UnitType, MissionType, Payloads)
local function _checkPayloads(payload)
if Payloads then
for _,Payload in pairs(Payloads) do
if Payload.uid==payload.uid then
return true
end
end
else
-- Payload was not specified.
return nil
end
return false
end
-- Pre-selection: filter out only those payloads that are valid for the airframe and mission type and are available.
local payloads={}
for _,_payload in pairs(self.payloads) do
local payload=_payload --#AIRWING.Payload
local specialpayload=_checkPayloads(payload)
local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities)
local goforit = specialpayload or (specialpayload==nil and compatible)
if payload.aircrafttype==UnitType and payload.navail>0 and goforit then
table.insert(payloads, payload)
end
end
return payloads
end
--- Fetch a payload from the airwing resources for a given unit and mission type.
-- The payload with the highest priority is preferred.
-- @param #AIRWING self
@@ -589,34 +633,7 @@ function AIRWING:FetchPayloadFromStock(UnitType, MissionType, Payloads)
end
end
local function _checkPayloads(payload)
if Payloads then
for _,Payload in pairs(Payloads) do
if Payload.uid==payload.uid then
return true
end
end
else
-- Payload was not specified.
return nil
end
return false
end
-- Pre-selection: filter out only those payloads that are valid for the airframe and mission type and are available.
local payloads={}
for _,_payload in pairs(self.payloads) do
local payload=_payload --#AIRWING.Payload
local specialpayload=_checkPayloads(payload)
local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities)
local goforit = specialpayload or (specialpayload==nil and compatible)
if payload.aircrafttype==UnitType and payload.navail>0 and goforit then
table.insert(payloads, payload)
end
end
local payloads=self:_FilterPlayloads(UnitType, MissionType, Payloads)
-- Debug.
if self.verbose>=4 then
+9 -6
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@@ -4201,13 +4201,16 @@ function AIRBOSS:_CheckRecoveryTimes()
-- Time into the wind 1 day or if longer recovery time + the 5 min early.
local t = math.max( nextwindow.STOP - nextwindow.START + self.dTturn, 60 * 60 * 24 )
-- Recovery wind on deck in knots.
-- Recovery wind on deck in knots.
-- NOTE: Do NOT clamp the desired wind-over-deck (WOD) to the carrier's max hull
-- speed here. WOD = carrier speed + headwind, so a WOD target above the hull's
-- top speed is achievable whenever there is wind. CarrierTurnIntoWind ->
-- GetHeadingIntoWind already converts the WOD target into the required hull
-- speed and caps THAT at the carrier's max speed (Vmax) internally. Clamping the
-- WOD target itself capped achievable WOD at ~30 kts (the supercarrier's max
-- hull speed) even in strong wind, which made high-WOD recovery windows fall
-- short of their requested value.
local v = UTILS.KnotsToMps( nextwindow.SPEED )
-- Check that we do not go above max possible speed.
local vmax = self.carrier:GetSpeedMax() / 3.6 -- convert to m/s
v = math.min( v, vmax )
-- Route carrier into the wind. Sets self.turnintowind=true
self:CarrierTurnIntoWind( t, v, uturn )
-1
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@@ -5120,7 +5120,6 @@ end
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Planned" event.
-- @param #AUFTRAG self
-- @param #string From From state.
+3
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@@ -150,6 +150,9 @@ function BRIGADE:New(WarehouseName, BrigadeName)
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- Add legion to DB
_DATABASE:AddLegion(self)
return self
end
+3
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@@ -167,6 +167,9 @@ function FLEET:New(WarehouseName, FleetName)
-- @param Ops.NavyGroup#NAVYGROUP NavyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- Add legion to DB
_DATABASE:AddLegion(self)
return self
end
+3
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@@ -73,6 +73,9 @@ function FLOTILLA:New(TemplateGroupName, Ngroups, FlotillaName)
-- Get initial ammo.
self.ammo=self:_CheckAmmo()
-- Add cohort to DB
_DATABASE:AddCohort(self)
return self
end
-1
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@@ -306,7 +306,6 @@ function LEGION:New(WarehouseName, LegionName)
-- @param Ops.Cohort#COHORT Cohort The cohort the asset belongs to.
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset that returned.
return self
end
+3
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@@ -71,6 +71,9 @@ function PLATOON:New(TemplateGroupName, Ngroups, PlatoonName)
-- Get ammo.
self.ammo=self:_CheckAmmo()
-- Add cohort to DB
_DATABASE:AddCohort(self)
return self
end
+3
View File
@@ -116,6 +116,9 @@ function SQUADRON:New(TemplateGroupName, Ngroups, SquadronName)
-- See COHORT class
-- Add cohort to DB
_DATABASE:AddCohort(self)
return self
end
+94 -54
View File
@@ -153,7 +153,7 @@ _TARGETID=0
--- TARGET class version.
-- @field #string version
TARGET.version="0.7.1"
TARGET.version="0.8.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -206,6 +206,9 @@ function TARGET:New(TargetObject)
self:AddTransition("*", "Status", "*") -- Status update.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
self:AddTransition("*", "ElementDestroyed", "*") -- A target element was destroyed.
self:AddTransition("*", "ElementDead", "*") -- A target element is dead (destroyed or despawned).
self:AddTransition("*", "ObjectDamaged", "*") -- A target object was damaged.
self:AddTransition("*", "ObjectDestroyed", "*") -- A target object was destroyed.
self:AddTransition("*", "ObjectDead", "*") -- A target object is dead (destroyed or despawned).
@@ -245,6 +248,19 @@ function TARGET:New(TargetObject)
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "ElementDestroyed".
-- @function [parent=#TARGET] ElementDestroyed
-- @param #TARGET self
-- @param #string ElementName Name of the element.
-- @param #TARGET.Object Target Target object.
--- Triggers the FSM event "ElementDead".
-- @function [parent=#TARGET] ElementDead
-- @param #TARGET self
-- @param #string ElementName Name of the element.
-- @param #TARGET.Object Target Target object.
--- Triggers the FSM event "ObjectDamaged".
-- @function [parent=#TARGET] ObjectDamaged
-- @param #TARGET self
@@ -642,6 +658,19 @@ function TARGET:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
-- First we check any target has been destroyed and the dead/unitlost event was not fired
for i,_target in pairs(self.targets) do
local target=_target --#TARGET.Object
local life=self:GetTargetLife(target)
if life<1 and target.Status~=TARGET.ObjectStatus.DEAD then
self:E(self.lid..string.format("FF life is zero but no object dead event fired ==> waiting for target object %s events!", tostring(target.Name)))
-- We wait 60 seconds for the events to occur
self:__Status(-60)
return self
end
end
-- Update damage.
local damaged=false
@@ -736,6 +765,61 @@ end
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ElementDestroyed" event.
-- @param #TARGET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Name Name of the element.
-- @param #TARGET.Object Target Target object.
function TARGET:onafterElementDestroyed(From, Event, To, Name, Target)
-- Debug message.
self:T(self.lid..string.format("Element %s of target object %s destroyed", Name, Target.Name))
-- Increase destroyed counter.
Target.Ndestroyed=Target.Ndestroyed+1
-- Increase dead counter.
self.Ndestroyed=self.Ndestroyed+1
self:ElementDead(Name, Target)
return self
end
--- On after "ElementDead" event.
-- @param #TARGET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Name Name of the element.
-- @param #TARGET.Object Target Target object.
function TARGET:onafterElementDead(From, Event, To, Name, Target)
-- Debug message.
self:T(self.lid..string.format("Element %s of target object %s dead", Name, Target.Name))
-- Increase dead counter.
Target.Ndead=Target.Ndead+1
-- Increase dead counter.
self.Ndead=self.Ndead+1
-- All dead ==> Trigger event.
if Target.Ndestroyed==Target.N0 then
self:ObjectDestroyed(Target)
elseif Target.Ndead==Target.N0 then
self:ObjectDead(Target)
end
return self
end
--- On after "ObjectDamaged" event.
-- @param #TARGET self
-- @param #string From From state.
@@ -761,11 +845,6 @@ function TARGET:onafterObjectDestroyed(From, Event, To, Target)
-- Debug message.
self:T(self.lid..string.format("Object %s destroyed", Target.Name))
-- Increase destroyed counter.
self.Ndestroyed=self.Ndestroyed+1
Target.Ndestroyed=Target.Ndestroyed+1
Target.Life=0
-- Call object dead event.
@@ -787,16 +866,10 @@ function TARGET:onafterObjectDead(From, Event, To, Target)
-- Set target status.
Target.Status=TARGET.ObjectStatus.DEAD
-- Increase dead object counter
Target.Ndead=Target.Ndead+1
-- Set target object life to 0.
Target.Life=0
-- Increase dead counter.
self.Ndead=self.Ndead+1
-- Check if anyone is alive?
local dead=true
for _,_target in pairs(self.targets) do
@@ -889,54 +962,21 @@ function TARGET:OnEventUnitDeadOrLost(EventData)
-- Add to the list of casualties.
table.insert(self.casualties, Name)
-- Try to get target Group.
local target=self:GetTargetByName(EventData.IniGroupName)
-- Try unit target.
if not target then
target=self:GetTargetByName(EventData.IniUnitName)
end
-- Get target from Group or Unit.
local target=self:GetTargetByName(EventData.IniGroupName) or self:GetTargetByName(EventData.IniUnitName)
-- Check if we could find a target object.
if target then
local Ndead=target.Ndead
local Ndestroyed=target.Ndestroyed
-- Increase dead/destroyed counter
if EventData.id==EVENTS.RemoveUnit then
Ndead=Ndead+1
self:ElementDead(Name, target)
else
Ndestroyed=Ndestroyed+1
Ndead=Ndead+1
end
-- Check if ALL objects are dead
if Ndead==target.N0 then
if Ndestroyed>=target.N0 then
-- Debug message.
self:T2(self.lid..string.format("EVENT ID=%d: target %s dead/lost ==> destroyed", EventData.id, tostring(target.Name)))
target.Life = 0
-- Trigger object destroyed event. This sets the Life to zero and increases Ndestroyed
self:ObjectDestroyed(target)
else
-- Debug message.
self:T2(self.lid..string.format("EVENT ID=%d: target %s removed ==> dead", EventData.id, tostring(target.Name)))
target.Life = 0
-- Trigger object dead event. This sets the Life to zero and increases Ndead counter
self:ObjectDead(target)
end
self:ElementDestroyed(Name, target)
end
else
self:E(self.lid..string.format("ERROR: Could not get target from IniGroup or IniUnit name when event Dead or UnitLost occured! Stats are not correctly updated :("))
end -- Event belongs to this TARGET
end