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6 Commits

Author SHA1 Message Date
Frank e76c26ff59 FLIGHTPLAN 2023-08-03 00:41:34 +02:00
Frank cb11de6f9c Navigation
- Added NavFix
2023-08-02 10:53:28 +02:00
Frank cdd78e5163 Update FlightPlan.lua 2023-08-01 00:25:08 +02:00
Frank a8da02774a Update FlightPlan.lua 2023-08-01 00:24:49 +02:00
Frank 04258a69c4 Navigation
- Init stuff
2023-07-31 21:58:01 +02:00
Frank 49882f03d9 Update FlightControl.lua 2023-07-26 16:05:15 +02:00
381 changed files with 10542 additions and 29830 deletions
+87
View File
@@ -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 = $true; iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
-4
View File
@@ -15,7 +15,3 @@
*.PDF diff=astextplain
*.rtf diff=astextplain
*.RTF diff=astextplain
# Avoid Windows line endings on shell scripts
# Needed for dockerfile builds
*.sh text eol=lf
-169
View File
@@ -1,169 +0,0 @@
name: Moose-Docs
on:
push:
branches:
- master
- develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- 'Moose Development/**/*.py'
- 'Moose Development/**/*.html'
- '.github/workflows/build-docs.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Extract branch name
shell: bash
run: echo "branch=${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 0.32-2
- name: Install penlight (prereq for LuaDocumentor)
run: |
sudo luarocks install penlight 1.11.0-1
- 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 ${{ job.status }}."
-149
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@@ -1,149 +0,0 @@
name: Moose-Includes
on:
push:
branches:
- master
- develop
paths:
- 'Moose Setup/**/*.lua'
- 'Moose Development/**/*.lua'
- '.github/workflows/build-includes.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Extract branch name
shell: bash
run: echo "branch=${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 -gurasqq "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 ${{ job.status }}."
-78
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@@ -1,78 +0,0 @@
# This workflow uses actions that are not certified by GitHub.
# They are provided by a third-party and are governed by
# separate terms of service, privacy policy, and support
# documentation.
# Sample workflow for building and deploying a Jekyll site to GitHub Pages
name: Deploy Jekyll site to Pages
on:
push:
branches: ["master"]
paths:
- 'docs/**'
- '.github/workflows/gh-pages.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
# Allow one concurrent deployment
concurrency:
group: "pages"
cancel-in-progress: true
jobs:
# Build job
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v4
- name: Setup Ruby
uses: ruby/setup-ruby@v1
with:
ruby-version: '3.1' # Not needed with a .ruby-version file
bundler-cache: true # runs 'bundle install' and caches installed gems automatically
cache-version: 0 # Increment this number if you need to re-download cached gems
working-directory: docs/
- name: Setup Pages
id: pages
uses: actions/configure-pages@v4
- name: Build with Jekyll
# Outputs to the './_site' directory by default
run: bundle exec jekyll build --baseurl "${{ 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
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@@ -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 -6
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@@ -92,11 +92,6 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_CAP
@@ -123,7 +118,7 @@ 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
@@ -23,7 +23,7 @@
--
-- ## Missions:
--
-- [AID-A2A - AI A2A Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher)
-- [AID-A2A - AI A2A Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching)
--
-- ===
--
@@ -177,11 +177,6 @@
--
-- **The default grouping is 1. That means, that each spawned defender will act 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
--
-- ===
--
-- ### Authors: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
@@ -310,7 +305,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to set a specific Engage Radius.
-- **The Engage Radius is defined for ALL squadrons which are operational.**
--
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-019%20-%20Engage%20Range%20Test)
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test)
--
-- In this example an Engage Radius is set to various values.
--
@@ -333,7 +328,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
--
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-013%20-%20Intercept%20Test)
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test)
--
-- In these examples, the Gci Radius is set to various values:
--
@@ -366,7 +361,7 @@ do -- AI_A2A_DISPATCHER
-- 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.
--
-- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-009%20-%20Border%20Test)
-- Demonstration Mission: [AID-009 - AI_A2A - Border Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-009 - AI_A2A - Border Test)
--
-- In this example a border is set for the CCCP A2A dispatcher:
--
@@ -1151,14 +1146,14 @@ do -- AI_A2A_DISPATCHER
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.
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
@@ -1233,7 +1228,7 @@ do -- AI_A2A_DISPATCHER
--
-- **Use the method @{#AI_A2A_DISPATCHER.SetEngageRadius}() to modify the default Engage Radius for ALL squadrons.**
--
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-019%20-%20Engage%20Range%20Test)
-- Demonstration Mission: [AID-019 - AI_A2A - Engage Range Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-019%20-%20AI_A2A%20-%20Engage%20Range%20Test)
--
-- @param #AI_A2A_DISPATCHER self
-- @param #number EngageRadius (Optional, Default = 100000) The radius to report friendlies near the target.
@@ -1283,7 +1278,7 @@ do -- AI_A2A_DISPATCHER
-- Use the method @{#AI_A2A_DISPATCHER.SetGciRadius}() to set a specific controlled ground intercept radius.
-- **The Ground Controlled Intercept radius is defined for ALL squadrons which are operational.**
--
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher/AID-A2A-013%20-%20Intercept%20Test)
-- Demonstration Mission: [AID-013 - AI_A2A - Intercept Test](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/AID%20-%20AI%20Dispatching/AID-013%20-%20AI_A2A%20-%20Intercept%20Test)
--
-- @param #AI_A2A_DISPATCHER self
-- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase.
@@ -1828,7 +1823,7 @@ do -- AI_A2A_DISPATCHER
self:SetSquadronCapInterval( SquadronName, self.DefenderDefault.CapLimit, self.DefenderDefault.CapMinSeconds, self.DefenderDefault.CapMaxSeconds, 1 )
self:T( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } )
self:I( { CAP = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, Zone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageAltType } } )
-- Add the CAP to the EWR network.
@@ -2085,7 +2080,7 @@ do -- AI_A2A_DISPATCHER
Intercept.EngageCeilingAltitude = EngageCeilingAltitude
Intercept.EngageAltType = EngageAltType
self:T( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { GCI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
--- Set squadron GCI.
@@ -3000,17 +2995,17 @@ do -- AI_A2A_DISPATCHER
for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
if AttackerCount > DefenderCount then
--self:T("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
--self:I("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
if AIFriendly then
local classname = AIFriendly.ClassName or "No Class Name"
local unitname = AIFriendly.IdentifiableName or "No Unit Name"
--self:T("Class Name: " .. classname)
--self:T("Unit Name: " .. unitname)
--self:T({AIFriendly})
--self:I("Class Name: " .. classname)
--self:I("Unit Name: " .. unitname)
--self:I({AIFriendly})
end
local Friendly = nil
if AIFriendly and AIFriendly:IsAlive() then
--self:T("AIFriendly alive, getting GROUP")
--self:I("AIFriendly alive, getting GROUP")
Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
end
@@ -3257,8 +3252,7 @@ do -- AI_A2A_DISPATCHER
end
end
--- AI_A2A_Fsm:onafterHome
-- @param #AI_A2A_DISPATCHER self
--- @param #AI_A2A_DISPATCHER self
function AI_A2A_Fsm:onafterHome( Defender, From, Event, To, Action )
if Defender and Defender:IsAlive() then
self:F( { "CAP Home", Defender:GetName() } )
@@ -3506,8 +3500,7 @@ do -- AI_A2A_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end
--- function Fsm:onafterLostControl
-- @param #AI_A2A_DISPATCHER self
--- @param #AI_A2A_DISPATCHER self
function Fsm:onafterLostControl( Defender, From, Event, To )
self:F( { "GCI LostControl", Defender:GetName() } )
self:GetParent( self ).onafterHome( self, Defender, From, Event, To )
@@ -3520,8 +3513,7 @@ do -- AI_A2A_DISPATCHER
end
end
--- function Fsm:onafterHome
-- @param #AI_A2A_DISPATCHER self
--- @param #AI_A2A_DISPATCHER self
function Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F( { "GCI Home", DefenderGroup:GetName() } )
self:GetParent( self ).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3952,7 +3944,7 @@ end
do
-- @type AI_A2A_GCICAP
--- @type AI_A2A_GCICAP
-- @extends #AI_A2A_DISPATCHER
--- Create an automatic air defence system for a coalition setting up GCI and CAP air defenses.
@@ -3962,7 +3954,7 @@ do
--
-- # Demo Missions
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2A_Dispatcher)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2A%20-%20AI%20A2A%20Dispatching)
--
-- ===
--
@@ -4322,23 +4314,23 @@ do
-- Setup squadrons
self:T( { Airbases = AirbaseNames } )
self:I( { Airbases = AirbaseNames } )
self:T( "Defining Templates for Airbases ..." )
self:I( "Defining Templates for Airbases ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
local AirbaseCoord = Airbase:GetCoordinate()
local AirbaseZone = ZONE_RADIUS:New( "Airbase", AirbaseCoord:GetVec2(), 3000 )
local Templates = nil
self:T( { Airbase = AirbaseName } )
self:I( { Airbase = AirbaseName } )
for TemplateID, Template in pairs( self.Templates:GetSet() ) do
local Template = Template -- Wrapper.Group#GROUP
local TemplateCoord = Template:GetCoordinate()
if AirbaseZone:IsVec2InZone( TemplateCoord:GetVec2() ) then
Templates = Templates or {}
table.insert( Templates, Template:GetName() )
self:T( { Template = Template:GetName() } )
self:I( { Template = Template:GetName() } )
end
end
if Templates then
@@ -4354,13 +4346,13 @@ do
self.CAPTemplates:FilterPrefixes( CapPrefixes )
self.CAPTemplates:FilterOnce()
self:T( "Setting up CAP ..." )
self:I( "Setting up CAP ..." )
for CAPID, CAPTemplate in pairs( self.CAPTemplates:GetSet() ) do
local CAPZone = ZONE_POLYGON:New( CAPTemplate:GetName(), CAPTemplate )
-- Now find the closest airbase from the ZONE (start or center)
local AirbaseDistance = 99999999
local AirbaseClosest = nil -- Wrapper.Airbase#AIRBASE
self:T( { CAPZoneGroup = CAPID } )
self:I( { CAPZoneGroup = CAPID } )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
@@ -4368,7 +4360,7 @@ do
local Squadron = self.DefenderSquadrons[AirbaseName]
if Squadron then
local Distance = AirbaseCoord:Get2DDistance( CAPZone:GetCoordinate() )
self:T( { AirbaseDistance = Distance } )
self:I( { AirbaseDistance = Distance } )
if Distance < AirbaseDistance then
AirbaseDistance = Distance
AirbaseClosest = Airbase
@@ -4376,7 +4368,7 @@ do
end
end
if AirbaseClosest then
self:T( { CAPAirbase = AirbaseClosest:GetName() } )
self:I( { CAPAirbase = AirbaseClosest:GetName() } )
self:SetSquadronCap( AirbaseClosest:GetName(), CAPZone, 6000, 10000, 500, 800, 800, 1200, "RADIO" )
self:SetSquadronCapInterval( AirbaseClosest:GetName(), CapLimit, 300, 600, 1 )
end
@@ -4384,14 +4376,14 @@ do
-- Setup GCI.
-- GCI is setup for all Squadrons.
self:T( "Setting up GCI ..." )
self:I( "Setting up GCI ..." )
for AirbaseID, AirbaseName in pairs( AirbaseNames ) do
local Airbase = _DATABASE:FindAirbase( AirbaseName ) -- Wrapper.Airbase#AIRBASE
local AirbaseName = Airbase:GetName()
local Squadron = self.DefenderSquadrons[AirbaseName]
self:F( { Airbase = AirbaseName } )
if Squadron then
self:T( { GCIAirbase = AirbaseName } )
self:I( { GCIAirbase = AirbaseName } )
self:SetSquadronGci( AirbaseName, 800, 1200 )
end
end
+33 -4
View File
@@ -14,31 +14,47 @@
--- @type AI_A2A_GCI
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
-- @extends AI.AI_A2A#AI_A2A
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2A_GCI constructor
--
-- * @{#AI_A2A_GCI.New}(): Creates a new AI_A2A_GCI object.
--
-- ## 2. AI_A2A_GCI is a FSM
--
-- ![Process](..\Presentations\AI_GCI\Dia2.JPG)
--
-- ### 2.1 AI_A2A_GCI States
--
-- * **None** ( Group ): The process is not started yet.
@@ -59,10 +75,23 @@
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- # Developer Note
-- ## 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
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_A2A_GCI.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- ===
--
+1 -6
View File
@@ -11,7 +11,7 @@
--- @type AI_A2A_PATROL
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_A2A#AI_A2A
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
@@ -111,12 +111,7 @@
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_PATROL
+2 -8
View File
@@ -12,16 +12,10 @@
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_BAI
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends.
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- # 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
@@ -47,7 +41,7 @@ AI_A2G_BAI = {
function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
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 )
+2 -8
View File
@@ -12,16 +12,10 @@
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_CAS
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends.
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- # Developer Note
--
-- 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
@@ -47,7 +41,7 @@ AI_A2G_CAS = {
function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
local AI_Air = AI_AIR:New( AIGroup )
local AI_Air_Patrol = AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, PatrolAltType )
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 )
@@ -24,7 +24,7 @@
--
-- ## Missions:
--
-- [AID-A2G - AI A2G Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AI/AI_A2G_Dispatcher)
-- [AID-A2G - AI A2G Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-A2G%20-%20AI%20A2G%20Dispatching)
--
-- ===
--
@@ -253,12 +253,7 @@
--
-- **The default grouping is 1. That means, that each spawned defender will act individually.**
-- But you can specify a number between 1 and 4, so that the defenders will act as a group.
--
-- # 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** rework of GCICAP + introduction of new concepts (squadrons).
@@ -296,6 +291,8 @@ do -- AI_A2G_DISPATCHER
--
-- ## 1. AI\_A2G\_DISPATCHER constructor:
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_1.JPG)
--
--
-- The @{#AI_A2G_DISPATCHER.New}() method creates a new AI_A2G_DISPATCHER instance.
--
@@ -309,6 +306,8 @@ do -- AI_A2G_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.
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- 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.
@@ -682,6 +681,8 @@ do -- AI_A2G_DISPATCHER
--
-- Use the method @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_A2G_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- 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.
@@ -695,6 +696,8 @@ do -- AI_A2G_DISPATCHER
-- The effectiveness can be set with the **overhead parameter**. This is a number that is used to calculate the amount of Units that dispatching command will allocate to GCI in surplus of detected amount of units.
-- The **default value** of the overhead parameter is 1.0, which means **equal balance**.
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
--
-- The @{#AI_A2G_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
@@ -840,6 +843,8 @@ do -- AI_A2G_DISPATCHER
--
-- For example, the following setup will set the default refuel tanker to "Tanker":
--
-- ![Banner Image](..\Presentations\AI_A2G_DISPATCHER\AI_A2G_DISPATCHER-ME_11.JPG)
--
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
-- A2GDispatcher:SetDefaultFuelThreshold( 0.9 )
-- A2GDispatcher:SetDefaultTanker( "Tanker" )
@@ -904,14 +909,14 @@ do -- AI_A2G_DISPATCHER
-- @type AI_A2G_DISPATCHER.DefenseCoordinates
-- @map <#string,Core.Point#COORDINATE> A list of all defense coordinates mapped per defense coordinate name.
-- @field #AI_A2G_DISPATCHER.DefenseCoordinates DefenseCoordinates
--- @field #AI_A2G_DISPATCHER.DefenseCoordinates DefenseCoordinates
AI_A2G_DISPATCHER.DefenseCoordinates = {}
--- Enumerator for spawns at airbases.
-- @type AI_A2G_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff
-- @field #AI_A2G_DISPATCHER.Takeoff Takeoff
--- @field #AI_A2G_DISPATCHER.Takeoff Takeoff
AI_A2G_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defines Landing location.
@@ -942,7 +947,7 @@ do -- AI_A2G_DISPATCHER
-- @type AI_A2G_DISPATCHER.DefenseQueue
-- @list<#AI_A2G_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
-- @field #AI_A2G_DISPATCHER.DefenseQueue DefenseQueue
--- @field #AI_A2G_DISPATCHER.DefenseQueue DefenseQueue
AI_A2G_DISPATCHER.DefenseQueue = {}
--- Defense approach types.
@@ -1136,7 +1141,7 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:onafterStart( From, Event, To )
self:GetParent( self ).onafterStart( self, From, Event, To )
@@ -1147,7 +1152,7 @@ do -- AI_A2G_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
@@ -1201,7 +1206,7 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:ResourcePark( DefenderSquadron )
local TemplateID = math.random( 1, #DefenderSquadron.Spawn )
local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN
@@ -1218,33 +1223,33 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_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.
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_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventCrashOrDead( EventData )
self.Detection:ForgetDetectedUnit( EventData.IniUnitName )
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventLand( EventData )
self:F( "Landed" )
@@ -1261,7 +1266,7 @@ do -- AI_A2G_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron )
self:ResourcePark( Squadron, Defender )
return
end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1273,7 +1278,7 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
-- @param Core.Event#EVENTDATA EventData
function AI_A2G_DISPATCHER:OnEventEngineShutdown( EventData )
local DefenderUnit = EventData.IniUnit
@@ -1289,7 +1294,7 @@ do -- AI_A2G_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender )
end
DefenderUnit:Destroy()
self:ResourcePark( Squadron )
self:ResourcePark( Squadron, Defender )
end
end
end
@@ -1297,7 +1302,7 @@ do -- AI_A2G_DISPATCHER
do -- Manage the defensive behaviour
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
-- @param #string DefenseCoordinateName The name of the coordinate to be defended by A2G defenses.
-- @param Core.Point#COORDINATE DefenseCoordinate The coordinate to be defended by A2G defenses.
function AI_A2G_DISPATCHER:AddDefenseCoordinate( DefenseCoordinateName, DefenseCoordinate )
@@ -1305,19 +1310,19 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityLow()
self.DefenseReactivity = 0.05
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityMedium()
self.DefenseReactivity = 0.15
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:SetDefenseReactivityHigh()
self.DefenseReactivity = 0.5
end
@@ -1351,14 +1356,14 @@ do -- AI_A2G_DISPATCHER
-- 1. the **distance of the closest airbase to target**, being smaller than the **Defend Radius**.
-- 2. the **distance to any defense reference point**.
--
-- The **default** defense radius is defined as **40000** or **40km**. Override the default defense radius when the era of the warfare is early, or,
-- The **default** defense radius is defined as **400000** or **40km**. Override the default defense radius when the era of the warfare is early, or,
-- when you don't want to let the AI_A2G_DISPATCHER react immediately when a certain border or area is not being crossed.
--
-- Use the method @{#AI_A2G_DISPATCHER.SetDefendRadius}() to set a specific defend radius for all squadrons,
-- **the Defense Radius is defined for ALL squadrons which are operational.**
--
-- @param #AI_A2G_DISPATCHER self
-- @param #number DefenseRadius (Optional, Default = 20000) The defense radius to engage detected targets from the nearest capable and available squadron airbase.
-- @param #number DefenseRadius (Optional, Default = 200000) The defense radius to engage detected targets from the nearest capable and available squadron airbase.
-- @return #AI_A2G_DISPATCHER
-- @usage
--
@@ -1373,7 +1378,7 @@ do -- AI_A2G_DISPATCHER
--
function AI_A2G_DISPATCHER:SetDefenseRadius( DefenseRadius )
self.DefenseRadius = DefenseRadius or 40000
self.DefenseRadius = DefenseRadius or 100000
self.Detection:SetAcceptRange( self.DefenseRadius )
@@ -1868,7 +1873,7 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_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
@@ -2144,7 +2149,7 @@ do -- AI_A2G_DISPATCHER
Sead.EngageAltType = EngageAltType
Sead.Defend = true
self:T( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { SEAD = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self
end
@@ -2234,7 +2239,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "SEAD" )
self:T( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { SEAD = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
@@ -2295,7 +2300,7 @@ do -- AI_A2G_DISPATCHER
Cas.EngageAltType = EngageAltType
Cas.Defend = true
self:T( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { CAS = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self
end
@@ -2385,7 +2390,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "CAS" )
self:T( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { CAS = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
@@ -2446,7 +2451,7 @@ do -- AI_A2G_DISPATCHER
Bai.EngageAltType = EngageAltType
Bai.Defend = true
self:T( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { BAI = { SquadronName, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
return self
end
@@ -2536,7 +2541,7 @@ do -- AI_A2G_DISPATCHER
self:SetSquadronPatrolInterval( SquadronName, self.DefenderDefault.PatrolLimit, self.DefenderDefault.PatrolMinSeconds, self.DefenderDefault.PatrolMaxSeconds, 1, "BAI" )
self:T( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
self:I( { BAI = { Zone:GetName(), PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, EngageMinSpeed, EngageMaxSpeed, EngageFloorAltitude, EngageCeilingAltitude, EngageAltType } } )
end
@@ -3369,7 +3374,7 @@ do -- AI_A2G_DISPATCHER
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size )
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
@@ -3380,7 +3385,7 @@ do -- AI_A2G_DISPATCHER
self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } )
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender )
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
@@ -3796,7 +3801,7 @@ do -- AI_A2G_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3813,7 +3818,7 @@ do -- AI_A2G_DISPATCHER
end
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3894,7 +3899,7 @@ do -- AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
local FirstUnit = AttackSetUnit:GetRandomSurely()
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
@@ -3933,7 +3938,7 @@ do -- AI_A2G_DISPATCHER
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterLostControl( DefenderGroup, From, Event, To )
self:F({"Defender LostControl", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
@@ -3950,7 +3955,7 @@ do -- AI_A2G_DISPATCHER
end
end
-- @param #AI_A2G_DISPATCHER self
--- @param #AI_A2G_DISPATCHER self
function AI_A2G_Fsm:onafterHome( DefenderGroup, From, Event, To, Action )
self:F({"Defender Home", DefenderGroup:GetName()})
self:GetParent(self).onafterHome( self, DefenderGroup, From, Event, To )
+26 -8
View File
@@ -14,43 +14,61 @@
--- @type AI_A2G_SEAD
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_A2G_SEAD constructor
--
-- * @{#AI_A2G_SEAD.New}(): Creates a new AI_A2G_SEAD object.
--
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{#AI_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
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- TODO: Documentation. Check that this is actually correct. The originally referenced class does not exist.
--
-- ===
--
-- @field #AI_A2G_SEAD
@@ -76,7 +94,7 @@ 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 )
+27 -37
View File
@@ -9,7 +9,7 @@
-- @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}.
@@ -46,11 +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",
@@ -264,7 +259,7 @@ function AI_AIR:New( AIGroup )
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()
@@ -446,13 +441,13 @@ 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
@@ -465,7 +460,7 @@ 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
@@ -489,10 +484,10 @@ function AI_AIR:onafterStatus()
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 )
@@ -518,7 +513,7 @@ function AI_AIR:onafterStatus()
-- 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()
@@ -536,7 +531,7 @@ 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
@@ -560,7 +555,7 @@ function AI_AIR:onafterStatus()
end
-- @param Wrapper.Group#GROUP AIGroup
--- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBRoute( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
@@ -571,7 +566,7 @@ function AI_AIR.RTBRoute( AIGroup, Fsm )
end
-- @param Wrapper.Group#GROUP AIGroup
--- @param Wrapper.Group#GROUP AIGroup
function AI_AIR.RTBHold( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBHold:", AIGroup:GetName() } )
@@ -598,7 +593,7 @@ function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
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 } )
@@ -617,10 +612,7 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- Calculate the target route point.
local FromCoord = AIGroup:GetCoordinate()
if not FromCoord then return end
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
@@ -641,13 +633,13 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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
@@ -689,12 +681,12 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
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
@@ -703,17 +695,15 @@ 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 )
@@ -727,17 +717,17 @@ 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 } )
@@ -749,7 +739,7 @@ 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 = {}
@@ -803,13 +793,13 @@ 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 )
@@ -820,7 +810,7 @@ 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 )
@@ -829,7 +819,7 @@ 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 )
@@ -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)
--
-- ===
--
@@ -292,6 +292,8 @@ do -- AI_AIR_DISPATCHER
--
-- ## 1. AI\_AIR\_DISPATCHER constructor:
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_1.JPG)
--
--
-- The @{#AI_AIR_DISPATCHER.New}() method creates a new AI_AIR_DISPATCHER instance.
--
@@ -304,6 +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.
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia5.JPG)
--
-- As explained in the introduction, depending on the type of mission you want to achieve, different types of units can be applied to detect ground enemy targets.
-- 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.
@@ -669,6 +673,8 @@ do -- AI_AIR_DISPATCHER
--
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() to set the grouping of aircraft when spawned in.
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia12.JPG)
--
-- In the case of **on call** engagement, the @{#AI_AIR_DISPATCHER.SetSquadronGrouping}() method has additional behaviour.
-- 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.
@@ -682,6 +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**.
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\Dia11.JPG)
--
-- However, depending on the (type of) aircraft (strength and payload) in the squadron and the amount of resources available, this parameter can be changed.
--
-- The @{#AI_AIR_DISPATCHER.SetSquadronOverhead}() method can be used to tweak the defense strength,
@@ -827,6 +835,8 @@ do -- AI_AIR_DISPATCHER
--
-- For example, the following setup will set the default refuel tanker to "Tanker":
--
-- ![Banner Image](..\Presentations\AI_AIR_DISPATCHER\AI_AIR_DISPATCHER-ME_11.JPG)
--
-- -- Define the CAP
-- A2ADispatcher:SetSquadron( "Sochi", AIRBASE.Caucasus.Sochi_Adler, { "SQ CCCP SU-34" }, 20 )
-- A2ADispatcher:SetSquadronCap( "Sochi", ZONE:New( "PatrolZone" ), 4000, 8000, 600, 800, 1000, 1300 )
@@ -873,11 +883,6 @@ do -- AI_AIR_DISPATCHER
-- 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",
@@ -900,14 +905,14 @@ 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.
@@ -938,7 +943,7 @@ do -- AI_AIR_DISPATCHER
-- @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
@@ -1130,7 +1135,7 @@ 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 )
@@ -1141,7 +1146,7 @@ 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
@@ -1194,7 +1199,7 @@ 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
@@ -1211,31 +1216,31 @@ 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.
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" )
@@ -1252,7 +1257,7 @@ 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
@@ -1263,7 +1268,7 @@ 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
@@ -1279,31 +1284,31 @@ 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
@@ -1867,7 +1872,7 @@ 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
@@ -2769,7 +2774,7 @@ 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 {}
@@ -2782,7 +2787,7 @@ 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 {}
@@ -2795,7 +2800,7 @@ 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 )
+49 -39
View File
@@ -13,46 +13,62 @@
-- @type AI_AIR_ENGAGE
--- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
-- ![Process](..\Presentations\AI_GCI\Dia3.JPG)
--
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia4.JPG)
--
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
--
-- ![Process](..\Presentations\AI_GCI\Dia5.JPG)
--
-- This cycle will continue.
--
-- ![Process](..\Presentations\AI_GCI\Dia6.JPG)
--
-- During the patrol, the AI will detect enemy targets, which are reported through the **Detected** event.
--
-- ![Process](..\Presentations\AI_GCI\Dia9.JPG)
--
-- When enemies are detected, the AI will automatically engage the enemy.
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
-- ## 1. AI_AIR_ENGAGE constructor
--
-- * @{#AI_AIR_ENGAGE.New}(): Creates a new AI_AIR_ENGAGE object.
--
-- ## 2. Set the Zone of Engagement
-- ## 3. Set the Range of Engagement
--
-- ![Range](..\Presentations\AI_GCI\Dia11.JPG)
--
-- An optional range can be set in meters,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_GCI#AI_AIR_ENGAGE.SetEngageRange}() to define that range.
--
-- An optional @{Core.Zone} can be set,
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- ===
--
-- @field #AI_AIR_ENGAGE
@@ -351,7 +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.
@@ -361,7 +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.
@@ -374,7 +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 } )
@@ -387,9 +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 )
@@ -397,14 +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()
@@ -426,13 +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 )
@@ -441,12 +451,12 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
-- TODO: A factor of * 3 is way too close. This causes the AI not to engange until merged sometimes!
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 = {}
@@ -478,16 +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
@@ -496,7 +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.
@@ -522,7 +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
@@ -553,12 +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()
@@ -575,13 +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() } )
+8 -5
View File
@@ -79,13 +79,16 @@
-- 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
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
--
-- ===
--
-- @field #AI_AIR_PATROL
@@ -13,17 +13,12 @@
-- @type AI_AIR_SQUADRON
--- @type AI_AIR_SQUADRON
-- @extends Core.Base#BASE
--- 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
@@ -38,7 +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
+2 -7
View File
@@ -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)
--
-- ===
--
@@ -22,7 +22,7 @@
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- * **Gunterlund**: Test case revision.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
--
-- ===
--
@@ -130,12 +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
+14 -21
View File
@@ -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/AIB%20-%20AI%20Balancing)
--
-- ===
--
@@ -20,7 +20,7 @@
-- ### 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 :-)
--
-- ===
--
@@ -40,7 +40,7 @@
--
-- 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:
--
@@ -52,7 +52,7 @@
--
-- ## 2. AI_BALANCER is a FSM
--
-- ![Process](..\Presentations\AI_BALANCER\Dia13.JPG)
-- ![Process](..\Presentations\AI_Balancer\Dia13.JPG)
--
-- ### 2.1. AI_BALANCER States
--
@@ -85,12 +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",
@@ -168,8 +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
@@ -191,8 +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 )
@@ -235,16 +228,15 @@ function AI_BALANCER:onenterReturning( SetGroup, From, Event, To, AIGroup )
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)
@@ -267,8 +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
@@ -280,8 +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
@@ -312,3 +302,6 @@ function AI_BALANCER:onenterMonitoring( SetGroup )
self:__Monitor( 10 )
end
+7 -12
View File
@@ -9,7 +9,7 @@
--
-- ===
--
-- ### [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/CAP%20-%20Combat%20Air%20Patrol)
--
-- ===
--
@@ -20,11 +20,11 @@
-- ### Author: **FlightControl**
-- ### 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.
--
-- ===
--
@@ -112,12 +112,7 @@
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- ===
--
-- @field #AI_CAP_ZONE
+4 -9
View File
@@ -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/CAS%20-%20Close%20Air%20Support)
--
-- ===
--
@@ -22,9 +22,9 @@
-- ### 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.
--
-- ===
--
@@ -118,12 +118,7 @@
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CAS_ZONE
+3 -8
View File
@@ -9,7 +9,7 @@
-- @module AI.AI_Cargo
-- @image Cargo.JPG
-- @type AI_CARGO
--- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE
@@ -25,12 +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",
@@ -547,7 +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
@@ -75,12 +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 = {
@@ -41,12 +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",
@@ -18,7 +18,7 @@
--
-- 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)
--
-- ===
--
@@ -100,12 +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**
@@ -116,7 +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.
@@ -572,7 +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.
--
-- ===
--
@@ -583,12 +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 = {}
@@ -1161,7 +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
@@ -137,12 +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
@@ -108,12 +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 = {
@@ -140,12 +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
@@ -130,12 +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
@@ -41,12 +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
@@ -55,11 +55,6 @@
-- 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",
+65 -74
View File
@@ -19,7 +19,7 @@
--
-- ## 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)
--
-- ===
--
@@ -147,8 +147,8 @@
-- @image Escorting.JPG
---
-- @type AI_ESCORT
--- @type AI_ESCORT
-- @extends AI.AI_Formation#AI_FORMATION
@@ -168,17 +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 = {
@@ -196,9 +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.
@@ -211,14 +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
@@ -231,17 +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! " ..
@@ -261,7 +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
@@ -336,14 +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()
@@ -381,7 +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 )
@@ -389,7 +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 } )
@@ -405,14 +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()
@@ -556,12 +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})
@@ -775,7 +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
@@ -796,7 +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 )
@@ -864,7 +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
@@ -885,7 +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()
@@ -1010,7 +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 )
@@ -1025,7 +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()
@@ -1070,7 +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 )
@@ -1087,7 +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()
@@ -1180,7 +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
@@ -1190,7 +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 )
@@ -1242,7 +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.
@@ -1257,7 +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!" )
@@ -1272,7 +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()
@@ -1313,7 +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!" )
@@ -1328,7 +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()
@@ -1386,7 +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
@@ -1430,7 +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
@@ -1439,7 +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
@@ -1467,7 +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 )
@@ -1494,7 +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 )
@@ -1521,7 +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 )
@@ -1544,7 +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 )
@@ -1567,7 +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 )
@@ -1598,7 +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 )
@@ -1690,7 +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 )
@@ -1712,7 +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 )
@@ -1734,7 +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 )
@@ -1754,7 +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 )
@@ -1778,7 +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 )
@@ -1806,7 +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 )
@@ -1853,7 +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 )
@@ -1865,7 +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 )
@@ -1892,7 +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
@@ -1901,7 +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
@@ -1910,7 +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
@@ -1919,7 +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
@@ -1935,7 +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
@@ -1944,7 +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
@@ -1953,7 +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
@@ -1962,7 +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
@@ -2189,3 +2178,5 @@ function AI_ESCORT:_FlightReportTargetsScheduler()
return false
end
@@ -15,17 +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
@@ -33,7 +28,7 @@ AI_ESCORT_DISPATCHER = {
ClassName = "AI_ESCORT_DISPATCHER",
}
-- @field #list
--- @field #list
AI_ESCORT_DISPATCHER.AI_Escorts = {}
@@ -102,7 +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 )
@@ -110,11 +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
@@ -125,7 +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 )
@@ -133,17 +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 )
@@ -20,12 +20,7 @@
--- 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
@@ -19,7 +19,7 @@
--
-- ## 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)
--
-- ===
--
@@ -137,11 +137,6 @@
-- 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**
@@ -297,7 +292,7 @@ function AI_ESCORT_REQUEST:onafterStop( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
--- @param Wrapper.Group#GROUP EscortGroup
--- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()
+22 -18
View File
@@ -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**
@@ -31,11 +31,11 @@
-- @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 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 DCSTypes#AI.Option.Air.val.ROE OptionROE Which ROE is set to the FollowGroup.
-- @field DCSTypes#AI.Option.Air.val.REACTION_ON_THREAT OptionReactionOnThreat Which REACTION_ON_THREAT is set to the FollowGroup.
-- @field #number dtFollow Time step between position updates.
@@ -92,12 +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",
@@ -164,6 +159,15 @@ AI_FORMATION.__Enum.ReportType = {
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.
@@ -996,7 +1000,7 @@ function AI_FORMATION:SetFlightModeMission( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Mission )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Wrapper.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 )
@@ -1020,7 +1024,7 @@ function AI_FORMATION:SetFlightModeAttack( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Attack )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Wrapper.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 )
@@ -1044,7 +1048,7 @@ function AI_FORMATION:SetFlightModeFormation( FollowGroup )
FollowGroup:SetState( FollowGroup, "Mode", self.__Enum.Mode.Formation )
else
self.FollowGroupSet:ForSomeGroupAlive(
--- @param Wrapper.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 )
+17 -22
View File
@@ -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/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.
--
-- ===
--
@@ -144,12 +144,7 @@
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_PATROL_ZONE
@@ -652,15 +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
@@ -705,7 +700,7 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
end
-- @param Wrapper.Controllable#CONTROLLABLE AIControllable
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This static method is called from the route path within the last task at the last waypoint of the Controllable.
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
@@ -822,13 +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()
@@ -838,7 +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 )
@@ -852,7 +847,7 @@ function AI_PATROL_ZONE:onafterStatus()
-- 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
@@ -864,7 +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()
@@ -903,13 +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 )
@@ -920,7 +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 )
@@ -929,7 +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 )
@@ -54,11 +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
@@ -142,7 +137,7 @@ 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.
@@ -52,14 +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.
--
@@ -69,7 +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.
@@ -48,7 +48,7 @@
--
-- ===
--
-- # 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 targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
@@ -58,11 +58,6 @@
--
-- * @{#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
@@ -60,7 +60,7 @@
--
-- ===
--
-- # 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 player receives on perioding times messages with the coordinates of the route to follow.
@@ -70,11 +70,6 @@
--
-- * @{#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
+35 -40
View File
@@ -86,7 +86,7 @@
-- There are also dispatchers that make AI work together to transport cargo automatically!!!
--
-- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
-- - @{AI.AI_Cargo_Dispatcher_Helicopter} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
--
-- ## 3.3) Cargo transportation tasking.
--
@@ -233,12 +233,7 @@
-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
--
-- # 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**
@@ -370,7 +365,7 @@ CARGOS = {}
do -- CARGO
-- @type CARGO
--- @type CARGO
-- @extends Core.Fsm#FSM_PROCESS
-- @field #string Type A string defining the type of the cargo. eg. Engineers, Equipment, Screwdrivers.
-- @field #string Name A string defining the name of the cargo. The name is the unique identifier of the cargo.
@@ -398,7 +393,7 @@ do -- CARGO
--
-- * AI Armoured Personnel Carriers to transport cargo and engage in battles, using the @{AI.AI_Cargo_APC#AI_CARGO_APC} class.
-- * AI Helicopters to transport cargo, using the @{AI.AI_Cargo_Helicopter#AI_CARGO_HELICOPTER} class.
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Airplane#AI_CARGO_AIRPLANE} class.
-- * AI Planes to transport cargo, using the @{AI.AI_Cargo_Plane#AI_CARGO_PLANE} class.
-- * AI Ships is planned.
--
-- The above cargo classes are also used by the TASK\_CARGO\_ classes to allow human players to transport cargo as part of a tasking:
@@ -433,7 +428,7 @@ do -- CARGO
Reported = {},
}
-- @type CARGO.CargoObjects
--- @type CARGO.CargoObjects
-- @map < #string, Wrapper.Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo.
--- CARGO Constructor. This class is an abstract class and should not be instantiated.
@@ -447,7 +442,7 @@ do -- CARGO
function CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) --R2.1
local self = BASE:Inherit( self, FSM:New() ) -- #CARGO
self:T( { Type, Name, Weight, LoadRadius, NearRadius } )
self:F( { Type, Name, Weight, LoadRadius, NearRadius } )
self:SetStartState( "UnLoaded" )
self:AddTransition( { "UnLoaded", "Boarding" }, "Board", "Boarding" )
@@ -711,7 +706,7 @@ do -- CARGO
-- @param #CARGO self
-- @return #CARGO
function CARGO:Spawn( PointVec2 )
self:T()
self:F()
end
@@ -812,7 +807,7 @@ do -- CARGO
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the CargoGroup is within the loading radius.
function CARGO:IsInLoadRadius( Coordinate )
self:T( { Coordinate, LoadRadius = self.LoadRadius } )
self:F( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0
if self:IsUnLoaded() then
@@ -832,7 +827,7 @@ do -- CARGO
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo can report itself.
function CARGO:IsInReportRadius( Coordinate )
self:T( { Coordinate } )
self:F( { Coordinate } )
local Distance = 0
if self:IsUnLoaded() then
@@ -853,23 +848,23 @@ do -- CARGO
-- @param #number NearRadius The radius when the cargo will board the Carrier (to avoid collision).
-- @return #boolean
function CARGO:IsNear( Coordinate, NearRadius )
--self:T( { PointVec2 = PointVec2, NearRadius = NearRadius } )
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius } )
if self.CargoObject:IsAlive() then
--local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
--self:T( { CargoObjectName = self.CargoObject:GetName() } )
--self:T( { CargoObjectVec2 = self.CargoObject:GetVec2() } )
--self:T( { PointVec2 = PointVec2:GetVec2() } )
--self:F( { CargoObjectName = self.CargoObject:GetName() } )
--self:F( { CargoObjectVec2 = self.CargoObject:GetVec2() } )
--self:F( { PointVec2 = PointVec2:GetVec2() } )
local Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
--self:T( { Distance = Distance, NearRadius = NearRadius or "nil" } )
--self:F( { Distance = Distance, NearRadius = NearRadius or "nil" } )
if Distance <= NearRadius then
--self:T( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = true } )
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = true } )
return true
end
end
--self:T( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = false } )
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = false } )
return false
end
@@ -878,12 +873,12 @@ do -- CARGO
-- @param Core.Zone#ZONE_BASE Zone
-- @return #boolean **true** if cargo is in the Zone, **false** if cargo is not in the Zone.
function CARGO:IsInZone( Zone )
--self:T( { Zone } )
--self:F( { Zone } )
if self:IsLoaded() then
return Zone:IsPointVec2InZone( self.CargoCarrier:GetPointVec2() )
else
--self:T( { Size = self.CargoObject:GetSize(), Units = self.CargoObject:GetUnits() } )
--self:F( { Size = self.CargoObject:GetSize(), Units = self.CargoObject:GetUnits() } )
if self.CargoObject:GetSize() ~= 0 then
return Zone:IsPointVec2InZone( self.CargoObject:GetPointVec2() )
else
@@ -980,7 +975,7 @@ do -- CARGO
--- Report to a Carrier Group with a Flaring signal.
-- @param #CARGO self
-- @param Utilities.Utils#UTILS.FlareColor FlareColor the color of the flare.
-- @param Utils#UTILS.FlareColor FlareColor the color of the flare.
-- @return #CARGO
function CARGO:ReportFlare( FlareColor )
@@ -989,7 +984,7 @@ do -- CARGO
--- Report to a Carrier Group with a Smoking signal.
-- @param #CARGO self
-- @param Utilities.Utils#UTILS.SmokeColor SmokeColor the color of the smoke.
-- @param Utils#UTILS.SmokeColor SmokeColor the color of the smoke.
-- @return #CARGO
function CARGO:ReportSmoke( SmokeColor )
@@ -1034,7 +1029,7 @@ end -- CARGO
do -- CARGO_REPRESENTABLE
-- @type CARGO_REPRESENTABLE
--- @type CARGO_REPRESENTABLE
-- @extends #CARGO
-- @field test
@@ -1056,7 +1051,7 @@ do -- CARGO_REPRESENTABLE
-- Inherit CARGO.
local self = BASE:Inherit( self, CARGO:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_REPRESENTABLE
self:T( { Type, Name, LoadRadius, NearRadius } )
self:F( { Type, Name, LoadRadius, NearRadius } )
-- Descriptors.
local Desc=CargoObject:GetDesc()
@@ -1086,7 +1081,7 @@ do -- CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:Destroy()
-- Cargo objects are deleted from the _DATABASE and SET_CARGO objects.
self:T( { CargoName = self:GetName() } )
self:F( { CargoName = self:GetName() } )
--_EVENTDISPATCHER:CreateEventDeleteCargo( self )
return self
@@ -1123,12 +1118,12 @@ do -- CARGO_REPRESENTABLE
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:T({NearUnit=NearUnit})
self:F({NearUnit=NearUnit})
local NearUnitCoalition = NearUnit:GetCoalition()
local CargoCoalition = self:GetCoalition()
if NearUnitCoalition == CargoCoalition then
local Attributes = NearUnit:GetDesc()
self:T({Desc=Attributes})
self:F({Desc=Attributes})
if NearUnit:HasAttribute( "Trucks" ) then
MESSAGE:New( Message, 20, NearUnit:GetCallsign() .. " reporting - Cargo " .. self:GetName() ):ToGroup( TaskGroup )
break
@@ -1142,7 +1137,7 @@ end -- CARGO_REPRESENTABLE
do -- CARGO_REPORTABLE
-- @type CARGO_REPORTABLE
--- @type CARGO_REPORTABLE
-- @extends #CARGO
CARGO_REPORTABLE = {
ClassName = "CARGO_REPORTABLE"
@@ -1158,7 +1153,7 @@ do -- CARGO_REPORTABLE
-- @return #CARGO_REPORTABLE
function CARGO_REPORTABLE:New( Type, Name, Weight, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_REPORTABLE
self:T( { Type, Name, Weight, LoadRadius, NearRadius } )
self:F( { Type, Name, Weight, LoadRadius, NearRadius } )
return self
end
@@ -1178,7 +1173,7 @@ end
do -- CARGO_PACKAGE
-- @type CARGO_PACKAGE
--- @type CARGO_PACKAGE
-- @extends #CARGO_REPRESENTABLE
CARGO_PACKAGE = {
ClassName = "CARGO_PACKAGE"
@@ -1195,7 +1190,7 @@ do -- CARGO_PACKAGE
-- @return #CARGO_PACKAGE
function CARGO_PACKAGE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoCarrier, Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_PACKAGE
self:T( { Type, Name, Weight, LoadRadius, NearRadius } )
self:F( { Type, Name, Weight, LoadRadius, NearRadius } )
self:T( CargoCarrier )
self.CargoCarrier = CargoCarrier
@@ -1213,7 +1208,7 @@ end
-- @param #number BoardDistance
-- @param #number Angle
function CARGO_PACKAGE:onafterOnBoard( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
self:T()
self:F()
self.CargoInAir = self.CargoCarrier:InAir()
@@ -1246,7 +1241,7 @@ end
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @return #boolean
function CARGO_PACKAGE:IsNear( CargoCarrier )
self:T()
self:F()
local CargoCarrierPoint = CargoCarrier:GetCoordinate()
@@ -1271,7 +1266,7 @@ end
-- @param #number LoadDistance
-- @param #number Angle
function CARGO_PACKAGE:onafterOnBoarded( From, Event, To, CargoCarrier, Speed, BoardDistance, LoadDistance, Angle )
self:T()
self:F()
if self:IsNear( CargoCarrier ) then
self:__Load( 1, CargoCarrier, Speed, LoadDistance, Angle )
@@ -1292,7 +1287,7 @@ end
-- @param #number Radius
-- @param #number Angle
function CARGO_PACKAGE:onafterUnBoard( From, Event, To, CargoCarrier, Speed, UnLoadDistance, UnBoardDistance, Radius, Angle )
self:T()
self:F()
self.CargoInAir = self.CargoCarrier:InAir()
@@ -1331,7 +1326,7 @@ end
-- @param Wrapper.Unit#UNIT CargoCarrier
-- @param #number Speed
function CARGO_PACKAGE:onafterUnBoarded( From, Event, To, CargoCarrier, Speed )
self:T()
self:F()
if self:IsNear( CargoCarrier ) then
self:__UnLoad( 1, CargoCarrier, Speed )
@@ -1350,7 +1345,7 @@ end
-- @param #number LoadDistance
-- @param #number Angle
function CARGO_PACKAGE:onafterLoad( From, Event, To, CargoCarrier, Speed, LoadDistance, Angle )
self:T()
self:F()
self.CargoCarrier = CargoCarrier
@@ -1378,7 +1373,7 @@ end
-- @param #number Distance
-- @param #number Angle
function CARGO_PACKAGE:onafterUnLoad( From, Event, To, CargoCarrier, Speed, Distance, Angle )
self:T()
self:F()
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
+10 -15
View File
@@ -36,12 +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
@@ -59,7 +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
@@ -116,7 +111,7 @@ do -- CARGO_CRATE
-- @param #string To
-- @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
@@ -153,7 +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
@@ -190,7 +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
@@ -210,7 +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
@@ -231,7 +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
@@ -261,7 +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
@@ -274,7 +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
@@ -283,7 +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...
@@ -300,7 +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...
+23 -28
View File
@@ -38,12 +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 = {
@@ -64,7 +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
@@ -146,7 +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
@@ -227,7 +222,7 @@ do -- CARGO_GROUP
-- @param #CARGO_GROUP self
function CARGO_GROUP:Regroup()
self:T("Regroup")
self:F("Regroup")
if self.Grouped == false then
@@ -241,7 +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
@@ -258,7 +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 )
@@ -271,7 +266,7 @@ do -- CARGO_GROUP
-- @param Core.Event#EVENTDATA EventData
function CARGO_GROUP:OnEventCargoDead( EventData )
self:T(EventData)
self:E(EventData)
local Destroyed = false
@@ -296,7 +291,7 @@ do -- CARGO_GROUP
if Destroyed then
self:Destroyed()
self:T( { "Cargo group destroyed" } )
self:E( { "Cargo group destroyed" } )
end
end
@@ -309,14 +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, ... )
@@ -334,7 +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.
@@ -359,7 +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
@@ -393,7 +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
@@ -413,7 +408,7 @@ do -- CARGO_GROUP
-- @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
@@ -456,7 +451,7 @@ do -- CARGO_GROUP
-- @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
@@ -493,7 +488,7 @@ do -- CARGO_GROUP
-- @param #string To
-- @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
@@ -611,7 +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(
@@ -629,13 +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
@@ -649,7 +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
@@ -669,7 +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
@@ -687,12 +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() )
@@ -738,7 +733,7 @@ do -- CARGO_GROUP
-- @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
@@ -29,12 +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
@@ -52,7 +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
@@ -130,7 +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
@@ -149,7 +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
@@ -169,7 +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
@@ -199,7 +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
@@ -212,7 +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
@@ -222,7 +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...
@@ -239,7 +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...
+13 -18
View File
@@ -27,12 +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
@@ -75,7 +70,7 @@ do -- CARGO_UNIT
-- @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
@@ -114,7 +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 = {}
@@ -148,7 +143,7 @@ do -- CARGO_UNIT
-- @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
@@ -174,7 +169,7 @@ do -- CARGO_UNIT
-- @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()
@@ -199,7 +194,7 @@ do -- CARGO_UNIT
-- @param #string To
-- @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
@@ -236,7 +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()
@@ -244,7 +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
@@ -298,9 +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
@@ -321,7 +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.
@@ -348,7 +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
@@ -361,11 +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
+1 -1
View File
@@ -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.
+42 -34
View File
@@ -34,8 +34,7 @@ local _TraceClassMethod = {}
local _ClassID = 0
---
-- @type BASE
--- @type BASE
-- @field ClassName The name of the class.
-- @field ClassID The ID number of the class.
-- @field ClassNameAndID The name of the class concatenated with the ID number of the class.
@@ -202,10 +201,10 @@ BASE = {
Scheduler = nil,
}
-- @field #BASE.__
--- @field #BASE.__
BASE.__ = {}
-- @field #BASE._
--- @field #BASE._
BASE._ = {
Schedules = {}, --- Contains the Schedulers Active
}
@@ -230,7 +229,7 @@ FORMATION = {
-- @param #BASE self
-- @return #BASE
function BASE:New()
--local self = UTILS.DeepCopy( self ) -- Create a new self instance
--local self = routines.utils.deepCopy( self ) -- Create a new self instance
local self = UTILS.DeepCopy(self)
_ClassID = _ClassID + 1
@@ -253,7 +252,7 @@ end
function BASE:Inherit( Child, Parent )
-- Create child.
local Child = UTILS.DeepCopy( Child )
local Child = routines.utils.deepCopy( Child )
if Child ~= nil then
@@ -1144,28 +1143,6 @@ function BASE:TraceClassMethod( Class, Method )
self:I( "Tracing method " .. Method .. " of class " .. Class )
end
--- (Internal) Serialize arguments
-- @param #BASE self
-- @param #table Arguments
-- @return #string Text
function BASE:_Serialize(Arguments)
local text = UTILS.PrintTableToLog({Arguments}, 0, true)
text = string.gsub(text,"(\n+)","")
text = string.gsub(text,"%(%(","%(")
text = string.gsub(text,"%)%)","%)")
text = string.gsub(text,"(%s+)"," ")
return text
end
----- (Internal) Serialize arguments
---- @param #BASE self
---- @param #table Arguments
---- @return #string Text
--function BASE:_Serialize(Arguments)
-- local text=UTILS.BasicSerialize(Arguments)
-- return text
--end
--- Trace a function call. This function is private.
-- @param #BASE self
-- @param Arguments A #table or any field.
@@ -1190,7 +1167,7 @@ function BASE:_F( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline
end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, BASE:_Serialize(Arguments) ) )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "F", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
end
end
end
@@ -1264,7 +1241,7 @@ function BASE:_T( Arguments, DebugInfoCurrentParam, DebugInfoFromParam )
if DebugInfoFrom then
LineFrom = DebugInfoFrom.currentline
end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, BASE:_Serialize(Arguments) ) )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s", LineCurrent, LineFrom, "T", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
end
end
end
@@ -1334,9 +1311,9 @@ function BASE:E( Arguments )
LineFrom = DebugInfoFrom.currentline
end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "E", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
else
env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, BASE:_Serialize(Arguments) ) )
env.info( string.format( "%1s:%30s%05d(%s)", "E", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
end
end
@@ -1361,10 +1338,41 @@ function BASE:I( Arguments )
LineFrom = DebugInfoFrom.currentline
end
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, UTILS.BasicSerialize( Arguments ) ) )
env.info( string.format( "%6d(%6d)/%1s:%30s%05d.%s(%s)", LineCurrent, LineFrom, "I", self.ClassName, self.ClassID, Function, routines.utils.oneLineSerialize( Arguments ) ) )
else
env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, BASE:_Serialize(Arguments)) )
env.info( string.format( "%1s:%30s%05d(%s)", "I", self.ClassName, self.ClassID, routines.utils.oneLineSerialize( Arguments ) ) )
end
end
--- old stuff
-- function BASE:_Destructor()
-- --self:E("_Destructor")
--
-- --self:EventRemoveAll()
-- end
-- THIS IS WHY WE NEED LUA 5.2 ...
-- function BASE:_SetDestructor()
--
-- -- TODO: Okay, this is really technical...
-- -- When you set a proxy to a table to catch __gc, weak tables don't behave like weak...
-- -- Therefore, I am parking this logic until I've properly discussed all this with the community.
--
-- local proxy = newproxy(true)
-- local proxyMeta = getmetatable(proxy)
--
-- proxyMeta.__gc = function ()
-- env.info("In __gc for " .. self:GetClassNameAndID() )
-- if self._Destructor then
-- self:_Destructor()
-- end
-- end
--
-- -- keep the userdata from newproxy reachable until the object
-- -- table is about to be garbage-collected - then the __gc hook
-- -- will be invoked and the destructor called
-- rawset( self, '__proxy', proxy )
--
-- end
+5 -17
View File
@@ -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
@@ -38,13 +34,11 @@
-- @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.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
Positionable = nil,
name = nil,
UniqueName = 0,
}
--- Beacon types supported by DCS.
@@ -292,7 +286,6 @@ 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
@@ -386,9 +379,7 @@ end
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
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
@@ -399,7 +390,7 @@ 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
@@ -425,9 +416,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
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,
@@ -435,8 +424,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
self:StopRadioBeacon()
end, {}, BeaconDuration)
end
end
return self
end
end
--- Stops the Radio Beacon
@@ -445,7 +433,7 @@ end
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
+40 -175
View File
@@ -20,7 +20,7 @@
--
-- @module Core.ClientMenu
-- @image Core_Menu.JPG
-- last change: Apr 2024
-- last change: July 2023
-- TODO
----------------------------------------------------------------------------------------------------------------
@@ -35,7 +35,6 @@
-- @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
@@ -51,7 +50,6 @@
-- @field #boolean Generic
-- @field #boolean debug
-- @field #CLIENTMENUMANAGER Controller
-- @field #active boolean
-- @extends Core.Base#BASE
---
@@ -59,7 +57,7 @@
CLIENTMENU = {
ClassName = "CLIENTMENUE",
lid = "",
version = "0.1.2",
version = "0.1.0",
name = nil,
path = nil,
group = nil,
@@ -70,8 +68,6 @@ CLIENTMENU = {
Generic = false,
debug = false,
Controller = nil,
groupname = nil,
active = false,
}
---
@@ -80,7 +76,7 @@ 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 Wrapper.Client#CLIENT Client The client for whom this entry is.
-- @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.
@@ -95,7 +91,6 @@ function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
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
@@ -116,7 +111,7 @@ function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
if self.Functionargs and self.debug then
self:T({"Functionargs",self.Functionargs})
end
if not self.Generic and self.active == false then
if not self.Generic then
if Function ~= nil then
local ErrorHandler = function( errmsg )
env.info( "MOOSE Error in CLIENTMENU COMMAND function: " .. errmsg )
@@ -135,10 +130,8 @@ function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
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
@@ -197,14 +190,7 @@ 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
missionCommands.removeItemForGroup(self.GroupID , self.path )
end
return self
end
@@ -309,8 +295,6 @@ end
-- @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.*
@@ -329,22 +313,6 @@ end
--
-- 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()
@@ -368,7 +336,7 @@ end
-- 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
-- menumgr:Propagate()
--
-- ## Remove a single entry's subtree
--
@@ -407,17 +375,13 @@ end
--
-- ## 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()
-- menumgr:ResetMenuComplete()
--
-- @field #CLIENTMENUMANAGER
CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER",
lid = "",
version = "0.1.5a",
version = "0.1.0",
name = nil,
clientset = nil,
menutree = {},
@@ -426,109 +390,27 @@ CLIENTMENUMANAGER = {
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)
function CLIENTMENUMANAGER:New(ClientSet, Alias)
-- 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")
self:T(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)
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)
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(5)
return self
end
--- Create a new entry in the **generic** structure.
--- 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.
@@ -589,13 +471,13 @@ function CLIENTMENUMANAGER:FindUUIDsByText(Text,Parent)
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
if Entry and string.find(Entry.name,Text) and string.find(Entry.UUID,Parent.UUID) 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
if Entry and string.find(Entry.name,Text) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
@@ -631,7 +513,7 @@ function CLIENTMENUMANAGER:FindUUIDsByParent(Parent)
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
if Entry and string.find(Entry.UUID,Parent.UUID) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
@@ -680,8 +562,7 @@ end
-- @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
self:T(Client)
local Set = self.clientset.Set
if Client then
Set = {Client}
@@ -690,42 +571,34 @@ function CLIENTMENUMANAGER:Propagate(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
local playername = client:GetPlayerName()
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
end
return self
end
--- Push a single previously created entry into the F10 menu structure of all clients.
--- Push a single previously created entry into the 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.
@@ -733,7 +606,6 @@ end
function CLIENTMENUMANAGER:AddEntry(Entry,Client)
self:T(self.lid.."AddEntry")
local Set = self.clientset.Set
local knownunits = {}
if Client then
Set = {Client}
end
@@ -741,13 +613,6 @@ function CLIENTMENUMANAGER:AddEntry(Entry,Client)
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName()
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
@@ -805,7 +670,7 @@ 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.
-- @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:DeleteF10Entry(Entry,Client)
self:T(self.lid.."DeleteF10Entry")
@@ -849,7 +714,7 @@ function CLIENTMENUMANAGER:DeleteGenericEntry(Entry)
--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
if string.find(_uuid,uuid) or _uuid == uuid then
--self:I("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
@@ -878,7 +743,7 @@ function CLIENTMENUMANAGER:RemoveGenericSubEntries(Entry)
self:T("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) then
if string.find(_uuid,uuid) then
self:T("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
+1 -1
View File
@@ -9,7 +9,7 @@
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Core/Condition).
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Operation).
--
-- ===
--
+48 -247
View File
@@ -31,14 +31,11 @@
-- @module Core.Database
-- @image Core_Database.JPG
---
-- @type DATABASE
--- @type DATABASE
-- @field #string ClassName Name of the class.
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
-- @field #table CLIENTS Clients.
-- @field #table STORAGES DCS warehouse storages.
-- @field #table STNS Used Link16 octal numbers for F16/15/18/AWACS planes.
-- @field #table SADL Used Link16 octal numbers for A10/C-II planes.
-- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@@ -53,7 +50,6 @@
-- * PLAYERSJOINED
-- * PLAYERS
-- * CARGOS
-- * STORAGES (DCS warehouses)
--
-- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
--
@@ -94,9 +90,6 @@ DATABASE = {
FLIGHTCONTROLS = {},
OPSZONES = {},
PATHLINES = {},
STORAGES = {},
STNS={},
SADL={},
}
local _DATABASECoalition =
@@ -130,8 +123,6 @@ function DATABASE:New()
self:SetEventPriority( 1 )
self:HandleEvent( EVENTS.Birth, self._EventOnBirth )
-- DCS 2.9 fixed CA event for players -- TODO: reset unit when leaving
self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit )
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
@@ -255,38 +246,6 @@ function DATABASE:FindAirbase( AirbaseName )
end
--- Adds a STORAGE (DCS warehouse wrapper) based on the Airbase Name to the DATABASE.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase.
-- @return Wrapper.Storage#STORAGE Storage object.
function DATABASE:AddStorage( AirbaseName )
if not self.STORAGES[AirbaseName] then
self.STORAGES[AirbaseName] = STORAGE:New( AirbaseName )
end
return self.STORAGES[AirbaseName]
end
--- Deletes a STORAGE from the DATABASE based on the name of the associated airbase.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase.
function DATABASE:DeleteStorage( AirbaseName )
self.STORAGES[AirbaseName] = nil
end
--- Finds an STORAGE based on the name of the associated airbase.
-- @param #DATABASE self
-- @param #string AirbaseName Name of the airbase.
-- @return Wrapper.Storage#STORAGE The found STORAGE.
function DATABASE:FindStorage( AirbaseName )
local storage = self.STORAGES[AirbaseName]
return storage
end
do -- Zones and Pathlines
--- Finds a @{Core.Zone} based on the zone name.
@@ -453,10 +412,10 @@ do -- Zones and Pathlines
-- Loop over layers.
for layerID, layerData in pairs(env.mission.drawings.layers or {}) do
-- Loop over objects in layers.
for objectID, objectData in pairs(layerData.objects or {}) do
-- Check for polygon which has at least 4 points (we would need 3 but the origin seems to be there twice)
if objectData.polygonMode and (objectData.polygonMode=="free") and objectData.points and #objectData.points>=4 then
@@ -492,32 +451,10 @@ do -- Zones and Pathlines
-- Create new polygon zone.
local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points)
--Zone.DrawID = objectID
-- Set color.
Zone:SetColor({1, 0, 0}, 0.15)
Zone:SetFillColor({1, 0, 0}, 0.15)
if objectData.colorString then
-- eg colorString = 0xff0000ff
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetColor({r, g, b}, a)
end
if objectData.fillColorString then
-- eg fillColorString = 0xff00004b
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetFillColor({r, g, b}, a)
end
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
@@ -558,26 +495,7 @@ do -- Zones and Pathlines
-- Set color.
Zone:SetColor({1, 0, 0}, 0.15)
if objectData.colorString then
-- eg colorString = 0xff0000ff
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetColor({r, g, b}, a)
end
if objectData.fillColorString then
-- eg fillColorString = 0xff00004b
local color = string.gsub(objectData.colorString,"^0x","")
local r = tonumber(string.sub(color,1,2),16)/255
local g = tonumber(string.sub(color,3,4),16)/255
local b = tonumber(string.sub(color,5,6),16)/255
local a = tonumber(string.sub(color,7,8),16)/255
Zone:SetFillColor({r, g, b}, a)
end
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
@@ -727,7 +645,7 @@ do -- cargo
--- Finds an CARGO based on the CargoName.
-- @param #DATABASE self
-- @param #string CargoName
-- @return Cargo.Cargo#CARGO The found CARGO.
-- @return Wrapper.Cargo#CARGO The found CARGO.
function DATABASE:FindCargo( CargoName )
local CargoFound = self.CARGOS[CargoName]
@@ -801,7 +719,7 @@ end -- cargo
--- Finds a CLIENT based on the ClientName.
-- @param #DATABASE self
-- @param #string ClientName - Note this is the UNIT name of the client!
-- @param #string ClientName
-- @return Wrapper.Client#CLIENT The found CLIENT.
function DATABASE:FindClient( ClientName )
@@ -857,7 +775,6 @@ function DATABASE:AddPlayer( UnitName, PlayerName )
self.PLAYERUNITS[PlayerName] = self:FindUnit( UnitName )
self.PLAYERSJOINED[PlayerName] = PlayerName
end
end
--- Deletes a player from the DATABASE based on the Player Name.
@@ -932,7 +849,7 @@ function DATABASE:Spawn( SpawnTemplate )
SpawnTemplate.CountryID = nil
SpawnTemplate.CategoryID = nil
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID, SpawnTemplate.name )
self:_RegisterGroupTemplate( SpawnTemplate, SpawnCoalitionID, SpawnCategoryID, SpawnCountryID )
self:T3( SpawnTemplate )
coalition.addGroup( SpawnCountryID, SpawnCategoryID, SpawnTemplate )
@@ -1009,7 +926,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.Groups[GroupTemplateName].CategoryID = CategoryID
self.Templates.Groups[GroupTemplateName].CoalitionID = CoalitionSide
self.Templates.Groups[GroupTemplateName].CountryID = CountryID
local UnitNames = {}
for unit_num, UnitTemplate in pairs( GroupTemplate.units ) do
@@ -1033,31 +950,10 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self.Templates.ClientsByName[UnitTemplate.name].CountryID = CountryID
self.Templates.ClientsByID[UnitTemplate.unitId] = UnitTemplate
end
if UnitTemplate.AddPropAircraft then
if UnitTemplate.AddPropAircraft.STN_L16 then
local stn = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.STN_L16)
if stn == nil or stn < 1 then
self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
else
self.STNS[stn] = UnitTemplate.name
self:I("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
end
end
if UnitTemplate.AddPropAircraft.SADL_TN then
local sadl = UTILS.OctalToDecimal(UnitTemplate.AddPropAircraft.SADL_TN)
if sadl == nil or sadl < 1 then
self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
else
self.SADL[sadl] = UnitTemplate.name
self:I("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
end
end
end
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
-- Debug info.
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
@@ -1068,80 +964,6 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
)
end
--- Get next (consecutive) free STN as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSTN(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.STNS[first] == unitname then return octal end
local nextoctal = 77777
local found = false
if 32767-first < 10 then
first = 0
end
for i=first+1,32767 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.STNS[i] = unitname
self:T("Register STN "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free STN past %05d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.STNS) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.STNS = nil
self.STNS = NewSTNS
end
return nextoctal
end
--- Get next (consecutive) free SADL as octal number.
-- @param #DATABASE self
-- @param #number octal Starting octal.
-- @param #string unitname Name of the associated unit.
-- @return #number Octal
function DATABASE:GetNextSADL(octal,unitname)
local first = UTILS.OctalToDecimal(octal) or 0
if self.SADL[first] == unitname then return octal end
local nextoctal = 7777
local found = false
if 4095-first < 10 then
first = 0
end
for i=first+1,4095 do
if self.STNS[i] == nil then
found = true
nextoctal = UTILS.DecimalToOctal(i)
self.SADL[i] = unitname
self:T("Register SADL "..tostring(nextoctal).." for ".. unitname)
break
end
end
if not found then
self:E(string.format("WARNING: No next free SADL past %04d found!",octal))
-- cleanup
local NewSTNS = {}
for _id,_name in pairs(self.SADL) do
if self.UNITS[_name] ~= nil then
NewSTNS[_id] = _name
end
end
self.SADL = nil
self.SADL = NewSTNS
end
return nextoctal
end
--- Get group template.
-- @param #DATABASE self
-- @param #string GroupName Group name.
@@ -1442,17 +1264,9 @@ function DATABASE:_RegisterAirbase(airbase)
-- Unique ID.
local airbaseUID=airbase:GetID(true)
local typename = airbase:GetTypeName()
local category = airbase.category
if category == Airbase.Category.SHIP and typename == "FARP_SINGLE_01" then
category = Airbase.Category.HELIPAD
end
-- Debug output.
local text=string.format("Register %s: %s (UID=%d), Runways=%d, Parking=%d [", AIRBASE.CategoryName[category], tostring(DCSAirbaseName), airbaseUID, #airbase.runways, airbase.NparkingTotal)
local text=string.format("Register %s: %s (UID=%d), Runways=%d, Parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseUID, #airbase.runways, airbase.NparkingTotal)
for _,terminalType in pairs(AIRBASE.TerminalType) do
if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then
text=text..string.format("%d=%d ", terminalType, airbase.NparkingTerminal[terminalType])
@@ -1519,7 +1333,7 @@ function DATABASE:_EventOnBirth( Event )
if PlayerName then
-- Debug info.
self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
self:I(string.format("Player '%s' joint unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already.
if not client then
@@ -1621,43 +1435,39 @@ function DATABASE:_EventOnDeadOrCrash( Event )
end
--- Handles the OnPlayerEnterUnit event to fill the active players table for CA units (with the unit filter applied).
--- Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnPlayerEnterUnit( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
-- Player entering a CA slot
if Event.IniObjectCategory == 1 and Event.IniGroup and Event.IniGroup:IsGround() then
local IsPlayer = Event.IniDCSUnit:getPlayerName()
if IsPlayer then
if Event.IniObjectCategory == 1 then
-- Debug info.
self:I(string.format("Player '%s' joined GROUND unit '%s' of group '%s'", tostring(Event.IniPlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
local client= self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
-- Add client in case it does not exist already.
if not client then
client=self:AddClient(Event.IniDCSUnitName)
end
-- Add player.
client:AddPlayer(Event.IniPlayerName)
-- Add unit.
self:AddUnit( Event.IniDCSUnitName )
-- Add player.
if not self.PLAYERS[Event.IniPlayerName] then
self:AddPlayer( Event.IniUnitName, Event.IniPlayerName )
-- Ini unit.
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
-- Add group.
self:AddGroup( Event.IniDCSGroupName )
-- Get player unit.
local PlayerName = Event.IniDCSUnit:getPlayerName()
if PlayerName then
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
end
-- Player settings.
local Settings = SETTINGS:Set( Event.IniPlayerName )
Settings:SetPlayerMenu(Event.IniUnit)
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
else
self:E("ERROR: getPlayerName() returned nil for event PlayerEnterUnit")
end
end
end
end
@@ -1668,26 +1478,15 @@ end
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:F2( { Event } )
local function FindPlayerName(UnitName)
local playername = nil
for _name,_unitname in pairs(self.PLAYERS) do
if _unitname == UnitName then
playername = _name
break
end
end
return playername
end
if Event.IniUnit then
if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniPlayerName or Event.IniUnit:GetPlayerName() or FindPlayerName(Event.IniUnitName)
if PlayerName then
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName then --and self.PLAYERS[PlayerName] then
-- Debug info.
self:I(string.format("Player '%s' left unit %s", tostring(PlayerName), tostring(Event.IniUnitName)))
@@ -2000,7 +1799,7 @@ end
--- Add a flight control to the data base.
-- @param #DATABASE self
-- @param OPS.FlightControl#FLIGHTCONTROL flightcontrol
-- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol
function DATABASE:AddFlightControl(flightcontrol)
self:F2( { flightcontrol } )
self.FLIGHTCONTROLS[flightcontrol.airbasename]=flightcontrol
@@ -2009,18 +1808,18 @@ end
--- Get a flight control object from the data base.
-- @param #DATABASE self
-- @param #string airbasename Name of the associated airbase.
-- @return OPS.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.s
-- @return Ops.FlightControl#FLIGHTCONTROL The FLIGHTCONTROL object.s
function DATABASE:GetFlightControl(airbasename)
return self.FLIGHTCONTROLS[airbasename]
end
-- @param #DATABASE self
--- @param #DATABASE self
function DATABASE:_RegisterTemplates()
self:F2()
self.Navpoints = {}
self.UNITS = {}
--Build self.Navpoints
--Build routines.db.units and self.Navpoints
for CoalitionName, coa_data in pairs(env.mission.coalition) do
self:T({CoalitionName=CoalitionName})
@@ -2042,7 +1841,7 @@ function DATABASE:_RegisterTemplates()
for nav_ind, nav_data in pairs(coa_data.nav_points) do
if type(nav_data) == 'table' then
self.Navpoints[CoalitionName][nav_ind] = UTILS.DeepCopy(nav_data)
self.Navpoints[CoalitionName][nav_ind] = routines.utils.deepCopy(nav_data)
self.Navpoints[CoalitionName][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[CoalitionName][nav_ind]['point'] = {} -- point is used by SSE, support it.
@@ -2081,7 +1880,7 @@ function DATABASE:_RegisterTemplates()
for group_num, Template in pairs(obj_type_data.group) do
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
else
@@ -2171,6 +1970,8 @@ end
TargetPlayerName = Event.IniPlayerName
TargetCoalition = Event.IniCoalition
--TargetCategory = TargetUnit:getCategory()
--TargetCategory = TargetUnit:getDesc().category -- Workaround
TargetCategory = Event.IniCategory
TargetType = Event.IniTypeName
+27 -111
View File
@@ -173,8 +173,7 @@
-- @image Core_Event.JPG
---
-- @type EVENT
--- @type EVENT
-- @field #EVENT.Events Events
-- @extends Core.Base#BASE
@@ -261,15 +260,6 @@ EVENTS = {
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 2.9.0
UnitTaskTimeout = world.event.S_EVENT_UNIT_TASK_TIMEOUT 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,
PostponedTakeoff = world.event.S_EVENT_POSTPONED_TAKEOFF or -1,
PostponedLand = world.event.S_EVENT_POSTPONED_LAND or -1,
}
--- The Event structure
@@ -292,7 +282,6 @@ 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.
@@ -308,7 +297,6 @@ 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.
@@ -325,7 +313,7 @@ EVENTS = {
-- @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.
@@ -645,55 +633,6 @@ local _EVENTMETA = {
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.PostponedTakeoff] = {
Order = 1,
Side = "I",
Event = "OnEventPostponedTakeoff",
Text = "S_EVENT_POSTPONED_TAKEOFF"
},
[EVENTS.PostponedLand] = {
Order = 1,
Side = "I",
Event = "OnEventPostponedLand",
Text = "S_EVENT_POSTPONED_LAND"
},
}
--- The Events structure
@@ -1049,7 +988,7 @@ 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 } )
@@ -1141,9 +1080,9 @@ 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
---
@@ -1179,9 +1118,10 @@ 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
---
@@ -1204,19 +1144,12 @@ 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
---
@@ -1227,8 +1160,9 @@ function EVENT:onEvent( Event )
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
---
@@ -1238,8 +1172,9 @@ function EVENT:onEvent( Event )
Event.IniUnit = SCENERY:Register( Event.IniDCSUnitName, Event.initiator )
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
---
@@ -1266,12 +1201,9 @@ 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()
@@ -1284,33 +1216,21 @@ 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.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
@@ -1329,11 +1249,9 @@ 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()
Event.TgtUnitName = Event.TgtDCSUnitName
@@ -1348,8 +1266,7 @@ function EVENT:onEvent( Event )
Event.Weapon = Event.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.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()
@@ -1364,7 +1281,7 @@ function EVENT:onEvent( Event )
-- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground.
--Event.Place=UNIT:Find(Event.place)
else
if Event.place:isExist() and Object.getCategory(Event.place) ~= Object.Category.SCENERY then
if Event.place:isExist() and Event.place:getCategory() ~= Object.Category.SCENERY then
Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName()
end
@@ -1378,7 +1295,6 @@ 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
+2 -2
View File
@@ -249,7 +249,7 @@ do -- FSM
--
-- ### Linear Transition Example
--
-- This example is fully implemented in the MOOSE test mission on GitHub: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/FSM/FSM-100%20-%20Transition%20Explanation)
-- This example is fully implemented in the MOOSE test mission on GITHUB: [FSM-100 - Transition Explanation](https://github.com/FlightControl-Master/MOOSE/blob/master/Moose%20Test%20Missions/FSM%20-%20Finite%20State%20Machine/FSM-100%20-%20Transition%20Explanation/FSM-100%20-%20Transition%20Explanation.lua)
--
-- It models a unit standing still near Batumi, and flaring every 5 seconds while switching between a Green flare and a Red flare.
-- The purpose of this example is not to show how exciting flaring is, but it demonstrates how a Linear Transition FSM can be build.
@@ -1260,7 +1260,7 @@ do -- FSM_PROCESS
--- Assign the process to a @{Wrapper.Unit} and activate the process.
-- @param #FSM_PROCESS self
-- @param Tasking.Task#TASK Task
-- @param Task.Tasking#TASK Task
-- @param Wrapper.Unit#UNIT ProcessUnit
-- @return #FSM_PROCESS self
function FSM_PROCESS:Assign( ProcessUnit, Task )
+11 -19
View File
@@ -17,7 +17,7 @@
-- ### Author: **Applevangelist**
--
-- Date: 5 May 2021
-- Last Update: Mar 2023
-- Last Update: Feb 2023
--
-- ===
---
@@ -50,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.1.3",
version = "0.1.1",
debug = false,
Casesensitive = true,
}
@@ -114,8 +114,6 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @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
--- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged
@@ -126,8 +124,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @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 #number idx DCS Marker ID
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
@@ -136,7 +133,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- @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
@@ -158,30 +155,29 @@ function MARKEROPS_BASE:OnEventMark(Event)
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local coalition = Event.MarkCoalition
-- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then
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 matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition)
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 matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx)
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
@@ -234,10 +230,8 @@ 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
@@ -248,10 +242,8 @@ 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
+1 -1
View File
@@ -513,7 +513,7 @@ do -- MENU_COALITION
--- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE
--- Manages the main menus for DCS.coalition.
--- Manages the main menus for @{DCS.coalition}s.
--
-- You can add menus with the @{#MENU_COALITION.New} method, which constructs a MENU_COALITION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_COALITION.Remove}.
+24 -199
View File
@@ -52,7 +52,7 @@
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions: **Applevangelist**
-- ### Contributions:
--
-- ===
--
@@ -73,7 +73,7 @@ MESSAGE.Type = {
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.
--- 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.
@@ -127,7 +127,7 @@ 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.
-- 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 @{Core.Settings} menu.
-- @param self
-- @param #string MessageText is the text of the Message.
@@ -343,7 +343,7 @@ end
--- 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
@@ -368,18 +368,16 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
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$", "" ), self.MessageDuration, self.ClearScreen )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
end
self.CoalitionSide = CoalitionSide
return self
end
--- 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 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 )
@@ -395,36 +393,29 @@ 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!", "End of Mission", 25 ):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 )
-- MessageAll:ToAll()
-- -- 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 ):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 )
-- MessageAll:ToAll()
--
function MESSAGE:ToAll( Settings, Delay )
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
@@ -463,169 +454,3 @@ function MESSAGE:ToLogIf( Condition )
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 Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone" 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.
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- 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)
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
_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
_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(Label or "MESSAGE")
_MESSAGESRS.port = Port or MSRS.port or 5002
_MESSAGESRS.MSRS:SetPort(Port or 5002)
_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",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",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",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",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
end
+5 -6
View File
@@ -73,7 +73,7 @@ PATHLINE = {
--- PATHLINE class version.
-- @field #string version
PATHLINE.version="0.1.1"
PATHLINE.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -199,7 +199,7 @@ end
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
-- @param #PATHLINE self
-- @return #list <#PATHLINE.Point> List of points.
-- @return <#PATHLINE.Point> List of points.
function PATHLINE:GetPoints()
return self.points
end
@@ -237,14 +237,13 @@ 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()
function PATHLINE:GetCoordinats()
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
@@ -263,7 +262,7 @@ function PATHLINE:GetPointFromIndex(n)
local point=nil --#PATHLINE.Point
if n>=1 and n<=N then
point=self.points[n]
point=self.point[n]
else
self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
end
@@ -368,4 +367,4 @@ end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+34 -111
View File
@@ -8,6 +8,22 @@
--
-- ===
--
-- # Demo Missions
--
-- ### [POINT_VEC Demo Missions source code]()
--
-- ### [POINT_VEC Demo Missions, only for beta testers]()
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ===
--
-- # YouTube Channel
--
-- ### [POINT_VEC YouTube Channel]()
--
-- ===
--
-- ### Authors:
--
-- * FlightControl (Design & Programming)
@@ -24,9 +40,8 @@
do -- COORDINATE
---
-- @type COORDINATE
--- @type COORDINATE
-- @field #string ClassName Name of the class
-- @field #number x Component of the 3D vector.
-- @field #number y Component of the 3D vector.
@@ -181,7 +196,7 @@ do -- COORDINATE
-- * @{#COORDINATE.ToStringBR}(): Generates a Bearing & Range text in the format of DDD for DI where DDD is degrees and DI is distance.
-- * @{#COORDINATE.ToStringBRA}(): Generates a Bearing, Range & Altitude text.
-- * @{#COORDINATE.ToStringBRAANATO}(): Generates a Generates a Bearing, Range, Aspect & Altitude text in NATOPS.
-- * @{#COORDINATE.ToStringLL}(): Generates a Latitude & Longitude text.
-- * @{#COORDINATE.ToStringLL}(): Generates a Latutide & Longitude text.
-- * @{#COORDINATE.ToStringLLDMS}(): Generates a Lat, Lon, Degree, Minute, Second text.
-- * @{#COORDINATE.ToStringLLDDM}(): Generates a Lat, Lon, Degree, decimal Minute text.
-- * @{#COORDINATE.ToStringMGRS}(): Generates a MGRS grid coordinate text.
@@ -529,7 +544,7 @@ do -- COORDINATE
if ZoneObject then
-- Get category of scanned object.
local ObjectCategory = Object.getCategory(ZoneObject)
local ObjectCategory = ZoneObject:getCategory()
-- Check for unit or static objects
if ObjectCategory==Object.Category.UNIT and ZoneObject:isExist() then
@@ -661,7 +676,7 @@ do -- COORDINATE
local _,_,_,_,_,scenerys=self:ScanObjects(radius, false, false, true)
local set={}
for _,_scenery in pairs(scenerys) do
local scenery=_scenery --DCS#Object
@@ -702,9 +717,8 @@ do -- COORDINATE
-- @param #COORDINATE PointVec2Reference The reference @{#COORDINATE}.
-- @return DCS#Distance The distance from the reference @{#COORDINATE} in meters.
function COORDINATE:DistanceFromPointVec2( PointVec2Reference )
self:F2( PointVec2Reference )
if not PointVec2Reference then return math.huge end
self:F2( PointVec2Reference )
local Distance = ( ( PointVec2Reference.x - self.x ) ^ 2 + ( PointVec2Reference.z - self.z ) ^2 ) ^ 0.5
self:T2( Distance )
@@ -906,7 +920,7 @@ do -- COORDINATE
end
--- Return an angle in radians from the COORDINATE using a **direction vector in Vec3 format**.
--- Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
-- @param #COORDINATE self
-- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
-- @return #number DirectionRadians The angle in radians.
@@ -919,12 +933,10 @@ do -- COORDINATE
return DirectionRadians
end
--- Return an angle in degrees from the COORDINATE using a **direction vector in Vec3 format**.
--- Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
-- @param #COORDINATE self
-- @param DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
-- @return #number DirectionRadians The angle in degrees.
-- @usage
-- local directionAngle = currentCoordinate:GetAngleDegrees(currentCoordinate:GetDirectionVec3(sourceCoordinate:GetVec3()))
function COORDINATE:GetAngleDegrees( DirectionVec3 )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Angle = UTILS.ToDegree( AngleRadians )
@@ -2377,6 +2389,7 @@ do -- COORDINATE
end
--- Creates a free form shape on the F10 map. The first point is the current COORDINATE. The remaining points need to be specified.
-- **NOTE**: A free form polygon must have **at least three points** in total and currently only **up to 15 points** in total are supported.
-- @param #COORDINATE self
-- @param #table Coordinates Table of coordinates of the remaining points of the shape.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
@@ -2450,33 +2463,9 @@ do -- COORDINATE
vecs[11], vecs[12], vecs[13], vecs[14], vecs[15],
Color, FillColor, LineType, ReadOnly, Text or "")
else
self:E("ERROR: Currently a free form polygon can only have 15 points in total!")
-- Unfortunately, unpack(vecs) does not work! So no idea how to generalize this :(
--trigger.action.markupToAll(7, Coalition, MarkID, unpack(vecs), Color, FillColor, LineType, ReadOnly, Text or "")
-- Write command as string and execute that. Idea by Grimes https://forum.dcs.world/topic/324201-mark-to-all-function/#comment-5273793
local s=string.format("trigger.action.markupToAll(7, %d, %d,", Coalition, MarkID)
for _,vec in pairs(vecs) do
--s=s..string.format("%s,", UTILS._OneLineSerialize(vec))
s=s..string.format("{x=%.1f, y=%.1f, z=%.1f},", vec.x, vec.y, vec.z)
end
s=s..string.format("{%.3f, %.3f, %.3f, %.3f},", Color[1], Color[2], Color[3], Color[4])
s=s..string.format("{%.3f, %.3f, %.3f, %.3f},", FillColor[1], FillColor[2], FillColor[3], FillColor[4])
s=s..string.format("%d,", LineType or 1)
s=s..string.format("%s", tostring(ReadOnly))
if Text and type(Text)=="string" and string.len(Text)>0 then
s=s..string.format(", \"%s\"", tostring(Text))
end
s=s..")"
-- Execute string command
local success=UTILS.DoString(s)
if not success then
self:E("ERROR: Could not draw polygon")
env.info(s)
end
trigger.action.markupToAll(7, Coalition, MarkID, unpack(vecs), Color, FillColor, LineType, ReadOnly, Text or "")
end
return MarkID
@@ -2556,7 +2545,7 @@ do -- COORDINATE
Offset=Offset or 2
-- Measurement of visibility should not be from the ground, so Adding a hypothetical 2 meters to each Coordinate.
-- Measurement of visibility should not be from the ground, so Adding a hypotethical 2 meters to each Coordinate.
local FromVec3 = self:GetVec3()
FromVec3.y = FromVec3.y + Offset
@@ -2957,10 +2946,10 @@ do -- COORDINATE
end
-- corrected Track to be direction of travel of bogey (self in this case)
local track = "Maneuver"
if self.Heading then
track = UTILS.BearingToCardinal(self.Heading) or "North"
local track = "Maneuver"
if self.Heading then
track = UTILS.BearingToCardinal(self.Heading) or "North"
end
if rangeNM > 3 then
@@ -3012,16 +3001,6 @@ do -- COORDINATE
return BRAANATO
end
--- Return the BULLSEYE as COORDINATE Object
-- @param #number Coalition Coalition of the bulls eye to return, e.g. coalition.side.BLUE
-- @return #COORDINATE self
-- @usage
-- -- note the dot (.) here,not using the colon (:)
-- local redbulls = COORDINATE.GetBullseyeCoordinate(coalition.side.RED)
function COORDINATE.GetBullseyeCoordinate(Coalition)
return COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) )
end
--- Return a BULLS string out of the BULLS of the coalition to the COORDINATE.
-- @param #COORDINATE self
-- @param DCS#coalition.side Coalition The coalition.
@@ -3072,18 +3051,6 @@ do -- COORDINATE
return coord.LOtoLL( self:GetVec3() )
end
--- Get Latitude & Longitude text.
-- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string LLText
function COORDINATE:ToStringLL( Settings )
local LL_Accuracy = Settings and Settings.LL_Accuracy or _SETTINGS.LL_Accuracy
local lat, lon = coord.LOtoLL( self:GetVec3() )
return string.format('%f', lat) .. ' ' .. string.format('%f', lon)
end
--- Provides a Lat Lon string in Degree Minute Second format.
-- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
@@ -3117,50 +3084,6 @@ do -- COORDINATE
local MGRS = coord.LLtoMGRS( lat, lon )
return "MGRS " .. UTILS.tostringMGRS( MGRS, MGRS_Accuracy )
end
--- Provides a COORDINATE from an MGRS String
-- @param #COORDINATE self
-- @param #string MGRSString MGRS String, e.g. "MGRS 37T DK 12345 12345"
-- @return #COORDINATE self
function COORDINATE:NewFromMGRSString( MGRSString )
local myparts = UTILS.Split(MGRSString," ")
local northing = tostring(myparts[5]) or ""
local easting = tostring(myparts[4]) or ""
if string.len(easting) < 5 then easting = easting..string.rep("0",5-string.len(easting)) end
if string.len(northing) < 5 then northing = northing..string.rep("0",5-string.len(northing)) end
local MGRS = {
UTMZone = myparts[2],
MGRSDigraph = myparts[3],
Easting = easting,
Northing = northing,
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
return coord
end
--- Provides a COORDINATE from an MGRS Coordinate
-- @param #COORDINATE self
-- @param #string UTMZone UTM Zone, e.g. "37T"
-- @param #string MGRSDigraph Digraph, e.g. "DK"
-- @param #string Easting Meters easting - string in order to allow for leading zeros, e.g. "01234". Should be 5 digits.
-- @param #string Northing Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits.
-- @return #COORDINATE self
function COORDINATE:NewFromMGRS( UTMZone, MGRSDigraph, Easting, Northing )
if string.len(Easting) < 5 then Easting = tostring(Easting..string.rep("0",5-string.len(Easting) )) end
if string.len(Northing) < 5 then Northing = tostring(Northing..string.rep("0",5-string.len(Northing) )) end
local MGRS = {
UTMZone = UTMZone,
MGRSDigraph = MGRSDigraph,
Easting = tostring(Easting),
Northing = tostring(Northing),
}
local lat, lon = coord.MGRStoLL(MGRS)
local point = coord.LLtoLO(lat, lon, 0)
local coord = COORDINATE:NewFromVec2({x=point.x,y=point.z})
return coord
end
--- Provides a coordinate string of the point, based on a coordinate format system:
-- * Uses default settings in COORDINATE.
@@ -3674,7 +3597,7 @@ end
do -- POINT_VEC2
-- @type POINT_VEC2
--- @type POINT_VEC2
-- @field DCS#Distance x The x coordinate in meters.
-- @field DCS#Distance y the y coordinate in meters.
-- @extends Core.Point#COORDINATE
+8 -4
View File
@@ -14,13 +14,17 @@
--
-- # 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/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)]()
--
-- ===
--
@@ -48,7 +52,7 @@
--
-- 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
@@ -204,7 +208,7 @@ 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
File diff suppressed because it is too large Load Diff
+15 -15
View File
@@ -91,7 +91,7 @@
--
-- Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
--
-- - 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.
@@ -105,9 +105,9 @@
-- 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
--
@@ -120,7 +120,7 @@
--
-- 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.
@@ -135,9 +135,9 @@
-- 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
@@ -190,8 +190,8 @@
--
-- 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
--
@@ -283,21 +283,21 @@ 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.
@@ -744,7 +744,7 @@ do -- SETTINGS
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 )
@@ -989,7 +989,7 @@ 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
+33 -394
View File
@@ -30,7 +30,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Core/Spawn)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SPA%20-%20Spawning)
--
-- ===
--
@@ -58,7 +58,7 @@
-- @field #SPAWN.SpawnZoneTable SpawnZoneTable
-- @extends Core.Base#BASE
--- Allows to spawn dynamically new @{Wrapper.Group}s.
--- Allows to spawn dynamically new @{Core.Group}s.
--
-- Each SPAWN object needs to be have related **template groups** setup in the Mission Editor (ME),
-- which is a normal group with the **Late Activation** flag set.
@@ -199,22 +199,6 @@
--
-- * @{#SPAWN.InitRepeat}() or @{#SPAWN.InitRepeatOnLanding}(): This method is used to re-spawn automatically the same group after it has landed.
-- * @{#SPAWN.InitRepeatOnEngineShutDown}(): This method is used to re-spawn automatically the same group after it has landed and it shuts down the engines at the ramp.
--
-- ### Link-16 Datalink STN and SADL IDs (limited at the moment to F15/16/18/AWACS/Tanker/B1B, but not the F15E for clients, SADL A10CII only)
--
-- *{#SPAWN.InitSTN}(): Set the STN of the first unit in the group. All other units will have consecutive STNs, provided they have not been used yet.
-- *{#SPAWN.InitSADL}(): Set the SADL of the first unit in the group. All other units will have consecutive SADLs, provided they have not been used yet.
--
-- ### Callsigns
--
-- *{#SPAWN.InitRandomizeCallsign}(): Set a random callsign name per spawn.
-- *{#SPAWN.SpawnInitCallSign}(): Set a specific callsign for a spawned group.
--
-- ### Speed
--
-- *{#SPAWN.InitSpeedMps}(): Set the initial speed on spawning in meters per second.
-- *{#SPAWN.InitSpeedKph}(): Set the initial speed on spawning in kilometers per hour.
-- *{#SPAWN.InitSpeedKnots}(): Set the initial speed on spawning in knots.
--
-- ## SPAWN **Spawn** methods
--
@@ -292,10 +276,9 @@ SPAWN = {
--- Enumerator for spawns at airbases
-- @type SPAWN.Takeoff
-- @field #number Air Take off happens in air.
-- @field #number Runway Spawn on runway. Does not work in MP!
-- @field #number Hot Spawn at parking with engines on.
-- @field #number Cold Spawn at parking with engines off.
-- @extends Wrapper.Group#GROUP.Takeoff
-- @field #SPAWN.Takeoff Takeoff
SPAWN.Takeoff = {
Air = 1,
Runway = 2,
@@ -303,7 +286,6 @@ SPAWN.Takeoff = {
Cold = 4,
}
---
-- @type SPAWN.SpawnZoneTable
-- @list <Core.Zone#ZONE_BASE> SpawnZone
@@ -337,7 +319,7 @@ function SPAWN:New( SpawnTemplatePrefix )
self.AIOnOff = true -- The AI is on by default when spawning a group.
self.SpawnUnControlled = false
self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name.
self.DelayOnOff = false -- No initial delay when spawning the first group.
self.DelayOnOff = false -- No intial delay when spawning the first group.
self.SpawnGrouping = nil -- No grouping.
self.SpawnInitLivery = nil -- No special livery.
self.SpawnInitSkill = nil -- No special skill.
@@ -345,11 +327,8 @@ function SPAWN:New( SpawnTemplatePrefix )
self.SpawnInitModu = nil -- No special modulation.
self.SpawnInitRadio = nil -- No radio comms setting.
self.SpawnInitModex = nil
self.SpawnInitModexPrefix = nil
self.SpawnInitModexPostfix = nil
self.SpawnInitAirbase = nil
self.TweakedTemplate = false -- Check if the user is using self made template.
self.SpawnRandomCallsign = false
self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
else
@@ -402,8 +381,6 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
self.SpawnInitModu = nil -- No special modulation.
self.SpawnInitRadio = nil -- No radio communication setting.
self.SpawnInitModex = nil
self.SpawnInitModexPrefix = nil
self.SpawnInitModexPostfix = nil
self.SpawnInitAirbase = nil
self.TweakedTemplate = false -- Check if the user is using self made template.
@@ -537,7 +514,7 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
end
if SpawnTemplate then
self.SpawnTemplate = UTILS.DeepCopy(SpawnTemplate) -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
self.SpawnTemplatePrefix = SpawnTemplatePrefix
self.SpawnAliasPrefix = SpawnAliasPrefix or SpawnTemplatePrefix
self.SpawnTemplate.name = SpawnTemplatePrefix
@@ -563,8 +540,6 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
self.SpawnInitModu = nil -- No special modulation.
self.SpawnInitRadio = nil -- No radio communication setting.
self.SpawnInitModex = nil
self.SpawnInitModexPrefix = nil
self.SpawnInitModexPostfix = nil
self.SpawnInitAirbase = nil
self.TweakedTemplate = true -- Check if the user is using self made template.
self.MooseNameing = true
@@ -741,7 +716,7 @@ end
-- @param #number Country Country id as number or enumerator:
--
-- * @{DCS#country.id.RUSSIA}
-- * @{DCS#country.id.USA}
-- * @{DCS#county.id.USA}
--
-- @return #SPAWN self
function SPAWN:InitCountry( Country )
@@ -797,82 +772,6 @@ function SPAWN:InitSkill( Skill )
return self
end
--- [Airplane - F15/16/18/AWACS/B1B/Tanker only] Set the STN Link16 starting number of the Group; each unit of the spawned group will have a consecutive STN set.
-- @param #SPAWN self
-- @param #number Octal The octal number (digits 1..7, max 5 digits, i.e. 1..77777) to set the STN to. Every STN needs to be unique!
-- @return #SPAWN self
function SPAWN:InitSTN(Octal)
self:F( { Octal = Octal } )
self.SpawnInitSTN = Octal or 77777
local num = UTILS.OctalToDecimal(Octal)
if num == nil or num < 1 then
self:E("WARNING - STN "..tostring(Octal).." is not valid!")
return self
end
if _DATABASE.STNS[num] ~= nil then
self:E("WARNING - STN already assigned: "..tostring(Octal).." is used for ".._DATABASE.STNS[Octal])
end
return self
end
--- [Airplane - A10-C II only] Set the SADL TN starting number of the Group; each unit of the spawned group will have a consecutive SADL set.
-- @param #SPAWN self
-- @param #number Octal The octal number (digits 1..7, max 4 digits, i.e. 1..7777) to set the SADL to. Every SADL needs to be unique!
-- @return #SPAWN self
function SPAWN:InitSADL(Octal)
self:F( { Octal = Octal } )
self.SpawnInitSADL = Octal or 7777
local num = UTILS.OctalToDecimal(Octal)
if num == nil or num < 1 then
self:E("WARNING - SADL "..tostring(Octal).." is not valid!")
return self
end
if _DATABASE.SADL[num] ~= nil then
self:E("WARNING - SADL already assigned: "..tostring(Octal).." is used for ".._DATABASE.SADL[Octal])
end
return self
end
--- [Airplane] Set the initial speed on spawning in meters per second. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number MPS The speed in MPS to use.
-- @return #SPAWN self
function SPAWN:InitSpeedMps(MPS)
self:F( { MPS = MPS } )
if MPS == nil or tonumber(MPS)<0 then
MPS=125
end
self.InitSpeed = MPS
return self
end
--- [Airplane] Set the initial speed on spawning in knots. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number Knots The speed in knots to use.
-- @return #SPAWN self
function SPAWN:InitSpeedKnots(Knots)
self:F( { Knots = Knots } )
if Knots == nil or tonumber(Knots)<0 then
Knots=300
end
self.InitSpeed = UTILS.KnotsToMps(Knots)
return self
end
--- [Airplane] Set the initial speed on spawning in kilometers per hour. Useful when spawning in-air only.
-- @param #SPAWN self
-- @param #number KPH The speed in KPH to use.
-- @return #SPAWN self
function SPAWN:InitSpeedKph(KPH)
self:F( { KPH = KPH } )
if KPH == nil or tonumber(KPH)<0 then
KPH=UTILS.KnotsToKmph(300)
end
self.InitSpeed = UTILS.KmphToMps(KPH)
return self
end
--- Sets the radio communication on or off. Same as checking/unchecking the COMM box in the mission editor.
-- @param #SPAWN self
-- @param #number switch If true (or nil), enables the radio communication. If false, disables the radio for the spawned group.
@@ -912,17 +811,12 @@ end
--- Sets the modex of the first unit of the group. If more units are in the group, the number is increased by one with every unit.
-- @param #SPAWN self
-- @param #number modex Modex of the first unit.
-- @param #string prefix (optional) String to prefix to modex, e.g. for French AdA Modex, eg. -L-102 then "-L-" would be the prefix.
-- @param #string postfix (optional) String to postfix to modex, example tbd.
-- @return #SPAWN self
function SPAWN:InitModex( modex, prefix, postfix )
function SPAWN:InitModex( modex )
if modex then
self.SpawnInitModex = tonumber( modex )
end
self.SpawnInitModexPrefix = prefix
self.SpawnInitModexPostfix = postfix
return self
end
@@ -1193,30 +1087,6 @@ function SPAWN:InitRandomizeZones( SpawnZoneTable )
return self
end
--- [AIR/Fighter only!] This method randomizes the callsign for a new group.
-- @param #SPAWN self
-- @return #SPAWN self
function SPAWN:InitRandomizeCallsign()
self.SpawnRandomCallsign = true
return self
end
--- [BLUE AIR only!] This method sets a specific callsign for a spawned group. Use for a group with one unit only!
-- @param #SPAWN self
-- @param #number ID ID of the callsign enumerator, e.g. CALLSIGN.Tanker.Texaco - - resulting in e.g. Texaco-2-1
-- @param #string Name Name of this callsign as it cannot be determined from the ID because of the dependency on the task type of the plane, and the plane type. E.g. "Texaco"
-- @param #number Minor Minor number, i.e. the unit number within the group, e.g 2 - resulting in e.g. Texaco-2-1
-- @param #number Major Major number, i.e. the group number of this name, e.g. 1 - resulting in e.g. Texaco-2-1
-- @return #SPAWN self
function SPAWN:InitCallSign(ID,Name,Minor,Major)
self.SpawnInitCallSign = true
self.SpawnInitCallSignID = ID or 1
self.SpawnInitCallSignMinor = Minor or 1
self.SpawnInitCallSignMajor = Major or 1
self.SpawnInitCallSignName = string.lower(Name) or "enfield"
return self
end
--- This method sets a spawn position for the group that is different from the location of the template.
-- @param #SPAWN self
-- @param Core.Point#COORDINATE Coordinate The position to spawn from
@@ -1332,6 +1202,7 @@ function SPAWN:InitCleanUp( SpawnCleanUpInterval )
local SpawnGroup, SpawnCursor = self:GetFirstAliveGroup()
self:T( { "CleanUp Scheduler:", SpawnGroup } )
-- self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval )
self.CleanUpScheduler = SCHEDULER:New( self, self._SpawnCleanUpScheduler, {}, 1, SpawnCleanUpInterval, 0.2 )
return self
end
@@ -1449,7 +1320,7 @@ do -- Delay methods
return self
end
--- Turns the Delay On for the @{Wrapper.Group} when spawning with @{#SpawnScheduled}(). In effect then the 1st group will only be spawned
--- Turns the Delay On for the @{Wrapper.Group} when spawning with @{SpawnScheduled}(). In effect then the 1st group will only be spawned
-- after the number of seconds given in SpawnScheduled as arguments, and not immediately.
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
@@ -1468,30 +1339,6 @@ do -- Delay methods
end -- Delay methods
--- Hide the group on the map view (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnMap()
self.SpawnHiddenOnMap = true
return self
end
--- Hide the group on MFDs (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnMFD()
self.SpawnHiddenOnMFD = true
return self
end
--- Hide the group on planner (visible to game master slots!).
-- @param #SPAWN self
-- @return #SPAWN The SPAWN object
function SPAWN:InitHiddenOnPlanner()
self.SpawnHiddenOnPlanner = true
return self
end
--- Will spawn a group based on the internal index.
-- Note: This method uses the global _DATABASE object (an instance of @{Core.Database#DATABASE}), which contains ALL initial and new spawned objects in MOOSE.
-- @param #SPAWN self
@@ -1575,7 +1422,6 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
else
local SpawnTemplate = self.SpawnGroups[self.SpawnIndex].SpawnTemplate
local SpawnZone = self.SpawnGroups[self.SpawnIndex].SpawnZone
self:T( SpawnTemplate.name )
if SpawnTemplate then
@@ -1601,23 +1447,6 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if self.SpawnRandomizeUnits then
for UnitID = 1, #SpawnTemplate.units do
local RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
if (SpawnZone) then
local inZone = SpawnZone:IsVec2InZone(RandomVec2)
local numTries = 1
while (not inZone) and (numTries < 20) do
if not inZone then
RandomVec2 = PointVec3:GetRandomVec2InRadius( self.SpawnOuterRadius, self.SpawnInnerRadius )
numTries = numTries + 1
inZone = SpawnZone:IsVec2InZone(RandomVec2)
self:I("Retrying " .. numTries .. "spawn " .. SpawnTemplate.name .. " in Zone " .. SpawnZone:GetName() .. "!")
self:I(SpawnZone)
end
end
if (not inZone) then
self:I("Could not place unit within zone and within radius!")
RandomVec2 = SpawnZone:GetRandomVec2()
end
end
SpawnTemplate.units[UnitID].x = RandomVec2.x
SpawnTemplate.units[UnitID].y = RandomVec2.y
self:T( 'SpawnTemplate.units[' .. UnitID .. '].x = ' .. SpawnTemplate.units[UnitID].x .. ', SpawnTemplate.units[' .. UnitID .. '].y = ' .. SpawnTemplate.units[UnitID].y )
@@ -1669,14 +1498,12 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
for UnitID = 1, #SpawnTemplate.units do
if not self.SpawnRandomizeUnits then
if UnitID > 1 then -- don't rotate position of unit #1
local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1
local unitYOff = SpawnTemplate.units[UnitID].y - pivotY
if UnitID > 1 then -- don't rotate position of unit #1
local unitXOff = SpawnTemplate.units[UnitID].x - pivotX -- rotate position offset around unit #1
local unitYOff = SpawnTemplate.units[UnitID].y - pivotY
SpawnTemplate.units[UnitID].x = pivotX + (unitXOff * cosHeading) - (unitYOff * sinHeading)
SpawnTemplate.units[UnitID].y = pivotY + (unitYOff * cosHeading) + (unitXOff * sinHeading)
end
SpawnTemplate.units[UnitID].x = pivotX + (unitXOff * cosHeading) - (unitYOff * sinHeading)
SpawnTemplate.units[UnitID].y = pivotY + (unitYOff * cosHeading) + (unitXOff * sinHeading)
end
-- adjust heading of all units, including unit #1
@@ -1744,10 +1571,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
-- Set tail number.
if self.SpawnInitModex then
for UnitID = 1, #SpawnTemplate.units do
local modexnumber = string.format( "%03d", self.SpawnInitModex + (UnitID - 1) )
if self.SpawnInitModexPrefix then modexnumber = self.SpawnInitModexPrefix..modexnumber end
if self.SpawnInitModexPostfix then modexnumber = modexnumber..self.SpawnInitModexPostfix end
SpawnTemplate.units[UnitID].onboard_num = modexnumber
SpawnTemplate.units[UnitID].onboard_num = string.format( "%03d", self.SpawnInitModex + (UnitID - 1) )
end
end
@@ -1765,20 +1589,7 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
if self.SpawnInitModu then
SpawnTemplate.modulation = self.SpawnInitModu
end
-- hiding options
if self.SpawnHiddenOnPlanner then
SpawnTemplate.hiddenOnPlanner=true
end
if self.SpawnHiddenOnMFD then
SpawnTemplate.hiddenOnMFD=true
end
if self.SpawnHiddenOnMap then
SpawnTemplate.hidden=true
end
-- Set country, coalition and category.
SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID
@@ -1819,8 +1630,8 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
-- 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.SpawnHookScheduler:Schedule( nil, self.SpawnFunctionHook, { self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) }, 0.3 )
-- delay calling this for .1 seconds so that it hopefully comes after the BIRTH event of the group.
self.SpawnHookScheduler:Schedule( nil, self.SpawnFunctionHook, { self.SpawnGroups[self.SpawnIndex].Group, unpack( self.SpawnFunctionArguments ) }, 0.1 )
end
-- TODO: Need to fix this by putting an "R" in the name of the group when the group repeats.
-- if self.Repeat then
@@ -1829,7 +1640,6 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
end
self.SpawnGroups[self.SpawnIndex].Spawned = true
self.SpawnGroups[self.SpawnIndex].Group.TemplateDonor = self.SpawnTemplatePrefix
return self.SpawnGroups[self.SpawnIndex].Group
else
-- self:E( { self.SpawnTemplatePrefix, "No more Groups to Spawn:", SpawnIndex, self.SpawnMaxGroups } )
@@ -1845,7 +1655,7 @@ end
-- @param #number SpawnTimeVariation The variation to be applied on the defined time interval between each new spawn.
-- The variation is a number between 0 and 1, representing the % of variation to be applied on the time interval.
-- @param #boolean WithDelay Do not spawn the **first** group immediately, but delay the spawn as per the calculation below.
-- Effectively the same as @{#InitDelayOn}().
-- Effectively the same as @{InitDelayOn}().
-- @return #SPAWN self
-- @usage
-- -- NATO helicopters engaging in the battle field.
@@ -2368,18 +2178,14 @@ end
-- @param #table Spots Table of parking spot IDs. Note that these in general are different from the numbering in the mission editor!
-- @param #SPAWN.Takeoff Takeoff (Optional) Takeoff type, i.e. either SPAWN.Takeoff.Cold or SPAWN.Takeoff.Hot. Default is Hot.
-- @return Wrapper.Group#GROUP The group that was spawned or nil when nothing was spawned.
function SPAWN:SpawnAtParkingSpot( Airbase, Spots, Takeoff )
function SPAWN:SpawnAtParkingSpot( Airbase, Spots, Takeoff ) -- R2.5
self:F( { Airbase = Airbase, Spots = Spots, Takeoff = Takeoff } )
-- Ensure that Spots parameter is a table.
if type( Spots ) ~= "table" then
Spots = { Spots }
end
if type(Airbase) == "string" then
Airbase = AIRBASE:FindByName(Airbase)
end
-- Get template group.
local group = GROUP:FindByName( self.SpawnTemplatePrefix )
@@ -2959,7 +2765,7 @@ end
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
-- @usage
--
-- local SpawnPointVec2 = ZONE:New( ZoneName ):GetPointVec2()
-- local SpawnPointVec2 = ZONE:New( ZoneName ):GetPointVec2()
--
-- -- Spawn at the zone center position at the height specified in the ME of the group template!
-- SpawnAirplanes:SpawnFromPointVec2( SpawnPointVec2 )
@@ -3276,7 +3082,7 @@ end
--- Get the index from a given group.
-- The function will search the name of the group for a #, and will return the number behind the #-mark.
function SPAWN:GetSpawnIndexFromGroup( SpawnGroup )
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
self:F2( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
local IndexString = string.match( SpawnGroup:GetName(), "#(%d*)$" ):sub( 2 )
local Index = tonumber( IndexString )
@@ -3288,7 +3094,7 @@ end
--- Return the last maximum index that can be used.
function SPAWN:_GetLastIndex()
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
return self.SpawnMaxGroups
end
@@ -3434,7 +3240,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end
end
end
if self.SpawnInitKeepUnitNames == false then
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].name = string.format( SpawnTemplate.name .. '-%02d', UnitID )
@@ -3442,197 +3248,31 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
end
else
for UnitID = 1, #SpawnTemplate.units do
local SpawnInitKeepUnitIFF = false
if string.find(SpawnTemplate.units[UnitID].name,"#IFF_",1,true) then --Razbam IFF hack for F15E etc
SpawnInitKeepUnitIFF = true
end
local UnitPrefix, Rest
if SpawnInitKeepUnitIFF == false then
UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
self:T( { UnitPrefix, Rest } )
else
UnitPrefix=SpawnTemplate.units[UnitID].name
end
local UnitPrefix, Rest = string.match( SpawnTemplate.units[UnitID].name, "^([^#]+)#?" ):gsub( "^%s*(.-)%s*$", "%1" )
self:T( { UnitPrefix, Rest } )
SpawnTemplate.units[UnitID].name = string.format( '%s#%03d-%02d', UnitPrefix, SpawnIndex, UnitID )
SpawnTemplate.units[UnitID].unitId = nil
end
end
-- Callsign
if self.SpawnRandomCallsign and SpawnTemplate.units[1].callsign then
if type( SpawnTemplate.units[1].callsign ) ~= "number" then
-- change callsign
local min = 1
local max = 8
local ctable = CALLSIGN.Aircraft
if string.find(SpawnTemplate.units[1].type, "A-10",1,true) then
max = 12
end
if string.find(SpawnTemplate.units[1].type, "18",1,true) then
min = 9
max = 20
ctable = CALLSIGN.F18
end
if string.find(SpawnTemplate.units[1].type, "16",1,true) then
min = 9
max = 20
ctable = CALLSIGN.F16
end
if SpawnTemplate.units[1].type == "F-15E" then
min = 9
max = 18
ctable = CALLSIGN.F15E
end
local callsignnr = math.random(min,max)
local callsignname = "Enfield"
for name, value in pairs(ctable) do
if value==callsignnr then
callsignname = name
end
end
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].callsign[1] = callsignnr
SpawnTemplate.units[UnitID].callsign[2] = UnitID
SpawnTemplate.units[UnitID].callsign[3] = "1"
SpawnTemplate.units[UnitID].callsign["name"] = tostring(callsignname)..tostring(UnitID).."1"
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].callsign,1)
end
else
-- Russkis
for UnitID = 1, #SpawnTemplate.units do
SpawnTemplate.units[UnitID].callsign = math.random(1,999)
end
end
end
if self.SpawnInitCallSign then
for UnitID = 1, #SpawnTemplate.units do
local Callsign = SpawnTemplate.units[UnitID].callsign
if Callsign and type( Callsign ) ~= "number" then
SpawnTemplate.units[UnitID].callsign[1] = self.SpawnInitCallSignID
SpawnTemplate.units[UnitID].callsign[2] = self.SpawnInitCallSignMinor
SpawnTemplate.units[UnitID].callsign[3] = self.SpawnInitCallSignMajor
SpawnTemplate.units[UnitID].callsign["name"] = string.format("%s%d%d",self.SpawnInitCallSignName,self.SpawnInitCallSignMinor,self.SpawnInitCallSignMajor)
--UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].callsign,1)
end
end
end
for UnitID = 1, #SpawnTemplate.units do
local Callsign = SpawnTemplate.units[UnitID].callsign
if Callsign then
if type( Callsign ) ~= "number" and not self.SpawnInitCallSign then -- blue callsign
-- UTILS.PrintTableToLog(Callsign,1)
if type( Callsign ) ~= "number" then -- blue callsign
Callsign[2] = ((SpawnIndex - 1) % 10) + 1
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local CallsignLen = CallsignName:len()
SpawnTemplate.units[UnitID].callsign[2] = UnitID
SpawnTemplate.units[UnitID].callsign["name"] = CallsignName:sub( 1, CallsignLen ) .. SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
elseif type( Callsign ) == "number" then
else
SpawnTemplate.units[UnitID].callsign = Callsign + SpawnIndex
end
end
-- Speed
if self.InitSpeed then
SpawnTemplate.units[UnitID].speed = self.InitSpeed
end
-- Link16
local AddProps = SpawnTemplate.units[UnitID].AddPropAircraft
if AddProps then
if SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 then
if self.SpawnInitSTN then
local octal = self.SpawnInitSTN
if UnitID > 1 then
octal = _DATABASE:GetNextSTN(self.SpawnInitSTN,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",octal)
else
-- 5 digit octal with leading 0
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16
local num = UTILS.OctalToDecimal(octal)
if _DATABASE.STNS[num] ~= nil or UnitID > 1 then -- STN taken or next unit
octal = _DATABASE:GetNextSTN(octal,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",octal)
else -- ED bug - chars in here
local OSTN = _DATABASE:GetNextSTN(1,SpawnTemplate.units[UnitID].name)
SpawnTemplate.units[UnitID].AddPropAircraft.STN_L16 = string.format("%05d",OSTN)
end
end
end
-- A10CII
if SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN then
-- 4 digit octal with leading 0
if self.SpawnInitSADL then
local octal = self.SpawnInitSADL
if UnitID > 1 then
octal = _DATABASE:GetNextSADL(self.SpawnInitSADL,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",octal)
else
if tonumber(SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN) ~= nil then
local octal = SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN
local num = UTILS.OctalToDecimal(octal)
self.SpawnInitSADL = num -- we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case
-- we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
if _DATABASE.SADL[num] ~= nil or UnitID > 1 then -- SADL taken or next unit
octal = _DATABASE:GetNextSADL(self.SpawnInitSADL,SpawnTemplate.units[UnitID].name)
end
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",octal)
else -- ED bug - chars in here
local OSTN = _DATABASE:GetNextSADL(1,SpawnTemplate.units[UnitID].name)
SpawnTemplate.units[UnitID].AddPropAircraft.SADL_TN = string.format("%04d",OSTN)
end
end
end
-- VoiceCallsignNumber
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber and type( Callsign ) ~= "number" then
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignNumber = SpawnTemplate.units[UnitID].callsign[2] .. SpawnTemplate.units[UnitID].callsign[3]
end
-- VoiceCallsignLabel
if SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel and type( Callsign ) ~= "number" then
local CallsignName = SpawnTemplate.units[UnitID].callsign["name"] -- #string
CallsignName = string.match(CallsignName,"^(%a+)") -- 2.8 - only the part w/o numbers
local label = "NY" -- Navy One exception
if not string.find(CallsignName," ") then
label = string.upper(string.match(CallsignName,"^%a")..string.match(CallsignName,"%a$"))
end
SpawnTemplate.units[UnitID].AddPropAircraft.VoiceCallsignLabel = label
end
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].AddPropAircraft,1)
-- FlightLead
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.Link16 and SpawnTemplate.units[UnitID].datalinks.Link16.settings then
SpawnTemplate.units[UnitID].datalinks.Link16.settings.flightLead = UnitID == 1 and true or false
end
-- A10CII
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.SADL and SpawnTemplate.units[UnitID].datalinks.SADL.settings then
SpawnTemplate.units[UnitID].datalinks.SADL.settings.flightLead = UnitID == 1 and true or false
end
-- UTILS.PrintTableToLog(SpawnTemplate.units[UnitID].datalinks,1)
end
end
-- Link16 team members
for UnitID = 1, #SpawnTemplate.units do
if SpawnTemplate.units[UnitID].datalinks and SpawnTemplate.units[UnitID].datalinks.Link16 and SpawnTemplate.units[UnitID].datalinks.Link16.network then
local team = {}
local isF16 = string.find(SpawnTemplate.units[UnitID].type,"F-16",1,true) and true or false
for ID = 1, #SpawnTemplate.units do
local member = {}
member.missionUnitId = ID
if isF16 then
member.TDOA = true
end
table.insert(team,member)
end
SpawnTemplate.units[UnitID].datalinks.Link16.network.teamMembers = team
end
end
self:T3( { "Template:", SpawnTemplate } )
--UTILS.PrintTableToLog(SpawnTemplate,1)
return SpawnTemplate
end
@@ -3774,7 +3414,6 @@ function SPAWN:_RandomizeZones( SpawnIndex )
self:T( { SpawnVec2 = SpawnVec2 } )
local SpawnTemplate = self.SpawnGroups[SpawnIndex].SpawnTemplate
self.SpawnGroups[SpawnIndex].SpawnZone = SpawnZone
self:T( { Route = SpawnTemplate.route } )
@@ -3965,7 +3604,7 @@ function SPAWN:_OnLand( EventData )
end
--- Will detect AIR Units shutting down their engines ...
-- When the event takes place, and the method @{#InitRepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
-- When the event takes place, and the method @{RepeatOnEngineShutDown} was called, the spawned Group will Re-SPAWN.
-- But only when the Unit was registered to have landed.
-- @param #SPAWN self
-- @param Core.Event#EVENTDATA EventData
+74 -74
View File
@@ -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
@@ -58,37 +58,37 @@
--- 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),
--
-- 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.
--
-- 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**.
--
--
-- # 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 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 @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
--
--
-- @field #SPAWNSTATIC SPAWNSTATIC
--
--
SPAWNSTATIC = {
ClassName = "SPAWNSTATIC",
SpawnIndex = 0,
@@ -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])
@@ -166,11 +166,11 @@ 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
@@ -189,7 +189,7 @@ function SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)
self.InitStaticCategory=StaticCategory
self.CountryID=CountryID or country.id.USA
self.SpawnTemplatePrefix=self.InitStaticType
self.InitStaticCoordinate=COORDINATE:New(0, 0, 0)
self.InitStaticHeading=0
@@ -291,7 +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
@@ -327,13 +327,13 @@ 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 POINT_VEC2.
@@ -347,7 +347,7 @@ 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
@@ -362,11 +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
@@ -385,7 +385,7 @@ function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone.
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
return Static
end
@@ -399,45 +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
if self.InitLinkUnit then
Template.linkUnit=self.InitLinkUnit:GetID()
Template.linkOffset=true
@@ -446,45 +446,45 @@ 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.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
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)
@@ -499,10 +499,10 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
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
return mystatic
end
+5 -5
View File
@@ -21,9 +21,9 @@
-- ### 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
--
-- ===
--
@@ -329,14 +329,14 @@ do
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.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)/200, y=self.TargetCoord.y+math.random(-100,100)/200, z=self.TargetCoord.z} --#DCS.Vec3
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)
File diff suppressed because it is too large Load Diff
+64 -194
View File
@@ -135,22 +135,6 @@ 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
@@ -345,11 +329,11 @@ end -- country
do -- Command
-- @type Command
--- @type Command
-- @field #string id
-- @field #Command.params params
-- @type Command.params
--- @type Command.params
end -- Command
@@ -390,7 +374,7 @@ end -- coalition
do -- Types
-- @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.
@@ -487,16 +471,16 @@ 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).
@@ -505,7 +489,7 @@ do -- Types
-- @field #string id
-- @field #Task.param param
-- @type Task.param
--- @type Task.param
--- List of @{#Task}
-- @type TaskArray
@@ -552,7 +536,7 @@ 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
@@ -809,118 +793,11 @@ 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)
@@ -983,7 +860,7 @@ 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:
--
@@ -1101,7 +978,7 @@ end -- Controller
do -- 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
@@ -1216,18 +1093,15 @@ 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
@@ -1529,26 +1403,22 @@ 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
@@ -1558,30 +1428,27 @@ 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
@@ -1603,61 +1470,73 @@ do -- AI
-- @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
@@ -1666,51 +1545,42 @@ do -- AI
-- @field ENGAGE_AIR_WEAPONS
-- @field AC_ENGAGEMENT_RANGE_RESTRICTION
---
-- @type AI.Option.Ground.mid -- Moose added
--- @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
--- @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
--- @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
+22 -29
View File
@@ -16,13 +16,13 @@
-- ===
--
-- ## 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 Sept 2023
-- Last Update July 2023
--
-- ===
-- @module Functional.AICSAR
@@ -191,7 +191,7 @@
-- @field #AICSAR
AICSAR = {
ClassName = "AICSAR",
version = "0.1.16",
version = "0.1.15",
lid = "",
coalition = coalition.side.BLUE,
template = "",
@@ -527,7 +527,7 @@ end
--- [User] Switch sound output on and use SRS output for sound files.
-- @param #AICSAR self
-- @param #boolean OnOff Switch on (true) or off (false).
-- @param #string Path Path to your SRS Server Component, e.g. "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone"
-- @param #string Path Path to your SRS Server 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.
@@ -538,13 +538,13 @@ function AICSAR:SetSRSRadio(OnOff,Path,Frequency,Modulation,SoundPath,Port)
self.SRSRadio = OnOff and true
self.SRSTTSRadio = false
self.SRSFrequency = Frequency or 243
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.SRSPath = Path or "c:\\"
self.SRS:SetLabel("ACSR")
self.SRS:SetCoalition(self.coalition)
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)
@@ -570,11 +570,11 @@ function AICSAR:SetSRSTTSRadio(OnOff,Path,Frequency,Modulation,Port,Voice,Cultur
self.SRSTTSRadio = OnOff and true
self.SRSRadio = false
self.SRSFrequency = Frequency or 243
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.SRSPath = Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.SRSModulation = Modulation or radio.modulation.AM
self.SRSPort = Port or MSRS.port or 5002
self.SRSPort = Port or 5002
if OnOff then
self.SRS = MSRS:New(self.SRSPath,Frequency,Modulation)
self.SRS = MSRS:New(Path,Frequency,Modulation,1)
self.SRS:SetPort(self.SRSPort)
self.SRS:SetCoalition(self.coalition)
self.SRS:SetLabel("ACSR")
@@ -582,8 +582,7 @@ function AICSAR:SetSRSTTSRadio(OnOff,Path,Frequency,Modulation,Port,Voice,Cultur
self.SRS:SetCulture(Culture)
self.SRS:SetGender(Gender)
if GoogleCredentials then
self.SRS:SetProviderOptionsGoogle(GoogleCredentials,GoogleCredentials)
self.SRS:SetProvider(MSRS.Provider.GOOGLE)
self.SRS:SetGoogle(GoogleCredentials)
self.SRSGoogle = true
end
self.SRSQ = MSRSQUEUE:New(self.alias)
@@ -601,16 +600,14 @@ end
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 = MSRS:New(self.SRSPath,self.SRSFrequency,self.SRSModulation,1)
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)
if self.SRS.google then
self.SRSPilot:SetGoogle(self.SRS.google)
end
return self
end
@@ -625,16 +622,14 @@ end
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 = MSRS:New(self.SRSPath,self.SRSFrequency,self.SRSModulation,1)
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)
self.SRSPilot:SetLabel("RESCUE")
if self.SRS.google then
self.SRSOperator:SetGoogle(self.SRS.google)
end
return self
end
@@ -894,7 +889,7 @@ function AICSAR:_InitMission(Pilot,Index)
-- Cargo transport assignment.
local opstransport=OPSTRANSPORT:New(Pilot, pickupzone, self.farpzone)
--opstransport:SetVerbosity(3)
local helo = self:_GetFlight()
-- inject reservation
@@ -920,9 +915,8 @@ function AICSAR:_InitMission(Pilot,Index)
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)
@@ -931,7 +925,6 @@ function AICSAR:_InitMission(Pilot,Index)
function helo:OnAfterUnloaded(From,Event,To,OpsGroupCargo)
AICHeloUnloaded(helo,OpsGroupCargo)
helo:__UnloadingDone(5)
end
self.helos[Index] = helo
@@ -10,7 +10,9 @@
--
-- ===
--
-- ## Missions: None
-- ## Missions:
--
-- [ABP - Airbase Police](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/ABP%20-%20Airbase%20Police)
--
-- ===
--
@@ -18,15 +20,13 @@
-- ### Author: FlightControl - Framework Design & Programming
-- ### Refactoring to use the Runway auto-detection: Applevangelist
-- @date August 2022
-- Last Update Nov 2023
--
-- ===
--
-- @module Functional.ATC_Ground
-- @image Air_Traffic_Control_Ground_Operations.JPG
---
-- @type ATC_GROUND
--- @type ATC_GROUND
-- @field Core.Set#SET_CLIENT SetClient
-- @extends Core.Base#BASE
@@ -39,8 +39,7 @@ ATC_GROUND = {
AirbaseNames = nil,
}
---
-- @type ATC_GROUND.AirbaseNames
--- @type ATC_GROUND.AirbaseNames
-- @list <#string>
@@ -52,7 +51,7 @@ function ATC_GROUND:New( Airbases, AirbaseList )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #ATC_GROUND
self:T( { self.ClassName, Airbases } )
self:E( { self.ClassName, Airbases } )
self.Airbases = Airbases
self.AirbaseList = AirbaseList
@@ -83,7 +82,7 @@ function ATC_GROUND:New( Airbases, AirbaseList )
end
self.SetClient:ForEachClient(
-- @param Wrapper.Client#CLIENT Client
--- @param Wrapper.Client#CLIENT Client
function( Client )
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0)
@@ -247,11 +246,11 @@ function ATC_GROUND:SetMaximumKickSpeedMiph( MaximumKickSpeedMiph, Airbase )
return self
end
-- @param #ATC_GROUND self
--- @param #ATC_GROUND self
function ATC_GROUND:_AirbaseMonitor()
self.SetClient:ForEachClient(
-- @param Wrapper.Client#CLIENT Client
--- @param Wrapper.Client#CLIENT Client
function( Client )
if Client:IsAlive() then
@@ -259,7 +258,7 @@ function ATC_GROUND:_AirbaseMonitor()
local IsOnGround = Client:InAir() == false
for AirbaseID, AirbaseMeta in pairs( self.Airbases ) do
self:T( AirbaseID, AirbaseMeta.KickSpeed )
self:E( AirbaseID, AirbaseMeta.KickSpeed )
if AirbaseMeta.Monitor == true and Client:IsInZone( AirbaseMeta.ZoneBoundary ) then
@@ -272,7 +271,7 @@ function ATC_GROUND:_AirbaseMonitor()
if IsOnGround then
local Taxi = Client:GetState( self, "Taxi" )
self:T( Taxi )
self:E( Taxi )
if Taxi == false then
local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed )
Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " ..
@@ -332,7 +331,7 @@ function ATC_GROUND:_AirbaseMonitor()
Client:SetState( self, "Warnings", SpeedingWarnings + 1 )
else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
-- @param Wrapper.Client#CLIENT Client
--- @param Wrapper.Client#CLIENT Client
Client:Destroy()
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 )
@@ -364,7 +363,7 @@ function ATC_GROUND:_AirbaseMonitor()
Client:SetState( self, "OffRunwayWarnings", OffRunwayWarnings + 1 )
else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
-- @param Wrapper.Client#CLIENT Client
--- @param Wrapper.Client#CLIENT Client
Client:Destroy()
Client:SetState( self, "IsOffRunway", false )
Client:SetState( self, "OffRunwayWarnings", 0 )
@@ -425,20 +424,13 @@ ATC_GROUND_UNIVERSAL = {
--- Creates a new ATC\_GROUND\_UNIVERSAL object. This works on any map.
-- @param #ATC_GROUND_UNIVERSAL self
-- @param AirbaseList A table of Airbase Names. Leave empty to cover **all** airbases of the map.
-- @param AirbaseList (Optional) A table of Airbase Names.
-- @return #ATC_GROUND_UNIVERSAL self
-- @usage
-- -- define monitoring for one airbase
-- local atc=ATC_GROUND_UNIVERSAL:New({AIRBASE.Syria.Gecitkale})
-- -- set kick speed
-- atc:SetKickSpeed(UTILS.KnotsToMps(20))
-- -- start monitoring evey 10 secs
-- atc:Start(10)
function ATC_GROUND_UNIVERSAL:New(AirbaseList)
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #ATC_GROUND
self:T( { self.ClassName } )
self:E( { self.ClassName } )
self.Airbases = {}
@@ -448,13 +440,6 @@ function ATC_GROUND_UNIVERSAL:New(AirbaseList)
self.AirbaseList = AirbaseList
if not self.AirbaseList then
self.AirbaseList = {}
for _name,_ in pairs(_DATABASE.AIRBASES) do
self.AirbaseList[_name]=_name
end
end
self.SetClient = SET_CLIENT:New():FilterCategories( "plane" ):FilterStart()
@@ -475,9 +460,8 @@ function ATC_GROUND_UNIVERSAL:New(AirbaseList)
self.Airbases[AirbaseName].Monitor = true
end
self.SetClient:ForEachClient(
-- @param Wrapper.Client#CLIENT Client
--- @param Wrapper.Client#CLIENT Client
function( Client )
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0)
@@ -695,10 +679,9 @@ end
-- @param #ATC_GROUND_UNIVERSAL self
-- @return #ATC_GROUND_UNIVERSAL self
function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
self:I("_AirbaseMonitor")
self.SetClient:ForEachClient(
--- Nameless function
-- @param Wrapper.Client#CLIENT Client
--- @param Wrapper.Client#CLIENT Client
function( Client )
if Client:IsAlive() then
@@ -706,7 +689,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
local IsOnGround = Client:InAir() == false
for AirbaseID, AirbaseMeta in pairs( self.Airbases ) do
self:T( AirbaseID, AirbaseMeta.KickSpeed )
self:E( AirbaseID, AirbaseMeta.KickSpeed )
if AirbaseMeta.Monitor == true and Client:IsInZone( AirbaseMeta.ZoneBoundary ) then
@@ -723,7 +706,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
if IsOnGround then
local Taxi = Client:GetState( self, "Taxi" )
self:T( Taxi )
self:E( Taxi )
if Taxi == false then
local Velocity = VELOCITY:New( AirbaseMeta.KickSpeed or self.KickSpeed )
Client:Message( "Welcome to " .. AirbaseID .. ". The maximum taxiing speed is " ..
@@ -783,7 +766,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
Client:SetState( self, "Warnings", SpeedingWarnings + 1 )
else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
-- @param Wrapper.Client#CLIENT Client
--- @param Wrapper.Client#CLIENT Client
Client:Destroy()
Client:SetState( self, "Speeding", false )
Client:SetState( self, "Warnings", 0 )
@@ -815,7 +798,7 @@ function ATC_GROUND_UNIVERSAL:_AirbaseMonitor()
Client:SetState( self, "OffRunwayWarnings", OffRunwayWarnings + 1 )
else
MESSAGE:New( "Penalty! Player " .. Client:GetPlayerName() .. " has been kicked, due to a severe airbase traffic rule violation ...", 10, "ATC" ):ToAll()
-- @param Wrapper.Client#CLIENT Client
--- @param Wrapper.Client#CLIENT Client
Client:Destroy()
Client:SetState( self, "IsOffRunway", false )
Client:SetState( self, "OffRunwayWarnings", 0 )
@@ -855,16 +838,15 @@ end
--- Start SCHEDULER for ATC_GROUND_UNIVERSAL object.
-- @param #ATC_GROUND_UNIVERSAL self
-- @param RepeatScanSeconds Time in second for defining schedule of alerts.
-- @param RepeatScanSeconds Time in second for defining occurency of alerts.
-- @return #ATC_GROUND_UNIVERSAL self
function ATC_GROUND_UNIVERSAL:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
return self
end
---
-- @type ATC_GROUND_CAUCASUS
--- @type ATC_GROUND_CAUCASUS
-- @extends #ATC_GROUND
--- # ATC\_GROUND\_CAUCASUS, extends @{#ATC_GROUND_UNIVERSAL}
@@ -999,12 +981,12 @@ end
-- @return nothing
function ATC_GROUND_CAUCASUS:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
end
---
-- @type ATC_GROUND_NEVADA
--- @type ATC_GROUND_NEVADA
-- @extends #ATC_GROUND
@@ -1138,11 +1120,11 @@ end
-- @return nothing
function ATC_GROUND_NEVADA:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
end
---
-- @type ATC_GROUND_NORMANDY
--- @type ATC_GROUND_NORMANDY
-- @extends #ATC_GROUND
@@ -1295,11 +1277,10 @@ end
-- @return nothing
function ATC_GROUND_NORMANDY:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
end
---
-- @type ATC_GROUND_PERSIANGULF
--- @type ATC_GROUND_PERSIANGULF
-- @extends #ATC_GROUND
@@ -1438,11 +1419,11 @@ end
-- @return nothing
function ATC_GROUND_PERSIANGULF:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
end
-- @type ATC_GROUND_MARIANAISLANDS
--- @type ATC_GROUND_MARIANAISLANDS
-- @extends #ATC_GROUND
@@ -1536,7 +1517,7 @@ end
-- * @{#ATC_GROUND.SetMaximumKickSpeedKmph}(): Set the maximum speed allowed at an airbase in kilometers per hour.
-- * @{#ATC_GROUND.SetMaximumKickSpeedMiph}(): Set the maximum speed allowed at an airbase in miles per hour.
--
-- @field #ATC_GROUND_MARIANAISLANDS
---- @field #ATC_GROUND_MARIANAISLANDS
ATC_GROUND_MARIANAISLANDS = {
ClassName = "ATC_GROUND_MARIANAISLANDS",
}
@@ -1548,7 +1529,7 @@ ATC_GROUND_MARIANAISLANDS = {
function ATC_GROUND_MARIANAISLANDS:New( AirbaseNames )
-- Inherits from BASE
local self = BASE:Inherit( self, ATC_GROUND_UNIVERSAL:New( AirbaseNames ) )
local self = BASE:Inherit( self, ATC_GROUND_UNIVERSAL:New( self.Airbases, AirbaseNames ) )
self:SetKickSpeedKmph( 50 )
self:SetMaximumKickSpeedKmph( 150 )
@@ -1562,5 +1543,5 @@ end
-- @return nothing
function ATC_GROUND_MARIANAISLANDS:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, RepeatScanSeconds )
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
end
@@ -8,7 +8,7 @@
--
-- ## Missions:
--
-- Demo missions can be found on [GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Functional/AmmoTruck)
-- ### [AmmoTruck](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AMT%20-%20AmmoTruck/AmmoTruck%20100%20-%20NTTR%20-%20Basic)
--
-- ===
--
@@ -20,7 +20,7 @@
-- Last update: July 2023
-------------------------------------------------------------------------
--- **AMMOTRUCK** class, extends Core.Fsm#FSM
--- **AMMOTRUCK** class, extends Core.FSM#FSM
-- @type AMMOTRUCK
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
@@ -41,7 +41,7 @@
-- @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
-- @extends Core.FSM#FSM
--- *Amateurs talk about tactics, but professionals study logistics.* - General Robert H Barrow, USMC
--
@@ -25,9 +25,9 @@
--
-- ===
--
-- ### Author: **funkyfranky**
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
--
-- ### Contributions: FlightControl
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ====
-- @module Functional.Artillery
@@ -291,14 +291,14 @@
-- ### Illumination Shells
--
-- ARTY groups that possess shells can fire shells with illumination bombs. First, the group needs to be equipped with this weapon. This is done by the
-- function @{#ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd).
-- function @{ARTY.SetIlluminationShells}(*n*, *power*), where *n* is the number of shells the group has available and *power* the illumination power in mega candela (mcd).
--
-- In order to execute an engagement with illumination shells one has to use the weapon type *ARTY.WeaponType.IlluminationShells* in the
-- @{#ARTY.AssignTargetCoord}() function.
--
-- In the simulation, the explosive shell that is fired is destroyed once it gets close to the target point but before it can actually impact.
-- At this position an illumination bomb is triggered at a random altitude between 500 and 1000 meters. This interval can be set by the function
-- @{#ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*).
-- @{ARTY.SetIlluminationMinMaxAlt}(*minalt*, *maxalt*).
--
-- ### Smoke Shells
--
@@ -3546,7 +3546,7 @@ end
-- @param #string To To state.
function ARTY:onafterRespawn(Controllable, From, Event, To)
self:_EventFromTo("onafterRespawn", Event, From, To)
self:I("Respawning arty group")
local group=self.Controllable --Wrapper.Group#GROUP
-- Respawn group.
+24 -108
View File
@@ -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 +74,7 @@
-- @image Designation.JPG
--
-- Date: 24 Oct 2021
-- Last Update: Jan 2024
-- Last Update: Aug 2022
--
--- Class AUTOLASE
-- @type AUTOLASE
@@ -84,10 +84,6 @@
-- @field #string alias
-- @field #boolean debug
-- @field #string version
-- @field Core.Set#SET_GROUP RecceSet
-- @field #table LaserCodes
-- @field #table playermenus
-- @field #boolean smokemenu
-- @extends Ops.Intel#INTEL
---
@@ -98,7 +94,6 @@ AUTOLASE = {
verbose = 0,
alias = "",
debug = false,
smokemenu = true,
}
--- Laser spot info
@@ -114,10 +109,9 @@ AUTOLASE = {
-- @field #string unittype
-- @field Core.Point#COORDINATE coordinate
--- AUTOLASE class version.
-- @field #string version
AUTOLASE.version = "0.1.23"
AUTOLASE.version = "0.1.21"
-------------------------------------------------------------------
-- Begin Functional.Autolase.lua
@@ -202,9 +196,6 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
self.NoMenus = false
self.minthreatlevel = 0
self.blacklistattributes = {}
self:SetLaserCodes( { 1688, 1130, 4785, 6547, 1465, 4578 } ) -- set self.LaserCodes
self.playermenus = {}
self.smokemenu = true
-- 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")
@@ -223,7 +214,7 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
if PilotSet then
self.usepilotset = true
self.pilotset = PilotSet
self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
self:HandleEvent(EVENTS.PlayerEnterAircraft)
--self:SetPilotMenu()
end
--self.SetPilotMenu()
@@ -307,16 +298,6 @@ end
-- Helper Functions
-------------------------------------------------------------------
--- [User] Set a table of possible laser codes.
-- Each new RECCE can select a code from this table, default is { 1688, 1130, 4785, 6547, 1465, 4578 } .
-- @param #AUTOLASE self
-- @param #list<#number> LaserCodes
-- @return #AUTOLASE
function AUTOLASE:SetLaserCodes( LaserCodes )
self.LaserCodes = ( type( LaserCodes ) == "table" ) and LaserCodes or { LaserCodes }
return self
end
--- (Internal) Function to set pilot menu.
-- @param #AUTOLASE self
-- @return #AUTOLASE self
@@ -327,33 +308,8 @@ function AUTOLASE:SetPilotMenu()
local Unit = _unit -- Wrapper.Unit#UNIT
if Unit and Unit:IsAlive() then
local Group = Unit:GetGroup()
local unitname = Unit:GetName()
if self.playermenus[unitname] then self.playermenus[unitname]:Remove() end
local lasetopm = MENU_GROUP:New(Group,"Autolase",nil)
self.playermenus[unitname] = lasetopm
local lasemenu = MENU_GROUP_COMMAND:New(Group,"Status",lasetopm,self.ShowStatus,self,Group,Unit)
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
for _,_grp in pairs(self.RecceSet.Set) do
local grp = _grp -- Wrapper.Group#GROUP
local unit = grp:GetUnit(1)
--local name = grp:GetName()
if unit and unit:IsAlive() then
local name = unit:GetName()
local mname = string.gsub(name,".%d+.%d+$","")
local code = self:GetLaserCode(name)
local unittop = MENU_GROUP:New(Group,"Change laser code for "..mname,lasetopm)
for _,_code in pairs(self.LaserCodes) do
local text = tostring(_code)
if _code == code then text = text.."(*)" end
local changemenu = MENU_GROUP_COMMAND:New(Group,text,unittop,self.SetRecceLaserCode,self,name,_code,true)
end
end
end
--lasemenu:Refresh()
local lasemenu = MENU_GROUP_COMMAND:New(Group,"Autolase Status",nil,self.ShowStatus,self,Group,Unit)
lasemenu:Refresh()
end
end
else
@@ -368,7 +324,7 @@ 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
@@ -441,14 +397,14 @@ end
--- (User) Function enable sending messages via SRS.
-- @param #AUTOLASE self
-- @param #boolean OnOff Switch usage on and off
-- @param #string Path Path to SRS directory, e.g. C:\\Program Files\\DCS-SimpleRadio-Standalone
-- @param #string Path Path to SRS 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")`.
-- @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
@@ -456,18 +412,18 @@ end
function AUTOLASE:SetUsingSRS(OnOff,Path,Frequency,Modulation,Label,Gender,Culture,Port,Voice,Volume,PathToGoogleKey)
if OnOff then
self.useSRS = true
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.SRSPath = Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
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.Gender = Gender or "male"
self.Culture = Culture or "en-US"
self.Port = 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 = MSRS:New(self.SRSPath,self.SRSFreq,self.SRSMod,self.Volume)
self.SRS:SetCoalition(self.coalition)
self.SRS:SetLabel(self.MenuName or self.Name)
self.SRS:SetGender(self.Gender)
@@ -475,10 +431,8 @@ function AUTOLASE:SetUsingSRS(OnOff,Path,Frequency,Modulation,Label,Gender,Cultu
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)
self.SRS:SetGoogle(self.PathToGoogleKey)
end
self.SRSQueue = MSRSQUEUE:New(self.alias)
else
@@ -511,20 +465,10 @@ 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
@@ -580,29 +524,9 @@ 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) Show the "Switch smoke target..." menu entry for pilots. On by default.
-- @param #AUTOLASE self
-- @return #AUTOLASE self
function AUTOLASE:EnableSmokeMenu()
self.smokemenu = true
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
return self
end
--- (Internal) Function to calculate line of sight.
-- @param #AUTOLASE self
-- @param Wrapper.Unit#UNIT Unit
@@ -749,7 +673,7 @@ function AUTOLASE:ShowStatus(Group,Unit)
if playername then
local settings = _DATABASE:GetPlayerSettings(playername)
if settings then
self:I("Get Settings ok!")
--self:I("Get Settings ok!")
if settings:IsA2G_MGRS() then
locationstring = entry.coordinate:ToStringMGRS(settings)
elseif settings:IsA2G_LL_DMS() then
@@ -914,12 +838,12 @@ 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"
@@ -1071,9 +995,6 @@ 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
@@ -1108,9 +1029,6 @@ 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
@@ -1128,9 +1046,6 @@ 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
@@ -1148,9 +1063,10 @@ 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
local name = laserspot.reccename
if string.find(name,"#") then
name = string.match(name,"^(.*)#")
end
end
local text = string.format("%s is lasing %s code %d\nat %s",name,laserspot.unittype,laserspot.lasercode,laserspot.location)
self:NotifyPilots(text,self.reporttimeshort+5)
end
@@ -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)
--
-- ===
--
@@ -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.
@@ -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:
--
@@ -15,7 +15,7 @@
--
-- ## Missions:
--
-- [DET - Detection](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Functional/Detection)
-- [DET - Detection](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/DET%20-%20Detection)
--
-- ===
--
@@ -38,9 +38,8 @@
-- @image Detection.JPG
do -- DETECTION_BASE
---
-- @type DETECTION_BASE
--- @type DETECTION_BASE
-- @field Core.Set#SET_GROUP DetectionSetGroup The @{Core.Set} of GROUPs in the Forward Air Controller role.
-- @field DCS#Distance DetectionRange The range till which targets are accepted to be detected.
-- @field #DETECTION_BASE.DetectedObjects DetectedObjects The list of detected objects.
@@ -92,11 +91,6 @@ do -- DETECTION_BASE
--
-- DetectionObject:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
--
--
-- ## Radar Blur - use to make the radar less exact, e.g. for WWII scenarios
--
-- * @{#DETECTION_BASE.SetRadarBlur}(): Set the radar blur to be used.
--
-- ## **DETECTION_ derived classes** group the detected units into a **DetectedItems[]** list
--
-- DETECTION_BASE derived classes build a list called DetectedItems[], which is essentially a first later
@@ -274,13 +268,11 @@ do -- DETECTION_BASE
DetectedItems = {},
DetectedItemsByIndex = {},
}
---
-- @type DETECTION_BASE.DetectedObjects
--- @type DETECTION_BASE.DetectedObjects
-- @list <#DETECTION_BASE.DetectedObject>
---
-- @type DETECTION_BASE.DetectedObject
--- @type DETECTION_BASE.DetectedObject
-- @field #string Name
-- @field #boolean IsVisible
-- @field #boolean KnowType
@@ -291,9 +283,8 @@ do -- DETECTION_BASE
-- @field #number LastTime
-- @field #boolean LastPos
-- @field #number LastVelocity
---
-- @type DETECTION_BASE.DetectedItems
--- @type DETECTION_BASE.DetectedItems
-- @list <#DETECTION_BASE.DetectedItem>
--- Detected item data structure.
@@ -531,7 +522,7 @@ do -- DETECTION_BASE
do -- State Transition Handling
-- @param #DETECTION_BASE self
--- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
@@ -539,7 +530,7 @@ do -- DETECTION_BASE
self:__Detect( 1 )
end
-- @param #DETECTION_BASE self
--- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
@@ -579,7 +570,7 @@ do -- DETECTION_BASE
end
-- @param #DETECTION_BASE self
--- @param #DETECTION_BASE self
-- @param #number The amount of alive recce.
function DETECTION_BASE:CountAliveRecce()
@@ -587,7 +578,7 @@ do -- DETECTION_BASE
end
-- @param #DETECTION_BASE self
--- @param #DETECTION_BASE self
function DETECTION_BASE:ForEachAliveRecce( IteratorFunction, ... )
self:F2( arg )
@@ -596,7 +587,7 @@ do -- DETECTION_BASE
return self
end
-- @param #DETECTION_BASE self
--- @param #DETECTION_BASE self
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
@@ -721,31 +712,6 @@ do -- DETECTION_BASE
end
end
-- Calculate radar blur probability
if self.RadarBlur then
MESSAGE:New("Radar Blur",10):ToLogIf(self.debug):ToAllIf(self.verbose)
local minheight = self.RadarBlurMinHeight or 250 -- meters
local thresheight = self.RadarBlurThresHeight or 90 -- 10% chance to find a low flying group
local thresblur = self.RadarBlurThresBlur or 85 -- 25% chance to escape the radar overall
local dist = math.floor(Distance)
if dist <= self.RadarBlurClosing then
thresheight = (((dist*dist)/self.RadarBlurClosingSquare)*thresheight)
thresblur = (((dist*dist)/self.RadarBlurClosingSquare)*thresblur)
end
local fheight = math.floor(math.random(1,10000)/100)
local fblur = math.floor(math.random(1,10000)/100)
local unit = UNIT:FindByName(DetectedObjectName)
if unit and unit:IsAlive() then
local AGL = unit:GetAltitude(true)
MESSAGE:New("Unit "..DetectedObjectName.." is at "..math.floor(AGL).."m. Distance "..math.floor(Distance).."km.",10):ToLogIf(self.debug):ToAllIf(self.verbose)
MESSAGE:New(string.format("fheight = %d/%d | fblur = %d/%d",fheight,thresheight,fblur,thresblur),10):ToLogIf(self.debug):ToAllIf(self.verbose)
if fblur > thresblur then DetectionAccepted = false end
if AGL <= minheight and fheight < thresheight then DetectionAccepted = false end
MESSAGE:New("Detection Accepted = "..tostring(DetectionAccepted),10):ToLogIf(self.debug):ToAllIf(self.verbose)
end
end
-- Calculate additional probabilities
if not self.DetectedObjects[DetectedObjectName] and TargetIsVisible and self.DistanceProbability then
@@ -1045,24 +1011,7 @@ do -- DETECTION_BASE
return self
end
--- Method to make the radar detection less accurate, e.g. for WWII scenarios.
-- @param #DETECTION_BASE self
-- @param #number minheight Minimum flight height to be detected, in meters AGL (above ground)
-- @param #number thresheight Threshold to escape the radar if flying below minheight, defaults to 90 (90% escape chance)
-- @param #number thresblur Threshold to be detected by the radar overall, defaults to 85 (85% chance to be found)
-- @param #number closing Closing-in in km - the limit of km from which on it becomes increasingly difficult to escape radar detection if flying towards the radar position. Should be about 1/3 of the radar detection radius in kilometers, defaults to 20.
-- @return #DETECTION_BASE self
function DETECTION_BASE:SetRadarBlur(minheight,thresheight,thresblur,closing)
self.RadarBlur = true
self.RadarBlurMinHeight = minheight or 250 -- meters
self.RadarBlurThresHeight = thresheight or 90 -- 10% chance to find a low flying group
self.RadarBlurThresBlur = thresblur or 85 -- 25% chance to escape the radar overall
self.RadarBlurClosing = closing or 20 -- 20km
self.RadarBlurClosingSquare = self.RadarBlurClosing * self.RadarBlurClosing
return self
end
end
do
@@ -1405,7 +1354,7 @@ do -- DETECTION_BASE
}
}
-- @param DCS#Unit FoundDCSUnit
--- @param DCS#Unit FoundDCSUnit
-- @param Wrapper.Group#GROUP ReportGroup
-- @param Core.Set#SET_GROUP ReportSetGroup
local FindNearByFriendlies = function( FoundDCSUnit, ReportGroupData )
@@ -1470,7 +1419,7 @@ do -- DETECTION_BASE
DetectedItem.PlayersNearBy = nil
_DATABASE:ForEachPlayer(
-- @param Wrapper.Unit#UNIT PlayerUnit
--- @param Wrapper.Unit#UNIT PlayerUnit
function( PlayerUnitName )
local PlayerUnit = UNIT:FindByName( PlayerUnitName )
@@ -2026,9 +1975,8 @@ do -- DETECTION_BASE
end
do -- DETECTION_UNITS
---
-- @type DETECTION_UNITS
--- @type DETECTION_UNITS
-- @field DCS#Distance DetectionRange The range till which targets are detected.
-- @extends Functional.Detection#DETECTION_BASE
@@ -2283,9 +2231,8 @@ do -- DETECTION_UNITS
end
do -- DETECTION_TYPES
---
-- @type DETECTION_TYPES
--- @type DETECTION_TYPES
-- @extends Functional.Detection#DETECTION_BASE
--- Will detect units within the battle zone.
@@ -2487,9 +2434,8 @@ do -- DETECTION_TYPES
end
do -- DETECTION_AREAS
---
-- @type DETECTION_AREAS
--- @type DETECTION_AREAS
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE
@@ -2506,7 +2452,7 @@ do -- DETECTION_AREAS
--
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Core.Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}().
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index.
--
@@ -3015,7 +2961,7 @@ do -- DETECTION_AREAS
-- DetectedSet:Flush( self )
DetectedSet:ForEachUnit( -- @param Wrapper.Unit#UNIT DetectedUnit
DetectedSet:ForEachUnit( --- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit )
if DetectedUnit:IsAlive() then
-- self:T( "Detected Set #" .. DetectedItem.ID .. ":" .. DetectedUnit:GetName() )
@@ -21,7 +21,7 @@ do -- DETECTION_ZONES
--
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
--
-- Retrieve the 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.
--
+27 -29
View File
@@ -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 } )
File diff suppressed because it is too large Load Diff
+44 -84
View File
@@ -13,7 +13,7 @@
--
-- ## Missions:
--
-- ### [MANTIS - Modular, Automatic and Network capable Targeting and Interception System](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Mantis)
-- ### [MANTIS - Modular, Automatic and Network capable Targeting and Interception System](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MTS%20-%20Mantis/MTS-010%20-%20Basic%20Mantis%20Demo)
--
-- ===
--
@@ -22,7 +22,7 @@
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
--
-- Last Update: Feb 2024
-- Last Update: July 2023
-------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE
@@ -94,7 +94,7 @@
-- Known SAM types at the time of writing are:
--
-- * Avenger
-- * Chaparral
-- * Chaparrel
-- * Hawk
-- * Linebacker
-- * NASAMS
@@ -103,7 +103,6 @@
-- * Roland
-- * Silkworm (though strictly speaking this is a surface to ship missile)
-- * SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-13, SA-15, SA-19
-- * From IDF mod: STUNNER IDFA, TAMIR IDFA (Note all caps!)
-- * From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2
--
-- * From SMA: RBS98M, RBS70, RBS90, RBS90M, RBS103A, RBS103B, RBS103AM, RBS103BM, Lvkv9040M
@@ -347,17 +346,17 @@ MANTIS.SamType = {
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key)
MANTIS.SamData = {
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot" },
["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["Hawk"] = { Range=44, Blindspot=0, Height=9, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=3, Type="Short", Radar="NSAMS" },
["Patriot"] = { Range=99, Blindspot=0, Height=9, Type="Long", Radar="Patriot" },
["Rapier"] = { Range=6, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" },
["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" },
["SA-5"] = { Range=250, Blindspot=7, Height=40, Type="Long", Radar="5N62V" },
["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" },
["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"},
["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Short", Radar="Roland" },
["Roland"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Roland" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" },
["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Strela" },
["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" },
@@ -365,7 +364,7 @@ MANTIS.SamData = {
["SA-15"] = { Range=11, Blindspot=0, Height=6, Type="Short", Radar="Tor 9A331" },
["SA-13"] = { Range=5, Blindspot=0, Height=3, Type="Short", Radar="Strela" },
["Avenger"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Avenger" },
["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Chaparrel"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="Linebacker" },
["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
-- units from HDS Mod, multi launcher options is tricky
@@ -374,9 +373,7 @@ MANTIS.SamData = {
["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"},
["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"},
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" },
["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" }
}
--- SAM data HDS
@@ -434,24 +431,22 @@ MANTIS.SamDataCH = {
-- units from CH (Military Assets by Currenthill)
-- https://www.currenthill.com/
-- group name MUST contain CHM to ID launcher type correctly!
["2S38 CH"] = { Range=8, Blindspot=0.5, Height=6, Type="Short", Radar="2S38" },
["PantsirS1 CH"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" },
["PantsirS2 CH"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" },
["PGL-625 CH"] = { Range=10, Blindspot=0.5, Height=5, Type="Short", Radar="PGL_625" },
["HQ-17A CH"] = { Range=20, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" },
["M903PAC2 CH"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" },
["M903PAC3 CH"] = { Range=120, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
["TorM2 CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" },
["TorM2K CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" },
["TorM2M CH"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" },
["NASAMS3-AMRAAMER CH"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" },
["NASAMS3-AIM9X2 CH"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" },
["C-RAM CH"] = { Range=2, Blindspot=0, Height=2, Type="Short", Radar="CH_Centurion_C_RAM" },
["PGZ-09 CH"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="CH_PGZ09" },
["S350-9M100 CH"] = { Range=15, Blindspot=1.5, Height=8, Type="Short", Radar="CH_S350_50P6_9M100" },
["S350-9M96D CH"] = { Range=150, Blindspot=2.5, Height=30, Type="Long", Radar="CH_S350_50P6_9M96D" },
["LAV-AD CH"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_LAVAD" },
["HQ-22 CH"] = { Range=170, Blindspot=5, Height=27, Type="Long", Radar="CH_HQ22_LN" },
["2S38 CH"] = { Range=8, Blindspot=0.5, Height=6, Type="Short", Radar="2S38" },
["PantsirS1 CH"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" },
["PantsirS2 CH"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" },
["PGL-625 CH"] = { Range=10, Blindspot=0.5, Height=5, Type="Short", Radar="PGL_625" },
["HQ-17A CH"] = { Range=20, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" },
["M903PAC2 CH"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" },
["M903PAC3 CH"] = { Range=120, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
["TorM2 CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" },
["TorM2K CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" },
["TorM2M CH"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" },
["NASAMS3-AMRAAMER CH"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" },
["NASAMS3-AIM9X2 CH"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" },
["C-RAM CH"] = { Range=2, Blindspot=0, Height=2, Type="Short", Radar="CH_Centurion_C_RAM" },
["PGZ-09 CH"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="CH_PGZ09" },
["S350-9M100 CH"] = { Range=15, Blindspot=1.5, Height=8, Type="Short", Radar="CH_S350_50P6_9M100" },
["S350-9M96D CH"] = { Range=150, Blindspot=2.5, Height=30, Type="Long", Radar="CH_S350_50P6_9M96D" },
}
-----------------------------------------------------------------------
@@ -470,7 +465,6 @@ do
--@param #string awacs Group name of your Awacs (optional)
--@param #boolean EmOnOff Make MANTIS switch Emissions on and off instead of changing the alarm state between RED and GREEN (optional)
--@param #number Padding For #SEAD - Extra number of seconds to add to radar switch-back-on time (optional)
--@param #table Zones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects
--@return #MANTIS self
--@usage Start up your MANTIS with a basic setting
--
@@ -489,12 +483,8 @@ do
-- mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mybluemantis:Start()
--
function MANTIS:New(name,samprefix,ewrprefix,hq,coalition,dynamic,awacs, EmOnOff, Padding, Zones)
-- Inherit everything from BASE class.
local self = BASE:Inherit(self, FSM:New()) -- #MANTIS
function MANTIS:New(name,samprefix,ewrprefix,hq,coalition,dynamic,awacs, EmOnOff, Padding)
-- DONE: Create some user functions for these
-- DONE: Make HQ useful
-- DONE: Set SAMs to auto if EWR dies
@@ -554,11 +544,6 @@ do
self.maxclassic = 6
self.autoshorad = true
self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP
self.FilterZones = Zones
self.SkateZones = nil
self.SkateNumber = 3
self.shootandscoot = false
self.UseEmOnOff = true
if EmOnOff == false then
@@ -571,6 +556,9 @@ do
self.advAwacs = false
end
-- Inherit everything from BASE class.
local self = BASE:Inherit(self, FSM:New()) -- #MANTIS
-- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name)
@@ -605,23 +593,16 @@ do
self:T({self.ewr_templates})
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition)
self.EWR_Group = SET_GROUP:New():FilterPrefixes(self.ewr_templates):FilterCoalitions(self.Coalition)
if self.FilterZones then
self.SAM_Group:FilterZones(self.FilterZones)
end
if self.dynamic then
-- Set SAM SET_GROUP
self.SAM_Group:FilterStart()
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition):FilterStart()
-- Set EWR SET_GROUP
self.EWR_Group:FilterStart()
self.EWR_Group = SET_GROUP:New():FilterPrefixes(self.ewr_templates):FilterCoalitions(self.Coalition):FilterStart()
else
-- Set SAM SET_GROUP
self.SAM_Group:FilterOnce()
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition):FilterOnce()
-- Set EWR SET_GROUP
self.EWR_Group:FilterOnce()
self.EWR_Group = SET_GROUP:New():FilterPrefixes(self.ewr_templates):FilterCoalitions(self.Coalition):FilterOnce()
end
-- set up CC
@@ -631,7 +612,7 @@ do
-- TODO Version
-- @field #string version
self.version="0.8.16"
self.version="0.8.11"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions ---
@@ -795,23 +776,6 @@ do
return self
end
--- Add a SET_ZONE of zones for Shoot&Scoot - SHORAD units will move around
-- @param #MANTIS self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
-- @param #number Number Number of closest zones to be considered, defaults to 3.
-- @param #boolean Random If true, use a random coordinate inside the next zone to scoot to.
-- @param #string Formation Formation to use, defaults to "Cone". See mission editor dropdown for options.
-- @return #MANTIS self
function MANTIS:AddScootZones(ZoneSet, Number, Random, Formation)
self:T(self.lid .. " AddScootZones")
self.SkateZones = ZoneSet
self.SkateNumber = Number or 3
self.shootandscoot = true
self.ScootRandom = Random
self.ScootFormation = Formation or "Cone"
return self
end
--- Function to set accept and reject zones.
-- @param #MANTIS self
-- @param #table AcceptZones Table of @{Core.Zone#ZONE} objects
@@ -918,7 +882,7 @@ do
--- Function to get the HQ object for further use
-- @param #MANTIS self
-- @return Wrapper.Group#GROUP The HQ #GROUP object or *nil* if it doesn't exist
-- @return Wrapper.GROUP#GROUP The HQ #GROUP object or *nil* if it doesn't exist
function MANTIS:GetCommandCenter()
self:T(self.lid .. "GetCommandCenter")
if self.HQ_CC then
@@ -954,7 +918,7 @@ do
--- Function to set the HQ object for further use
-- @param #MANTIS self
-- @param Wrapper.Group#GROUP group The #GROUP object to be set as HQ
-- @param Wrapper.GROUP#GROUP group The #GROUP object to be set as HQ
function MANTIS:SetCommandCenter(group)
self:T(self.lid .. "SetCommandCenter")
local group = group or nil
@@ -1016,7 +980,7 @@ do
--- Set using your own #INTEL_DLINK object instead of #DETECTION
-- @param #MANTIS self
-- @param Ops.Intel#INTEL_DLINK DLink The data link object to be used.
-- @param Ops.Intelligence#INTEL_DLINK DLink The data link object to be used.
function MANTIS:SetUsingDLink(DLink)
self:T(self.lid .. "SetUsingDLink")
self.DLink = true
@@ -1149,7 +1113,7 @@ do
--self:T(self.lid.." Relocating HQ")
local text = self.lid.." Relocating HQ"
--local m= MESSAGE:New(text,10,"MANTIS"):ToAll()
_hqgrp:RelocateGroundRandomInRadius(20,500,true,true,nil,true)
_hqgrp:RelocateGroundRandomInRadius(20,500,true,true)
end
--relocate EWR
-- TODO: maybe dependent on AlarmState? Observed: SA11 SR only relocates if no objects in reach
@@ -1163,7 +1127,7 @@ do
local text = self.lid.." Relocating EWR ".._grp:GetName()
local m= MESSAGE:New(text,10,"MANTIS"):ToAllIf(self.debug)
if self.verbose then self:I(text) end
_grp:RelocateGroundRandomInRadius(20,500,true,true,nil,true)
_grp:RelocateGroundRandomInRadius(20,500,true,true)
end
end
end
@@ -1222,10 +1186,10 @@ do
function MANTIS:_PreFilterHeight(height)
self:T(self.lid.."_PreFilterHeight")
local set = {}
local dlink = self.Detection -- Ops.Intel#INTEL_DLINK
local dlink = self.Detection -- Ops.Intelligence#INTEL_DLINK
local detectedgroups = dlink:GetContactTable()
for _,_contact in pairs(detectedgroups) do
local contact = _contact -- Ops.Intel#INTEL.Contact
local contact = _contact -- Ops.Intelligence#INTEL.Contact
local grp = contact.group -- Wrapper.Group#GROUP
if grp:IsAlive() then
if grp:GetHeight(true) < height then
@@ -1777,7 +1741,7 @@ do
-- @return #MANTIS self
function MANTIS:_CheckDLinkState()
self:T(self.lid .. "_CheckDLinkState")
local dlink = self.Detection -- Ops.Intel#INTEL_DLINK
local dlink = self.Detection -- Ops.Intelligence#INTEL_DLINK
local TS = timer.getAbsTime()
if not dlink:Is("Running") and (TS - self.DLTimeStamp > 29) then
self.DLink = false
@@ -1811,10 +1775,6 @@ do
self.Shorad:SetDefenseLimits(80,95)
self.ShoradLink = true
self.Shorad.Groupset=self.ShoradGroupSet
self.Shorad.debug = self.debug
end
if self.shootandscoot and self.SkateZones and self.Shorad then
self.Shorad:AddScootZones(self.SkateZones,self.SkateNumber or 3,self.ScootRandom,self.ScootFormation)
end
self:__Status(-math.random(1,10))
return self
@@ -14,7 +14,7 @@
--
-- ## Missions:
--
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/MissileTrainer)
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer)
--
-- ===
--
@@ -50,11 +50,6 @@
-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--
-- ===
--
@@ -72,8 +67,8 @@
-- @module Functional.MissileTrainer
-- @image Missile_Trainer.JPG
---
-- @type MISSILETRAINER
--- @type MISSILETRAINER
-- @field Core.Set#SET_CLIENT DBClients
-- @extends Core.Base#BASE
@@ -102,11 +97,6 @@
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--
-- @field #MISSILETRAINER
MISSILETRAINER = {
@@ -215,7 +205,7 @@ function MISSILETRAINER:New( Distance, Briefing )
-- self.DB:ForEachClient(
-- -- @param Wrapper.Client#CLIENT Client
-- --- @param Wrapper.Client#CLIENT Client
-- function( Client )
--
-- ... actions ...
@@ -565,7 +555,7 @@ function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
local DirectionVector = { x = PositionMissile.x - TargetVec3.x, y = PositionMissile.y - TargetVec3.y, z = PositionMissile.z - TargetVec3.z }
local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x )
--DirectionRadians = DirectionRadians + routines.getNorthCorrection( PositionTarget )
if DirectionRadians < 0 then
DirectionRadians = DirectionRadians + 2 * math.pi
end
@@ -10,8 +10,7 @@
-- @module Functional.Movement
-- @image MOOSE.JPG
---
-- @type MOVEMENT
--- @type MOVEMENT
-- @extends Core.Base#BASE
---
@@ -56,6 +55,7 @@ end
--- Call this function to start the MOVEMENT scheduling.
function MOVEMENT:ScheduleStart()
self:F()
--self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 )
self.MoveFunction = SCHEDULER:New( self, self._Scheduler, {}, 1, 120 )
end
File diff suppressed because it is too large Load Diff
+22 -48
View File
@@ -4,7 +4,7 @@
--
-- The RANGE class enables easy set up of bombing and strafing ranges within DCS World.
--
-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by Ciribob, which itself was motivated
-- Implementation is based on the [Simple Range Script](https://forums.eagle.ru/showthread.php?t=157991) by [Ciribob](https://forums.eagle.ru/member.php?u=112175), which itself was motivated
-- by a script by SNAFU [see here](https://forums.eagle.ru/showthread.php?t=109174).
--
-- [476th - Air Weapons Range Objects mod](http://www.476vfightergroup.com/downloads.php?do=file&id=287) is highly recommended for this class.
@@ -42,9 +42,9 @@
--
-- ===
--
-- ### Author: **funkyfranky**
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
--
-- ### Contributions: FlightControl, Ciribob
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536), [Ciribob](https://forums.eagle.ru/member.php?u=112175)
-- ### SRS Additions: Applevangelist
--
-- ===
@@ -105,7 +105,6 @@
-- @field Sound.SRS#MSRSQUEUE controlsrsQ SRS queue for range controller.
-- @field Sound.SRS#MSRS instructmsrs SRS wrapper for range instructor.
-- @field Sound.SRS#MSRSQUEUE instructsrsQ SRS queue for range instructor.
-- @field #number Coalition Coalition side for the menu, if any.
-- @extends Core.Fsm#FSM
--- *Don't only practice your art, but force your way into its secrets; art deserves that, for it and knowledge can raise man to the Divine.* - Ludwig van Beethoven
@@ -356,8 +355,7 @@ RANGE = {
targetsheet = nil,
targetpath = nil,
targetprefix = nil,
Coalition = nil,
}
}
--- Default range parameters.
-- @type RANGE.Defaults
@@ -593,7 +591,7 @@ RANGE.MenuF10Root = nil
--- Range script version.
-- @field #string version
RANGE.version = "2.7.3"
RANGE.version = "2.7.0"
-- TODO list:
-- TODO: Verbosity level for messages.
@@ -615,9 +613,8 @@ RANGE.version = "2.7.3"
--- RANGE contructor. Creates a new RANGE object.
-- @param #RANGE self
-- @param #string RangeName Name of the range. Has to be unique. Will we used to create F10 menu items etc.
-- @param #number Coalition (optional) Coalition of the range, if any, e.g. coalition.side.BLUE.
-- @return #RANGE RANGE object.
function RANGE:New( RangeName, Coalition )
function RANGE:New( RangeName )
-- Inherit BASE.
local self = BASE:Inherit( self, FSM:New() ) -- #RANGE
@@ -625,9 +622,7 @@ function RANGE:New( RangeName, Coalition )
-- Get range name.
-- TODO: make sure that the range name is not given twice. This would lead to problems in the F10 radio menu.
self.rangename = RangeName or "Practice Range"
self.Coalition = Coalition
-- Log id.
self.lid = string.format( "RANGE %s | ", self.rangename )
@@ -1207,29 +1202,25 @@ end
-- @return #RANGE self
function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume, PathToGoogleKey)
if PathToSRS or MSRS.path then
if PathToSRS then
self.useSRS=true
self.controlmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 256, Modulation or radio.modulation.AM)
self.controlmsrs:SetPort(Port or MSRS.port)
self.controlmsrs=MSRS:New(PathToSRS, Frequency or 256, Modulation or radio.modulation.AM, Volume or 1.0)
self.controlmsrs:SetPort(Port)
self.controlmsrs:SetCoalition(Coalition or coalition.side.BLUE)
self.controlmsrs:SetLabel("RANGEC")
self.controlmsrs:SetVolume(Volume or 1.0)
self.controlsrsQ = MSRSQUEUE:New("CONTROL")
self.instructmsrs=MSRS:New(PathToSRS or MSRS.path, Frequency or 305, Modulation or radio.modulation.AM)
self.instructmsrs:SetPort(Port or MSRS.port)
self.instructmsrs=MSRS:New(PathToSRS, Frequency or 305, Modulation or radio.modulation.AM, Volume or 1.0)
self.instructmsrs:SetPort(Port)
self.instructmsrs:SetCoalition(Coalition or coalition.side.BLUE)
self.instructmsrs:SetLabel("RANGEI")
self.instructmsrs:SetVolume(Volume or 1.0)
self.instructsrsQ = MSRSQUEUE:New("INSTRUCT")
if PathToGoogleKey then
self.controlmsrs:SetProviderOptionsGoogle(PathToGoogleKey,PathToGoogleKey)
self.controlmsrs:SetProvider(MSRS.Provider.GOOGLE)
self.instructmsrs:SetProviderOptionsGoogle(PathToGoogleKey,PathToGoogleKey)
self.instructmsrs:SetProvider(MSRS.Provider.GOOGLE)
self.controlmsrs:SetGoogle(PathToGoogleKey)
self.instructmsrs:SetGoogle(PathToGoogleKey)
end
else
@@ -1238,7 +1229,7 @@ function RANGE:SetSRS(PathToSRS, Port, Coalition, Frequency, Modulation, Volume,
return self
end
--- (SRS) Set range control frequency and voice. Use `RANGE:SetSRS()` once first before using this function.
--- (SRS) Set range control frequency and voice.
-- @param #RANGE self
-- @param #number frequency Frequency in MHz. Default 256 MHz.
-- @param #number modulation Modulation, defaults to radio.modulation.AM.
@@ -1248,10 +1239,6 @@ end
-- @param #string relayunitname Name of the unit used for transmission location.
-- @return #RANGE self
function RANGE:SetSRSRangeControl( frequency, modulation, voice, culture, gender, relayunitname )
if not self.instructmsrs then
self:E(self.lid.."Use myrange:SetSRS() once first before using myrange:SetSRSRangeControl!")
return self
end
self.rangecontrolfreq = frequency or 256
self.controlmsrs:SetFrequencies(self.rangecontrolfreq)
self.controlmsrs:SetModulations(modulation or radio.modulation.AM)
@@ -1267,7 +1254,7 @@ function RANGE:SetSRSRangeControl( frequency, modulation, voice, culture, gender
return self
end
--- (SRS) Set range instructor frequency and voice. Use `RANGE:SetSRS()` once first before using this function.
--- (SRS) Set range instructor frequency and voice.
-- @param #RANGE self
-- @param #number frequency Frequency in MHz. Default 305 MHz.
-- @param #number modulation Modulation, defaults to radio.modulation.AM.
@@ -1277,10 +1264,6 @@ end
-- @param #string relayunitname Name of the unit used for transmission location.
-- @return #RANGE self
function RANGE:SetSRSRangeInstructor( frequency, modulation, voice, culture, gender, relayunitname )
if not self.instructmsrs then
self:E(self.lid.."Use myrange:SetSRS() once first before using myrange:SetSRSRangeInstructor!")
return self
end
self.instructorfreq = frequency or 305
self.instructmsrs:SetFrequencies(self.instructorfreq)
self.instructmsrs:SetModulations(modulation or radio.modulation.AM)
@@ -1741,9 +1724,7 @@ end
-- @param Core.Event#EVENTDATA EventData
function RANGE:OnEventBirth( EventData )
self:F( { eventbirth = EventData } )
if not EventData.IniPlayerName then return end
local _unitName = EventData.IniUnitName
local _unit, _playername = self:_GetPlayerUnitAndName( _unitName )
@@ -1764,16 +1745,10 @@ function RANGE:OnEventBirth( EventData )
-- Reset current strafe status.
self.strafeStatus[_uid] = nil
if self.Coalition then
if EventData.IniCoalition == self.Coalition then
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
end
else
-- Add Menu commands after a delay of 0.1 seconds.
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
end
-- Add Menu commands after a delay of 0.1 seconds.
self:ScheduleOnce( 0.1, self._AddF10Commands, self, _unitName )
-- By default, some bomb impact points and do not flare each hit on target.
self.PlayerSettings[_playername] = {} -- #RANGE.PlayerData
self.PlayerSettings[_playername].smokebombimpact = self.defaultsmokebomb
@@ -2069,7 +2044,6 @@ function RANGE:OnEventShot( EventData )
-- Attack parameters.
local attackHdg=_unit:GetHeading()
local attackAlt=_unit:GetHeight()
attackAlt = UTILS.MetersToFeet(attackAlt)
local attackVel=_unit:GetVelocityKNOTS()
-- Tracking info and init of last bomb position.
@@ -2193,7 +2167,7 @@ function RANGE:onafterExitRange( From, Event, To, player )
local text = "You left the bombing range zone. "
local r=math.random(5)
local r=math.random(2)
if r==1 then
text=text.."Have a nice day!"
+26 -107
View File
@@ -19,7 +19,7 @@
--
-- ## Missions:
--
-- [SCO - Scoring](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Scoring)
-- [SCO - Scoring](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCO%20-%20Scoring)
--
-- ===
--
@@ -27,7 +27,7 @@
-- and creates a CSV file logging the scoring events and results for use at team or squadron websites.
--
-- SCORING automatically calculates the threat level of the objects hit and destroyed by players,
-- which can be @{Wrapper.Unit}, @{Wrapper.Static) and @{Scenery} objects.
-- which can be @{Wrapper.Unit}, @{Static) and @{Scenery} objects.
--
-- Positive score points are granted when enemy or neutral targets are destroyed.
-- Negative score points or penalties are given when a friendly target is hit or destroyed.
@@ -78,11 +78,10 @@
-- ### Authors: **FlightControl**
--
-- ### Contributions:
--
-- * **Applevangelist**: Additional functionality, fixes.
--
-- * **Wingthor (TAW)**: Testing & Advice.
-- * **Dutch-Baron (TAW)**: Testing & Advice.
-- * **Whisper**: Testing and Advice.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing and Advice.
--
-- ===
--
@@ -117,13 +116,11 @@
-- Special targets can be set that will give extra scores to the players when these are destroyed.
-- Use the methods @{#SCORING.AddUnitScore}() and @{#SCORING.RemoveUnitScore}() to specify a special additional score for a specific @{Wrapper.Unit}s.
-- Use the methods @{#SCORING.AddStaticScore}() and @{#SCORING.RemoveStaticScore}() to specify a special additional score for a specific @{Wrapper.Static}s.
-- Use the method @{#SCORING.AddScoreSetGroup}() to specify a special additional score for a specific @{Wrapper.Group}s gathered in a @{Core.Set#SET_GROUP}.
-- Use the method @{#SCORING.SetGroupGroup}() to specify a special additional score for a specific @{Wrapper.Group}s.
--
-- local Scoring = SCORING:New( "Scoring File" )
-- Scoring:AddUnitScore( UNIT:FindByName( "Unit #001" ), 200 )
-- Scoring:AddStaticScore( STATIC:FindByName( "Static #1" ), 100 )
-- local GroupSet = SET_GROUP:New():FilterPrefixes("RAT"):FilterStart()
-- Scoring:AddScoreSetGroup( GroupSet, 100)
--
-- The above grants an additional score of 200 points for Unit #001 and an additional 100 points of Static #1 if these are destroyed.
-- Note that later in the mission, one can remove these scores set, for example, when the a goal achievement time limit is over.
@@ -229,7 +226,6 @@ SCORING = {
ClassID = 0,
Players = {},
AutoSave = true,
version = "1.18.4"
}
local _SCORINGCoalition = {
@@ -248,15 +244,13 @@ local _SCORINGCategory = {
--- Creates a new SCORING object to administer the scoring achieved by players.
-- @param #SCORING self
-- @param #string GameName The name of the game. This name is also logged in the CSV score file.
-- @param #string SavePath (Optional) Path where to save the CSV file, defaults to your **<User>\\Saved Games\\DCS\\Logs** folder.
-- @param #boolean AutoSave (Optional) If passed as `false`, then swith autosave off.
-- @return #SCORING self
-- @usage
--
-- -- Define a new scoring object for the mission Gori Valley.
-- ScoringObject = SCORING:New( "Gori Valley" )
--
function SCORING:New( GameName, SavePath, AutoSave )
function SCORING:New( GameName )
-- Inherits from BASE
local self = BASE:Inherit( self, BASE:New() ) -- #SCORING
@@ -281,15 +275,9 @@ function SCORING:New( GameName, SavePath, AutoSave )
self:SetMessagesZone( true )
-- Scales
self:SetScaleDestroyScore( 10 )
self:SetScaleDestroyPenalty( 30 )
-- Hitting a target multiple times before destoying it should not result in a higger score
-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
-- Making this configurable to anyone can enable this anyway if they want
self:SetScoreIncrementOnHit(0)
-- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked).
self:SetFratricide( self.ScaleDestroyPenalty * 3 )
self.penaltyonfratricide = true
@@ -319,8 +307,7 @@ function SCORING:New( GameName, SavePath, AutoSave )
end )
-- Create the CSV file.
self.AutoSavePath = SavePath
self.AutoSave = AutoSave or true
self.AutoSave = true
self:OpenCSV( GameName )
return self
@@ -434,31 +421,6 @@ function SCORING:AddScoreGroup( ScoreGroup, Score )
return self
end
--- Specify a special additional score for a @{Core.Set#SET_GROUP}.
-- @param #SCORING self
-- @param Core.Set#SET_GROUP Set The @{Core.Set#SET_GROUP} for which each @{Wrapper.Unit} in each Group a Score is given.
-- @param #number Score The Score value.
-- @return #SCORING
function SCORING:AddScoreSetGroup(Set, Score)
local set = Set:GetSetObjects()
for _,_group in pairs (set) do
if _group and _group:IsAlive() then
self:AddScoreGroup(_group,Score)
end
end
local function AddScore(group)
self:AddScoreGroup(group,Score)
end
function Set:OnAfterAdded(From,Event,To,ObjectName,Object)
AddScore(Object)
end
return self
end
--- Add a @{Core.Zone} to define additional scoring when any object is destroyed in that zone.
-- Note that if a @{Core.Zone} with the same name is already within the scoring added, the @{Core.Zone} (type) and Score will be replaced!
-- This allows for a dynamic destruction zone evolution within your mission.
@@ -504,16 +466,6 @@ function SCORING:SetMessagesHit( OnOff )
return self
end
--- Configure to increment score after a target has been hit.
-- @param #SCORING self
-- @param #number score amount of point to inclement score on each hit
-- @return #SCORING
function SCORING:SetScoreIncrementOnHit( score )
self.ScoreIncrementOnHit = score
return self
end
--- If to send messages after a target has been hit.
-- @param #SCORING self
-- @return #boolean
@@ -707,7 +659,7 @@ function SCORING:_AddPlayerFromUnit( UnitData )
self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + self.CoalitionChangePenalty or 50
self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] ..
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). ".. self.CoalitionChangePenalty .." penalty points added.",
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). ".. self.CoalitionChangePenalty .."Penalty points added.",
MESSAGE.Type.Information
):ToAll()
self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -1*self.CoalitionChangePenalty, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType,
@@ -932,7 +884,6 @@ function SCORING:OnEventBirth( Event )
Event.IniUnit.BirthTime = timer.getTime()
if PlayerName then
self:_AddPlayerFromUnit( Event.IniUnit )
self.Players[PlayerName].PlayerKills = 0
self:SetScoringMenu( Event.IniGroup )
end
end
@@ -1061,11 +1012,11 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil or PlayerHit.ThreatType == "" then
if PlayerHit.ThreatType == nil then
PlayerHit.ThreatLevel = 1
PlayerHit.ThreatType = "Unknown"
end
@@ -1073,7 +1024,7 @@ function SCORING:_EventOnHit( Event )
PlayerHit.ThreatLevel = PlayerHit.UNIT.ThreatLevel
PlayerHit.ThreatType = PlayerHit.UNIT.ThreatType
end
-- Only grant hit scores if there was more than one second between the last hit.
if timer.getTime() - PlayerHit.TimeStamp > 1 then
PlayerHit.TimeStamp = timer.getTime()
@@ -1108,8 +1059,10 @@ function SCORING:_EventOnHit( Event )
end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else
Player.Score = Player.Score + self.ScoreIncrementOnHit
PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
-- Hitting a target multiple times before destoying it should not result in a higger score
-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
-- Player.Score = Player.Score + 1
-- PlayerHit.Score = PlayerHit.Score + 1
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
if TargetPlayerName ~= nil then -- It is a player hitting another player ...
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
@@ -1172,9 +1125,9 @@ function SCORING:_EventOnHit( Event )
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit or 0
PlayerHit.TimeStamp = PlayerHit.TimeStamp or 0
PlayerHit.UNIT = PlayerHit.UNIT or TargetUNIT
-- After an instant kill we can't compute the threat level anymore. To fix this we compute at OnEventBirth
-- After an instant kill we can't compute the thread level anymore. To fix this we compute at OnEventBirth
if PlayerHit.UNIT.ThreatType == nil then
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
PlayerHit.ThreatLevel, PlayerHit.ThreatType = PlayerHit.UNIT:GetThreatLevel()
-- if this fails for some reason, set a good default value
if PlayerHit.ThreatType == nil then
PlayerHit.ThreatLevel = 1
@@ -1209,8 +1162,10 @@ function SCORING:_EventOnHit( Event )
:ToCoalitionIf( Event.WeaponCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
self:ScoreCSV( Event.WeaponPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, Event.WeaponName, Event.WeaponCoalition, Event.WeaponCategory, Event.WeaponTypeName, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else
Player.Score = Player.Score + self.ScoreIncrementOnHit
PlayerHit.Score = PlayerHit.Score + self.ScoreIncrementOnHit
-- Hitting a target multiple times before destoying it should not result in a higger score
-- Multiple hits is typically a results of bombs/missles missing their target but still inflict some spash damage
-- Player.Score = Player.Score + 1
-- PlayerHit.Score = PlayerHit.Score + 1
PlayerHit.ScoreHit = PlayerHit.ScoreHit + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
@@ -1318,18 +1273,13 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
--self:OnKillPvP(PlayerName, TargetPlayerName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
self:OnKillPvP(PlayerName, TargetPlayerName, true)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
self:OnKillPvE(PlayerName, TargetUnitName, true, TargetThreatLevel, Player.ThreatLevel, ThreatPenalty)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed friendly target " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Penalty: -" .. ThreatPenalty .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
@@ -1352,19 +1302,12 @@ function SCORING:_EventOnDeadOrCrash( Event )
TargetDestroy.Score = TargetDestroy.Score + ThreatScore
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
if Player.HitPlayers[TargetPlayerName] then -- A player destroyed another player
if Player.PlayerKills ~= nil then
Player.PlayerKills = Player.PlayerKills + 1
else
Player.PlayerKills = 1
end
self:OnKillPvP(PlayerName, TargetPlayerName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy player '" .. TargetPlayerName .. "' " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesDestroy() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesDestroy() and self:IfMessagesToCoalition() )
else
self:OnKillPvE(PlayerName, TargetUnitName, false, TargetThreatLevel, Player.ThreatLevel, ThreatScore)
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' destroyed enemy " .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " ..
"Score: +" .. ThreatScore .. " = " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
@@ -1477,7 +1420,7 @@ function SCORING:ReportDetailedPlayerHits( PlayerName )
Penalty = Penalty + UnitData.Penalty
PenaltyHit = UnitData.PenaltyHit
end
local ScoreMessageHit = string.format( "%s: %d ", CategoryName, Score - Penalty )
local ScoreMessageHit = string.format( "%s:%d ", CategoryName, Score - Penalty )
self:T( ScoreMessageHit )
ScoreMessageHits = ScoreMessageHits .. ScoreMessageHit
PlayerScore = PlayerScore + Score
@@ -1533,7 +1476,7 @@ function SCORING:ReportDetailedPlayerDestroys( PlayerName )
end
end
local ScoreMessageDestroy = string.format( " %s: %d ", CategoryName, Score - Penalty )
local ScoreMessageDestroy = string.format( " %s:%d ", CategoryName, Score - Penalty )
self:T( ScoreMessageDestroy )
ScoreMessageDestroys = ScoreMessageDestroys .. ScoreMessageDestroy
@@ -1842,11 +1785,10 @@ end
function SCORING:OpenCSV( ScoringCSV )
self:F( ScoringCSV )
if lfs and io and os and self.AutoSave == true then
if lfs and io and os and self.AutoSave then
if ScoringCSV then
self.ScoringCSV = ScoringCSV
local path = self.AutoSavePath or lfs.writedir() .. [[Logs\]]
local fdir = path .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv"
local fdir = lfs.writedir() .. [[Logs\]] .. self.ScoringCSV .. " " .. os.date( "%Y-%m-%d %H-%M-%S" ) .. ".csv"
self.CSVFile, self.err = io.open( fdir, "w+" )
if not self.CSVFile then
@@ -1964,26 +1906,3 @@ function SCORING:SwitchAutoSave(OnOff)
self.AutoSave = OnOff
return self
end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #string PlayerName The attacking player
-- @param #string TargetPlayerName The name of the killed player
-- @param #boolean IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target
-- @param #number PlayerThreatLevel Threat level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvP(PlayerName, TargetPlayerName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end
--- Handles the event when one player kill another player
-- @param #SCORING self
-- @param #string PlayerName The attacking player
-- @param #string TargetUnitName the name of the killed unit
-- @param #boolean IsTeamKill true if this kill was a team kill
-- @param #number TargetThreatLevel Threat level of the target
-- @param #number PlayerThreatLevel Threat level of the player
-- @param #number Score The score based on both threat levels
function SCORING:OnKillPvE(PlayerName, TargetUnitName, IsTeamKill, TargetThreatLevel, PlayerThreatLevel, Score)
end
+18 -28
View File
@@ -1,4 +1,4 @@
--- **Functional** - Make SAM sites evasive and execute defensive behaviour when being fired upon.
--- **Functional** - Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
-- ===
--
@@ -13,13 +13,13 @@
--
-- ## Missions:
--
-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Sead)
-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion)
--
-- ===
--
-- ### Authors: **applevangelist**, **FlightControl**
-- ### Authors: **FlightControl**, **applevangelist**
--
-- Last Update: Dec 2023
-- Last Update: Feb 2022
--
-- ===
--
@@ -34,7 +34,7 @@
--
-- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon.
-- Once a HARM attack is detected, SEAD will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
-- vehicles around (*if* they are driveable, that is). There's a component of randomness in detection and evasion, which is based on the
-- vehicles around (*if* they are drivable, that is). There's a component of randomness in detection and evasion, which is based on the
-- skill set of the SAM set (the higher the skill, the more likely). When a missile is fired from far away, the SAM will stay active for a
-- period of time to stay defensive, before it takes evasive actions.
--
@@ -66,6 +66,7 @@ SEAD = {
-- @field Harms
SEAD.Harms = {
["AGM_88"] = "AGM_88",
["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
@@ -79,7 +80,6 @@ SEAD = {
["BGM_109"] = "BGM_109",
["AGM_154"] = "AGM_154",
["HY-2"] = "HY-2",
["ADM_141A"] = "ADM_141A",
}
--- Missile enumerators - from DCS ME and Wikipedia
@@ -100,7 +100,6 @@ SEAD = {
["BGM_109"] = {460, 0.705}, --in-game ~465kn
["AGM_154"] = {130, 0.61},
["HY-2"] = {90,1},
["ADM_141A"] = {126,0.6},
}
--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
@@ -144,7 +143,7 @@ function SEAD:New( SEADGroupPrefixes, Padding )
self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.6")
self:I("*** SEAD - Started Version 0.4.3")
return self
end
@@ -204,7 +203,7 @@ function SEAD:SwitchEmissions(Switch)
return self
end
--- Set an object to call back when going evasive.
--- Add an object to call back when going evasive.
-- @param #SEAD self
-- @param #table Object The object to call. Needs to have object functions as follows:
-- `:SeadSuppressionPlanned(Group, Name, SuppressionStartTime, SuppressionEndTime)`
@@ -320,6 +319,9 @@ function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADG
end
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
local tgtcoord = targetzone:GetRandomPointVec2()
--if tgtcoord and tgtcoord.ClassName == "COORDINATE" then
--local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp = seadset:GetRandom()
local _targetgroup = nil
local _targetgroupname = "none"
@@ -346,9 +348,8 @@ end
-- @param #string SEADWeaponName
-- @param Wrapper.Group#GROUP SEADGroup Attacker Group
-- @param #number timeoffset Offset for tti calc
-- @param Wrapper.Weapon#WEAPON Weapon
-- @return #SEAD self
function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset,Weapon)
function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset)
local timeoffset = timeoffset or 0
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
@@ -368,13 +369,9 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
local reach = 10
if hit then
local wpndata = SEAD.HarmData[data]
reach = wpndata[1] * 1.1
reach = wpndata[1] * 1,1
local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29)
if Weapon then
wpnspeed = Weapon:GetSpeed()
self:T(string.format("*** SEAD - Weapon Speed from WEAPON: %f m/s",wpnspeed))
end
end
-- time to impact
local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time
@@ -398,7 +395,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
grp:EnableEmission(false)
end
grp:OptionAlarmStateGreen() -- needed else we cannot move around
grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond",true)
grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond")
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionStart(grp,name,attacker)
@@ -408,7 +405,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
local function SuppressionStop(args)
self:T(string.format("*** SEAD - %s Radar On",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
local name = args[2] -- #string Group Name
local name = args[2] -- #string Group Nam
if self.UseEmissionsOnOff then
grp:EnableEmission(true)
end
@@ -427,7 +424,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
if _tti > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime
local SuppressionStartTime = timer.getTime() + delay
local SuppressionEndTime = timer.getTime() + delay + _tti + self.Padding + delay
local SuppressionEndTime = timer.getTime() + _tti + self.Padding
local _targetgroupname = _targetgroup:GetName()
if not self.SuppressedGroups[_targetgroupname] then
self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
@@ -460,9 +457,6 @@ function SEAD:HandleEventShot( EventData )
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
local WeaponWrapper = WEAPON:New(EventData.Weapon)
--local SEADWeaponSpeed = WeaponWrapper:GetSpeed() -- mps
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
--self:T({ SEADWeapon })
@@ -481,7 +475,7 @@ function SEAD:HandleEventShot( EventData )
end
return self
end
local targetcat = Object.getCategory(_target) -- Identify category
local targetcat = _target:getCategory() -- Identify category
local _targetUnit = nil -- Wrapper.Unit#UNIT
local _targetgroup = nil -- Wrapper.Group#GROUP
self:T(string.format("*** Targetcat = %d",targetcat))
@@ -519,11 +513,7 @@ function SEAD:HandleEventShot( EventData )
end
end
if SEADGroupFound == true then -- yes we are being attacked
if string.find(SEADWeaponName,"ADM_141",1,true) then
self:__ManageEvasion(2,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
else
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,0,WeaponWrapper)
end
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup)
end
end
return self
+110 -191
View File
@@ -11,7 +11,7 @@
--
-- ## Missions:
--
-- ### [SHORAD - Short Range Air Defense](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/Shorad)
-- ### [SHORAD - Short Range Air Defense](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SRD%20-%20SHORAD%20Defense)
--
-- ===
--
@@ -21,7 +21,6 @@
-- @image Functional.Shorad.jpg
--
-- Date: Nov 2021
-- Last Update: Nov 2023
-------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE
@@ -40,15 +39,8 @@
-- @field #boolean DefendHarms Default true, intercept incoming HARMS
-- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles
-- @field #number DefenseLowProb Default 70, minimum detection limit
-- @field #number DefenseHighProb Default 90, maximum detection limit
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green
-- @field #boolean shootandscoot If true, shoot and scoot between zones
-- @field #number SkateNumber Number of zones to consider
-- @field Core.Set#SET_ZONE SkateZones Zones in this set are considered
-- @field #number minscootdist Min distance of the next zone
-- @field #number maxscootdist Max distance of the next zone
-- @field #boolean scootrandomcoord If true, use a random coordinate in the zone and not the center
-- @field #string scootformation Formation to take for scooting, e.g. "Vee" or "Cone"
-- @field #number DefenseHighProb Default 90, maximim detection limit
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green.
-- @extends Core.Base#BASE
@@ -81,15 +73,14 @@
--
-- `myshorad = SHORAD:New("RedShorad", "Red SHORAD", SamSet, 25000, 600, "red")`
--
-- ## Customization options
-- ## Customize options
--
-- * myshorad:SwitchDebug(debug)
-- * myshorad:SwitchHARMDefense(onoff)
-- * myshorad:SwitchAGMDefense(onoff)
-- * myshorad:SetDefenseLimits(low,high)
-- * myshorad:SetActiveTimer(seconds)
-- * myshorad:SetDefenseRadius(meters)
-- * myshorad:AddScootZones(ZoneSet,Number,Random,Formation)
-- * SHORAD:SwitchDebug(debug)
-- * SHORAD:SwitchHARMDefense(onoff)
-- * SHORAD:SwitchAGMDefense(onoff)
-- * SHORAD:SetDefenseLimits(low,high)
-- * SHORAD:SetActiveTimer(seconds)
-- * SHORAD:SetDefenseRadius(meters)
--
-- @field #SHORAD
SHORAD = {
@@ -108,13 +99,7 @@ SHORAD = {
DefendMavs = true,
DefenseLowProb = 70,
DefenseHighProb = 90,
UseEmOnOff = true,
shootandscoot = false,
SkateNumber = 3,
SkateZones = nil,
minscootdist = 100,
minscootdist = 3000,
scootrandomcoord = false,
UseEmOnOff = false,
}
-----------------------------------------------------------------------
@@ -127,6 +112,7 @@ do
-- @field Harms
SHORAD.Harms = {
["AGM_88"] = "AGM_88",
["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
@@ -137,8 +123,6 @@ do
["X_25"] = "X_25",
["X_31"] = "X_31",
["Kh25"] = "Kh25",
["HY-2"] = "HY-2",
["ADM_141A"] = "ADM_141A",
}
--- TODO complete list?
@@ -150,6 +134,7 @@ do
["Kh29"] = "Kh29",
["Kh31"] = "Kh31",
["Kh66"] = "Kh66",
--["BGM_109"] = "BGM_109",
}
--- Instantiates a new SHORAD object
@@ -161,7 +146,7 @@ do
-- @param #number ActiveTimer Determines how many seconds the systems stay on red alert after wake-up call
-- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral"
-- @param #boolean UseEmOnOff Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch)
-- @return #SHORAD self
-- @retunr #SHORAD self
function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff)
local self = BASE:Inherit( self, FSM:New() )
self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition})
@@ -180,9 +165,8 @@ do
self.DefendMavs = true
self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
self.UseEmOnOff = true -- Decide if we are using Emission on/off (default) or AlarmState red/green
if UseEmOnOff == false then self.UseEmOnOff = UseEmOnOff end
self:I("*** SHORAD - Started Version 0.3.4")
self.UseEmOnOff = UseEmOnOff or false -- Decide if we are using Emission on/off (default) or AlarmState red/green
self:I("*** SHORAD - Started Version 0.3.1")
-- Set the string id for output to DCS.log file.
self.lid=string.format("SHORAD %s | ", self.name)
self:_InitState()
@@ -192,14 +176,12 @@ do
self:SetStartState("Running")
self:AddTransition("*", "WakeUpShorad", "*")
self:AddTransition("*", "CalculateHitZone", "*")
self:AddTransition("*", "ShootAndScoot", "*")
return self
end
--- Initially set all groups to alarm state GREEN
-- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:_InitState()
self:T(self.lid .. " _InitState")
local table = {}
@@ -223,40 +205,21 @@ do
return self
end
--- Add a SET_ZONE of zones for Shoot&Scoot
-- @param #SHORAD self
-- @param Core.Set#SET_ZONE ZoneSet Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
-- @param #number Number Number of closest zones to be considered, defaults to 3.
-- @param #boolean Random If true, use a random coordinate inside the next zone to scoot to.
-- @param #string Formation Formation to use, defaults to "Cone". See mission editor dropdown for options.
-- @return #SHORAD self
function SHORAD:AddScootZones(ZoneSet, Number, Random, Formation)
self:T(self.lid .. " AddScootZones")
self.SkateZones = ZoneSet
self.SkateNumber = Number or 3
self.shootandscoot = true
self.scootrandomcoord = Random
self.scootformation = Formation or "Cone"
return self
end
--- Switch debug state on
-- @param #SHORAD self
-- @param #boolean debug Switch debug on (true) or off (false)
-- @return #SHORAD self
function SHORAD:SwitchDebug(onoff)
self:T( { onoff } )
if onoff then
self:SwitchDebugOn()
else
self:SwitchDebugOff()
self.SwitchDebugOff()
end
return self
end
--- Switch debug state on
-- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:SwitchDebugOn()
self.debug = true
--tracing
@@ -267,7 +230,6 @@ do
--- Switch debug state off
-- @param #SHORAD self
-- @return #SHORAD self
function SHORAD:SwitchDebugOff()
self.debug = false
BASE:TraceOff()
@@ -277,7 +239,6 @@ do
--- Switch defense for HARMs
-- @param #SHORAD self
-- @param #boolean onoff
-- @return #SHORAD self
function SHORAD:SwitchHARMDefense(onoff)
self:T( { onoff } )
local onoff = onoff or true
@@ -288,7 +249,6 @@ do
--- Switch defense for AGMs
-- @param #SHORAD self
-- @param #boolean onoff
-- @return #SHORAD self
function SHORAD:SwitchAGMDefense(onoff)
self:T( { onoff } )
local onoff = onoff or true
@@ -300,7 +260,6 @@ do
-- @param #SHORAD self
-- @param #number low Minimum detection limit, integer 1-100
-- @param #number high Maximum detection limit integer 1-100
-- @return #SHORAD self
function SHORAD:SetDefenseLimits(low,high)
self:T( { low, high } )
local low = low or 70
@@ -319,7 +278,6 @@ do
--- Set the number of seconds a SHORAD site will stay active
-- @param #SHORAD self
-- @param #number seconds Number of seconds systems stay active
-- @return #SHORAD self
function SHORAD:SetActiveTimer(seconds)
self:T(self.lid .. " SetActiveTimer")
local timer = seconds or 600
@@ -333,7 +291,6 @@ do
--- Set the number of meters for the SHORAD defense zone
-- @param #SHORAD self
-- @param #number meters Radius of the defense search zone in meters. #SHORADs in this range around a targeted group will go active
-- @return #SHORAD self
function SHORAD:SetDefenseRadius(meters)
self:T(self.lid .. " SetDefenseRadius")
local radius = meters or 20000
@@ -347,7 +304,6 @@ do
--- Set using Emission on/off instead of changing alarm state
-- @param #SHORAD self
-- @param #boolean switch Decide if we are changing alarm state or AI state
-- @return #SHORAD self
function SHORAD:SetUsingEmOnOff(switch)
self:T(self.lid .. " SetUsingEmOnOff")
self.UseEmOnOff = switch or false
@@ -419,11 +375,11 @@ do
local shorad = self.Groupset
local shoradset = shorad:GetAliveSet() --#table
local returnname = false
--local TDiff = 1
for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1, true) then
returnname = true
--_groups:RelocateGroundRandomInRadius(7,100,false,false) -- be a bit evasive
end
end
return returnname
@@ -470,7 +426,6 @@ do
-- @param #number Radius Radius of the #ZONE
-- @param #number ActiveTimer Number of seconds to stay active
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
-- @return #SHORAD self
-- @usage Use this function to integrate with other systems, example
--
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
@@ -497,35 +452,28 @@ do
local targetzone = ZONE_RADIUS:New("Shorad",targetvec2,Radius) -- create a defense zone to check
local groupset = self.Groupset --Core.Set#SET_GROUP
local shoradset = groupset:GetAliveSet() --#table
-- local function to switch off shorad again
local function SleepShorad(group)
if group and group:IsAlive() then
local groupname = group:GetName()
self.ActiveGroups[groupname] = nil
if self.UseEmOnOff then
group:EnableEmission(false)
else
group:OptionAlarmStateGreen()
end
local text = string.format("Sleeping SHORAD %s", group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(1,group)
end
local groupname = group:GetName()
self.ActiveGroups[groupname] = nil
if self.UseEmOnOff then
group:EnableEmission(false)
--group:SetAIOff()
else
group:OptionAlarmStateGreen()
end
local text = string.format("Sleeping SHORAD %s", group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
end
-- go through set and find the one(s) to activate
local TDiff = 4
for _,_group in pairs (shoradset) do
if _group:IsAnyInZone(targetzone) then
local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
if self.UseEmOnOff then
--_group:SetAIOn()
_group:EnableEmission(true)
end
_group:OptionAlarmStateRed()
@@ -533,132 +481,91 @@ do
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
self.ActiveGroups[groupname] = { Timing = ActiveTimer }
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
self.ActiveGroups[groupname].Timer = TIMER:New(SleepShorad,_group):Start(endtime)
--Shoot and Scoot
if self.shootandscoot then
self:__ShootAndScoot(TDiff,_group)
TDiff=TDiff+1
end
timer.scheduleFunction(SleepShorad, _group, endtime)
end
end
end
return self
end
--- (Internal) Calculate hit zone of an AGM-88
-- @param #SHORAD self
-- @param #table SEADWeapon DCS.Weapon object
-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
-- @param #number height Height when the missile was fired
-- @param Wrapper.Group#GROUP SEADGroup Attacker group
-- @return #SHORAD self
function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup)
self:T("**** Calculating hit zone")
if SEADWeapon and SEADWeapon:isExist() then
--local pos = SEADWeapon:getPoint()
-- postion and height
local position = SEADWeapon:getPosition()
local mheight = height
-- heading
local wph = math.atan2(position.x.z, position.x.x)
if wph < 0 then
wph=wph+2*math.pi
end
wph=math.deg(wph)
-- velocity
local wpndata = SEAD.HarmData["AGM_88"]
local mveloc = math.floor(wpndata[2] * 340.29)
local c1 = (2*mheight*9.81)/(mveloc^2)
local c2 = (mveloc^2) / 9.81
local Ropt = c2 * math.sqrt(c1+1)
if height <= 5000 then
Ropt = Ropt * 0.72
elseif height <= 7500 then
Ropt = Ropt * 0.82
elseif height <= 10000 then
Ropt = Ropt * 0.87
elseif height <= 12500 then
Ropt = Ropt * 0.98
end
-- look at a couple of zones across the trajectory
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph)
if predpos then
--- (Internal) Calculate hit zone of an AGM-88
-- @param #SHORAD self
-- @param #table SEADWeapon DCS.Weapon object
-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
-- @param #number height Height when the missile was fired
-- @param Wrapper.Group#GROUP SEADGroup Attacker group
-- @return #SHORAD self
function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup)
self:T("**** Calculating hit zone")
if SEADWeapon and SEADWeapon:isExist() then
--local pos = SEADWeapon:getPoint()
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
if self.debug then
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
end
local seadset = self.Groupset
local tgtcoord = targetzone:GetRandomPointVec2()
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local _targetgroup = nil
local _targetgroupname = "none"
local _targetskill = "Random"
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
end
end
end
-- postion and height
local position = SEADWeapon:getPosition()
local mheight = height
-- heading
local wph = math.atan2(position.x.z, position.x.x)
if wph < 0 then
wph=wph+2*math.pi
end
wph=math.deg(wph)
-- velocity
local wpndata = SEAD.HarmData["AGM_88"]
local mveloc = math.floor(wpndata[2] * 340.29)
local c1 = (2*mheight*9.81)/(mveloc^2)
local c2 = (mveloc^2) / 9.81
local Ropt = c2 * math.sqrt(c1+1)
if height <= 5000 then
Ropt = Ropt * 0.72
elseif height <= 7500 then
Ropt = Ropt * 0.82
elseif height <= 10000 then
Ropt = Ropt * 0.87
elseif height <= 12500 then
Ropt = Ropt * 0.98
end
return self
end
-- look at a couple of zones across the trajectory
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph)
if predpos then
--- (Internal) Shoot and Scoot
-- @param #SHORAD self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Group#GROUP Shorad Shorad group
-- @return #SHORAD self
function SHORAD:onafterShootAndScoot(From,Event,To,Shorad)
self:T( { From,Event,To } )
local possibleZones = {}
local mindist = self.minscootdist or 100
local maxdist = self.maxscootdist or 3000
if Shorad and Shorad:IsAlive() then
local NowCoord = Shorad:GetCoordinate()
for _,_zone in pairs(self.SkateZones.Set) do
local zone = _zone -- Core.Zone#ZONE_RADIUS
local dist = NowCoord:Get2DDistance(zone:GetCoordinate())
if dist >= mindist and dist <= maxdist then
possibleZones[#possibleZones+1] = zone
if #possibleZones == self.SkateNumber then break end
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
if self.debug then
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
end
local seadset = self.Groupset
local tgtcoord = targetzone:GetRandomPointVec2()
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local _targetgroup = nil
local _targetgroupname = "none"
local _targetskill = "Random"
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
end
end
if #possibleZones > 0 and Shorad:GetVelocityKMH() < 2 then
local rand = math.floor(math.random(1,#possibleZones*1000)/1000+0.5)
if rand == 0 then rand = 1 end
self:T(self.lid .. " ShootAndScoot to zone "..rand)
local ToCoordinate = possibleZones[rand]:GetCoordinate()
if self.scootrandomcoord then
ToCoordinate = possibleZones[rand]:GetRandomCoordinate(nil,nil,{land.SurfaceType.LAND,land.SurfaceType.ROAD})
end
local formation = self.scootformation or "Cone"
Shorad:RouteGroundTo(ToCoordinate,20,formation,1)
end
end
return self
end
end
return self
end
--- Main function - work on the EventData
-- @param #SHORAD self
-- @param Core.Event#EVENTDATA EventData The event details table data set
-- @return #SHORAD self
function SHORAD:HandleEventShot( EventData )
self:T( { EventData } )
self:T(self.lid .. " HandleEventShot")
--local ShootingUnit = EventData.IniDCSUnit
--local ShootingUnitName = EventData.IniDCSUnitName
local ShootingWeapon = EventData.Weapon -- Identify the weapon fired
local ShootingWeaponName = EventData.WeaponName -- return weapon type
-- get firing coalition
@@ -689,18 +596,27 @@ do
return self
end
local targetcat = Object.getCategory(targetdata) -- Identify category
local targetcat = targetdata:getCategory() -- Identify category
self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat)))
self:T({targetdata})
local targetunit = nil
if targetcat == Object.Category.UNIT then -- UNIT
targetunit = UNIT:Find(targetdata)
elseif targetcat == Object.Category.STATIC then -- STATIC
--self:T("Static Target Data")
--self:T({targetdata:isExist()})
--self:T({targetdata:getPoint()})
local tgtcoord = COORDINATE:NewFromVec3(targetdata:getPoint())
local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
--tgtcoord:MarkToAll("Missile Target",true)
local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord1 = tgtgrp1:GetCoordinate()
--tgtcoord1:MarkToAll("Close target SAM",true)
local tgtgrp2 = self.Groupset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord2 = tgtgrp2:GetCoordinate()
--tgtcoord2:MarkToAll("Close target SHORAD",true)
local dist1 = tgtcoord:Get2DDistance(tgtcoord1)
local dist2 = tgtcoord:Get2DDistance(tgtcoord2)
@@ -712,8 +628,10 @@ do
targetcat = Object.Category.UNIT
end
end
--local targetunitname = Unit.getName(targetdata) -- Unit name
if targetunit and targetunit:IsAlive() then
local targetunitname = targetunit:GetName()
--local targetgroup = Unit.getGroup(Weapon.getTarget(ShootingWeapon)) --targeted group
local targetgroup = nil
local targetgroupname = "none"
if targetcat == Object.Category.UNIT then
@@ -731,6 +649,7 @@ do
self:T( text )
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
-- check if we or a SAM site are the target
--local TargetGroup = EventData.TgtGroup -- Wrapper.Group#GROUP
local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean
local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean
-- if being shot at, find closest SHORADs to activate
@@ -747,4 +666,4 @@ do
end
-----------------------------------------------------------------------
-- SHORAD end
-----------------------------------------------------------------------
-----------------------------------------------------------------------
File diff suppressed because it is too large Load Diff
@@ -33,9 +33,9 @@
--
-- ===
--
-- ### Author: **funkyfranky**
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
--
-- ### Contributions: FlightControl
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ===
--
@@ -1,590 +0,0 @@
--- **Functional** - TIRESIAS - manages AI behaviour.
--
-- ===
--
-- The @{#TIRESIAS} class is working in the back to keep your large-scale ground units in check.
--
-- ## Features:
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ===
--
-- ## Missions:
--
-- ### [TIRESIAS](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master)
--
-- ===
--
-- ### Author : **applevangelist **
--
-- @module Functional.Tiresias
-- @image Functional.Tiresias.jpg
--
-- Last Update: Dec 2023
-------------------------------------------------------------------------
--- **TIRESIAS** class, extends Core.Base#BASE
-- @type TIRESIAS
-- @field #string ClassName
-- @field #booelan debug
-- @field #string version
-- @field #number Interval
-- @field Core.Set#SET_GROUP GroundSet
-- @field #number Coalition
-- @field Core.Set#SET_GROUP VehicleSet
-- @field Core.Set#SET_GROUP AAASet
-- @field Core.Set#SET_GROUP SAMSet
-- @field Core.Set#SET_GROUP ExceptionSet
-- @field Core.Set#SET_OPSGROUP OpsGroupSet
-- @field #number AAARange
-- @field #number HeloSwitchRange
-- @field #number PlaneSwitchRange
-- @field Core.Set#SET_GROUP FlightSet
-- @field #boolean SwitchAAA
-- @extends Core.Fsm#FSM
---
-- @type TIRESIAS.Data
-- @field #string type
-- @field #number range
-- @field #boolean invisible
-- @field #boolean AIOff
-- @field #boolean exception
--- *Tiresias, Greek demi-god and shapeshifter, blinded by the Gods, works as oracle for you.* (Wiki)
--
-- ===
--
-- ## TIRESIAS Concept
--
-- * Designed to keep CPU and Network usage lower on missions with a lot of ground units.
-- * Does not affect ships to keep the Navy guys happy.
-- * Does not affect OpsGroup type groups.
-- * Distinguishes between SAM groups, AAA groups and other ground groups.
-- * Exceptions can be defined in SET_GROUP objects to keep certain actions going.
-- * Works coalition-independent in the back
-- * Easy setup.
--
-- ## Setup
--
-- Setup is a one-liner:
--
-- local blinder = TIRESIAS:New()
--
-- Optionally you can set up exceptions, e.g. for convoys driving around
--
-- local exceptionset = SET_GROUP:New():FilterCoalitions("red"):FilterPrefixes("Convoy"):FilterStart()
-- local blinder = TIRESIAS:New()
-- blinder:AddExceptionSet(exceptionset)
--
-- Options
--
-- -- Setup different radius for activation around helo and airplane groups (applies to AI and humans)
-- blinder:SetActivationRanges(10,25) -- defaults are 10, and 25
--
-- -- Setup engagement ranges for AAA (non-advanced SAM units like Flaks etc) and if you want them to be AIOff
-- blinder:SetAAARanges(60,true) -- defaults are 60, and true
--
-- @field #TIRESIAS
TIRESIAS = {
ClassName = "TIRESIAS",
debug = false,
version = "0.0.4",
Interval = 20,
GroundSet = nil,
VehicleSet = nil,
AAASet = nil,
SAMSet = nil,
ExceptionSet = nil,
AAARange = 60, -- 60%
HeloSwitchRange = 10, -- NM
PlaneSwitchRange = 25, -- NM
SwitchAAA = true,
}
--- [USER] Create a new Tiresias object and start it up.
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:New()
-- Inherit everything from FSM class.
local self = BASE:Inherit(self, FSM:New()) -- #TIRESIAS
--- FSM Functions ---
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
self:AddTransition("*", "Status", "*") -- TIRESIAS status update.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
self.ExceptionSet = SET_GROUP:New():Clear(false)
self:HandleEvent(EVENTS.PlayerEnterAircraft,self._EventHandler)
self.lid = string.format("TIRESIAS %s | ",self.version)
self:I(self.lid.."Managing ground groups!")
--- Triggers the FSM event "Stop". Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] Stop
-- @param #TIRESIAS self
--- Triggers the FSM event "Stop" after a delay. Stops TIRESIAS and all its event handlers.
-- @function [parent=#TIRESIAS] __Stop
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Start". Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] Start
-- @param #TIRESIAS self
--- Triggers the FSM event "Start" after a delay. Starts TIRESIAS and all its event handlers. Note - `:New()` already starts the instance.
-- @function [parent=#TIRESIAS] __Start
-- @param #TIRESIAS self
-- @param #number delay Delay in seconds.
self:__Start(1)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- Helper Functions
--
-------------------------------------------------------------------------------------------------------------
---[USER] Set activation radius for Helos and Planes in Nautical Miles.
-- @param #TIRESIAS self
-- @param #number HeloMiles Radius around a Helicopter in which AI ground units will be activated. Defaults to 10NM.
-- @param #number PlaneMiles Radius around an Airplane in which AI ground units will be activated. Defaults to 25NM.
-- @return #TIRESIAS self
function TIRESIAS:SetActivationRanges(HeloMiles,PlaneMiles)
self.HeloSwitchRange = HeloMiles or 10
self.PlaneSwitchRange = PlaneMiles or 25
return self
end
---[USER] Set AAA Ranges - AAA equals non-SAM systems which qualify as AAA in DCS world.
-- @param #TIRESIAS self
-- @param #number FiringRange The engagement range that AAA units will be set to. Can be 0 to 100 (percent). Defaults to 60.
-- @param #boolean SwitchAAA Decide if these system will have their AI switched off, too. Defaults to true.
-- @return #TIRESIAS self
function TIRESIAS:SetAAARanges(FiringRange,SwitchAAA)
self.AAARange = FiringRange or 60
self.SwitchAAA = (SwitchAAA == false) and false or true
return self
end
--- [USER] Add a SET_GROUP of GROUP objects as exceptions. Can be done multiple times.
-- @param #TIRESIAS self
-- @param Core.Set#SET_GROUP Set to add to the exception list.
-- @return #TIRESIAS self
function TIRESIAS:AddExceptionSet(Set)
self:T(self.lid.."AddExceptionSet")
local exceptions = self.ExceptionSet
Set:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
exceptions:AddGroup(grp,true)
end
BASE:I("TIRESIAS: Added exception group: "..grp:GetName())
end
)
return self
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterNotSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return false -- remove from SET
else
return true -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterAAA(Group)
local grp = Group -- Wrapper.Group#GROUP
local isaaa = grp:IsAAA()
if isaaa == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Filter Function
-- @param Wrapper.Group#GROUP Group
-- @return #boolean isin
function TIRESIAS._FilterSAM(Group)
local grp = Group -- Wrapper.Group#GROUP
local issam = grp:IsSAM()
if issam == true and grp:IsGround() and not grp:IsShip() then
return true -- remove from SET
else
return false -- keep in SET
end
end
--- [INTERNAL] Init Groups
-- @param #TIRESIAS self
-- @return #TIRESIAS self
function TIRESIAS:_InitGroups()
self:T(self.lid.."_InitGroups")
-- Set all groups invisible/motionless
local EngageRange = self.AAARange
local SwitchAAA = self.SwitchAAA
--- AAA
self.AAASet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:OptionEngageRange(EngageRange)
grp:SetCommandInvisible(true)
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
end
grp.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
if SwitchAAA then
grp:SetAIOff()
grp:EnableEmission(false)
grp.Tiresias.AIOff = true
end
end
end
--BASE:I(string.format("Init/Switch off AAA %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- Vehicles
self.VehicleSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetAIOff()
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp:SetAIOff()
grp.Tiresias.invisible = true
end
end
--BASE:I(string.format("Init/Switch off Vehicle %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
--- SAM
self.SAMSet:ForEachGroupAlive(
function(grp)
if not grp.Tiresias then
grp:SetCommandInvisible(true)
grp.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
if grp.Tiresias and (not grp.Tiresias.exception == true) then
if grp.Tiresias and grp.Tiresias.invisible and grp.Tiresias.invisible == false then
grp:SetCommandInvisible(true)
grp.Tiresias.invisible = true
end
end
--BASE:I(string.format("Init/Switch off SAM %s (Exception %s)",grp:GetName(),tostring(grp.Tiresias.exception)))
end
)
return self
end
--- [INTERNAL] Event handler function
-- @param #TIRESIAS self
-- @param Core.Event#EVENTDATA EventData
-- @return #TIRESIAS self
function TIRESIAS:_EventHandler(EventData)
self:T(string.format("%s Event = %d",self.lid, EventData.id))
local event = EventData -- Core.Event#EVENTDATA
if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then
--local _coalition = event.IniCoalition
--if _coalition ~= self.Coalition then
-- return --ignore!
--end
local unitname = event.IniUnitName or "none"
local _unit = event.IniUnit
local _group = event.IniGroup
if _group and _group:IsAlive() then
local radius = self.PlaneSwitchRange
if _group:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_group,radius)
end
end
return self
end
--- [INTERNAL] Switch Groups Behaviour
-- @param #TIRESIAS self
-- @param Wrapper.Group#GROUP group
-- @param #number radius Radius in NM
-- @return #TIRESIAS self
function TIRESIAS:_SwitchOnGroups(group,radius)
self:T(self.lid.."_SwitchOnGroups "..group:GetName().." Radius "..radius.." NM")
local zone = ZONE_GROUP:New("Zone-"..group:GetName(),group,UTILS.NMToMeters(radius))
local ground = SET_GROUP:New():FilterCategoryGround():FilterZones({zone}):FilterOnce()
local count = ground:CountAlive()
if self.debug then
local text = string.format("There are %d groups around this plane or helo!",count)
self:I(text)
end
local SwitchAAA = self.SwitchAAA
if ground:CountAlive() > 0 then
ground:ForEachGroupAlive(
function(grp)
if grp.Tiresias and grp.Tiresias.type and (not grp.Tiresias.exception == true ) then
if grp.Tiresias.invisible == true then
grp:SetCommandInvisible(false)
grp.Tiresias.invisible = false
end
if grp.Tiresias.type == "Vehicle" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp.Tiresias.AIOff = false
end
if SwitchAAA and grp.Tiresias.type == "AAA" and grp.Tiresias.AIOff and grp.Tiresias.AIOff == true then
grp:SetAIOn()
grp:EnableEmission(true)
grp.Tiresias.AIOff = false
end
--BASE:I(string.format("TIRESIAS - Switch on %s %s (Exception %s)",tostring(grp.Tiresias.type),grp:GetName(),tostring(grp.Tiresias.exception)))
else
BASE:E("TIRESIAS - This group has not been initialized or is an exception!")
end
end
)
end
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- FSM Functions
--
-------------------------------------------------------------------------------------------------------------
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStart(From, Event, To)
self:T({From, Event, To})
local VehicleSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterNotAAA):FilterFunction(TIRESIAS._FilterNotSAM):FilterStart()
local AAASet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterAAA):FilterStart()
local SAMSet = SET_GROUP:New():FilterCategoryGround():FilterFunction(TIRESIAS._FilterSAM):FilterStart()
local OpsGroupSet = SET_OPSGROUP:New():FilterActive(true):FilterStart()
self.FlightSet = SET_GROUP:New():FilterCategories({"plane","helicopter"}):FilterStart()
local EngageRange = self.AAARange
local ExceptionSet = self.ExceptionSet
if self.ExceptionSet then
function ExceptionSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: EXCEPTION Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object.Tiresias = { -- #TIRESIAS.Data
type = "Exception",
exception = true,
}
Object:SetAIOn()
Object:SetCommandInvisible(false)
Object:EnableEmission(true)
end
end
local OGS = OpsGroupSet:GetAliveSet()
for _,_OG in pairs(OGS or {}) do
local OG = _OG -- Ops.OpsGroup#OPSGROUP
local grp = OG:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
function OpsGroupSet:OnAfterAdded(From,Event,To,ObjectName,Object)
local grp = Object:GetGroup()
ExceptionSet:AddGroup(grp,true)
end
end
function VehicleSet:OnAfterAdded(From,Event,To,ObjectName,Object)
BASE:I("TIRESIAS: VEHCILE Object Added: "..Object:GetName())
if Object and Object:IsAlive() then
Object:SetAIOff()
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "Vehicle",
invisible = true,
AIOff = true,
exception = false,
}
end
end
local SwitchAAA = self.SwitchAAA
function AAASet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: AAA Object Added: "..Object:GetName())
Object:OptionEngageRange(EngageRange)
Object:SetCommandInvisible(true)
if SwitchAAA then
Object:SetAIOff()
Object:EnableEmission(false)
end
Object.Tiresias = { -- #TIRESIAS.Data
type = "AAA",
invisible = true,
range = EngageRange,
exception = false,
AIOff = SwitchAAA,
}
end
end
function SAMSet:OnAfterAdded(From,Event,To,ObjectName,Object)
if Object and Object:IsAlive() then
BASE:I("TIRESIAS: SAM Object Added: "..Object:GetName())
Object:SetCommandInvisible(true)
Object.Tiresias = { -- #TIRESIAS.Data
type = "SAM",
invisible = true,
exception = false,
}
end
end
self.VehicleSet = VehicleSet
self.AAASet = AAASet
self.SAMSet = SAMSet
self.OpsGroupSet = OpsGroupSet
self:_InitGroups()
self:__Status(1)
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onbeforeStatus(From, Event, To)
self:T({From, Event, To})
if self:GetState() == "Stopped" then
return false
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStatus(From, Event, To)
self:T({From, Event, To})
if self.debug then
local count = self.VehicleSet:CountAlive()
local AAAcount = self.AAASet:CountAlive()
local SAMcount = self.SAMSet:CountAlive()
local text = string.format("Overall: %d | Vehicles: %d | AAA: %d | SAM: %d",count+AAAcount+SAMcount,count,AAAcount,SAMcount)
self:I(text)
end
self:_InitGroups()
if self.FlightSet:CountAlive() > 0 then
local Set = self.FlightSet:GetAliveSet()
for _,_plane in pairs(Set) do
local plane = _plane -- Wrapper.Group#GROUP
local radius = self.PlaneSwitchRange
if plane:IsHelicopter() then
radius = self.HeloSwitchRange
end
self:_SwitchOnGroups(_plane,radius)
end
end
if self:GetState() ~= "Stopped" then
self:__Status(self.Interval)
end
return self
end
--- [INTERNAL] FSM Function
-- @param #TIRESIAS self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #TIRESIAS self
function TIRESIAS:onafterStop(From, Event, To)
self:T({From, Event, To})
self:UnHandleEvent(EVENTS.PlayerEnterAircraft)
return self
end
-------------------------------------------------------------------------------------------------------------
--
-- End
--
-------------------------------------------------------------------------------------------------------------
@@ -87,7 +87,7 @@
-- @field #number respawndelay Delay before respawn in seconds.
-- @field #number runwaydestroyed Time stamp timer.getAbsTime() when the runway was destroyed.
-- @field #number runwayrepairtime Time in seconds until runway will be repaired after it was destroyed. Default is 3600 sec (one hour).
-- @field OPS.FlightControl#FLIGHTCONTROL flightcontrol Flight control of this warehouse.
-- @field Ops.FlightControl#FLIGHTCONTROL flightcontrol Flight control of this warehouse.
-- @extends Core.Fsm#FSM
--- Have your assets at the right place at the right time - or not!
@@ -742,7 +742,7 @@
--
-- ## Save Assets
--
-- Saving asset data to file is achieved by the @{#WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- Saving asset data to file is achieved by the @{WAREHOUSE.Save}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is saved. If you do not specify a path, the file is saved your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the saved file. By default this is automatically created from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt".
@@ -753,13 +753,13 @@
--
-- ### Automatic Save at Mission End
--
-- The assets can be saved automatically when the mission is ended via the @{#WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e.
-- The assets can be saved automatically when the mission is ended via the @{WAREHOUSE.SetSaveOnMissionEnd}(*path*, *filename*) function, i.e.
--
-- warehouseBatumi:SetSaveOnMissionEnd("D:\\My Warehouse Data\\")
--
-- ## Load Assets
--
-- Loading assets data from file is achieved by the @{#WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- Loading assets data from file is achieved by the @{WAREHOUSE.Load}(*path*, *filename*) function. The parameter *path* specifies the path on the file system where the
-- warehouse data is loaded from. If you do not specify a path, the file is loaded from your the DCS installation root directory.
-- The parameter *filename* is optional and defines the name of the file to load. By default this is automatically generated from the warehouse id and name, for example
-- "Warehouse-1234_Batumi.txt".
@@ -1629,7 +1629,7 @@ WAREHOUSE = {
-- @field #boolean arrived If true, asset arrived at its destination.
--
-- @field #number damage Damage of asset group in percent.
-- @field Ops.Airwing#AIRWING.Payload payload The payload of the asset.
-- @field Ops.AirWing#AIRWING.Payload payload The payload of the asset.
-- @field Ops.OpsGroup#OPSGROUP flightgroup The flightgroup object.
-- @field Ops.Cohort#COHORT cohort The cohort this asset belongs to.
-- @field Ops.Legion#LEGION legion The legion this asset belonts to.
@@ -3414,7 +3414,7 @@ end
-- FSM states
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the warehouse. Adds event handlers and schedules status updates of reqests and queue.
--- On after Start event. Starts the warehouse. Addes event handlers and schedules status updates of reqests and queue.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
@@ -3595,7 +3595,6 @@ function WAREHOUSE:onafterStatus(From, Event, To)
local Trepair=self:GetRunwayRepairtime()
self:I(self.lid..string.format("Runway destroyed! Will be repaired in %d sec", Trepair))
if Trepair==0 then
self.runwaydestroyed = nil
self:RunwayRepaired()
end
end
@@ -3617,10 +3616,9 @@ function WAREHOUSE:onafterStatus(From, Event, To)
end
-- Print queue after processing requests.
if self.verbosity > 2 then
self:_PrintQueue(self.queue, "Queue waiting")
self:_PrintQueue(self.pending, "Queue pending")
end
self:_PrintQueue(self.queue, "Queue waiting")
self:_PrintQueue(self.pending, "Queue pending")
-- Check fuel for all assets.
--self:_CheckFuel()
@@ -4103,9 +4101,9 @@ function WAREHOUSE:_RegisterAsset(group, ngroups, forceattribute, forcecargobay,
-- Get the size of an object.
local function _GetObjectSize(DCSdesc)
if DCSdesc.box then
local x=DCSdesc.box.max.x-DCSdesc.box.min.x --length
local y=DCSdesc.box.max.y-DCSdesc.box.min.y --height
local z=DCSdesc.box.max.z-DCSdesc.box.min.z --width
local x=DCSdesc.box.max.x+math.abs(DCSdesc.box.min.x) --length
local y=DCSdesc.box.max.y+math.abs(DCSdesc.box.min.y) --height
local z=DCSdesc.box.max.z+math.abs(DCSdesc.box.min.z) --width
return math.max(x,z), x , y, z
end
return 0,0,0,0
@@ -5393,8 +5391,7 @@ function WAREHOUSE:onafterRunwayDestroyed(From, Event, To)
self:_InfoMessage(text)
self.runwaydestroyed=timer.getAbsTime()
return self
end
--- On after "RunwayRepaired" event.
@@ -5409,8 +5406,7 @@ function WAREHOUSE:onafterRunwayRepaired(From, Event, To)
self:_InfoMessage(text)
self.runwaydestroyed=nil
return self
end
@@ -5502,13 +5498,8 @@ function WAREHOUSE:onafterAssetDead(From, Event, To, asset, request)
---
-- Remove dead group from cargo group set.
if request.cargogroupset then
-- cargogroupset was nil for user case. Difficult to reproduce so we add a nil check.
request.cargogroupset:Remove(groupname, NoTriggerEvent)
self:T(self.lid..string.format("Removed selfpropelled cargo %s: ncargo=%d.", groupname, request.cargogroupset:Count()))
else
self:E(self.lid..string.format("ERROR: cargogroupset is nil for request ID=%s!", tostring(request.uid)))
end
request.cargogroupset:Remove(groupname, NoTriggerEvent)
self:T(self.lid..string.format("Removed selfpropelled cargo %s: ncargo=%d.", groupname, request.cargogroupset:Count()))
else
@@ -6776,7 +6767,7 @@ function WAREHOUSE:_UnitDead(deadunit, deadgroup, request)
-- Dont trigger a Remove event for the group sets.
local NoTriggerEvent=true
if request.transporttype~=WAREHOUSE.TransportType.SELFPROPELLED then
if not request.transporttype==WAREHOUSE.TransportType.SELFPROPELLED then
---
-- Complicated case: Dead unit could be:
@@ -7407,8 +7398,6 @@ function WAREHOUSE:_CheckRequestNow(request)
-- Check if at least one (cargo) asset is available.
if _nassets>0 then
local asset=_assets[1] --#WAREHOUSE.Assetitem
-- Get the attibute of the requested asset.
_assetattribute=_assets[1].attribute
@@ -7419,24 +7408,11 @@ function WAREHOUSE:_CheckRequestNow(request)
if _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
if self.airbase and self.airbase:GetCoalition()==self:GetCoalition() then
-- Check if DCS warehouse of airbase has enough assets
if self.airbase.storage then
local nS=self.airbase.storage:GetAmount(asset.unittype)
local nA=asset.nunits*request.nasset -- Number of units requested
if nS<nA then
local text=string.format("Warehouse %s: Request denied! DCS Warehouse has only %d assets of type %s ==> NOT enough to spawn the requested %d asset units (%d groups)",
self.alias, nS, asset.unittype, nA, request.nasset)
self:_InfoMessage(text, 5)
return false
end
end
if self:IsRunwayOperational() or _assetairstart then
if _assetairstart then
-- Airstart no need to check parking
-- Airstart no need to check parking
else
-- Check parking.
@@ -7548,9 +7524,6 @@ function WAREHOUSE:_CheckRequestNow(request)
self:_InfoMessage(text, 5)
return false
end
elseif _assetcategory==Group.Category.AIRPLANE or _assetcategory==Group.Category.HELICOPTER then
end
@@ -7891,7 +7864,7 @@ function WAREHOUSE:_GetTerminal(_attribute, _category)
-- Default terminal is "large".
local _terminal=AIRBASE.TerminalType.OpenBig
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER or _attribute==WAREHOUSE.Attribute.AIR_UAV then
if _attribute==WAREHOUSE.Attribute.AIR_FIGHTER then
-- Fighter ==> small.
_terminal=AIRBASE.TerminalType.FighterAircraft
elseif _attribute==WAREHOUSE.Attribute.AIR_BOMBER or _attribute==WAREHOUSE.Attribute.AIR_TRANSPORTPLANE or _attribute==WAREHOUSE.Attribute.AIR_TANKER or _attribute==WAREHOUSE.Attribute.AIR_AWACS then
@@ -8256,7 +8229,7 @@ end
-- @return #number Request ID.
function WAREHOUSE:_GetIDsFromGroupName(groupname)
-- @param #string text The text to analyse.
---@param #string text The text to analyse.
local function analyse(text)
-- Get rid of #0001 tail from spawn.
@@ -12,7 +12,7 @@
--
-- ## Missions:
--
-- [CAZ - Capture Zones](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/Functional/ZoneCaptureCoalition)
-- [CAZ - Capture Zones](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAZ%20-%20Capture%20Zones)
--
-- ===
--
@@ -363,8 +363,8 @@ do -- ZONE_CAPTURE_COALITION
--- ZONE_CAPTURE_COALITION Constructor.
-- @param #ZONE_CAPTURE_COALITION self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{Core.Zone#ZONE_POLYGON} with its waypoints.
-- @param #number Coalition The initial coalition owning the zone.
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved. Alternatively, can be handed as the name of late activated group describing a @{ZONE_POLYGON} with its waypoints.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @param #table ObjectCategories Table of unit categories. See [DCS Class Object](https://wiki.hoggitworld.com/view/DCS_Class_Object). Default {Object.Category.UNIT, Object.Category.STATIC}, i.e. all UNITS and STATICS.
-- @return #ZONE_CAPTURE_COALITION
@@ -4,12 +4,7 @@
--
-- ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
-- Derived classes implement the ways how the achievements can be realized.
--
-- # 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**
@@ -61,7 +56,7 @@ do -- ZoneGoal
--- ZONE_GOAL_CARGO Constructor.
-- @param #ZONE_GOAL_CARGO self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param #number Coalition The initial coalition owning the zone.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone.
-- @return #ZONE_GOAL_CARGO
function ZONE_GOAL_CARGO:New( Zone, Coalition )
@@ -259,7 +254,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self
-- @param #number Coalition
-- @param DCSCoalition.DCSCoalition#coalition Coalition
function ZONE_GOAL_CARGO:SetCoalition( Coalition )
self.Coalition = Coalition
end
@@ -267,7 +262,7 @@ do -- ZoneGoal
--- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_CARGO self
-- @return #number Coalition.
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
function ZONE_GOAL_CARGO:GetCoalition()
return self.Coalition
end
@@ -54,7 +54,7 @@ do -- ZoneGoal
--- ZONE_GOAL_COALITION Constructor.
-- @param #ZONE_GOAL_COALITION self
-- @param Core.Zone#ZONE Zone A @{Core.Zone} object with the goal to be achieved.
-- @param #number Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The initial coalition owning the zone. Default coalition.side.NEUTRAL.
-- @param #table UnitCategories Table of unit categories. See [DCS Class Unit](https://wiki.hoggitworld.com/view/DCS_Class_Unit). Default {Unit.Category.GROUND_UNIT}.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:New( Zone, Coalition, UnitCategories )
@@ -80,7 +80,7 @@ do -- ZoneGoal
--- Set the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @param #number Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @param DCSCoalition.DCSCoalition#coalition Coalition The coalition ID, e.g. *coalition.side.RED*.
-- @return #ZONE_GOAL_COALITION
function ZONE_GOAL_COALITION:SetCoalition( Coalition )
self.PreviousCoalition = self.Coalition or Coalition
@@ -120,14 +120,14 @@ do -- ZoneGoal
--- Get the owning coalition of the zone.
-- @param #ZONE_GOAL_COALITION self
-- @return #number Coalition.
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
function ZONE_GOAL_COALITION:GetCoalition()
return self.Coalition
end
--- Get the previous coalition, i.e. the one owning the zone before the current one.
-- @param #ZONE_GOAL_COALITION self
-- @return #number Coalition.
-- @return DCSCoalition.DCSCoalition#coalition Coalition.
function ZONE_GOAL_COALITION:GetPreviousCoalition()
return self.PreviousCoalition
end
+172 -178
View File
@@ -1,189 +1,183 @@
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Enums.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Utils.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Profiler.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Templates.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/STTS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/FiFo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Utilities/Socket.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Enums.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/FiFo.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Routines.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Socket.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/STTS.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Templates.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Base.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Astar.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Beacon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Condition.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/UserFlag.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Report.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Scheduler.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/ScheduleDispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Event.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Settings.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Menu.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Zone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Zone_Detection.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Database.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Set.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Point.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Velocity.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Message.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Fsm.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Spawn.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/SpawnStatic.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Timer.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Goal.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Spot.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/TextAndSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/Pathline.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Core/ClientMenu.lua')
__Moose.Include( 'Scripts/Moose/Core/Base.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Object.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Identifiable.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Positionable.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Controllable.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Group.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Unit.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Client.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Static.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Airbase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Scenery.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Marker.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Weapon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Net.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Wrapper/Storage.lua' )
__Moose.Include( 'Scripts/Moose/Core/Astar.lua' )
__Moose.Include( 'Scripts/Moose/Core/Beacon.lua' )
__Moose.Include( 'Scripts/Moose/Core/Condition.lua' )
__Moose.Include( 'Scripts/Moose/Core/ClientMenu.lua')
__Moose.Include( 'Scripts/Moose/Core/Database.lua' )
__Moose.Include( 'Scripts/Moose/Core/Event.lua' )
__Moose.Include( 'Scripts/Moose/Core/Fsm.lua' )
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' )
__Moose.Include( 'Scripts/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/Menu.lua' )
__Moose.Include( 'Scripts/Moose/Core/Message.lua' )
__Moose.Include( 'Scripts/Moose/Core/Point.lua' )
__Moose.Include( 'Scripts/Moose/Core/Report.lua' )
__Moose.Include( 'Scripts/Moose/Core/ScheduleDispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Core/Scheduler.lua' )
__Moose.Include( 'Scripts/Moose/Core/Set.lua' )
__Moose.Include( 'Scripts/Moose/Core/Settings.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spawn.lua' )
__Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spot.lua' )
__Moose.Include( 'Scripts/Moose/Core/TextAndSound.lua' )
__Moose.Include( 'Scripts/Moose/Core/Timer.lua' )
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )
__Moose.Include( 'Scripts/Moose/Core/Velocity.lua' )
__Moose.Include( 'Scripts/Moose/Core/Zone_Detection.lua' )
__Moose.Include( 'Scripts/Moose/Core/Zone.lua' )
__Moose.Include( 'Scripts/Moose/Core/Pathline.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/Cargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoUnit.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoSlingload.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoCrate.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Cargo/CargoGroup.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Client.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Controllable.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Group.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Identifiable.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Marker.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Object.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Positionable.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Scenery.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Static.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Unit.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Weapon.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Net.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Scoring.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/CleanUp.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Movement.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Sead.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Escort.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/MissileTrainer.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ATC_Ground.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Detection.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/DetectionZones.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Designate.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/RAT.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Range.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneGoal.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneGoalCoalition.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneCaptureCoalition.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Artillery.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Suppression.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/PseudoATC.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Warehouse.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Fox.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Mantis.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Shorad.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AICSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/AmmoTruck.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Autolase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ZoneGoalCargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Tiresias.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Stratego.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/Cargo.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoUnit.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoSlingload.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoCrate.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RescueHelo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ATIS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CTLD.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/CSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/AirWing.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/ArmyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Auftrag.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Awacs.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Brigade.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Chief.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Cohort.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Commander.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Fleet.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightControl.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/FlightGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Flotilla.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Intelligence.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Legion.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/NavyGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Operation.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsGroup.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsTransport.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/OpsZone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Platoon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerTask.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/PlayerRecce.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Squadron.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Target.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/EasyGCICAP.lua' )
__Moose.Include( 'Scripts/Moose/Functional/AICSAR.lua' )
__Moose.Include( 'Scripts/Moose/Functional/AmmoTruck.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Artillery.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ATC_Ground.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Autolase.lua' )
__Moose.Include( 'Scripts/Moose/Functional/CleanUp.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Designate.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Detection.lua' )
__Moose.Include( 'Scripts/Moose/Functional/DetectionZones.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Escort.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Fox.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Mantis.lua' )
__Moose.Include( 'Scripts/Moose/Functional/MissileTrainer.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Movement.lua' )
__Moose.Include( 'Scripts/Moose/Functional/PseudoATC.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Range.lua' )
__Moose.Include( 'Scripts/Moose/Functional/RAT.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Scoring.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Sead.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Shorad.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Suppression.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Warehouse.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneCaptureCoalition.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoal.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoalCargo.lua' )
__Moose.Include( 'Scripts/Moose/Functional/ZoneGoalCoalition.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Balancer.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air_Patrol.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Air_Engage.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Patrol.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Cap.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Gci.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2A_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_BAI.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_CAS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_SEAD.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_A2G_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Patrol.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_CAP.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_CAS.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_BAI.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Formation.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort_Request.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Escort_Dispatcher_Request.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_APC.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Helicopter.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Airplane.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Ship.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/AI/AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Airboss.lua' )
__Moose.Include( 'Scripts/Moose/Ops/AirWing.lua' )
__Moose.Include( 'Scripts/Moose/Ops/ArmyGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/ATIS.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Auftrag.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Awacs.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Brigade.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Chief.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Cohort.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Commander.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CSAR.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CTLD.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Fleet.lua' )
__Moose.Include( 'Scripts/Moose/Ops/FlightControl.lua' )
__Moose.Include( 'Scripts/Moose/Ops/FlightGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Flotilla.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Intelligence.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Legion.lua' )
__Moose.Include( 'Scripts/Moose/Ops/NavyGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Operation.lua' )
__Moose.Include( 'Scripts/Moose/Ops/OpsGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/OpsTransport.lua' )
__Moose.Include( 'Scripts/Moose/Ops/OpsZone.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Platoon.lua' )
__Moose.Include( 'Scripts/Moose/Ops/PlayerTask.lua' )
__Moose.Include( 'Scripts/Moose/Ops/PlayerRecce.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RecoveryTanker.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RescueHelo.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Squadron.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Target.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assign.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Route.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Account.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Actions/Act_Assist.lua' )
__Moose.Include( 'Scripts/Moose/Navigation/Navaid.lua' )
__Moose.Include( 'Scripts/Moose/Navigation/NavFix.lua' )
__Moose.Include( 'Scripts/Moose/Navigation/FlightPlan.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/ShapeBase.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Circle.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Cube.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Line.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Oval.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Polygon.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Shapes/Triangle.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Balancer.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Air.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Air_Patrol.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Air_Engage.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Patrol.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Cap.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Gci.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2A_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_BAI.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_CAS.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_SEAD.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_A2G_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Patrol.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cap.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cas.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Bai.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Formation.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Escort.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Request.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Escort_Dispatcher_Request.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_APC.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Helicopter.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Airplane.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Ship.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/UserSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SoundOutput.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/Radio.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/RadioQueue.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/RadioSpeech.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Sound/SRS.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Assign.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Route.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Account.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Assist.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/CommandCenter.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Mission.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/TaskInfo.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Manager.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/DetectionManager.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2G_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2G.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2A_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_A2A.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_CARGO.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_Transport.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_CSAR.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Cargo_Dispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Zone.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Tasking/Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Sound/Radio.lua' )
__Moose.Include( 'Scripts/Moose/Sound/RadioQueue.lua' )
__Moose.Include( 'Scripts/Moose/Sound/RadioSpeech.lua' )
__Moose.Include( 'Scripts/Moose/Sound/SoundOutput.lua' )
__Moose.Include( 'Scripts/Moose/Sound/SRS.lua' )
__Moose.Include( 'Scripts/Moose/Sound/UserSound.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Globals.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/CommandCenter.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Mission.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/TaskInfo.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Manager.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/DetectionManager.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2G_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2G.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2A_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_A2A.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Cargo.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Cargo_Transport.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Cargo_CSAR.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Cargo_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Capture_Zone.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/Globals.lua' )
-172
View File
@@ -1,172 +0,0 @@
__Moose.Include( 'Utilities\\Enums.lua' )
__Moose.Include( 'Utilities\\Routines.lua' )
__Moose.Include( 'Utilities\\Utils.lua' )
__Moose.Include( 'Utilities\\Profiler.lua' )
__Moose.Include( 'Utilities\\Templates.lua' )
__Moose.Include( 'Utilities\\STTS.lua' )
__Moose.Include( 'Utilities\\FiFo.lua' )
__Moose.Include( 'Utilities\\Socket.lua' )
__Moose.Include( 'Core\\Base.lua' )
__Moose.Include( 'Core\\Beacon.lua' )
__Moose.Include( 'Core\\UserFlag.lua' )
__Moose.Include( 'Core\\Report.lua' )
__Moose.Include( 'Core\\Scheduler.lua' )
__Moose.Include( 'Core\\ScheduleDispatcher.lua' )
__Moose.Include( 'Core\\Event.lua' )
__Moose.Include( 'Core\\Settings.lua' )
__Moose.Include( 'Core\\Menu.lua' )
__Moose.Include( 'Core\\Zone.lua' )
__Moose.Include( 'Core\\Zone_Detection.lua' )
__Moose.Include( 'Core\\Database.lua' )
__Moose.Include( 'Core\\Set.lua' )
__Moose.Include( 'Core\\Point.lua' )
__Moose.Include( 'Core\\Velocity.lua' )
__Moose.Include( 'Core\\Message.lua' )
__Moose.Include( 'Core\\Fsm.lua' )
__Moose.Include( 'Core\\Spawn.lua' )
__Moose.Include( 'Core\\SpawnStatic.lua' )
__Moose.Include( 'Core\\Timer.lua' )
__Moose.Include( 'Core\\Goal.lua' )
__Moose.Include( 'Core\\Spot.lua' )
__Moose.Include( 'Core\\Astar.lua' )
__Moose.Include( 'Core\\MarkerOps_Base.lua' )
__Moose.Include( 'Core\\TextAndSound.lua' )
__Moose.Include( 'Core\\Condition.lua' )
__Moose.Include( 'Core\\ClientMenu.lua' )
__Moose.Include( 'Wrapper\\Object.lua' )
__Moose.Include( 'Wrapper\\Identifiable.lua' )
__Moose.Include( 'Wrapper\\Positionable.lua' )
__Moose.Include( 'Wrapper\\Controllable.lua' )
__Moose.Include( 'Wrapper\\Group.lua' )
__Moose.Include( 'Wrapper\\Unit.lua' )
__Moose.Include( 'Wrapper\\Client.lua' )
__Moose.Include( 'Wrapper\\Static.lua' )
__Moose.Include( 'Wrapper\\Airbase.lua' )
__Moose.Include( 'Wrapper\\Scenery.lua' )
__Moose.Include( 'Wrapper\\Marker.lua' )
__Moose.Include( 'Cargo\\Cargo.lua' )
__Moose.Include( 'Cargo\\CargoUnit.lua' )
__Moose.Include( 'Cargo\\CargoSlingload.lua' )
__Moose.Include( 'Cargo\\CargoCrate.lua' )
__Moose.Include( 'Cargo\\CargoGroup.lua' )
__Moose.Include( 'Functional\\Scoring.lua' )
__Moose.Include( 'Functional\\CleanUp.lua' )
__Moose.Include( 'Functional\\Movement.lua' )
__Moose.Include( 'Functional\\Sead.lua' )
__Moose.Include( 'Functional\\Escort.lua' )
__Moose.Include( 'Functional\\MissileTrainer.lua' )
__Moose.Include( 'Functional\\ATC_Ground.lua' )
__Moose.Include( 'Functional\\Detection.lua' )
__Moose.Include( 'Functional\\DetectionZones.lua' )
__Moose.Include( 'Functional\\Designate.lua' )
__Moose.Include( 'Functional\\RAT.lua' )
__Moose.Include( 'Functional\\Range.lua' )
__Moose.Include( 'Functional\\ZoneGoal.lua' )
__Moose.Include( 'Functional\\ZoneGoalCoalition.lua' )
__Moose.Include( 'Functional\\ZoneCaptureCoalition.lua' )
__Moose.Include( 'Functional\\Artillery.lua' )
__Moose.Include( 'Functional\\Suppression.lua' )
__Moose.Include( 'Functional\\PseudoATC.lua' )
__Moose.Include( 'Functional\\Warehouse.lua' )
__Moose.Include( 'Functional\\Fox.lua' )
__Moose.Include( 'Functional\\Mantis.lua' )
__Moose.Include( 'Functional\\Shorad.lua' )
__Moose.Include( 'Functional\\Autolase.lua' )
__Moose.Include( 'Functional\\AICSAR.lua' )
__Moose.Include( 'Ops\\Airboss.lua' )
__Moose.Include( 'Ops\\RecoveryTanker.lua' )
__Moose.Include( 'Ops\\RescueHelo.lua' )
__Moose.Include( 'Ops\\ATIS.lua' )
__Moose.Include( 'Ops\\Auftrag.lua' )
__Moose.Include( 'Ops\\Target.lua' )
__Moose.Include( 'Ops\\OpsGroup.lua' )
__Moose.Include( 'Ops\\FlightGroup.lua' )
__Moose.Include( 'Ops\\NavyGroup.lua' )
__Moose.Include( 'Ops\\ArmyGroup.lua' )
__Moose.Include( 'Ops\\Cohort.lua' )
__Moose.Include( 'Ops\\Squadron.lua' )
__Moose.Include( 'Ops\\Platoon.lua' )
__Moose.Include( 'Ops\\Legion.lua' )
__Moose.Include( 'Ops\\AirWing.lua' )
__Moose.Include( 'Ops\\Brigade.lua' )
__Moose.Include( 'Ops\\Intelligence.lua' )
__Moose.Include( 'Ops\\Commander.lua' )
__Moose.Include( 'Ops\\OpsTransport.lua' )
__Moose.Include( 'Ops\\CSAR.lua' )
__Moose.Include( 'Ops\\CTLD.lua' )
__Moose.Include( 'Ops\\OpsZone.lua' )
__Moose.Include( 'Ops\\Chief.lua' )
__Moose.Include( 'Ops\\Flotilla.lua' )
__Moose.Include( 'Ops\\Fleet.lua' )
__Moose.Include( 'Ops\\Awacs.lua' )
__Moose.Include( 'Ops\\PlayerTask.lua' )
__Moose.Include( 'Ops\\Operation.lua' )
__Moose.Include( 'Ops\\FlightControl.lua' )
__Moose.Include( 'AI\\AI_Balancer.lua' )
__Moose.Include( 'AI\\AI_Air.lua' )
__Moose.Include( 'AI\\AI_Air_Patrol.lua' )
__Moose.Include( 'AI\\AI_Air_Engage.lua' )
__Moose.Include( 'AI\\AI_A2A_Patrol.lua' )
__Moose.Include( 'AI\\AI_A2A_Cap.lua' )
__Moose.Include( 'AI\\AI_A2A_Gci.lua' )
__Moose.Include( 'AI\\AI_A2A_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_A2G_BAI.lua' )
__Moose.Include( 'AI\\AI_A2G_CAS.lua' )
__Moose.Include( 'AI\\AI_A2G_SEAD.lua' )
__Moose.Include( 'AI\\AI_A2G_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Patrol.lua' )
__Moose.Include( 'AI\\AI_Cap.lua' )
__Moose.Include( 'AI\\AI_Cas.lua' )
__Moose.Include( 'AI\\AI_Bai.lua' )
__Moose.Include( 'AI\\AI_Formation.lua' )
__Moose.Include( 'AI\\AI_Escort.lua' )
__Moose.Include( 'AI\\AI_Escort_Request.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Escort_Dispatcher_Request.lua' )
__Moose.Include( 'AI\\AI_Cargo.lua' )
__Moose.Include( 'AI\\AI_Cargo_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Ship.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( 'AI\\AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( 'Actions\\Act_Assign.lua' )
__Moose.Include( 'Actions\\Act_Route.lua' )
__Moose.Include( 'Actions\\Act_Account.lua' )
__Moose.Include( 'Actions\\Act_Assist.lua' )
__Moose.Include( 'Sound\\UserSound.lua' )
__Moose.Include( 'Sound\\SoundOutput.lua' )
__Moose.Include( 'Sound\\Radio.lua' )
__Moose.Include( 'Sound\\RadioQueue.lua' )
__Moose.Include( 'Sound\\RadioSpeech.lua' )
__Moose.Include( 'Sound\\SRS.lua' )
__Moose.Include( 'Tasking\\CommandCenter.lua' )
__Moose.Include( 'Tasking\\Mission.lua' )
__Moose.Include( 'Tasking\\Task.lua' )
__Moose.Include( 'Tasking\\TaskInfo.lua' )
__Moose.Include( 'Tasking\\Task_Manager.lua' )
__Moose.Include( 'Tasking\\DetectionManager.lua' )
__Moose.Include( 'Tasking\\Task_A2G_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2G.lua' )
__Moose.Include( 'Tasking\\Task_A2A_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_A2A.lua' )
__Moose.Include( 'Tasking\\Task_Cargo.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Transport.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_CSAR.lua' )
__Moose.Include( 'Tasking\\Task_Cargo_Dispatcher.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Zone.lua' )
__Moose.Include( 'Tasking\\Task_Capture_Dispatcher.lua' )
__Moose.Include( 'Globals.lua' )
@@ -0,0 +1,203 @@
--- **NAVIGATION** - Flight Plan.
--
-- **Main Features:**
--
-- * Manage navigation aids
-- * VOR, NDB
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops%20-%20FlightPlan).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.FlightPlan
-- @image NAVIGATION_FlightPlan.png
--- FLIGHTPLAN class.
-- @type FLIGHTPLAN
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table fixes Navigation fixes.
-- @field Wrapper.Airbase#AIRBASE departureAirbase Departure airbase.
-- @field Wrapper.Airbase#AIRBASE destinationAirbase Destination airbase.
-- @field #number altitudeCruiseMin Minimum cruise altitude in feet MSL.
-- @field #number altitudeCruiseMax Maximum cruise altitude in feet MSL.
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The FLIGHTPLAN Concept
--
-- A FLIGHTPLAN consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
-- # Basic Setup
--
-- A new `FLIGHTPLAN` object can be created with the @{#FLIGHTPLAN.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
--
-- myFlightplan=FLIGHTPLAN:New("Plan A")
-- myFleet:SetPortZone(ZonePort1stFleet)
-- myFleet:Start()
--
-- A fleet needs a *port zone*, which is set via the @{#FLIGHTPLAN.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
--
-- Finally, the fleet needs to be started using the @{#FLIGHTPLAN.Start}() function. If the fleet is not started, it will not process any requests.
--
-- @field #FLIGHTPLAN
FLIGHTPLAN = {
ClassName = "FLIGHTPLAN",
verbose = 0,
fixes = {}
}
--- Type of navaid
-- @type FLIGHTPLAN.Type
-- @field #string VOR VOR
-- @field #string NDB NDB
FLIGHTPLAN.TYPE={
VOR="VOR",
NDB="NDB",
}
--- FLIGHTPLAN class version.
-- @field #string version
FLIGHTPLAN.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-- TODO: How to handle the FLIGHTGROUP:_LandAtAirBase
-- TODO: Do we always need a holding pattern? https://www.faa.gov/air_traffic/publications/atpubs/aip_html/part2_enr_section_1.5.html#:~:text=If%20no%20holding%20pattern%20is,than%20that%20desired%20by%20ATC.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLIGHTPLAN instance.
-- @param #FLIGHTPLAN self
-- @param #string Name Name of this flight plan.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:New(Name)
-- Inherit everything from SCENERY class.
self=BASE:Inherit(self, BASE:New()) -- #FLIGHTPLAN
-- Set alias.
self.alias=tostring(Name)
-- Set some string id for output to DCS.log file.
self.lid=string.format("FLIGHTPLAN %s | ", self.alias)
-- Debug info.
self:I(self.lid..string.format("Created FLIGHTPLAN!"))
return self
end
--- Create a new FLIGHTPLAN instance from another FLIGHTPLAN acting as blue print.
-- The newly created flight plan is deep copied from the given one.
-- @param #FLIGHTPLAN self
-- @param #FLIGHTPLAN FlightPlan Blue print of the flight plan to copy.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:NewFromFlightPlan(FlightPlan)
self=UTILS.DeepCopy(FlightPlan)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add navigation fix to the flight plan.
-- @param #FLIGHTPLAN self
-- @param Navigation.NavFix#NAVFIX NavFix The nav fix.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:AddNavFix(NavFix)
table.insert(self.fixes, NavFix)
return self
end
--- Set depature airbase.
-- @param #FLIGHTPLAN self
-- @param #string AirbaseName Name of the airbase or AIRBASE object.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:SetDepartureAirbase(AirbaseName)
self.departureAirbase=AIRBASE:FindByName(AirbaseName)
return self
end
--- Set destination airbase.
-- @param #FLIGHTPLAN self
-- @param #string AirbaseName Name of the airbase or AIRBASE object.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:SetDestinationAirbase(AirbaseName)
self.destinationAirbase=AIRBASE:FindByName(AirbaseName)
return self
end
--- Set cruise altitude.
-- @param #FLIGHTPLAN self
-- @param #number AltMin Minimum altitude in feet MSL.
-- @param #number AltMax Maximum altitude in feet MSL. Default is `AltMin`.
-- @return #FLIGHTPLAN self
function FLIGHTPLAN:SetCruiseAltitude(AltMin, AltMax)
self.altitudeCruiseMin=AltMin
self.altitudeCruiseMax=AltMax or self.altitudeCruiseMin
return self
end
--- Get the name of this flight plan.
-- @param #FLIGHTPLAN self
-- @return #string The name.
function FLIGHTPLAN:GetName()
return self.alias
end
--- Get cruise altitude. This returns a random altitude between the set min/max cruise altitudes.
-- @param #FLIGHTPLAN self
-- @return #number Cruise altitude in feet MSL.
function FLIGHTPLAN:GetCruiseAltitude()
local alt=10000
if self.altitudeCruiseMin and self.altitudeCruiseMax then
alt=math.random(self.altitudeCruiseMin, self.altitudeCruiseMax)
elseif self.altitudeCruiseMin then
alt=self.altitudeCruiseMin
elseif self.altitudeCruiseMax then
alt=self.altitudeCruiseMax
end
return alt
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -0,0 +1,212 @@
--- **NAVIGATION** - Navigation Airspace Fix.
--
-- **Main Features:**
--
-- * Stuff
-- * More Stuff
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20NavFix).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.NavFix
-- @image NAVIGATION_NavFix.png
--- NAVFIX class.
-- @type NAVFIX
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #string name Name of the fix.
-- @field Core.Point#COORDINATE coordinate Coordinate of the fix.
-- @field Wrapper.Marker#MARKER marker Marker of fix on F10 map.
-- @field #boolean isCompulsory Is this a compulsory fix.
-- @field #boolean isFlyover Is this a fly over fix.
-- @field #boolean isIAF Is initial approach fix (IAF).
-- @field #boolean isIF Is intermediate fix (IF).
--
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The NAVFIX Concept
--
-- The NAVFIX class has a great concept!
--
-- # Basic Setup
--
-- A new `NAVFIX` object can be created with the @{#NAVFIX.New}() function.
--
-- myTemplate=NAVFIX:New()
-- myTemplate:SetXYZ(X, Y, Z)
--
-- This is how it works.
--
-- @field #NAVFIX
NAVFIX = {
ClassName = "NAVFIX",
verbose = 0,
}
--- Type of navaid
-- @type NAVFIX.Type
-- @field #string VOR VOR
-- @field #string NDB NDB
NAVFIX.Type={
VOR="VOR",
NDB="NDB",
}
--- NAVFIX class version.
-- @field #string version
NAVFIX.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new NAVFIX class instance.
-- @param #NAVFIX self
-- @return #NAVFIX self
function NAVFIX:New(Coordinate, Name)
-- Inherit everything from SCENERY class.
self=BASE:Inherit(self, BASE:New()) -- #NAVFIX
self.coordinate=Coordinate
self.name=Name
self.marker=MARKER:New(Coordinate, self:_GetMarkerText())
self.marker:ToAll()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set minimum altitude.
-- @param #NAVFIX self
-- @param #number Altitude Min altitude in feet.
-- @return #NAVFIX self
function NAVFIX:SetAltMin(Altitude)
self.altMin=Altitude
return self
end
--- Set maximum altitude.
-- @param #NAVFIX self
-- @param #number Altitude Max altitude in feet.
-- @return #NAVFIX self
function NAVFIX:SetAltMax(Altitude)
self.altMax=Altitude
return self
end
--- Set whether this fix is compulsory.
-- @param #NAVFIX self
-- @param #boolean Compulsory If `true`, this is a compusory fix. If `false` or nil, it is non-compulsory.
-- @return #NAVFIX self
function NAVFIX:SetCompulsory(Compulsory)
self.isCompulsory=Compulsory
return self
end
--- Set whether this fix is compulsory.
-- @param #NAVFIX self
-- @param #boolean FlyOver If `true`, this is a fly over fix. If `false` or nil, it is not.
-- @return #NAVFIX self
function NAVFIX:SetFlyOver(FlyOver)
self.isFlyover=FlyOver
return self
end
--- Set whether this is the intermediate fix.
-- @param #NAVFIX self
-- @param #boolean IntermediateFix If `true`, this is an intermediate fix.
-- @return #NAVFIX self
function NAVFIX:SetIntermediateFix(IntermediateFix)
self.isIF=IntermediateFix
return self
end
--- Set whether this is an initial approach fix (IAF).
-- @param #NAVFIX self
-- @param #boolean IntermediateFix If `true`, this is an intermediate fix.
-- @return #NAVFIX self
function NAVFIX:SetInitialApproachFix(IntermediateFix)
self.isIAF=IntermediateFix
return self
end
--- Get the altitude in feet MSL.
-- @param #NAVFIX self
-- @return #number Altitude in feet MSL. Can be `#nil`
function NAVFIX:GetAltitude()
local alt=nil
if self.altMin and self.altMax then
alt=math.random(self.altMin, self.altMax)
elseif self.altMin then
alt=self.altMin
elseif self.altMax then
alt=self.altMax
end
return alt
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get text displayed in the F10 marker.
-- @param #NAVFIX self
-- @return #string Marker text.
function NAVFIX:_GetMarkerText()
local altmin=self.altMin and tostring(self.altMin) or ""
local altmax=self.altMax and tostring(self.altMax) or ""
local speedmin=self.speedMin and tostring(self.speedMin) or ""
local speedmax=self.speedMax and tostring(self.speedMax) or ""
local text=string.format("NAVFIX %s", self.name)
if self.isIAF then
text=text..string.format(" (IAF)")
end
if self.isIF then
text=text..string.format(" (IF)")
end
text=text..string.format("\nAltitude: %s - %s", altmin, altmax)
text=text..string.format("\nSpeed: %s - %s", speedmin, speedmax)
text=text..string.format("\nCompulsory: %s", tostring(self.isCompulsory))
text=text..string.format("\nFly Over: %s", tostring(self.isFlyover))
return text
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -0,0 +1,172 @@
--- **Navigation** - Navigation aid.
--
-- **Main Features:**
--
-- * Manage navigation aids
-- * VOR, NDB
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Navigation%20-%20Navaid).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Navigation.Navaid
-- @image Navigation_Navaid.png
--- NAVAID class.
-- @type NAVAID
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @extends Core.Base#BASE
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The NAVAID Concept
--
-- A NAVAID consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
-- # Basic Setup
--
-- A new `NAVAID` object can be created with the @{#NAVAID.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
--
-- myFleet=NAVAID:New("myWarehouseName", "1st Fleet")
-- myFleet:SetPortZone(ZonePort1stFleet)
-- myFleet:Start()
--
-- A fleet needs a *port zone*, which is set via the @{#NAVAID.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
--
-- Finally, the fleet needs to be started using the @{#NAVAID.Start}() function. If the fleet is not started, it will not process any requests.
--
-- @field #NAVAID
NAVAID = {
ClassName = "NAVAID",
verbose = 0,
}
--- Type of navaid
-- @type NAVAID.Type
-- @field #string VOR VOR
-- @field #string NDB NDB
NAVAID.TYPE={
VOR="VOR",
NDB="NDB",
}
--- NAVAID class version.
-- @field #string version
NAVAID.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new NAVAID class instance.
-- @param #NAVAID self
-- @param #string ZoneName Name of the zone to scan the scenery.
-- @param #string SceneryName Name of the scenery object.
-- @param #string Type Type of Navaid.
-- @return #NAVAID self
function NAVAID:New(ZoneName, SceneryName, Type)
-- Inherit everything from SCENERY class.
self=BASE:Inherit(self, BASE:New()) -- #NAVAID
self.zone=ZONE:FindByName(ZoneName)
self.coordinate=self.zone:GetCoordinate()
if SceneryName then
self.scenery=SCENERY:FindByNameInZone(SceneryName, ZoneName)
if not self.scenery then
self:E("ERROR: Could not find scenery object %s in zone %s", SceneryName, ZoneName)
end
end
self.alias=string.format("%s %s %s", tostring(ZoneName), tostring(SceneryName), tostring(Type))
-- Set some string id for output to DCS.log file.
self.lid=string.format("NAVAID %s | ", self.alias)
self:I(self.lid..string.format("Created NAVAID!"))
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set frequency.
-- @param #NAVAID self
-- @param #number Frequency Frequency in Hz.
-- @return #NAVAID self
function NAVAID:SetFrequency(Frequency)
self.frequency=Frequency
return self
end
--- Set channel.
-- @param #NAVAID self
-- @param #number Channel
-- @param #string Band
-- @return #NAVAID self
function NAVAID:SetChannel(Channel, Band)
self.channel=Channel
self.band=Band
return self
end
--- Add marker the NAVAID on the F10 map.
-- @param #NAVAID self
-- @return #NAVAID self
function NAVAID:AddMarker()
local text=string.format("I am a NAVAID!")
self.markID=self.coordinate:MarkToAll(text, true)
return self
end
--- Remove marker of the NAVAID from the F10 map.
-- @param #NAVAID self
-- @return #NAVAID self
function NAVAID:DelMarker()
if self.markID then
UTILS.RemoveMark(self.markID)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

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