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Author SHA1 Message Date
Frank 7026a94301 AUFTRAG fix 2026-08-08 09:45:53 +02:00
Frank 92bc0389d3 Asset count 2026-08-04 18:21:53 +02:00
Frank 7a5f6ad3c6 Merge branch 'master-ng' into FF/Ops 2026-08-01 16:30:05 +02:00
Frank 2a73d8d34a Add TERRITORY class and various fixes
Add a new passive TERRITORY functional module (Functional/Territory.lua) and register it in Modules.lua. TERRITORY provides zone-backed territory objects and DB helpers (Find/Add/Delete).

Update AUFTRAG: bump version to 1.5.0, introduce AUFTRAG.Summary, add an "Evaluated" event/transition, populate and emit mission summary from Evaluate(), set a dTevaluate for BAI, replace Stop() with __Stop(-120) on terminal states, and clear summary on repeats/stops. Minor ARTY debug prints and make Speed param optional.

INTEL: add _UpdateAgents and SetAgentAuto to optionally auto-refresh the detection set and invoke it during status updates.

OPSGROUP: require StayInZoneTime>0 before treating task as stayed.

AIRBASE: determine DCS object category and name, handle ship/oil-rig/helipad edge cases (add static helipad to DB), keep Zell detection, and create parkingCircle with explicit parameter. Coherent small refactors and safety checks across modules.
2026-08-01 16:29:24 +02:00
Thomas dfe4db25ae Merge pull request #2623 from shaji-Dev/master-ng
[FIXED] `CTLD.useaircraftheadingforbuilds`
2026-07-28 11:39:10 +02:00
Shafik f66c77b027 [FIXED] CTLD.useaircraftheadingforbuilds 2026-07-27 10:44:44 +03:00
Thomas de3dc95c92 Merge pull request #2621 from patpatpowercat/develop
Update Airboss.lua
2026-07-26 09:50:00 +02:00
patpatpowercat d9a6f5daaf Update Airboss.lua
Updated to fully add F-14BU. Added _IsTomcat to combine all together rather than have to update each individually multiple locations.
2026-07-25 22:03:47 -07:00
Thomas 27fa920a8f Merge pull request #2619 from shaji-Dev/master-ng
[ADDED] New equipment to ENUMS (GBU-24E + more)
2026-07-23 21:11:29 +02:00
shaji-Dev cf65cbf8fc Merge branch 'FlightControl-Master:master-ng' into master-ng 2026-07-23 18:52:35 +03:00
shafik 2f229c1d8c [ADDED] New equipment to ENUMS (GBU-24E + more) 2026-07-23 17:51:51 +02:00
Thomas 7e07f2b4ea Merge pull request #2617 from shaji-Dev/master-ng
CTLD Enhancements
2026-07-23 17:37:00 +02:00
shafik d214d115c6 Merge branch 'master-ng' of https://github.com/shaji-Dev/MOOSE into master-ng 2026-07-23 17:26:24 +02:00
shafik fc1059c5d6 CTLD Enhancements 2026-07-23 17:25:41 +02:00
Thomas 6e09ea7089 Update Airboss.lua
Add F14BU
2026-07-23 15:03:47 +02:00
Thomas 7587119843 Merge pull request #2614 from leka1986/agent/escort-dynamic-cargo-mantis
Fix Escort follow tasks, Dynamic Cargo tracking, and MANTIS checks
2026-07-22 08:05:10 +02:00
leka1986 a5880b89c1 Fix escort, cargo, and MANTIS behavior 2026-07-22 05:07:21 +02:00
Thomas 1be2c92a5c Merge pull request #2612 from shaji-Dev/master-ng
CTLD + ENUMS
2026-07-17 07:19:31 +02:00
shafik 4c8a17fe57 Merge remote-tracking branch 'origin/master-ng' into master-ng 2026-07-16 19:58:51 +02:00
shafik 64dea17982 [FIXED] Hardcoded "blue" coalition in SET filters (Doesn't work for redfor in PvP).
[FIXED] Unnecessary new COORDINATE objects that don't hold reference (used only for distance calc).
2026-07-16 19:58:36 +02:00
shafik b1f86c702d [ADDED] F-100 weapons enums 2026-07-16 19:48:35 +02:00
Thomas 1a9540d0d4 Merge pull request #2611 from FlightControl-Master/develop
Develop
2026-07-16 06:45:05 +02:00
Thomas cdfaac527c Merge pull request #2606 from shaji-Dev/master-ng
[FIX] "Parameter #1 (group id) missed" refreshing menus for dead groups
2026-07-15 19:53:58 +02:00
Thomas 4e3bf9969b Merge pull request #2610 from FlightControl-Master/master-ng
Merge from master
2026-07-15 19:52:43 +02:00
Thomas 74c16bd4f0 Merge pull request #2609 from leka1986/agent/group-change-option-event
Add group option change event support
2026-07-15 19:51:38 +02:00
leka1986 55e048b322 Add group option change event support 2026-07-15 18:39:46 +02:00
Thomas b31fb7ece3 Merge pull request #2608 from FlightControl-Master/master-ng
Merge from master
2026-07-15 18:35:50 +02:00
Thomas 149e3421d9 Merge pull request #2607 from patpatpowercat/develop
Update Mantis.lua
2026-07-15 18:34:53 +02:00
patpatpowercat 338ec34604 Update Mantis.lua
Added ships to MANTIS.

NAVYGROUPs may be integrated. Need to be aware MANTIS doesn't change ROE.

SEAD does not (by default) effect ships.

Ships are individually identified, not as group. Group will react to jamming as a whole, will go live/sleep based upon longest range/best radar.

No longer need prefixes for either ground or naval units.
2026-07-14 21:47:47 -07:00
Shafik 3d79a16d3a [FIX] "Parameter #1 (group id) missed" refreshing menus for dead groups 2026-07-13 11:02:42 +03:00
Thomas efa08c1280 Merge pull request #2605 from FlightControl-Master/master-ng
Merge from master
2026-07-12 17:58:28 +02:00
Thomas 589e65963f Merge pull request #2604 from FlightControl-Master/leka1986-patch-2
Fix aircraft model names for Lancer and Kiowa
2026-07-12 17:57:29 +02:00
leka1986 af4f20af67 Fix aircraft model names for Lancer and Kiowa 2026-07-12 13:30:33 +02:00
Applevangelist b1b8630d21 Merge remote-tracking branch 'origin/master-ng' into develop 2026-06-28 09:31:16 +02:00
Applevangelist 98ed7d50c1 #EASYGCICAP
* Added `SetDefaultINTERCEPTAlt()`
2026-06-28 09:30:45 +02:00
Applevangelist 4ba81cb8bc Merge remote-tracking branch 'origin/master-ng' into develop 2026-06-27 10:57:53 +02:00
Applevangelist 626b12f486 #MSRS #HOUND corrected frequency formatting to allow 1000ths of a frequency 2026-06-27 10:57:27 +02:00
Frank e8f5214e0b Merge branch 'master-ng' into FF/Ops 2026-06-21 18:21:33 +02:00
Frank e4c7e809cb TARGET v0.8.0
- Added Element functions
- Improved handling of delayed dead events
2026-06-18 22:47:11 +02:00
Frank aab16dd966 Legion/Cohort Database
- moved to individual classes
2026-06-17 09:00:17 +02:00
Frank 8b356f0913 Merge branch 'master-ng' into FF/Ops 2026-06-15 20:48:57 +02:00
Frank c3086b0265 Update Database.lua
- fixed bug
2026-06-05 22:54:42 +02:00
Frank 599a2ba6fb Database
- Added COHORTs and LEGIONs to database
2026-06-05 22:50:52 +02:00
30 changed files with 1868 additions and 5249 deletions
+22
View File
@@ -736,6 +736,12 @@ do -- Event Handling
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an option is changed for an AI group.
-- The event identifies the initiating group, but does not provide the option ID or value.
-- @function [parent=#BASE] OnEventGroupChangeOption
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
-- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventNewDynamicCargo
@@ -881,6 +887,22 @@ end
world.onEvent(Event)
end
--- Creation of a `S_EVENT_GROUP_CHANGE_OPTION` event.
-- @param #BASE self
-- @param DCS#Time EventTime The time stamp of the event.
-- @param DCS#Group Initiator The initiating group of the event.
function BASE:CreateEventGroupChangeOption( EventTime, Initiator )
self:F( { EventTime, Initiator } )
local Event = {
id = EVENTS.GroupChangeOption,
time = EventTime,
initiator = Initiator,
}
world.onEvent( Event )
end
--- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
-- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
+36
View File
@@ -92,6 +92,8 @@ DATABASE = {
ZONES_GOAL = {},
WAREHOUSES = {},
FLIGHTGROUPS = {},
COHORTS={},
LEGIONS={},
FLIGHTCONTROLS = {},
OPSZONES = {},
PATHLINES = {},
@@ -2087,6 +2089,40 @@ function DATABASE:FindOpsGroupFromUnit(unitname)
end
end
--
--- Add an OPS COHORT (SQUADRON, PLATOON, FLOTILLA) to the data base.
-- @param #DATABASE self
-- @param Ops.Cohort#COHORT cohort The cohort added to the DB.
function DATABASE:AddCohort(cohort)
self.COHORTS[cohort.name]=cohort
end
--- Find an OPS COHORT (SQUADRON, PLATOON, FLOTILLA) in the data base.
-- @param #DATABASE self
-- @param #string cohortname Name of the cohort.
-- @return Ops.Cohort#COHORT Cohort object.
function DATABASE:FindCohort(cohortname)
return self.COHORTS[cohortname]
end
--- Add an OPS LEGION (AIRWING, BRIGADE, FLEET) to the data base.
-- @param #DATABASE self
-- @param Ops.Legion#LEGION legion The legion added to the DB.
function DATABASE:AddLegion(legion)
self.LEGIONS[legion.alias]=legion
end
--- Find an OPS LEGION (AIRWING, BRIGADE, FLEET) in the data base.
-- @param #DATABASE self
-- @param #string legionname Name of the legion.
-- @return Ops.Legion#LEGION Legion object.
function DATABASE:FindLegion(legionname)
return self.LEGIONS[legionname]
end
--
--- Add a flight control to the data base.
-- @param #DATABASE self
-- @param OPS.FlightControl#FLIGHTCONTROL flightcontrol
+24 -6
View File
@@ -278,6 +278,7 @@ EVENTS = {
SimulationUnfreeze = world.event.S_EVENT_SIMULATION_UNFREEZE or -1,
HumanAircraftRepairStart = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_START or -1,
HumanAircraftRepairFinish = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH or -1,
GroupChangeOption = world.event.S_EVENT_GROUP_CHANGE_OPTION or -1,
-- dynamic cargo
NewDynamicCargo = world.event.S_EVENT_NEW_DYNAMIC_CARGO or -1,
DynamicCargoLoaded = world.event.S_EVENT_DYNAMIC_CARGO_LOADED or -1,
@@ -291,23 +292,25 @@ EVENTS = {
--
-- * A (Object.Category.)UNIT : A UNIT object type is involved in the Event.
-- * A (Object.Category.)STATIC : A STATIC object type is involved in the Event.
-- * A GROUP : A DCS Group object is involved in the Event.
--
-- @type EVENTDATA
-- @field #number id The identifier of the event.
--
-- @field DCS#Unit initiator (UNIT/STATIC/SCENERY) The initiating @{DCS#Unit} or @{DCS#StaticObject}.
-- @field DCS#Unit initiator (UNIT/STATIC/SCENERY/GROUP) The initiating @{DCS#Unit} or @{DCS#StaticObject}. For `S_EVENT_GROUP_CHANGE_OPTION`, this is a DCS Group.
-- @field DCS#Object.Category IniObjectCategory (UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
-- @field DCS#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCS#Unit} or @{DCS#StaticObject}.
-- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name.
-- @field Wrapper.Unit#UNIT IniUnit (UNIT/STATIC) The initiating MOOSE wrapper @{Wrapper.Unit#UNIT} of the initiator Unit object.
-- @field #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
-- @field DCS#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}.
-- @field #string IniDCSGroupName (UNIT) The initiating Group name.
-- @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 DCS#Group IniDCSGroup (UNIT/GROUP) The initiating @{DCS#Group}.
-- @field #string IniDCSGroupName (UNIT/GROUP) The initiating Group name.
-- @field Wrapper.Group#GROUP IniGroup (UNIT/GROUP) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object.
-- @field #string IniGroupName (UNIT/GROUP) The initiating GROUP name (same as IniDCSGroupName).
-- @field DCS#Group.Category IniGroupCategory (GROUP) The category of the initiating group.
-- @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#coalition.side IniCoalition (UNIT/GROUP) 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.
--
@@ -734,6 +737,12 @@ local _EVENTMETA = {
Side = "I",
Event = "OnEventHumanAircraftRepairFinish",
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH"
},
[EVENTS.GroupChangeOption] = {
Order = 1,
Side = "I",
Event = "OnEventGroupChangeOption",
Text = "S_EVENT_GROUP_CHANGE_OPTION"
},
-- dynamic cargo
[EVENTS.NewDynamicCargo] = {
@@ -1234,7 +1243,16 @@ function EVENT:onEvent( Event )
if Event.initiator then
if Event.id == EVENTS.GroupChangeOption then
Event.IniDCSGroup = Event.initiator
Event.IniDCSGroupName = Group.getName(Event.initiator)
Event.IniGroupName = Event.IniDCSGroupName
Event.IniGroup = GROUP:FindByName(Event.IniDCSGroupName)
Event.IniCoalition = Group.getCoalition(Event.initiator)
Event.IniGroupCategory = Group.getCategory(Event.initiator)
else
Event.IniObjectCategory = Object.getCategory(Event.initiator)
end
if Event.IniObjectCategory == Object.Category.STATIC then
---
+2 -2
View File
@@ -87,7 +87,8 @@ do -- world
-- @field S_EVENT_SIMULATION_UNFREEZE = 58
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_START = 59
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH = 60
-- @field S_EVENT_MAX = 61
-- @field S_EVENT_GROUP_CHANGE_OPTION = 61
-- @field S_EVENT_MAX = 62
--- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
-- @type world.BirthPlace
@@ -614,7 +615,6 @@ do -- Object
-- @field SCENERY
-- @field CARGO
---
-- @type Object.Desc
-- @extends #Desc
-- @field #number life initial life level
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
@@ -1,760 +0,0 @@
--- **Functional** - Enhanced Warsaw Pact GCI Controller.
--
-- ## Main Features:
--
-- * Guide AI and human pilots in Warsaw Pact Style. GCI Kernel Functions.
-- * Advanced Tactics for Groups.
-- * Many additional events that the mission designer can hook into.
--
-- ===
--
-- ### Author: **Applevangelist**
--
-- ===
-- @module Functional.REDGCI_KERNEL
-- @image Func_RedGCI.png
-- @version 1.0.0
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- REDGCI_KERNEL class
-- @type REDGCI_KERNEL
---
-- # RedGCI — Soviet GCI Doctrine & Player Guide
--
-- ## Philosophy: Централизованное управление (Centralized Control)
--
-- The fundamental difference between Soviet and NATO GCI is **who makes the tactical decision**.
--
-- In NATO doctrine, the GCI controller provides situational awareness — bearing, range, altitude, aspect — and the pilot decides how to prosecute the intercept. The pilot is an autonomous tactician. GCI is an advisor.
--
-- In Soviet doctrine, the GCI controller **directs**. The pilot executes. The controller selects the intercept geometry, assigns the heading, manages the radar, calls weapons free, and coordinates multi-ship tactics. The pilot's job is to fly the numbers and shoot when told. This is not a flaw — it is the system working as designed. Soviet fighter pilots were trained to be precise executors of GCI instructions, not independent tacticians. The ground radar network (PVO) was the brain; the aircraft was the weapon.
--
-- RedGCI models this philosophy faithfully.
--
-- ---
--
-- ## What to Expect as a Player
--
-- ### You will not be asked what you want to do.
--
-- There are no "recommend a vector" calls, no "at your discretion" callouts. The controller tells you your heading, your altitude, and your task. Your acknowledgement is assumed.
--
-- ### The controller manages your radar.
--
-- You do not decide when to turn your radar on. The GCI will tell you when to switch on (`локатор` / `Radar on`). Before that call, you fly cold and silent. This preserves your emissions discipline and prevents the target from getting an early RWR spike.
--
-- ### Weapons free is a controlled event.
--
-- You do not engage until the controller clears you (`цель разрешена` / `WEAPONS FREE`). The controller determines when geometry, range, and aspect are favorable. Shooting early breaks the coordinated intercept and may compromise your wingman's attack.
--
-- ### Radio calls are short and military.
--
-- Soviet GCI brevity is terse by design. Expect calls like:
--
-- - `"Сокол, курс 170, высота 4500."` — vector, altitude
-- - `"Сокол, цель, пара, истребитель. Локатор."` — picture call on commit: count, type, radar on
-- - `"Сокол, захват. Дальность 20. Цель разрешена."` — lock confirmed, range, weapons free
-- - `"Сокол, молодец. Домой."` — good kill, RTB
--
-- There are no "BOGEY DOPE" requests, no "BRAA" calls, no "DECLARE" queries. The controller has already done that work. You fly the vector.
--
-- ---
--
-- ## State Flow — What the GCI is Doing Behind the Scenes
--
-- RedGCI manages a state machine that progresses through six phases. Understanding these phases helps you anticipate what call is coming next.
--
-- ```
-- VECTOR → COMMIT → RADAR_CONTACT → VISUAL → MERGE → (SPLASH / ABORT / RTB)
-- ```
--
-- ### VECTOR
-- The controller has a track. You are being vectored onto an intercept geometry. Your radar is off. The controller is solving a collision course and updating your heading every tick. Altitude calls reflect the intercept geometry — you may be sent below the target (classic Soviet shoot-up doctrine for radar-limited types) or level/above (MiG-29/Su-27 lookdown geometry). Expect heading updates every 1015 seconds.
--
-- **What you should do:** Fly the heading. Don't deviate. Don't turn your radar on yet. Speed is expected at 900kph TAS (depending on airframe)
--
-- ### COMMIT
-- Range has closed to approximately 30km. The controller calls the picture: count and type. Your radar comes on. You are now committed to the intercept — turning away is no longer the default option. The controller is building your radar geometry toward a lock.
--
-- **What you should do:** Activate your radar. Acquire the target. Do not fire yet.
--
-- ### RADAR_CONTACT
-- You have radar lock (or the AI has achieved it). The controller confirms lock and calls range. If geometry and range are favorable, weapons free follows immediately. If not — for example if aspect angle is unfavorable for a stern conversion — the controller holds fire and waits for better geometry.
--
-- **What you should do:** Maintain lock. Track the target. Wait for the weapons free call.
--
-- ### VISUAL
-- Range has closed to approximately 5km — visual conditions. Weapons free is automatic at this point. You are now in the merge envelope.
--
-- **What you should do:** Engage.
--
-- ### MERGE
-- Inside 2km. The GCI transitions to merge control: bearing to target, overshoot calls, separation instructions, reattack vectors. At this range the controller cannot see fine-grained geometry — merge calls are based on relative bearing and closure.
--
-- **What you should do:** Fight. Listen for overshoot, separation, and reattack calls.
--
-- ### SPLASH / ABORT / RTB
-- - `SPLASH` — kill confirmed, RTB
-- - `ABORT (THREAT)` — your RWR is spiked or a threat geometry has developed; break off immediately on the given heading
-- - `ABORT (BINGO)` — fuel state critical; break off and return
--
-- ---
--
-- ## Multi-Ship (2v2) Tactics (REDGCI2v2)
--
-- When two fighters are dispatched against a threat, the GCI selects a tactic automatically based on the tactical situation. The tactic is applied at COMMIT — until then, both fighters are vectored together toward the intercept midpoint.
--
-- | Tactic | Description |
-- |--------------|----------------------------------------------------------------------------------------------------------------------------------------------------------------|
-- | **PINCER** | Classic bracket. F1 and F2 split left and right, attacking from opposite angles simultaneously. Forces the target to choose which threat to react to. |
-- | **HIGH-LOW** | Vertical split. One fighter attacks from below (radar up, clean sky background), one from above. Degrades the target's ability to acquire both simultaneously. |
-- | **STAGGER** | BVR timing offset. F1 fires first at long range, F2 follows 813km behind to engage a maneuvering or defending target. |
-- | **TRAIL** | Close trail. F1 is the shooter, F2 is support — ready to engage if F1 overshoots or is defeated. |
-- | **GIRAFFE** | *(Historical — Iraq/Iran War, Mirage F1 vs F-14A)* F1 attacks at normal altitude, binding the AWG-9 radar. F2 flies nap-of-earth |
-- | | (300600m AGL) using ground clutter to degrade radar detection, then pulls up and fires from close range. |
--
-- During a tactic split, you may receive a heading that seems unusual — a large lateral offset or an unexpected altitude change. **Trust the vector.** The controller is positioning you for the tactic geometry. The merge point will bring you back onto the target.
--
-- ---
--
-- ## Dispatcher & CAP Flow (REDGCI_DISPATCHER)
--
-- When using the dispatcher layer, the full operational flow is:
--
-- ```
-- Spawn at homeplate
-- → Taxi and takeoff (template-controlled)
-- → Transit to CAP zone
-- → Orbit in assigned zone (radar cold, weapons safe)
-- ↓ INTEL detects threat cluster
-- → "Attention, radar contact. Pair, fighter, 45 kilometers." (all CAP fighters)
-- ↓ Dispatcher assigns pair
-- → "101 102, intercept. Pair, fighter." (dispatched pair)
-- → VECTOR → COMMIT → RADAR_CONTACT → VISUAL → MERGE → SPLASH
-- ↓ Engagement complete
-- → AI: RTB waypoint → land → despawn → respawn after delay
-- → Human: "101, mission complete. RTB, refuel and rearm."
-- ↓ After RespawnDelay
-- → New AI pair spawns into same CAP zone
-- ```
--
-- Human players are dispatched first when available. If a human and AI are both in the CAP pool, the human is always assigned to the next intercept. AI fills gaps. The dispatcher does not send a single fighter if a pair is available — pairing is always preferred.
--
-- ---
--
-- ## Key Differences from NATO GCI at a Glance
--
-- | | Soviet (RedGCI) | NATO |
-- |--------------------|--------------------------------------|------------------------------------|
-- | Tactical decision | Controller | Pilot |
-- | Radar management | Controller-commanded | Pilot-initiated |
-- | Weapons free | Controller-called | Pilot-discretion (after WF) |
-- | Heading calls | Prescriptive | Advisory |
-- | Brevity style | Terse, military, positional | Standardized (BRAA, DECLARE, etc.) |
-- | Multi-ship tactics | Centrally planned, applied at COMMIT | Mutually briefed, pilot-executed |
-- | Pilot autonomy | Low (by design) | High |
--
-- **The Soviet system is not inferior** — it is optimized for a different kind of pilot and a different operational context. Mass interception of large NATO strike packages over defended Soviet airspace demanded centralized, efficient, high-throughput GCI control. RedGCI brings that experience to DCS.
--
-- @field #REDGCI_KERNEL
REDGCI_KERNEL = {}
REDGCI_KERNEL.version = "1.0.0"
-- ─────────────────────────────────────────────────────────────
-- Konstanten (aus gci_types.h)
-- ─────────────────────────────────────────────────────────────
REDGCI_KERNEL.C = {
RANGE_VECTOR_START = 60000.0,
RANGE_COMMIT = 30000.0,
RANGE_RADAR_FLOOR = 20000.0,
RANGE_VISUAL = 5000.0,
RANGE_MERGE = 2000.0,
WF_RANGE_MAX = 25000.0,
ALT_OFFSET_LOOKDOWN = 0.0,
ASPECT_NOTCH_MIN = 80.0,
ASPECT_NOTCH_MAX = 100.0,
ASPECT_REAR_ATTACK = 120.0,
MAX_TTI = 600.0,
TICK_INTERVAL = 15.0,
FUEL_BINGO = 0.25,
DELAY_MIN = 3.0,
DELAY_MAX = 8.0,
DELAY_MERGE_MIN = 2.0,
DELAY_MERGE_MAX = 4.0,
TACTIC_PINCER = 0,
TACTIC_HIGH_LOW = 1,
TACTIC_STAGGER = 2,
TACTIC_TRAIL = 3,
TACTIC_GIRAFFE = 4, -- Irak/Iran-Doktrin: F1=Decoy normal, F2=Nap-of-Earth im Groundclutter
PURSUIT_COLLISION = 0,
PURSUIT_LEAD = 1,
PURSUIT_PURE = 2,
PURSUIT_NO_SOLUTION = 3,
}
-- ─────────────────────────────────────────────────────────────
-- Hilfsfunktionen
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL.clamp(v, lo, hi)
if v < lo then return lo end
if v > hi then return hi end
return v
end
function REDGCI_KERNEL.vec2len(x, z)
return math.sqrt(x*x + z*z)
end
function REDGCI_KERNEL.bearing(dx, dz)
local b = math.deg(math.atan2(dx, dz))
return b < 0.0 and b + 360.0 or b
end
function REDGCI_KERNEL.randDelay(lo, hi)
return lo + UTILS.LCGRandom() * (hi - lo)
end
-- ─────────────────────────────────────────────────────────────
-- Aspect Angle (0=Nose-on, 90=Beam, 180=Tail)
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL.aspectAngle(target, observer)
local dx = observer.x - target.x
local dz = observer.z - target.z
local range = REDGCI_KERNEL.vec2len(dx, dz)
if range < 1.0 then return 0.0 end
local nx = dx / range
local nz = dz / range
local spd = (target.speed or 1.0) + 1e-6
local tvx = (target.vx or 0.0) / spd
local tvz = (target.vz or 0.0) / spd
local dot = REDGCI_KERNEL.clamp(tvx*nx + tvz*nz, -1.0, 1.0)
return math.deg(math.acos(dot))
end
-- ─────────────────────────────────────────────────────────────
-- Closure Rate (positiv = Annäherung)
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL.closureRate(f, t)
local dx = t.x - f.x
local dz = t.z - f.z
local range = REDGCI_KERNEL.vec2len(dx, dz)
if range < 1.0 then return 0.0 end
local nx = dx / range
local nz = dz / range
local dvx = (t.vx or 0.0) - (f.vx or 0.0)
local dvz = (t.vz or 0.0) - (f.vz or 0.0)
return -(dvx*nx + dvz*nz)
end
-- ─────────────────────────────────────────────────────────────
-- _solveCollision (intern, GCI-Koordinaten)
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL._solveCollision(f, t)
local C = REDGCI_KERNEL.C
local dx = t.x - f.x
local dz = t.z - f.z
local vtx = t.vx or 0.0
local vtz = t.vz or 0.0
local vf = f.speed or 1.0
local a = vtx*vtx + vtz*vtz - vf*vf
local b = 2.0 * (dx*vtx + dz*vtz)
local c = dx*dx + dz*dz
local sol_t = -1.0
if math.abs(a) < 1.0 then
if math.abs(b) > 0.01 then
sol_t = -c / b
else
return false
end
else
local disc = b*b - 4.0*a*c
if disc < 0.0 then return false end
local sq = math.sqrt(disc)
local t1 = (-b - sq) / (2.0 * a)
local t2 = (-b + sq) / (2.0 * a)
if t1 > 0.0 and t2 > 0.0 then sol_t = math.min(t1, t2)
elseif t1 > 0.0 then sol_t = t1
elseif t2 > 0.0 then sol_t = t2
else return false
end
end
if sol_t < 0.0 or sol_t > C.MAX_TTI then return false end
local ip = {
x = t.x + vtx * sol_t,
z = t.z + vtz * sol_t,
y = math.max(t.y + C.ALT_OFFSET_LOOKDOWN, 300.0),
}
local hdg = REDGCI_KERNEL.bearing(ip.x - f.x, ip.z - f.z)
return true, hdg, sol_t, ip
end
-- ─────────────────────────────────────────────────────────────
-- _solveLead (intern, GCI-Koordinaten)
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL._solveLead(f, t)
local C = REDGCI_KERNEL.C
local dx = t.x - f.x
local dz = t.z - f.z
local range = REDGCI_KERNEL.vec2len(dx, dz)
if range < 1.0 then return 0.0, 0.0 end
local base_bearing = REDGCI_KERNEL.bearing(dx, dz)
local aspect_rad = math.rad(REDGCI_KERNEL.aspectAngle(t, f))
local speed_ratio = (t.speed or 1.0) / ((f.speed or 1.0) + 1e-6)
local sin_lead = REDGCI_KERNEL.clamp(speed_ratio * math.sin(aspect_rad), -1.0, 1.0)
local lead_deg = math.deg(math.asin(sin_lead))
local hdg
if math.abs(lead_deg) < 45.0 then
hdg = (base_bearing + lead_deg + 360.0) % 360.0
else
hdg = base_bearing
end
local closing = REDGCI_KERNEL.closureRate(f, t)
if closing < 50.0 then closing = 50.0 end
local tti = math.min(range / closing, C.MAX_TTI)
return hdg, tti
end
-- ─────────────────────────────────────────────────────────────
-- computeIntercept (GCI-Koordinaten intern)
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL.computeIntercept(fighter, target)
local C = REDGCI_KERNEL.C
local dx = target.x - fighter.x
local dz = target.z - fighter.z
local sol = {
heading_deg = 0.0,
time_to_intercept = C.MAX_TTI,
intercept_point = { x=target.x, z=target.z, y=target.y },
target_alt = target.y,
solution_found = false,
aspect_angle = REDGCI_KERNEL.aspectAngle(target, fighter),
range = REDGCI_KERNEL.vec2len(dx, dz),
mode = C.PURSUIT_NO_SOLUTION,
weapons_free = false,
}
local closure = REDGCI_KERNEL.closureRate(fighter, target)
local projected_range = sol.range - closure * C.TICK_INTERVAL
sol.weapons_free = (sol.range < C.WF_RANGE_MAX) or
(closure > 0.0 and projected_range < C.WF_RANGE_MAX)
local ok, hdg, tti, ip = REDGCI_KERNEL._solveCollision(fighter, target)
if ok then
sol.heading_deg = hdg
sol.time_to_intercept = tti
sol.intercept_point = ip
sol.solution_found = true
sol.mode = C.PURSUIT_COLLISION
return sol
end
local lhdg, ltti = REDGCI_KERNEL._solveLead(fighter, target)
sol.heading_deg = lhdg
sol.time_to_intercept = ltti
sol.solution_found = true
sol.mode = C.PURSUIT_LEAD
sol.intercept_point = {
x = target.x + (target.vx or 0.0) * ltti,
z = target.z + (target.vz or 0.0) * ltti,
y = math.max(target.y + C.ALT_OFFSET_LOOKDOWN, 300.0),
}
return sol
end
-- ─────────────────────────────────────────────────────────────
-- computeInterceptDCS (DCS-Koordinaten Ein/Aus)
-- Flat-Rückgabe kompatibel mit alter C-API
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL.computeInterceptDCS(f, t)
local f_gci = { x=f.z, z=f.x, y=f.y, vx=f.vz, vz=f.vx, vy=f.vy, speed=f.spd }
local t_gci = { x=t.z, z=t.x, y=t.y, vx=t.vz, vz=t.vx, vy=t.vy, speed=t.spd }
local sol = REDGCI_KERNEL.computeIntercept(f_gci, t_gci)
-- GCI→DCS: ip.z(Nord)→DCS.x, ip.x(Ost)→DCS.z
return sol.heading_deg,
sol.time_to_intercept,
sol.mode,
sol.weapons_free,
sol.range,
sol.aspect_angle,
sol.intercept_point.z,
sol.intercept_point.x,
sol.intercept_point.y,
sol.target_alt
end
-- ─────────────────────────────────────────────────────────────
-- computeSplit (GCI-Koordinaten intern)
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL.computeSplit(f1, f2, tgt, tactic, variation)
local C = REDGCI_KERNEL.C
variation = REDGCI_KERNEL.clamp(variation or 0.5, 0.0, 1.0)
tactic = tactic or C.TACTIC_PINCER
local mid_x = (f1.x + f2.x) * 0.5
local mid_z = (f1.z + f2.z) * 0.5
local dx = tgt.x - mid_x
local dz = tgt.z - mid_z
local rng = REDGCI_KERNEL.vec2len(dx, dz)
if rng < 1.0 then rng = 1.0 end
local ax = dx / rng
local az = dz / rng
local px = -az
local pz = ax
local plan = {
tactic = tactic,
wp_f1 = { x=0, z=0, y=0 },
wp_f2 = { x=0, z=0, y=0 },
merge_f1 = { x=0, z=0, y=0 },
merge_f2 = { x=0, z=0, y=0 },
}
local function clamp_alt(pt)
if pt.y < 300.0 then pt.y = 300.0 end
end
local function clamp_alt_noe(pt)
if pt.y < 150.0 then pt.y = 150.0 end
end
-- GIRAFFE F2 fliegt NOE — separater clamp mit niedrigerer Mindesthöhe
local function clamp_alt_noe(pt)
if pt.y < 150.0 then pt.y = 150.0 end
end
if tactic == C.TACTIC_PINCER then
local spread = 12000.0 + variation * 5000.0
local approach = rng * 0.45
local merge_off = spread * 0.30
plan.wp_f1 = { x=mid_x+ax*approach+px*spread, z=mid_z+az*approach+pz*spread, y=tgt.y }
plan.wp_f2 = { x=mid_x+ax*approach-px*spread, z=mid_z+az*approach-pz*spread, y=tgt.y }
plan.merge_f1 = { x=tgt.x-ax*3000+px*merge_off, z=tgt.z-az*3000+pz*merge_off, y=tgt.y }
plan.merge_f2 = { x=tgt.x-ax*3000-px*merge_off, z=tgt.z-az*3000-pz*merge_off, y=tgt.y }
elseif tactic == C.TACTIC_HIGH_LOW then
local vert = 3000.0 + variation * 1500.0
local approach = rng * 0.50
local side_off = 2000.0
plan.wp_f1 = { x=mid_x+ax*approach+px*side_off, z=mid_z+az*approach+pz*side_off, y=tgt.y-500.0 }
plan.wp_f2 = { x=mid_x+ax*approach-px*side_off, z=mid_z+az*approach-pz*side_off, y=tgt.y+vert }
plan.merge_f1 = { x=tgt.x-ax*3000+px*side_off, z=tgt.z-az*3000+pz*side_off, y=plan.wp_f1.y }
plan.merge_f2 = { x=tgt.x-ax*3000-px*side_off, z=tgt.z-az*3000-pz*side_off, y=plan.wp_f2.y }
elseif tactic == C.TACTIC_STAGGER then
local lag = 8000.0 + variation * 3000.0
local lead_dist = rng * 0.85
plan.wp_f1 = { x=mid_x+ax*lead_dist, z=mid_z+az*lead_dist, y=tgt.y }
plan.wp_f2 = { x=mid_x+ax*(lead_dist-lag), z=mid_z+az*(lead_dist-lag), y=tgt.y }
plan.merge_f1 = { x=plan.wp_f1.x, z=plan.wp_f1.z, y=plan.wp_f1.y }
plan.merge_f2 = { x=plan.wp_f2.x, z=plan.wp_f2.z, y=plan.wp_f2.y }
elseif tactic == C.TACTIC_TRAIL then
local lag = 3000.0 + variation * 2000.0
local lead_dist = rng * 0.85
local side_off = 500.0
plan.wp_f1 = { x=mid_x+ax*lead_dist, z=mid_z+az*lead_dist, y=tgt.y }
plan.wp_f2 = { x=mid_x+ax*(lead_dist-lag)+px*side_off, z=mid_z+az*(lead_dist-lag)+pz*side_off, y=tgt.y }
plan.merge_f1 = { x=plan.wp_f1.x, z=plan.wp_f1.z, y=plan.wp_f1.y }
plan.merge_f2 = { x=plan.wp_f2.x, z=plan.wp_f2.z, y=plan.wp_f2.y }
elseif tactic == C.TACTIC_GIRAFFE then
-- ── GIRAFFE: Irak/Iran-Doktrin (Mirage F1 vs F-14A) ──────────────
--
-- F1 = Decoy: normale Höhe, direkter Anflug, bindet AWG-9 Radar.
-- Zieht Phoenixe auf sich — gibt F2 Zeit für Pull-up.
--
-- F2 = Killer: Nap-of-Earth (~300-600m AGL/MSL) weit seitlich versetzt.
-- Nutzt Groundclutter um AWG-9 Look-Down zu degradieren.
-- Nähert sich bis 10km vor Ziel, dann Pull-up und Schuss.
-- Seitlicher Versatz ~8-12km damit F2 nicht im Radarsektor
-- des AWG-9 liegt während F1 den Lock hält.
--
-- Historisch: Iran-Irak Krieg 1982-88. Irakische Mirage F1EQ nutzten
-- dieses Profil gegen F-14A/AIM-54 Phoenix — der AWG-9 hatte trotz
-- Look-Down-Fähigkeit bei sehr tiefen Zielen über unebenen Terrain
-- (Zagros-Berge, Khuzestan-Ebene) erhöhte Clutter-Probleme.
--
-- Höhen: neutral (0.0) — Lua addiert AltOffset + terrain-awareness.
-- Mindesthöhe 300m MSL wird am Ende geclampt.
local noe_alt = 300.0 + variation * 300.0 -- 300-600m MSL (Nap-of-Earth)
local side_off = 8000.0 + variation * 4000.0 -- 8-12km seitlich (aus AWG-9 Sektor)
local approach = rng * 0.60 -- F1 direkter Anflug, 60% des Weges
local noe_dist = rng * 0.75 -- F2 nähert sich weiter ran vor Pull-up
plan.wp_f1 = { x=mid_x+ax*approach+px*2000, z=mid_z+az*approach+pz*2000, y=tgt.y }
plan.merge_f1 = { x=tgt.x-ax*5000+px*2000, z=tgt.z-az*5000+pz*2000, y=tgt.y }
plan.wp_f2 = { x=mid_x+ax*noe_dist-px*side_off, z=mid_z+az*noe_dist-pz*side_off, y=noe_alt, absolute_alt=true }
plan.merge_f2 = { x=tgt.x-ax*10000-px*side_off*0.3, z=tgt.z-az*10000-pz*side_off*0.3, y=tgt.y }
else
plan.wp_f1 = { x=tgt.x, z=tgt.z, y=tgt.y }
plan.wp_f2 = { x=tgt.x, z=tgt.z, y=tgt.y }
plan.merge_f1 = { x=tgt.x, z=tgt.z, y=tgt.y }
plan.merge_f2 = { x=tgt.x, z=tgt.z, y=tgt.y }
end
clamp_alt(plan.wp_f1)
if tactic == C.TACTIC_GIRAFFE then
clamp_alt_noe(plan.wp_f2)
else
clamp_alt(plan.wp_f2)
end
clamp_alt(plan.merge_f1)
clamp_alt(plan.merge_f2)
return plan
end
-- ─────────────────────────────────────────────────────────────
-- computeSplitDCS (DCS-Koordinaten Ein/Aus)
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL.computeSplitDCS(f1, f2, tgt, tactic, variation)
local function dcs2gci(u)
return { x=u.z, z=u.x, y=u.y, vx=u.vz or 0, vz=u.vx or 0, speed=u.spd or 0 }
end
local function gci2dcs(pt)
return { x=pt.z, z=pt.x, y=pt.y, absolute_alt=pt.absolute_alt }
end
local tgt_gci = { x=tgt.z, z=tgt.x, y=tgt.y }
local plan = REDGCI_KERNEL.computeSplit(
dcs2gci(f1), dcs2gci(f2), tgt_gci, tactic, variation)
plan.wp_f1 = gci2dcs(plan.wp_f1)
plan.wp_f2 = gci2dcs(plan.wp_f2)
plan.merge_f1 = gci2dcs(plan.merge_f1)
plan.merge_f2 = gci2dcs(plan.merge_f2)
return plan
end
-- ─────────────────────────────────────────────────────────────
-- buildTransmission (Port von gci_build_transmission)
--
-- ctx/prev Felder: state, prev_state, ticks_in_state, range,
-- aspect_angle, closure_rate, altitude_delta, fuel_fraction
-- sol Felder: heading_deg, time_to_intercept, target_alt,
-- range, aspect_angle, weapons_free
-- Rückgabe: { token_str, delay_sec, weapons_free, silence }
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL.buildTransmission(ctx, prev, sol)
local C = REDGCI_KERNEL.C
local tx = {
token_str = "",
delay_sec = REDGCI_KERNEL.clamp(
REDGCI_KERNEL.randDelay(C.DELAY_MIN, C.DELAY_MAX), 3.0, 8.0),
weapons_free = sol.weapons_free,
silence = false,
priority = 50,
}
local hdg_i = math.floor((sol.heading_deg or 0) + 0.5)
local alt_i = math.floor((sol.target_alt or 0) / 100.0 + 0.5) * 100
local rng_km = math.floor((ctx.range or 0) / 1000.0 + 0.5)
local aspect_i = math.floor((ctx.aspect_angle or 0) + 0.5)
local delay = tx.delay_sec
local state = ctx.state or "VECTOR"
local prev_state = prev.state or "VECTOR"
local ticks = ctx.ticks_in_state or 0
local function emit(fmt, ...)
tx.token_str = string.format(fmt, ...)
end
if state == "VECTOR" then
if prev_state ~= "VECTOR" then
local tti_m = math.floor((sol.time_to_intercept or 0) / 60.0)
local tti_s = math.floor(sol.time_to_intercept or 0) % 60
if tti_m > 0 then
emit("VECTOR_WITH_TTI|hdg=%d|alt=%d|rng=%d|tti_m=%d|tti_s=%d|delay=%.1f",
hdg_i, alt_i, rng_km, tti_m, tti_s, delay)
else
emit("VECTOR|hdg=%d|alt=%d|rng=%d|delay=%.1f",
hdg_i, alt_i, rng_km, delay)
end
else
local hdg_delta = math.abs((sol.heading_deg or 0) - (ctx.aspect_angle or 0))
if hdg_delta < 5.0 and ticks > 3 then
tx.silence = true
else
emit("VECTOR|hdg=%d|alt=%d|rng=%d|delay=%.1f",
hdg_i, alt_i, rng_km, delay)
end
end
elseif state == "COMMIT" then
if prev_state ~= "COMMIT" then
tx.priority = 100
emit("COMMIT_FIRST|hdg=%d|alt=%d|rng=%d|aspect=%d|delay=%.1f",
hdg_i, alt_i, rng_km, aspect_i, delay)
elseif ticks == 6 then
emit("COMMIT_NO_LOCK|hdg=%d|rng=%d|aspect=%d|delay=%.1f",
hdg_i, rng_km, aspect_i, delay)
elseif ticks > 8 then
emit("COMMIT_NUDGE|hdg=%d|aspect=%d|delay=%.1f",
hdg_i, aspect_i, delay)
else
tx.silence = true
end
elseif state == "RADAR_CONTACT" then
if prev_state ~= "RADAR_CONTACT" then
if sol.weapons_free then
tx.priority = 100
emit("RADAR_LOCK_WF|rng=%d|delay=%.1f", rng_km, delay)
tx.weapons_free = true
else
emit("RADAR_LOCK_HOLD|rng=%d|delay=%.1f", rng_km, delay)
end
elseif not sol.weapons_free
and (ctx.range or 0) < C.WF_RANGE_MAX
and (ctx.aspect_angle or 0) > C.ASPECT_REAR_ATTACK
and prev_state == "RADAR_CONTACT" then
emit("RADAR_WF_NOW|rng=%d|delay=%.1f", rng_km, delay)
tx.priority = 100
tx.weapons_free = true
else
tx.silence = true
end
elseif state == "VISUAL" then
if prev_state ~= "VISUAL" then
emit("VISUAL_CONFIRM|rng=%d|delay=%.1f", rng_km, delay)
tx.weapons_free = true
else
tx.silence = true
end
elseif state == "NOTCH" then
if prev_state ~= "NOTCH" then
emit("NOTCH_ENTRY|delay=1.5")
elseif ticks % 8 == 0 then
emit("NOTCH_UPDATE|rng=%d|aspect=%d|delay=%.1f",
rng_km, aspect_i, delay)
else
tx.silence = true
end
elseif state == "ABORT" then
tx.delay_sec = 1.5
if (ctx.fuel_fraction or 1.0) < C.FUEL_BINGO then
emit("ABORT_BINGO|hdg=%d|delay=1.5", hdg_i)
else
emit("ABORT_THREAT|hdg=%d|delay=1.5", hdg_i)
end
else
tx.silence = true
end
return tx
end
-- ─────────────────────────────────────────────────────────────
-- mergeTransition (Port von gci_merge_transition)
--
-- ctx Felder: phase, ticks_in_phase, range, bearing_to_target,
-- closure_rate, altitude_delta, pass_count, radar_lost
-- Rückgabe: phase string
-- "ENTRY"|"OVERSHOOT"|"SEPARATION"|"REATTACK"|"LOST"|"SPLASH"
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL.mergeTransition(ctx, prev)
if ctx.radar_lost then return "LOST" end
if (ctx.closure_rate or 0) < -30.0 and (ctx.range or 0) > 3000.0 then
return "SEPARATION"
end
local brg = ctx.bearing_to_target or 0
if brg > 100.0 and brg < 260.0 and (ctx.range or 0) < 5000.0 then
return "OVERSHOOT"
end
if ctx.phase == "SEPARATION" and (ctx.pass_count or 0) < 3 then
return "REATTACK"
end
return ctx.phase
end
-- ─────────────────────────────────────────────────────────────
-- buildMergeTransmission (Port von gci_build_merge_transmission)
-- ─────────────────────────────────────────────────────────────
function REDGCI_KERNEL.buildMergeTransmission(ctx, prev)
local C = REDGCI_KERNEL.C
local tx = {
token_str = "",
delay_sec = REDGCI_KERNEL.clamp(
REDGCI_KERNEL.randDelay(C.DELAY_MERGE_MIN, C.DELAY_MERGE_MAX), 2.0, 5.0),
weapons_free = false,
silence = false,
priority = 50,
}
local brg = math.floor((ctx.bearing_to_target or 0) + 0.5)
local rng_km = math.floor((ctx.range or 0) / 1000.0 + 0.5)
local delay = tx.delay_sec
local phase = ctx.phase or "ENTRY"
local prev_phase = prev.phase or "ENTRY"
local ticks = ctx.ticks_in_phase or 0
local dir_rl = ((ctx.bearing_to_target or 0) < 180.0) and "right" or "left"
local alt_d = ctx.altitude_delta or 0
local alt_rel = ""
if alt_d > 400.0 then alt_rel = "low"
elseif alt_d < -400.0 then alt_rel = "high"
end
local function emit(fmt, ...)
tx.token_str = string.format(fmt, ...)
end
if phase == "ENTRY" then
tx.priority = 100
emit("MERGE_ENTRY|brg=%d|dir_rl=%s|delay=%.1f", brg, dir_rl, delay)
elseif phase == "OVERSHOOT" then
emit("MERGE_OVERSHOOT|brg=%d|dir_rl=%s|alt_rel=%s|delay=%.1f",
brg, dir_rl, alt_rel, delay)
elseif phase == "SEPARATION" then
if (ctx.pass_count or 0) < 3 then
emit("MERGE_REATTACK|brg=%d|rng=%d|delay=%.1f", brg, rng_km, delay)
else
emit("ABORT_THREAT|hdg=%d|delay=%.1f", brg, delay)
end
elseif phase == "REATTACK" then
if prev_phase ~= "REATTACK" or ticks % 3 == 0 then
emit("MERGE_REATTACK|brg=%d|rng=%d|delay=%.1f", brg, rng_km, delay)
else
tx.silence = true
end
elseif phase == "LOST" then
if prev_phase ~= "LOST" or ticks == 4 then
emit("MERGE_LOST|brg=%d|rng=%d|delay=%.1f", brg, rng_km, delay)
else
tx.silence = true
end
elseif phase == "SPLASH" then
tx.delay_sec = 1.5
tx.priority = 100
emit("MERGE_SPLASH|delay=1.5")
else
tx.silence = true
end
return tx
end
-------------------------------------------------------------------------------
-- END of Class
-------------------------------------------------------------------------------
@@ -0,0 +1,292 @@
--- **Ops** - Passive strategic territory.
--
-- **Main Features:**
--
-- * Associate a static MOOSE zone with a coalition
-- * Keep strategic territory geometry separate from OPSZONE scanning
-- * Register territories in the MOOSE database
-- * Delegate coordinate checks and F10 drawing to the underlying zone
--
-- A TERRITORY is deliberately passive. It does not scan DCS objects, evaluate
-- ownership, run a scheduler, or make tactical or strategic decisions.
--
-- ===
--
-- @module Ops.Territory
--- TERRITORY class.
-- @type TERRITORY
-- @field #string ClassName Name of the class.
-- @field #string version Class version.
-- @field #number verbose Verbosity level.
-- @field #string lid Log ID string.
-- @field #string name Unique territory name.
-- @field #string zoneName Name of the underlying MOOSE zone.
-- @field Core.Zone#ZONE_BASE zone Underlying MOOSE zone.
-- @field #number coalition Coalition associated with the territory.
-- @extends Core.Base#BASE
--- A passive strategic area defined by an existing MOOSE zone.
--
-- TERRITORY contains geometry and declarative ownership only. Unlike
-- @{Ops.OpsZone#OPSZONE}, it performs no periodic object scans and has no FSM.
--
-- @field #TERRITORY
TERRITORY = {
ClassName = "TERRITORY",
verbose = 0,
}
--- TERRITORY class version.
-- @field #string version
TERRITORY.version = "0.1.0"
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DATABASE extension
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Finds a TERRITORY based on its name.
-- @param Core.Database#DATABASE self
-- @param #string TerritoryName Name of the territory.
-- @return #TERRITORY The found territory or `nil`.
function DATABASE:FindTerritory(TerritoryName)
local territories = self.TERRITORIES or {}
return territories[TerritoryName]
end
--- Adds a TERRITORY to the database.
-- @param Core.Database#DATABASE self
-- @param #TERRITORY Territory Territory to add.
-- @return #TERRITORY The registered territory or `nil`.
function DATABASE:AddTerritory(Territory)
if not Territory then
return nil
end
self.TERRITORIES = self.TERRITORIES or {}
local territoryName = Territory:GetName()
if not self.TERRITORIES[territoryName] then
self.TERRITORIES[territoryName] = Territory
end
return self.TERRITORIES[territoryName]
end
--- Deletes a TERRITORY from the database.
-- @param Core.Database#DATABASE self
-- @param #string TerritoryName Name of the territory.
-- @return Core.Database#DATABASE self
function DATABASE:DeleteTerritory(TerritoryName)
if self.TERRITORIES then
self.TERRITORIES[TerritoryName] = nil
end
return self
end
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new TERRITORY class object.
-- @param #TERRITORY self
-- @param Core.Zone#ZONE_BASE Zone The underlying MOOSE zone or its Mission Editor name.
-- @param #number Coalition (Optional) Associated coalition. Default `coalition.side.NEUTRAL`.
-- @param #string Name (Optional) Unique territory name. Default is the zone name.
-- @return #TERRITORY self
-- @usage
-- local north = TERRITORY:New("Territory North", coalition.side.BLUE)
-- local southZone = ZONE:FindByName("Territory South")
-- local south = TERRITORY:New(southZone, coalition.side.RED, "Southern Territory")
function TERRITORY:New(Zone, Coalition, Name)
-- Inherit everything from BASE class.
local self = BASE:Inherit(self, BASE:New()) -- #TERRITORY
-- Resolve a Mission Editor zone name.
if type(Zone) == "string" then
local zoneName = Zone
Zone = ZONE:FindByName(zoneName)
if not Zone then
self:E(string.format("ERROR: No ZONE found for name: %s", tostring(zoneName)))
return nil
end
elseif not Zone then
self:E("ERROR: First parameter Zone is nil in TERRITORY:New(Zone) call!")
return nil
end
-- A territory relies only on the common ZONE_BASE interface.
if type(Zone.GetName) ~= "function"
or type(Zone.GetCoordinate) ~= "function"
or type(Zone.IsCoordinateInZone) ~= "function" then
self:E("ERROR: TERRITORY requires a ZONE_BASE derived object!")
return nil
end
local zoneName = Zone:GetName()
local territoryName = Name or zoneName
if type(territoryName) ~= "string" or territoryName == "" then
self:E("ERROR: TERRITORY requires a non-empty name!")
return nil
end
self.zone = Zone
self.zoneName = zoneName
self.name = territoryName
self.lid = string.format("TERRITORY %s | ", territoryName)
if not self:SetCoalition(Coalition or coalition.side.NEUTRAL) then
return nil
end
-- Register in the MOOSE database.
_DATABASE:AddTerritory(self)
return self
end
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Set functions
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set the coalition associated with this territory.
-- This method only changes declarative ownership. It does not evaluate DCS
-- units or trigger any capture logic.
-- @param #TERRITORY self
-- @param #number Coalition Coalition side number.
-- @return #TERRITORY self or `nil` if the coalition is invalid.
function TERRITORY:SetCoalition(Coalition)
if Coalition ~= coalition.side.NEUTRAL
and Coalition ~= coalition.side.RED
and Coalition ~= coalition.side.BLUE then
self:E(self.lid .. string.format("ERROR: Invalid coalition: %s", tostring(Coalition)))
return nil
end
self.coalition = Coalition
return self
end
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Get functions
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Find a TERRITORY by name.
-- @param #TERRITORY self
-- @param #string Name Name of the territory.
-- @return #TERRITORY The found territory or `nil`.
function TERRITORY:FindByName(Name)
return _DATABASE:FindTerritory(Name)
end
--- Get the territory name.
-- @param #TERRITORY self
-- @return #string Territory name.
function TERRITORY:GetName()
return self.name
end
--- Get the underlying zone name.
-- @param #TERRITORY self
-- @return #string Zone name.
function TERRITORY:GetZoneName()
return self.zoneName
end
--- Get the underlying MOOSE zone.
-- @param #TERRITORY self
-- @return Core.Zone#ZONE_BASE The underlying zone.
function TERRITORY:GetZone()
return self.zone
end
--- Get the territory center coordinate.
-- @param #TERRITORY self
-- @return Core.Point#COORDINATE Territory center coordinate.
function TERRITORY:GetCoordinate()
return self.zone:GetCoordinate()
end
--- Get the coalition associated with the territory.
-- @param #TERRITORY self
-- @return #number Coalition side number.
function TERRITORY:GetCoalition()
return self.coalition
end
--- Get the name of the coalition associated with the territory.
-- @param #TERRITORY self
-- @return #string Coalition name.
function TERRITORY:GetCoalitionName()
return UTILS.GetCoalitionName(self.coalition)
end
--- Get the owner of the territory.
-- This is an alias for @{#TERRITORY.GetCoalition}.
-- @param #TERRITORY self
-- @return #number Coalition side number.
function TERRITORY:GetOwner()
return self:GetCoalition()
end
--- Get the owner coalition name.
-- This is an alias for @{#TERRITORY.GetCoalitionName}.
-- @param #TERRITORY self
-- @return #string Coalition name.
function TERRITORY:GetOwnerName()
return self:GetCoalitionName()
end
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Zone functions
--------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Test whether a coordinate lies inside the territory.
-- @param #TERRITORY self
-- @param Core.Point#COORDINATE Coordinate Coordinate to test.
-- @return #boolean `true` if the coordinate lies inside the territory.
function TERRITORY:ContainsCoordinate(Coordinate)
return self.zone:IsCoordinateInZone(Coordinate)
end
--- Test whether a Vec2 lies inside the territory.
-- @param #TERRITORY self
-- @param DCS#Vec2 Vec2 Vec2 to test.
-- @return #boolean `true` if the Vec2 lies inside the territory.
function TERRITORY:ContainsVec2(Vec2)
return self.zone:IsVec2InZone(Vec2)
end
--- Draw the territory on the F10 map.
-- Drawing is delegated to the underlying MOOSE zone.
-- @param #TERRITORY self
-- @param #number Coalition (Optional) Coalition visibility. Default `-1` for all.
-- @param #table Color (Optional) RGB line color.
-- @param #number Alpha (Optional) Line alpha.
-- @param #table FillColor (Optional) RGB fill color.
-- @param #number FillAlpha (Optional) Fill alpha.
-- @param #number LineType (Optional) DCS line type.
-- @return #TERRITORY self
function TERRITORY:Draw(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
self.zone:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType)
return self
end
--- Remove the territory drawing from the F10 map.
-- @param #TERRITORY self
-- @return #TERRITORY self
function TERRITORY:Undraw()
self.zone:UndrawZone()
return self
end
--- Remove the territory from the MOOSE database.
-- The underlying zone is not deleted.
-- @param #TERRITORY self
-- @return #TERRITORY self
function TERRITORY:Remove()
_DATABASE:DeleteTerritory(self.name)
return self
end
+1 -5
View File
@@ -79,11 +79,7 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Tiresias.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Stratego.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ClientWatch.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Formation.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/RedGCIKernel.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/RedGCI.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/RedGCI2v2.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/RedGCIDispatcher.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Territory.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' )
+45 -28
View File
@@ -290,6 +290,9 @@ function AIRWING:New(warehousename, airwingname)
-- @param Ops.FlightGroup#FLIGHTGROUP FlightGroup The FLIGHTGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- Add legion to DB
_DATABASE:AddLegion(self)
return self
end
@@ -541,6 +544,47 @@ function AIRWING:AddPayloadCapability(Payload, MissionTypes, Performance)
return self
end
--- Filter available payloads for a given aircraft type and mission type.
-- @param #AIRWING self
-- @param #string UnitType The type of the unit.
-- @param #string MissionType The mission type.
-- @param #table Payloads Specific payloads only to be considered.
-- @return #AIRWING.Payload Payload table or *nil*.
function AIRWING:_FilterPlayloads(UnitType, MissionType, Payloads)
local function _checkPayloads(payload)
if Payloads then
for _,Payload in pairs(Payloads) do
if Payload.uid==payload.uid then
return true
end
end
else
-- Payload was not specified.
return nil
end
return false
end
-- Pre-selection: filter out only those payloads that are valid for the airframe and mission type and are available.
local payloads={}
for _,_payload in pairs(self.payloads) do
local payload=_payload --#AIRWING.Payload
local specialpayload=_checkPayloads(payload)
local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities)
local goforit = specialpayload or (specialpayload==nil and compatible)
if payload.aircrafttype==UnitType and payload.navail>0 and goforit then
table.insert(payloads, payload)
end
end
return payloads
end
--- Fetch a payload from the airwing resources for a given unit and mission type.
-- The payload with the highest priority is preferred.
-- @param #AIRWING self
@@ -589,34 +633,7 @@ function AIRWING:FetchPayloadFromStock(UnitType, MissionType, Payloads)
end
end
local function _checkPayloads(payload)
if Payloads then
for _,Payload in pairs(Payloads) do
if Payload.uid==payload.uid then
return true
end
end
else
-- Payload was not specified.
return nil
end
return false
end
-- Pre-selection: filter out only those payloads that are valid for the airframe and mission type and are available.
local payloads={}
for _,_payload in pairs(self.payloads) do
local payload=_payload --#AIRWING.Payload
local specialpayload=_checkPayloads(payload)
local compatible=AUFTRAG.CheckMissionCapability(MissionType, payload.capabilities)
local goforit = specialpayload or (specialpayload==nil and compatible)
if payload.aircrafttype==UnitType and payload.navail>0 and goforit then
table.insert(payloads, payload)
end
end
local payloads=self:_FilterPlayloads(UnitType, MissionType, Payloads)
-- Debug.
if self.verbose>=4 then
+55 -21
View File
@@ -45,7 +45,7 @@
-- **Supported Aircraft:**
--
-- * [F/A-18C Hornet Lot 20](https://forums.eagle.ru/forumdisplay.php?f=557) (Player & AI)
-- * [F-14A/B/A Early Tomcat](https://forums.eagle.ru/forumdisplay.php?f=395) (Player & AI)
-- * [F-14A/B/B(U)/A Early Tomcat](https://forums.eagle.ru/forumdisplay.php?f=395) (Player & AI)
-- * [A-4E Skyhawk Community Mod](https://forums.eagle.ru/showthread.php?t=224989) (Player & AI)
-- * [AV-8B N/A Harrier](https://forums.eagle.ru/forumdisplay.php?f=555) (Player & AI)
-- * [T-45C Goshawk](https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/) (VNAO mod) (Player & AI)
@@ -1276,6 +1276,7 @@ AIRBOSS = {
-- @field #string A4EC A-4E Community mod.
-- @field #string HORNET F/A-18C Lot 20 Hornet by Eagle Dynamics.
-- @field #string F14A F-14A by Heatblur.
-- @field #string F14BU F-14BU by Heatblur.
-- @field #string F14A_Early F-14A-135-GR-Early by Heatblur.
-- @field #string F14B F-14B by Heatblur.
-- @field #string F14A_AI F-14A Tomcat (AI).
@@ -1297,6 +1298,7 @@ AIRBOSS.AircraftCarrier={
F14A="F-14A-135-GR",
F14A_Early="F-14A-135-GR-Early",
F14B="F-14B",
F14BU="F-14BU",
F14A_AI="F-14A",
FA18C="F/A-18C",
T45C="T-45",
@@ -5508,7 +5510,7 @@ function AIRBOSS:_GetAircraftAoA( playerData )
local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C
local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC
local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B or playerData.actype == AIRBOSS.AircraftCarrier.F14A_Early
local tomcat = self:_IsTomcat( playerData.actype )
local corsair = playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR or playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR_CW
-- Table with AoA values.
@@ -5571,6 +5573,18 @@ function AIRBOSS:_GetAircraftAoA( playerData )
aoa.OnSpeedMin = 9.5
aoa.Fast = 8.0
aoa.FAST = 7.5
else
-- Unknown carrier-capable type: _IsCarrierAircraft() is enum-driven, so a type can
-- reach here with no AoA branch. Returning an empty table nil-propagates into
-- _GetAircraftParameters() and the AoA waveoff check. Fall back to Hornet values.
self:E( self.lid .. string.format( "ERROR: No AoA parameters defined for aircraft type %s! Falling back to F/A-18C values.", tostring( playerData.actype ) ) )
aoa.SLOW = 9.8
aoa.Slow = 9.3
aoa.OnSpeedMax = 8.8
aoa.OnSpeed = 8.1
aoa.OnSpeedMin = 7.4
aoa.Fast = 6.9
aoa.FAST = 6.3
end
return aoa
@@ -5587,7 +5601,7 @@ function AIRBOSS:_AoAUnit2Deg( playerData, aoaunits )
local degrees = aoaunits
-- Check aircraft type of player.
if playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B or playerData.actype == AIRBOSS.AircraftCarrier.F14A_Early then
if self:_IsTomcat( playerData.actype ) then
-------------
-- F-14A/B --
@@ -5630,7 +5644,7 @@ function AIRBOSS:_AoADeg2Units( playerData, degrees )
local aoaunits = degrees
-- Check aircraft type of player.
if playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B or playerData.actype == AIRBOSS.AircraftCarrier.F14A_Early then
if self:_IsTomcat( playerData.actype ) then
-------------
-- F-14A/B --
@@ -5680,7 +5694,7 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER
local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B
local tomcat = self:_IsTomcat( playerData.actype )
local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B
local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C
local corsair = playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR or playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR_CW
@@ -6613,9 +6627,7 @@ function AIRBOSS:_RefuelAI( flight )
local refuelac=false
local actype=flight.group:GetTypeName()
if actype==AIRBOSS.AircraftCarrier.AV8B or
actype==AIRBOSS.AircraftCarrier.F14A or
actype==AIRBOSS.AircraftCarrier.F14B or
actype==AIRBOSS.AircraftCarrier.F14A_AI or
self:_IsTomcat( actype, true ) or
actype==AIRBOSS.AircraftCarrier.HORNET or
actype==AIRBOSS.AircraftCarrier.RHINOE or
actype==AIRBOSS.AircraftCarrier.RHINOF or
@@ -6725,7 +6737,7 @@ function AIRBOSS:_LandAI( flight )
Speed = UTILS.KnotsToKmph( 200 )
elseif flight.actype == AIRBOSS.AircraftCarrier.E2D or flight.actype == AIRBOSS.AircraftCarrier.C2A then
Speed = UTILS.KnotsToKmph( 150 )
elseif flight.actype == AIRBOSS.AircraftCarrier.F14A_AI or flight.actype == AIRBOSS.AircraftCarrier.F14A or flight.actype == AIRBOSS.AircraftCarrier.F14B then
elseif self:_IsTomcat( flight.actype, true ) then
Speed = UTILS.KnotsToKmph( 175 )
elseif flight.actype == AIRBOSS.AircraftCarrier.S3B or flight.actype == AIRBOSS.AircraftCarrier.S3BTANKER then
Speed = UTILS.KnotsToKmph( 140 )
@@ -8200,7 +8212,7 @@ function AIRBOSS:_CheckPlayerStatus()
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B
local tomcat = self:_IsTomcat( playerData.actype )
-- VNAO Edit - Added wrapped up call to LSO grading Hornet
if playerData.step==AIRBOSS.PatternStep.WAKE and hornet then-- VNAO Edit - Added
@@ -9455,7 +9467,7 @@ function AIRBOSS:_Initial( playerData )
-- Hook down for students.
if playerData.difficulty == AIRBOSS.Difficulty.EASY and playerData.actype ~= AIRBOSS.AircraftCarrier.AV8B then
if playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B then
if self:_IsTomcat( playerData.actype ) then
hint = hint .. " - Hook down, SAS on, Wing Sweep 68°!"
else
hint = hint .. " - Hook down!"
@@ -9620,8 +9632,7 @@ function AIRBOSS:_DirtyUp( playerData )
-- Radio call "Say/Fly needles". Delayed by 10/15 seconds.
if playerData.actype == AIRBOSS.AircraftCarrier.HORNET
or playerData.actype == AIRBOSS.AircraftCarrier.F14A
or playerData.actype == AIRBOSS.AircraftCarrier.F14B
or self:_IsTomcat( playerData.actype )
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER
@@ -10815,7 +10826,7 @@ function AIRBOSS:_Trapped( playerData )
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER then
dcorr = 100
elseif playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B then
elseif self:_IsTomcat( playerData.actype ) then
-- TODO: Check Tomcat.
dcorr = 100
elseif playerData.actype == AIRBOSS.AircraftCarrier.A4EC then
@@ -11628,7 +11639,7 @@ function AIRBOSS:_AttitudeMonitor( playerData )
local unitClient = Unit.getByName(unit:GetName()) -- VNAO Edit - Added
local hornet = playerData.actype == AIRBOSS.AircraftCarrier.HORNET -- VNAO Edit - Added
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B or playerData.actype == AIRBOSS.AircraftCarrier.F14A_Early -- VNAO Edit - Added
local tomcat = self:_IsTomcat( playerData.actype ) -- VNAO Edit - Added
if hornet then -- VNAO Edit - Added
local nozzlePosL = 0 -- VNAO Edit - Added
@@ -11861,7 +11872,7 @@ function AIRBOSS:_NozzleArgumentLeft( unit ) -- VNAO Edit - Added
else -- VNAO Edit - Added
nozzlePosL = 0 -- VNAO Edit - Added
end -- VNAO Edit - Added
elseif typeName == "F-14A-135-GR" or typeName == "F-14B" or typeName == "F-14A-135-GR-Early" then -- VNAO Edit - Added
elseif self:_IsTomcat( typeName ) then -- VNAO Edit - Added
nozzlePosL = unitClient:getDrawArgumentValue(434) -- VNAO Edit - Added
end -- VNAO Edit - Added
@@ -11886,7 +11897,7 @@ function AIRBOSS:_NozzleArgumentRight( unit ) -- VNAO Edit - Added
else -- VNAO Edit - Added
nozzlePosR = 0 -- VNAO Edit - Added
end -- VNAO Edit - Added
elseif typeName == "F-14A-135-GR" or typeName == "F-14B" or typeName == "F-14A-135-GR-Early" then -- VNAO Edit - Added
elseif self:_IsTomcat( typeName ) then -- VNAO Edit - Added
nozzlePosR = unitClient:getDrawArgumentValue(433) -- VNAO Edit - Added
end -- VNAO Edit - Added
return nozzlePosR -- VNAO Edit - Added
@@ -13149,7 +13160,7 @@ function AIRBOSS:_Flightdata2Text( playerData, groovestep )
local hornet = playerData.actype == AIRBOSS.AircraftCarrier.HORNET-- VNAO Edit - Added
local tomcat = playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B-- VNAO Edit - Added
local tomcat = self:_IsTomcat( playerData.actype )-- VNAO Edit - Added
if hornet then-- VNAO Edit - Added
if Lnoz > 0.6 and Rnoz > 0.6 then -- VNAO Edit - Added check them both, it's possilbe there could be a single engine landing and one is in idle perhaps?
@@ -13665,7 +13676,7 @@ function AIRBOSS:_StepHint( playerData, step )
-- Late break.
if step == AIRBOSS.PatternStep.LATEBREAK then
if playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B then
if self:_IsTomcat( playerData.actype ) then
hint = hint .. "\nWing Sweep 20°, Gear DOWN < 280 KIAS."
end
end
@@ -13674,7 +13685,7 @@ function AIRBOSS:_StepHint( playerData, step )
if step == AIRBOSS.PatternStep.ABEAM then
if playerData.actype == AIRBOSS.AircraftCarrier.AV8B then
hint = hint .. "\nNozzles 50°-60°. Antiskid OFF. Lights OFF."
elseif playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B then
elseif self:_IsTomcat( playerData.actype ) then
hint = hint .. "\nSlats/Flaps EXTENDED < 225 KIAS. DLC SELECTED. Auto Throttle IF DESIRED."
else
hint = hint .. "\nDirty up! Gear DOWN, flaps DOWN. Check hook down."
@@ -15109,7 +15120,7 @@ function AIRBOSS:_GetACNickname( actype )
nickname = "Hawkeye"
elseif actype == AIRBOSS.AircraftCarrier.C2A then
nickname = "Greyhound"
elseif actype == AIRBOSS.AircraftCarrier.F14A_AI or actype == AIRBOSS.AircraftCarrier.F14A or actype == AIRBOSS.AircraftCarrier.F14B or actype == AIRBOSS.AircraftCarrier.F14A_Early then
elseif self:_IsTomcat( actype, true ) then
nickname = "Tomcat"
elseif actype == AIRBOSS.AircraftCarrier.FA18C or actype == AIRBOSS.AircraftCarrier.HORNET then
nickname = "Hornet"
@@ -15246,6 +15257,29 @@ function AIRBOSS:_GetGoodBadScore( playerData )
return lowscore, badscore
end
--- Check whether an aircraft type name is any F-14 Tomcat variant.
-- Central predicate so that adding a new Tomcat variant only requires editing
-- this function and the AIRBOSS.AircraftCarrier enum.
-- @param #AIRBOSS self
-- @param #string actype Aircraft type name, e.g. from `unit:GetTypeName()` or `playerData.actype`.
-- @param #boolean IncludeAI If true, also match the AI-only F-14A (AIRBOSS.AircraftCarrier.F14A_AI).
-- @return #boolean If true, actype is an F-14 variant.
function AIRBOSS:_IsTomcat( actype, IncludeAI )
if actype == AIRBOSS.AircraftCarrier.F14A
or actype == AIRBOSS.AircraftCarrier.F14B
or actype == AIRBOSS.AircraftCarrier.F14BU
or actype == AIRBOSS.AircraftCarrier.F14A_Early then
return true
end
if IncludeAI and actype == AIRBOSS.AircraftCarrier.F14A_AI then
return true
end
return false
end
--- Check if aircraft is capable of landing on this aircraft carrier.
-- @param #AIRBOSS self
-- @param Wrapper.Unit#UNIT unit Aircraft unit. (Will also work with groups as given parameter.)
+71 -7
View File
@@ -192,6 +192,8 @@
-- @field #boolean optionInvisible Invisible is on/off.
-- @field #boolean optionImmortal Immortal is on/off.
--
-- @field #AUFTRAG.Summary summary Auftrag summary.
--
-- @extends Core.Fsm#FSM
--- *A warrior's mission is to foster the success of others.* -- Morihei Ueshiba
@@ -656,6 +658,19 @@ AUFTRAG.Category={
-- @field #string DAMAGED Target was damaged.
-- @field #string DESTROYED Target was destroyed.
--- Mission summary.
-- @type AUFTRAG.Summary
-- @field #boolean success If true, mission was successful.
-- @field #number Ntargets0 Number of initial targets.
-- @field #number Ntargets Number of final targets after mission is done.
-- @field #number damage Target damage in per cent.
-- @field #number Ndestroyed Number of destroyed targets.
-- @field #number Nkills Number of kills from assigned groups.
-- @field #number Nelements Number of elements assigned to mission.
-- @field #number targetLife Target life points after mission is over.
-- @field #number category Target category.
-- @field #number Ncasualties Number of own casualties.
--- Generic mission condition.
-- @type AUFTRAG.Condition
-- @field #function func Callback function to check for a condition. Should return a #boolean.
@@ -676,7 +691,7 @@ AUFTRAG.Category={
--- AUFTRAG class version.
-- @field #string version
AUFTRAG.version="1.4.2"
AUFTRAG.version="1.5.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -776,6 +791,7 @@ function AUFTRAG:New(Type)
self:AddTransition("*", "Cancel", AUFTRAG.Status.CANCELLED) -- Command to cancel the mission.
self:AddTransition("*", "Evaluated", "*")
self:AddTransition("*", "Success", AUFTRAG.Status.SUCCESS)
self:AddTransition("*", "Failed", AUFTRAG.Status.FAILED)
@@ -946,6 +962,24 @@ function AUFTRAG:New(Type)
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Evaluated".
-- @function [parent=#AUFTRAG] Evaluated
-- @param #AUFTRAG self
-- @param #AUFTRAG.Summary
--- Triggers the FSM event "Evaluated" after a delay.
-- @function [parent=#AUFTRAG] __Evaluated
-- @param #AUFTRAG self
-- @param #number delay Delay in seconds.
-- @param #AUFTRAG.Summary Summary Mission summary.
--- On after "Evaluated" event.
-- @function [parent=#AUFTRAG] OnAfterEvaluated
-- @param #AUFTRAG self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AUFTRAG.Summary Summary Mission summary.
--- Triggers the FSM event "Success".
-- @function [parent=#AUFTRAG] Success
@@ -1751,6 +1785,9 @@ function AUFTRAG:NewBAI(Target, Altitude)
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.PassiveDefense
-- Evaluate result after 5 min. We might need time until the bombs have dropped and targets have been detroyed.
mission.dTevaluate=5*60
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
@@ -2304,6 +2341,9 @@ function AUFTRAG:NewARTY(Target, Nshots, Radius, Altitude)
local mission=AUFTRAG:New(AUFTRAG.Type.ARTY)
printf("FF nshots=%s", tostring(Nshots))
printf("FF radius=%s", tostring(Radius))
mission:_TargetFromObject(Target)
mission.artyShots=Nshots or nil
@@ -2407,7 +2447,7 @@ end
-- @param #AUFTRAG self
-- @param Ops.OpsZone#OPSZONE OpsZone The OPS zone to capture.
-- @param #number Coalition The coalition which should capture the zone for the mission to be successful.
-- @param #number Speed Speed in knots.
-- @param #number Speed (Optional) Speed in knots.
-- @param #number Altitude (Optional) Altitude in feet. Only for airborne units. Default 2000 feet ASL.
-- @param #string Formation (Optional) Formation used by ground units during patrol. Default "Off Road".
-- @param #number StayInZoneTime Stay this many seconds in the zone when done, only then drive back.
@@ -4690,6 +4730,18 @@ function AUFTRAG:Evaluate()
failed=false
end
self.summary={} --#AUFTRAG.Summary
self.summary.success=not failed
self.summary.damage=targetdamage
self.summary.Ntargets=Ntargets
self.summary.Ntargets0=Ntargets0
self.summary.Ncasualties=self.Ncasualties
self.summary.Ndestroyed=self.engageTarget.Ndestroyed
self.summary.Nelements=self.Nelements
self.summary.Nkills=self.Nkills
self.summary.category=self.engageTarget:GetCategory()
self.summary.targetLife=Life
-- Debug text.
if self.verbose > 0 then
local text=string.format("Evaluating mission:\n")
@@ -4709,6 +4761,9 @@ function AUFTRAG:Evaluate()
self:I(self.lid..text)
end
-- Trigger evaluated result and pass summary.
self:Evaluated(self.summary)
-- Trigger events.
if failed then
self:I(self.lid..string.format("Mission %d [%s] failed!", self.auftragsnummer, self.type))
@@ -5018,7 +5073,7 @@ function AUFTRAG:CheckGroupsDone()
-- Check status of all OPS groups.
for groupname,data in pairs(self.groupdata) do
local groupdata=data --#AUFTRAG.GroupData
if groupdata then
if groupdata and not groupdata.opsgroup:IsDestroyed() then
if not (groupdata.status==AUFTRAG.GroupStatus.DONE or groupdata.status==AUFTRAG.GroupStatus.CANCELLED) then
-- At least this group is not DONE or CANCELLED.
self:T2(self.lid..string.format("CheckGroupsDone: OPSGROUP %s is not DONE or CANCELLED but in state %s. Mission NOT DONE!", groupdata.opsgroup.groupname, groupdata.status:upper()))
@@ -5120,7 +5175,6 @@ end
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Planned" event.
-- @param #AUFTRAG self
-- @param #string From From state.
@@ -5430,7 +5484,7 @@ function AUFTRAG:onafterSuccess(From, Event, To)
-- Stop mission.
self:T(self.lid..string.format("Mission SUCCESS! Number of max repeats %d reached ==> Stopping mission!", self.repeated+1))
self:Stop()
self:__Stop(-120)
end
@@ -5472,7 +5526,7 @@ function AUFTRAG:onafterFailed(From, Event, To)
-- Stop mission.
self:T(self.lid..string.format("Mission FAILED! Number of max repeats %d reached ==> Stopping mission!", self.repeated+1))
self:Stop()
self:__Stop(-120)
end
@@ -5585,6 +5639,7 @@ function AUFTRAG:onafterRepeat(From, Event, To)
self.Ngroups=0
self.Nassigned=nil
self.Ndead=0
self.summary=nil
-- Update DCS mission task. Could be that the initial task (e.g. for bombing) was destroyed. Then we need to update the coordinate.
self.DCStask=self:GetDCSMissionTask()
@@ -5636,6 +5691,8 @@ function AUFTRAG:onafterStop(From, Event, To)
-- No group data.
self.groupdata={}
self.summary=nil
-- Clear pending scheduler calls.
self.CallScheduler:Clear()
@@ -5980,6 +6037,7 @@ function AUFTRAG:CountOpsGroups()
local groupdata=_groupdata --#AUFTRAG.GroupData
if groupdata and groupdata.opsgroup and groupdata.opsgroup:IsAlive() and not groupdata.opsgroup:IsDead() then
N=N+1
printf("FF Count Group N=%d %s", N, tostring(groupdata.opsgroup.groupname))
end
end
return N
@@ -6466,7 +6524,13 @@ function AUFTRAG:GetDCSMissionTask(MissionGroup)
-- ESCORT Mission --
--------------------
local DCStask=CONTROLLABLE.TaskEscort(nil, self.engageTarget:GetObject(), self.escortVec3, nil, self.engageMaxDistance, self.engageTargetTypes)
local FollowGroup=self.engageTarget:GetObject()
local DCStask=nil
if next(self.engageTargetTypes)==nil then
DCStask=FollowGroup:TaskFollow(FollowGroup, self.escortVec3)
else
DCStask=CONTROLLABLE.TaskEscort(nil, FollowGroup, self.escortVec3, nil, self.engageMaxDistance, self.engageTargetTypes)
end
table.insert(DCStasks, DCStask)
+3
View File
@@ -150,6 +150,9 @@ function BRIGADE:New(WarehouseName, BrigadeName)
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- Add legion to DB
_DATABASE:AddLegion(self)
return self
end
+66 -60
View File
@@ -183,6 +183,7 @@ do
-- my_ctld.placeCratesAhead = false -- place crates straight ahead of the helicopter, in a random way. If true, crates are more neatly sorted.
-- my_ctld.nobuildinloadzones = true -- forbid players to build stuff in LOAD zones if set to `true`
-- my_ctld.movecratesbeforebuild = true -- crates must be moved once before they can be build. Set to false for direct builds.
-- my_ctld.useaircraftheadingforbuilds = false -- Matches the heading of the spawned groups from a crate build to the aircraft heading when starting the build. Default is false for template heading.
-- my_ctld.surfacetypes = {land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.RUNWAY,land.SurfaceType.SHALLOW_WATER} -- surfaces for loading back objects.
-- my_ctld.nobuildmenu = false -- if set to true effectively enforces to have engineers build/repair stuff for you.
-- my_ctld.RadioSound = "beacon.ogg" -- -- this sound will be hearable if you tune in the beacon frequency. Add the sound file to your miz.
@@ -2037,7 +2038,7 @@ function CTLD:_C130DcAutoRegisterEntry(SetId, Cargo)
local pos = Cargo:GetPositionable()
local pname = pos and pos.GetName and pos:GetName() or nil
local pcoord = pos and pos.GetCoordinate and pos:GetCoordinate() or nil
local pcoord = pos and pos.GetCoord and pos:GetCoord() or nil
local entryId = string.format("%s#%d", SetId, #setData.entries + 1)
local entry = {
id = entryId,
@@ -2748,14 +2749,12 @@ function CTLD:_EventHandler(EventData)
loaded = self.Loaded_Cargo[unitname] -- #CTLD.LoadedCargo
loaded.Cratesloaded = loaded.Cratesloaded - 1
if loaded.Cratesloaded < 0 then loaded.Cratesloaded = 0 end
-- TODO zap cargo from list
local Loaded = {}
for _,_item in pairs (loaded.Cargo or {}) do
self:T(self.lid.."UNLOAD checking: ".._item:GetName())
self:T(self.lid.."UNLOAD state: ".. tostring(_item:WasDropped()))
if _item and _item:GetType() == CTLD_CARGO.Enum.GCLOADABLE and event.IniDynamicCargoName and event.IniDynamicCargoName ~= _item:GetName() and not _item:WasDropped() then
table.insert(Loaded,_item)
else
local unloadedItem = _item and _item:GetType() == CTLD_CARGO.Enum.GCLOADABLE and event.IniDynamicCargoName and event.IniDynamicCargoName == _item:GetName()
if not unloadedItem then
table.insert(Loaded,_item)
end
end
@@ -3125,14 +3124,14 @@ end
function CTLD:_FindRepairNearby(Group, Unit, Repairtype)
self:T(self.lid .. " _FindRepairNearby")
--self:T({Group:GetName(),Unit:GetName(),Repairtype})
local unitcoord = Unit:GetCoordinate()
local unitcoord = Unit:GetCoord()
-- find nearest group of deployed groups
local nearestGroup = nil
local nearestGroupIndex = -1
local nearestDistance = 10000
for k,v in pairs(self.DroppedTroops) do
local distance = self:_GetDistance(v:GetCoordinate(),unitcoord)
local distance = self:_GetDistance(v:GetCoord(),unitcoord)
local unit = v:GetUnit(1) -- Wrapper.Unit#UNIT
local desc = unit:GetDesc() or nil
if distance < nearestDistance and distance ~= -1 and not desc.attributes.Infantry then
@@ -3277,7 +3276,7 @@ end
local capabilities = self:_GetUnitCapabilities(Unit)
local cantroops = capabilities.troops -- #boolean
local trooplimit = capabilities.trooplimit -- #number
local unitcoord = unit:GetCoordinate()
local unitcoord = unit:GetCoord()
-- find nearest group of deployed troops
local nearestGroup = nil
@@ -3288,7 +3287,7 @@ end
local distancekeys = {}
local extractdistance = self.CrateDistance * self.ExtractFactor
for k,v in pairs(self.DroppedTroops) do
local distance = self:_GetDistance(v:GetCoordinate(),unitcoord)
local distance = self:_GetDistance(v:GetCoord(),unitcoord)
local TNow = timer.getTime()
local vtime = v.ExtractTime or TNow-310
if distance <= extractdistance and distance ~= -1 and (TNow - vtime > 300) then
@@ -3376,7 +3375,7 @@ end
self:_UpdateUnitCargoMass(Unit)
local groupname = nearestGroup:GetName()
self:__TroopsExtracted(running,Group, Unit, nearestGroup, groupname)
local coord = Unit:GetCoordinate() or Group:GetCoordinate() -- Core.Point#COORDINATE
local coord = Unit:GetCoord() or Group:GetCoord() -- Core.Point#COORDINATE
local Point
if coord then
local heading = unit:GetHeading() or 0
@@ -3747,16 +3746,16 @@ function CTLD:_C130GetUnits(Group, Unit, Name)
return self
end
local coord = Unit:GetCoordinate() or Group:GetCoordinate()
local coord = Unit:GetCoord() or Group:GetCoord()
local capabilities = self:_GetUnitCapabilities(Unit)
local innerDist = (capabilities.length and capabilities.length/2) or 15
local maxUnitsNearby = self.maxUnitsNearby or 3
local searchRadius = self.UnitDistance or 90
local checkZone = ZONE_RADIUS:New("CTLD_C130UnitsZone",coord:GetVec2(),searchRadius,false)
local nearGroups = SET_GROUP:New():FilterCoalitions("blue"):FilterZones({checkZone}):FilterOnce()
local nearGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterZones({checkZone}):FilterOnce()
local nearbyCount = 0
for _,gr in pairs(nearGroups.Set) do
local gc = gr:GetCoordinate()
local gc = gr:GetCoord()
if gc then
local dist = coord:Get2DDistance(gc)
if dist > innerDist then
@@ -3806,6 +3805,7 @@ function CTLD:_C130GetUnits(Group, Unit, Name)
if canmove then
SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,10,2)
:InitCoalition(self.coalition)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits, 70)
:InitDelayOff()
:OnSpawnGroup(function(grp,TimeStamp)
@@ -3819,6 +3819,7 @@ function CTLD:_C130GetUnits(Group, Unit, Name)
SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,10,2)
:InitDelayOff()
:InitCoalition(self.coalition)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits, 70)
:OnSpawnGroup(function(grp,TimeStamp)
grp.spawntime = TimeStamp or timer.getTime()
@@ -3925,7 +3926,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack, quiet, suppress
-- Check cargo location if available
local location = Cargo:GetLocation()
if location then
local unitcoord = Unit:GetCoordinate() or Group:GetCoordinate()
local unitcoord = Unit:GetCoord() or Group:GetCoord()
if unitcoord then
if not location:IsCoordinateInZone(unitcoord) then
-- no we're not at the right spot
@@ -3972,7 +3973,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack, quiet, suppress
end
-- get position and heading of heli
local position = Unit:GetCoordinate()
local position = Unit:GetCoord()
local heading = Unit:GetHeading() + 1
local height = Unit:GetHeight()
local droppedcargo = {}
@@ -4136,8 +4137,8 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack, quiet, suppress
if type(ship) == "string" then
self:T("Spawning on ship "..ship)
local Ship = UNIT:FindByName(ship)
local shipcoord = Ship:GetCoordinate()
local unitcoord = Unit:GetCoordinate()
local shipcoord = Ship:GetCoord()
local unitcoord = Unit:GetCoord()
local dist = shipcoord:Get2DDistance(unitcoord)
dist = dist - (20 + math.random(1, 10))
local halfwidth = (width or 20) / 2
@@ -4389,17 +4390,17 @@ end
function CTLD:_C130RemoveUnitsNearby(_group,_unit)
self:T(self.lid .. " _C130RemoveUnitsNearby")
if not _group or not _unit then return self end
local location = _group:GetCoordinate()
local location = _group:GetCoord()
if not location then return self end
local capabilities = self:_GetUnitCapabilities(_unit)
local innerDist = (capabilities.length and capabilities.length/2) or 15
local finddist = self.PackDistance or (self.CrateDistance or 35)
local zone = ZONE_RADIUS:New("CTLD_C130RemoveZone",location:GetVec2(),finddist,false)
local nearestGroups = SET_GROUP:New():FilterCoalitions("blue"):FilterZones({zone}):FilterOnce()
local nearestGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterZones({zone}):FilterOnce()
local removedAny = false
local removedTable = {}
for _, gr in pairs(nearestGroups.Set) do
local gc = gr:GetCoordinate()
local gc = gr:GetCoord()
if gc then
local dist = location:Get2DDistance(gc)
if dist > innerDist then
@@ -4533,7 +4534,7 @@ end
function CTLD:_FindCratesNearby( _group, _unit, _dist, _ignoreweight, ignoretype, ignoreHercInner)
self:T(self.lid .. " _FindCratesNearby")
local finddist = _dist
local location = _group:GetCoordinate()
local location = _group:GetCoord()
local existingcrates = self.Spawned_Cargo -- #table
-- cycle
local index = 0
@@ -5159,7 +5160,6 @@ function CTLD:_UnloadTroops(Group, Unit)
-- unload troops
local name = cargo:GetName() or "none"
local temptable = cargo:GetTemplates() or {}
local position = Group:GetCoordinate()
local zoneradius = self.troopdropzoneradius or 100 -- drop zone radius
local factor = 1
if IsHerc then
@@ -5196,6 +5196,7 @@ function CTLD:_UnloadTroops(Group, Unit)
local Positions = self:_GetUnitPositions(randomcoord,rad,heading,_template)
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitDelayOff()
:InitCoalition(self.coalition)
:InitSetUnitAbsolutePositions(Positions)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
@@ -5506,8 +5507,8 @@ function CTLD:_BuildCrates(Group, Unit,Engineering,MultiDrop,NotifyGroup)
local required = Crate:GetCratesNeeded()
local template = Crate:GetTemplates()
local ctype = Crate:GetType()
local ccoord = Crate:GetPositionable():GetCoordinate() -- Core.Point#COORDINATE
local distToUnit=Unit and ccoord:Get2DDistance(Unit:GetCoordinate())or 0
local ccoord = Crate:GetPositionable():GetCoord() -- Core.Point#COORDINATE
local distToUnit=Unit and ccoord:Get2DDistance(Unit:GetCoord())or 0
local isHercDrop=Crate:WasDropped(true)
if not isHercDrop and distToUnit>baseDist then
elseif self:IsC130J(Unit) and distToUnit<15 then
@@ -5526,6 +5527,7 @@ function CTLD:_BuildCrates(Group, Unit,Engineering,MultiDrop,NotifyGroup)
object.Found = 1
object.Template = template
object.CanBuild = false
object.Heading = Unit:GetHeading()
object.Type = ctype -- #CTLD_CARGO.Enum
object.Coord = ccoord:GetVec2()
buildables[name] = object
@@ -5611,7 +5613,7 @@ function CTLD:_BuildCrates(Group, Unit,Engineering,MultiDrop,NotifyGroup)
local sep = self.buildPairSeparation or 25
local hdg = (Unit:GetHeading()+180)%360
local lat = (hdg+90)%360
local base = Unit:GetCoordinate():Translate(20,hdg)
local base = Unit:GetCoord():Translate(20,hdg)
if full == 1 then
local cratesNow, numberNow = self:_FindCratesNearby(Group,Unit, finddist,true,true, not Engineering)
@@ -5645,7 +5647,7 @@ function CTLD:_BuildCrates(Group, Unit,Engineering,MultiDrop,NotifyGroup)
self:_RefreshPackMenus(Group,Unit)
local off = start + (n-1)*sep
local coord = base:Translate(off,lat):GetVec2()
local b = { Name=build.Name, Required=build.Required, Template=build.Template, CanBuild=true, Type=build.Type, Coord=coord }
local b = { Name=build.Name, Required=build.Required, Template=build.Template, CanBuild=true, Type=build.Type, Coord=coord, Heading=build.Heading }
if self.buildtime and self.buildtime > 0 then
local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,b,false,Group:GetCoordinate(),MultiDrop)
buildtimer:Start(self.buildtime)
@@ -5683,18 +5685,18 @@ end
-- @return #number Number
function CTLD:_FindPackableGroupsNearby(Group, Unit)
self:T(self.lid .. " _FindPackableGroupsNearby")
local location = Group:GetCoordinate()
local location = Group:GetCoord()
if not location then return {}, 0 end
local capabilities = self:_GetUnitCapabilities(Unit)
local innerDist = (capabilities.length and capabilities.length/2) or 15
local finddist = self.PackDistance or (self.CrateDistance or 35)
local zone = ZONE_RADIUS:New("CTLD_PackableZone", location:GetVec2(), finddist, false)
local nearestGroups = SET_GROUP:New():FilterCoalitions("blue"):FilterZones({zone}):FilterOnce()
local nearestGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterZones({zone}):FilterOnce()
local packable = {}
for _, gr in pairs(nearestGroups.Set) do
if gr and gr:GetName() ~= Group:GetName() then
local gc = gr:GetCoordinate()
local gc = gr:GetCoord()
if gc then
local dist = location:Get2DDistance(gc)
if dist > innerDist and dist <= finddist then
@@ -5827,12 +5829,12 @@ function CTLD:_LoadPackedCratesByIds(Group, Unit, crateIds, cargoName)
local matchingCrates = {}
local finddist = self.CrateDistance or 35
local location = Group:GetCoordinate()
local location = Group:GetCoord()
for _, crateObj in pairs(self.Spawned_Cargo or {}) do
if crateObj and idLookup[crateObj:GetID()] then
local pos = crateObj:GetPositionable()
if pos and pos:IsAlive() then
local dist = location:Get2DDistance(pos:GetCoordinate())
local dist = location:Get2DDistance(pos:GetCoord())
if dist <= finddist then
matchingCrates[#matchingCrates + 1] = crateObj
end
@@ -5942,12 +5944,12 @@ function CTLD:_RemovePackedCratesByIds(Group, Unit, crateIds)
local crates = {}
local finddist = self.CrateDistance or 35
local location = Group:GetCoordinate()
local location = Group:GetCoord()
for _, entry in pairs(self.Spawned_Cargo or {}) do
if entry and idLookup[entry:GetID()] then
local pos = entry:GetPositionable()
if pos and pos:IsAlive() then
local dist = location:Get2DDistance(pos:GetCoordinate())
local dist = location:Get2DDistance(pos:GetCoord())
if dist <= finddist then
crates[#crates + 1] = entry
end
@@ -6197,28 +6199,31 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation,Mult
for _,_template in pairs(temptable) do
self.TroopCounter = self.TroopCounter + 1
local alias = string.format("%s-%d", _template, math.random(1,100000))
local spawn = SPAWN:NewWithAlias(_template,alias)
:InitDelayOff()
:InitCoalition(self.coalition)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
if canmove then
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
--:InitRandomizeUnits(true,20,2)
:InitDelayOff()
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
:SpawnFromVec2(randomcoord)
else -- don't random position of e.g. SAM units build as FOB
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitDelayOff()
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
:SpawnFromVec2(randomcoord)
--spawn:InitRandomizeUnits(true,20,2)
end
if Build.Heading and self.useaircraftheadingforbuilds then
spawn:InitGroupHeading(Build.Heading)
end
local spawnedGroup = spawn:SpawnFromVec2(randomcoord)
self.DroppedTroops[self.TroopCounter] = spawnedGroup
if Repair then
self:__CratesRepaired(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
self:__CratesRepaired(1,Group,Unit,spawnedGroup)
else
self:__CratesBuild(1,Group,Unit,self.DroppedTroops[self.TroopCounter])
self:__CratesBuild(1,Group,Unit,spawnedGroup)
end
end -- template loop
if Group and Group:IsAlive() and Group:GetID() then
self:_RefreshLoadCratesMenu(Group, Unit)
self:_RefreshPackMenus(Group, Unit)
end
else
self:T(self.lid.."Group KIA while building!")
end
@@ -6241,14 +6246,11 @@ end
-- @param Wrapper.Group#GROUP Group The Group to move.
function CTLD:_MoveGroupToZone(Group)
self:T(self.lid .. " _MoveGroupToZone")
local groupname = Group:GetName() or "none"
local groupcoord = Group:GetCoordinate()
-- Get closest zone of type
local outcome, name, zone, distance = self:IsUnitInZone(Group,CTLD.CargoZoneType.MOVE)
self:T({canmove=outcome, name=name, zone=zone, dist=distance,max=self.movetroopsdistance})
if (distance <= self.movetroopsdistance) and outcome == true and zone~= nil then
-- yes, we can ;)
local groupname = Group:GetName()
local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE
local formation = self:_GetVehicleFormation()
--local coordinate = zonecoord:GetVec2()
@@ -7931,6 +7933,7 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID, qty)
local Positions = self:_GetUnitPositions(randomcoord, rad, heading, _template)
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template, alias)
:InitDelayOff()
:InitCoalition(self.coalition)
:InitSetUnitAbsolutePositions(Positions)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
@@ -9008,7 +9011,7 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
local zoneret = nil
local zonewret = nil
local zonenameret = nil
local unitcoord = Unit:GetCoordinate()
local unitcoord = Unit:GetCoord()
if not unitcoord then
if Zonetype == CTLD.CargoZoneType.SHIP then
return false, nil, nil, 1000000, nil
@@ -9029,7 +9032,7 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
self:T("Checking Type Ship: "..zonename)
local ZoneUNIT = UNIT:FindByName(zonename)
if not ZoneUNIT then return false end
zonecoord = ZoneUNIT:GetCoordinate()
zonecoord = ZoneUNIT:GetCoord()
zoneradius = czone.shiplength
zonewidth = czone.shipwidth
zone = ZONE_UNIT:New( ZoneUNIT:GetName(), ZoneUNIT, zoneradius/2)
@@ -9078,7 +9081,7 @@ function CTLD:SmokePositionNow(Unit, Flare, SmokeColor)
end
local FlareColor = self.FlareColor or FLARECOLOR.Red
-- table of #CTLD.CargoZone table
local unitcoord = Unit:GetCoordinate() -- Core.Point#COORDINATE
local unitcoord = Unit:GetCoord() -- Core.Point#COORDINATE
local Group = Unit:GetGroup()
if Flare then
unitcoord:Flare(FlareColor, 90)
@@ -9097,7 +9100,7 @@ end
function CTLD:SmokeZoneNearBy(Unit, Flare)
self:T(self.lid .. " SmokeZoneNearBy")
-- table of #CTLD.CargoZone table
local unitcoord = Unit:GetCoordinate()
local unitcoord = Unit:GetCoord()
local Group = Unit:GetGroup()
local smokedistance = self.smokedistance
local smoked = false
@@ -9234,7 +9237,7 @@ end
-- get speed and height
local uspeed = Unit:GetVelocityMPS()
local uheight = Unit:GetHeight()
local ucoord = Unit:GetCoordinate()
local ucoord = Unit:GetCoord()
if not ucoord then
return false
end
@@ -9263,7 +9266,7 @@ end
-- get speed and height
local uspeed = Unit:GetVelocityMPS()
local uheight = Unit:GetHeight()
local ucoord = Unit:GetCoordinate()
local ucoord = Unit:GetCoord()
if not ucoord then
return false
end
@@ -9355,7 +9358,7 @@ end
minheight = 5.1 -- herc is 5m AGL on the ground
end
local uheight = Unit:GetHeight()
local ucoord = Unit:GetCoordinate()
local ucoord = Unit:GetCoord()
if not ucoord then
return false
end
@@ -10141,6 +10144,7 @@ end
local alias = string.format("%s-%d", _template, math.random(1,100000))
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(randompositions,20,2)
:InitCoalition(self.coalition)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:InitDelayOff()
:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp)
@@ -10295,6 +10299,7 @@ end
if canmove then
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2)
:InitCoalition(self.coalition)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:InitDelayOff()
:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp)
@@ -10302,6 +10307,7 @@ end
else -- don't random position of e.g. SAM units build as FOB
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitDelayOff()
:InitCoalition(self.coalition)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp)
:SpawnFromVec2(randomcoord)
@@ -10583,7 +10589,7 @@ end
self:T({From, Event, To})
if Unit and Unit:IsPlayer() and self.PlayerTaskQueue then
local playername = Unit:GetPlayerName()
local dropcoord = Troops:GetCoordinate() or COORDINATE:New(0,0,0)
local dropcoord = Troops:GetCoord() or COORDINATE:New(0,0,0)
local dropvec2 = dropcoord:GetVec2()
self.PlayerTaskQueue:ForEach(
function (Task)
@@ -10640,7 +10646,7 @@ end
for _,_cargo in pairs(Cargotable) do
local Vehicle = _cargo.Positionable
if Vehicle then
local dropcoord = Vehicle:GetCoordinate() or COORDINATE:New(0,0,0)
local dropcoord = Vehicle:GetCoord() or COORDINATE:New(0,0,0)
local dropvec2 = dropcoord:GetVec2()
self.PlayerTaskQueue:ForEach(
function (Task)
@@ -10705,7 +10711,7 @@ end
self:T({From, Event, To})
if Unit and Unit:IsPlayer() and self.PlayerTaskQueue then
local playername = Unit:GetPlayerName()
local dropcoord = Vehicle:GetCoordinate() or COORDINATE:New(0,0,0)
local dropcoord = Vehicle:GetCoord() or COORDINATE:New(0,0,0)
local dropvec2 = dropcoord:GetVec2()
self.PlayerTaskQueue:ForEach(
function (Task)
+25
View File
@@ -1102,6 +1102,31 @@ function COHORT:CountAssets(InStock, MissionTypes, Attributes)
return N
end
--- Count available assets in legion warehouse stock. Spawned, requested and reserved assets are not counted.
-- @param #COHORT self
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
-- @return #number Number of assets.
function COHORT:CountAvailableAssets(MissionTypes, Attributes)
local N=0
for _,_asset in pairs(self.assets) do
local asset=_asset --Functional.Warehouse#WAREHOUSE.Assetitem
if not (asset.spawned or asset.requested or asset.isReserved) then
if MissionTypes==nil or AUFTRAG.CheckMissionCapability(MissionTypes, self.missiontypes) then
if Attributes==nil or self:CheckAttribute(Attributes) then
N=N+1 --This is in stock.
end
end
end
end
return N
end
--- Get OPSGROUPs.
-- @param #COHORT self
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
+18
View File
@@ -1883,6 +1883,8 @@ function COMMANDER:RecruitAssetsForMission(Mission)
local recruited, assets, legions=LEGION.RecruitCohortAssets(Cohorts, Mission.type, Mission.alert5MissionType, NreqMin, NreqMax, TargetVec2, Payloads,
Mission.engageRange, Mission.refuelSystem, nil, nil, MaxWeight, nil, Mission.attributes, Mission.properties, {Mission.engageWeaponType})
self:T(self.lid..string.format("Recruited=%s Nassets=%d", tostring(recruited), #assets))
return recruited, assets, legions
end
@@ -2112,6 +2114,22 @@ function COMMANDER:CountAssets(InStock, MissionTypes, Attributes)
return N
end
--- Count available assets of all assigned legions, which are in stock. Spawned and reserved assets are not counted.
-- @param #COMMANDER self
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `WAREHOUSE.Attribute.AIR_BOMBER`.
-- @return #number Amount of asset groups.
function COMMANDER:CountAvailableAssets(MissionTypes, Attributes)
local N=0
for _,_legion in pairs(self.legions) do
local legion=_legion --Ops.Legion#LEGION
N=N+legion:CountAvailableAssets(MissionTypes, Attributes)
end
return N
end
--- Count assets of all assigned legions.
-- @param #COMMANDER self
-- @param #table MissionTypes (Optional) Count only missions of these types. Default is all types.
+3
View File
@@ -167,6 +167,9 @@ function FLEET:New(WarehouseName, FleetName)
-- @param Ops.NavyGroup#NAVYGROUP NavyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
-- Add legion to DB
_DATABASE:AddLegion(self)
return self
end
+3
View File
@@ -73,6 +73,9 @@ function FLOTILLA:New(TemplateGroupName, Ngroups, FlotillaName)
-- Get initial ammo.
self.ammo=self:_CheckAmmo()
-- Add cohort to DB
_DATABASE:AddCohort(self)
return self
end
@@ -350,6 +350,18 @@ INTEL.RCS_NoseOnFraction = 0.15
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new INTEL object and start the FSM.
-- @param #INTEL self
-- @return #INTEL self
function INTEL:_UpdateAgents()
-- Filter coalition.
if self.coalition then
local coalitionname=UTILS.GetCoalitionName(self.coalition):lower()
self.detectionset:FilterCoalitions(coalitionname):FilterAlive():FilterOnce()
end
end
--- Create a new INTEL object and start the FSM.
-- @param #INTEL self
@@ -837,6 +849,18 @@ function INTEL:AddAgent(AgentGroup)
return self
end
--- Set whether the detection set, aka agents, are updated periodically. With this all alive groups of the INTEL coalition are included.
-- @param #INTEL self
-- @param #boolean switch If `true` or nil, all groups of the coalition will be added automatically to the Agent set.
-- @return #INTEL self
function INTEL:SetAgentAuto(switch)
if switch==nil then
switch=true
end
self.update_detectionset=switch
return self
end
--- Enable or disable cluster analysis of detected targets.
-- Targets will be grouped in coupled clusters.
-- @param #INTEL self
@@ -1026,6 +1050,10 @@ function INTEL:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
if self.update_detectionset then
self:_UpdateAgents()
end
-- Fresh arrays.
self.ContactsLost={}
self.ContactsUnknown={}
+18 -2
View File
@@ -306,7 +306,6 @@ function LEGION:New(WarehouseName, LegionName)
-- @param Ops.Cohort#COHORT Cohort The cohort the asset belongs to.
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The asset that returned.
return self
end
@@ -2099,6 +2098,23 @@ function LEGION:CountAssets(InStock, MissionTypes, Attributes)
return N
end
--- Count total number of available assets in the legion stock.
-- @param #LEGION self
-- @param #table MissionTypes (Optional) Count only assest that can perform certain mission type(s). Default is all types.
-- @param #table Attributes (Optional) Count only assest that have a certain attribute(s), e.g. `GROUP.Attribute.AIR_BOMBER`.
-- @return #number Amount of asset groups in stock.
function LEGION:CountAvailableAssets(MissionTypes, Attributes)
local N=0
for _,_cohort in pairs(self.cohorts) do
local cohort=_cohort --Ops.Cohort#COHORT
N=N+cohort:CountAvailableAssets(MissionTypes,Attributes)
end
return N
end
--- Get OPSGROUPs that are spawned and alive.
-- @param #LEGION self
-- @param #table MissionTypes (Optional) Get only assest that can perform certain mission type(s). Default is all types.
@@ -2661,7 +2677,7 @@ function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properti
local RangeMax = RangeMax or 0
local InRange=(RangeMax and math.max(RangeMax, Rmax) or Rmax) >= TargetDistance and TargetDistance > RangeMin
--env.info(string.format("Range TargetDist=%.1f Rmax=%.1f RangeMax=%.1f InRange=%s RangeMin=%s", TargetDistance, Rmax, RangeMax, tostring(InRange),tostring(RangeMin)))
--env.info(string.format("Range TargetDist=%.1f Rmax=%.1f RangeMax=%.1f InRange=%s", TargetDistance, Rmax, RangeMax, tostring(InRange)))
return InRange
end
+1 -1
View File
@@ -4691,7 +4691,7 @@ function OPSGROUP:_UpdateTask(Task, Mission)
self:T(self.lid..string.format("Zone %s captured ==> Task DONE!", zoneCurr:GetName()))
-- Task done.
if Task.StayInZoneTime then
if Task.StayInZoneTime and Task.StayInZoneTime>0 then
local stay = Task.StayInZoneTime
self:__TaskDone(stay,Task)
else
+3
View File
@@ -72,6 +72,9 @@ function PLATOON:New(TemplateGroupName, Ngroups, PlatoonName)
-- Get ammo.
self.ammo=self:_CheckAmmo()
-- Add cohort to DB
_DATABASE:AddCohort(self)
return self
end
+3
View File
@@ -116,6 +116,9 @@ function SQUADRON:New(TemplateGroupName, Ngroups, SquadronName)
-- See COHORT class
-- Add cohort to DB
_DATABASE:AddCohort(self)
return self
end
+91 -51
View File
@@ -153,7 +153,7 @@ _TARGETID=0
--- TARGET class version.
-- @field #string version
TARGET.version="0.7.1"
TARGET.version="0.8.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -206,6 +206,9 @@ function TARGET:New(TargetObject)
self:AddTransition("*", "Status", "*") -- Status update.
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
self:AddTransition("*", "ElementDestroyed", "*") -- A target element was destroyed.
self:AddTransition("*", "ElementDead", "*") -- A target element is dead (destroyed or despawned).
self:AddTransition("*", "ObjectDamaged", "*") -- A target object was damaged.
self:AddTransition("*", "ObjectDestroyed", "*") -- A target object was destroyed.
self:AddTransition("*", "ObjectDead", "*") -- A target object is dead (destroyed or despawned).
@@ -245,6 +248,19 @@ function TARGET:New(TargetObject)
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "ElementDestroyed".
-- @function [parent=#TARGET] ElementDestroyed
-- @param #TARGET self
-- @param #string ElementName Name of the element.
-- @param #TARGET.Object Target Target object.
--- Triggers the FSM event "ElementDead".
-- @function [parent=#TARGET] ElementDead
-- @param #TARGET self
-- @param #string ElementName Name of the element.
-- @param #TARGET.Object Target Target object.
--- Triggers the FSM event "ObjectDamaged".
-- @function [parent=#TARGET] ObjectDamaged
-- @param #TARGET self
@@ -643,6 +659,19 @@ function TARGET:onafterStatus(From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
-- First we check any target has been destroyed and the dead/unitlost event was not fired
for i,_target in pairs(self.targets) do
local target=_target --#TARGET.Object
local life=self:GetTargetLife(target)
if life<1 and target.Status~=TARGET.ObjectStatus.DEAD then
self:E(self.lid..string.format("FF life is zero but no object dead event fired ==> waiting for target object %s events!", tostring(target.Name)))
-- We wait 60 seconds for the events to occur
self:__Status(-60)
return self
end
end
-- Update damage.
local damaged=false
for i,_target in pairs(self.targets) do
@@ -736,6 +765,61 @@ end
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ElementDestroyed" event.
-- @param #TARGET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Name Name of the element.
-- @param #TARGET.Object Target Target object.
function TARGET:onafterElementDestroyed(From, Event, To, Name, Target)
-- Debug message.
self:T(self.lid..string.format("Element %s of target object %s destroyed", Name, Target.Name))
-- Increase destroyed counter.
Target.Ndestroyed=Target.Ndestroyed+1
-- Increase dead counter.
self.Ndestroyed=self.Ndestroyed+1
self:ElementDead(Name, Target)
return self
end
--- On after "ElementDead" event.
-- @param #TARGET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string Name Name of the element.
-- @param #TARGET.Object Target Target object.
function TARGET:onafterElementDead(From, Event, To, Name, Target)
-- Debug message.
self:T(self.lid..string.format("Element %s of target object %s dead", Name, Target.Name))
-- Increase dead counter.
Target.Ndead=Target.Ndead+1
-- Increase dead counter.
self.Ndead=self.Ndead+1
-- All dead ==> Trigger event.
if Target.Ndestroyed==Target.N0 then
self:ObjectDestroyed(Target)
elseif Target.Ndead==Target.N0 then
self:ObjectDead(Target)
end
return self
end
--- On after "ObjectDamaged" event.
-- @param #TARGET self
-- @param #string From From state.
@@ -761,11 +845,6 @@ function TARGET:onafterObjectDestroyed(From, Event, To, Target)
-- Debug message.
self:T(self.lid..string.format("Object %s destroyed", Target.Name))
-- Increase destroyed counter.
self.Ndestroyed=self.Ndestroyed+1
Target.Ndestroyed=Target.Ndestroyed+1
Target.Life=0
-- Call object dead event.
@@ -788,15 +867,9 @@ function TARGET:onafterObjectDead(From, Event, To, Target)
-- Set target status.
Target.Status=TARGET.ObjectStatus.DEAD
-- Increase dead object counter
Target.Ndead=Target.Ndead+1
-- Set target object life to 0.
Target.Life=0
-- Increase dead counter.
self.Ndead=self.Ndead+1
-- Check if anyone is alive?
local dead=true
for _,_target in pairs(self.targets) do
@@ -889,54 +962,21 @@ function TARGET:OnEventUnitDeadOrLost(EventData)
-- Add to the list of casualties.
table.insert(self.casualties, Name)
-- Try to get target Group.
local target=self:GetTargetByName(EventData.IniGroupName)
-- Try unit target.
if not target then
target=self:GetTargetByName(EventData.IniUnitName)
end
-- Get target from Group or Unit.
local target=self:GetTargetByName(EventData.IniGroupName) or self:GetTargetByName(EventData.IniUnitName)
-- Check if we could find a target object.
if target then
local Ndead=target.Ndead
local Ndestroyed=target.Ndestroyed
-- Increase dead/destroyed counter
if EventData.id==EVENTS.RemoveUnit then
Ndead=Ndead+1
self:ElementDead(Name, target)
else
Ndestroyed=Ndestroyed+1
Ndead=Ndead+1
self:ElementDestroyed(Name, target)
end
-- Check if ALL objects are dead
if Ndead==target.N0 then
if Ndestroyed>=target.N0 then
-- Debug message.
self:T2(self.lid..string.format("EVENT ID=%d: target %s dead/lost ==> destroyed", EventData.id, tostring(target.Name)))
target.Life = 0
-- Trigger object destroyed event. This sets the Life to zero and increases Ndestroyed
self:ObjectDestroyed(target)
else
-- Debug message.
self:T2(self.lid..string.format("EVENT ID=%d: target %s removed ==> dead", EventData.id, tostring(target.Name)))
target.Life = 0
-- Trigger object dead event. This sets the Life to zero and increases Ndead counter
self:ObjectDead(target)
end
end
self:E(self.lid..string.format("ERROR: Could not get target from IniGroup or IniUnit name when event Dead or UnitLost occured! Stats are not correctly updated :("))
end -- Event belongs to this TARGET
end
+89 -4
View File
@@ -131,14 +131,24 @@ ENUMS.WeaponFlag={
Cannons = 805306368, -- GUN_POD + BuiltInCannon
--- Torpedo
Torpedo = 4294967296,
--- Decoy
Decoys = 8589934592,
--- Shell
SmokeShell = 17179869184,
IlluminationShell = 34359738368,
MarkerShell = 51539607552,
MarkerWeapon = 51539620864,
SubmunitionDispenserShell = 68719476736,
ConventionalShell = 206963736576,
---
-- Even More Genral
Auto = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons)
Auto = 265214230526, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons + Torpedos)
AutoDCS = 1073741822, -- Something if often see
AnyAG = 2956984318, -- Any Air-To-Ground Weapon
AnyAA = 264241152, -- Any Air-To-Air Weapon
AnyUnguided = 2952822768, -- Any Unguided Weapon
AnyGuided = 268402702, -- Any Guided Weapon
AnyShell = 258503344128, -- Any Shell
}
--- Weapon types by category. See the [Weapon Flag](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) enumerator on hoggit wiki.
@@ -220,7 +230,7 @@ ENUMS.WeaponType.Torpedo={
}
ENUMS.WeaponType.Any={
-- General combinations
Weapon = 3221225470, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons)
Weapon = 265214230526, -- Any Weapon (AnyBomb + AnyRocket + AnyMissile + Cannons + Torpedos)
AG = 2956984318, -- Any Air-To-Ground Weapon
AA = 264241152, -- Any Air-To-Air Weapon
Unguided = 2952822768, -- Any Unguided Weapon
@@ -513,7 +523,7 @@ ENUMS.ReportingName =
Tornado = "Tornado",
-- Transport / Bomber / Others
Atlas = "A400",
Lancer = "B1-B",
Lancer = "B-1B",
Stratofortress = "B-52H",
Herc = "C-130",
Hercules = "C-130J-30",
@@ -558,7 +568,7 @@ ENUMS.ReportingName =
Apache = "AH-64",
Chinook = "CH-47",
Sea_Stallion = "CH-53",
Kiowa = "OH-58",
Kiowa = "OH58D",
Seahawk = "SH-60",
Blackhawk = "UH-60",
Sea_King = "S-61",
@@ -1798,13 +1808,21 @@ ENUMS.Storage.weapons.missiles.Igla_S = 'weapons.missiles.Igla_S'
ENUMS.Storage.weapons.gunmounts.AKAN_NO_TRC = 'weapons.gunmounts.{AKAN_NO_TRC}'
ENUMS.Storage.weapons.gunmounts.AKAN = 'weapons.gunmounts.{AKAN}'
ENUMS.Storage.weapons.shells.M882_9x19 = 'weapons.shells.9x19_m882'
ENUMS.Storage.weapons.droptanks.fuel_tank_370gal = "weapons.droptanks.fuel_tank_370gal"
ENUMS.Storage.weapons.droptanks.fuel_tank_300gal = "weapons.droptanks.fuel_tank_300gal"
-- NEW
ENUMS.Storage.weapons.adapters.HB_F_4E_ORD_LAU_77 = 'weapons.adapters.HB_F-4E_ORD_LAU_77'
ENUMS.Storage.weapons.adapters.hb_a_6e_lau7_adu299 = 'weapons.adapters.hb_a-6e_lau7_adu299'
ENUMS.Storage.weapons.adapters.CHAP_AIM92LN = 'weapons.adapters.CHAP_AIM92LN'
ENUMS.Storage.weapons.adapters.CHAP_HOT3LN = 'weapons.adapters.CHAP_HOT3LN'
ENUMS.Storage.weapons.adapters.CHAP_FZ225 = 'weapons.adapters.CHAP_FZ225'
ENUMS.Storage.weapons.bombs.AH6_SMOKE_BLUE = 'weapons.bombs.AH6_SMOKE_BLUE'
ENUMS.Storage.weapons.bombs.AH6_SMOKE_GREEN = 'weapons.bombs.AH6_SMOKE_GREEN'
ENUMS.Storage.weapons.bombs.AH6_SMOKE_RED = 'weapons.bombs.AH6_SMOKE_RED'
ENUMS.Storage.weapons.bombs.AH6_SMOKE_YELLOW = 'weapons.bombs.AH6_SMOKE_YELLOW'
ENUMS.Storage.weapons.bombs.AO_25SL = 'weapons.bombs.AO_25SL'
ENUMS.Storage.weapons.missiles.HB_AGM_78 = 'weapons.missiles.HB_AGM_78'
ENUMS.Storage.weapons.missiles.V_1 = 'weapons.missiles.V-1'
@@ -1851,6 +1869,10 @@ ENUMS.Storage.weapons.shells.M42A1_HE = 'weapons.shells.M42A1_HE'
ENUMS.Storage.weapons.shells.HE_20x138B = 'weapons.shells.20x138B_HE'
ENUMS.Storage.weapons.shells.HE_37x263 = 'weapons.shells.37x263_HE'
ENUMS.Storage.weapons.shells.HE_2A20_115mm = 'weapons.shells.2A20_115mm_HE'
ENUMS.Storage.weapons.shells.AP_20x99R = 'weapons.shells.20x99R_AP'
ENUMS.Storage.weapons.shells.IranFAC_DShK_API_T = 'weapons.shells.IranFAC_DShK_API_T'
ENUMS.Storage.weapons.shells.IranFAC_DShK_API = 'weapons.shells.IranFAC_DShK_API'
ENUMS.Storage.weapons.shells.HE_T_20x99R = 'weapons.shells.20x99R_HE_T'
ENUMS.Storage.weapons.gunmounts.B17_TailTurret_M2_L = 'weapons.gunmounts.B17_TailTurret_M2_L'
ENUMS.Storage.weapons.gunmounts.AH6_M134L = 'weapons.gunmounts.{AH6_M134L}'
@@ -1881,6 +1903,11 @@ ENUMS.Storage.weapons.gunmounts.AH_6_FN_HMP400 = 'weapons.gunmounts.{AH-6_FN_HMP
ENUMS.Storage.weapons.gunmounts.AH_6_M134L = 'weapons.gunmounts.AH-6_M134L'
ENUMS.Storage.weapons.gunmounts.AH_6_M134R = 'weapons.gunmounts.AH-6_M134R'
ENUMS.Storage.weapons.gunmounts.AH_6_HMP400 = 'weapons.gunmounts.AH-6_HMP400'
ENUMS.Storage.weapons.gunmounts.AKAN_NO_TRC = 'weapons.gunmounts.{AKAN_NO_TRC}'
ENUMS.Storage.weapons.gunmounts.AKAN = 'weapons.gunmounts.{AKAN}'
ENUMS.Storage.weapons.gunmounts.CHAP_HMP400LC = 'weapons.gunmounts.{CHAP_HMP400LC}'
ENUMS.Storage.weapons.gunmounts.HMP400LC = 'weapons.gunmounts.HMP400LC'
ENUMS.Storage.weapons.gunmounts.SHVAK_GUN = 'weapons.gunmounts.SHVAK_GUN'
ENUMS.Storage.weapons.droptanks.PTB_800 = 'weapons.droptanks.PTB-800'
ENUMS.Storage.weapons.droptanks.PTB_275 = 'weapons.droptanks.PTB-275'
@@ -1931,6 +1958,7 @@ ENUMS.Storage.weapons.droptanks.S_3_PTB = 'weapons.droptanks.S-3-PTB'
ENUMS.Storage.weapons.droptanks.fuel_tank_370gal = 'weapons.droptanks.fuel_tank_370gal'
ENUMS.Storage.weapons.droptanks.MIG_23_PTB = 'weapons.droptanks.MIG-23-PTB'
ENUMS.Storage.weapons.droptanks.f_18c_ptb = 'weapons.droptanks.f-18c-ptb'
ENUMS.Storage.weapons.droptanks.CHAP_TigerUHT_fueltank = 'weapons.droptanks.CHAP_TigerUHT_fueltank'
ENUMS.Storage.weapons.containers.FN_HMP400_100 = 'weapons.containers.{FN_HMP400_100}'
ENUMS.Storage.weapons.containers.AN_M3 = 'weapons.containers.{AN-M3}'
@@ -2062,6 +2090,13 @@ ENUMS.Storage.weapons.containers.GIAT_M621_AP = 'weapons.containers.{GIAT_M621_A
ENUMS.Storage.weapons.containers.M134_R = 'weapons.containers.M134_R'
ENUMS.Storage.weapons.containers.OH58D_M3P_L300 = 'weapons.containers.OH58D_M3P_L300'
ENUMS.Storage.weapons.containers.AH6_M134R = 'weapons.containers.{AH6_M134R}'
ENUMS.Storage.weapons.containers.CHAP_HMP400LC = 'weapons.containers.{CHAP_HMP400LC}'
ENUMS.Storage.weapons.missiles.C701_AShM = 'weapons.missiles.C701 AShM'
ENUMS.Storage.weapons.missiles.IGLA_9M39 = 'weapons.missiles.9M39_IGLA'
ENUMS.Storage.weapons.missiles.CHAP_AIM92 = 'weapons.missiles.CHAP_AIM92'
ENUMS.Storage.weapons.missiles.AM39 = 'weapons.missiles.AM39'
ENUMS.Storage.weapons.missiles.Shahed136_LM = 'weapons.missiles.Shahed136_LM'
ENUMS.Storage.weapons.torpedoes.G7A_T1 = 'weapons.torpedoes.G7A_T1'
@@ -2091,6 +2126,56 @@ ENUMS.Storage.weapons.containers.UH60_GAU19_RIGHT = 'weapons.containers.{UH60_GA
ENUMS.Storage.weapons.containers.UH60_M230_RIGHT = 'weapons.containers.{UH60_M230_RIGHT}'
ENUMS.Storage.weapons.containers.UH60L_M2_GUNNER = 'weapons.containers.{UH60L_M2_GUNNER}'
ENUMS.Storage.weapons.adapters.GD_F100_SUU_13 = 'weapons.adapters.GD_F100_SUU-13'
ENUMS.Storage.weapons.containers.GPU_5_POD = 'weapons.containers.{GPU_5_POD}'
ENUMS.Storage.weapons.bombs.BOLT_117 = 'weapons.bombs.BOLT-117'
ENUMS.Storage.weapons.shells.F100_M39_20_TP_T = 'weapons.shells.F100_M39_20_TP_T'
ENUMS.Storage.weapons.gunmounts.M_39_F_100 = 'weapons.gunmounts.M-39 F-100'
ENUMS.Storage.weapons.droptanks.GD_F100_TANK_275_L = 'weapons.droptanks.GD_F100_TANK_275_L'
ENUMS.Storage.weapons.bombs.BLU_4B_R_GROUP_R = 'weapons.bombs.BLU-4B_R_GROUP_R'
ENUMS.Storage.weapons.containers.F100_CAMERA_P2 = 'weapons.containers.F100_CAMERA_P2'
ENUMS.Storage.weapons.containers.HB_ORD_SUU_7 = 'weapons.containers.HB_ORD_SUU_7'
ENUMS.Storage.weapons.adapters.SidewinderPylon = 'weapons.adapters.SidewinderPylon'
ENUMS.Storage.weapons.adapters.apu_470 = 'weapons.adapters.apu_470'
ENUMS.Storage.weapons.droptanks.GD_F100_TANK_335_R = 'weapons.droptanks.GD_F100_TANK_335_R'
ENUMS.Storage.weapons.bombs.BLU_3B_R_GROUP_R = 'weapons.bombs.BLU-3B_R_GROUP_R'
ENUMS.Storage.weapons.droptanks.GD_F100_TANK_335_L = 'weapons.droptanks.GD_F100_TANK_335_L'
ENUMS.Storage.weapons.adapters.mbdz_u2t = 'weapons.adapters.mbdz_u2t'
ENUMS.Storage.weapons.containers.ZellRocket = 'weapons.containers.ZellRocket'
ENUMS.Storage.weapons.containers.apu_73 = 'weapons.containers.apu-73'
ENUMS.Storage.weapons.gunmounts.GAU_13 = 'weapons.gunmounts.GAU-13'
ENUMS.Storage.weapons.shells.F100_M39_20_TP = 'weapons.shells.F100_M39_20_TP'
ENUMS.Storage.weapons.shells.F100_M39_20_API = 'weapons.shells.F100_M39_20_API'
ENUMS.Storage.weapons.adapters.bdz_umk2b = 'weapons.adapters.bdz_umk2b'
ENUMS.Storage.weapons.droptanks.GD_F100_TANK_450 = 'weapons.droptanks.GD_F100_TANK_450'
ENUMS.Storage.weapons.droptanks.GD_F100_TANK_275_R = 'weapons.droptanks.GD_F100_TANK_275_R'
ENUMS.Storage.weapons.bombs.BLU_18_B_GROUP = 'weapons.bombs.BLU-18/B_GROUP'
ENUMS.Storage.weapons.containers.ZELL_Booster = 'weapons.containers.ZELL Booster'
ENUMS.Storage.weapons.adapters.apu_60 = 'weapons.adapters.apu_60'
ENUMS.Storage.weapons.gunmounts.GPU_5_POD = 'weapons.gunmounts.{GPU_5_POD}'
ENUMS.Storage.weapons.containers.F100_CAMERA_KA71A = 'weapons.containers.F100_CAMERA_KA71A'
ENUMS.Storage.weapons.bombs.BLU_3_R_GROUP_R = 'weapons.bombs.BLU-3_R_GROUP_R'
ENUMS.Storage.weapons.shells.F100_M39_20_HEI = 'weapons.shells.F100_M39_20_HEI'
ENUMS.Storage.weapons.droptanks.GD_F100_TANK_200 = 'weapons.droptanks.GD_F100_TANK_200'
ENUMS.Storage.weapons.adapters.apu_73 = 'weapons.adapters.apu-73'
ENUMS.Storage.weapons.gunmounts.AKAN_NO_TRC = 'weapons.gunmounts.AKAN_NO_TRC'
ENUMS.Storage.weapons.gunmounts.AKAN = 'weapons.gunmounts.AKAN'
ENUMS.Storage.weapons.shells.F100_M39_20_HEI_T = 'weapons.shells.F100_M39_20_HEI_T'
ENUMS.Storage.weapons.shells.F100_M39_20_API_T = 'weapons.shells.F100_M39_20_API_T'
ENUMS.Storage.weapons.containers.GD_F100_STRIKE_CAMERA = 'weapons.containers.GD_F100_STRIKE_CAMERA'
ENUMS.Storage.weapons.bombs.BLU_49_B = 'weapons.bombs.BLU-49/B'
ENUMS.Storage.weapons.bombs.GBU_24E = 'weapons.bombs.GBU_24E'
ENUMS.Storage.weapons.containers.GD_F100_SUU_13 = 'weapons.containers.GD_F100_SUU-13'
ENUMS.Storage.weapons.gunmounts.AKAN = 'weapons.gunmounts.{AKAN}'
ENUMS.Storage.weapons.gunmounts.AKAN_NO_TRC = 'weapons.gunmounts.{AKAN_NO_TRC}'
ENUMS.Storage.weapons.gunmounts.SUU_23_POD_Wing = 'weapons.gunmounts.{SUU_23_POD_Wing}'
ENUMS.Storage.weapons.containers.SUU_23_POD_Wing = 'weapons.containers.{SUU_23_POD_Wing}'
ENUMS.Storage.weapons.containers.SUU_23_POD_Centerline = 'weapons.containers.{SUU_23_POD_Centerline}'
ENUMS.Storage.weapons.gunmounts.SUU_23_POD_Centerline = 'weapons.gunmounts.{SUU_23_POD_Centerline}'
ENUMS.Storage.weapons.containers.HB_F_4E_BRU_42 = 'weapons.containers.HB_F-4E_BRU-42'
---
-- @type ENUMS.FARPType
-- @field #string FARP
+2 -2
View File
@@ -753,8 +753,8 @@ UTILS.KnotsToKmph = function(knots)
return knots * 1.852
end
UTILS.KmphToKnots = function(kmph)
return kmph / 1.852
UTILS.KmphToKnots = function(knots)
return knots / 1.852
end
UTILS.KmphToMps = function( kmph )
+25 -6
View File
@@ -1964,6 +1964,25 @@ function AIRBASE:Register(AirbaseName)
-- Category.
self.category=self.descriptors and self.descriptors.category or Airbase.Category.AIRDROME
-- Get DCS object.
local airbase=self:GetDCSObject()
if airbase then
self.objectcategory=Object.getCategory(airbase)
else
self.objectcategory=Object.Category.BASE
end
if self.objectcategory==Object.Category.BASE then
self.objectcategoryName="BASE"
elseif self.objectcategory==Object.Category.STATIC then
self.objectcategoryName="STATIC"
elseif self.objectcategory==Object.Category.UNIT then
self.objectcategoryName="UNIT"
else
self.objectcategoryName="OTHER"
end
-- H2 is bugged
--if self.AirbaseName == "H4" and self.descriptors == nil then
--self:E("***** H4 on Syria map is currently bugged!")
@@ -1971,12 +1990,12 @@ function AIRBASE:Register(AirbaseName)
--end
-- Set category.
if self.category==Airbase.Category.AIRDROME then
if self.category==Airbase.Category.AIRDROME then
self.isAirdrome=true
elseif self.category==Airbase.Category.HELIPAD or self.descriptors.typeName=="FARP_SINGLE_01" then
elseif self.category==Airbase.Category.HELIPAD or self.descriptors.typeName=="FARP_SINGLE_01" then
self.isHelipad=true
self.category=Airbase.Category.HELIPAD
elseif self.category==Airbase.Category.SHIP then
elseif self.category==Airbase.Category.SHIP then
self.isShip=true
-- DCS bug: Oil rigs and gas platforms have category=2 (ship). Also they cannot be retrieved by coalition.getStaticObjects()
if self.descriptors.typeName=="Oil rig" or self.descriptors.typeName=="Ga" then
@@ -1986,9 +2005,9 @@ elseif self.category==Airbase.Category.SHIP then
_DATABASE:AddStatic(AirbaseName)
end
if self:GetTypeName() == "Zell" then self.isZell = true end
else
else
self:E("ERROR: Unknown airbase category!")
end
end
-- Init Runways.
self:_InitRunways()
@@ -2614,7 +2633,7 @@ function AIRBASE:GetMinimumBoundingCircleFromParkingSpots(mark)
local spots = self:GetParkingSpotsVec2s()
if #spots == 0 then return self.AirbaseZone end
local center, radius = UTILS.GetMinimumBoundingCircle(spots)
self.parkingCircle = ZONE_RADIUS:New(self.AirbaseName.." ParkingCircle",center,radius+50)
self.parkingCircle = ZONE_RADIUS:New(self.AirbaseName.." ParkingCircle", center, radius+50, true)
if mark == true then
self.parkingCircle:DrawZone(-1,{1,0,0},1,{0,1,0},0.2,3)
end
-4
View File
@@ -76,10 +76,6 @@ Functional/Tiresias.lua
Functional/Stratego.lua
Functional/ClientWatch.lua
Functional/Formation.lua
Functional/RedGCIKernel.lua
Functional/RedGCI.lua
Functional/RedGCI2v2.lua
Functional/RedGCIDispatcher.lua
Ops/Airboss.lua
Ops/RecoveryTanker.lua