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Author SHA1 Message Date
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
17 changed files with 1213 additions and 5145 deletions
+22
View File
@@ -736,6 +736,12 @@ do -- Event Handling
-- @param #BASE self -- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure. -- @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. --- 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. -- *** NOTE *** this is a workarounf for DCS not creating these events as of Aug 2024.
-- @function [parent=#BASE] OnEventNewDynamicCargo -- @function [parent=#BASE] OnEventNewDynamicCargo
@@ -881,6 +887,22 @@ end
world.onEvent(Event) world.onEvent(Event)
end 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. --- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
-- @param #BASE self -- @param #BASE self
-- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object -- @param Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo the dynamic cargo object
+25 -7
View File
@@ -278,6 +278,7 @@ EVENTS = {
SimulationUnfreeze = world.event.S_EVENT_SIMULATION_UNFREEZE or -1, SimulationUnfreeze = world.event.S_EVENT_SIMULATION_UNFREEZE or -1,
HumanAircraftRepairStart = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_START or -1, HumanAircraftRepairStart = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_START or -1,
HumanAircraftRepairFinish = world.event.S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH 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 -- dynamic cargo
NewDynamicCargo = world.event.S_EVENT_NEW_DYNAMIC_CARGO or -1, NewDynamicCargo = world.event.S_EVENT_NEW_DYNAMIC_CARGO or -1,
DynamicCargoLoaded = world.event.S_EVENT_DYNAMIC_CARGO_LOADED 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.)UNIT : A UNIT object type is involved in the Event.
-- * A (Object.Category.)STATIC : A STATIC 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 -- @type EVENTDATA
-- @field #number id The identifier of the event. -- @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#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 DCS#Unit IniDCSUnit (UNIT/STATIC) The initiating @{DCS#Unit} or @{DCS#StaticObject}.
-- @field #string IniDCSUnitName (UNIT/STATIC) The initiating Unit name. -- @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 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 #string IniUnitName (UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
-- @field DCS#Group IniDCSGroup (UNIT) The initiating {DCSGroup#Group}. -- @field DCS#Group IniDCSGroup (UNIT/GROUP) The initiating @{DCS#Group}.
-- @field #string IniDCSGroupName (UNIT) The initiating Group name. -- @field #string IniDCSGroupName (UNIT/GROUP) The initiating Group name.
-- @field Wrapper.Group#GROUP IniGroup (UNIT) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object. -- @field Wrapper.Group#GROUP IniGroup (UNIT/GROUP) The initiating MOOSE wrapper @{Wrapper.Group#GROUP} of the initiator Group object.
-- @field #string IniGroupName UNIT) The initiating GROUP name (same as IniDCSGroupName). -- @field #string 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 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 #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 DCS#Unit.Category IniCategory (UNIT) The category of the initiator.
-- @field #string IniTypeName (UNIT) The type name of the initiator. -- @field #string IniTypeName (UNIT) The type name of the initiator.
-- --
@@ -734,6 +737,12 @@ local _EVENTMETA = {
Side = "I", Side = "I",
Event = "OnEventHumanAircraftRepairFinish", Event = "OnEventHumanAircraftRepairFinish",
Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH" Text = "S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH"
},
[EVENTS.GroupChangeOption] = {
Order = 1,
Side = "I",
Event = "OnEventGroupChangeOption",
Text = "S_EVENT_GROUP_CHANGE_OPTION"
}, },
-- dynamic cargo -- dynamic cargo
[EVENTS.NewDynamicCargo] = { [EVENTS.NewDynamicCargo] = {
@@ -1234,7 +1243,16 @@ function EVENT:onEvent( Event )
if Event.initiator then if Event.initiator then
Event.IniObjectCategory = Object.getCategory(Event.initiator) 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 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_SIMULATION_UNFREEZE = 58
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_START = 59 -- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_START = 59
-- @field S_EVENT_HUMAN_AIRCRAFT_REPAIR_FINISH = 60 -- @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. --- The birthplace enumerator is used to define where an aircraft or helicopter has spawned in association with birth events.
-- @type world.BirthPlace -- @type world.BirthPlace
@@ -614,7 +615,6 @@ do -- Object
-- @field SCENERY -- @field SCENERY
-- @field CARGO -- @field CARGO
---
-- @type Object.Desc -- @type Object.Desc
-- @extends #Desc -- @extends #Desc
-- @field #number life initial life level -- @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
-------------------------------------------------------------------------------
-5
View File
@@ -80,11 +80,6 @@ __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Stratego.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ClientWatch.lua') __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/ClientWatch.lua')
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Functional/Formation.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/Ops/Airboss.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/Airboss.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RecoveryTanker.lua' )
__Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RescueHelo.lua' ) __Moose.Include( MOOSE_DEVELOPMENT_FOLDER..'/Moose/Ops/RescueHelo.lua' )
+55 -21
View File
@@ -45,7 +45,7 @@
-- **Supported Aircraft:** -- **Supported Aircraft:**
-- --
-- * [F/A-18C Hornet Lot 20](https://forums.eagle.ru/forumdisplay.php?f=557) (Player & AI) -- * [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) -- * [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) -- * [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) -- * [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 A4EC A-4E Community mod.
-- @field #string HORNET F/A-18C Lot 20 Hornet by Eagle Dynamics. -- @field #string HORNET F/A-18C Lot 20 Hornet by Eagle Dynamics.
-- @field #string F14A F-14A by Heatblur. -- @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 F14A_Early F-14A-135-GR-Early by Heatblur.
-- @field #string F14B F-14B by Heatblur. -- @field #string F14B F-14B by Heatblur.
-- @field #string F14A_AI F-14A Tomcat (AI). -- @field #string F14A_AI F-14A Tomcat (AI).
@@ -1297,6 +1298,7 @@ AIRBOSS.AircraftCarrier={
F14A="F-14A-135-GR", F14A="F-14A-135-GR",
F14A_Early="F-14A-135-GR-Early", F14A_Early="F-14A-135-GR-Early",
F14B="F-14B", F14B="F-14B",
F14BU="F-14BU",
F14A_AI="F-14A", F14A_AI="F-14A",
FA18C="F/A-18C", FA18C="F/A-18C",
T45C="T-45", T45C="T-45",
@@ -5508,7 +5510,7 @@ function AIRBOSS:_GetAircraftAoA( playerData )
local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C
local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC
local harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B 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 local corsair = playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR or playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR_CW
-- Table with AoA values. -- Table with AoA values.
@@ -5571,6 +5573,18 @@ function AIRBOSS:_GetAircraftAoA( playerData )
aoa.OnSpeedMin = 9.5 aoa.OnSpeedMin = 9.5
aoa.Fast = 8.0 aoa.Fast = 8.0
aoa.FAST = 7.5 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 end
return aoa return aoa
@@ -5587,7 +5601,7 @@ function AIRBOSS:_AoAUnit2Deg( playerData, aoaunits )
local degrees = aoaunits local degrees = aoaunits
-- Check aircraft type of player. -- 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 -- -- F-14A/B --
@@ -5630,7 +5644,7 @@ function AIRBOSS:_AoADeg2Units( playerData, degrees )
local aoaunits = degrees local aoaunits = degrees
-- Check aircraft type of player. -- 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 -- -- F-14A/B --
@@ -5680,7 +5694,7 @@ function AIRBOSS:_GetAircraftParameters( playerData, step )
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER
local skyhawk = playerData.actype == AIRBOSS.AircraftCarrier.A4EC 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 harrier = playerData.actype == AIRBOSS.AircraftCarrier.AV8B
local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C local goshawk = playerData.actype == AIRBOSS.AircraftCarrier.T45C
local corsair = playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR or playerData.actype == AIRBOSS.AircraftCarrier.CORSAIR_CW 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 refuelac=false
local actype=flight.group:GetTypeName() local actype=flight.group:GetTypeName()
if actype==AIRBOSS.AircraftCarrier.AV8B or if actype==AIRBOSS.AircraftCarrier.AV8B or
actype==AIRBOSS.AircraftCarrier.F14A or self:_IsTomcat( actype, true ) or
actype==AIRBOSS.AircraftCarrier.F14B or
actype==AIRBOSS.AircraftCarrier.F14A_AI or
actype==AIRBOSS.AircraftCarrier.HORNET or actype==AIRBOSS.AircraftCarrier.HORNET or
actype==AIRBOSS.AircraftCarrier.RHINOE or actype==AIRBOSS.AircraftCarrier.RHINOE or
actype==AIRBOSS.AircraftCarrier.RHINOF or actype==AIRBOSS.AircraftCarrier.RHINOF or
@@ -6725,7 +6737,7 @@ function AIRBOSS:_LandAI( flight )
Speed = UTILS.KnotsToKmph( 200 ) Speed = UTILS.KnotsToKmph( 200 )
elseif flight.actype == AIRBOSS.AircraftCarrier.E2D or flight.actype == AIRBOSS.AircraftCarrier.C2A then elseif flight.actype == AIRBOSS.AircraftCarrier.E2D or flight.actype == AIRBOSS.AircraftCarrier.C2A then
Speed = UTILS.KnotsToKmph( 150 ) 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 ) Speed = UTILS.KnotsToKmph( 175 )
elseif flight.actype == AIRBOSS.AircraftCarrier.S3B or flight.actype == AIRBOSS.AircraftCarrier.S3BTANKER then elseif flight.actype == AIRBOSS.AircraftCarrier.S3B or flight.actype == AIRBOSS.AircraftCarrier.S3BTANKER then
Speed = UTILS.KnotsToKmph( 140 ) Speed = UTILS.KnotsToKmph( 140 )
@@ -8200,7 +8212,7 @@ function AIRBOSS:_CheckPlayerStatus()
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER 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 -- VNAO Edit - Added wrapped up call to LSO grading Hornet
if playerData.step==AIRBOSS.PatternStep.WAKE and hornet then-- VNAO Edit - Added if playerData.step==AIRBOSS.PatternStep.WAKE and hornet then-- VNAO Edit - Added
@@ -9455,7 +9467,7 @@ function AIRBOSS:_Initial( playerData )
-- Hook down for students. -- Hook down for students.
if playerData.difficulty == AIRBOSS.Difficulty.EASY and playerData.actype ~= AIRBOSS.AircraftCarrier.AV8B then 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°!" hint = hint .. " - Hook down, SAS on, Wing Sweep 68°!"
else else
hint = hint .. " - Hook down!" hint = hint .. " - Hook down!"
@@ -9620,8 +9632,7 @@ function AIRBOSS:_DirtyUp( playerData )
-- Radio call "Say/Fly needles". Delayed by 10/15 seconds. -- Radio call "Say/Fly needles". Delayed by 10/15 seconds.
if playerData.actype == AIRBOSS.AircraftCarrier.HORNET if playerData.actype == AIRBOSS.AircraftCarrier.HORNET
or playerData.actype == AIRBOSS.AircraftCarrier.F14A or self:_IsTomcat( playerData.actype )
or playerData.actype == AIRBOSS.AircraftCarrier.F14B
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE or playerData.actype == AIRBOSS.AircraftCarrier.RHINOE
or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF or playerData.actype == AIRBOSS.AircraftCarrier.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER 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.RHINOF
or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER then or playerData.actype == AIRBOSS.AircraftCarrier.GROWLER then
dcorr = 100 dcorr = 100
elseif playerData.actype == AIRBOSS.AircraftCarrier.F14A or playerData.actype == AIRBOSS.AircraftCarrier.F14B then elseif self:_IsTomcat( playerData.actype ) then
-- TODO: Check Tomcat. -- TODO: Check Tomcat.
dcorr = 100 dcorr = 100
elseif playerData.actype == AIRBOSS.AircraftCarrier.A4EC then 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 unitClient = Unit.getByName(unit:GetName()) -- VNAO Edit - Added
local hornet = playerData.actype == AIRBOSS.AircraftCarrier.HORNET -- 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 if hornet then -- VNAO Edit - Added
local nozzlePosL = 0 -- VNAO Edit - Added local nozzlePosL = 0 -- VNAO Edit - Added
@@ -11861,7 +11872,7 @@ function AIRBOSS:_NozzleArgumentLeft( unit ) -- VNAO Edit - Added
else -- VNAO Edit - Added else -- VNAO Edit - Added
nozzlePosL = 0 -- VNAO Edit - Added nozzlePosL = 0 -- VNAO Edit - Added
end -- 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 nozzlePosL = unitClient:getDrawArgumentValue(434) -- VNAO Edit - Added
end -- VNAO Edit - Added end -- VNAO Edit - Added
@@ -11886,7 +11897,7 @@ function AIRBOSS:_NozzleArgumentRight( unit ) -- VNAO Edit - Added
else -- VNAO Edit - Added else -- VNAO Edit - Added
nozzlePosR = 0 -- VNAO Edit - Added nozzlePosR = 0 -- VNAO Edit - Added
end -- 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 nozzlePosR = unitClient:getDrawArgumentValue(433) -- VNAO Edit - Added
end -- VNAO Edit - Added end -- VNAO Edit - Added
return nozzlePosR -- 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 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 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? 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. -- Late break.
if step == AIRBOSS.PatternStep.LATEBREAK then 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." hint = hint .. "\nWing Sweep 20°, Gear DOWN < 280 KIAS."
end end
end end
@@ -13674,7 +13685,7 @@ function AIRBOSS:_StepHint( playerData, step )
if step == AIRBOSS.PatternStep.ABEAM then if step == AIRBOSS.PatternStep.ABEAM then
if playerData.actype == AIRBOSS.AircraftCarrier.AV8B then if playerData.actype == AIRBOSS.AircraftCarrier.AV8B then
hint = hint .. "\nNozzles 50°-60°. Antiskid OFF. Lights OFF." 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." hint = hint .. "\nSlats/Flaps EXTENDED < 225 KIAS. DLC SELECTED. Auto Throttle IF DESIRED."
else else
hint = hint .. "\nDirty up! Gear DOWN, flaps DOWN. Check hook down." hint = hint .. "\nDirty up! Gear DOWN, flaps DOWN. Check hook down."
@@ -15109,7 +15120,7 @@ function AIRBOSS:_GetACNickname( actype )
nickname = "Hawkeye" nickname = "Hawkeye"
elseif actype == AIRBOSS.AircraftCarrier.C2A then elseif actype == AIRBOSS.AircraftCarrier.C2A then
nickname = "Greyhound" 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" nickname = "Tomcat"
elseif actype == AIRBOSS.AircraftCarrier.FA18C or actype == AIRBOSS.AircraftCarrier.HORNET then elseif actype == AIRBOSS.AircraftCarrier.FA18C or actype == AIRBOSS.AircraftCarrier.HORNET then
nickname = "Hornet" nickname = "Hornet"
@@ -15246,6 +15257,29 @@ function AIRBOSS:_GetGoodBadScore( playerData )
return lowscore, badscore return lowscore, badscore
end 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. --- Check if aircraft is capable of landing on this aircraft carrier.
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param Wrapper.Unit#UNIT unit Aircraft unit. (Will also work with groups as given parameter.) -- @param Wrapper.Unit#UNIT unit Aircraft unit. (Will also work with groups as given parameter.)
+7 -1
View File
@@ -6466,7 +6466,13 @@ function AUFTRAG:GetDCSMissionTask(MissionGroup)
-- ESCORT Mission -- -- 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) table.insert(DCStasks, DCStask)
+68 -62
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.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.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.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.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.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. -- 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 pos = Cargo:GetPositionable()
local pname = pos and pos.GetName and pos:GetName() or nil 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 entryId = string.format("%s#%d", SetId, #setData.entries + 1)
local entry = { local entry = {
id = entryId, id = entryId,
@@ -2748,14 +2749,12 @@ function CTLD:_EventHandler(EventData)
loaded = self.Loaded_Cargo[unitname] -- #CTLD.LoadedCargo loaded = self.Loaded_Cargo[unitname] -- #CTLD.LoadedCargo
loaded.Cratesloaded = loaded.Cratesloaded - 1 loaded.Cratesloaded = loaded.Cratesloaded - 1
if loaded.Cratesloaded < 0 then loaded.Cratesloaded = 0 end if loaded.Cratesloaded < 0 then loaded.Cratesloaded = 0 end
-- TODO zap cargo from list
local Loaded = {} local Loaded = {}
for _,_item in pairs (loaded.Cargo or {}) do for _,_item in pairs (loaded.Cargo or {}) do
self:T(self.lid.."UNLOAD checking: ".._item:GetName()) self:T(self.lid.."UNLOAD checking: ".._item:GetName())
self:T(self.lid.."UNLOAD state: ".. tostring(_item:WasDropped())) 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 local unloadedItem = _item and _item:GetType() == CTLD_CARGO.Enum.GCLOADABLE and event.IniDynamicCargoName and event.IniDynamicCargoName == _item:GetName()
table.insert(Loaded,_item) if not unloadedItem then
else
table.insert(Loaded,_item) table.insert(Loaded,_item)
end end
end end
@@ -3125,14 +3124,14 @@ end
function CTLD:_FindRepairNearby(Group, Unit, Repairtype) function CTLD:_FindRepairNearby(Group, Unit, Repairtype)
self:T(self.lid .. " _FindRepairNearby") self:T(self.lid .. " _FindRepairNearby")
--self:T({Group:GetName(),Unit:GetName(),Repairtype}) --self:T({Group:GetName(),Unit:GetName(),Repairtype})
local unitcoord = Unit:GetCoordinate() local unitcoord = Unit:GetCoord()
-- find nearest group of deployed groups -- find nearest group of deployed groups
local nearestGroup = nil local nearestGroup = nil
local nearestGroupIndex = -1 local nearestGroupIndex = -1
local nearestDistance = 10000 local nearestDistance = 10000
for k,v in pairs(self.DroppedTroops) do 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 unit = v:GetUnit(1) -- Wrapper.Unit#UNIT
local desc = unit:GetDesc() or nil local desc = unit:GetDesc() or nil
if distance < nearestDistance and distance ~= -1 and not desc.attributes.Infantry then if distance < nearestDistance and distance ~= -1 and not desc.attributes.Infantry then
@@ -3277,7 +3276,7 @@ end
local capabilities = self:_GetUnitCapabilities(Unit) local capabilities = self:_GetUnitCapabilities(Unit)
local cantroops = capabilities.troops -- #boolean local cantroops = capabilities.troops -- #boolean
local trooplimit = capabilities.trooplimit -- #number local trooplimit = capabilities.trooplimit -- #number
local unitcoord = unit:GetCoordinate() local unitcoord = unit:GetCoord()
-- find nearest group of deployed troops -- find nearest group of deployed troops
local nearestGroup = nil local nearestGroup = nil
@@ -3288,7 +3287,7 @@ end
local distancekeys = {} local distancekeys = {}
local extractdistance = self.CrateDistance * self.ExtractFactor local extractdistance = self.CrateDistance * self.ExtractFactor
for k,v in pairs(self.DroppedTroops) do 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 TNow = timer.getTime()
local vtime = v.ExtractTime or TNow-310 local vtime = v.ExtractTime or TNow-310
if distance <= extractdistance and distance ~= -1 and (TNow - vtime > 300) then if distance <= extractdistance and distance ~= -1 and (TNow - vtime > 300) then
@@ -3376,7 +3375,7 @@ end
self:_UpdateUnitCargoMass(Unit) self:_UpdateUnitCargoMass(Unit)
local groupname = nearestGroup:GetName() local groupname = nearestGroup:GetName()
self:__TroopsExtracted(running,Group, Unit, nearestGroup, groupname) 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 local Point
if coord then if coord then
local heading = unit:GetHeading() or 0 local heading = unit:GetHeading() or 0
@@ -3747,16 +3746,16 @@ function CTLD:_C130GetUnits(Group, Unit, Name)
return self return self
end end
local coord = Unit:GetCoordinate() or Group:GetCoordinate() local coord = Unit:GetCoord() or Group:GetCoord()
local capabilities = self:_GetUnitCapabilities(Unit) local capabilities = self:_GetUnitCapabilities(Unit)
local innerDist = (capabilities.length and capabilities.length/2) or 15 local innerDist = (capabilities.length and capabilities.length/2) or 15
local maxUnitsNearby = self.maxUnitsNearby or 3 local maxUnitsNearby = self.maxUnitsNearby or 3
local searchRadius = self.UnitDistance or 90 local searchRadius = self.UnitDistance or 90
local checkZone = ZONE_RADIUS:New("CTLD_C130UnitsZone",coord:GetVec2(),searchRadius,false) 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 local nearbyCount = 0
for _,gr in pairs(nearGroups.Set) do for _,gr in pairs(nearGroups.Set) do
local gc = gr:GetCoordinate() local gc = gr:GetCoord()
if gc then if gc then
local dist = coord:Get2DDistance(gc) local dist = coord:Get2DDistance(gc)
if dist > innerDist then if dist > innerDist then
@@ -3806,6 +3805,7 @@ function CTLD:_C130GetUnits(Group, Unit, Name)
if canmove then if canmove then
SPAWN:NewWithAlias(_template,alias) SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,10,2) :InitRandomizeUnits(true,10,2)
:InitCoalition(self.coalition)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits, 70) :InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits, 70)
:InitDelayOff() :InitDelayOff()
:OnSpawnGroup(function(grp,TimeStamp) :OnSpawnGroup(function(grp,TimeStamp)
@@ -3819,6 +3819,7 @@ function CTLD:_C130GetUnits(Group, Unit, Name)
SPAWN:NewWithAlias(_template,alias) SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,10,2) :InitRandomizeUnits(true,10,2)
:InitDelayOff() :InitDelayOff()
:InitCoalition(self.coalition)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits, 70) :InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits, 70)
:OnSpawnGroup(function(grp,TimeStamp) :OnSpawnGroup(function(grp,TimeStamp)
grp.spawntime = TimeStamp or timer.getTime() 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 -- Check cargo location if available
local location = Cargo:GetLocation() local location = Cargo:GetLocation()
if location then if location then
local unitcoord = Unit:GetCoordinate() or Group:GetCoordinate() local unitcoord = Unit:GetCoord() or Group:GetCoord()
if unitcoord then if unitcoord then
if not location:IsCoordinateInZone(unitcoord) then if not location:IsCoordinateInZone(unitcoord) then
-- no we're not at the right spot -- no we're not at the right spot
@@ -3972,7 +3973,7 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack, quiet, suppress
end end
-- get position and heading of heli -- get position and heading of heli
local position = Unit:GetCoordinate() local position = Unit:GetCoord()
local heading = Unit:GetHeading() + 1 local heading = Unit:GetHeading() + 1
local height = Unit:GetHeight() local height = Unit:GetHeight()
local droppedcargo = {} local droppedcargo = {}
@@ -4136,8 +4137,8 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack, quiet, suppress
if type(ship) == "string" then if type(ship) == "string" then
self:T("Spawning on ship "..ship) self:T("Spawning on ship "..ship)
local Ship = UNIT:FindByName(ship) local Ship = UNIT:FindByName(ship)
local shipcoord = Ship:GetCoordinate() local shipcoord = Ship:GetCoord()
local unitcoord = Unit:GetCoordinate() local unitcoord = Unit:GetCoord()
local dist = shipcoord:Get2DDistance(unitcoord) local dist = shipcoord:Get2DDistance(unitcoord)
dist = dist - (20 + math.random(1, 10)) dist = dist - (20 + math.random(1, 10))
local halfwidth = (width or 20) / 2 local halfwidth = (width or 20) / 2
@@ -4389,17 +4390,17 @@ end
function CTLD:_C130RemoveUnitsNearby(_group,_unit) function CTLD:_C130RemoveUnitsNearby(_group,_unit)
self:T(self.lid .. " _C130RemoveUnitsNearby") self:T(self.lid .. " _C130RemoveUnitsNearby")
if not _group or not _unit then return self end 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 if not location then return self end
local capabilities = self:_GetUnitCapabilities(_unit) local capabilities = self:_GetUnitCapabilities(_unit)
local innerDist = (capabilities.length and capabilities.length/2) or 15 local innerDist = (capabilities.length and capabilities.length/2) or 15
local finddist = self.PackDistance or (self.CrateDistance or 35) local finddist = self.PackDistance or (self.CrateDistance or 35)
local zone = ZONE_RADIUS:New("CTLD_C130RemoveZone",location:GetVec2(),finddist,false) 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 removedAny = false
local removedTable = {} local removedTable = {}
for _, gr in pairs(nearestGroups.Set) do for _, gr in pairs(nearestGroups.Set) do
local gc = gr:GetCoordinate() local gc = gr:GetCoord()
if gc then if gc then
local dist = location:Get2DDistance(gc) local dist = location:Get2DDistance(gc)
if dist > innerDist then if dist > innerDist then
@@ -4533,7 +4534,7 @@ end
function CTLD:_FindCratesNearby( _group, _unit, _dist, _ignoreweight, ignoretype, ignoreHercInner) function CTLD:_FindCratesNearby( _group, _unit, _dist, _ignoreweight, ignoretype, ignoreHercInner)
self:T(self.lid .. " _FindCratesNearby") self:T(self.lid .. " _FindCratesNearby")
local finddist = _dist local finddist = _dist
local location = _group:GetCoordinate() local location = _group:GetCoord()
local existingcrates = self.Spawned_Cargo -- #table local existingcrates = self.Spawned_Cargo -- #table
-- cycle -- cycle
local index = 0 local index = 0
@@ -5159,7 +5160,6 @@ function CTLD:_UnloadTroops(Group, Unit)
-- unload troops -- unload troops
local name = cargo:GetName() or "none" local name = cargo:GetName() or "none"
local temptable = cargo:GetTemplates() or {} local temptable = cargo:GetTemplates() or {}
local position = Group:GetCoordinate()
local zoneradius = self.troopdropzoneradius or 100 -- drop zone radius local zoneradius = self.troopdropzoneradius or 100 -- drop zone radius
local factor = 1 local factor = 1
if IsHerc then if IsHerc then
@@ -5196,6 +5196,7 @@ function CTLD:_UnloadTroops(Group, Unit)
local Positions = self:_GetUnitPositions(randomcoord,rad,heading,_template) local Positions = self:_GetUnitPositions(randomcoord,rad,heading,_template)
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitDelayOff() :InitDelayOff()
:InitCoalition(self.coalition)
:InitSetUnitAbsolutePositions(Positions) :InitSetUnitAbsolutePositions(Positions)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits) :InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end) :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 required = Crate:GetCratesNeeded()
local template = Crate:GetTemplates() local template = Crate:GetTemplates()
local ctype = Crate:GetType() local ctype = Crate:GetType()
local ccoord = Crate:GetPositionable():GetCoordinate() -- Core.Point#COORDINATE local ccoord = Crate:GetPositionable():GetCoord() -- Core.Point#COORDINATE
local distToUnit=Unit and ccoord:Get2DDistance(Unit:GetCoordinate())or 0 local distToUnit=Unit and ccoord:Get2DDistance(Unit:GetCoord())or 0
local isHercDrop=Crate:WasDropped(true) local isHercDrop=Crate:WasDropped(true)
if not isHercDrop and distToUnit>baseDist then if not isHercDrop and distToUnit>baseDist then
elseif self:IsC130J(Unit) and distToUnit<15 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.Found = 1
object.Template = template object.Template = template
object.CanBuild = false object.CanBuild = false
object.Heading = Unit:GetHeading()
object.Type = ctype -- #CTLD_CARGO.Enum object.Type = ctype -- #CTLD_CARGO.Enum
object.Coord = ccoord:GetVec2() object.Coord = ccoord:GetVec2()
buildables[name] = object buildables[name] = object
@@ -5611,7 +5613,7 @@ function CTLD:_BuildCrates(Group, Unit,Engineering,MultiDrop,NotifyGroup)
local sep = self.buildPairSeparation or 25 local sep = self.buildPairSeparation or 25
local hdg = (Unit:GetHeading()+180)%360 local hdg = (Unit:GetHeading()+180)%360
local lat = (hdg+90)%360 local lat = (hdg+90)%360
local base = Unit:GetCoordinate():Translate(20,hdg) local base = Unit:GetCoord():Translate(20,hdg)
if full == 1 then if full == 1 then
local cratesNow, numberNow = self:_FindCratesNearby(Group,Unit, finddist,true,true, not Engineering) 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) self:_RefreshPackMenus(Group,Unit)
local off = start + (n-1)*sep local off = start + (n-1)*sep
local coord = base:Translate(off,lat):GetVec2() 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 if self.buildtime and self.buildtime > 0 then
local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,b,false,Group:GetCoordinate(),MultiDrop) local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,b,false,Group:GetCoordinate(),MultiDrop)
buildtimer:Start(self.buildtime) buildtimer:Start(self.buildtime)
@@ -5683,18 +5685,18 @@ end
-- @return #number Number -- @return #number Number
function CTLD:_FindPackableGroupsNearby(Group, Unit) function CTLD:_FindPackableGroupsNearby(Group, Unit)
self:T(self.lid .. " _FindPackableGroupsNearby") self:T(self.lid .. " _FindPackableGroupsNearby")
local location = Group:GetCoordinate() local location = Group:GetCoord()
if not location then return {}, 0 end if not location then return {}, 0 end
local capabilities = self:_GetUnitCapabilities(Unit) local capabilities = self:_GetUnitCapabilities(Unit)
local innerDist = (capabilities.length and capabilities.length/2) or 15 local innerDist = (capabilities.length and capabilities.length/2) or 15
local finddist = self.PackDistance or (self.CrateDistance or 35) local finddist = self.PackDistance or (self.CrateDistance or 35)
local zone = ZONE_RADIUS:New("CTLD_PackableZone", location:GetVec2(), finddist, false) 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 = {} local packable = {}
for _, gr in pairs(nearestGroups.Set) do for _, gr in pairs(nearestGroups.Set) do
if gr and gr:GetName() ~= Group:GetName() then if gr and gr:GetName() ~= Group:GetName() then
local gc = gr:GetCoordinate() local gc = gr:GetCoord()
if gc then if gc then
local dist = location:Get2DDistance(gc) local dist = location:Get2DDistance(gc)
if dist > innerDist and dist <= finddist then if dist > innerDist and dist <= finddist then
@@ -5827,12 +5829,12 @@ function CTLD:_LoadPackedCratesByIds(Group, Unit, crateIds, cargoName)
local matchingCrates = {} local matchingCrates = {}
local finddist = self.CrateDistance or 35 local finddist = self.CrateDistance or 35
local location = Group:GetCoordinate() local location = Group:GetCoord()
for _, crateObj in pairs(self.Spawned_Cargo or {}) do for _, crateObj in pairs(self.Spawned_Cargo or {}) do
if crateObj and idLookup[crateObj:GetID()] then if crateObj and idLookup[crateObj:GetID()] then
local pos = crateObj:GetPositionable() local pos = crateObj:GetPositionable()
if pos and pos:IsAlive() then if pos and pos:IsAlive() then
local dist = location:Get2DDistance(pos:GetCoordinate()) local dist = location:Get2DDistance(pos:GetCoord())
if dist <= finddist then if dist <= finddist then
matchingCrates[#matchingCrates + 1] = crateObj matchingCrates[#matchingCrates + 1] = crateObj
end end
@@ -5942,12 +5944,12 @@ function CTLD:_RemovePackedCratesByIds(Group, Unit, crateIds)
local crates = {} local crates = {}
local finddist = self.CrateDistance or 35 local finddist = self.CrateDistance or 35
local location = Group:GetCoordinate() local location = Group:GetCoord()
for _, entry in pairs(self.Spawned_Cargo or {}) do for _, entry in pairs(self.Spawned_Cargo or {}) do
if entry and idLookup[entry:GetID()] then if entry and idLookup[entry:GetID()] then
local pos = entry:GetPositionable() local pos = entry:GetPositionable()
if pos and pos:IsAlive() then if pos and pos:IsAlive() then
local dist = location:Get2DDistance(pos:GetCoordinate()) local dist = location:Get2DDistance(pos:GetCoord())
if dist <= finddist then if dist <= finddist then
crates[#crates + 1] = entry crates[#crates + 1] = entry
end end
@@ -6197,28 +6199,31 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation,Mult
for _,_template in pairs(temptable) do for _,_template in pairs(temptable) do
self.TroopCounter = self.TroopCounter + 1 self.TroopCounter = self.TroopCounter + 1
local alias = string.format("%s-%d", _template, math.random(1,100000)) 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 if canmove then
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) --spawn:InitRandomizeUnits(true,20,2)
--: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)
end end
if Build.Heading and self.buildcrateswithaircraftheading then
spawn:InitGroupHeading(Build.Heading)
end
local spawnedGroup = spawn:SpawnFromVec2(randomcoord)
self.DroppedTroops[self.TroopCounter] = spawnedGroup
if Repair then if Repair then
self:__CratesRepaired(1,Group,Unit,self.DroppedTroops[self.TroopCounter]) self:__CratesRepaired(1,Group,Unit,spawnedGroup)
else else
self:__CratesBuild(1,Group,Unit,self.DroppedTroops[self.TroopCounter]) self:__CratesBuild(1,Group,Unit,spawnedGroup)
end end
end -- template loop end -- template loop
self:_RefreshLoadCratesMenu(Group, Unit)
self:_RefreshPackMenus(Group, Unit) if Group and Group:IsAlive() and Group:GetID() then
self:_RefreshLoadCratesMenu(Group, Unit)
self:_RefreshPackMenus(Group, Unit)
end
else else
self:T(self.lid.."Group KIA while building!") self:T(self.lid.."Group KIA while building!")
end end
@@ -6241,14 +6246,11 @@ end
-- @param Wrapper.Group#GROUP Group The Group to move. -- @param Wrapper.Group#GROUP Group The Group to move.
function CTLD:_MoveGroupToZone(Group) function CTLD:_MoveGroupToZone(Group)
self:T(self.lid .. " _MoveGroupToZone") self:T(self.lid .. " _MoveGroupToZone")
local groupname = Group:GetName() or "none"
local groupcoord = Group:GetCoordinate()
-- Get closest zone of type -- Get closest zone of type
local outcome, name, zone, distance = self:IsUnitInZone(Group,CTLD.CargoZoneType.MOVE) local outcome, name, zone, distance = self:IsUnitInZone(Group,CTLD.CargoZoneType.MOVE)
self:T({canmove=outcome, name=name, zone=zone, dist=distance,max=self.movetroopsdistance}) self:T({canmove=outcome, name=name, zone=zone, dist=distance,max=self.movetroopsdistance})
if (distance <= self.movetroopsdistance) and outcome == true and zone~= nil then if (distance <= self.movetroopsdistance) and outcome == true and zone~= nil then
-- yes, we can ;) -- yes, we can ;)
local groupname = Group:GetName()
local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE
local formation = self:_GetVehicleFormation() local formation = self:_GetVehicleFormation()
--local coordinate = zonecoord:GetVec2() --local coordinate = zonecoord:GetVec2()
@@ -7931,6 +7933,7 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID, qty)
local Positions = self:_GetUnitPositions(randomcoord, rad, heading, _template) local Positions = self:_GetUnitPositions(randomcoord, rad, heading, _template)
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template, alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template, alias)
:InitDelayOff() :InitDelayOff()
:InitCoalition(self.coalition)
:InitSetUnitAbsolutePositions(Positions) :InitSetUnitAbsolutePositions(Positions)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits) :InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end) :OnSpawnGroup(function(grp) grp.spawntime = timer.getTime() end)
@@ -9008,7 +9011,7 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
local zoneret = nil local zoneret = nil
local zonewret = nil local zonewret = nil
local zonenameret = nil local zonenameret = nil
local unitcoord = Unit:GetCoordinate() local unitcoord = Unit:GetCoord()
if not unitcoord then if not unitcoord then
if Zonetype == CTLD.CargoZoneType.SHIP then if Zonetype == CTLD.CargoZoneType.SHIP then
return false, nil, nil, 1000000, nil return false, nil, nil, 1000000, nil
@@ -9029,7 +9032,7 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
self:T("Checking Type Ship: "..zonename) self:T("Checking Type Ship: "..zonename)
local ZoneUNIT = UNIT:FindByName(zonename) local ZoneUNIT = UNIT:FindByName(zonename)
if not ZoneUNIT then return false end if not ZoneUNIT then return false end
zonecoord = ZoneUNIT:GetCoordinate() zonecoord = ZoneUNIT:GetCoord()
zoneradius = czone.shiplength zoneradius = czone.shiplength
zonewidth = czone.shipwidth zonewidth = czone.shipwidth
zone = ZONE_UNIT:New( ZoneUNIT:GetName(), ZoneUNIT, zoneradius/2) zone = ZONE_UNIT:New( ZoneUNIT:GetName(), ZoneUNIT, zoneradius/2)
@@ -9078,7 +9081,7 @@ function CTLD:SmokePositionNow(Unit, Flare, SmokeColor)
end end
local FlareColor = self.FlareColor or FLARECOLOR.Red local FlareColor = self.FlareColor or FLARECOLOR.Red
-- table of #CTLD.CargoZone table -- table of #CTLD.CargoZone table
local unitcoord = Unit:GetCoordinate() -- Core.Point#COORDINATE local unitcoord = Unit:GetCoord() -- Core.Point#COORDINATE
local Group = Unit:GetGroup() local Group = Unit:GetGroup()
if Flare then if Flare then
unitcoord:Flare(FlareColor, 90) unitcoord:Flare(FlareColor, 90)
@@ -9097,7 +9100,7 @@ end
function CTLD:SmokeZoneNearBy(Unit, Flare) function CTLD:SmokeZoneNearBy(Unit, Flare)
self:T(self.lid .. " SmokeZoneNearBy") self:T(self.lid .. " SmokeZoneNearBy")
-- table of #CTLD.CargoZone table -- table of #CTLD.CargoZone table
local unitcoord = Unit:GetCoordinate() local unitcoord = Unit:GetCoord()
local Group = Unit:GetGroup() local Group = Unit:GetGroup()
local smokedistance = self.smokedistance local smokedistance = self.smokedistance
local smoked = false local smoked = false
@@ -9234,7 +9237,7 @@ end
-- get speed and height -- get speed and height
local uspeed = Unit:GetVelocityMPS() local uspeed = Unit:GetVelocityMPS()
local uheight = Unit:GetHeight() local uheight = Unit:GetHeight()
local ucoord = Unit:GetCoordinate() local ucoord = Unit:GetCoord()
if not ucoord then if not ucoord then
return false return false
end end
@@ -9263,7 +9266,7 @@ end
-- get speed and height -- get speed and height
local uspeed = Unit:GetVelocityMPS() local uspeed = Unit:GetVelocityMPS()
local uheight = Unit:GetHeight() local uheight = Unit:GetHeight()
local ucoord = Unit:GetCoordinate() local ucoord = Unit:GetCoord()
if not ucoord then if not ucoord then
return false return false
end end
@@ -9355,7 +9358,7 @@ end
minheight = 5.1 -- herc is 5m AGL on the ground minheight = 5.1 -- herc is 5m AGL on the ground
end end
local uheight = Unit:GetHeight() local uheight = Unit:GetHeight()
local ucoord = Unit:GetCoordinate() local ucoord = Unit:GetCoord()
if not ucoord then if not ucoord then
return false return false
end end
@@ -10141,6 +10144,7 @@ end
local alias = string.format("%s-%d", _template, math.random(1,100000)) local alias = string.format("%s-%d", _template, math.random(1,100000))
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(randompositions,20,2) :InitRandomizeUnits(randompositions,20,2)
:InitCoalition(self.coalition)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits) :InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:InitDelayOff() :InitDelayOff()
:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp) :OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp)
@@ -10295,6 +10299,7 @@ end
if canmove then if canmove then
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitRandomizeUnits(true,20,2) :InitRandomizeUnits(true,20,2)
:InitCoalition(self.coalition)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits) :InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:InitDelayOff() :InitDelayOff()
:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp) :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 else -- don't random position of e.g. SAM units build as FOB
self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias) self.DroppedTroops[self.TroopCounter] = SPAWN:NewWithAlias(_template,alias)
:InitDelayOff() :InitDelayOff()
:InitCoalition(self.coalition)
:InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits) :InitValidateAndRepositionGroundUnits(self.validateAndRepositionUnits)
:OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp) :OnSpawnGroup(function(grp,TimeStamp) grp.spawntime = TimeStamp or timer.getTime() end,TimeStamp)
:SpawnFromVec2(randomcoord) :SpawnFromVec2(randomcoord)
@@ -10583,7 +10589,7 @@ end
self:T({From, Event, To}) self:T({From, Event, To})
if Unit and Unit:IsPlayer() and self.PlayerTaskQueue then if Unit and Unit:IsPlayer() and self.PlayerTaskQueue then
local playername = Unit:GetPlayerName() 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() local dropvec2 = dropcoord:GetVec2()
self.PlayerTaskQueue:ForEach( self.PlayerTaskQueue:ForEach(
function (Task) function (Task)
@@ -10640,7 +10646,7 @@ end
for _,_cargo in pairs(Cargotable) do for _,_cargo in pairs(Cargotable) do
local Vehicle = _cargo.Positionable local Vehicle = _cargo.Positionable
if Vehicle then 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() local dropvec2 = dropcoord:GetVec2()
self.PlayerTaskQueue:ForEach( self.PlayerTaskQueue:ForEach(
function (Task) function (Task)
@@ -10705,7 +10711,7 @@ end
self:T({From, Event, To}) self:T({From, Event, To})
if Unit and Unit:IsPlayer() and self.PlayerTaskQueue then if Unit and Unit:IsPlayer() and self.PlayerTaskQueue then
local playername = Unit:GetPlayerName() 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() local dropvec2 = dropcoord:GetVec2()
self.PlayerTaskQueue:ForEach( self.PlayerTaskQueue:ForEach(
function (Task) function (Task)
+16 -2
View File
@@ -191,9 +191,10 @@
-- * @{#EASYGCICAP.SetDefaultResurrection}: Set how many seconds the AirWing stays inoperable after the AirWing STATIC HQ ist destroyed, default 900 secs. -- * @{#EASYGCICAP.SetDefaultResurrection}: Set how many seconds the AirWing stays inoperable after the AirWing STATIC HQ ist destroyed, default 900 secs.
-- * @{#EASYGCICAP.SetDefaultCAPSpeed}: Set how many knots the CAP flights should do (will be altitude corrected), default 300 kn. -- * @{#EASYGCICAP.SetDefaultCAPSpeed}: Set how many knots the CAP flights should do (will be altitude corrected), default 300 kn.
-- * @{#EASYGCICAP.SetDefaultCAPAlt}: Set at which altitude (ASL) the CAP planes will fly, default 25,000 ft. -- * @{#EASYGCICAP.SetDefaultCAPAlt}: Set at which altitude (ASL) the CAP planes will fly, default 25,000 ft.
-- * @{#EASYGCICAP.SetDefaultINTERCEPTAlt}: Set at which altitude (ASL) the Intercept planes will fly, default 25,000 ft.
-- * @{#EASYGCICAP.SetDefaultCAPDirection}: Set the initial direction from the CAP point the planes will fly in degrees, default is 90°. -- * @{#EASYGCICAP.SetDefaultCAPDirection}: Set the initial direction from the CAP point the planes will fly in degrees, default is 90°.
-- * @{#EASYGCICAP.SetDefaultCAPLeg}: Set the length of the CAP leg, default is 15 NM. -- * @{#EASYGCICAP.SetDefaultCAPLeg}: Set the length of the CAP leg, default is 15 NM.
-- * @{#EASYGCICAP.SetDefaultCAPGrouping}: Set how many planes will be spawned per mission (CVAP/GCI), defaults to 2. -- * @{#EASYGCICAP.SetDefaultCAPGrouping}: Set how many planes will be spawned per mission (CAP/GCI), defaults to 2.
-- * @{#EASYGCICAP.SetDefaultMissionRange}: Set how many NM the planes can go from the home base, defaults to 100. -- * @{#EASYGCICAP.SetDefaultMissionRange}: Set how many NM the planes can go from the home base, defaults to 100.
-- * @{#EASYGCICAP.SetDefaultNumberAlert5Standby}: Set how many planes will be spawned on cold standby (Alert5), default 2. -- * @{#EASYGCICAP.SetDefaultNumberAlert5Standby}: Set how many planes will be spawned on cold standby (Alert5), default 2.
-- * @{#EASYGCICAP.SetDefaultEngageRange}: Set max engage range for CAP flights if they detect intruders, defaults to 50. -- * @{#EASYGCICAP.SetDefaultEngageRange}: Set max engage range for CAP flights if they detect intruders, defaults to 50.
@@ -287,7 +288,7 @@ EASYGCICAP = {
--- EASYGCICAP class version. --- EASYGCICAP class version.
-- @field #string version -- @field #string version
EASYGCICAP.version="0.1.37" EASYGCICAP.version="0.1.38"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- --
@@ -588,6 +589,17 @@ function EASYGCICAP:SetDefaultCAPAlt(Altitude)
return self return self
end end
--- Set default INTERCEPT Altitude in feet
-- @param #EASYGCICAP self
-- @param #number Altitude (Optional) Altitude defaults to 25000
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultINTERCEPTAlt(Altitude)
self:T(self.lid.."SetDefaultINTERCEPTAlt")
self.interceptalt = Altitude or 25000
return self
end
--
--- Set default CAP lieg initial direction in degrees --- Set default CAP lieg initial direction in degrees
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @param #number Direction (Optional) Direction defaults to 90 (East) -- @param #number Direction (Optional) Direction defaults to 90 (East)
@@ -1519,6 +1531,7 @@ function EASYGCICAP:_AssignIntercept(Cluster)
local overhead = self.overhead local overhead = self.overhead
local capspeed = self.capspeed + 100 local capspeed = self.capspeed + 100
local capalt = self.capalt local capalt = self.capalt
local interalt = self.interceptalt or self.capalt
local maxsize = self.maxinterceptsize local maxsize = self.maxinterceptsize
local repeatsonfailure = self.repeatsonfailure local repeatsonfailure = self.repeatsonfailure
@@ -1606,6 +1619,7 @@ function EASYGCICAP:_AssignIntercept(Cluster)
:SetRepeatOnFailure(repeats) :SetRepeatOnFailure(repeats)
:SetMissionSpeed(UTILS.KnotsToAltKIAS(capspeed,capalt)) :SetMissionSpeed(UTILS.KnotsToAltKIAS(capspeed,capalt))
:SetMissionAltitude(capalt) :SetMissionAltitude(capalt)
:SetEngageAltitude(interalt)
if nogozoneset:Count() > 0 then if nogozoneset:Count() > 0 then
InterceptAuftrag:AddConditionSuccess( InterceptAuftrag:AddConditionSuccess(
+1 -1
View File
@@ -2661,7 +2661,7 @@ function LEGION._CohortCan(Cohort, MissionType, Categories, Attributes, Properti
local RangeMax = RangeMax or 0 local RangeMax = RangeMax or 0
local InRange=(RangeMax and math.max(RangeMax, Rmax) or Rmax) >= TargetDistance and TargetDistance > RangeMin 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 return InRange
end end
+98 -13
View File
@@ -131,14 +131,24 @@ ENUMS.WeaponFlag={
Cannons = 805306368, -- GUN_POD + BuiltInCannon Cannons = 805306368, -- GUN_POD + BuiltInCannon
--- Torpedo --- Torpedo
Torpedo = 4294967296, Torpedo = 4294967296,
--- Decoy
Decoys = 8589934592,
--- Shell
SmokeShell = 17179869184,
IlluminationShell = 34359738368,
MarkerShell = 51539607552,
MarkerWeapon = 51539620864,
SubmunitionDispenserShell = 68719476736,
ConventionalShell = 206963736576,
--- ---
-- Even More Genral -- 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 AutoDCS = 1073741822, -- Something if often see
AnyAG = 2956984318, -- Any Air-To-Ground Weapon AnyAG = 2956984318, -- Any Air-To-Ground Weapon
AnyAA = 264241152, -- Any Air-To-Air Weapon AnyAA = 264241152, -- Any Air-To-Air Weapon
AnyUnguided = 2952822768, -- Any Unguided Weapon AnyUnguided = 2952822768, -- Any Unguided Weapon
AnyGuided = 268402702, -- Any Guided 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. --- Weapon types by category. See the [Weapon Flag](https://wiki.hoggitworld.com/view/DCS_enum_weapon_flag) enumerator on hoggit wiki.
@@ -220,11 +230,11 @@ ENUMS.WeaponType.Torpedo={
} }
ENUMS.WeaponType.Any={ ENUMS.WeaponType.Any={
-- General combinations -- 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 AG = 2956984318, -- Any Air-To-Ground Weapon
AA = 264241152, -- Any Air-To-Air Weapon AA = 264241152, -- Any Air-To-Air Weapon
Unguided = 2952822768, -- Any Unguided Weapon Unguided = 2952822768, -- Any Unguided Weapon
Guided = 268402702, -- Any Guided Weapon Guided = 268402702, -- Any Guided Weapon
} }
@@ -513,7 +523,7 @@ ENUMS.ReportingName =
Tornado = "Tornado", Tornado = "Tornado",
-- Transport / Bomber / Others -- Transport / Bomber / Others
Atlas = "A400", Atlas = "A400",
Lancer = "B1-B", Lancer = "B-1B",
Stratofortress = "B-52H", Stratofortress = "B-52H",
Herc = "C-130", Herc = "C-130",
Hercules = "C-130J-30", Hercules = "C-130J-30",
@@ -558,7 +568,7 @@ ENUMS.ReportingName =
Apache = "AH-64", Apache = "AH-64",
Chinook = "CH-47", Chinook = "CH-47",
Sea_Stallion = "CH-53", Sea_Stallion = "CH-53",
Kiowa = "OH-58", Kiowa = "OH58D",
Seahawk = "SH-60", Seahawk = "SH-60",
Blackhawk = "UH-60", Blackhawk = "UH-60",
Sea_King = "S-61", 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_NO_TRC = 'weapons.gunmounts.{AKAN_NO_TRC}'
ENUMS.Storage.weapons.gunmounts.AKAN = 'weapons.gunmounts.{AKAN}' ENUMS.Storage.weapons.gunmounts.AKAN = 'weapons.gunmounts.{AKAN}'
ENUMS.Storage.weapons.shells.M882_9x19 = 'weapons.shells.9x19_m882' 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_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.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_BLUE = 'weapons.bombs.AH6_SMOKE_BLUE'
ENUMS.Storage.weapons.bombs.AH6_SMOKE_GREEN = 'weapons.bombs.AH6_SMOKE_GREEN' 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_RED = 'weapons.bombs.AH6_SMOKE_RED'
ENUMS.Storage.weapons.bombs.AH6_SMOKE_YELLOW = 'weapons.bombs.AH6_SMOKE_YELLOW' 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.HB_AGM_78 = 'weapons.missiles.HB_AGM_78'
ENUMS.Storage.weapons.missiles.V_1 = 'weapons.missiles.V-1' 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_20x138B = 'weapons.shells.20x138B_HE'
ENUMS.Storage.weapons.shells.HE_37x263 = 'weapons.shells.37x263_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.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.B17_TailTurret_M2_L = 'weapons.gunmounts.B17_TailTurret_M2_L'
ENUMS.Storage.weapons.gunmounts.AH6_M134L = 'weapons.gunmounts.{AH6_M134L}' 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_M134L = 'weapons.gunmounts.AH-6_M134L'
ENUMS.Storage.weapons.gunmounts.AH_6_M134R = 'weapons.gunmounts.AH-6_M134R' 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.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_800 = 'weapons.droptanks.PTB-800'
ENUMS.Storage.weapons.droptanks.PTB_275 = 'weapons.droptanks.PTB-275' 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.fuel_tank_370gal = 'weapons.droptanks.fuel_tank_370gal'
ENUMS.Storage.weapons.droptanks.MIG_23_PTB = 'weapons.droptanks.MIG-23-PTB' 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.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.FN_HMP400_100 = 'weapons.containers.{FN_HMP400_100}'
ENUMS.Storage.weapons.containers.AN_M3 = 'weapons.containers.{AN-M3}' 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.M134_R = 'weapons.containers.M134_R'
ENUMS.Storage.weapons.containers.OH58D_M3P_L300 = 'weapons.containers.OH58D_M3P_L300' 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.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' 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.UH60_M230_RIGHT = 'weapons.containers.{UH60_M230_RIGHT}'
ENUMS.Storage.weapons.containers.UH60L_M2_GUNNER = 'weapons.containers.{UH60L_M2_GUNNER}' 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 -- @type ENUMS.FARPType
-- @field #string FARP -- @field #string FARP
+2 -2
View File
@@ -753,8 +753,8 @@ UTILS.KnotsToKmph = function(knots)
return knots * 1.852 return knots * 1.852
end end
UTILS.KmphToKnots = function(kmph) UTILS.KmphToKnots = function(knots)
return kmph / 1.852 return knots / 1.852
end end
UTILS.KmphToMps = function( kmph ) UTILS.KmphToMps = function( kmph )
-4
View File
@@ -76,10 +76,6 @@ Functional/Tiresias.lua
Functional/Stratego.lua Functional/Stratego.lua
Functional/ClientWatch.lua Functional/ClientWatch.lua
Functional/Formation.lua Functional/Formation.lua
Functional/RedGCIKernel.lua
Functional/RedGCI.lua
Functional/RedGCI2v2.lua
Functional/RedGCIDispatcher.lua
Ops/Airboss.lua Ops/Airboss.lua
Ops/RecoveryTanker.lua Ops/RecoveryTanker.lua