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1534 Commits

Author SHA1 Message Date
Applevangelist bf604da2ae Merge remote-tracking branch 'origin/master' into develop 2023-10-27 09:10:04 +02:00
Applevangelist d8c2b8b719 #UTILS
* Added new tanke callsigns
2023-10-27 09:09:36 +02:00
Applevangelist bca3abe2c2 Merge remote-tracking branch 'origin/develop' into develop 2023-10-26 12:46:20 +02:00
Applevangelist 3a06f6314e Merge remote-tracking branch 'origin/master' into develop 2023-10-26 12:46:16 +02:00
Applevangelist 31075f7c04 #UNIT
* Typos in IsTanker, added some typenames
2023-10-26 12:45:45 +02:00
kaltokri 6bf6b933cc Fixed last broken link 2023-10-25 15:52:11 +02:00
kaltokri 5681244941 Fix for canonical link 2023-10-25 15:45:20 +02:00
kaltokri e7f7199a39 Merge branch 'master' into develop 2023-10-25 15:35:59 +02:00
kaltokri 788108c5b8 Added check for dead links and fixed dead links 2023-10-25 15:34:06 +02:00
Applevangelist 6e1dabfe9b #FLIGHTCONTROL
* Added option to switch subs on/off per instance
2023-10-25 13:47:11 +02:00
Applevangelist e48a823560 #EASYGCICAP, CONTROLLABLE, OPSGROUP, AUFTRAG
* Changed patrol race track alt to be ASL not AGL by default
2023-10-25 08:46:52 +02:00
Applevangelist 8f1e2a1d54 Merge remote-tracking branch 'origin/develop' into develop 2023-10-24 18:25:09 +02:00
Applevangelist 74d54637d5 #PLAYERTASK
* Remove client from task, even if only player name is available
2023-10-24 18:25:02 +02:00
kaltokri 1126b7753a Merge branch 'master' into develop 2023-10-24 17:04:00 +02:00
kaltokri 3fbc76e37f Documentation of the build system added 2023-10-24 17:03:01 +02:00
Applevangelist e24acb28f7 Merge remote-tracking branch 'origin/master' into develop 2023-10-24 13:46:35 +02:00
Applevangelist 4e5b483cc0 #CONTROLLABLE
* Added PatrolRaceTrack
2023-10-24 13:45:43 +02:00
Applevangelist f28f807ee7 #EASYGCICAP
* Closer turning cap routes
2023-10-24 13:45:15 +02:00
Applevangelist 375a564446 Merge remote-tracking branch 'origin/master' into develop 2023-10-21 12:43:48 +02:00
Applevangelist ab068670cc #RECOVERYTANKER
* Added option to set unlimited fuel
2023-10-21 12:43:20 +02:00
kaltokri c00da0f925 Merge branch 'master' into develop 2023-10-20 23:37:57 +02:00
kaltokri 456c002c3c Fix for missing w3.css in DOCS repo 2023-10-20 23:37:29 +02:00
kaltokri 6161da3a22 Merge branch 'master' into develop 2023-10-20 22:52:07 +02:00
kaltokri 038b89776d Added replacement of head tag again 2023-10-20 22:45:52 +02:00
Applevangelist 54e44299d8 Merge remote-tracking branch 'origin/develop' into develop 2023-10-20 18:45:05 +02:00
Applevangelist f71d6f3f30 Merge remote-tracking branch 'origin/master' into develop 2023-10-20 18:45:02 +02:00
Applevangelist df6d968ebe #CONTROLLABLE
* Added `CommandSetUnlimitedFuel()`
* Added `TaskStrafing()`
2023-10-20 18:44:28 +02:00
kaltokri daae77def5 Merge branch 'master' into develop 2023-10-20 16:15:43 +02:00
kaltokri 4d9197b3cc First version of the new GitHub pages 2023-10-20 16:13:30 +02:00
kaltokri b808f2f568 Merge branch 'master' into develop 2023-10-20 09:59:06 +02:00
kaltokri 10dffb0689 Changed mail from MooseBotter 2023-10-20 09:58:35 +02:00
kaltokri 91aa2eb9f2 Merge branch 'master' into develop 2023-10-19 18:54:17 +02:00
kaltokri 722c33df62 Fixed wrong git config entries in build-docs.yml 2023-10-19 18:53:52 +02:00
kaltokri 3d697211bd Merge branch 'master' into develop 2023-10-19 18:25:07 +02:00
kaltokri dc54cc82af Fixed wrong repository owner 2023-10-19 18:24:46 +02:00
kaltokri 4fced3416a Merge branch 'master' into develop 2023-10-19 18:17:12 +02:00
kaltokri d4a46606fd Switched from env.FORCE_PUSH to vars.FORCE_PUSH 2023-10-19 18:16:45 +02:00
Thomas 015af9774c Update build-includes.yml 2023-10-19 16:17:48 +02:00
Thomas f0a37172b9 Update build-includes.yml (#2018) 2023-10-19 16:14:59 +02:00
Thomas 2dd2e593e8 Update README.md (#2017) 2023-10-19 15:48:50 +02:00
Applevangelist 49fd78abe7 #SRS
* Typo
2023-10-19 15:22:13 +02:00
Rolf Geuenich 1b5067088f Merge branch 'master' into develop
Added new build system with GitHub Action Workflows
2023-10-19 14:00:22 +02:00
Rolf Geuenich 7c8cca7f56 Added new build system with GitHub Action Workflows 2023-10-19 13:59:33 +02:00
Rolf Geuenich 2986a33a56 Merge branch 'master' into develop
Align Moose_Create.lua with the dev branch
2023-10-19 11:39:33 +02:00
Rolf Geuenich 0658f6dc2b Align Moose_Create.lua with the develop branch
Needed for later build system enhancements
2023-10-19 11:39:07 +02:00
Rolf Geuenich ce6624fe0b Merge branch 'master' into develop
Preperation for new build system
2023-10-19 11:11:46 +02:00
Rolf Geuenich 75558078ee Cleanup and extension for GitHub Action Workflow build and act 2023-10-19 11:11:23 +02:00
Applevangelist 3ba868b3b9 Merge remote-tracking branch 'origin/master' into develop 2023-10-17 16:58:40 +02:00
Applevangelist f6b5c69d4e #Triggers - docu changes 2023-10-17 16:58:14 +02:00
Applevangelist 85b10fb1c9 Merge remote-tracking branch 'origin/master' into develop 2023-10-17 16:03:24 +02:00
Applevangelist a7f01eb04a #ZONE and #SET_ZONE watch trigger 2023-10-17 16:02:01 +02:00
Applevangelist e578a673d9 Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Sound/SRS.lua
2023-10-17 11:08:13 +02:00
Applevangelist 65f9db8efa #MSRS
* Added loading of a config file
2023-10-17 11:05:09 +02:00
Applevangelist 3f04249d07 Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Sound/SRS.lua
2023-10-13 16:15:23 +02:00
Applevangelist 2ebad9ce96 #MSRS
* Fixes for alternative backend
2023-10-13 16:13:12 +02:00
Applevangelist b8a2b28462 Merge remote-tracking branch 'origin/master' into develop 2023-10-12 18:02:33 +02:00
Applevangelist 9ccde838e7 #AUFTRAG
* More Bryce fixes
2023-10-12 18:01:56 +02:00
Applevangelist 6ba62e3e04 #AUFTRAG
* bear trap for Bryce using RECON Auftrags
2023-10-12 17:56:31 +02:00
Applevangelist b9cc66004d #WAREHOUSE
* Syntax
2023-10-12 17:55:41 +02:00
Applevangelist fb1b5b209e Merge remote-tracking branch 'origin/master' into develop 2023-10-06 15:50:10 +02:00
Applevangelist 17838e7fe7 #MESSAGE
* Docu adds and corrections
2023-10-06 15:49:42 +02:00
Applevangelist 9493570e6b Merge remote-tracking branch 'origin/master' into develop 2023-10-06 13:18:50 +02:00
Applevangelist b0d0dbfe72 #MESSAGE
* Added `ToSRS()`
2023-10-06 13:18:28 +02:00
Applevangelist 439c11c376 Merge remote-tracking branch 'origin/master' into develop 2023-10-06 11:43:50 +02:00
Applevangelist 2d081dfc03 CTLD/CSAR - Added sound file location 2023-10-06 11:42:51 +02:00
Applevangelist a6c244f670 Merge remote-tracking branch 'origin/master' into develop 2023-10-06 11:31:59 +02:00
Applevangelist 8c44cf8fca #EasyGCICAP
* Added Recon Patrol points
2023-10-06 11:31:35 +02:00
Applevangelist 4a594f41b0 #SET_ZONE
* Added GetAverageCoordinate()
2023-10-06 11:30:59 +02:00
Frank ffea9708d1 Merge branch 'master' into develop 2023-09-29 15:39:28 +02:00
Frank 04b4af58f7 Update ATIS.lua
#2010
2023-09-29 14:26:22 +02:00
Applevangelist b108bd9ac6 Merge branch 'master' into develop 2023-09-29 10:20:27 +02:00
Applevangelist f44ba39ec5 Fox/Missiletrainers 2023-09-29 10:20:01 +02:00
Applevangelist a54b785ca3 #EasyGCICAP
* Docu additions
2023-09-28 13:28:35 +02:00
Applevangelist 6c3f3cf0d2 #EasyGCICAP
* Added option for an AWACS patrol point and Squad
* Added option to make Tanker and AWACS invisible
2023-09-28 13:15:56 +02:00
Frank bd79750efa Merge branch 'master' into develop 2023-09-27 22:28:58 +02:00
Frank 05df765c5c Merge pull request #2006 from FlightControl-Master/FF/MasterDevel
Update Airboss.lua
2023-09-27 22:28:21 +02:00
Frank 04a7c912ea Update Airboss.lua
- Improved into wind
2023-09-27 22:21:17 +02:00
Applevangelist 39fc112e53 Merge remote-tracking branch 'origin/master' into develop 2023-09-27 18:08:25 +02:00
Applevangelist 55fb8f2064 nil check added 2023-09-27 18:08:02 +02:00
Applevangelist 5dc5736976 #EasyGCICAP
* Added success criteria if intruder leaves monitored zones
2023-09-27 18:07:50 +02:00
Applevangelist 1f23525799 Merge remote-tracking branch 'origin/develop' into develop 2023-09-27 15:42:26 +02:00
Applevangelist f390616e41 Merge remote-tracking branch 'origin/master' into develop 2023-09-27 15:42:23 +02:00
Applevangelist 912c162eee Logic fixes for GetRandomCoordinateWithoutBuildings() 2023-09-27 15:41:52 +02:00
Frank dfc7f17308 NAVYGROUP
- Improved heading into wind
2023-09-27 10:57:12 +02:00
Applevangelist c4e8ad50c8 Docu adds 2023-09-26 13:29:09 +02:00
Applevangelist 652df5570a #EasyGCICAP
* initial release
2023-09-26 13:07:41 +02:00
Applevangelist bb8e6eb7a1 Merge remote-tracking branch 'origin/master' into develop 2023-09-25 08:43:50 +02:00
Applevangelist 2efb6a624f #SCORING
* Rechtschreibung
2023-09-25 08:43:24 +02:00
Frank b7b369e78f Merge pull request #2003 from FlightControl-Master/FF/Ops
LEGION
2023-09-20 21:55:03 +02:00
Frank b1436b66d4 LEGION
- Added random asset score
- Added nil check for request.cargogroupset in :onafterAssetDead
2023-09-20 21:52:28 +02:00
Applevangelist d2107466cc Merge remote-tracking branch 'origin/develop' into develop 2023-09-20 17:17:43 +02:00
Applevangelist 3975e1961e Merge remote-tracking branch 'origin/master' into develop 2023-09-20 17:17:40 +02:00
Applevangelist ca84fa11cd #ATIS
* Added Spanish TTS locale ("es")
2023-09-20 17:17:12 +02:00
Frank 78ffaf6e0a Update OpsGroup.lua
- Fix that loading is never done
2023-09-20 14:38:24 +02:00
Applevangelist 7c3c39c1ba Merge remote-tracking branch 'origin/master' into develop 2023-09-19 18:08:16 +02:00
Applevangelist ed614767e6 #ATIS
* Added localization option
2023-09-19 18:07:51 +02:00
Applevangelist 147f39981b Merge remote-tracking branch 'origin/master' into develop 2023-09-19 12:14:19 +02:00
Applevangelist 6d94a0c776 Smaller fixes 2023-09-19 12:13:39 +02:00
Applevangelist 80fdbc4960 Merge remote-tracking branch 'origin/master' into develop 2023-09-19 11:31:18 +02:00
Applevangelist 81fd5cb605 One Typo Less 2023-09-19 11:30:46 +02:00
Applevangelist fc9ddae9b2 Merge remote-tracking branch 'origin/master' into develop 2023-09-19 11:10:33 +02:00
Applevangelist b70bf3b9af #SEAD
* Better calculation of switch-on again time
2023-09-19 11:10:06 +02:00
Applevangelist d0330cc696 Merge remote-tracking branch 'origin/master' into develop 2023-09-17 17:16:30 +02:00
Applevangelist 250d640e76 #SPAWN
* Added option for Modex pre- and postfix strings
* Added string check for SpawnAtParkingSpot when Airbase is handed as string
2023-09-17 17:15:12 +02:00
Frank dca70eaa05 Merge branch 'master' into develop 2023-09-17 16:13:50 +02:00
Frank 6a05789db5 Update Controllable.lua
- Fixed wrong id of task`EnrouteTaskEngageGroup`
- Fixed wrong id of task `EnrouteTaskFAC_EngageGroup`
2023-09-17 16:13:28 +02:00
Applevangelist 5048201771 #Startup
* Re-instate suppression of error box.
2023-09-15 09:12:17 +02:00
Applevangelist 5e20874dca #Startup
* Re-instate suppression of error box.
2023-09-15 09:11:32 +02:00
Applevangelist 5e36425058 #PLAYERTASKCONTROLLER
* Fix a problem that sometimes the object event is called prior to the SET_CLIENT event for players joining, leading to false negatives on specifically filtered SET_CLIENT objects
2023-09-14 12:36:51 +02:00
Applevangelist bc16970d96 #SET_CLIENT
* Small fix for FilterCallsign string search
2023-09-14 12:36:15 +02:00
Applevangelist 3f1ad24f6a Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Core/Database.lua
#	Moose Development/Moose/Functional/MissileTrainer.lua
2023-09-13 16:04:23 +02:00
Applevangelist 674fef554d Intellisense docu fixes 2023-09-13 16:03:32 +02:00
Applevangelist f8f4bac77e Intellisense docu fixes 2023-09-13 16:03:05 +02:00
Frank 3e2d312202 Merge branch 'master' into develop 2023-09-13 11:11:43 +02:00
Frank 5aa8338c59 Update Airboss.lua
- Adjust into wind angle
2023-09-13 11:10:35 +02:00
Frank 6ccfd499c8 Update SRS.lua
- Fixed bug in GRPC backend
2023-09-10 22:42:39 +02:00
Frank 468a8fed8b Merge branch 'master' into develop 2023-09-10 22:40:17 +02:00
Frank 1362fe9019 Update SRS.lua 2023-09-10 22:40:05 +02:00
Applevangelist ef3127fdab Merge remote-tracking branch 'origin/master' into develop 2023-09-10 15:42:48 +02:00
Applevangelist ba361e7eff #RAT
* Try more than once to get coord in status loop
2023-09-10 15:41:54 +02:00
Applevangelist ab1e3e6c60 #AICSAR
* Force LoadingDone, UnloadingDone since changes in OPSTRANSPORT
2023-09-09 13:09:20 +02:00
Thomas 515764bb88 Update Group.lua
Docu fix
2023-09-09 11:56:28 +02:00
Thomas 31fb9bc169 Update Group.lua
Docu fix
2023-09-09 11:54:45 +02:00
Applevangelist 917f06fe04 Revert "Auxiliary commit to revert individual files from e5e81dbc35d61a32f5f6308b275eef278c970f2c"
This reverts commit 4f771489b473634ca3c758a02fd090e0cd26a964, reversing
changes made to c5f3bfe4a9.
2023-09-08 11:21:25 +02:00
Applevangelist e5e81dbc35 Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Modules.lua
2023-09-08 11:20:11 +02:00
Applevangelist e95a9525c6 #GENERAL
* Remove dependencies from UTILS.Routines
* Remove UTILS.Routines
2023-09-08 11:14:41 +02:00
Applevangelist c5f3bfe4a9 Merge remote-tracking branch 'origin/master' into develop 2023-09-07 16:15:08 +02:00
Applevangelist 326d4b3135 Merge remote-tracking branch 'origin/master' 2023-09-07 16:14:45 +02:00
Applevangelist c4fad08d58 Act 2023-09-07 16:14:42 +02:00
Applevangelist 5a57d05fd6 Deprecated flags 2023-09-07 16:14:21 +02:00
Applevangelist 5329745325 Merge remote-tracking branch 'origin/develop' into develop 2023-09-07 12:45:30 +02:00
Applevangelist 792222f567 #PLAYERTASK, #CLIENTMENU
* Fixes
2023-09-07 12:45:26 +02:00
Frank a8f14fca70 Merge branch 'master' into develop 2023-09-06 21:33:29 +02:00
Frank 8a7fa326cd Update MissileTrainer.lua
- Docs: Class deprecated ==> use FOX instead
2023-09-06 21:33:05 +02:00
Frank 02105b1efc Update Airboss.lua
Fixed bug missing end in if statement
2023-09-05 20:53:02 +02:00
Applevangelist 93fd9e5d42 #CLIENTMENU
* Catch error on Menu removes
2023-09-05 10:35:12 +02:00
Applevangelist 65c384622c #AIRBOSS
* Suppress unnecessary SRS TTS calls with empty text
2023-09-01 09:46:52 +02:00
Applevangelist 18afe9ad7a #AIRBOSS
* Suppress unnecessary SRS TTS calls with empty text
2023-09-01 09:44:12 +02:00
Applevangelist d7b87b63d8 #MANTIS
* Added zone filter option.
2023-09-01 08:52:46 +02:00
Applevangelist 253cf0f5a5 #MANTIS
* Added zone filter option.
2023-09-01 08:52:13 +02:00
Frank b5b079d75f Merge pull request #2001 from ttrebuchon/tt/auftrag-newcap-nil-ref-bugfix
Fix error in AUFTRAG:NewCAP when Altitude is not explicitly provided
2023-08-31 14:57:31 +02:00
ttrebuchon d0421f5226 Ensure Altitude is not nil in NewCAP to avoid breaking KnotsToAltKIAS. 2023-08-31 08:48:08 -04:00
Applevangelist 79ddc01bf7 Merge remote-tracking branch 'origin/master' into develop 2023-08-30 16:47:19 +02:00
Applevangelist c5a85456c0 #MANTIS
* CHM Assets
2023-08-30 16:46:13 +02:00
Applevangelist 9a383826e7 Merge remote-tracking branch 'origin/master' 2023-08-29 15:49:52 +02:00
Applevangelist 1e6731830e #MANTIS
* Added two more CH mod types
2023-08-29 15:49:48 +02:00
Applevangelist c4b874e3f9 #MANTIS
* Added two more CH mod types
2023-08-29 15:49:20 +02:00
Applevangelist d9aff32a36 #MANTIS
* Added two more CH mod types
2023-08-29 15:48:36 +02:00
Frank 8b04d32839 Merge pull request #2000 from FlightControl-Master/FF/Ops
Update OpsGroup.lua
2023-08-28 20:27:39 +02:00
Frank 382605d4cf Update OpsGroup.lua
- Fixed bug loading opsgroups as cargo
2023-08-28 20:23:51 +02:00
Frank 1337815f05 Merge pull request #1999 from FlightControl-Master/FF/Ops
OPSTRANSPORT
2023-08-27 18:46:50 +02:00
Frank 1cd3b6a26b OPSTRANSPORT
- Docs
2023-08-27 15:13:07 +02:00
Frank f34dcdb3db OPSGROUP
- Added parameter to selfdestruct single element
2023-08-27 12:03:26 +02:00
Frank e3b7a85956 OPSTRANSPORT
- Improved storage transport
2023-08-26 23:55:21 +02:00
Frank 655282a034 Merge branch 'develop' into FF/Ops 2023-08-26 14:06:15 +02:00
Frank 94dde73561 Merge branch 'master' into develop 2023-08-26 14:05:51 +02:00
Frank 38cb8fb88e Merge pull request #1998 from FlightControl-Master/FF/MasterDevel
STORAGE
2023-08-26 14:00:26 +02:00
Frank ad5488784f Update Storage.lua
**STORAGE**
- Added easier functions to add, set and remove items and liquids.
- Added checks if warehouse items are limited or unlimited.
2023-08-26 13:56:45 +02:00
Frank a4cdd62aff Merge branch 'master' into FF/MasterDevel 2023-08-26 10:27:18 +02:00
Frank 45008c9d57 Update OpsGroup.lua 2023-08-26 10:26:11 +02:00
Frank 92b0ab3c8d Update OpsGroup.lua
- Storage transport
2023-08-25 22:15:50 +02:00
Frank 7074b70e86 Merge branch 'develop' into FF/Ops 2023-08-25 20:46:52 +02:00
Frank e15d335f3f OPSTRANSPORT
- Storage
2023-08-25 20:46:42 +02:00
Frank 840b14f4ce OPSTRANSPORT
- Storage transport improved
2023-08-24 23:37:33 +02:00
Frank 887f7aa3e9 OPSTRANSPORT
- Storage
2023-08-23 23:37:23 +02:00
Thomas a8daf70dad Update Set.lua Docu (#1995) (#1996)
* Update Set.lua Docu

Added regex explanation

* Update Set.lua
2023-08-23 11:43:37 +02:00
Thomas 9a9de9306e Update Set.lua Docu (#1995)
* Update Set.lua Docu

Added regex explanation

* Update Set.lua
2023-08-23 11:39:45 +02:00
Applevangelist 3e36e5f2b2 #Controllable
* Added Aerobtics tasks
2023-08-22 10:25:26 +02:00
Applevangelist cf824b912d #Controllable
* Added Aerobtics tasks
2023-08-22 10:24:40 +02:00
Frank c3f5405288 OPSTRANSPORT
Storage
2023-08-22 01:41:34 +02:00
Thomas 084b47edb7 ENUMS error (#1993)
* Storages Enum

* Update Enums.lua

Error in ENUM
2023-08-21 11:36:15 +02:00
Thomas 8d2e291deb Update Enums.lua
Error in ENUM
2023-08-21 11:35:01 +02:00
Frank f84e2ede66 OPSTRANSPORT
Storage
2023-08-21 01:02:04 +02:00
Applevangelist 0a8782c890 Storages enum 2023-08-20 15:23:09 +02:00
Applevangelist 3a432782b2 Storages Enum 2023-08-20 15:22:49 +02:00
Applevangelist 5dd32d92c0 Merge remote-tracking branch 'origin/master' into develop 2023-08-20 15:13:18 +02:00
Applevangelist d96cc26cd8 ENUMS.Storage.weapons 2023-08-20 15:12:59 +02:00
Applevangelist bda1fac923 #ENUMS
* Added enumerator for ENUMS.Storage.weapons
2023-08-20 15:12:47 +02:00
Applevangelist be5c1bed3b #PLAYERRECCE
* QoL Fixes for menu, smoke, reports etc
2023-08-20 14:18:43 +02:00
Thomas ef40b1c524 Range fix for #1984 (#1992)
Range fix for #1984
2023-08-20 13:41:20 +02:00
Frank a4c81736aa Update DCS.lua 2023-08-20 11:57:37 +02:00
Applevangelist 2eafadcedf Merge remote-tracking branch 'origin/master' into develop 2023-08-20 11:19:24 +02:00
Applevangelist 045c49679d #ATIS
* Fix explicitly set RWY not reported via SRS
2023-08-20 11:18:58 +02:00
Applevangelist 6b4c08d53f Merge remote-tracking branch 'origin/master' into develop 2023-08-18 11:08:47 +02:00
Applevangelist f40442d309 #POSITIONABLE
* Make cargo weights an enumerator
2023-08-18 11:07:43 +02:00
ttrebuchon 83bae9c2f7 Make default cargo bay capacity values configurable (#1989)
* Add POSITIONABLE.CargoBayCapacityValues for manual configuration of cargo capacities.

* Add comment documenting local variable

* Remove extraneous semicolon

* Update Positionable.lua

Updated a bit plus documentation and working enumerator

---------

Co-authored-by: Thomas <72444570+Applevangelist@users.noreply.github.com>
2023-08-18 11:01:38 +02:00
Frank 944ef6332b Merge branch 'develop' into FF/Ops 2023-08-17 19:14:23 +02:00
Frank 1329cd23fd Merge branch 'master' into develop 2023-08-17 19:13:47 +02:00
Frank fe7acecdd3 Merge pull request #1991 from FlightControl-Master/FF/MasterDevel
STORAGE - DCS Warehouse
2023-08-17 19:11:01 +02:00
Frank 4471ec9b96 DCS Warehouse 2023-08-17 18:46:09 +02:00
Frank 32e1d4f8fa DCS Warehouse 2023-08-16 23:58:32 +02:00
Frank dbd78f35a4 Merge pull request #1987 from ttrebuchon/tt/misc-bug-fixes
Misc Bug Fixes
2023-08-13 22:57:06 +02:00
ttrebuchon a2772c97d5 Merge branch 'develop' into tt/misc-bug-fixes 2023-08-13 15:34:40 -04:00
ttrebuchon 4f8e65b515 Merge branch 'tt/warehouse-asset-size-fix' into tt/misc-bug-fixes 2023-08-13 15:27:29 -04:00
ttrebuchon 1d6437f9e2 Merge branch 'tt/commander-incorrect-argument-ordering' into tt/misc-bug-fixes 2023-08-13 15:27:25 -04:00
ttrebuchon a733b17840 Merge branch 'tt/auftrag-UpdateMarker-null-ref-check' into tt/misc-bug-fixes 2023-08-13 15:27:16 -04:00
ttrebuchon 3adf6d635a Handle OPSGROUP:MarkWaypoints() when waypoint altitude is nil 2023-08-13 15:22:05 -04:00
ttrebuchon 2e9320df03 Add check for whether targetcoord is nil in UpdateMarker() call 2023-08-13 15:18:09 -04:00
ttrebuchon d08219f9d9 Add missing "Mission.escortMissionType" argument to call to AssignAssetsForEscort 2023-08-13 15:16:46 -04:00
ttrebuchon f929951dbe Fix WAREHOUSE.AssetItem size calculation 2023-08-13 15:12:51 -04:00
Frank 76a36cb9f9 Merge branch 'develop' into FF/Ops 2023-08-13 18:20:23 +02:00
Frank 56aebfbee8 Merge branch 'master' into develop 2023-08-13 18:20:09 +02:00
Frank 747e5d801a Merge pull request #1986 from FlightControl-Master/FF/MasterDevel
COORDINATE
2023-08-13 18:19:16 +02:00
Frank 29ed630536 COORDINATE
- Generalized MarkupToAllFreeForm

UTILS
- Added some functions from MIST
2023-08-13 17:40:28 +02:00
Applevangelist ffdcfa0129 Merge remote-tracking branch 'origin/master' into develop 2023-08-02 18:03:03 +02:00
Applevangelist c5757ffd22 #CONTROLLABLE
* Added EnRouteTaskCAP()
2023-08-02 18:02:34 +02:00
Applevangelist 9cc08cb088 # 2023-08-01 16:26:29 +02:00
Applevangelist 268b7ef80c Merge remote-tracking branch 'origin/develop' into develop
# Conflicts:
#	Moose Development/Moose/Wrapper/Scenery.lua
2023-08-01 16:26:14 +02:00
Applevangelist 172004b822 Merge remote-tracking branch 'origin/master' into develop 2023-08-01 16:19:33 +02:00
Applevangelist 6aa4683080 #PLAYERTASK 2023-08-01 16:19:03 +02:00
Applevangelist 2771e7f856 #SCENERY, SET_SCENERY
* Reworked COORDINATE scan as this doesn't seem to work
* Added SET_SCENERY Filters, and FilterOnce() to apply them
2023-08-01 16:18:23 +02:00
Thomas 7c4dd8160d Update Set.lua (#1982)
Intellisense updates
2023-08-01 11:53:00 +02:00
Thomas 677a64c3dc Update Scenery.lua (#1980) (#1981)
_id might be nil in :FindByZoneName()
2023-08-01 10:38:39 +02:00
Thomas 1fdc50b0da Update Scenery.lua (#1980)
_id might be nil in :FindByZoneName()
2023-08-01 10:00:42 +02:00
phr0gz 56fcd8f37f Add RemoveGciCapZone in Chief (#1973)
This will add the ability to remove CGI CAP zone from chief.
2023-08-01 10:00:17 +02:00
Thomas 09d4e155de Update PlayerTask.lua (#1977)
Prevent Events being available before the menu structure has been created
2023-07-31 14:24:47 +02:00
Applevangelist 65703d1092 Debugs 2023-07-29 17:19:51 +02:00
Applevangelist 2afd09b878 Merge remote-tracking branch 'origin/master' into develop 2023-07-29 16:48:08 +02:00
Thomas f87a676e4b Update Scoring.lua (#1976)
Add report Spaces
2023-07-29 16:45:00 +02:00
Applevangelist 4ed2b0610d #AWACS
* ensure tactical frequencies are handed back

#PlayerTask
* Add'l check for stale tasks to rebuild menu
2023-07-29 16:44:25 +02:00
phr0gz cbd371b40f Chief zone removal Tanker, AWACS (#1975)
Add the ability to remove a zone for Tanker and AWACS.
2023-07-29 15:44:13 +02:00
phr0gz 80e9cb692c Add FSM OnAfter and OnBefore (#1974)
Add FSM Function OnAfter and OnBefore in FlightGroup.
2023-07-29 13:37:07 +02:00
Frank 3c74aef378 Merge branch 'master' into develop 2023-07-26 17:23:34 +02:00
Frank 8bf56b8b1a Update Airboss.lua
- Fixed AI handling (got lost in some merge with develop branch and was using FLIGHTGROUPS)
2023-07-26 16:36:44 +02:00
Frank 7e2233d8c7 Merge branch 'develop' into FF/Ops 2023-07-26 16:11:27 +02:00
Thomas 065717b2f5 Update FlightGroup.lua
coord might be nil in GetParking(airbase)
2023-07-26 15:36:09 +02:00
Applevangelist 63a524f25c #AWACS
* Remove tactical subscription when client logs out or dies
2023-07-26 07:49:35 +02:00
Applevangelist 838e11de05 #AWACS
* Added tactical radio option
2023-07-25 14:50:29 +02:00
Applevangelist 2a56da4bb3 Merge remote-tracking branch 'origin/master' into develop 2023-07-25 12:01:48 +02:00
Applevangelist f31741f934 #AI_ESCORT
* Improve documentation
2023-07-25 12:01:18 +02:00
Applevangelist f84d02d8a1 Merge remote-tracking branch 'origin/master' into develop 2023-07-23 12:42:59 +02:00
Applevangelist 7d3a08cde2 #CLIENTMENU, #PLAYERTASK
* Fixes for "No current task" not being deleted later on
2023-07-23 12:42:36 +02:00
Applevangelist 46258492bd #AIRBASE, #ATIS
* Additions
2023-07-23 12:37:57 +02:00
Frank a7857670d3 Merge branch 'develop' into FF/Ops 2023-07-22 10:16:40 +02:00
Frank c41b256775 Update SRS.lua 2023-07-22 10:16:31 +02:00
Applevangelist e2929a78c4 #AICSAR - correct code version 2023-07-19 16:06:44 +02:00
Applevangelist 15bf379cdc #AICSAR
* Added FSM Event "HeloOnDuty"
2023-07-19 09:56:27 +02:00
Applevangelist 8a8e40e810 #PLAYERTASK
* Refactored menubuilds to use new CLIENTMENU/CLIENTMENUCONTROLLER classes
2023-07-17 16:27:54 +02:00
Applevangelist 2c8adf58cb #CLIENTMENU
* Rewrite with a different data approach
2023-07-17 16:26:53 +02:00
Applevangelist bb579fff5b Merge remote-tracking branch 'origin/master' into develop 2023-07-16 11:28:24 +02:00
Applevangelist 6481f66e27 #MANTIS
* Added IDs for Current Hill Assets, keyword "CHM" for group names
2023-07-16 11:27:34 +02:00
Thomas 1ad538ea9f Commits from master (#1972)
* #SPAWN

* Update Spot.lua

Fix
2023-07-15 09:46:55 +02:00
Thomas 5954b8692f Update Spot.lua
Fix
2023-07-15 09:36:24 +02:00
Applevangelist f6fdecf892 Merge remote-tracking branch 'origin/master' 2023-07-13 16:15:11 +02:00
Applevangelist 53fb77b50d #SPAWN 2023-07-13 16:15:06 +02:00
Applevangelist 191f7a7377 Merge remote-tracking branch 'origin/master' into develop 2023-07-13 16:13:26 +02:00
Applevangelist 04a9dc3a8c #SPAWN
* Added method to init spawn position
2023-07-13 16:13:00 +02:00
Applevangelist 77d2804fce Merge remote-tracking branch 'origin/master' into develop 2023-07-12 17:55:07 +02:00
Applevangelist 10b9a32f29 #SPOT
* Fix for switching laser off and on again not follwing unit any more
2023-07-12 17:54:17 +02:00
Applevangelist 63ba50a83a #CLIENTMENUMANAGER Docu 2023-07-11 16:10:40 +02:00
Applevangelist fb8f804af2 # CLIENTMENU
* Initial release
2023-07-11 15:41:06 +02:00
Applevangelist ffbab7453c Merge remote-tracking branch 'origin/master' into develop 2023-07-07 15:15:09 +02:00
Applevangelist 40fa929eb0 * Added omissed DetectedItem.Name found by @Nocke 2023-07-07 15:14:33 +02:00
Applevangelist 10872918bb #AUFTRAG
* Added GROUNDESCORT from the DCS Task with same name
2023-07-03 17:29:06 +02:00
Applevangelist 8979097fd7 Merge remote-tracking branch 'origin/master' into develop 2023-07-03 17:06:47 +02:00
Applevangelist 71b2cc1ee5 #AMMOTRUCK
* Added TTL
2023-07-03 17:06:31 +02:00
Applevangelist 8c8ef19f01 #CONTROLLABLE
* Added TaskGroundEscort
2023-07-03 16:44:46 +02:00
Applevangelist 389d5c7e5b Merge remote-tracking branch 'origin/master' into develop 2023-07-01 13:17:19 +02:00
Applevangelist 1eaa3d309d #SCORING
* typo
2023-07-01 13:15:59 +02:00
Applevangelist 178005346d Merge remote-tracking branch 'origin/master' into develop 2023-07-01 13:12:54 +02:00
Applevangelist a52cd5612a Merge remote-tracking branch 'origin/master' 2023-07-01 13:12:29 +02:00
Applevangelist 041c21a883 Merge remote-tracking branch 'origin/master' into develop 2023-07-01 13:12:03 +02:00
Applevangelist e82ed762be Merge remote-tracking branch 'origin/master' 2023-07-01 13:11:46 +02:00
Applevangelist 0bb16ec827 #AIRBASE
* Fix for nil error in finding parking for a group

#MANTIS
* Added SAM type "SHORAD" as designator

#SCORING
* fix for non local problem

#UTILS
* fix for OneLineSerialize
2023-07-01 13:11:21 +02:00
Applevangelist fd946e971a #AWACS
* Bugfixes
2023-07-01 13:08:27 +02:00
Thomas 0dab316514 Point - BRAANATO (#1969) (#1970)
corrected Track to be direction of travel of bogey (self in this case)
2023-06-26 13:29:34 +02:00
Thomas a978420a67 Point - BRAANATO (#1969)
corrected Track to be direction of travel of bogey (self in this case)
2023-06-26 13:25:23 +02:00
Applevangelist 248228720e Merge remote-tracking branch 'origin/master' into develop 2023-06-24 14:04:32 +02:00
Applevangelist f59326bf10 #ATIS
* Fix for airbases which have no runways, e.g. Naqoura Syria
2023-06-24 14:03:43 +02:00
Applevangelist e9c1b6d268 Merge remote-tracking branch 'origin/master' into develop 2023-06-22 13:52:19 +02:00
Thomas 08be2d6e93 CTLD (#1967) (#1968)
* Added option for troops subcategories in menu
2023-06-22 13:49:21 +02:00
Thomas d937ab2679 CTLD (#1967)
* Added option for troops subcategories in menu
2023-06-22 13:46:11 +02:00
Applevangelist ac386d5ebe #AIRBOSS
* Bug fix
2023-06-22 09:34:02 +02:00
Frank 74c1e9d991 Merge branch 'develop' into FF/Ops 2023-06-21 22:00:14 +02:00
Frank 0e72717cdb OPSGROUP
Track
2023-06-21 22:00:04 +02:00
Applevangelist 1df525b9c5 #NAVY
* Min speed 4kn due to rudder effectiveness
2023-06-21 14:05:17 +02:00
Applevangelist cdbbad809a Merge remote-tracking branch 'origin/master' into develop 2023-06-21 10:43:40 +02:00
Applevangelist 7164e211f2 #AIRBASE
- Nicosia unused atm
2023-06-21 10:42:35 +02:00
Applevangelist 970275e96e #AIRBOSS
* Added adjustment degrees for wind speed
2023-06-21 10:25:00 +02:00
Applevangelist 5456cd04c3 #PLAYERTASKCONTROLLER
* Menu build lock
2023-06-18 13:29:07 +02:00
Applevangelist 1cdbe55cdd Merge remote-tracking branch 'origin/develop' into develop 2023-06-18 12:19:37 +02:00
Applevangelist 0577e5171b #AIRBOSS
* SRS: Remove lines starting with # from being spelled out
2023-06-18 12:19:28 +02:00
Frank 97376320f4 Merge pull request #1965 from ttrebuchon/tt/ops-auftrag-transport-attributes-and-properties
AUFTRAG Transport Attributes, Categories, and Properties Filters
2023-06-18 01:08:10 +02:00
ttrebuchon 9c1acc731a Make Attributes parameter documentation conform to other similar descriptions 2023-06-17 17:32:49 -04:00
ttrebuchon 92f81614ba Update/fix lua docs for new AUFTRAG transport fields 2023-06-17 17:09:50 -04:00
ttrebuchon 2a11c4c98a Rename AUFTRAG.transportCategories/etc to carrierCategories/etc 2023-06-17 17:07:56 -04:00
ttrebuchon e284773492 Move transport categories/etc to SetRequiredCarriers, to allow for specifying them without always needing to specify zones 2023-06-17 17:06:16 -04:00
ttrebuchon b3d46618c2 Missed 2 spots in Legion/Commander for transport filters. 2023-06-17 16:56:46 -04:00
ttrebuchon 4e36e2011f Add categories/attributes/properties filters for AUFTRAG transports 2023-06-17 15:35:11 -04:00
Applevangelist a3876c296e #AIRBOSS
* Added option to set Airboss voice for SRS etc
* Nicer read out of weather info and carrier info
2023-06-17 15:01:33 +02:00
Applevangelist c80213b4cf #AIRBOSS
* Initial SRS addition
2023-06-16 18:18:18 +02:00
Applevangelist bfe7bf1af5 Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Wrapper/Positionable.lua
#	Moose Development/Moose/Wrapper/Unit.lua
2023-06-16 11:11:37 +02:00
Applevangelist dae78d7ac1 #Positionable, Unit - remove pcall 2023-06-16 11:06:46 +02:00
Frank f28d92e865 Merge pull request #1963 from FlightControl-Master/FF/Ops
OPS
2023-06-15 19:15:34 +02:00
Frank bffb3e7778 OPS
UNIT and POSITIONABLE
- Removed pcall for GetVec3 and GetAmmo

CHIEF
- Deploy resources if zone is empty and owned by itself
2023-06-15 19:12:26 +02:00
Applevangelist d4c2de9dd1 Merge remote-tracking branch 'origin/develop' into develop 2023-06-15 14:52:09 +02:00
Applevangelist ab5425bd83 Merge remote-tracking branch 'origin/master' into develop 2023-06-15 14:52:02 +02:00
Applevangelist 254468c723 #NET
* Improvements
2023-06-15 14:51:36 +02:00
Applevangelist aec3eee3a5 #NET
* Slight improvements
2023-06-15 14:50:11 +02:00
Frank eec7e5f8d9 Merge branch 'develop' into FF/Ops 2023-06-15 01:25:10 +02:00
Frank a9b51cca93 Update Auftrag.lua 2023-06-15 01:24:59 +02:00
Frank 14ddba69b0 Merge pull request #1962 from ttrebuchon/tt/ops-chief-RecruitAssetsForZone-nmin-nmax-typo-fix
Fix typo (Nmax -> Nmin) in CHIEF:RecruitAssetsForZone
2023-06-15 00:39:45 +02:00
ttrebuchon a7806deb76 Recruit assets using resource Nmin and Nmax, rather than Nmax and Nmax. 2023-06-14 12:41:05 -04:00
Applevangelist 0cf35b664f Merge remote-tracking branch 'origin/master' into develop 2023-06-14 17:41:13 +02:00
Applevangelist 71be4d99d6 #POSITIONABLE:GetRelativeCoordinate( x, y, z ) 2023-06-14 17:40:33 +02:00
Frank c3ffffbb52 Merge branch 'master' into develop 2023-06-13 21:53:29 +02:00
Frank f86fc845e7 Update Timer.lua
- Timer stop is using protected call now because it can crash the whole script.
2023-06-13 21:53:19 +02:00
Frank d96a55d83c Merge pull request #1961 from ttrebuchon/tt/flightgroup-getparkingspot-ship-fix
FLIGHTGROUP:GetParkingSpot Carrier Issue Fix
2023-06-13 19:09:42 +02:00
ttrebuchon 83353d710d Use GetRelativeCoordinate in FLIGHTGROUP:GetParkingSpot 2023-06-13 13:04:24 -04:00
Frank 9a4c09d249 Merge branch 'master' into develop 2023-06-13 19:03:11 +02:00
Frank cc907b9c14 Update Unit.lua
- UNIT:IsAlive() fixed so it is consistent with GROUP:IsAlive()
2023-06-13 19:02:55 +02:00
ttrebuchon c825191556 Add POSITIONABLE:GetRelativeCoordinate 2023-06-13 12:54:38 -04:00
Applevangelist 27e85e921f Merge remote-tracking branch 'origin/develop' into develop 2023-06-13 18:00:18 +02:00
Applevangelist c120a48879 #UNIT
* Test to not return a stored DCS Object if the API doesn't think it's still there
2023-06-13 18:00:15 +02:00
Frank 4a03074571 Merge branch 'develop' of https://github.com/FlightControl-Master/MOOSE into develop 2023-06-13 16:02:00 +02:00
Frank 8855b117a8 Update OpsGroup.lua
- exists check for ammo and vec3
2023-06-13 16:01:47 +02:00
Applevangelist 2cedb5e996 Merge remote-tracking branch 'origin/master' into develop 2023-06-13 08:40:21 +02:00
Applevangelist 241b2beee1 * Makes calls for GetAmmo() and GetVec3() safer with pcall()
* Small docu fix Ben-Gurion
2023-06-13 08:39:56 +02:00
Frank 0af68cd780 Merge branch 'master' into develop 2023-06-12 23:01:36 +02:00
Frank 12f260e857 Update Unit.lua
- Added `UNIT:IsExist` function.
2023-06-12 23:01:19 +02:00
Thomas 6a58748cd1 Airbase (#1954)
* #UTILS
* Sinai TIme

* fix

* Update Airbase.lua

Corrected enumerator for Ben-Gurion (Ben_Gurion)

* Update Airbase.lua (#1957)

Deleted raj al … airbases #1955
2023-06-12 06:27:52 +02:00
Thomas 096d145cf9 Update Airbase.lua (#1957)
Deleted raj al … airbases #1955
2023-06-12 06:22:51 +02:00
Frank d31db1351a Merge pull request #1956 from FlightControl-Master/FF/Ops
AUFTRAG
2023-06-11 22:52:28 +02:00
Frank 0f33603ecc AUFTRAG
- Changed ingress waypoint of CASENHANCED
2023-06-11 22:45:59 +02:00
Thomas b3883301a2 Update Airbase.lua
Corrected enumerator for Ben-Gurion (Ben_Gurion)
2023-06-11 12:33:01 +02:00
Frank 3bbd55cfc2 Merge pull request #1953 from ttrebuchon/tt/fix-opsgroup-getlifepoints-typo
Set life0 based on itself, rather than off of life
2023-06-11 00:52:13 +02:00
ttrebuchon 163273096c Set life0 based on itself, rather than off of life 2023-06-10 18:08:29 -04:00
Applevangelist 3a7521c492 #UTILS
* Sinai TIme
2023-06-10 19:08:46 +02:00
Applevangelist caa5a96235 fix 2023-06-10 19:06:22 +02:00
Applevangelist cee1c592ba #UTILS
* Sinai TIme
2023-06-10 19:04:40 +02:00
Frank 6d1030925c Merge branch 'master' into develop 2023-06-10 10:08:35 +02:00
Frank f1fc9f0b27 Update Utils.lua
- Added parameters time zone and magvar for Sinai map
2023-06-10 10:08:22 +02:00
Applevangelist dabe8a58d1 Merge remote-tracking branch 'origin/develop' into develop 2023-06-09 15:16:41 +02:00
Applevangelist 16cf6693ab Merge remote-tracking branch 'origin/master' into develop 2023-06-09 15:16:38 +02:00
Applevangelist e9adcb0dd5 #AIRBASE
* Sinai airfield enumerator
2023-06-09 15:13:45 +02:00
Applevangelist fd51ec6932 #FIX 2023-06-09 13:25:29 +02:00
Frank 7a16a5dda8 Merge pull request #1952 from FlightControl-Master/FF/Ops
OPS
2023-06-08 19:55:30 +02:00
Frank 1b6648996c OPSGROUP
- Improved CAPTUREZONE for FLIGHTGROUP
2023-06-08 19:51:09 +02:00
Frank f45a22fe78 Merge branch 'develop' into FF/Ops 2023-06-08 15:52:25 +02:00
Applevangelist afe2b675e5 #RAT
* Fixes from dev
2023-06-08 13:59:59 +02:00
Applevangelist 2c14ee74b0 #SCORING
* Can leave text empty on some instances
2023-06-08 13:58:26 +02:00
Applevangelist 4314959cbb Merge remote-tracking branch 'origin/develop' into develop 2023-06-08 13:57:03 +02:00
Applevangelist fad85ef7ed #PLAYERTASK
* Added basic scoring
2023-06-08 13:56:59 +02:00
Frank 569b3df6af Merge branch 'master' into develop 2023-06-08 09:46:24 +02:00
Frank f351d2a37e Merge pull request #1951 from FlightControl-Master/FF/MasterDevel
Update RAT.lua
2023-06-08 09:45:49 +02:00
Frank 4cb0e70184 Update RAT.lua
- Fixed RATMANAGER spamming due to not accounting for planned/scheduled groups
2023-06-08 09:43:11 +02:00
Applevangelist 910da86caf Merge remote-tracking branch 'origin/develop' into develop 2023-06-07 17:25:49 +02:00
ttrebuchon 73ff2c576d Fix typo from TRANSPORT. to OPSTRANSPORT. (#1950) 2023-06-07 17:26:20 +02:00
Applevangelist d5ffb48548 #PLAYERTASK
* Fix for one tts output
2023-06-07 17:25:45 +02:00
Frank 8ce371f898 WAREHOUSE
- Runway destroyed event only triggered if it was operational
2023-06-07 09:03:01 +02:00
Thomas 6f02f23240 PlayerTask.lua (#1948)
Small fix for one tts text
2023-06-06 16:20:16 +02:00
ttrebuchon 0a1d469c68 Fix Offset values being saved to the ZONE_UNIT class itself (#1947) 2023-06-03 20:15:33 +02:00
Applevangelist 823f8fb4fb Merge remote-tracking branch 'origin/master' into develop 2023-06-03 12:35:05 +02:00
Applevangelist 41bb2551d3 #CTLD
* Ensure new menus can be build if player changes helos
2023-06-03 12:34:18 +02:00
Applevangelist f7e64bc9b5 #UNIT #CTLD
* Stabilize that sometimes a unit coordinate cannot be found
2023-06-02 08:45:35 +02:00
Applevangelist 55ed394782 #UNIT #CTLD
* Stabilize that sometimes a unit coordinate cannot be found
2023-06-02 08:44:14 +02:00
Applevangelist 261f79851c Merge remote-tracking branch 'origin/master' into develop 2023-06-01 10:03:34 +02:00
Applevangelist dd7a883a33 Fixes 2023-06-01 10:02:51 +02:00
Applevangelist 6773ac7841 #PLAYERTASK
* Added FSM event "Progress" that will be triggered if the targetcount goes down for a task, but is not yet zero. This will bubble up to PLAYERTASKCONTROLLER

#PLAYERTASKCONTROLLER
* Added FSM event"TaskProgess" (see above). The event function will recveive the PLAYERTASK and the current target count
* Changed the menu build strategy to ensure a lot less menu rebuilds. Menus are now only build if
	* A new player joins (for the joining single player)
	* On joining a task (for the joining single player)
	* When aborting a task (for the aborting single player)
	* On Task succes (for all players)
	* Removal of time based builds: The status loop will now only enforce the menu build if the task count in the queue is smaller than the menu item limit. This effectively enforces a time-based order of tasks, and newer, even higher prio task will not bubble into the task list of pilots automatically.
2023-05-30 12:06:03 +02:00
Applevangelist 39f29b066b Merge remote-tracking branch 'origin/master' into develop 2023-05-30 07:38:48 +02:00
Applevangelist f7acbc3928 #CSAR
* Corrected flare distance to kms
2023-05-30 07:38:19 +02:00
Applevangelist 246879c003 Merge remote-tracking branch 'origin/master' into develop 2023-05-28 15:28:37 +02:00
Applevangelist 2318578126 #SPAWN
* Logic fix for the last parameter of `NewFromTemplate()`
2023-05-28 15:27:34 +02:00
Frank 709621967d Merge pull request #1945 from FlightControl-Master/FF/Ops
OPSTRANSPORT
2023-05-27 14:38:30 +02:00
Frank 0c376aec63 OPSTRANSPORT
Fixed loaded not correctly checked in OPSGROUP
2023-05-27 14:28:53 +02:00
Frank 725efc3e70 Merge pull request #1944 from FlightControl-Master/FF/Ops
AUFTRAG
2023-05-26 11:42:26 +02:00
Frank 81abe422de Merge branch 'develop' into FF/Ops 2023-05-26 11:38:26 +02:00
Frank fb202012da AUFTRAG
Reinforcing
- improved check if reinforcing is still ongoing
- improved handling by commander/chief
- added check that assets are not added to a mission twice
2023-05-26 11:37:19 +02:00
Applevangelist 89223ae142 Merge remote-tracking branch 'origin/master' into develop 2023-05-26 08:28:45 +02:00
Applevangelist 3e6f25f17c #UTILS
* Added UTILS.PrintTableToLog()
2023-05-26 08:28:08 +02:00
Applevangelist 2967de8f6e #CONTROLLER
* Fix for Link4
2023-05-25 08:57:54 +02:00
Applevangelist 0cd6a59ce4 #CONTROLLER
* Fix for Link4
2023-05-25 08:57:15 +02:00
Applevangelist 9c5260f801 Merge remote-tracking branch 'origin/develop' into develop 2023-05-25 08:24:35 +02:00
Applevangelist 4d9ce80c98 Merge remote-tracking branch 'origin/master' into develop 2023-05-25 08:24:16 +02:00
Applevangelist 91a445961b #RESCUEHELO
* Small fix to get the coordinate of an ejected/crashed unit
2023-05-25 08:23:31 +02:00
Frank ee055531b6 Merge branch 'master' into develop 2023-05-24 11:16:36 +02:00
Frank 749e9b7e08 Update Event.lua
Fixed bug that statics are handled incorrectly if they are the target object of an event (*e.g.* hit event)
2023-05-24 11:16:01 +02:00
Frank c9b90e884d Merge pull request #1943 from FlightControl-Master/FF/Ops
OPS
2023-05-23 01:46:51 +02:00
Frank 21db80afad Merge branch 'develop' into FF/Ops 2023-05-23 01:29:04 +02:00
Frank d9d5458450 OPS
**AUFTRAG**
- New type `FAC`

**OPSZONE**
- Improved drawzone on capture
2023-05-23 01:28:52 +02:00
Applevangelist 0575b366dd #SPAWN
* Tweaked NewFromTemplate, and gave a better example
2023-05-22 17:57:50 +02:00
Applevangelist 905d29b279 #SPAWN
* Tweaked NewFromTemplate, and gave a better example
2023-05-22 17:57:03 +02:00
Applevangelist 034b2444ff Merge remote-tracking branch 'origin/master' into develop 2023-05-20 12:13:35 +02:00
Applevangelist 5f97299cb2 Small Fix 2023-05-20 12:12:18 +02:00
Applevangelist 7901d53d54 #POINT
* Added FindClosestStatic()
2023-05-19 17:13:17 +02:00
Applevangelist 60b75a4c8f #POINT
* Added FindClosestStatic()
2023-05-19 17:11:54 +02:00
Applevangelist 88f34e5bb0 Merge remote-tracking branch 'origin/master' into develop 2023-05-17 10:28:11 +02:00
Applevangelist 0868286f27 #WAREHOUSE
* Fixed one omission for SHIP transport types
2023-05-17 10:26:29 +02:00
Applevangelist 49f3e3fc2f Merge remote-tracking branch 'origin/develop' into develop 2023-05-17 09:41:32 +02:00
Applevangelist cae084a352 Merge remote-tracking branch 'origin/master' into develop 2023-05-17 09:41:27 +02:00
Applevangelist ffcc46cb2d #CTLD
* Changed VHF modulation to AM
* Added option to have a different sound file for UHF, in case you want to silent FC3 radios
* Thanks to Streakeagle
2023-05-17 09:34:54 +02:00
Frank 6d07f7c48c Merge branch 'develop' into FF/Ops 2023-05-13 23:36:36 +02:00
Frank 014fea5f10 Merge branch 'master' into develop 2023-05-13 23:36:12 +02:00
Frank 21bcd64c9d Update Controllable.lua
Corrected parameters for enroute tasks according to hoggit for
- CONTROLLABLE:EnRouteTaskFAC
- CONTROLLABLE:EnRouteTaskFAC_EngageGroup
2023-05-13 23:35:58 +02:00
Frank d07709a167 Update Auftrag.lua 2023-05-13 23:06:56 +02:00
Frank ac4db4a392 Merge branch 'develop' into FF/Ops 2023-05-13 17:57:23 +02:00
Applevangelist b30cdd073b Merge remote-tracking branch 'origin/master' into develop 2023-05-11 18:23:01 +02:00
Applevangelist 943b68f38f #CTLD
* placement of dropped crates to better align to unit length
2023-05-11 15:31:24 +02:00
Applevangelist a12e93c7cb Merge remote-tracking branch 'origin/master' into develop 2023-05-09 09:49:47 +02:00
Applevangelist bd01946f88 #AI_A2X...
* Fixes
2023-05-09 09:49:13 +02:00
Applevangelist 256b93087f #AI_A2X...
* Fixes
2023-05-09 09:48:21 +02:00
Applevangelist 7ed0d7eec3 #AI_A2X...
* Fixes
2023-05-09 09:44:41 +02:00
Applevangelist 8d25bdec7c Merge remote-tracking branch 'origin/master' into develop 2023-05-05 10:33:55 +02:00
Applevangelist 9b8154246f #COORDINATE
* Added `IsInSteepArea()`and `IsInFlatArea()`
2023-05-05 10:31:23 +02:00
Applevangelist 8da228c9a2 #COORDINATE
* Added `IsInSteepArea()`and `IsInFlatArea()`
2023-05-05 10:31:00 +02:00
Applevangelist 74abcce956 Merge remote-tracking branch 'origin/develop' into develop 2023-04-27 10:34:21 +02:00
Applevangelist 2032c2cfbf # AUFTRAG
* Bring options for afterburner usage down to AUFTRAG level

# OpsGroup (Flightgroup)
* Follow setting option for AB usage from mission, if set, generally and for execution phase of the AUFTRAG
2023-04-27 10:34:17 +02:00
Frank fb070a0c86 Merge branch 'develop' into FF/Ops 2023-04-25 21:54:04 +02:00
Frank 817c69bb11 Merge branch 'master' into develop 2023-04-25 21:53:39 +02:00
Frank c360759e49 Merge pull request #1939 from FlightControl-Master/FF/MasterDevel
Update Socket.lua
2023-04-25 21:42:53 +02:00
Frank d8b80aab1a Update Socket.lua
- Added `SOCKET:SendTextToSpeech()` function
2023-04-25 21:20:16 +02:00
Applevangelist 6cd56e4de4 Merge remote-tracking branch 'origin/master' into develop 2023-04-25 09:13:27 +02:00
Applevangelist b96ebc1872 #SCENERY
* Added update of Life0 value if `GetLife()`is called
#SET_SCENERY
* Added Documentation
2023-04-25 09:12:31 +02:00
Applevangelist 6896dc155a #SCENERY
* Added update of Life0 value if `GetLife()`is called
#SET_SCENERY
* Added Documentation
2023-04-25 09:12:25 +02:00
Applevangelist 19a4ec48bb Merge remote-tracking branch 'origin/master' into develop 2023-04-24 16:45:31 +02:00
Applevangelist 1060d63808 #SET_SCENERY
* Added functions to count Life0, Life and RelativeLife points of SET_SCENERY
2023-04-24 16:44:38 +02:00
Thomas c7d990850a AIRBASE - add Normandy AFBs (#1937) (#1938)
Add Normandy AFBs
2023-04-24 11:16:45 +02:00
Thomas 88b6540f5b AIRBASE - add Normandy AFBs (#1937)
Add Normandy AFBs
2023-04-24 11:09:03 +02:00
Frank 885d3b5228 Merge branch 'develop' into FF/Ops 2023-04-22 14:29:18 +02:00
Frank 7379b8135a Merge branch 'master' into develop 2023-04-22 14:08:05 +02:00
Frank 302e785f32 Merge pull request #1936 from FlightControl-Master/FF/MasterDevel
Remove Junk
2023-04-22 14:05:09 +02:00
Frank 1507cc0b42 Remove Junk
**ZONE**
- Added `ZONE_RADIUS:RemoveJunk()` function
- Added `ZONE_POLYGON_BASE:RemoveJunk()` function (not working)

**POSITIONABLE**
- Added `Explosion`
2023-04-22 14:02:18 +02:00
Applevangelist 240307ef94 #CTLD
* Docu changes
2023-04-20 08:23:03 +02:00
Applevangelist 549c9b9ce5 #CTLD
* Docu changes
2023-04-20 08:22:31 +02:00
Applevangelist f4080d93e8 #SET
- Minus one log entry
2023-04-20 08:06:57 +02:00
Applevangelist 90c74bd82c #SET
- Minus one log entry
2023-04-20 08:06:43 +02:00
Applevangelist 94b74b7056 Merge remote-tracking branch 'origin/develop' into develop 2023-04-20 08:05:15 +02:00
Applevangelist 6886107934 #SET
* Active Zone Filtering
2023-04-20 08:05:11 +02:00
Thomas 9414096de7 Added active ZONE filtering (#1935)
for groups, units, clients entering/leaving zones to be used with `FilterStart()`
2023-04-19 09:51:53 +02:00
Thomas f65783ed6c SET - added continous zone filtering (#1934)
SET - added continous zone filtering for SET_GROUP, SET_UNIT and SET_CLIENT. Adresses request #1933
2023-04-18 12:28:17 +02:00
Applevangelist d8e765a9b1 Fixes for getPlayerName() errors if DCS object is not a UNIT 2023-04-18 10:28:00 +02:00
Applevangelist 07c3be9d6a Fixes for getPlayername() errors 2023-04-18 10:24:56 +02:00
Frank 526f241dc3 Merge branch 'develop' into FF/Ops 2023-04-17 17:18:54 +02:00
Applevangelist dffb1c0768 Merge remote-tracking branch 'origin/master' into develop 2023-04-16 16:11:12 +02:00
Applevangelist 9869dbd95a #CTLD
* Include current group structure in load/save functions
2023-04-16 16:10:46 +02:00
Frank f30f32732c Merge branch 'master' into develop 2023-04-16 12:30:19 +02:00
Frank 49b702106a Update Weapon.lua
- Decreased min possible time step to 0.00001 seconds
2023-04-16 12:29:57 +02:00
Frank 9cd3027ea6 Update FlightGroup.lua 2023-04-16 11:16:54 +02:00
Applevangelist 8eb09beb96 Merge remote-tracking branch 'origin/master' 2023-04-15 16:19:46 +02:00
Applevangelist b402a99a25 #CTLD
* Small fix allowing minus signs in template names for repairs
2023-04-15 16:19:35 +02:00
Applevangelist b4c7b63381 #CTLD
* Small fix allowing minus signs in template names for repairs
2023-04-15 16:17:39 +02:00
Applevangelist ad8938cd74 #CTLD
* Small fix allowing minus signs in template names for repairs
2023-04-15 16:17:01 +02:00
Applevangelist 0782532763 Merge remote-tracking branch 'origin/master' into develop 2023-04-13 15:51:55 +02:00
Applevangelist ee409c45a0 #CTLD
* Allow save/loadback with precise(r) coordinates for vehicles and troops.
2023-04-13 15:51:21 +02:00
Applevangelist 9d5da3388d smaller docu item 2023-04-13 15:28:41 +02:00
Applevangelist 6fa9e5894e #DATABASE
* Small fix for CLIENT:FindByName()
2023-04-04 10:33:41 +02:00
Applevangelist 9e138aa149 #DATABASE
* Small fix for CLIENT:FindByName()
2023-04-04 10:33:04 +02:00
Applevangelist c0bc9b393c #NET
* Fix for ucid can be nil
2023-04-03 12:16:25 +02:00
Applevangelist cf94c4d043 #NET
* Fix for ucid can be nil
2023-04-03 12:15:29 +02:00
Applevangelist a97e844aca Added Init Methods to set Unit Positions on Spawn 2023-03-30 12:23:07 +02:00
Applevangelist 63b3807cf6 Added Init Methods to set Unit Positions on Spawn 2023-03-30 12:22:04 +02:00
Applevangelist d2e91ffcd2 Small fix for SET_UNIT if used in capture zone coalition with a polygon zone 2023-03-30 09:24:48 +02:00
Applevangelist f3b6b27521 Small fix for SET_UNIT if used in capture zone coalition with a polygon zone 2023-03-30 09:24:08 +02:00
Applevangelist d9eee7ea46 SET_STATIC - Added GetClosestStatic() 2023-03-28 11:03:34 +02:00
Applevangelist ff656182e8 SET_STATIC - Added GetClosestStatic() 2023-03-28 11:03:00 +02:00
Applevangelist b1e233421e Fix possible DCS Unit not existing in OPSGROUP:onafterElementDamaged(From, Event, To, Element) 2023-03-24 10:28:36 +01:00
Applevangelist 7157836eb1 Merge remote-tracking branch 'origin/master' into develop 2023-03-23 09:21:58 +01:00
Applevangelist a85ef6e769 Merge remote-tracking branch 'origin/master' 2023-03-23 09:21:46 +01:00
Applevangelist 0bb8c56ea9 Typo fix 2023-03-23 09:21:42 +01:00
Applevangelist 5f108aec23 Typo fix 2023-03-23 09:21:20 +01:00
Applevangelist bf6683f993 Merge remote-tracking branch 'origin/master' 2023-03-23 08:47:07 +01:00
Applevangelist b7a5e8dd85 Add'l check in UNIT:GetLife() 2023-03-23 08:47:04 +01:00
Applevangelist 53fa850d66 Add'l check in UNIT:GetLife() 2023-03-23 08:46:29 +01:00
Applevangelist 57294aeaf5 Add'l check in UNIT:GetLife() 2023-03-23 08:45:54 +01:00
Applevangelist 033c52ae54 Merge remote-tracking branch 'origin/develop' into develop 2023-03-16 08:45:17 +01:00
Applevangelist e08b44187e #AIRBASE
* Added/changed:
  ["Hipico_Flying_Club"] = "Hipico Flying Club",
  ["Aeropuerto_de_Gobernador_Gregores"] = "Aeropuerto de Gobernador Gregores",
  ["Aerodromo_O_Higgins"] = "Aerodromo O'Higgins",
  ["Cullen_Airport"] = "Cullen Airport",
  ["Gull_Point"] = "Gull Point",
2023-03-16 08:45:14 +01:00
Applevangelist 20bfb8b08f #AIRBASE
* Added/changed South Atlantic Map:
  ["Hipico_Flying_Club"] = "Hipico Flying Club",
  ["Aeropuerto_de_Gobernador_Gregores"] = "Aeropuerto de Gobernador Gregores",
  ["Aerodromo_O_Higgins"] = "Aerodromo O'Higgins",
  ["Cullen_Airport"] = "Cullen Airport",
  ["Gull_Point"] = "Gull Point",
2023-03-16 08:44:16 +01:00
Thomas 0d29c39724 Drop crates from herc as CTLD_Cargo (#1929) (#1930)
Adds option to drop crates from a herc via parachute drop as CTLD_Cargo that needs proper unpacking - can be picked up be a helo.

Co-authored-by: UglySkyfire <69476075+UglySkyfire@users.noreply.github.com>
2023-03-15 21:07:19 +01:00
UglySkyfire 5585a8992c Drop crates from herc as CTLD_Cargo (#1929)
Adds option to drop crates from a herc via parachute drop as CTLD_Cargo that needs proper unpacking - can be picked up be a helo.
2023-03-15 20:12:30 +01:00
Applevangelist 6946d8d185 Merge remote-tracking branch 'origin/master' into develop 2023-03-10 10:09:40 +01:00
Applevangelist d92a20050c #CTLD
* Added/completed add/get/set functions for stock
2023-03-10 10:09:08 +01:00
Applevangelist 6ac1d66aae #GROUP
* Fix for GetMaxHeight()
2023-03-09 08:49:53 +01:00
Applevangelist c9a91d0683 #GROUP
* Fix for GetMaxHeight()
2023-03-09 08:49:07 +01:00
Applevangelist a67bae4f0d #UTILS
* Added UTILS.PlotRacetrack courtesy of Buur!
2023-03-07 10:55:42 +01:00
Applevangelist 4e7c689f7a Merge branch 'master' into develop 2023-03-05 11:04:22 +01:00
Applevangelist ae6716ac01 #GROUP
* Callsign translation refactor
2023-03-05 11:03:26 +01:00
Anthony De Vellis f73ff10edb Refactored GROUP:GetCustomCallSign so that bespoke callsigns override parsing player name and playername overrides vanilla callsigns. Previously Bespoke callsigns would never be used if names contained # or |. If CallsignTranslations is unset, previous priority will be applied. (#1927) 2023-03-05 11:01:37 +01:00
Applevangelist 949e2f9ff3 #SPAWN
* clarified docu for SpawnScheduled()
* Added parameter to SpawnScheduled() for a delayed spawn
2023-02-28 08:00:43 +01:00
Applevangelist 34285b26ae #SPAWN
* clarified docu for SpawnScheduled()
* Added parameter to SpawnScheduled() for a delayed spawn
2023-02-28 08:00:06 +01:00
Thomas cb9ab26522 Update Enums.lua (#1925) 2023-02-26 19:06:45 +01:00
Thomas 5341e5faee Update Enums.lua 2023-02-26 19:03:33 +01:00
Frank 7aa4aaf371 Update Auftrag.lua
- Fixed wrong IAS to TAS convertion for orbit missions
2023-02-26 01:02:39 +01:00
Frank 901480d99c Merge branch 'FF/Ops' into develop 2023-02-24 23:29:32 +01:00
Frank 84dbda6f2b OPS
- Rm laser marker
2023-02-24 23:29:03 +01:00
Applevangelist 9d00ec0c25 Merge remote-tracking branch 'origin/master' into develop 2023-02-24 14:04:53 +01:00
Applevangelist 0d08d732a5 #AWACS - do not convert speed to IAS, as already done in AUFTRAG 2023-02-23 11:12:05 +01:00
Applevangelist a6224b484e dcs 2023-02-23 10:33:11 +01:00
Applevangelist 8c0f960e39 Merge remote-tracking branch 'origin/master' into develop 2023-02-23 10:32:38 +01:00
Applevangelist e95c1ad3aa #Fixes from dev 2023-02-23 10:30:59 +01:00
Frank b0978b362e Merge pull request #1924 from FlightControl-Master/FF/Ops
OPS
2023-02-22 23:18:29 +01:00
Frank ffef3183c7 OpsGroup
- Fixed bug in checklos
2023-02-22 23:01:47 +01:00
Frank 20a9857fcf Merge branch 'FF/OpsDev' into FF/Ops 2023-02-22 22:17:49 +01:00
Frank 828395c398 Merge branch 'develop' into FF/Ops 2023-02-22 22:17:35 +01:00
Frank 462e29da6e RANGE and OPS
** RANGE**
- Added scenery as target

**OPSGROUP**
- Added option that group does not return to its legion

**AUFTRAG**
- Added option that assets do not return to its legion
2023-02-22 22:16:42 +01:00
Applevangelist 29ebe94015 #CTLD logic correction for loading 2023-02-21 11:39:23 +01:00
Applevangelist 9cfed56847 #CTLD logic correction for loading 2023-02-21 11:38:40 +01:00
Applevangelist ce7b30b54e Merge remote-tracking branch 'origin/master' into develop 2023-02-19 17:16:34 +01:00
Applevangelist 6c1abddb1e #NET added a couple of functions 2023-02-19 17:16:00 +01:00
Applevangelist feeb0c01f2 Merge remote-tracking branch 'origin/master' into develop 2023-02-19 12:32:29 +01:00
Applevangelist 7dc239f506 Added CLIENT:FindByPlayerName(Name)
NET - slot blocker comments in log removed
2023-02-19 12:31:32 +01:00
Applevangelist bef8e53347 #AICSAR - added option to use eject event 2023-02-19 12:30:00 +01:00
Applevangelist 46c3ed72c3 Merge remote-tracking branch 'origin/master' into develop 2023-02-18 15:04:36 +01:00
Applevangelist 3e8413c6b7 #NET - further ado 2023-02-18 15:03:53 +01:00
Applevangelist 1fd8f4d837 #AICSAR
* Named functions for the events
2023-02-18 11:04:49 +01:00
Applevangelist 6f3fbb25cf Merge remote-tracking branch 'origin/master' into develop 2023-02-17 16:42:10 +01:00
Applevangelist ff86bfb91d #NET Event blocker fix 2023-02-17 16:41:38 +01:00
Applevangelist 05b8df0d88 Merge remote-tracking branch 'origin/master' into develop 2023-02-17 16:24:21 +01:00
Applevangelist 66494b7b5a NET 2023-02-17 16:23:02 +01:00
Applevangelist 973127aa8c #NET Fixes 2023-02-17 15:42:06 +01:00
Applevangelist a4dcb643bd #NET Fixes 2023-02-17 15:41:33 +01:00
Applevangelist 83866c3dd3 #NET Fixes 2023-02-17 15:02:11 +01:00
Applevangelist 9e23cda02a #NET Fixes 2023-02-17 15:01:49 +01:00
Applevangelist c29b67df55 #NET small fix 2023-02-17 14:33:32 +01:00
Applevangelist 4797abc287 #NET Bugfix 2023-02-17 14:32:48 +01:00
Applevangelist bd312b86d2 Merge remote-tracking branch 'origin/master' into develop 2023-02-17 13:23:10 +01:00
Applevangelist 50f73f1be2 #NET extended block to UCID 2023-02-17 13:22:10 +01:00
Applevangelist 822b95e8aa Merge remote-tracking branch 'origin/master' into develop 2023-02-17 08:55:27 +01:00
Applevangelist a7e45338e3 #AICSAR - Added alt/speed options 2023-02-17 08:54:54 +01:00
Applevangelist 2ebbc8f466 #NET - added docu 2023-02-17 08:54:15 +01:00
Applevangelist 7637f0c6ce Merge remote-tracking branch 'origin/develop' into develop 2023-02-16 18:22:10 +01:00
Applevangelist 6ec43b72ce #AICSAR
* Added PlayerName to `OnAfterPilotRescued(From,Event,To,PilotName)` if available
2023-02-16 18:22:06 +01:00
Frank 91e80bf1a6 Merge branch 'FF/Ops' into FF/OpsDev 2023-02-16 17:30:47 +01:00
Frank e6464dc5cb Merge branch 'develop' into FF/Ops 2023-02-16 17:30:15 +01:00
Frank 34c799b668 Merge branch 'master' into develop 2023-02-16 17:29:54 +01:00
Frank 1a96b30a45 Merge pull request #1922 from FlightControl-Master/FF/MasterDevel
Airspeed
2023-02-16 17:28:13 +01:00
Frank 3b1b57a33e Update Positionable.lua
- Added GetGroundSpeed
2023-02-16 17:20:53 +01:00
Frank f85c0320ec Airspeed
**POSITIONABLE**
- Added function `GetAirspeedIndicated` to return IAS
- Added function `GetAirspeedTrue` to return TAS

**UTILS**
- Added function `UTILS.IasToTas` to convert IAS to TAS
- Added function `TasToIas` to convert TAS to IAS.

**POINT**
- Added function `COORDINATE:GetWindVec3`
2023-02-16 17:09:12 +01:00
Applevangelist dbd7634f0e #NET
* Added event management for clients and block/unblock functions
2023-02-16 11:42:46 +01:00
Applevangelist bae7edb914 #NET
* Added event management for clients and block/unblock functions
2023-02-16 11:41:45 +01:00
Frank baa1dcbf8f OPSGROUP
- mission nothing is cancelled if transport is due
2023-02-15 23:06:34 +01:00
Applevangelist 660ebeadfe Merge remote-tracking branch 'origin/master' into develop 2023-02-15 12:24:09 +01:00
Applevangelist 35322399e9 #SPOT - minor fixes 2023-02-15 12:23:31 +01:00
Applevangelist ef0ddddb46 #PLAYERTASK
* added group/unit check for UseTypeNames
2023-02-15 10:32:30 +01:00
Applevangelist 5d4c0f3c87 Bugfix 2023-02-15 10:31:52 +01:00
Applevangelist 77a39364f4 #PLAYERTASKCONTROLLER
* Added ship detail types
2023-02-14 12:58:23 +01:00
Frank dc0a2bccd6 Update Legion.lua
- Increase score for nearby ground groups
2023-02-12 15:19:34 +01:00
Frank ac1b458eb4 Merge branch 'FF/Ops' into FF/OpsDev 2023-02-12 13:53:47 +01:00
Frank f5938bc235 Merge branch 'develop' into FF/Ops 2023-02-12 13:53:25 +01:00
Frank 7280c17506 Merge branch 'master' into develop 2023-02-12 13:04:32 +01:00
Frank 92c5c32e8c Merge pull request #1921 from FlightControl-Master/FF/MasterDevel
Update Range.lua
2023-02-12 13:03:08 +01:00
Frank c8780b2d5f Update Range.lua
- Coordinate of bomb target is now always updated (not only for moving targets)
- If the target is not alive any more, the last known position is used for its coordinate
2023-02-12 13:00:19 +01:00
Frank 4e280f02b6 Merge branch 'FF/Ops' into FF/OpsDev 2023-02-12 11:53:42 +01:00
Frank 854f6ae6ae Merge branch 'develop' into FF/Ops 2023-02-12 11:52:13 +01:00
Frank 0487487e7c Merge branch 'master' into develop 2023-02-12 11:51:16 +01:00
Frank f11dbfa367 Merge branch 'FF/MasterDevel' 2023-02-12 11:49:13 +01:00
Frank 54fb9deb3e Polygon and line drawings 2023-02-12 11:38:46 +01:00
Frank 9ec66912c8 Update OpsGroup.lua
- Added SetCargoBayLimit function
2023-02-12 09:36:35 +01:00
Thomas 960f261ddd Master merge (#1920)
* #NET
* Initial release

* Update MarkerOps_Base.lua (#1919)
2023-02-11 22:17:24 +01:00
Thomas d3c34ef04d Update MarkerOps_Base.lua (#1919) 2023-02-11 22:11:21 +01:00
Frank e55f96f393 OPSTRANSPORT 2023-02-11 00:21:15 +01:00
Applevangelist 713a5b067f #PLAYERTASKCONTROLLER
* Added `AddAgentSet()`
2023-02-10 11:40:15 +01:00
Applevangelist 3d5470eb22 #NET
* Initial release
2023-02-10 11:00:14 +01:00
Applevangelist d6aa7ec17c #Net
* Initial Release
2023-02-10 10:45:23 +01:00
Applevangelist 2da2ddb5bb #DETECTION
* Docu fixes
2023-02-09 16:12:39 +01:00
Applevangelist 2a3d69d0d5 #DETECTION
* Docu fixes
2023-02-09 16:11:45 +01:00
Applevangelist 608033f38f #AICSAR
* Docu additions
2023-02-09 13:17:49 +01:00
Applevangelist 28c25816a6 #AICSAR
* Fixed issue with underlying OpsTransport
* Added FSM Transition OnAfterPilotUnloaded()
* Added options for SRS TTS output - no sound files
* Added voice options for downed pilot and operator - these can have different voices
2023-02-09 11:57:28 +01:00
Frank 709fccd96c OSPTRANSPORT 2023-02-09 01:06:36 +01:00
Frank 2c24e56aa5 Merge branch 'FF/MasterDevel' into FF/OpsDev 2023-02-08 16:35:49 +01:00
Frank 9862c32378 Update settings.json 2023-02-08 16:30:44 +01:00
Frank 9f02232589 Update settings.json 2023-02-08 16:29:25 +01:00
Frank ffc86bf046 Unwanted changes 2023-02-08 16:28:04 +01:00
Frank f104ddbe64 Merge branch 'FF/Ops' into FF/OpsDev 2023-02-08 16:15:22 +01:00
Frank bbd8ceb8c0 Merge branch 'develop' into FF/Ops 2023-02-08 16:15:06 +01:00
Frank b8498fa58f Merge branch 'FF/MasterDevel' into FF/OpsDev 2023-02-08 16:14:45 +01:00
Frank e4c8ca34ed Update Pathline.lua 2023-02-08 16:11:47 +01:00
Frank f02b7036a9 PATHLINE 2023-02-08 12:37:18 +01:00
Frank 34c26c44bc Merge branch 'develop' into FF/OpsDev 2023-02-07 22:53:19 +01:00
Frank 6adef47340 PATHLINE
Added new class PATHLINE
2023-02-07 22:47:55 +01:00
Applevangelist c97f1791b0 Merge remote-tracking branch 'origin/master' into develop 2023-02-07 08:01:34 +01:00
Thomas 5b044cc036 Update CSAR.lua (#1917) 2023-02-07 07:28:00 +01:00
Applevangelist 63b16e5bd4 Merge remote-tracking branch 'origin/master' into develop 2023-02-06 08:17:05 +01:00
dogjutsu 184f93168b MSRS_BACKEND_DCSGRPC bug fix (#1916)
* Add another DCS-gRPC example for MSRS docu (ATIS)

* Fixes MSRS_BACKEND_DCSGRPC bad _GetLatLongAlt call
2023-02-06 08:16:14 +01:00
Mr.Alien 03ba7524b2 Comment out code for scoring hits (#1911) 2023-02-06 08:15:45 +01:00
Frank 0400f1a23e Merge branch 'FF/Ops' into FF/OpsDev 2023-02-05 00:23:42 +01:00
Frank d3d60757c1 Merge branch 'develop' into FF/Ops 2023-02-05 00:23:25 +01:00
Frank 57079e5104 Merge branch 'master' into develop 2023-02-04 23:34:14 +01:00
Frank 772921c6b8 WEAPON
- Added new class WEAPON
2023-02-04 23:31:55 +01:00
Frank 6d967358da WEAPON v0.1.0
**WEAPON**
- Improments of class
- ARTY works
- FOX works
- RANGE should work, not tested.
2023-02-04 23:28:45 +01:00
Mr.Alien d4d305d53b Fix confusing hit and kill messages with incorrect math (#1913) 2023-02-04 23:02:36 +01:00
Mr.Alien c58918e002 Add missing part of code in previous commit (#1910) 2023-02-04 22:36:16 +01:00
Mr.Alien dec7854476 Fix issue with getting thread level after a kill (#1908) 2023-02-04 22:01:55 +01:00
Applevangelist 095121d83c Merge remote-tracking branch 'origin/develop' into develop 2023-02-04 21:51:39 +01:00
Applevangelist a415b131c4 Merge remote-tracking branch 'origin/master' into develop 2023-02-04 21:51:35 +01:00
Thomas 54a1ea9f56 Scoring credits a kill to player who hit the same unit before it spawned (#1905) (#1907)
Co-authored-by: Mr.Alien <124381209+MrAlien753@users.noreply.github.com>
2023-02-04 21:50:17 +01:00
Mr.Alien 8ca102f584 Scoring credits a kill to player who hit the same unit before it spawned (#1905) 2023-02-04 21:46:34 +01:00
Applevangelist 23091ff851 #CTLD
* Added method `CTLD:PreloadCrates(Unit,Cratesname,NumberOfCrates)`
2023-02-04 17:21:52 +01:00
Applevangelist 4748c66d9c #CTLD
* Added method `CTLD:PreloadCrates(Unit,Cratesname,NumberOfCrates)`
2023-02-04 17:21:16 +01:00
Applevangelist 5571b49b4f Merge remote-tracking branch 'origin/master' into develop 2023-02-04 17:16:10 +01:00
Frank bf486b9f44 Merge pull request #1901 from MrAlien753/patch-1
fix nil error message in dcs.log
2023-02-03 22:34:01 +01:00
MrAlien753 6ff433ed7a fix nil error message in dcs.log
When instant killing a target in a capture zone nil error message is printed in the dcs.log. This fixes this issue.
2023-02-03 22:14:14 +01:00
Frank 4b4708e2a8 Weapon 2023-02-02 23:50:00 +01:00
Applevangelist 789a4c4b7f Merge remote-tracking branch 'origin/develop' into develop 2023-02-02 09:47:29 +01:00
Applevangelist 3775053609 PLAYERRECCE - bug fix 2023-02-02 09:47:25 +01:00
Applevangelist 35da50b67a Merge remote-tracking branch 'origin/develop' into develop-2 2023-02-02 09:38:32 +01:00
Applevangelist 9be30338a5 Herc fix 2023-02-02 09:37:47 +01:00
Applevangelist 6510cca837 Merge remote-tracking branch 'origin/develop' into develop 2023-02-02 09:36:48 +01:00
Applevangelist 08b8dfbe0e Merge remote-tracking branch 'origin/master' into develop 2023-02-02 09:36:44 +01:00
Applevangelist f9aa392c6d #CTLD_HERCULES
* Fixed an issue spawning 90 paratroopers instead of 30
2023-02-02 09:35:53 +01:00
Frank 9af242854a Weapon 2023-02-01 23:51:47 +01:00
Frank bfe9a1888e Merge pull request #1899 from ttrebuchon/tt/airwing-sortpayloads-fix
Airwing sortpayloads criteria fix
2023-02-01 19:07:46 +01:00
ttrebuchon fec496f154 Fix missing check for b.unlimited~=true in sortpayloads function. 2023-02-01 12:30:52 -05:00
Thomas 28fd35ad7e PlayerRecce - Added Shark_3 as type 2023-02-01 12:17:54 +01:00
Frank c5deb09c2c WEAPON v0.0.1
- New class
2023-01-31 23:22:48 +01:00
Applevangelist ee6d34a9bd #CTLD
* Added Subcategories for static cargo objects
2023-01-31 11:28:00 +01:00
Applevangelist 48721859fa #CTLD
* Added Subcategories for static cargo objects
2023-01-31 11:27:12 +01:00
Frank 6e6bb1e88d RANGE 2023-01-30 23:29:03 +01:00
Frank 0b3aea2bf3 Scenery 2023-01-30 21:52:22 +01:00
Applevangelist f731ec7b2f #POINT
* Added COORDINATE:SetAtLandheight()
2023-01-30 18:01:04 +01:00
Applevangelist ee59d999f5 #POINT
* Added COORDINATE:SetAtLandheight()
2023-01-30 18:00:16 +01:00
Applevangelist 5b8f840d6e Merge remote-tracking branch 'origin/master' into develop 2023-01-29 18:37:19 +01:00
Applevangelist 2f4f98cfe0 #CTLD - nobuildmenu option 2023-01-29 18:36:44 +01:00
Frank 694ad5d33d Merge branch 'develop' into FF/Ops 2023-01-29 12:57:09 +01:00
Frank 383ee00e71 Merge branch 'master' into develop 2023-01-29 12:54:13 +01:00
Frank ac1f202c19 Update Airboss.lua
- Added CJS Superhornet Mod
2023-01-29 12:53:50 +01:00
Frank c279ab6311 Update Auftrag.lua 2023-01-29 12:19:04 +01:00
Frank 4cc1db1365 Update Auftrag.lua
- condition success and failure evaluation
2023-01-28 22:31:53 +01:00
Frank f3d1378692 Merge branch 'master' into develop 2023-01-28 18:42:57 +01:00
Frank 3f97ba3bd7 Database
- Polygon drawings are registered as polygon zones
2023-01-28 18:42:29 +01:00
Frank 819912cfd3 Database
- Polygon drawings are adde as polygon zones to DB
2023-01-28 15:39:42 +01:00
Frank 50ee1ae922 Merge branch 'master' into FF/MasterDevel 2023-01-28 11:09:08 +01:00
Frank cfb3004142 Merge pull request #1893 from FlightControl-Master/FF/Ops
OPS
2023-01-28 10:47:49 +01:00
Thomas 016643e494 Merge from. Master (#1892)
* #CSAR - Add Persistence (#1889)

* Adds a modified version of ops.CTLD's Persistence to ops.CSAR

* Update Marker.lua

* Changed documentation for Marker.lua and MarkerOps_Base.lua (#1891)

---------

Co-authored-by: Jason du Plessis <33880363+TheChosenOn3@users.noreply.github.com>
Co-authored-by: grandpaSam <wouldyukindly@gmail.com>
2023-01-28 09:05:23 +01:00
grandpaSam c0442fca68 Changed documentation for Marker.lua and MarkerOps_Base.lua (#1891) 2023-01-28 09:02:15 +01:00
Thomas 5ec18d45a2 Merge (#1890)
* #CSAR - Add Persistence (#1889)

* Adds a modified version of ops.CTLD's Persistence to ops.CSAR

* Update Marker.lua

---------

Co-authored-by: Jason du Plessis <33880363+TheChosenOn3@users.noreply.github.com>
2023-01-27 18:36:38 +01:00
Thomas c20927b6d7 Update Marker.lua 2023-01-27 18:34:53 +01:00
Jason du Plessis 0d5b6d4c3e #CSAR - Add Persistence (#1889)
* Adds a modified version of ops.CTLD's Persistence to ops.CSAR
2023-01-26 21:11:15 +01:00
dogjutsu f4c9bced45 Add another DCS-gRPC example for MSRS docu (ATIS) (#1883) 2023-01-26 11:25:01 +01:00
Applevangelist e106ca3da5 * AIRBASE added airfields Falklands
* RANGE  added google key usage
2023-01-25 17:55:34 +01:00
Applevangelist bdc08a530d #AB 2023-01-25 17:54:13 +01:00
Applevangelist 6ab1632b4b #RANGE
* Set Google Key if given

#AIRBASE
* Added 3 Falklands AB to the enumerator
2023-01-25 17:53:29 +01:00
Applevangelist 262c8ffc59 Merge remote-tracking branch 'origin/develop' into develop 2023-01-25 17:19:03 +01:00
Applevangelist affde2f030 Merge remote-tracking branch 'origin/master' into develop 2023-01-25 17:18:59 +01:00
Thomas cec865b9fb UTILS - exclude 243 MHz and 121.5 MHz 2023-01-25 13:37:56 +01:00
Thomas a4982bd24e Update Utils.lua (#1886) (#1887) 2023-01-24 20:58:24 +01:00
Thomas d763e924a9 Update Utils.lua (#1886) 2023-01-24 20:16:46 +01:00
Applevangelist 1099e8e876 #CTLD added documentation 2023-01-24 15:27:09 +01:00
Applevangelist 57a30621e1 #CTLD added documentation 2023-01-24 15:26:32 +01:00
Applevangelist 6a4356fa94 #1885
#PSEUDOATC - Menu shows Waypoint name if it has been set
2023-01-24 10:06:40 +01:00
Applevangelist f344084791 #1885
#PSEUDOATC - Menu shows Waypoint name if it has been set
2023-01-24 10:06:05 +01:00
Applevangelist 2ec8d94e38 #CONTROLLABLE
* Added CommandActivateACLS()
* Added CommandDeactivateACLS()
2023-01-23 17:12:01 +01:00
Applevangelist be68314c3a #CONTROLLABLE
* Added CommandActivateACLS()
* Added CommandDeactivateACLS()
2023-01-23 17:11:18 +01:00
Applevangelist 24d47ef353 Merge remote-tracking branch 'origin/master' into develop 2023-01-22 13:11:13 +01:00
Applevangelist 53cff8229b #CTLD
* Added option movecratesbeforebuild
* Added option surfacetypes for build-in reloads
* Inject function can optionally take surfacetypes
* Inject function can use the center of the zone instead of a random position

#EVENT
* Handle landing event if the place is a SCENERY object (helopad on a map, but not an airbase)

#ZONE
* docu corrections
2023-01-22 13:10:27 +01:00
Frank 76ebf8df07 Merge branch 'develop' into FF/Ops 2023-01-21 22:43:11 +01:00
Frank a4e52c6c3c Legion
- Added enroute task SEAD to escort
2023-01-21 22:42:57 +01:00
Applevangelist 285f8d102b #AUFTRAG
* Added checking of bespoke conditions within the status call of AUFTRAG and not only when AUFTRAG is done already
2023-01-21 15:39:44 +01:00
Frank d0d21a6b5d Merge branch 'master' into develop 2023-01-19 19:11:09 +01:00
Frank 1d52e27668 Update Controllable.lua
- Added enroute task SEAD
2023-01-19 19:10:56 +01:00
Applevangelist ff58a47244 #FG - added nil check on GetClosestAirbase() 2023-01-19 17:01:59 +01:00
Applevangelist 6e666b0ac8 #UTILS - make LoadSetOfGroups save(r) for groups spawned with SpawnScheduled 2023-01-19 15:00:49 +01:00
Applevangelist 6ec867196c #UTILS - make LoadSetOfGroups save(r) for groups spawned with SpawnScheduled 2023-01-19 14:59:54 +01:00
Applevangelist 47684e8717 Merge remote-tracking branch 'origin/master' into develop 2023-01-19 10:35:02 +01:00
Applevangelist 0d0292385f #OPSGROUP - added docu 2023-01-19 10:33:26 +01:00
Applevangelist 83e20f8062 #Controllable - docu changes 2023-01-17 12:09:23 +01:00
Applevangelist 80798f278c #Controllable - docu changes 2023-01-17 12:09:13 +01:00
Applevangelist 4e61bbb92e Merge remote-tracking branch 'origin/master' 2023-01-17 09:26:16 +01:00
Applevangelist 5943ae0a46 #ATIS docu fix 2023-01-17 09:25:58 +01:00
Applevangelist fabab9bfbb #ATIS docu fix 2023-01-17 09:25:01 +01:00
Applevangelist 4ae0089e4f #CSAR
* Docu corrections
2023-01-15 17:40:03 +01:00
Applevangelist 56c4a11626 #CSAR
* Docu corrections
2023-01-15 17:39:28 +01:00
Applevangelist d82bce79c9 #CSAR
* Docu corrections
2023-01-15 17:38:54 +01:00
Applevangelist f0f42df374 #CTLD - Adde Shark III typename 2023-01-12 13:20:44 +01:00
Applevangelist 55fcaf1c05 #CTLD - Adde Shark III typename 2023-01-12 13:20:12 +01:00
Applevangelist 5898bc7f07 #PLAYERTASK
* Even nicer MGRS readouts
2023-01-10 17:09:17 +01:00
Applevangelist 0d8b94c7fd #AIRBASE - docu fixes 2023-01-10 13:09:25 +01:00
Applevangelist e83df502ed #AIRBASE - docu fixes 2023-01-10 13:08:05 +01:00
Applevangelist 0fa4be7c4a #AWACS
* Fixed initial screen text on bogey dope just being x group(s)
#PLAYERTASK
* Improved logic to declare task succes even if not player is assigned
2023-01-10 12:45:17 +01:00
Applevangelist a7bad8e9f4 #PSEUDOATC
* Fix for debug messages
2023-01-10 07:49:02 +01:00
Applevangelist 6501e89fa2 #PSEUDOATC
* Fix for debug messages
2023-01-10 07:47:56 +01:00
Frank 40276d190a Merge pull request #1882 from FlightControl-Master/FF/Ops
OPSZONE
2023-01-09 23:12:49 +01:00
Frank 71ccd23953 Merge branch 'develop' into FF/Ops 2023-01-09 23:03:12 +01:00
Frank 4e68e33ec7 Update OpsZone.lua
- Remove marker
2023-01-09 23:03:01 +01:00
Applevangelist 79c8b31042 #GROUP
* Improve functionality of GetUnit(x)
* Added GetFirstUnit()
2023-01-09 17:08:48 +01:00
Applevangelist 91801d441f #GROUP
* Improve functionality of GetUnit(x)
* Added GetFirstUnit()
2023-01-09 17:07:21 +01:00
Frank cee72c1d09 Merge branch 'master' into develop 2023-01-08 19:32:50 +01:00
Frank dd2a4ee7ff COORDINATE
- Added `GetMagneticDeclination` function
2023-01-08 19:32:38 +01:00
Applevangelist a7c8954740 Docu typo 2023-01-08 18:38:12 +01:00
Applevangelist a21b9b382e Merge remote-tracking branch 'origin/develop' into develop 2023-01-08 18:09:26 +01:00
Applevangelist ef0b76a632 #PLAYERTASK
* Added FSM events PlayerJoinedTask and PlayerAbortedTask
2023-01-08 18:09:22 +01:00
Mike 2806d3a191 Merge pull request #1880 from dogjutsu/dogjutsu/MSRS-gRPC-docs-cleanup
Doc fixes related to MSRS w/ DCS-gRPC alt backend
2023-01-08 16:41:38 +00:00
dogjutsu 9688c7ef01 Doc fixes related to MSRS w/ DCS-gRPC alt backend 2023-01-08 08:34:52 -08:00
dogjutsu d6181d26f8 Add DCS-gRPC TTS altnerate backend for MSRS (#1879) 2023-01-08 08:37:11 +01:00
Frank aa5e8662ed Merge pull request #1877 from FlightControl-Master/FF/Ops
OPSGROUP
2023-01-07 17:19:34 +01:00
Frank ca11e724ab Merge branch 'develop' into FF/Ops 2023-01-07 17:12:04 +01:00
Frank ab272da46e FLIGHTGROUP
- Increased dealy before Route to base to 1.0 sec. Previous delay of 0.1 sec was apparently too short for the stop flag to take effect and the task was not called done. Hence the mission was also not done.
2023-01-07 17:04:34 +01:00
Frank 584e932769 ARMYGROUP
- No retreat on out-of-ammo if rearming mission is in the queue
2023-01-07 10:53:46 +01:00
Applevangelist 691a500381 Merge remote-tracking branch 'origin/master' into develop 2023-01-05 11:00:06 +01:00
Applevangelist 8cedd88ce2 #SCENERY - explain destroy doesn't work 2023-01-05 10:58:40 +01:00
Applevangelist 21a2df0830 Merge remote-tracking branch 'origin/master' into develop 2023-01-05 10:49:13 +01:00
Applevangelist c3fde2b698 Merge remote-tracking branch 'origin/master' 2023-01-05 10:48:55 +01:00
Applevangelist 59e8aed445 #CSAR fix for beacons 2023-01-05 10:48:50 +01:00
Applevangelist e47b8f377c #CTLD/CSAR
* Small fix for
2023-01-05 10:45:37 +01:00
Thomas 4773a83a24 AWACS -correct error in SetAwacsDetails (#1873)
Corrected setting of Angels
2023-01-04 09:21:00 +01:00
Frank 09e9377e54 Merge pull request #1872 from FlightControl-Master/FF/Ops
OPS
2023-01-03 22:13:28 +01:00
Frank 19a90b7d9d Merge branch 'develop' into FF/Ops 2023-01-03 22:10:09 +01:00
Frank dbaed1e97b OPS
**CHIEF**
- Fixed bugs of polygon opszones
- Added option to use CAPTUREZONE auftrag for opszones

**OPSZONE**
- Fixed bug when marker off

**ZONE_POLYGON_BASE**
- Added `GetRadius()` function

**LEGION**
- Improved Reinforcement
2023-01-03 22:09:56 +01:00
Applevangelist 9695789843 #FG
* make us AB the default
2023-01-03 10:33:51 +01:00
Applevangelist 75ddd2e1e0 Merge remote-tracking branch 'origin/master' into develop 2023-01-03 10:23:34 +01:00
Applevangelist 793c0d988e Changes from dev 2023-01-03 10:22:10 +01:00
Applevangelist 43c81afd12 Merge remote-tracking branch 'origin/master' into develop 2023-01-03 10:17:48 +01:00
Applevangelist 88a837b769 #FlightGroup
* Added options to allow afterburner, jettison of empty tanks and jettison of weapons
2023-01-03 10:15:35 +01:00
Applevangelist b0eef34146 #CONTROLLABLE
* Docu fix

#WAREHOUSE
* Changes from dev

#ZONE
* Additions to ZONE_POLYGON
2023-01-03 10:15:16 +01:00
Applevangelist 55656761d2 #FIXES 2023-01-02 17:28:20 +01:00
Applevangelist 3fbfb8b528 #UNIT
* Fix #1865
2023-01-02 17:27:01 +01:00
Thomas cdd240abb7 PseudoATC - Option to display playername (#1870)
Use `myatc:SetReportPlayername()` to switch this on #1864
2023-01-02 14:28:35 +01:00
Frank 92710f4625 Merge pull request #1866 from FlightControl-Master/FF/Ops
Zones
2023-01-02 12:08:37 +01:00
Frank 58dc353bcd ZONE 2023-01-02 11:54:05 +01:00
Frank b194985827 Merge branch 'develop' into FF/Ops 2023-01-01 20:10:28 +01:00
Frank bdd283956c AUFTRAG CAP
- Fixed mission speed (unit conversion)
2023-01-01 20:07:14 +01:00
Frank a9b0017c04 OPS
request
2023-01-01 20:01:36 +01:00
Applevangelist 8f185d1291 #TIMER
* Added `StartIf()`
2023-01-01 12:34:32 +01:00
Applevangelist 5d802f0e16 #TIMER
* Added `StartIf()`
2023-01-01 12:34:02 +01:00
Frank 9564d9d893 Merge pull request #1861 from FlightControl-Master/FF/Ops
Update FlightGroup.lua
2023-01-01 09:30:15 +01:00
Frank fe01c6196e Update FlightGroup.lua
- fixed bug that mission does not exist
2023-01-01 09:27:05 +01:00
Frank c8d9377dbb Merge pull request #1860 from FlightControl-Master/FF/Ops
OPS
2023-01-01 01:08:59 +01:00
Frank d53f01232d OPS 2023-01-01 01:06:02 +01:00
Applevangelist e3f9a27f87 # FF changes from today 2022-12-31 18:07:35 +01:00
Applevangelist e25b9155b4 Merge remote-tracking branch 'origin/develop' into develop 2022-12-31 18:02:35 +01:00
Applevangelist b769568df1 #FG - let planes not limp around 2022-12-31 18:02:15 +01:00
Thomas daa60ac501 Update Auftrag.lua 2022-12-31 18:01:28 +01:00
Applevangelist 0340d17ab8 #PLAYERTASKCONTROLLER
* honing the menu build a bit
2022-12-31 15:56:01 +01:00
Frank c33f637717 Merge pull request #1859 from FlightControl-Master/FF/Ops
OPS
2022-12-31 12:42:02 +01:00
Frank 334af52ddf Merge branch 'develop' into FF/Ops 2022-12-31 12:35:59 +01:00
Frank 9a949c02c5 OPS
- Fixed bug task for recoverytanker mission
- Improved capturezone auftrag
2022-12-31 12:35:48 +01:00
Applevangelist 095c36b3ba #AWACS
* Block Helos from getting CAP assignments
2022-12-31 12:24:49 +01:00
Frank ff7ebb4f92 Merge pull request #1858 from FlightControl-Master/FF/Ops
OPS Capture Zone
2022-12-30 22:30:57 +01:00
Frank 3834991e6a Merge branch 'develop' into FF/Ops 2022-12-30 22:08:41 +01:00
Frank 67af073b95 OPS
Capture
2022-12-30 22:08:27 +01:00
Applevangelist 5a44948050 #FLIGHTGROUP
* Make one is local
2022-12-30 17:40:10 +01:00
Frank 3011d625b2 OPS
Capture Zone
2022-12-30 02:44:16 +01:00
Applevangelist d25efe2293 #ATIS
* Make SRS say TACAN and FARP and not spell the single characters
2022-12-29 16:34:11 +01:00
Applevangelist 8202791518 #AWACS
* Added option for helos to sign-in

#ATIS
* Make SRS say TACAN and FARP and not spell the single characters
2022-12-29 16:33:43 +01:00
Applevangelist 8661d07e1e #ATIS
* Make SRS say TACAN and FARP and not spell the single characters
2022-12-29 16:33:13 +01:00
Applevangelist 9871bf82d3 #UTILS
* Load/Save Improvements
2022-12-28 15:48:46 +01:00
Thomas 41eec658e0 UTILS - Update Load/Save Groups and Statics (#1857)
Addresses #1855 and #1856 

Added options to save groups in a structrued manner, allowing to despawn specific unit-types on a reload. Optionally, cinematic effects like smoke and fires can be put in place of despawned units. For statics, an option to replace them with dead statics has been added, and also cinematic effects.
2022-12-28 15:40:40 +01:00
Applevangelist f9c1d62173 #ATIS
* FARP support
2022-12-25 14:20:25 +01:00
Thomas 9facf07955 ATIS - added basic FARP support (#1854)
ATIS - added basic FARP support, only works with SRS
2022-12-25 14:18:53 +01:00
Applevangelist 89d854f5be #EVENT
* Small fix for hit event on coordinates
2022-12-24 12:04:08 +01:00
Applevangelist cd4844d26c #EVENT
* Small fix for hit event on coordinates
2022-12-24 12:03:04 +01:00
phr0gz f1e0bacadb CAPGROUP (#1853)
Fix help typo
2022-12-23 13:44:38 +01:00
Applevangelist 1b0131bd9d Merge remote-tracking branch 'origin/master' into develop 2022-12-23 13:43:43 +01:00
Applevangelist 9619b11c58 #CTLD
* add sound folder path option
2022-12-23 13:42:14 +01:00
Thomas 535060153a CTLD #1851 Add variable for a sound path (#1852)
CTLD #1851 Add variable for a sound path - defaults to  `self.RadioPath = "l10n/DEFAULT/"`
2022-12-23 13:39:00 +01:00
Applevangelist 2f6cd20cbd Merge remote-tracking branch 'origin/master' into develop 2022-12-21 14:12:23 +01:00
Applevangelist f26ff52712 #UNIT
* Docu fix
2022-12-21 14:09:47 +01:00
Applevangelist d66d99a24e #CTLD
* Added option to inject troops into helo cargo
2022-12-21 14:07:21 +01:00
Applevangelist 4a299ea53f #CTLD
* Added option to inject troops into helos
2022-12-21 14:05:58 +01:00
Applevangelist 9e823f12c2 #SET_SCENERY
* Added GetAliveSet
2022-12-21 12:55:38 +01:00
Applevangelist 6f0ba337c4 #SET_SCENERY
* Added GetAliveSet()
2022-12-21 12:55:01 +01:00
Applevangelist ef5ea01bc1 #TARGET
* Fixes for Scenery and Static Objects
2022-12-21 12:53:08 +01:00
Frank 30e6542887 OPS 2022-12-20 23:51:18 +01:00
Applevangelist b501eec306 #AUFTRAG
* Fix Orbit w&w/o racetrack
2022-12-20 18:18:24 +01:00
Applevangelist 79e99dcb38 #PLAYERTASK
* Added `GetTarget()`
2022-12-20 16:05:50 +01:00
Applevangelist f6eccba966 #SET_UNIT - docu fixes
#UNIT - Improved GetGroup() as after the Dec/22 patch getGroup() might be nil
2022-12-19 16:14:41 +01:00
Applevangelist 8df6e2dd57 #UNIT
* Improve GetGroup() as after Dec/22 patch geGroup() might be nil
# SET_UNIT
* Improved Docu
2022-12-19 16:12:09 +01:00
Applevangelist fa1f67420d #CTLD
* Fix to also save crates which have not been moved
2022-12-19 14:05:21 +01:00
Applevangelist 5010cdff71 #CTLD
* Fix to also save crates which have not been moved
2022-12-19 14:04:30 +01:00
Applevangelist 6e26e7eac3 #AUFTRAG
* Fix for orbit racetrack missing coordinate object
2022-12-19 13:08:35 +01:00
Applevangelist 0a04ff4f3c #AIRBASE
* Added Rio Chico
2022-12-16 18:45:21 +01:00
Applevangelist fea1839c06 #AIRBASE
* Added Rio Chico Airfield
2022-12-16 18:43:50 +01:00
Applevangelist 99023a3053 #UTILS
* UTILS.LoadSetOfStatics(Path,Filename) ignore statics which do not exist
2022-12-15 18:29:46 +01:00
Applevangelist 80e3b157ca #UTILS
* UTILS.LoadSetOfStatics(Path,Filename) ignore statics which do not exist
2022-12-15 18:28:06 +01:00
Applevangelist a3fd583d9d #PLAYERTASK
* additions for multiple setups
2022-12-15 11:50:05 +01:00
Applevangelist d5028d86df #SET_CLIENT
* small addition
2022-12-15 11:49:28 +01:00
Applevangelist a6e7ea6590 #SET_CLIENT
* Added FilterCallsigns()
* Added FilterPlayernames()
2022-12-14 14:50:06 +01:00
Applevangelist 1fac6b7c93 #SET_CLIENT
* Added `FilterCallsigns()` and `FilterPlayernames()`
2022-12-14 14:48:20 +01:00
Applevangelist 178e4ceb7f #PLAYERTASKCONTROLLER
* Added PLAYERTASKCONTROLLER:AddPlayerTaskToQueue(PlayerTask,Silent,TaskFilter) TaskFilter switch
2022-12-14 11:42:12 +01:00
Applevangelist e12455d154 #AI GCI DISPATCHER
* Fix demo mission link
2022-12-14 09:43:34 +01:00
Applevangelist 089467c15a #AI\_A2A\_GCICAP
* Fix demo mission link
2022-12-14 09:41:35 +01:00
Applevangelist 71d5983adf #AIRBASE
* docu typo
2022-12-12 16:25:07 +01:00
Applevangelist 696569f749 #PLAYERTASK
* Added typename combos as option for menu entries
2022-12-12 16:24:25 +01:00
Applevangelist 77e7f767d8 #AIRBASE
* docu correction
2022-12-12 16:23:47 +01:00
Applevangelist 4892a58084 #SET
* improve GetRandom() a bit
2022-12-11 15:51:22 +01:00
Applevangelist 75d8d55691 #AWACS
* Skip Task Assignement Menus if PlayerCapAssignement is false
2022-12-11 15:50:36 +01:00
Applevangelist 324739aeb9 #SET
* Improve GetRandom() a bit
2022-12-11 15:49:50 +01:00
Applevangelist 614cfcd7f7 Merge remote-tracking branch 'origin/master' into develop 2022-12-09 12:38:02 +01:00
Applevangelist 84d301c676 #CTLD
* Added disallow building in loadzones: my_ctld.nobuildinloadzones = true
2022-12-09 12:37:39 +01:00
phr0gz 8eef039312 New CAP auftrag (#1850)
Add Ability to CAP escort Ground group or helo with a new auftrag: AUFTRAG:NewCAPGROUP
2022-12-08 13:15:07 +01:00
Applevangelist f6a88db46b #CTLD Fix for Beacon Zone disappearing too fast 2022-12-07 18:58:56 +01:00
Applevangelist 9c5847153a Merge remote-tracking branch 'origin/develop' into develop 2022-12-07 18:58:11 +01:00
Applevangelist cdfb47448f #AWACS
* Fix setting of CapVoices according to documentation
#PLAYERRECCE
* Speed up Marker Build
#PLAYERTASK
* Improve menu build
2022-12-07 18:58:07 +01:00
Applevangelist dcfce8b619 #CTLD - enforce modulation on beacons 2022-12-07 18:50:26 +01:00
Frank 0adca414ce Merge branch 'develop' into FF/Ops 2022-12-07 18:36:04 +01:00
Frank 16bfbabf19 Merge branch 'master' into develop 2022-12-07 18:35:27 +01:00
Frank 813d4edc97 CONDITION v0.3.0
- Added methods to remove condition functions
- Added option to define output if no condition functions at all were given
-
2022-12-07 18:35:12 +01:00
Frank 539dfd6a38 OPS Operation
- Condition
- Armygroup
- Auftrag
- OPS
2022-12-07 18:32:50 +01:00
Applevangelist 525666be7c #PLAYERRECCE
* Smoke own position on ground, not mid-air
2022-12-06 18:05:41 +01:00
Applevangelist 386171bcab #PLAYERTASKCONTROLLER
* Make callout of MGRS coordinates slower
2022-12-06 12:50:08 +01:00
Applevangelist 9ea4a5dbd4 #CTLD less log noise 2022-12-06 12:49:27 +01:00
Applevangelist 55383575e0 #PLAYERTASKCONTROLLER
* Make callout of MGRS coordinates slower
2022-12-06 12:48:20 +01:00
Applevangelist 9659bfa553 #CTLD Fix for Beacon Zone disappearing too fast 2022-12-03 14:38:57 +01:00
Applevangelist 508e36d327 #CTLD Fix for Beacon Zone disappearing too fast 2022-12-03 14:37:01 +01:00
Applevangelist 85504fbe62 Small Fixes 2022-12-03 14:36:28 +01:00
Applevangelist de8dcc4024 Merge remote-tracking branch 'origin/master' into develop 2022-12-02 16:39:45 +01:00
Applevangelist 37b1e7366c *smaller fixes 2022-12-02 16:39:09 +01:00
Thomas b29b9f1b2c Update README.md 2022-12-01 21:32:19 +01:00
Applevangelist 620c8eaa27 Merge remote-tracking branch 'origin/master' into develop 2022-12-01 13:29:20 +01:00
Applevangelist 7865be43bb * Minor fixes 2022-12-01 13:27:58 +01:00
Frank 3f296554ed Merge branch 'develop' into FF/Ops 2022-11-30 18:37:51 +01:00
Frank 2a8d166c54 Merge branch 'master' into develop 2022-11-30 18:37:28 +01:00
Frank f17f688a20 Condition and Message 2022-11-30 18:37:14 +01:00
Frank 6bc263bd2b CONDITON and OPERATION 2022-11-30 13:36:13 +01:00
Applevangelist 907d62c4e7 Merge remote-tracking branch 'origin/master' into develop 2022-11-29 17:54:15 +01:00
Applevangelist df2a6a6902 #ATIS
* Added `ATIS:GetSRSText()`
2022-11-29 17:53:41 +01:00
Applevangelist 6965d319ef #CTLD
* Fix for BEACON zones
2022-11-29 15:42:49 +01:00
Applevangelist d674f55343 #PLAYERTASK
* Added Silent option for PLAYERTASKCONTROLLER:AddPlayerTaskToQueue(PlayerTask,Silent)
2022-11-29 15:42:04 +01:00
Applevangelist df0c0ec21e #CTLD
* Small fix for BEACON Zones
2022-11-29 15:39:58 +01:00
Thomas 75bc95167f Update RAT.lua (#1849)
Fix #1848
2022-11-28 17:45:47 +01:00
Thomas 53d71d9766 Update RAT.lua
Fix #1848
2022-11-28 17:42:09 +01:00
Applevangelist 66bf32351a Merge remote-tracking branch 'origin/master' into develop 2022-11-27 17:35:42 +01:00
Applevangelist eb5a72fc27 * less noise 2022-11-27 17:35:13 +01:00
Applevangelist cec045045e * Less noise 2022-11-27 17:35:13 +01:00
Applevangelist fe9a5aea2a #AUFTRAG
* Fix for orbit task not able to get a Vec2 from a Vec2...
2022-11-23 12:57:54 +01:00
Applevangelist b99d963cd5 #SPAWN
* Fix callsign dupplication of numbers introduced with 2.8
2022-11-23 09:56:37 +01:00
Applevangelist 33f30101d9 Merge remote-tracking branch 'origin/master' 2022-11-23 09:55:50 +01:00
Applevangelist 1e139a6005 #SPAWN
* Fix callsign dupplication of numbers introduced with 2.8
2022-11-23 09:55:47 +01:00
Applevangelist eacfbad729 #SPAWN
* Fix for unit callsign number duplication since 2.8 release (ED saving callsign.name now as "Texaco11" instead of "Texaco" for the F10 Map overview
2022-11-23 09:48:06 +01:00
Frank b8398af5a3 Merge branch 'master' into develop 2022-11-20 20:56:07 +01:00
Frank 6834a2e083 Spawning FARPS
**SPAWNSTATIC**
- Added event birth when static FARPS are spawned

**EVENT**
- Unknown airbases as inititiator are registered
2022-11-20 20:55:34 +01:00
Frank 10d8af2536 Merge branch 'master' into develop 2022-11-19 19:37:54 +01:00
Frank 2538d583ad Update Suppression.lua
- Fixed routing of group (passing waypoint function was triggered too early due to changed DCS behaviour)
2022-11-19 19:36:55 +01:00
Frank c9ccc28251 Merge branch 'master' into FF/MasterDevel 2022-11-19 11:44:46 +01:00
Frank e79941bb8b Merge pull request #1846 from FlightControl-Master/FF/Ops
OPS
2022-11-18 20:02:15 +01:00
Frank 4124b6d084 OPS
**LEGION**
- Added `Captured` event

**COMMANDER**
- Improved behaviour when legion/warehouse is captured
- Added `LegionLost` event
- Added `RemoveLegion` function

**CHIEF**
- Improved behaviour when legion/warehouse is captured
- Added `LegionLost` event
- Added `RemoveLegion` function
2022-11-18 19:56:30 +01:00
Applevangelist ae9c258531 Merge remote-tracking branch 'origin/master' into develop 2022-11-18 11:29:45 +01:00
Applevangelist 0f1ad9d811 # TaskRecoveryTanker 2022-11-18 11:28:52 +01:00
Applevangelist df17a3d2a3 # TaskRecoveryTanker 2022-11-18 11:28:33 +01:00
Applevangelist b47737bda3 #GROUP
* Added additional push of tanker task to GROUP:SetAsRecoveryTanker() for a working setup
2022-11-18 11:24:36 +01:00
Applevangelist 93c986f00a #GROUP
* Added additional push of tanker task to GROUP:SetAsRecoveryTanker() for a working setup
2022-11-18 11:23:56 +01:00
Applevangelist 96bb475306 #GROUP/CONTROLLABLE
* Added RecoveryTanker Task
2022-11-18 09:59:43 +01:00
Applevangelist 239e2ef86d #GROUP/CONTROLLABLE
* Added RecoveryTanker Task
2022-11-18 09:58:48 +01:00
Applevangelist 7490796637 #AIRBASE
* Added enumerators for
-- * AIRBASE.SouthAtlantic.Puerto_Santa_Cruz
-- * AIRBASE.SouthAtlantic.Comandante_Luis_Piedrabuena
-- * AIRBASE.SouthAtlantic.Aerodromo_De_Tolhuin
-- * AIRBASE.SouthAtlantic.Porvenir_Airfield
-- * AIRBASE.SouthAtlantic.Almirante_Schroeders
-- * AIRBASE.SouthAtlantic.Rio_Turbio
2022-11-17 17:14:52 +01:00
Applevangelist 5a7a23552d #AIRBASE
* Added enumerators for
-- * AIRBASE.SouthAtlantic.Puerto_Santa_Cruz
-- * AIRBASE.SouthAtlantic.Comandante_Luis_Piedrabuena
-- * AIRBASE.SouthAtlantic.Aerodromo_De_Tolhuin
-- * AIRBASE.SouthAtlantic.Porvenir_Airfield
-- * AIRBASE.SouthAtlantic.Almirante_Schroeders
-- * AIRBASE.SouthAtlantic.Rio_Turbio
2022-11-17 17:13:33 +01:00
Applevangelist a9f2df83ff #CSAR
* Make rescued pilot's weight configureable
2022-11-17 13:55:42 +01:00
Applevangelist 4fb98cf72b #CSAR
* Make rescued pilot's weight configureable
2022-11-17 13:54:43 +01:00
Applevangelist 50aca57112 #PLAYERTASK
* Extended use of marker ops:
-- Enable the function like so:
--          mycontroller:EnableMarkerOps("TASK")
-- Then as a player in a client slot, you can add a map marker on the F10 map. Next edit the text
-- in the marker to make it identifiable, e.g
--
-- TASK Name=Tanks Sochi, Text=Destroy tank group located near Sochi!
--
-- Where **TASK** is the tag that tells the controller this mark is a target location (must).
-- **Name=** ended by a comma **,** tells the controller the supposed menu entry name (optional). No extra spaces! End with a comma!
-- **Text=** tells the controller the supposed free text task description (optional, only taken if **Name=** is present first). No extra spaces!
function PLAYERTASKCONTROLLER:EnableMarkerOps(Tag)
2022-11-17 13:22:34 +01:00
Applevangelist 5011269586 #SPAWN
* Ensure we have a numbered table for InitRandomizeTemplate/Zone so math.random actually works
* Also, pre-shuffle tables
2022-11-16 11:17:19 +01:00
Applevangelist a125497fe7 #SPAWN
* Ensure we have a numbered table for InitRandomizeTemplate/Zone so math.random actually works
* Also, pre-shuffle tables
2022-11-16 11:12:47 +01:00
Frank bd42032e3a Merge pull request #1844 from FlightControl-Master/FF/Ops
OPS
2022-11-16 10:44:00 +01:00
Frank 1256cc3bd1 OPS
**FLIGHTGROUP**
- Waypoint altitude for helos is not radar (AGL)
- Increased cruise speed thresholds for helos to 110 kts and 380 kts for fixed wing
2022-11-16 10:41:33 +01:00
Applevangelist 62122a15bc #MESSAGE
* Added ToCountry()
* Added country names in country.id enum
2022-11-16 09:42:36 +01:00
Applevangelist ae2196585e #MESSAGE
* added to country
* added a couple of countries to country.id. enumerator
2022-11-16 09:39:54 +01:00
Applevangelist f86db5f134 #PLAYERTASK
* Verbose to false
* Verbose add message for marker ops showing coordinate as per _SETTINGS
2022-11-15 17:56:29 +01:00
Thomas 2acb841539 Update PlayerTask.lua
Feature added #1841 `PLAYERTASKCONTROLLER:SetInfoShowsCoordinate(OnOff,LLDDM)`
2022-11-15 15:59:03 +01:00
Applevangelist 6724bb8edd # Bug fixes 2022-11-14 18:17:27 +01:00
Applevangelist fbad50973f # Bug fixes 2022-11-14 18:15:55 +01:00
Applevangelist 7b5b5e0bd2 #ATIS
* Honor Stop() function
2022-11-14 17:38:46 +01:00
Applevangelist 243ac3027f #PLAYERTASK
* Added a couple of QOL functions for internal INTEL object
2022-11-14 17:38:07 +01:00
Applevangelist 782cfd1fd0 #ATIS
* Added honor Stop() functionality
2022-11-14 17:36:34 +01:00
Applevangelist 79a4af44d3 Merge remote-tracking branch 'origin/master' into develop 2022-11-13 13:51:59 +01:00
Applevangelist 180a0b39d1 Merge remote-tracking branch 'origin/develop' into develop 2022-11-13 13:38:13 +01:00
Applevangelist 2664c36a14 #CTLD
* Change call order to move troops, vehicle on `onafter..` internally
* added pseudo-function for "OnBefore..."
2022-11-13 13:37:55 +01:00
Applevangelist d4a06089c9 #CTLD
* Change call order to move troops, vehicle on `onafter..` internally
* added pseudo-function for "OnBefore..."
2022-11-13 13:37:25 +01:00
Rolln 911f4523a1 F10 Marker text fix (#1840) 2022-11-11 20:01:32 +01:00
Applevangelist 09b86d6fdf #OPSGROUP
* Fix for NewHover
2022-11-11 15:40:03 +01:00
Applevangelist 5ec8a4674c Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/DCS.lua
2022-11-11 11:42:30 +01:00
Applevangelist 5c6efed995 Docu Headlines part II 2022-11-11 11:40:36 +01:00
Applevangelist 2a567c9f74 Docu Headlines part II 2022-11-11 11:40:22 +01:00
Applevangelist b9a7fc9409 #AUFTRAG
* Corrected speed setting in NewHover
2022-11-11 10:00:13 +01:00
Applevangelist 0db13b6cdf Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/AI/AI_Cargo_Dispatcher_Ship.lua
#	Moose Development/Moose/Functional/ZoneGoalCoalition.lua
2022-11-11 09:38:27 +01:00
Applevangelist 68a31b1eb7 Docu - Nicer Headlines 2022-11-11 09:35:54 +01:00
Applevangelist 08c7409627 Docu Headlines 2022-11-11 09:22:48 +01:00
Applevangelist c38cb046cd #AMMOTRUCK
* Added demo mission link
2022-11-10 17:53:29 +01:00
Applevangelist 037b168825 Merge remote-tracking branch 'origin/master' into develop 2022-11-10 17:33:52 +01:00
Applevangelist f46f755327 #Docu fixes 2022-11-10 17:32:45 +01:00
Applevangelist 5d4f870a1d #Docu fixes 2022-11-10 17:29:40 +01:00
Applevangelist 41a928b775 #Docu fixes 2022-11-10 17:29:19 +01:00
Applevangelist 27598406d1 #AMMOTRUCK
* Initial Release
2022-11-10 17:11:29 +01:00
Applevangelist a0ad5292b9 #AWACS
* SRS output for "ShowTask"
* Some minor bug fixing
2022-11-10 12:18:18 +01:00
Frank a1a258f48e Merge pull request #1838 from FlightControl-Master/FF/Ops
OPS
2022-11-10 00:40:15 +01:00
Frank 4a0040a12f Merge branch 'develop' into FF/Ops 2022-11-10 00:36:14 +01:00
Frank ab13b5f198 Update Intelligence.lua
- Added check for filter categories.
2022-11-10 00:36:02 +01:00
Applevangelist 788d2d49b9 Merge remote-tracking branch 'origin/master' into develop 2022-11-09 16:11:44 +01:00
Applevangelist 08c5c38c7b Changes from last FF push 2022-11-09 16:09:05 +01:00
Frank 6c342ef910 Merge pull request #1834 from FlightControl-Master/FF/Ops
OPS
2022-11-08 22:11:21 +01:00
Frank a4b5362347 Update Cohort.lua
- Added functions to get and set attributes
- Added function to get category and properties
2022-11-08 22:01:44 +01:00
Frank 0e78be86e4 CHIEF
- Added resource.carrierProperties for LEGION.AssignAssetsForTransport
- Ensure table for carrier categories, attributes and properties
2022-11-08 20:29:51 +01:00
Applevangelist e348bbc344 #AWACS
* Minor Enhancements
2022-11-08 17:24:32 +01:00
Applevangelist bad17c39d1 * POINT/PLAYERTASK
* Added option to get BR/BRA with add'l magnetic heading
2022-11-08 15:43:46 +01:00
Applevangelist 8ed30da473 * POINT/PLAYERTASK
* Added option to get BR/BRA with add'l magnetic heading
2022-11-08 15:43:14 +01:00
Applevangelist 0c9238651a * POINT
* Added option to get BR/BRA with add'l magnetic heading
2022-11-08 15:33:09 +01:00
Applevangelist af1083d0f1 #MSRS
* Docu corrections
* Added `AddFrequencies()` and `AddModulations()`
2022-11-08 10:11:28 +01:00
Applevangelist 10a9b062b6 #MSRS
* Docu corrections
* Added `AddFrequencies()` and `AddModulations()`
2022-11-08 10:10:11 +01:00
Applevangelist 4fff842c90 #CTLD Fix Ship Zones 2022-11-07 19:14:09 +01:00
Thomas 53c6a17ccb Fix CTLD Ship Zones
Fixes #1830
2022-11-07 19:11:08 +01:00
Applevangelist 7f81039f46 #CTLD - Added Bronco support 2022-11-07 18:21:36 +01:00
Applevangelist b63be6dd28 #PLAYERTASK
* Fix #1826 CTLD/CSAR closing immediately
2022-11-07 17:39:11 +01:00
Applevangelist c10617e1b0 #CTLD
* Fix for Bronco #1827
* Fix for Ship Zones
2022-11-07 17:37:02 +01:00
Applevangelist 565a5294e2 Merge remote-tracking branch 'origin/master' into develop 2022-11-07 16:09:00 +01:00
Thomas be01567a1b CTLD - added Bronco (#1828)
Added data for the Bronco-OV-10A - needs further additions to ensure to work, as this is a plane, not a chopper #1827
2022-11-07 11:19:52 +01:00
TommyC81 88fc501c24 Update Range.lua (#1825)
Add meter text to RANGE bombing result.
2022-11-06 19:33:44 +01:00
Frank 254d43fef1 AIRWING/WAREHOUSE
- Improved parking spot check if explicitly given for an airwing or squadron
- Improved parking check if airstart is requested.
2022-11-06 12:17:07 +01:00
Applevangelist e93bb5ceba Merge remote-tracking branch 'origin/master' 2022-11-06 11:28:03 +01:00
Applevangelist 7983621f8e #SCORING
* Added option to switch AutoSave
2022-11-06 11:27:59 +01:00
Applevangelist 5819884c98 #SCORING
* Added option to switch AutoSave
2022-11-06 11:27:27 +01:00
Applevangelist 6c79d6b01f #SCORING
* Added option to switch AutoSave
2022-11-06 11:26:16 +01:00
Frank cb43f9c392 CHIEF
- cleaned up resources
2022-11-05 23:48:42 +01:00
Applevangelist ed677b7682 Merge remote-tracking branch 'origin/master' into develop 2022-11-05 14:04:06 +01:00
Applevangelist b2a351e67d UTILS 2022-11-05 14:03:38 +01:00
Frank ead8411454 Merge pull request #1824 from FlightControl-Master/FF/Ops
OPS
2022-11-04 22:55:24 +01:00
Frank 1fc9f13919 Version 2022-11-04 22:36:20 +01:00
Frank 6bf077e0aa Merge branch 'develop' into FF/Ops 2022-11-04 19:47:52 +01:00
Applevangelist 0de8c0beb2 #INTEL
* Added `INTEL:GetHighestThreatContact(Cluster)`
2022-11-04 13:31:33 +01:00
Frank 39f690f2b4 OPS
- AUFTRAG: Orbit is now in KIAS
- CHIEF: fixes for resource
2022-11-03 22:46:10 +01:00
Frank 1a575d9364 Update OpsGroup.lua
- Improved mission ingreess on-off-road waypoint
2022-11-02 23:51:53 +01:00
Frank fe58253a44 Update Chief.lua
added remove conflict zone
2022-11-02 23:30:19 +01:00
Frank 65cc72e28b Merge branch 'develop' into FF/Ops 2022-11-02 22:59:19 +01:00
Frank 00f8fccfae Update ArmyGroup.lua
- Improved updateroute waypoints
2022-11-02 22:57:05 +01:00
Applevangelist 1fea016ac1 Merge remote-tracking branch 'origin/master' into develop 2022-11-02 17:33:34 +01:00
Applevangelist 35057b9d05 Merge remote-tracking branch 'origin/develop' into develop 2022-11-02 17:32:20 +01:00
Applevangelist b2fdcd5cf0 #CHIEF
* Fix to auto-create CAS/CAS-Enhanced Missions from detected targets; Added BAI mission option for TANKS as target
2022-11-02 17:32:12 +01:00
Thomas 2b3363de40 Documentation fixes. (#1820) (#1821)
* Documentation fixes.

* Update Airboss.lua

Escape links.

Co-authored-by: TommyC81 <tommyc81@gmail.com>
2022-11-02 11:24:59 +01:00
TommyC81 574fa8abf4 Documentation fixes. (#1820)
* Documentation fixes.

* Update Airboss.lua

Escape links.
2022-11-02 11:20:35 +01:00
Frank d031651b58 Fixes for OPSTRANSPOTRT formation 2022-11-01 23:35:18 +01:00
Applevangelist 8fb66ed329 #ZONE_POLYGON
* Scan for Scenery - changed scan strategy as box seems not to work properly all the time
2022-11-01 16:32:40 +01:00
Applevangelist c4f4af5e5a #ZONE_POLYGON
* Scan for Scenery - changed scan strategy as box seems not to work properly all the time
2022-11-01 16:31:47 +01:00
Applevangelist e841a38866 #CTLD
* added option for build time delay
2022-11-01 14:33:06 +01:00
Applevangelist 1da0792ed7 #CTLD
* added option for build time delay
2022-11-01 14:32:02 +01:00
Frank addb7ba36a restore 2022-10-31 20:53:20 +01:00
Frank d4b5e24364 ARMYGROUP
- Fixed opstransport not being readded to brigade
2022-10-31 20:50:35 +01:00
Applevangelist dd32d2e53c #CTLD_HERCULES
* Fix for `CTLD_HERCULES:Cargo_Track(cargo, initiator)` when flying very low
2022-10-31 16:07:25 +01:00
Applevangelist 7d37acb1cd #CTLD_HERCULES
* Fix for `CTLD_HERCULES:Cargo_Track(cargo, initiator)` when flying very low
2022-10-31 16:06:30 +01:00
Applevangelist cc1e071e35 #EVENT
* Added events from 2.8.0
2022-10-31 15:44:29 +01:00
Applevangelist fd230701e9 #EVENT
* Added events from 2.8
2022-10-31 15:43:13 +01:00
Applevangelist 91d492c579 #EVENT
* Added events from 2.8
2022-10-31 15:15:47 +01:00
Frank 3f8efae23f Update Chief.lua
resources
2022-10-31 13:26:35 +01:00
Applevangelist 8ee8898a78 #AWACS
* Added airborne check for detected groups
2022-10-31 12:22:34 +01:00
Applevangelist fc77df4b5d Merge remote-tracking branch 'origin/master' into develop 2022-10-31 10:26:45 +01:00
Applevangelist 5eabe7e644 #GROUP
* Ensure also attribute "Tanks" is captured
2022-10-31 10:25:08 +01:00
Applevangelist 13018ed96a Merge remote-tracking branch 'origin/master' into develop 2022-10-31 08:02:21 +01:00
Frank 236e7afcfc AUFTRAG
- New mission type ORBIT_GROUP
- Updated mission type RECOVERYTANKER
2022-10-30 14:10:55 +01:00
Thomas 946a1de931 Merge docu changes (#1818)
* Documentation fixes. (#1810)

Fix documentation references.
Correct spelling errors.
Remove empty whitespaces.
Correct a single mis-spelled ZONE_BASE variable, see 'Core/Zone.lua' (variable "Sureface" -> "Surface", no references to mis-spelled "Sureface" throughout the codebase).
Correct mis-spelling of "coaltion" in 'Functional/Mantis.lua', corrected to "coalition".

* Documentation fixes. (#1811)

Update documentation text and links.
Fix spelling errors.
Other minor adjustments where appropriate, such as remove whitespaces and format code.

* Documentation fixes. (#1815)

Minor documentation and code formatting fixes.
This is mostly intended to have something re-trigger the documentation generation to see if the filename capitalization is resolved.

* Code formatting preparation. (#1817)

Use EmmyLuaCodeStyle that comes with "Lua" VS Code extension (https://marketplace.visualstudio.com/items?itemName=sumneko.lua). More features and configurability than LuaFormatter, and no need for additional extension (beyond "Lua").
Formatting file set up from default template with some tweaks to correspond to most common coding style observed in the code base. Further tweaks are likely required.

* Documentation fixes. (#1816)

Co-authored-by: TommyC81 <tommyc81@gmail.com>
2022-10-29 10:49:18 +02:00
TommyC81 368e720cab Documentation fixes. (#1816) 2022-10-29 10:07:50 +02:00
TommyC81 cba156b3dc Code formatting preparation. (#1817)
Use EmmyLuaCodeStyle that comes with "Lua" VS Code extension (https://marketplace.visualstudio.com/items?itemName=sumneko.lua). More features and configurability than LuaFormatter, and no need for additional extension (beyond "Lua").
Formatting file set up from default template with some tweaks to correspond to most common coding style observed in the code base. Further tweaks are likely required.
2022-10-29 10:07:01 +02:00
Frank 2840865b83 Up 2022-10-27 23:19:35 +02:00
TommyC81 676bc0fef0 Documentation fixes. (#1815)
Minor documentation and code formatting fixes.
This is mostly intended to have something re-trigger the documentation generation to see if the filename capitalization is resolved.
2022-10-27 18:38:59 +02:00
TommyC81 7455c63716 Documentation fixes. (#1811)
Update documentation text and links.
Fix spelling errors.
Other minor adjustments where appropriate, such as remove whitespaces and format code.
2022-10-23 16:45:40 +02:00
TommyC81 81818705df Documentation fixes. (#1810)
Fix documentation references.
Correct spelling errors.
Remove empty whitespaces.
Correct a single mis-spelled ZONE_BASE variable, see 'Core/Zone.lua' (variable "Sureface" -> "Surface", no references to mis-spelled "Sureface" throughout the codebase).
Correct mis-spelling of "coaltion" in 'Functional/Mantis.lua', corrected to "coalition".
2022-10-22 11:07:58 +02:00
Applevangelist 1411309204 Fixes 2022-10-21 15:15:51 +02:00
Applevangelist 60927e6728 Merge remote-tracking branch 'origin/master' into develop 2022-10-21 15:11:46 +02:00
Applevangelist 4b11a6a304 #OPS - typos 2022-10-21 15:09:35 +02:00
TommyC81 61ea484614 Documentation fixes. (#1809)
Fix incorrect references.
Simplify references within the same module.
Fix spelling errors and minor code formatting.
2022-10-21 13:52:09 +02:00
Applevangelist 37a00f25bc #OPERATION
* Added GetTargets()

#TARGET
* Also call Dead() when no targets left over

#PLAYERTASKCONTROLLER
* Added FSM events for Flaring, Smoking, and Illumination
* Added Illumination of targets in menu if it is night
* Rename menu parent setting to SetParentMenu(Menu)
2022-10-21 09:51:44 +02:00
Applevangelist 1fc541a9df Merge remote-tracking branch 'origin/master' into develop 2022-10-21 08:58:48 +02:00
TommyC81 d5e8de4d74 Documentation fixes. (#1807)
Correct module links.
Replace references to missing images with MOOSE.JPG.
Add default MOOSE.JPG where no image was previously set.
Fix minor spelling error.
2022-10-21 06:10:34 +02:00
Applevangelist c3cd732254 #MANTIS
* Add systems from SMA mod
2022-10-20 11:40:57 +02:00
Applevangelist b7d5144c91 #MANTIS
* Add systems from SMA mod
2022-10-20 11:39:51 +02:00
Applevangelist 8f7694111b #TARGET
* Docu additions
2022-10-19 19:13:55 +02:00
Applevangelist 2854a2d93e #TARGET
* Some QOL additions, docu, stuff for SCENERY
2022-10-19 17:26:40 +02:00
Applevangelist 78c209a96f #PLAYERTASKCONTROLLER
* No spaces in callsign numbers on pilot list in task info screen
2022-10-19 13:05:19 +02:00
Applevangelist 9809f08954 Merge remote-tracking branch 'origin/master' into develop 2022-10-19 12:46:17 +02:00
Applevangelist 7bba5ec69e #SCENERY, #SET_SCENERY
* Improvements
2022-10-19 12:37:24 +02:00
Applevangelist 4e671ce995 Merge remote-tracking branch 'origin/master' into develop 2022-10-19 12:28:26 +02:00
Rolln b5fd737cea Playertaskcontroller parent menu (#1806)
* Ability to set parent menu of PlayerTaskController

* Updated Docmentation

* Update PlayerTask.lua

Co-authored-by: Thomas <72444570+Applevangelist@users.noreply.github.com>
2022-10-19 12:21:16 +02:00
TommyC81 0441acf101 Documentation fixes. (#1803)
Improve the consistency of the module intros to the most commonly used version (single dash).

Add missing module information (abbreviated where none existed previously).

Fix broken documentation links

Make module names correspond to filenames (and fix links).

Fix typos.
2022-10-19 12:20:39 +02:00
Rolf Geuenich 89f0909a8f Fixed some errors in the documentation of Core MESSAGE (#1804)
Removed wrong forth parameter in most examples.
Removed duplicate of function ToUnit.
2022-10-19 06:32:57 +02:00
Frank 6f82fd7eb6 Merge branch 'develop' into FF/Ops 2022-10-18 22:33:07 +02:00
Applevangelist 542fe20782 #CTLD
* added a check for zones; not added when zone does not exist
2022-10-18 17:26:24 +02:00
Applevangelist ff0f1c4c24 #CTLD
* added a check for zones; not added when zone does not exist
2022-10-18 17:23:01 +02:00
Applevangelist 92591432d3 #CSAR
* Added use of custom callsigns
* Added cargo weight for rescued pilots
* Improved o'clock calculation

#CTLD
* Docu additions
2022-10-18 17:01:32 +02:00
Applevangelist a20cdac9c3 #CSAR
* Added use of custom callsigns
* Added cargo weight for rescued pilots
* Improved o'clock calculation

#CTLD
* Docu additions
2022-10-18 17:00:56 +02:00
Applevangelist 3a6c52ae73 #CSAR
* Added use of custom callsigns
* Added cargo weight for rescued pilots
* Improved o'clock calculation

#CTLD
* Docu additions
2022-10-18 16:59:19 +02:00
Applevangelist 23f45359f8 #PLAYERTASK - show freetext briefing also if not using SRS 2022-10-18 13:32:18 +02:00
Applevangelist 0bc09548cf #PLAYERRECCE - add picture 2022-10-18 10:27:25 +02:00
Applevangelist ee30ab48ae #SET_SCENERY
* additions
2022-10-17 18:07:55 +02:00
Applevangelist 3028a384a4 #TARGET
* Added SET_SCENERY
2022-10-17 18:07:04 +02:00
Applevangelist 7ec18ebf00 #SCENERY
* functional additions
#SET
* added SET_SCENERY
2022-10-17 18:06:29 +02:00
Thomas f17db43501 CTLD - No radius check (#1800) (#1801)
Get rid of radius check in IsUnitInZone()
2022-10-17 12:44:27 +02:00
Thomas 66f52d41eb CTLD - No radius check (#1800)
Get rid of radius check in IsUnitInZone()
2022-10-17 12:33:17 +02:00
Applevangelist 7dd46ec24f #PLAYERTASKCONTROLLER
* Show Freetext as Briefing in all tasks when available
* TARGET - added Average coordinate option from GROUP
2022-10-16 13:47:52 +02:00
Applevangelist cefb5d98f0 #GROUP
* Added function to obtain *average* Vec3 of the GROUP
* Added function to obtain *average* Coordinate of the GROUP

#TARGET
* Make use of new coordinate function in GROUP
2022-10-16 13:38:54 +02:00
Applevangelist 1172cf0ae7 #GROUP
* Added function to obtain *average* Vec3 of the GROUP
* Added function to obtain *average* Coordinate of the GROUP
2022-10-16 13:36:21 +02:00
Thomas e750a99636 Update PlayerRecce.lua
Event Handler simplification
2022-10-16 09:30:55 +02:00
Applevangelist 798684e300 #Docu additions 2022-10-14 16:51:59 +02:00
Applevangelist 1d296d1cf4 #CTLD
* Documentation additions
2022-10-14 16:50:31 +02:00
Applevangelist 7c004ee37c #docu 2022-10-14 16:50:16 +02:00
Applevangelist 0a4bc23fb8 #PLAYERRECCE
* Added switchable smoking of own position
* Changed smoking - now laser target single, other targets as combined coordinate
* Added battle field illumination
* Added support for the KA-50. Note - camera is seen as "always on". For lasing, target needs to be head-on 12 o'clock
2022-10-14 16:19:53 +02:00
Applevangelist 13a5146010 #PLAYERRECCE
* Added switchable smoking of own position
* Changed smoking - now laser target single, other targets as combined coordinate
* Added battle field illumination
* Added support for the KA-50. Note - camera is seen as "always on". For lasing, target needs to be head-on 12 o'clock
2022-10-14 16:19:21 +02:00
Applevangelist a6bddc5aca #SET_UNIT - fix GetCoordinate() 2022-10-14 16:18:53 +02:00
Frank 55fe3630c5 Update FlightGroup.lua
- Fixed bug that function `:GetAirWing` was renamed to `:GetAirwing()`
2022-10-13 23:11:09 +02:00
Applevangelist 265196398a #PLAYERTASK - CSAR, CTLD integration 2022-10-13 17:45:33 +02:00
Applevangelist 141d00e160 Merge remote-tracking branch 'origin/master' into develop 2022-10-13 17:44:04 +02:00
Applevangelist bdd40fdf7d #PLAYERTASK integration for CSAR and CTLD 2022-10-13 17:43:27 +02:00
Applevangelist 5c8d90f50e #SCENERY
* Improvements
2022-10-13 12:54:10 +02:00
Applevangelist c84e153ff2 #SCENERY
* Improvements
2022-10-13 12:53:27 +02:00
Applevangelist 351a2463a2 #SCENERY - Improvements 2022-10-13 10:49:58 +02:00
Applevangelist ab4c83d284 #SCENERY - Improvements 2022-10-13 10:49:17 +02:00
Applevangelist f604f0f913 Merge remote-tracking branch 'origin/master' into develop 2022-10-12 16:22:37 +02:00
Applevangelist cd99c053df #SCENERY
* Clarification in docu for :FindByName()
2022-10-12 16:21:55 +02:00
Applevangelist 7afe76212d #CTLD
* Added connection to PlayerTask/Controller
#PLAYERTASK
* Added helper functions
2022-10-12 12:36:33 +02:00
Applevangelist a777b40613 #PLAYERTASKCONTROLLER
* Initial additions for CTLD tasks
2022-10-12 10:14:40 +02:00
Applevangelist 11ef7c6a00 #STATIC
* Added GetLife() GetLife0()
#TARGET
* Added usesage of Life functions to TARGET
2022-10-12 09:36:42 +02:00
Applevangelist 3434ef47d9 #STATIC
* Add Life0 to STATIC Object
* Added functions for STATIC:GetLife() and STATIC:GetLife0()
2022-10-12 09:32:51 +02:00
Applevangelist b5bc881d52 Merge remote-tracking branch 'origin/master' into develop 2022-10-10 17:44:55 +02:00
Applevangelist 66d5ba9981 #Core.Point
* Cleanup GetClosestAirbase()
2022-10-10 17:44:20 +02:00
Applevangelist c5145a38e2 #Core.Point
* Cleanup GetClosestAirbase()
2022-10-10 17:42:02 +02:00
Applevangelist eecef9a0aa #PLAYERRECCE
* minor enhancements
2022-10-09 12:56:54 +02:00
Applevangelist 7e6aa20168 #PLAYERRECCE
* Minor Enhancement
2022-10-09 12:56:00 +02:00
Applevangelist 38b9778e9a #SET
* minor enhancement
2022-10-09 12:53:45 +02:00
Applevangelist 69a80a6c38 #PLAYERRECCE
* Added setting of laser distance as camera sight calc is a non-starter
* Added specific laser zone of 20m x length to catch targets to lase
* Reworked detection of hit on lased target
2022-10-07 14:33:38 +02:00
Applevangelist d63ab1138c #PLAYERTASKCONTROLLER
* Enable PLAYERTASKCONTROLLER:EnableBuddyLasing(Recce) - buddy lasing precision bombing tasks with a PLAYERRECCE connection
2022-10-06 17:05:16 +02:00
Applevangelist f790c4fb9e #PLAYERRECCE
* Gazelle optics refinement
* Added Shack FSM event
2022-10-06 13:29:58 +02:00
Applevangelist 40427c75b9 #FlightGroup dual naming in functions 2022-10-06 13:28:19 +02:00
Applevangelist e18a5e4832 #PLAYERTASKCONTROLLER
* Switch comms on opening task
2022-10-06 08:15:39 +02:00
Applevangelist 4d2a58e428 Fixes 2022-10-06 08:07:37 +02:00
Applevangelist 005d6d2b06 Merge remote-tracking branch 'origin/master' into develop 2022-10-06 08:03:07 +02:00
Jason du Plessis 2ca6168f47 #ZONE * Fixed ZONE_RADIUS Not being added to _Database (#1798)
* #ZONE * Fixed ZONE_RADIUS Not being added to _Database

Bugfix for #1797.

ZONE_RADIUS was not being registered within the _Database table, thus for CTLD, the Zone could not be found for moving units to ZONE_RADIUS zones. Because other Zone types inherit ZONE_RADIUS, I've added a RegisterZone parameter that is default to true, and modified the inheritance of the other Zone types to register the zone in the _Database depending if the zone does not get registered in that zone type.

* #ZONE * Updated ZONE_RADIUS RegisterZone to DoNotRegisterZone

Changed RegisterZone to DoNotRegisterZone and updated the different zone types values for RegisterZone.

Suggested by Applevangelist.

Co-authored-by: Jason du Plessis <jason.duplessis@ebtax.co.za>
2022-10-06 07:27:07 +02:00
Thomas 7ada57033a Update PlayerRecce.lua (#1796)
* Update PlayerRecce.lua

* Update PlayerRecce.lua
2022-10-06 07:25:24 +02:00
Applevangelist 1a332ae6ab Merge remote-tracking branch 'origin/master' into develop 2022-10-05 07:33:46 +02:00
Applevangelist 0da2299472 Docu changes 2022-10-05 07:32:17 +02:00
Frank 064e082a12 Airwing
- Added `:IncreasePayloadAmount` function
2022-10-03 19:12:19 +02:00
Frank 10eec8a47b Update FlightGroup.lua
- Added `GetSquadronName` and `GetAirwingName` functions
2022-10-03 16:32:55 +02:00
Frank db469d1b84 Merge branch 'develop' into FF/Ops 2022-10-02 22:10:52 +02:00
Frank 1e04aaa77d Update Airboss.lua
- reenabled ai handling
2022-10-02 19:45:48 +02:00
Applevangelist e97753125d Merge remote-tracking branch 'origin/master' into develop 2022-10-02 19:35:15 +02:00
Applevangelist 1474ff9b88 Merge remote-tracking branch 'origin/develop' into develop 2022-10-02 19:34:09 +02:00
Applevangelist 39bb95f127 #PLAYERRECCE
-- DONE: Sort for multiple targets in one direction
-- DONE: Targets with forget timeout, also report
2022-10-02 19:34:04 +02:00
Frank bf2ce3c4af AIRBOSS v1.3.0
- Copy from `develop` branch.
- Disabled AI handling as this is bugged (needs `FLIGHTGROUP` class)
2022-10-02 19:20:25 +02:00
Frank 42baf6c8d2 AIRBOSS v1.3.0
- Added Invincible parameters from master branch
- Increased version number
2022-10-02 19:13:51 +02:00
Frank 73b9552b5c Merge branch 'master' into develop 2022-10-02 16:55:47 +02:00
Frank c0f82eabb2 Server Name
**GLOBALS**
- Read out server name from `Config/serverSettings.lua`
**SOCKET**
- Added `server_name` to transmitted UDP data
2022-10-02 16:54:48 +02:00
Frank 60cf7506f8 Update Airboss.lua
- Added `landingdist` as carrier parameter and into LSO result
- Case III does not check groove time for unicorns
2022-10-02 16:10:14 +02:00
Applevangelist 894062c757 #POINT
* Added COORDINATE:ToStringFromRPShort
2022-10-02 13:16:56 +02:00
Applevangelist 165a5d7364 #PLAYERRECCE
* Message improvements
* Laser Distance 8km
* Option to set RP Reference Point
2022-10-02 13:16:00 +02:00
Applevangelist 30aba1258d #POINT
* Added COORDINATE:ToStringFromRPShort
2022-10-02 13:14:57 +02:00
Applevangelist 405e66ea72 #PLAYERTASK
* SRS transmit option only when players are on
2022-10-01 16:36:29 +02:00
Applevangelist a42ff85406 #PLAYERRECCE
* Integrated SRS
* Integrated PLAYERTASKCONTROLLER (optional), can upload target data from Recce
2022-10-01 16:03:05 +02:00
Applevangelist 2eba68b35c #ATIS, MSRSQUEUE
* Added option to only transmit via SRS if there are active Players
2022-10-01 11:58:28 +02:00
Applevangelist f2ed920214 #SRSQUEUE, ATIS
* Added option to only transmit via SRS if there are active players
2022-10-01 11:57:22 +02:00
Frank efe7673c4c Merge branch 'develop' into FF/Ops 2022-09-30 19:34:23 +02:00
Applevangelist ca92d7d569 #PLAYERRECCE
* Some nicefications
2022-09-30 19:07:12 +02:00
Applevangelist 0ee2baadce #AWACS
* Make Markers and Drawings strictly coalition specific
2022-09-30 19:03:26 +02:00
Applevangelist 43856341e6 #PLAYERRECCE
* Initial Release
2022-09-30 18:49:08 +02:00
Applevangelist 61aed403d9 #SET
* Added code to`SET:IsInSet(Object)` to be functional
2022-09-30 14:48:35 +02:00
Applevangelist 2fc7139f6b #SET
* Added code to`SET:IsInSet(Object)` to be functional
2022-09-30 14:47:51 +02:00
Applevangelist a8a92c00fe #AUTOLASE
* Don't forget min threatlevel 0 on unit targets
2022-09-30 14:41:38 +02:00
Applevangelist 84c41aa554 Merge remote-tracking branch 'origin/master' into develop 2022-09-29 16:45:29 +02:00
Applevangelist e8ace49e8b #SPOT - Set relative position to start lasing
#ZONE_POLYGON - Added `ZONE_POLYGON:NewFromPointsArray( ZoneName, PointsArray )`
2022-09-29 16:43:40 +02:00
Applevangelist de415384f3 #PLAYERTASK - a target can only be smoked again after 5 mins (that's how long smoke lasts)
#PLAYERTASKCONTROLLER - added option to hide smoke&flare menus
2022-09-28 13:07:37 +02:00
Applevangelist 8a9ee747c1 #ZONE_CAPTURE_COALITION - allow zone to be a ZONE_POLYGON
#1789
2022-09-28 11:51:22 +02:00
Applevangelist dddb9ff713 #ZONE_CAPTURE_COALITION - allow zone to be a ZONE_POLYGON 2022-09-28 11:49:06 +02:00
Applevangelist 2eeb918c8a #ATIS
* Fixed SetILS report not working
* Use new AIRBASE additions to set takeoff/landing runway
* Fixed Visibility is reported twice
* Added SetReportmBar() to report for mBar/hpa QNH/QFE even if not metric
* Added option to output additional freetext information when using SRS SetAdditionalInformation()

#1792
2022-09-27 11:17:04 +02:00
Applevangelist f582f7df7c #ATIS
* Fixed SetILS report not working
* Use new AIRBASE additions to set takeoff/landing runway
* Fixed Visibility is reported twice
* Added SetReportmBar() to report for mBar/hpa QNH/QFE even if not metric
* Added option to output additional freetext information when using SRS SetAdditionalInformation()

#1792
2022-09-27 11:16:08 +02:00
Applevangelist 72aa596317 #1790 Fix for error in GetCustomCallsign if the player name contains a |-sign but no string at the end or just numbers 2022-09-27 09:31:08 +02:00
Applevangelist 14c6d1be9b #1790 Fix for error in GetCustomCallsign if the player name contains a |-sign but no string at the end or just numbers 2022-09-27 09:27:59 +02:00
Frank 2157f8e8cd Airboss
Take animation for determining the wire
2022-09-26 23:34:00 +02:00
Frank 6de3a45a51 CHIEF
**CHIEF** v0.5.0
- Added `CHIEF:AddTransportToResource` function

**OPSZONE**
- Added `Undraw` option

**UTILS**
- Added `UTILS.EnsureTable` function
2022-09-26 19:00:26 +02:00
Applevangelist 28a826b35d #CSAR
* Added mycsar.ADFRadioPwr = 1000 for ADF beacon radio sending power
2022-09-26 17:03:08 +02:00
Applevangelist 0731e15385 #CSAR
* Added mycsar.ADFRadioPwr = 1000 for ADF beacon radio sending power
2022-09-26 17:01:18 +02:00
Applevangelist 41813dcc53 #AWACS - corrected aggressive 2022-09-25 15:04:39 +02:00
Applevangelist 6290409e54 #ATIS - added google option
#SRS - corrected enumerator
2022-09-25 14:42:51 +02:00
Applevangelist 9eb82060a5 SRS - corrected enumerator 2022-09-25 14:41:38 +02:00
Applevangelist 9f232ab5ec #ATIS - added Google TTS option 2022-09-25 14:41:19 +02:00
Applevangelist 25033f4f6b #FlightControl - Option to set Google key once on New() 2022-09-25 14:40:17 +02:00
Applevangelist b8fae00c1e #MSRS - put "" around frequencies and modulations 2022-09-25 14:16:19 +02:00
Applevangelist ec0d164619 #MSRS - put "" around frequencies and modulations 2022-09-25 14:14:56 +02:00
Applevangelist 6d4e4e2f69 #AWACS - give full radio freq in info 2022-09-25 14:12:46 +02:00
Applevangelist 1cde688fbb #RANGE
* Added 2 more SRS outputs
2022-09-24 10:11:23 +02:00
Applevangelist e804ab9254 Merge remote-tracking branch 'origin/master' 2022-09-24 10:10:06 +02:00
Applevangelist 25cb12a81a #FOX
* Added comfy function
2022-09-24 10:10:02 +02:00
Applevangelist 231acc7363 #RANGE
* added 2 more SRS outputs
2022-09-24 10:09:00 +02:00
Applevangelist e3493fbe3e #CSAR
* Added option to change top menu name
2022-09-23 10:29:41 +02:00
Applevangelist d8bdf6a8d3 #CSAR
* Added option to change top menu name
2022-09-23 10:28:35 +02:00
Applevangelist 1b691a3dd7 #FOX
* Typo in Event function fixed
2022-09-23 10:00:09 +02:00
Applevangelist d506067c72 #FOX
* Typo in Event Function fixed
2022-09-23 09:59:24 +02:00
Applevangelist 3022dce26e #CTLD
* check on loadable mass when loading troops added
2022-09-22 17:32:43 +02:00
Applevangelist 4483d3231a #CTLD
* Added: troop mass also checked when loading
2022-09-22 17:30:01 +02:00
Applevangelist 9780a65f09 #AIRBOSS, #UTILS
* Alitude to Altitude
* Deck height Nimitz class to 18.30m
2022-09-22 15:51:28 +02:00
Applevangelist 481ee186aa #AIRBOSS, #UTILS
* Alitude to Altitude
2022-09-22 15:49:31 +02:00
Thomas 8820b8a41c Nimitz deck height (#1787)
Corrected deck height of Nimitz class to 18.3m/60ft
2022-09-22 15:46:55 +02:00
Applevangelist 34dd864c8b #SPAWN
* Fix for InitCleanup()
2022-09-22 10:58:50 +02:00
Applevangelist 0971f8ffa7 #SPAWN
* Fix for InitCleanup()
2022-09-22 10:57:43 +02:00
Applevangelist 9b16519a7e #ATIS
* Added MSRSQueue to avoid overlapping speech
2022-09-20 17:18:00 +02:00
Applevangelist 9739f94428 #ATIS
* Add MSRSQUEUE to avoid overlaps
2022-09-20 17:15:57 +02:00
Applevangelist 76321343c2 #AIRBASE, ATIS
* less noise in log

#SRS
* Added enumerator for voices MSRS.Voices.Microsoft... and MSRS.Voices.Google...

#RANGE
* Added SRS support, some bug fixing
2022-09-20 15:53:09 +02:00
Applevangelist 450f4eaec0 #AIRBASE, ATIS
* less noise in log

#SRS
* Added enumerator for voices MSRS.Voices.Microsoft... and MSRS.Voices.Google...

#RANGE
* Added SRS support, some bug fixing
2022-09-20 15:51:16 +02:00
Applevangelist b5186fa328 #SETTINGS
* Fix IsImperial()
2022-09-20 15:26:34 +02:00
Applevangelist 0159ce5b1d Merge remote-tracking branch 'origin/master' into develop 2022-09-20 10:27:06 +02:00
Applevangelist 526dc8363d #DESIGNATE
* Remove useless summary autolase report, restored single lines when lasing
2022-09-20 10:26:19 +02:00
Applevangelist 242d735d8c #DETECTION
* Make designate refer A2G coordinate system as set by user
2022-09-20 09:27:19 +02:00
Applevangelist 5abec25c58 #UTILS
* Fix for loading back set of groups. Thanks to @BlueEcko!
2022-09-20 08:24:50 +02:00
Applevangelist 9fedd32e78 #UTILS
* Fix for group set reloading - thanks @BlueEcko!
2022-09-20 08:23:49 +02:00
Applevangelist d9de1e866f Merge remote-tracking branch 'origin/master' into develop 2022-09-19 18:26:56 +02:00
Applevangelist a146003a6a #DESIGNATE
* Some documentation clarifications
2022-09-19 18:25:54 +02:00
Applevangelist 1ae8e7d55e Merge remote-tracking branch 'origin/master' into develop 2022-09-19 13:22:18 +02:00
Applevangelist d17df74191 ATIS
* Remove dupe inheritance of BASE
2022-09-19 13:20:45 +02:00
Applevangelist 67dc4521e9 Merge remote-tracking branch 'origin/master' into develop 2022-09-19 11:44:59 +02:00
Applevangelist d23403383f #CSAR
* Added option to use the OV-10A Bronco
* Slight changes to SRS approach
* Added door check in UTILS for Bronco
2022-09-19 11:43:50 +02:00
Applevangelist 852ebba530 #AUTOLASE
* also show A2G BR Settings
2022-09-19 11:42:50 +02:00
jojom4n 79669d9a69 Make AWACS SRS talk as own coalition; Typo (#1784)
* Make AWACS SRS talk as own coalition

Set MSRS coalition to make AWACS talk only to its coalition, not to spectators

* Typo

SetModernEraAgressive() function should be SetModernEraAggressive() (two 'g')
2022-09-18 19:04:40 +02:00
Applevangelist 11d37bcb93 #CSAR
- triple try to get coordinate for beacon
2022-09-15 19:54:36 +02:00
Applevangelist 877b36f8a8 #CSAR
* overcome error cannot get Vec3
2022-09-15 19:51:15 +02:00
Applevangelist c95d5dc320 #PLAYERTASK
* coord text fix
2022-09-15 19:50:45 +02:00
Applevangelist 92044c7797 Merge remote-tracking branch 'origin/master' into develop 2022-09-15 14:02:09 +02:00
Applevangelist 299820162b #ATIS
* No old-style radioqueue when using SRS
2022-09-15 14:01:23 +02:00
Applevangelist 7084d9e084 #OPSGROUP
* Allow for customized CallSigns

#PLAYERTASK
* SRS output finetuning
2022-09-15 13:59:16 +02:00
Applevangelist af96e2f143 Merge remote-tracking branch 'origin/master' into develop 2022-09-15 13:52:20 +02:00
Applevangelist 5d20a59d92 #GROUP
* Customized Callsigns - remove extra spaces
2022-09-15 13:40:37 +02:00
Applevangelist f7560714e7 Merge remote-tracking branch 'origin/master' into develop 2022-09-15 08:18:19 +02:00
Applevangelist c1ab3b5476 #GROUP
* Fix ignore leading spaces in customized callsigns
2022-09-15 08:17:37 +02:00
Applevangelist 785c5e66ec bump number 2022-09-14 18:07:53 +02:00
Applevangelist f281e5aa95 #AWACS
* Align CallSign Generation
2022-09-14 18:06:36 +02:00
Applevangelist 55f0f5271d #PLAYERTASKCONTROLLER
* Clean up menu builds
2022-09-13 17:19:44 +02:00
Applevangelist b60d3a771d Merge remote-tracking branch 'origin/master' into develop 2022-09-13 10:55:57 +02:00
Applevangelist 0076130483 #GROUP
* Docu clarifications
2022-09-13 10:51:25 +02:00
Applevangelist d2132b2e64 #PLAYERTASKCONTROLLER
* Align creation of (player) callsigns with what is used in AWACS
2022-09-13 10:11:10 +02:00
Applevangelist 95494c0d03 Merge remote-tracking branch 'origin/master' into develop 2022-09-12 17:34:21 +02:00
Applevangelist a5194b1999 #GROUP
-- remove log output
2022-09-12 17:33:40 +02:00
Applevangelist 76a8286c04 Merge remote-tracking branch 'origin/master' into develop 2022-09-12 17:29:47 +02:00
Applevangelist b53b1f083f #GROUP
* Fix IsPlayer
* Added `GROUP:GetCustomCallSign()`
2022-09-12 17:28:49 +02:00
Applevangelist eca8d6dd8d #AWACS
* Fixed AWACS custom callsigns not observed
2022-09-11 18:21:58 +02:00
Applevangelist e6ae034f7e Merge remote-tracking branch 'origin/develop' into develop 2022-09-11 14:22:52 +02:00
Applevangelist 236b4efb9b #PLAYERTASKCONTROLLER
* Various fixes and improvements
2022-09-11 14:22:47 +02:00
Frank 4b4c9ba959 Merge branch 'master' into develop 2022-09-11 13:38:40 +02:00
Frank 994a36001f Merge pull request #1782 from FlightControl-Master/FF/MasterDevel
Updates from develop
2022-09-11 13:38:00 +02:00
Frank 26b91e3f66 Updates from develop
DCS.lua
Ops/ATIS.lua
Ops/RecoveryTanker.lua
Utilities/Enums.lua
2022-09-11 13:32:57 +02:00
Applevangelist 6bf05741a9 Merge remote-tracking branch 'origin/master' into develop 2022-09-10 15:16:47 +02:00
Applevangelist 5d1998accb #CONTROLLABLE
*Foreign class definiton removed
2022-09-10 15:14:41 +02:00
Applevangelist f42aedd485 #CONTROLLABLE
*Foreign class definiton removed
2022-09-10 15:14:28 +02:00
Applevangelist 3aa9ffc241 #MODULES
* ordered list
2022-09-10 12:54:37 +02:00
Applevangelist 8ab5575e0a Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/Modules.lua
#	Moose Setup/Moose.files
2022-09-10 12:19:23 +02:00
Applevangelist a73818a615 #BUILD files 2022-09-10 12:08:30 +02:00
Applevangelist 7c22e9fe69 #Changes from Develop 2022-09-10 11:56:03 +02:00
Applevangelist c58e91b956 #TASKING
* Merge changes from Develop
2022-09-10 11:41:41 +02:00
Applevangelist a61059242c #AI
* Merge changes from DEV
2022-09-10 11:38:50 +02:00
Applevangelist 3980b8a9c8 Merge remote-tracking branch 'origin/master' into develop 2022-09-10 11:34:56 +02:00
Thomas 27550d7ec9 Merge changes from master into dev for GROUP (#1781)
* #GROUP
* changes from Dev
#UNIT
* changes from Dev

* #GROUP
Fix GetSpeedMax() always returns zero
2022-09-09 17:50:18 +02:00
Applevangelist cea9437e66 #GROUP
Fix GetSpeedMax() always returns zero
2022-09-09 17:33:23 +02:00
Thomas 35513e1e21 #GROUP (#1779)
* changes from Dev
#UNIT
* changes from Dev
2022-09-08 16:10:38 +02:00
Applevangelist 3f052ef1da #GROUP
* changes from Dev
#UNIT
* changes from Dev
2022-09-08 15:49:58 +02:00
Applevangelist 15496aed44 Merge remote-tracking branch 'origin/Apple/Develop' into develop
# Conflicts:
#	Moose Development/Moose/Functional/Autolase.lua
2022-09-08 11:58:29 +02:00
Applevangelist 27408c191d #AUTOLASE
* Added option for blacklist atttributes
* Added higher priority for radar units
* Removed the "#001-01" appendix of spawned Recce on messages
2022-09-08 11:55:29 +02:00
Applevangelist 4b6c6717ad #Autolase
* SetMinThreatLevel
2022-09-08 09:11:26 +02:00
Applevangelist c0bc3d8061 Merge remote-tracking branch 'origin/develop' into develop 2022-09-08 08:45:16 +02:00
Thomas fe5f252bc9 Update Autolase.lua (#1778) 2022-09-07 15:22:00 +02:00
Applevangelist e25af085fc Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
#	Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
#	Moose Development/Moose/AI/AI_CAP.lua
#	Moose Development/Moose/AI/AI_CAS.lua
#	Moose Development/Moose/AI/AI_Patrol.lua
#	Moose Development/Moose/Core/Base.lua
#	Moose Development/Moose/Core/Beacon.lua
#	Moose Development/Moose/Core/Database.lua
#	Moose Development/Moose/Core/Fsm.lua
#	Moose Development/Moose/Core/MarkerOps_Base.lua
#	Moose Development/Moose/Core/Menu.lua
#	Moose Development/Moose/Core/Message.lua
#	Moose Development/Moose/Core/Point.lua
#	Moose Development/Moose/Core/ScheduleDispatcher.lua
#	Moose Development/Moose/Core/Scheduler.lua
#	Moose Development/Moose/Core/Set.lua
#	Moose Development/Moose/Core/Spawn.lua
#	Moose Development/Moose/Core/Zone.lua
#	Moose Development/Moose/DCS.lua
#	Moose Development/Moose/Functional/Detection.lua
#	Moose Development/Moose/Functional/Mantis.lua
#	Moose Development/Moose/Functional/Range.lua
#	Moose Development/Moose/Functional/Scoring.lua
#	Moose Development/Moose/Functional/Sead.lua
#	Moose Development/Moose/Modules.lua
#	Moose Development/Moose/Ops/ATIS.lua
#	Moose Development/Moose/Ops/Airboss.lua
#	Moose Development/Moose/Sound/UserSound.lua
#	Moose Development/Moose/Utilities/Enums.lua
#	Moose Development/Moose/Utilities/FiFo.lua
#	Moose Development/Moose/Utilities/Profiler.lua
#	Moose Development/Moose/Utilities/Routines.lua
#	Moose Development/Moose/Utilities/STTS.lua
#	Moose Development/Moose/Utilities/Utils.lua
#	Moose Development/Moose/Wrapper/Airbase.lua
#	Moose Development/Moose/Wrapper/Controllable.lua
#	Moose Development/Moose/Wrapper/Group.lua
#	Moose Development/Moose/Wrapper/Marker.lua
#	Moose Development/Moose/Wrapper/Positionable.lua
#	Moose Development/Moose/Wrapper/Unit.lua
#	Moose Setup/Moose.files
2022-09-06 13:51:59 +02:00
Applevangelist c137a4b06d Revert "#ZONE"
This reverts commit 1207417894.
2022-09-06 13:18:22 +02:00
Applevangelist 6c46dafc59 Revert "Auxiliary commit to revert individual files from 1207417894a369fa4a353ca0a1f6120c2fc32666"
This reverts commit 551d4a9c85c89e4aaad2c59ed058c84ff8c7ad6c.
2022-09-06 13:16:40 +02:00
Applevangelist 1207417894 #ZONE
* ZONE_ELASTIC
* Typo
2022-09-06 11:17:50 +02:00
Applevangelist 400da676fa UTILS 2022-09-06 10:48:37 +02:00
Applevangelist bf9f02e53a DATABASE 2022-09-06 10:47:33 +02:00
Applevangelist a437da76ec Merge remote-tracking branch 'origin/Apple/Develop' into develop
# Conflicts:
#	Moose Development/Moose/Core/Database.lua
#	Moose Development/Moose/Core/Set.lua
#	Moose Development/Moose/Utilities/Profiler.lua
2022-09-06 10:43:48 +02:00
Applevangelist 8cceee49ea Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
#	Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
#	Moose Development/Moose/AI/AI_CAP.lua
#	Moose Development/Moose/AI/AI_CAS.lua
#	Moose Development/Moose/AI/AI_Patrol.lua
#	Moose Development/Moose/Core/Base.lua
#	Moose Development/Moose/Core/Beacon.lua
#	Moose Development/Moose/Core/Database.lua
#	Moose Development/Moose/Core/Fsm.lua
#	Moose Development/Moose/Core/MarkerOps_Base.lua
#	Moose Development/Moose/Core/Menu.lua
#	Moose Development/Moose/Core/Message.lua
#	Moose Development/Moose/Core/Point.lua
#	Moose Development/Moose/Core/ScheduleDispatcher.lua
#	Moose Development/Moose/Core/Scheduler.lua
#	Moose Development/Moose/Core/Set.lua
#	Moose Development/Moose/Core/Spawn.lua
#	Moose Development/Moose/Core/Zone.lua
#	Moose Development/Moose/DCS.lua
#	Moose Development/Moose/Functional/Detection.lua
#	Moose Development/Moose/Functional/Mantis.lua
#	Moose Development/Moose/Functional/Range.lua
#	Moose Development/Moose/Functional/Scoring.lua
#	Moose Development/Moose/Functional/Sead.lua
#	Moose Development/Moose/Modules.lua
#	Moose Development/Moose/Ops/ATIS.lua
#	Moose Development/Moose/Ops/Airboss.lua
#	Moose Development/Moose/Sound/UserSound.lua
#	Moose Development/Moose/Utilities/Enums.lua
#	Moose Development/Moose/Utilities/FiFo.lua
#	Moose Development/Moose/Utilities/Profiler.lua
#	Moose Development/Moose/Utilities/Routines.lua
#	Moose Development/Moose/Utilities/STTS.lua
#	Moose Development/Moose/Utilities/Utils.lua
#	Moose Development/Moose/Wrapper/Airbase.lua
#	Moose Development/Moose/Wrapper/Controllable.lua
#	Moose Development/Moose/Wrapper/Group.lua
#	Moose Development/Moose/Wrapper/Marker.lua
#	Moose Development/Moose/Wrapper/Positionable.lua
#	Moose Development/Moose/Wrapper/Unit.lua
#	Moose Setup/Moose.files
2022-09-06 10:27:28 +02:00
Applevangelist 34ff03936a Merge remote-tracking branch 'origin/master' into develop
# Conflicts:
#	Moose Development/Moose/AI/AI_A2A_Dispatcher.lua
#	Moose Development/Moose/AI/AI_A2G_Dispatcher.lua
#	Moose Development/Moose/AI/AI_CAP.lua
#	Moose Development/Moose/AI/AI_CAS.lua
#	Moose Development/Moose/AI/AI_Patrol.lua
#	Moose Development/Moose/Core/Base.lua
#	Moose Development/Moose/Core/Beacon.lua
#	Moose Development/Moose/Core/Database.lua
#	Moose Development/Moose/Core/Fsm.lua
#	Moose Development/Moose/Core/MarkerOps_Base.lua
#	Moose Development/Moose/Core/Menu.lua
#	Moose Development/Moose/Core/Message.lua
#	Moose Development/Moose/Core/Point.lua
#	Moose Development/Moose/Core/ScheduleDispatcher.lua
#	Moose Development/Moose/Core/Scheduler.lua
#	Moose Development/Moose/Core/Set.lua
#	Moose Development/Moose/Core/Spawn.lua
#	Moose Development/Moose/Core/Zone.lua
#	Moose Development/Moose/DCS.lua
#	Moose Development/Moose/Functional/Detection.lua
#	Moose Development/Moose/Functional/Mantis.lua
#	Moose Development/Moose/Functional/Range.lua
#	Moose Development/Moose/Functional/Scoring.lua
#	Moose Development/Moose/Functional/Sead.lua
#	Moose Development/Moose/Modules.lua
#	Moose Development/Moose/Ops/ATIS.lua
#	Moose Development/Moose/Ops/Airboss.lua
#	Moose Development/Moose/Sound/UserSound.lua
#	Moose Development/Moose/Utilities/Enums.lua
#	Moose Development/Moose/Utilities/FiFo.lua
#	Moose Development/Moose/Utilities/Profiler.lua
#	Moose Development/Moose/Utilities/Routines.lua
#	Moose Development/Moose/Utilities/STTS.lua
#	Moose Development/Moose/Utilities/Utils.lua
#	Moose Development/Moose/Wrapper/Airbase.lua
#	Moose Development/Moose/Wrapper/Controllable.lua
#	Moose Development/Moose/Wrapper/Group.lua
#	Moose Development/Moose/Wrapper/Marker.lua
#	Moose Development/Moose/Wrapper/Positionable.lua
#	Moose Development/Moose/Wrapper/Unit.lua
#	Moose Setup/Moose.files
2022-09-06 09:53:22 +02:00
Thomas bf3ee93c23 Update PlayerTask.lua (#1777) 2022-09-05 06:14:58 +02:00
Frank a3260b4ce3 Merge pull request #1776 from FlightControl-Master/FF/Ops
OPS
2022-09-04 21:04:59 +02:00
Frank ea8cf7b62a OPS
**OPSZONE**
- Added `:SetTimeCapture()` function to set time interval until a zone is captured.

**FLIGHTCONTROL**
- Added coalition to tower and pilot msrs.
2022-09-04 21:01:32 +02:00
Applevangelist 7168681918 #PLAYERTASKCONTROLLER
* Delay auto-start between 5 to 10 secs

#ATIS
* Add label to SRS
2022-09-04 14:48:06 +02:00
Applevangelist 233291b30c #AWACS
* added option for AWACS to send messages on multiple frequencies
2022-09-04 12:19:06 +02:00
Applevangelist e53ff167ee #PLAYERTASKCONTROLLER
* Menu build changed slightly to delayed
2022-09-03 16:28:32 +02:00
dogjutsu df54d09494 Fix usage example comment for ZONE_BASE:GetProperty() (#1775)
* Fixed some typos of forms of the word 'strategy'.

* Fix ZONE_BASE:GetProperty() usage example comment

Co-authored-by: dogjutsu <dogjutsu@mattjay.net>
2022-09-02 18:28:18 +02:00
Applevangelist 4aa3edc508 Errors
added docu
2022-09-02 17:01:39 +02:00
Applevangelist 4ea1b93f8d #PLAYERTASKCONTROLLER
* All map markers to be deleteable
2022-09-02 16:32:29 +02:00
Applevangelist 361ca2cece #MARKEROPS
* Added option to enforce case sensitive matches on Tagname

#PLAYERTASKCONTROLLER
* Text tweaking
* Fixed "mark on map" not showing subtitles
* Revamped menu build to have less rebuilds
* Added option to show additional info menu for tasks before joining
2022-09-02 13:12:52 +02:00
dogjutsu fa0d076a09 Dogjutsu/develop/feature/zone properties (#1774)
* Fixed some typos of forms of the word 'strategy'.

* Retrieve Zone 'properties' with ZONE_BASE.

* Extraneous comment cleanup.

Co-authored-by: dogjutsu <dogjutsu@mattjay.net>
2022-09-02 06:19:50 +02:00
Frank da5a1e0945 Merge pull request #1773 from FlightControl-Master/FF/Ops
Update Socket.lua
2022-09-01 23:50:04 +02:00
Frank 6d187f0d9a Update Socket.lua 2022-09-01 23:44:45 +02:00
Frank 7c717c219c Merge pull request #1771 from grandpaSam/master
Updated CARGO tag documentation
2022-09-01 22:54:22 +02:00
Frank 85eca4c464 Merge pull request #1772 from FlightControl-Master/FF/Ops
SOCKET
2022-09-01 22:44:43 +02:00
Frank 1efbce7661 Update Airboss.lua
- Removed output
2022-09-01 22:37:31 +02:00
Frank edf69d1ef1 Removed
Removed MOOSE_INCLUDE subdirectory
2022-09-01 22:34:48 +02:00
Frank 375e7db449 Merge branch 'develop' into FF/Ops 2022-09-01 22:31:52 +02:00
Frank ac71e38d96 FunkMan
**RANGE**
- Changed keyword in result tables to "command" for compatibility with DCSServerBot

**AIRBOSS**
- Changed keyword in result tables to "command" for compatibility with DCSServerBot
- Fix bug in Alt and AoA data round function when creating trapsheet data

**SOCKET**
- Changed for compatibility with DCSServerBot
2022-09-01 22:27:25 +02:00
grandpaSam a9fad53255 Updated CARGO tag documentation
The documentation for the CARGO tag on static objects omitted a required C= parameter. Without this parameter the database will not register the static as a CARGO object
2022-09-01 11:49:46 -07:00
Applevangelist ae5fd91cd4 #PLAYERTASK
* Fix to avoid double failed messages
2022-09-01 15:50:35 +02:00
Applevangelist 14e8b2ef17 #PLAYERTASK
* Added logging Errors and Documentation for trying to set zones before set up of detection
2022-09-01 09:22:18 +02:00
Applevangelist 372cc021bd UNIT - added optical tracker to HasSEAD() 2022-09-01 08:36:40 +02:00
Applevangelist 5bacea8b50 UNIT - added optical tracker to HasSEAD() 2022-09-01 08:36:21 +02:00
Applevangelist 15dff87200 #GROUP
* Added Optical Tracker to ID SAMs, corrected logic error in ID'ing SAMs

#PLAYERTASKCONTROLLER
* Added documentation in MarkerOps
* Corrected Cluster radius to be in KM
* Corrected set up of SEAD attribute table to work
2022-09-01 08:07:40 +02:00
Applevangelist 6820774266 GROUP - added optical tracker to ID SAMs 2022-09-01 08:03:53 +02:00
Applevangelist a0c189a349 UTILS - added NDB 305kHz in frequency generator 2022-08-31 18:11:55 +02:00
Applevangelist ae45c77523 UTILS - added NDB 305kHz in frequency generator 2022-08-31 18:10:57 +02:00
Applevangelist 1060ff16d8 GROUP - Attributes aligned to dev 2022-08-31 17:40:44 +02:00
Applevangelist 7c834993f6 Slight change of attack order 2022-08-31 17:40:15 +02:00
Applevangelist 5f5749ac8f bugfix 2022-08-31 17:32:41 +02:00
Thomas c99a7b6666 PlayerTaskController - SEAD attributes configure (#1769)
Making SEAD attributes for the task decision tree configure-able. Added ` PLAYERTASKCONTROLLER:SetSEADAttributes(Attributes)`
2022-08-31 16:57:20 +02:00
Applevangelist 1255f48645 Update Moose.files 2022-08-30 14:38:36 +02:00
Applevangelist 7ef69208d4 #ZONE_RADIUS
* Added `ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(...)`

#MARKEROPS_BASE
* Added Class
2022-08-30 14:36:42 +02:00
Applevangelist b4e2d3edfe #ZONE
* Added `ZONE_RADIUS:GetRandomCoordinateWithoutBuildings(...)`

#MARKEROPS
* Some documentation improvement

#PLAYTASKCONTROLLER
* Added `PLAYERTASKCONTROLLER:EnableMarkerOps(Tag)`

#OPSGROUP
* Changed offset to 2m for lasing ground units

*AUFTRAG
* Documentation correction `NewARMOREDGUARD`
2022-08-30 14:29:41 +02:00
Frank 8f9308f349 Update Airboss.lua 2022-08-29 23:10:12 +02:00
Frank fc48473e40 Merge branch 'develop' into FF/Ops 2022-08-29 00:37:34 +02:00
Frank 71317db4cb FunkMan
**SOCKET**
- Changed port to 10042.
- Removed port as optional parameter in functions.

**AIRBOSS**
- Added FunkMan function
- Added onAfterLSOGrade which sends results table to socket

**RANGE**
- Compat to FunkMan.
2022-08-29 00:37:21 +02:00
Applevangelist 23815429e2 #PLAYERTASK
* remove two filters for task state where they do not belong
2022-08-27 18:26:04 +02:00
Applevangelist b468134432 #PLAYERTASK
* Remove filtering for task state preventing further players to join
2022-08-27 16:05:47 +02:00
Applevangelist 3e38db16f6 #PLAYERTASK
* Added option to use ArmyGroup as lasing unit
* Added TTS output to task info report for PRECISIONBOMBING to tell if unit is in reach and is lasing
2022-08-26 18:46:07 +02:00
Applevangelist bf591cc01e #RANGE
* Minor updates

#AWACS
* Added localisation
2022-08-26 14:23:55 +02:00
Applevangelist 5277cca4e1 Range fix issue #1753 (#1767)
Issue #1753 - when using `AddBombingTargets` the randommove flag was not passed to `AddBombingTargetUnit` for a group object
2022-08-25 16:00:47 +02:00
Applevangelist 3178cbc563 #RANGE
- fix for #1753
2022-08-25 16:00:03 +02:00
Applevangelist 1c54f6b2f4 #AUTOLASE
* Fix for "self" error after start
2022-08-25 13:28:20 +02:00
Applevangelist 7743456d7d #PLAYERTASK
* Short playername usage for broadcast
2022-08-25 12:10:20 +02:00
Applevangelist 4dc43263a5 usage correction 2022-08-25 11:41:27 +02:00
Applevangelist aaf77815ca #SRS
* Added MSRSQUEUE message queue
2022-08-25 10:50:45 +02:00
Applevangelist 3f488cc091 #AIRBASE
* Added 3 new airports to the enumerator SouthAtlantic
2022-08-25 10:38:44 +02:00
Applevangelist 5d84f1c523 #AIRBASE
* Added 3 new airports to the enumerator
2022-08-25 10:38:04 +02:00
Applevangelist 8289ebbe50 #PLAYERTASK
* added coalition check to event handler
2022-08-25 09:44:45 +02:00
Applevangelist 94741f1b4a #PLAYERTASK
* Added precision bombing option

#AUTOLASE
* Added "nomenu" option

#MENU_GROUP
* Added MENU_GROUP:RefreshAndOrderByTag()
2022-08-24 19:22:33 +02:00
Applevangelist a5b394aa93 #AWACS
- added docu on PikesSpecialSwitch
- added option to read callsign from playername
2022-08-23 12:44:42 +02:00
Applevangelist bdbbdfe60e #RANGE
* Added Instructor and RangeControl radio info on F10
2022-08-23 09:58:50 +02:00
Applevangelist 9f3d152d8c #AWACS
* Fixed logic for CallSignTranslations which now applies to both AI and Players, a set overwrite in the group name for a player still takes precedence.
* Added a switch self.PikesSpecialSwitch to omit "doing xy knots" from the station assignment
2022-08-23 09:58:06 +02:00
Applevangelist 94c91614d6 #Range
* Fix F10 Sheet
* Fix Typos
2022-08-22 17:28:01 +02:00
Applevangelist 02a59b0742 #UTILS
* Fix for GetOSTime
2022-08-22 17:05:02 +02:00
Applevangelist d15c2be2d0 Range fixes (#1764)
* Fixed some typos in self.PlayerSettings
* Fixed result messages
* Thanks for [JFG] Caponi
2022-08-22 17:03:33 +02:00
Applevangelist 73994914eb Fix for #1763 UTILS.GetOSTime() (#1765)
* Fix GetOSTime fixes #1763
2022-08-22 17:03:21 +02:00
Applevangelist 63b0dae794 Update ATC_Ground.lua (#1766)
* Make ATC_Ground work on any map
2022-08-22 17:03:02 +02:00
Applevangelist 882c2e2378 #ATC_GROUND
* Added universally working ATC_GROUND_UNIVERSAL as base class, can be used on any map without further changes
* Kept sub-class names for compatibility
* Added `:SetAirbaseBoundaries(Airbase, Zone)`
* Added `:DrawBoundaries( Color )`
2022-08-21 19:46:01 +02:00
Applevangelist f6b56735b6 #PLAYERTASK
* Speak "BR" as "Bee, Arr"
2022-08-20 09:45:09 +02:00
Applevangelist 8aec463eb4 #PLAYERTASK
* Some changes to SRS call order, documentation
2022-08-20 09:24:52 +02:00
Applevangelist 37cdcf93e6 #PLAYERTASK
* Demo mission link added
2022-08-19 10:34:36 +02:00
Applevangelist 9547a06f39 #PLAYERTASK
* Slight text change for TASKADDED
2022-08-19 08:12:06 +02:00
Applevangelist a8d5d2ace1 fix typos 2022-08-18 18:24:37 +02:00
Applevangelist e8a0464f6c Docu corrections 2022-08-18 18:19:27 +02:00
Applevangelist 85a39e64c1 #PLAYERTASKCONTROLLER
* Own picture for header
* Some docu additions
2022-08-18 18:06:41 +02:00
Applevangelist e18cf759f9 #PLAYERTASKCONTROLLER
* Add'l docu
2022-08-18 16:43:39 +02:00
Applevangelist 7e1ab1e6b0 #PLAYERTASKCONTROLLER
* Added base documentation
2022-08-18 16:01:34 +02:00
Frank eed74d72cd SOCKEt
- Added new SOCKET class
- Fixed bug in RANGE that self.PlayerSetti**n**gs was misspelled.
2022-08-18 01:33:09 +02:00
Applevangelist fa8c96af13 #AUTOLASE
* Update SRS stuff

#PLAYERTASKCONTROLLER
* Fix SRS to actually use Gender, Culture, Voice, Port
2022-08-17 17:33:29 +02:00
Applevangelist 18ec2ff458 #PLAYERTASK
* Corrected usage example on `SetTaskWhiteList()`
* Mark on map will add some basic info text
2022-08-17 16:23:37 +02:00
Applevangelist c38a737421 #PLAYERTASK
* Added option to whitelist task types
* Added localization. Contains "en" and "de" texts and tts texts
2022-08-17 15:38:20 +02:00
Applevangelist 0166b53e21 #PLAYERTASKCONTROLLER
* Added option to suppress screen output
* Added target information via SRS
* Added target radius for BAI vs CAS and target type COORDINATE to be configureable
* Refined SRS output
* Added STATIC targets to get task type BOMBING
* Added solution to detect bombing runways (kind of, bombing occuring in AFB zone)
* Added solution for COORDINATE and ZONE type TARGETs (find enemy GROUP and/or STATIC objects in target radius)
* Refined documentation
2022-08-16 16:48:13 +02:00
Applevangelist 724da4e500 #PLAYERTASKCONTROLLER
* Added Accept and Reject Zones to detection
* Added SRS Stuff
* Tasks sorted by priority
2022-08-15 19:07:05 +02:00
Applevangelist ce15e8dfe0 #PLAYERTASKCONTROLLER
* Set menu name
* Better menu buildup and refresh
2022-08-15 13:11:09 +02:00
Engines 003e865ff7 Late break bug (#1762)
* Quick update to Airboss.lua to inluce Invincible.  Not yet tested.

* Initial quick test and calibration of the landing spot; looks good.  More testing required.

* Recompiled the Moose.lua based off the last commit.

* Removing surpurflous Moose.lua for pull request.

* There was an error with the late break paratemers on the Brit carriers causing pilots to be thrown off the pattern on the break.  Fixed, tested on Invicible, working as anticipated now.

* Removing the test Moose.lua (again).

* Fixing merge confilict

* Trying again.
2022-08-15 07:15:15 +02:00
Applevangelist b968d0d694 #PLAYERTASKCONTROLLER
* Added detection setup
* Added number of joined players in join task overview, and a star when it's new
2022-08-14 16:50:57 +02:00
Gavin Edwards e3c03287b7 Engines invincible (#1758)
* Quick update to Airboss.lua to inluce Invincible.  Not yet tested.

* Initial quick test and calibration of the landing spot; looks good.  More testing required.

* Recompiled the Moose.lua based off the last commit.

* Removing surpurflous Moose.lua for pull request.
2022-08-13 21:40:53 +02:00
Frank fa0549f34f Merge pull request #1756 from FlightControl-Master/FF/Ops
Update Airboss.lua
2022-08-04 22:13:18 +02:00
Frank 999ef36963 Update Airboss.lua
#1755
2022-08-04 21:18:38 +02:00
Frank 7affd05247 Merge pull request #1754 from FlightControl-Master/FF/Ops
Updates
2022-08-03 09:14:12 +02:00
Frank 2ccf4011ed Merge branch 'develop' into FF/Ops 2022-08-03 09:12:32 +02:00
Frank 61f3908d33 Updates
**AIRBOSS**
- Stennis now takes dimensions of other super carriers

**FLIGHTCONTROL**
- Added queue for sounds
- Fixed bugs and minor improvements

**ZONE**
- Added defaults when getting colors if not set

**SRS**
- Added new class `MSRSQUEUE`
2022-08-03 09:12:22 +02:00
Applevangelist 73493c3a23 Update Unit.lua (#1751) 2022-07-31 09:17:36 +02:00
Applevangelist 08e429210a Update Unit.lua 2022-07-31 09:16:46 +02:00
Frank f94944c41a Merge pull request #1750 from FlightControl-Master/FF/Ops
ZONE
2022-07-31 01:16:55 +02:00
Frank 200631e57e Merge branch 'develop' into FF/Ops 2022-07-31 01:13:53 +02:00
Frank 9c83d5e752 ZONE
- Added new class `ZONE_ELASTIC`
2022-07-31 01:13:42 +02:00
Applevangelist 894bff2e35 PLAYERTASK - added list of pilots to TaskInfo 2022-07-30 12:26:29 +02:00
Applevangelist 6ff0a699c0 #PLAYERTASKCONTROLLER
* Added Event handling stuff in case client leaves/ejects/dies
* A2A - removed menus for smoke/flare
* Task menu entries now refreshed more intelligently
* Added `PLAYERTASKCONTROLLER:OnAfterTaskAdded(From, Event, To, Task)`
2022-07-30 12:06:11 +02:00
Frank 5083428a06 Merge branch 'develop' into FF/Ops 2022-07-30 01:24:52 +02:00
Applevangelist c74a14fcb0 PLAYERTASK - debugging 2022-07-29 15:31:56 +02:00
Applevangelist d060c7535a PLAYERTASK - added a couple of FSM events so task events bubble up to the controller 2022-07-29 14:53:23 +02:00
Applevangelist 5eb134f7b5 PLAYERTASK - Additions 2022-07-29 14:14:22 +02:00
Applevangelist c1c5117f01 Update Moose.files (#1749) 2022-07-29 12:25:45 +02:00
Applevangelist 8ce1f5884f PlayerTask Beta 2022-07-29 12:24:36 +02:00
Applevangelist 562a3f6208 SET - fix for dead units 2022-07-29 08:51:23 +02:00
Applevangelist 1f8b51fafe SET - fix for dead units 2022-07-29 08:51:00 +02:00
Applevangelist 80f73f0bb1 AUTOLASE - added per player settings observance, also 2022-07-27 19:41:20 +02:00
Applevangelist 88e7b3fb47 AUTOLASE - observe global _SETTINGS for coordinates 2022-07-27 19:28:36 +02:00
Frank 3bb36044c1 OPS
- Added check that cohorts cannot have the same name.
- Made clearer that cohorts cannot have the same name in the docs.
2022-07-25 22:45:43 +02:00
Applevangelist 3c5f3d6c37 UNIT - added get altitude function with AGL option 2022-07-25 08:12:28 +02:00
Applevangelist f9ace54fab UNIT - added get altitude function with AGL option 2022-07-25 08:12:10 +02:00
Applevangelist a37d4214c0 SET - fix for left over self:I() 2022-07-22 11:06:55 +02:00
Applevangelist 636d6ce324 AIRBASE - Added 2 AFB on the Falklands Map (#1748)
--@field MarianaIslands
AIRBASE.SouthAtlantic={
  ["Port_Stanley"]="Port Stanley",
  ["Mount_Pleasant"]="Mount Pleasant",
  ["San_Carlos_FOB"]="San Carlos FOB",
  ["Rio_Grande"]="Rio Grande",
  ["Rio_Gallegos"]="Rio Gallegos",
  ["Ushuaia"]="Ushuaia",
  ["Ushuaia_Helo_Port"]="Ushuaia Helo Port",
  ["Punta_Arenas"]="Punta Arenas",
  ["Pampa_Guanaco"]="Pampa Guanaco",
  ["San_Julian"]="San Julian",
}
2022-07-22 11:02:55 +02:00
Applevangelist 498d7e2f66 Airbase - added 2 AFB to SA map 2022-07-22 11:02:08 +02:00
Frank 420526df9d Merge pull request #1747 from FlightControl-Master/FF/Ops
OPS
2022-07-20 22:58:57 +02:00
Frank ab00d9534d Merge branch 'develop' into FF/Ops 2022-07-20 22:21:17 +02:00
Frank 4bb9073ce1 OPS
- Increased selection score for GCICAP/INTERCEPT
2022-07-20 22:20:26 +02:00
Applevangelist 58cb0118b4 AWACS - added option for custom TTS callsigns 2022-07-19 09:34:40 +02:00
Applevangelist f19740e376 Beacon - added deactivate Link4 2022-07-19 08:30:09 +02:00
Applevangelist eef8b362d2 Beacon - added deactivate Link4 2022-07-19 08:29:43 +02:00
Applevangelist 4ae586ebaa Controllable/Beacon - added function to switch on Link4
A2A - typo in documentation
2022-07-19 08:10:54 +02:00
Applevangelist ab50d0a514 Controllable/Beacon - added function to switch on Link4
A2A - typo in documentation
2022-07-19 08:10:35 +02:00
Frank e551212516 Merge branch 'develop' into FF/OpsDev 2022-07-18 23:00:01 +02:00
Frank 888734b7d1 OPS
- Fixed bug in parking spot distance for ships.
- Added enroute  anti-ship task for anti-ship missions.
2022-07-18 22:59:49 +02:00
Applevangelist 90d1a01998 AWACS - delete open tasks on player leaving unit 2022-07-14 14:06:20 +02:00
Anthony De Vellis ab1dd2b374 AWACS - Tweaked escort logic to use one AUFTRAG per escort fighter and tweaked positioning logic. Allows more control over escort fighters which will support a future PR (#1746) 2022-07-12 08:18:47 +02:00
Anthony De Vellis 0e4d731068 AWACS - added the ability to use custom callsigns with TTS/messaging (#1745)
* AWACS - added the ability to use custom callsigns with TTS. Revised section 5.1 of documentation to demonstrate

* AWACS - Added nil check to callsign construction when looking for replacement
2022-07-12 08:13:24 +02:00
Frank f23416dfb8 Merge branch 'develop' into FF/OpsDev 2022-07-11 23:23:11 +02:00
Frank 469cc3d508 OPS
CHIEF: SetResponseOnTarget
TRANSPORT: improved transfer of loaded cargo
2022-07-11 23:22:58 +02:00
Applevangelist 5ad88be997 AWACS - change setup as TACS slightly 2022-07-09 15:34:08 +02:00
Applevangelist 536341b6de AWACS allow startasgci to process a string instead of a GROUP 2022-07-09 15:02:14 +02:00
Applevangelist 18dcd0a5d2 AWACS - some additions 2022-07-09 14:52:49 +02:00
Applevangelist 5f8a0643f4 AWACS - added GCI plane-less option 2022-07-07 17:55:35 +02:00
Applevangelist ccbf8b34ef Fix for #1736 2022-07-07 08:51:28 +02:00
Applevangelist 25915c077e Various fixes 2022-07-07 08:47:43 +02:00
rfdazzle f6e673c2bb Fixed ATIS TTS readouts for wind direction & TACAN (#1739)
Added a substitution that takes effect when self.useSRS which converts wind direction into aviation-speak, e.g. "Zero Seven One" instead of the previous behaviour which was "Zero Seventy-One".

Updated TACAN TTS string to include the 'Ray' in 'X-Ray' when SRS is in use
2022-07-07 08:41:56 +02:00
Frank bcb574e618 Merge branch 'develop' into FF/OpsDev 2022-07-01 23:19:02 +02:00
Frank 6cfa24340f Update Range.lua
- Fixed bug in strafing runs
2022-07-01 23:10:10 +02:00
Frank 183a60159c Update Range.lua
- Fixed bug for strafing
2022-07-01 23:05:26 +02:00
Frank 0dc26216c2 OPS 2022-07-01 23:00:25 +02:00
Frank 8dd850d685 OPS Operation 2022-06-29 22:25:08 +02:00
Frank 638f261bf4 OPS
- Improved FLIGHTCONTROL and minor other classes
2022-06-28 18:55:43 +02:00
Chump 1fdf4f371d Fix for issues #1735 & #1736 (#1737)
* Update Database.lua

Remove duplicate function

* Update PseudoATC.lua

Added nil check
2022-06-26 21:11:49 +01:00
Applevangelist f50c374d04 CSAR - hand back descriptive name as 3rd parameter on event Boarded() 2022-06-25 17:24:56 +02:00
Applevangelist ad5a0a5cd9 CSAR - hand back descriptive name as 3rd parameter on event Boarded() 2022-06-25 17:24:37 +02:00
Applevangelist 7dda54f36d UTILS - Fix for Gazelle Door Check 2022-06-25 14:28:04 +02:00
Applevangelist d59fc331f6 UTILS - Fix for Gazelle Door Check 2022-06-25 14:27:51 +02:00
Frank a8477940e2 Merge branch 'FF/Ops' into FF/OpsDev 2022-06-21 16:15:03 +02:00
Frank 6a26f62ca1 Merge branch 'develop' into FF/Ops 2022-06-21 16:14:31 +02:00
Frank 06d0bfadca FLIGHTCONTROL v0.6.0 2022-06-21 16:08:46 +02:00
Applevangelist b805d7fe19 CSAR - fix for oncrash 2022-06-16 15:42:13 +02:00
Applevangelist b83f478294 CSAR - fix for oncrash 2022-06-16 15:42:02 +02:00
Applevangelist d5636f4a19 CSAR - added event "Landed" (at a friendly/neutral AFB), fix for AFB rescue 2022-06-16 13:41:44 +02:00
Applevangelist b784671397 CSAR - added event for "Landed" at a friendly/neutral AFB. Fixed Airbase rescue. 2022-06-16 13:40:35 +02:00
Applevangelist 4784a31513 UTILS - Falklands additions 2022-06-14 17:20:12 +02:00
Applevangelist 196bcf39cf Added Falklands map stuff 2022-06-14 16:56:33 +02:00
Applevangelist 3eb9bfe9ee COORDINATE - additions to BRAANATO
AWACS - make bogey dope use the priority queue to avoid collisions. Say "very low" and not "zero thousand", drop "vanished" if not tags is requested
2022-06-14 13:08:18 +02:00
Applevangelist afec1c3a5b COORDINATE - additions to BRAANATO 2022-06-14 13:06:55 +02:00
Applevangelist 6025339b46 CSAR - some fixes for latest open beta 2022-06-14 12:39:17 +02:00
Applevangelist ab31aecdac CSAR - some fixes for latest open beta 2022-06-14 12:37:56 +02:00
Applevangelist 40c6cc59d3 Update Beacon.lua 2022-06-13 15:43:10 +02:00
Applevangelist 5cb2bd1332 Update Beacon.lua 2022-06-13 15:41:19 +02:00
Applevangelist 514e568e04 Update Beacon.lua 2022-06-13 15:39:39 +02:00
Applevangelist 2f34b0a5ed Update Beacon.lua (#1734) 2022-06-13 15:34:01 +02:00
Applevangelist 8bff9efc5c Beacon - update docs (#1733)
Updated docs to point to ActivateTacan as better option to AAATACAN
2022-06-13 15:21:50 +02:00
Applevangelist 708c076885 CSAR - Put wounded group back into status green, so they run to the chopper 2022-06-12 12:47:23 +02:00
Applevangelist d01360ca19 CSAR - Put wounded group back into status green, so they run to the chopper 2022-06-12 12:47:10 +02:00
Applevangelist f48c71f30c AWACS - Added option to use marker to create, move and delete a player station 2022-06-10 11:56:19 +02:00
Applevangelist a2b3190b1d More docu 2022-06-09 12:12:45 +02:00
Applevangelist f0e0b918af CTLD - More docu 2022-06-09 12:12:29 +02:00
Applevangelist e45f5e1122 CTLD - further documentation 2022-06-09 11:46:29 +02:00
Applevangelist 913d5a532d CTLD - further documentation 2022-06-09 11:46:17 +02:00
Applevangelist 96c6c372fd Added documentation for CTLD_HERCULES 2022-06-09 10:56:33 +02:00
Applevangelist 932015668b Added documentation for CTLD_HERCULES 2022-06-09 10:56:20 +02:00
Frank 8926e06e44 Runways
**AIRBASE**
- Runways are now retrieved from DCS API function
2022-06-08 23:42:17 +02:00
Applevangelist 4011bc3fe6 AIRBASE added South Atlantic 2022-06-08 20:24:45 +02:00
Applevangelist 6636e89a0b AIRBASE added South Atlantic 2022-06-08 20:24:31 +02:00
Applevangelist 01e9e83641 AWACS - PlayerGuidance makes picture calls refer to asking player BRA, delete contact engagement label on checking out 2022-06-07 11:30:20 +02:00
Applevangelist 30dc338636 CSAR - added a couple of more lines to go out via TTS 2022-06-07 08:56:25 +02:00
Applevangelist 1dcccdc434 CSAR - added a couple of more lines to go out via TTS 2022-06-07 08:56:13 +02:00
Applevangelist 3380ed9360 CSAR - added options to use Google TTS 2022-06-07 08:13:19 +02:00
Applevangelist d4999de214 CSAR - added options to use Google TTS 2022-06-07 08:12:57 +02:00
Frank a53595a055 OPS
Enhanced OPERATION and FLIGHTCONTROL features.
2022-06-06 22:05:57 +02:00
Applevangelist 0cb7415a4c AWACS -- enforce EPLRS 2022-06-05 18:03:39 +02:00
Applevangelist 9f287d0d7f AWACS 0.1.27
* Added options for NoMissileCals and PlayerCapAssignment
* Added documentation on options
2022-06-04 13:56:57 +02:00
Applevangelist feddda2948 AWACS - added docu for speech queue padding options 2022-06-03 14:42:08 +02:00
Applevangelist 613b7eda8a AWACS 0.1.26 - corrected player picture call to use B/E references, bogey dope to announce only one group. ZipLip will also remove group tags. 2022-06-03 09:27:01 +02:00
Applevangelist bd3364a3cf AWACS - limit merge calls 2022-06-02 17:39:39 +02:00
Applevangelist 3f918bd309 AWACS 0.1.25
* Added Function ZipLip
* Changed merge distance to 5nm for account for delay in speech generation
* Altered RadioQueue to not save all calls until a player connects
* Some bugfixes
2022-06-02 15:31:03 +02:00
Frank 9b3f2ae3c7 OPS 2022-05-31 22:54:37 +02:00
Applevangelist 6c33c5701f Awacs 2022-05-31 16:21:19 +02:00
Applevangelist e731fe9b98 AWACS 0.1.24 - Added merge call, google now says "zero" not "oh", aligned some callouts to more realistic versions, bulls related calls without aspect now. 2022-05-31 14:02:14 +02:00
Frank edbfa9117d OPS
- Added new **CONDITION** class
- Added new **OPERATION** class
2022-05-30 11:45:56 +02:00
Frank ae54cd8fde OPS
** ARMYGROUP**
- Added suppression option

**COMMANDER**
- Added function to add targets with defined resources

**OPSGROUP**
- Added option to pause multiple missions

**INTEL**
- Fixed bug in cluster calc

**LEGION**
- Added function to get alive opsgroups

**TARGET**
* Added start condition
2022-05-27 22:14:21 +02:00
Applevangelist 91686e252c AWACS FSM Functions Docu 2022-05-24 16:05:04 +02:00
Applevangelist 88d132931e AWACS - Nicefy docs 2022-05-24 14:44:23 +02:00
Applevangelist 4afedcf126 AWACS - added documentation, added option to suppress group tags 2022-05-24 14:04:52 +02:00
Frank d3d815f26a Merge branch 'FF/Ops' into FF/OpsDev 2022-05-23 23:11:37 +02:00
Frank 62725b1930 OPS
**AUFTRAG**
- Added *invisible* and *immortal* options

**TARGET**
- Added `AddResource` function

**OPSGROUP**
- Added *invisible* and *immortal* options

**LEGION**
- Fixed bug in properties requirement

**COMMANDER**
- Added `AddTarget` function (still **WIP**)

**ARMYGROUP**
- Fixed routing bug after teleporting
2022-05-23 23:11:23 +02:00
Frank 06d509b5ac Update Airboss.lua
- Improved Case III entry waypoint
2022-05-22 22:36:43 +02:00
Applevangelist 77aba38625 AWACS - added docu 2022-05-22 17:14:14 +02:00
Applevangelist ce33e1d242 AWACS - Options to Draw Zones 2022-05-22 13:03:38 +02:00
Applevangelist ed9c14e63d GROUP - changes in GetDCSGroup 2022-05-22 12:06:49 +02:00
Applevangelist 591cf29edf Update README.md 2022-05-22 11:17:20 +02:00
Applevangelist 4762793adc Create README.md 2022-05-22 11:16:16 +02:00
Frank dd81823e29 FC
**FLIGHTCONTROL**
- Less output to dcs log file

**FLIGHTGROUP**
- Added function :SetReadyForTakeoff
2022-05-21 22:25:08 +02:00
Frank 15994e7be8 FC
- Changed holding point to holding pattern or stack
- Replaced MESSAGE by TextMessageToFlight
2022-05-20 20:53:45 +02:00
Frank 7df3946189 Update Airboss.lua
- Wind is calculated at 15 m (not 50 m)
2022-05-20 20:16:45 +02:00
Frank 61f3b87dae Update Airboss.lua
- Wind is calculated at 15 m (not 50 m)
2022-05-20 20:15:11 +02:00
Frank 6279f1920e FC
**FLIGHTCONTROL**
- Improved menus
- Added more menus
- Improved radio messages overlap
- Added options to limit number of fights taxiing and taking off
2022-05-20 20:08:28 +02:00
Applevangelist d169d60d8d AWACS BETA 0.1.22 - added some QOL functions, corrected standard TOS for AWACS and CAP, now 4 hours. 2022-05-20 19:31:11 +02:00
Applevangelist f49cf43fb1 Awacs - Documentation 2022-05-20 16:19:51 +02:00
Applevangelist aa94ae8759 AWACS moving to beta 1.22 - added documentation, some fixes 2022-05-20 15:51:54 +02:00
Applevangelist 8ad20b57fd TARGET - small typo 2022-05-19 14:41:06 +02:00
Frank 7c4cb5ea7f FC
- Improvements
2022-05-18 12:51:25 +02:00
Frank 23733bb1a6 Merge branch 'FF/Ops' into FF/OpsDev 2022-05-17 23:00:29 +02:00
Frank 5be3f333f3 Merge pull request #1731 from FlightControl-Master/FF/Ops
OPS
2022-05-17 22:53:10 +02:00
Frank b14f3f53aa Merge branch 'develop' into FF/Ops 2022-05-17 22:51:02 +02:00
Frank 47c3fc35e3 OPS
**OPSGROUP**
- Improved routing for ground.

**NAVYGROUP**
- Fixed U-turn of turn into wind

**ARMYGROUP**
- Improved updateroute

**LEGION** and **COMMANDER**
- Set mission range LARGE for relocation mission

**AUFTRAG**
- Fixed bug in Nassets for relocation
2022-05-17 22:50:35 +02:00
Applevangelist 0fd1497496 AWACS 0.0.19 2022-05-15 12:49:36 +02:00
Applevangelist d5fb75fe43 Positionable - added 6 passengers (cargo weight) to Toyota HL/LC new with 2.7.2 OB 2022-05-14 13:11:30 +02:00
Applevangelist 6c9c983f72 Positionable - added 6 passengers (cargo weight) to Toyota HL/LC new with 2.7.2 OB 2022-05-14 13:11:17 +02:00
Applevangelist 0422eee9af SRS - added hints on using Google with TTS 2022-05-13 16:38:10 +02:00
Applevangelist c0b32a5584 SRS - added hints on using Google with TTS 2022-05-13 16:37:41 +02:00
Frank 97a4b79713 OPS FC
- Improved holding point
2022-05-12 21:19:55 +02:00
Applevangelist e2b1276d7b Point - added option to add an SSML tag to ToStringBRAANATO 2022-05-12 14:49:30 +02:00
Applevangelist 0785ee3099 Point - added option to add an SSML tag to ToStringBRAANATO
AWACS - 0.0.18
2022-05-12 14:48:56 +02:00
Frank d58d04d6a0 Merge branch 'FF/Ops' into FF/OpsDev 2022-05-12 11:04:13 +02:00
Frank 9bb2b17c77 Merge pull request #1730 from FlightControl-Master/FF/Ops
OPS
2022-05-12 10:50:47 +02:00
Frank 64e70d8e92 OPSGROUP
- #1677
- Fixed that damaged is triggered when group is despawned.
- Fixed total ammo calculation when group is dead
- Fixed assets do not carry out patrol zone after transport
2022-05-12 10:49:18 +02:00
Frank 6fa9eb558a Merge branch 'develop' into FF/Ops 2022-05-12 08:03:25 +02:00
Frank ddcc851951 FC
- Improved FC
2022-05-12 08:03:08 +02:00
Applevangelist dc2e5afe3e SRS - put volume in "" - just in case 2022-05-11 07:30:39 +02:00
Applevangelist f6aea13fae SRS - put volume in "" - just in case 2022-05-11 07:30:26 +02:00
Applevangelist 646b113c55 SRS - actually pass the volume to the command line 2022-05-11 06:19:09 +02:00
Applevangelist d8e9997987 SRS - actually pass the volume to the command line 2022-05-11 06:18:48 +02:00
Applevangelist 3d919cd937 AIRBASE - corrected ["Deir_ez_Zor"] = "Deir ez-Zor" (minus doesn't work in enum) 2022-05-10 19:40:44 +02:00
Applevangelist 58074f499f AIRBASE - corrected ["Deir_ez_Zor"] = "Deir ez-Zor" (minus doesn't work in enum) 2022-05-10 19:40:32 +02:00
Applevangelist 1483ffd7ff Correct link to demo missions 2022-05-10 16:18:00 +02:00
Applevangelist b094c2d78f Correct link to demo missions 2022-05-10 16:17:46 +02:00
Applevangelist 9b699ba374 Update AI_Air.lua 2022-05-10 10:11:25 +02:00
476th-Scaley cdaef851a0 Update AI_Air.lua (#1729)
* Update AI_Air.lua

Altered RTB airspeed (slower) and target altitude over the airfield being returned to (higher) to produce more realistic and fuel efficient descent profiles. Leads to aircraft arriving overhead the airfield quite high and generally flying one orbit to descend to land. 

Scaley

* Create AI_Air.lua

Co-authored-by: Applevangelist <72444570+Applevangelist@users.noreply.github.com>
2022-05-10 10:10:41 +02:00
Applevangelist 04068d7117 Group - small change 2022-05-07 19:42:31 +02:00
Applevangelist 41e8ddea8c GROUP - change to GetUnits(n) to make it more robust, now returns first alive unit,actually. Similar changes to GetHeading() 2022-05-07 11:54:33 +02:00
Applevangelist cc49791997 Fallout fixes 2022-05-06 11:45:11 +02:00
Applevangelist ba4a8050ba AI Patrol - life check on route 2022-05-06 10:36:39 +02:00
Applevangelist 7c5067a59a UNIT Register - small fix for trains 2022-05-06 08:01:31 +02:00
Applevangelist 69eb920173 AI_CAP - more fallout from the dead units in the API 2022-05-05 17:40:00 +02:00
Applevangelist 07d761941a AI_AIR - restrict AB on RTB 2022-05-05 16:41:32 +02:00
Applevangelist ca52585759 AI/ZONE - Some fixes for units unreachable 2022-05-05 12:07:56 +02:00
Applevangelist decc9d09f8 docu update 2022-05-05 11:34:14 +02:00
Applevangelist 466a18447c SRS - adding volume setting and a test on OS and IO available 2022-05-05 08:57:27 +02:00
Frank 27902ee107 Update Range.lua
**RANGE**
- Fixed a couple of bugs
- Added new FSM events for strafing
- Updated docs
2022-05-04 22:36:41 +02:00
Applevangelist 8a8b806362 further event related stuff not working any more 2022-05-04 18:09:56 +02:00
Applevangelist 40bb181c78 Another nil check... 2022-05-04 13:29:40 +02:00
Applevangelist 8099847e29 Fixes for DEAD event and extra nil checks 2022-05-04 10:25:50 +02:00
Applevangelist 6e8edd95ec GROUP - making GetCoordinate() a bit more resilient
POINT - slight changes to ToStringBRAANATO
2022-04-29 18:48:41 +02:00
Applevangelist 5112c9598b COORDINATE - added bogey option to COORDINATE:ToStringBRAANATO(FromCoordinate,Bogey,Spades) 2022-04-29 12:18:26 +02:00
Applevangelist 749158c086 Range added nil check 2022-04-29 12:09:57 +02:00
Applevangelist b3d4024f21 Nicefy docs 2022-04-28 17:10:26 +02:00
Applevangelist c283b66c1d added MESSAGE:ToUnit), altered MESSAGE:ToClient() accordingly 2022-04-28 16:58:37 +02:00
Applevangelist 3209843318 Added POSITIONABLE:MessageToSetUnit and POSITIONABLE:MessageToUnit 2022-04-28 16:55:31 +02:00
Applevangelist d35e5cc0f7 Added USERSOUND:ToUnit 2022-04-28 16:50:59 +02:00
Applevangelist e5eeb592a2 Enums - corrected Hawkeye, added Super_Hercules 2022-04-28 13:10:34 +02:00
Applevangelist 3d38f4d17a Enums - added a couple of names 2022-04-26 10:08:50 +02:00
Applevangelist 2d91647e0b QOL changes from DEVELOP 2022-04-25 10:36:36 +02:00
Applevangelist cac0f30673 Update Moose.files (#1717) 2022-04-25 10:35:38 +02:00
Applevangelist c5ecba3389 Menu cleanup for Refresh() 2022-04-24 14:05:45 +02:00
Applevangelist e0397dff47 GROUP - overwrite GetHeight() inherited from POSITIONABLE with something that is actually working for groups 2022-04-24 13:50:07 +02:00
Applevangelist e08fb2e972 Make BRAA heading a 3digit number 2022-04-22 13:31:58 +02:00
Applevangelist c02ae82003 Point - added ToStringBRAANATO 2022-04-21 18:59:31 +02:00
Applevangelist e6fc301b0d Utils Typo 2022-04-20 19:14:36 +02:00
Applevangelist a385ed57fb ZONE - added example to Scan, some minor changes
SET_GROUP - clarified return value to be a table, not a SET
2022-04-20 14:03:18 +02:00
Applevangelist 09dafe4b1d UTILS - added BearingToCardinal, ToStringBRAANATO 2022-04-20 14:02:16 +02:00
Applevangelist ba8505c983 FIFO 2022-04-14 15:54:38 +02:00
Applevangelist fba359d389 LIFO/FIFO enforce unique id 2022-04-14 15:06:14 +02:00
Applevangelist c56763b68f FIFO:HasUniqueID(UniqueID) 2022-04-14 11:11:33 +02:00
Applevangelist 03c2943545 Nicefy docs 2022-04-14 08:53:37 +02:00
Applevangelist 98039b9048 UTISL - FiFo/LiFo stacks 2022-04-14 08:12:29 +02:00
Applevangelist 5065d3b068 UTILS - added FiFo
CTLD - correct imperial hover check messages
2022-04-13 16:13:39 +02:00
Applevangelist 6828f7e262 UTILS - corrected door check for AH64 2022-04-12 08:23:18 +02:00
Applevangelist a685f3ffbd MSRS - honor port setting and coalition. Repaired command string for .bat sound file production
Added mission slash in SOUNDFILE
2022-04-10 18:29:09 +02:00
Applevangelist e84156d2e9 SRS - add port to docu 2022-04-10 10:18:12 +02:00
Applevangelist 0ce1c31e1c CSAR - added SRS port option 2022-04-10 09:29:22 +02:00
Applevangelist f7e14bb60c SET - logic correction in :Remove() 2022-04-08 11:27:31 +02:00
Penecruz 7b907df816 Airboss V/STOL Case III and grading (#1708)
* Update Airboss.lua

* Fix syntax error

C
2022-04-08 07:16:23 +02:00
Frank 7f5be2829c Update Database.lua
- Template statics saved under first statics unit name so they can be found.
2022-04-04 16:50:17 +02:00
Applevangelist fa5afae783 A2A Dispatcher - nil checks to evade dead units 2022-04-04 12:58:32 +02:00
Frank b17507d0fa Update SpawnStatic.lua
- Fixed isCargo flag not honored.
2022-04-04 12:18:45 +02:00
Applevangelist 5ed43a3190 CTLD - build object at the 1st crate location not randomly around helo 2022-04-04 11:31:35 +02:00
Applevangelist d2a5144a23 AIRBASE, added ["Deir_ez-Zor"] = "Deir ez-Zor", 2022-03-30 12:06:25 +02:00
Applevangelist fb2031d7ca docu nicefy 2022-03-29 12:01:28 +02:00
Applevangelist 4a42571925 CTLD - corrected error in setting Hercules min and max drop height, added documentation 2022-03-29 08:52:33 +02:00
Applevangelist 38413625c2 AIRBASE - Add'l AB for the Channels map 2022-03-28 10:12:39 +02:00
Frank 2d544b7a98 Merge pull request #1698 from gavinedwards/airboss.hermes.include
Added Hermes section to Airboss.  Will require tuning.
2022-03-26 23:34:54 +01:00
Lt Cdr Gavin Edwards b1e5e1840e Adding leading lines that I accidentally truncated. 2022-03-26 15:23:38 -07:00
Lt Cdr Gavin Edwards e6f9b4a125 Added Hermes section to Airboss. Will require tuning. 2022-03-26 11:54:53 -07:00
Applevangelist 5260b2b430 And don't forget Fahrenheit 2022-03-26 14:46:52 +01:00
Applevangelist 0213bc7aef Correcting Celcius to Celsius 2022-03-26 14:43:06 +01:00
Applevangelist ca8b0899d0 docu changes 2022-03-23 07:56:52 +01:00
Applevangelist a1f5c0ab9b CSAR/CTLD - added type to script 2022-03-22 10:38:20 +01:00
Applevangelist b0e3f82d27 AIRBASE - added 10 new AB names in Syria 2022-03-18 09:48:50 +01:00
Applevangelist 327ab4766b changed descriptions 2022-03-18 07:59:58 +01:00
Applevangelist 3aee8a49c1 Added CONTROLLABLE SetSpeed() and SetAltitude() 2022-03-18 07:39:48 +01:00
Applevangelist 57de0b7351 docu fixes 2022-03-16 08:45:27 +01:00
Applevangelist 4df1e310a3 CSAR - remove timer check for "open the door" message to make behaviour more realistic 2022-03-14 09:12:24 +01:00
TommyC81 802a77238a Range re-formatting and documentation re-fixing (#1691)
* Update Range.lua

Code formatting.

* RANGE - Documentation fixes.
2022-03-12 09:47:14 +01:00
Applevangelist 85a7e18fae SCORING: Corrected calc error in summary scoring functions 2022-03-11 10:18:59 +01:00
Applevangelist 26b1fd3487 Update CTLD.lua (#1692)
minor nil check
2022-03-09 10:26:16 +01:00
Applevangelist ae7a363012 CTLD - small extra nil check in _GetUnitCargoMass(Unit) 2022-03-03 12:34:43 +01:00
Applevangelist 473362af45 CTLD - small fix for finding crates when using engineers 2022-03-03 11:02:25 +01:00
Applevangelist cde0d09f0a CSAR - remove double class 2022-02-21 19:36:22 +01:00
Applevangelist 94f093826b SEAD - adding workaround for AGM_154 which lost target data 2022-02-21 08:36:37 +01:00
Applevangelist 84f231ea08 CSAR - added wet feet check if also using csarUsePara (no landing event triggered) 2022-02-18 08:22:47 +01:00
Applevangelist 3d9bb14713 CSAR - added "wet feet" option for a 2nd template to be used over water 2022-02-17 17:41:32 +01:00
Applevangelist 6c6cdcf763 CTLD - fix list/build side effect from adding weight limits to helos 2022-02-16 10:06:04 +01:00
Applevangelist 00c8690e61 CTLD - corrected default weight limits when using CTLD:UnitCapabilities() - was setting loadable weight to zero 2022-02-15 18:07:26 +01:00
Applevangelist a0d492cd2d added back GROUP:GetHighestThreat() 2022-02-15 14:41:31 +01:00
Applevangelist ba5ccc1021 CTLD:SetTroopDropZoneRadius(Radius) 2022-02-13 12:08:23 +01:00
Applevangelist a4163017d5 CSAR - CSAR:SpawnCSARAtZone(Zone ...) - Zone can now be a ZONE object as well as a string 2022-02-08 07:49:04 +01:00
Applevangelist 7f4a5c48ec CTLD - add subcategory option, added CTLD:AddCTLDZoneFromAirbase(AirbaseName, Type, Color, Active, HasBeacon) 2022-02-08 07:47:48 +01:00
Applevangelist 9f7588b245 DETECTION - added 3 missing functions 2022-02-04 08:54:02 +01:00
Applevangelist 63cbc0c55b RANGE - added option to save target sheet 2022-02-03 10:01:48 +01:00
Applevangelist 28eb7a678c CTLD - Added Hercules support for crates, troops & vehicles loaded with the help of the ground crew and dropped from the plane. Added weight checks for loaded crates. 2022-02-03 10:00:19 +01:00
Applevangelist a95c49915a SET - correct error in intersection 2022-02-01 08:02:51 +01:00
Applevangelist b7adc6add6 POINT - added function to name/stop fires and smoke 2022-01-30 09:47:11 +01:00
Applevangelist 2aeebf280b AI Dispatchers - add ability to add/remove resources to/from a squad 2022-01-24 09:54:16 +01:00
Applevangelist 8ac06979f0 CTLD added color options for smoke drops, droppable beacons w/ timer 2022-01-23 11:42:16 +01:00
Applevangelist 2d4f90d5eb Added new Callsigns as per 2.7.9 2022-01-23 11:37:07 +01:00
TommyC81 d7a44a639d Update Detection.lua (#1685)
Code formatting. Fix minor typos, errors, and references in documentation.
2022-01-23 11:21:59 +01:00
Applevangelist 7bfa05f47d DETECTION - corrected call for Vec2 in zone 2022-01-19 07:52:59 +01:00
Applevangelist c7bbb09195 Added doors check for UH-60L 2022-01-16 17:07:44 +01:00
Applevangelist 41c9c15ae5 CTLD, CSAR - added support for UH-60L 2022-01-16 11:39:19 +01:00
Applevangelist 964831becf CTLD - make container shape configureable 2022-01-15 11:34:23 +01:00
Applevangelist e847b92cce RAT - Docu corrections 2022-01-11 15:14:40 +01:00
TommyC81 c2ecd86bb4 Minor fixes (#1684)
* Update AI_A2A_Dispatcher.lua

Minor code formatting.

* Update Airbase.lua

Code formatting.
2022-01-10 15:10:30 +01:00
Applevangelist 70d922fad6 SHort name mina AP 2022-01-04 15:10:25 +01:00
Applevangelist 854bee0519 Mark visible as deprecated 2021-12-31 17:52:24 +01:00
Applevangelist d54d991bdd Fix ATC new NTTR AFB names 2021-12-31 17:52:24 +01:00
Applevangelist a4b600b97d Update Airbase.lua (#1680)
Change Nevada AFB names with latest stable patch
2021-12-31 17:44:01 +01:00
TommyC81 d6cfaa5050 Update Scoring.lua (#1674)
Code formatting and minor typo/documentation fixes.
2021-12-28 11:01:44 +01:00
TommyC81 00d1aec210 General fixes (#1673)
* General minor

Code formatting and minor typo/document fixes.

* Update Marker.lua

Code formatting and minor typo/document fixes. Note specifically the correction of "self.tocoaliton" to "self.tocoalition".
2021-12-28 11:01:05 +01:00
Applevangelist f62e3391e1 SCORING - make treason and fratricide switchable 2021-12-28 08:25:31 +01:00
TommyC81 4a406604bd Core modules formatting (#1670)
* Update Fsm.lua

Code formatting and minor typo/documentation fixes.

* Update Goal.lua

Code formatting and minor typo/documentation fixes.

* Update Menu.lua

Code formatting and minor typo/documentation fixes.

* Update Message.lua

Code formatting and minor typo/documentation fixes.

* Update Report.lua

Code formatting and minor typo/documentation fixes.

* Update ScheduleDispatcher.lua

Code formatting and minor typo/documentation fixes.

* Update Scheduler.lua

Code formatting and minor typo/documentation fixes.

* Update Settings.lua

Code formatting and minor typo/documentation fixes.

* Update Spawn.lua

Code formatting and minor typo/documentation fixes.
2021-12-20 12:59:56 +01:00
TommyC81 55cee46a8d Core code formatting and typo fixes. (#1669)
* Update Beacon.lua

Code formatting and minor typo/text fixes.

* Update Database.lua

Code formatting and minor typo/text fixes.

* Update Event.lua

Code formatting and minor typo/text fixes.
2021-12-19 08:47:07 +01:00
TommyC81 607c52c0b7 Update CSAR.lua (#1665)
Code formatting and general typo/documentation fixes.
2021-12-17 09:07:32 +01:00
TommyC81 2694321256 Update CTLD.lua (#1666)
Code formatting. Minor typos and text fixes.
2021-12-17 09:07:24 +01:00
TommyC81 e8e790102a Update Base.lua (#1667)
Code Formatting. General whitespace and spelling.
2021-12-17 09:07:13 +01:00
Applevangelist 9c5561921b Noise reducing measures 2021-12-15 13:46:07 +01:00
Applevangelist 78fab9ab0c CSAR - make beacon length configureable 2021-12-14 09:50:34 +01:00
TommyC81 058c750bc6 Update Set.lua (#1663)
Additional minor code formatting and typo fixes.
2021-12-13 16:52:01 +01:00
Applevangelist f29da39dff CSAR - override suppressmessages for menu driven information 2021-12-12 19:48:36 +01:00
Applevangelist 624a7c70c9 CTLD - corrected landheight of dropped smoke 2021-12-12 19:30:33 +01:00
TommyC81 0447ee2d9e Update Airboss.lua (#1664)
Code formatting. Typo fixing.
2021-12-12 19:15:30 +01:00
TommyC81 456fcd38d0 Code and documentation tweaks. (#1662)
* Update Point.lua

General code formatting.

* Update Set.lua

General code formatting.

* Update Positionable.lua

Code formatting, and documentation fixes.
2021-12-12 13:53:04 +01:00
Applevangelist a3cab7097a SET - Typos 2021-12-11 19:41:02 +01:00
Applevangelist 848e2f1294 SET - Added Zone Filter for STATIC 2021-12-11 14:24:20 +01:00
Applevangelist ef4dc48ea1 CTLD - added option for smoke/flare at position 2021-12-11 14:14:44 +01:00
Applevangelist 2138a33292 CSAR fixed KM message 2021-12-10 12:02:50 +01:00
TommyC81 a59343b987 Code formatting, spelling and documentation fixes. (#1661)
* Update Point.lua

Minor code formatting fix.

* Update Airboss.lua

Minor code formatting and documentation fixes.

* Update Set.lua

Code formatting, spelling and documentation fixes.

* Update ATIS.lua

Code formatting, spelling and documentation fixes.

* Update Task_A2A_Dispatcher.lua

Minor code formatting and documentation fixes. Added TODO re. possible unused variables.
2021-12-09 17:51:38 +01:00
TommyC81 a4ca4bdc99 Code and documentation fixes (#1659)
* Update .lua-format

Adjust for observed coding standards.

* Update ATIS.lua

Correct measurement units and spelling (also changed in Utils.lua).

* Update Utils.lua

Format the file, fix typos, adjust minor text. Rename "celcius" to "celsius". Rename "farenheit" to "fahrenheit".

* Update Warehouse.lua

Adjust measurement unit text.

* Update STTS.lua

Adjust formatting, minor typos, and fix error in documentation (missing blank rows) introduced in previous update.

* Update Range.lua

Adjust minor typos and code formatting. Adjust for celsius/fahrenheit typo correction.

* Update PseudoATC.lua

Adjust for celsius/fahrenheit typo correction in utils.lua.

* Update Point.lua

Code formatting, fix minor typos, adjust for celsius/fahrenheit corrrection in utils.lua.

* Update Range.lua

Minor documentation fix.
2021-12-08 19:52:29 +01:00
TommyC81 a57b9a9081 Update Range.lua (#1658)
Adjust some minor spelling and figure out the quirks of luadocumentor...
2021-12-07 18:13:51 +01:00
Applevangelist 249a6af456 Some false values seem to be in need of being set explicitly 2021-12-06 15:16:01 +01:00
Applevangelist 18685d1a94 Update Utils.lua (#1655)
Small bugfix for UTILS.LoadSetOfGroups
2021-12-06 14:57:49 +01:00
TommyC81 493b090534 LuaFormatter, RANGE formatting, and minor code fixes. (#1653)
* Create .lua-format

* Update Range.lua

Format code.

* Display distance in meters from bombtarget.

All other numbers, including menu lists etc. uses meters. Feet kept in parens.

* Fixed displaying of targetname when bombing.
2021-12-06 14:57:36 +01:00
Applevangelist 389adab9b8 SET - slight change to remove function 2021-12-06 10:26:32 +01:00
TommyC81 6360b8c58f General documentation and code fixes (#1650)
Documentation updates for correctness and clarity.
General code formatting updates.
Ajustment to POSITIONABLE:GetCoord to make use of existing POINT:UpdateFromVec3.
Added comments about clarifying the difference between POSITIONABLE:GetCoordinate() and POSITIONABLE:GetCoord() and to perhaps consider a renaming or merging the functions with an optional flag.
2021-12-04 18:50:05 +01:00
TommyC81 b0818977cf Code formatting. (#1651)
General code formatting and fixes of minor typos.
2021-12-04 18:49:57 +01:00
TommyC81 32deb160ef Formatting and typos (#1652)
* Formatting and typo fixes.

General formatting and typo fixes.

* Update STTS.lua

Keep class table on separate lines.
2021-12-04 18:49:47 +01:00
Applevangelist 2ba5215036 Merge pull request #1649 from TommyC81/RANGE_FIXES
Update Range.lua
2021-12-02 19:25:42 +01:00
Tommy Carlsson 73ea4c7b32 Update Range.lua
Fix documentation - including typos and updates to no longer correct text.
Remove duplicated RANGE.Defaults.goodthitrange value.
DCS seems to use headings 0-359 (i.e. <360), thus also deduct 360 from an exact 360 heading.
2021-12-02 20:49:48 +04:00
Applevangelist 46c37ff06a Merge pull request #1648 from TommyC81/A2G_DISPATCHER_FIXES
Update AI_A2G_Dispatcher.lua
2021-12-01 11:54:56 +01:00
Tommy Carlsson ff4708b624 Update AI_A2G_Dispatcher.lua
General code formatting fixes, and correction of typos/examples.
2021-12-01 13:41:27 +04:00
Applevangelist 82b2c84f13 Merge pull request #1647 from TommyC81/A2G_DISPATCHER_DOCUMENTATION_2
Update AI_A2G_Dispatcher.lua
2021-12-01 09:17:46 +01:00
Tommy Carlsson 48e8b1a9b3 Update AI_A2G_Dispatcher.lua
More updates and fixes.

Update AI_A2G_Dispatcher.lua

General documentation updates.
2021-12-01 11:34:18 +04:00
Applevangelist 1ad7c54ace Merge pull request #1645 from TommyC81/A2G_Dispatcher_documentation
Update AI_A2G_Dispatcher.lua
2021-11-30 17:02:40 +01:00
Tommy Carlsson 9998c86c1f Update AI_A2G_Dispatcher.lua
Fix typos and incorrect references (leftovers) to A2A/CAP etc.
2021-11-30 19:37:26 +04:00
Applevangelist 01a707ae0a Small changes in GROUP 2021-11-29 07:57:07 +01:00
Applevangelist 570e8388fc Bug fixes 2021-11-27 17:30:25 +01:00
Applevangelist 9c5b5d4633 CSAR - added changes by Shagrat for Casevac
CSAR - don't make usePara default. Added coalition check if using the parachute landing event
2021-11-14 13:34:23 +01:00
Applevangelist 822bf13626 Merge pull request #1625 from FlightControl-Master/Applevangelist-unit-1
Wrapper Unit - fix for missile count
2021-11-14 12:59:51 +01:00
Applevangelist c520de0087 Wrapper Unit - fix for missile count
Wrapper Unit - fix for missile count, issue #1624
2021-11-14 12:57:00 +01:00
Applevangelist 0e9076efa3 SEAD - align to dev changes, allow callback on SEAD events 2021-11-11 16:02:13 +01:00
Applevangelist 74cd5e3387 MANTIS - added docu and addition os SEAD events 2021-11-11 16:02:13 +01:00
Applevangelist 65c92be09e Merge pull request #1621 from FlightControl-Master/Applevangelist-casevac
Update CSAR.lua
2021-11-06 15:30:15 +01:00
Applevangelist 8e776cb3ab Update CSAR.lua
Adding CASEVAC option by Shagrat
2021-11-06 15:29:09 +01:00
Applevangelist ab6cd2b751 Fix cleanup exisiting crates 2021-10-31 11:51:31 +01:00
Applevangelist 18c3d990fc Merge pull request #1618 from rollnthndr/master
Enabled SSML when using Google text-to-speech.
2021-10-31 08:15:25 +01:00
Rolln 19d5cb8ecb Added a command line option that will enable
SSML support when using Google text-to-speech.
2021-10-30 23:35:27 -06:00
Applevangelist 2b56a78255 Merge pull request #1617 from Penecruz/master
Airboss V/STOL updates
2021-10-30 22:05:21 +02:00
Penecruz 176d9df476 Merge branch 'FlightControl-Master:master' into master 2021-10-31 06:59:50 +11:00
Penecruz c94275cb8b Airboss V/STOL updates
-Add additional Airboss V/STOL carrier HMAS Canberra L02
-Add Waveoff for AV-8B
-Add Cut Pass if Land without LSO clearance
-Changes to V/STOL groove timings
-Stabilise call when over the V/STOL landing spot
-larger abeam landing spot margin to allow decelerating to stable abeam and still be cleared to land
-Abeam area now extends further aft to allow LSO clearance 45-90 as per NATOPS
-Minor document changes
2021-10-31 06:41:58 +11:00
Applevangelist 45dbce3677 Speedmax returning 0 not nil 2021-10-30 16:33:18 +02:00
Applevangelist 18745158a3 Speedmax returning 0 not nil 2021-10-30 16:33:14 +02:00
Applevangelist 98c6c88391 Completed GetSetComplement 2021-10-29 18:32:13 +02:00
202 changed files with 57570 additions and 211347 deletions
+159
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@@ -0,0 +1,159 @@
name: Moose-Docs
on:
push:
branches:
- master
- develop
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Extract branch name
shell: bash
run: echo "branch=${GITHUB_HEAD_REF:-${GITHUB_REF#refs/heads/}}" >> $GITHUB_OUTPUT
id: extract_branch
- name: Build informations
run: |
echo "Triggered by: ${{ github.event_name }}"
echo "Running on: ${{ runner.os }}"
echo "Ref: ${{ github.ref }}"
echo "Branch name: ${{ steps.extract_branch.outputs.branch }}"
echo "Repository: ${{ github.repository }}"
echo "Commit-Id: ${{ github.sha }}"
echo "Owner: ${{ github.repository_owner }}"
echo "FORCE_PUSH: ${{ vars.FORCE_PUSH }}"
#########################################################################
# Prepare build environment
#########################################################################
- name: Check out repository code
uses: actions/checkout@v4
- name: Prepare build output folders
run: |
mkdir -p build/tools
mkdir -p build/doc
- name: Checkout FlightControls modified luadocumentor
uses: actions/checkout@v4
with:
repository: Applevangelist/luadocumentor
path: './build/tools/luadocumentor'
ref: 'patch-1'
token: ${{ secrets.BOT_TOKEN }}
- name: Update apt-get (needed for act docker image)
run: |
sudo apt-get -qq update
- name: Install tree
run: |
sudo apt-get -qq install tree
#########################################################################
# Install all prerequisites for LuaDocumentor
#########################################################################
- name: Install Lua
run: |
sudo apt-get -qq install lua5.1
- name: Install LuaRocks
run: |
sudo apt-get -qq install luarocks -y
- name: Install markdown (prereq for LuaDocumentor)
run: |
sudo luarocks install markdown 0.32-2
- name: Install penlight (prereq for LuaDocumentor)
run: |
sudo luarocks install penlight 1.11.0-1
- name: Install metalua-compiler (prereq for LuaDocumentor)
run: |
sudo luarocks install metalua-compiler 0.7.3-1
- name: Install metalua-parser (prereq for LuaDocumentor)
run: |
sudo luarocks install metalua-parser 0.7.3-2
- name: Install checks (prereq for LuaDocumentor)
run: |
sudo luarocks install checks
#########################################################################
# Run LuaDocumentor
#########################################################################
- name: Run LuaDocumentor
run: |
lua luadocumentor.lua -d ${{ github.workspace }}/build/doc "${{ github.workspace }}/Moose Development/Moose"
working-directory: ${{ github.workspace }}/build/tools/luadocumentor
#########################################################################
# Replace <head> tag
#########################################################################
- name: Replace head tag
run: |
python3 "${{ github.workspace }}/Moose Development/docs-header.py"
working-directory: ${{ github.workspace }}/build/doc
- name: Check replacement of head tag
run: |
head -10 ${{ github.workspace }}/build/doc/AI.AI_A2A_Cap.html
#########################################################################
# Push to MOOSE_DOCS
#########################################################################
- name: Set docs repo for branch
shell: bash
id: set_doc_repo
run: |
if [[ $GITHUB_REF == 'refs/heads/master' ]]; then
echo "docrepo=MOOSE_DOCS" >> "$GITHUB_OUTPUT"
else
echo "docrepo=MOOSE_DOCS_DEVELOP" >> "$GITHUB_OUTPUT"
fi
- name: Checkout ${{ steps.set_doc_repo.outputs.docrepo }} to folder MOOSE_DOCS
uses: actions/checkout@v4
with:
repository: ${{ github.repository_owner }}/${{ steps.set_doc_repo.outputs.docrepo }}
path: './build/MOOSE_DOCS'
fetch-depth: 0
ref: 'master'
token: ${{ secrets.BOT_TOKEN }}
- name: Delete folder to remove deleted files
run: |
rm -rf ./build/MOOSE_DOCS/Documentation/
- name: Create target folder
run: mkdir -p build/MOOSE_DOCS/Documentation
- name: Copy build result to MOOSE_DOCS
run: |
cp ./build/doc/*.* ./build/MOOSE_DOCS/Documentation/
- name: Push result to docs repository
if: ${{ vars.FORCE_PUSH == 'true' }}
run: |
git config user.name "MooseBotter"
git config user.email "MooseBotter@users.noreply.github.com"
git add .
git commit --allow-empty -m "Auto commit by GitHub Actions Workflow"
git push --set-upstream origin master
working-directory: ${{ github.workspace }}/build/MOOSE_DOCS
#########################################################################
# Show the results
#########################################################################
- name: List files in the repository
run: |
tree ${{ github.workspace }}/build
- run: echo "This job's status is ${{ job.status }}."
+141
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@@ -0,0 +1,141 @@
name: Moose-Includes
on:
push:
branches:
- master
- develop
jobs:
Build:
runs-on: ubuntu-latest
steps:
- name: Extract branch name
shell: bash
run: echo "branch=${GITHUB_HEAD_REF:-${GITHUB_REF#refs/heads/}}" >> $GITHUB_OUTPUT
id: extract_branch
- name: Build informations
run: |
echo "Triggered by: ${{ github.event_name }}"
echo "Running on: ${{ runner.os }}"
echo "Ref: ${{ github.ref }}"
echo "Branch name: ${{ steps.extract_branch.outputs.branch }}"
echo "Repository: ${{ github.repository }}"
echo "Commit-Id: ${{ github.sha }}"
echo "Owner: ${{ github.repository_owner }}"
echo "FORCE_PUSH: ${{ vars.FORCE_PUSH }}"
#########################################################################
# Prepare build environment
#########################################################################
- name: Check out repository code
uses: actions/checkout@v4
- name: Prepare build output folders
run: |
mkdir -p build/result/Moose_Include_Dynamic
mkdir -p build/result/Moose_Include_Static
- name: Update apt-get (needed for act docker image)
run: |
sudo apt-get -qq update
- name: Install tree
run: |
sudo apt-get -qq install tree
#########################################################################
# Install all prerequisites
#########################################################################
- name: Install Lua 5.3
run: |
sudo apt-get -qq install lua5.3 -y
- name: Check Lua version
run: |
lua -v
- name: Install LuaRocks
run: |
sudo apt-get -qq install luarocks -y
- name: Check LuaRocks version
run: |
luarocks --version
- name: Install Lua 5.3 Dev for prerequisites for LuaSrcDiet
run: |
sudo apt-get -qq install liblua5.3-dev -y
- name: Install LuaSrcDiet
run: |
sudo luarocks install luasrcdiet
- name: Install LuaCheck
run: |
sudo luarocks install luacheck
#########################################################################
# Build Include files
#########################################################################
- name: Build Include Static
run: |
export COMMIT_TIME=$(git show -s --format=%cd ${{ github.sha }} --date=iso-strict)
lua5.3 "./Moose Setup/Moose_Create.lua" S "$COMMIT_TIME-${{ github.sha }}" "./Moose Development/Moose" "./Moose Setup" "./build/result/Moose_Include_Static"
- name: Build Includes Dynamic
run: |
export COMMIT_TIME=$(git show -s --format=%cd ${{ github.sha }} --date=iso-strict)
lua5.3 "./Moose Setup/Moose_Create.lua" D "$COMMIT_TIME-${{ github.sha }}" "./Moose Development/Moose" "./Moose Setup" "./build/result/Moose_Include_Dynamic"
- name: Run LuaSrcDiet
run: |
luasrcdiet --basic --opt-emptylines ./build/result/Moose_Include_Static/Moose.lua -o ./build/result/Moose_Include_Static/Moose_.lua
#########################################################################
# Run LuaCheck
#########################################################################
- name: Run LuaCheck
if: ${{ vars.SKIP_LUACHECK != true }}
continue-on-error: true
run: |
luacheck --std=lua51c --config=.luacheckrc -gurasqq "Moose Development/Moose"
#########################################################################
# Push to MOOSE_INCLUDE
#########################################################################
- name: Checkout MOOSE_INCLUDE
uses: actions/checkout@v4
with:
repository: ${{ github.repository_owner }}/MOOSE_INCLUDE
path: './build/MOOSE_INCLUDE'
fetch-depth: 0
ref: ${{ steps.extract_branch.outputs.branch }}
token: ${{ secrets.BOT_TOKEN }}
- name: Create target folder (needed if checkout is deactivated)
run: mkdir -p build/MOOSE_INCLUDE
- name: Copy build reseult to MOOSE_INCLUDE
run: |
cp -r ./build/result/* ./build/MOOSE_INCLUDE/
- name: Push result to MOOSE_INCLUDE repository
if: ${{ vars.FORCE_PUSH == 'true' }}
run: |
git config user.name "MooseBotter"
git config user.email "MooseBotter@users.noreply.github.com"
git add .
git commit --allow-empty -m "Auto commit by GitHub Actions Workflow"
git push --set-upstream origin ${{ steps.extract_branch.outputs.branch }}
working-directory: ${{ github.workspace }}/build/MOOSE_INCLUDE
#########################################################################
# Show the results
#########################################################################
- name: List files in the repository
run: |
tree ${{ github.workspace }}/build
- run: echo "This job's status is ${{ job.status }}."
+78
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@@ -0,0 +1,78 @@
# This workflow uses actions that are not certified by GitHub.
# They are provided by a third-party and are governed by
# separate terms of service, privacy policy, and support
# documentation.
# Sample workflow for building and deploying a Jekyll site to GitHub Pages
name: Deploy Jekyll site to Pages
on:
push:
branches: ["master"]
paths:
- 'docs/**'
- '.github/workflows/pages.yml'
# Allows you to run this workflow manually from the Actions tab
workflow_dispatch:
# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages
permissions:
contents: read
pages: write
id-token: write
# Allow one concurrent deployment
concurrency:
group: "pages"
cancel-in-progress: true
jobs:
# Build job
build:
runs-on: ubuntu-latest
steps:
- name: Checkout
uses: actions/checkout@v3
- name: Setup Ruby
uses: ruby/setup-ruby@v1
with:
ruby-version: '3.1' # Not needed with a .ruby-version file
bundler-cache: true # runs 'bundle install' and caches installed gems automatically
cache-version: 0 # Increment this number if you need to re-download cached gems
working-directory: docs/
- name: Setup Pages
id: pages
uses: actions/configure-pages@v3
- name: Build with Jekyll
# Outputs to the './_site' directory by default
run: bundle exec jekyll build --baseurl "${{ steps.pages.outputs.base_path }}"
env:
JEKYLL_ENV: production
working-directory: docs/
- name: Upload artifact
# Automatically uploads an artifact from the './_site' directory by default
uses: actions/upload-pages-artifact@v1
with:
path: docs/_site/
# Deployment job
deploy:
environment:
name: github-pages
url: ${{ steps.deployment.outputs.page_url }}
runs-on: ubuntu-latest
needs: build
steps:
- name: Deploy to GitHub Pages
id: deployment
uses: actions/deploy-pages@v1
check:
runs-on: ubuntu-latest
needs: deploy
steps:
- name: Setup Node
uses: actions/setup-node@v3
- run: npm install linkinator
- run: npx linkinator https://flightcontrol-master.github.io/MOOSE/ --recurse
+6 -5
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@@ -227,11 +227,12 @@ pip-log.txt
_gsdata_/
#GITHUB
.gitattributes
.gitignore
Moose Test Missions/MOOSE_Test_Template.miz
Moose Development/Moose/.vscode/launch.json
MooseCodeWS.code-workspace
.gitignore
.gitignore
/.gitignore
# Excludes for act (https://github.com/nektos/act)
.secrets
.env
.actrc
.vars
+10
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@@ -0,0 +1,10 @@
{
"ExpandedNodes": [
"",
"\\Moose Development",
"\\Moose Development\\Moose",
"\\Moose Development\\Moose\\Ops"
],
"SelectedNode": "\\Moose Development\\Moose\\Ops\\Airboss.lua",
"PreviewInSolutionExplorer": false
}
BIN
View File
Binary file not shown.
@@ -1,24 +0,0 @@
env.info( '*** MOOSE DYNAMIC INCLUDE START *** ' )
local base = _G
__Moose = {}
__Moose.Include = function( IncludeFile )
if not __Moose.Includes[ IncludeFile ] then
__Moose.Includes[IncludeFile] = IncludeFile
local f = assert( base.loadfile( IncludeFile ) )
if f == nil then
error ("Moose: Could not load Moose file " .. IncludeFile )
else
env.info( "Moose: " .. IncludeFile .. " dynamically loaded." )
return f()
end
end
end
__Moose.Includes = {}
__Moose.Include( 'Scripts/Moose/Modules.lua' )
BASE:TraceOnOff( true )
env.info( '*** MOOSE INCLUDE END *** ' )
File diff suppressed because it is too large Load Diff
+166
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@@ -0,0 +1,166 @@
# Repository: https://github.com/CppCXY/EmmyLuaCodeStyle
# English documentation: https://github.com/CppCXY/EmmyLuaCodeStyle/blob/master/README_EN.md
[*.lua]
# [basic]
# optional space/tab
indent_style = space
# if indent_style is space, this is valid
indent_size = 4
# if indent_style is tab, this is valid
tab_width = 4
# none/single/double
quote_style = none
# only support number
continuation_indent_size = 0
# optional crlf/lf/cr/auto, if it is 'auto', in windows it is crlf other platforms are lf
end_of_line = auto
detect_end_of_line = false
# this mean utf8 length , if this is 'unset' then the line width is no longer checked
# this option decides when to chopdown the code
max_line_length = 9999
# this will check text end with new line
insert_final_newline = true
# [function]
# function call expression's args will align to first arg
# optional true/false/only_after_more_indention_statement/only_not_exist_cross_row_expression
align_call_args = false
# if true, all function define params will align to first param
align_function_define_params = true
remove_expression_list_finish_comma = true
# keep/remove/remove_table_only/remove_string_only/unambiguous_remove_string_only
call_arg_parentheses = keep
# [table]
#optional none/comma/semicolon
table_separator_style = none
#optional keep/never/always/smart
trailing_table_separator = keep
# see document for detail
continuous_assign_table_field_align_to_equal_sign = true
# if true, format like this "local t = { 1, 2, 3 }"
keep_one_space_between_table_and_bracket = true
# if indent_style is tab, this option is invalid
align_table_field_to_first_field = true
# [statement]
align_chained_expression_statement = false
# continous line distance
max_continuous_line_distance = 1
# see document for detail
continuous_assign_statement_align_to_equal_sign = true
# if statement will align like switch case
if_condition_align_with_each_other = false
# if true, continuation_indent_size for local or assign statement is invalid
# however, if the expression list has cross row expression, it will not be aligned to the first expression
local_assign_continuation_align_to_first_expression = false
statement_inline_comment_space = 1
# [indentation]
# if true, the label loses its current indentation
label_no_indent = false
# if true, there will be no indentation in the do statement
do_statement_no_indent = false
# if true, the conditional expression of the if statement will not be a continuation line indent
if_condition_no_continuation_indent = false
if_branch_comments_after_block_no_indent = false
# [space]
# if true, t[#t+1] will not space wrapper '+'
table_append_expression_no_space = false
long_chain_expression_allow_one_space_after_colon = false
remove_empty_header_and_footer_lines_in_function = true
space_before_function_open_parenthesis = false
space_inside_function_call_parentheses = false
space_inside_function_param_list_parentheses = false
space_before_open_square_bracket = false
space_inside_square_brackets = false
# if true, ormat like this "local t <const> = 1"
keep_one_space_between_namedef_and_attribute = true
# [row_layout]
# The following configuration supports four expressions
# minLine:${n}
# keepLine
# keepLine:${n}
# maxLine:${n}
keep_line_after_if_statement = minLine:0
keep_line_after_do_statement = minLine:0
keep_line_after_while_statement = minLine:0
keep_line_after_repeat_statement = minLine:0
keep_line_after_for_statement = minLine:0
keep_line_after_local_or_assign_statement = keepLine
keep_line_after_function_define_statement = keepLine:1
keep_line_after_expression_statement = keepLine
# [diagnostic]
# the following is code diagnostic options
enable_check_codestyle = true
# [diagnostic.name_style]
enable_name_style_check = false
# the following is name style check rule
# base option off/camel_case/snake_case/upper_snake_case/pascal_case/same(filename/first_param/'<const string>', snake_case/pascal_case/camel_case)
# all option can use '|' represent or
# for example:
# snake_case | upper_snake_case
# same(first_param, snake_case)
# same('m')
local_name_define_style = snake_case
function_param_name_style = snake_case
function_name_define_style = snake_case
local_function_name_define_style = snake_case
table_field_name_define_style = snake_case
global_variable_name_define_style = snake_case|upper_snake_case
module_name_define_style = same('m')|same(filename, snake_case)
require_module_name_style = same(first_param, snake_case)
class_name_define_style = same(filename, snake_case)
+17
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@@ -0,0 +1,17 @@
{
"Lua.workspace.preloadFileSize": 1000,
"Lua.diagnostics.disable": [
"undefined-doc-name"
],
"Lua.diagnostics.globals": [
"BASE",
"lfs",
"__Moose",
"trigger",
"coord",
"missionCommands"
],
"Lua.completion.displayContext": 5,
"Lua.runtime.version": "Lua 5.1",
"Lua.completion.callSnippet": "Both"
}
+19 -13
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@@ -1,4 +1,6 @@
--- **AI** -- (R2.2) - Models the process of Combat Air Patrol (CAP) for airplanes.
--- **AI** - Models the process of Combat Air Patrol (CAP) for airplanes.
--
-- This is a class used in the @{AI.AI_A2A_Dispatcher}.
--
-- ===
--
@@ -13,8 +15,7 @@
-- @extends AI.AI_Air_Patrol#AI_AIR_PATROL
-- @extends AI.AI_Air_Engage#AI_AIR_ENGAGE
--- The AI_A2A_CAP class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
--- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
@@ -40,8 +41,8 @@
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
@@ -71,7 +72,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_CAP.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_A2A_CAP.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
@@ -81,16 +82,21 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_A2A_CAP.SetEngageRange}() to define that range.
-- Use the method @{#AI_A2A_CAP.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2A_CAP.SetEngageZone}() to define that Zone.
--
-- Use the method @{#AI_A2A_CAP.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_CAP
@@ -106,7 +112,7 @@ AI_A2A_CAP = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Speed PatrolMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
@@ -132,7 +138,7 @@ end
--- Creates a new AI_A2A_CAP object
-- @param #AI_A2A_CAP self
-- @param Wrapper.Group#GROUP AICap
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -191,7 +197,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2A_CAP self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2A_CAP self
function AI_A2A_CAP:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
File diff suppressed because it is too large Load Diff
+15 -10
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@@ -1,6 +1,6 @@
--- **AI** -- (R2.2) - Models the process of Ground Controlled Interception (GCI) for airplanes.
--- **AI** - Models the process of Ground Controlled Interception (GCI) for airplanes.
--
-- This is a class used in the @{AI_A2A_Dispatcher}.
-- This is a class used in the @{AI.AI_A2A_Dispatcher}.
--
-- ===
--
@@ -8,7 +8,7 @@
--
-- ===
--
-- @module AI.AI_A2A_GCI
-- @module AI.AI_A2A_Gci
-- @image AI_Ground_Control_Intercept.JPG
@@ -42,8 +42,8 @@
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
@@ -73,7 +73,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_A2A_GCI.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_A2A_GCI.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
@@ -89,10 +89,15 @@
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2A_GCI.SetEngageZone}() to define that Zone.
--
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_GCI
@@ -153,7 +158,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2A_GCI self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2A_GCI self
function AI_A2A_GCI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
+19 -14
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@@ -1,4 +1,4 @@
--- **AI** -- (R2.2) - Models the process of air patrol of airplanes.
--- **AI** - Models the process of air patrol of airplanes.
--
-- ===
--
@@ -13,7 +13,7 @@
--- @type AI_A2A_PATROL
-- @extends AI.AI_A2A#AI_A2A
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
@@ -39,8 +39,8 @@
--
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
--
@@ -68,7 +68,7 @@
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
@@ -100,18 +100,23 @@
-- ## 6. Manage the "out of fuel" in the AI_A2A_PATROL
--
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_A2A_PATROL.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targeted to the AI_A2A_PATROL.
-- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_A2A_PATROL.ManageFuel}() to have this proces in place.
--
-- ## 7. Manage "damage" behaviour of the AI in the AI_A2A_PATROL
--
-- When the AI is damaged, it is required that a new Patrol is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_A2A_PATROL.ManageDamage}() to have this proces in place.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2A_PATROL
@@ -122,7 +127,7 @@ AI_A2A_PATROL = {
--- Creates a new AI_A2A_PATROL object
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The patrol group object.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -264,7 +269,7 @@ function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_A2A_PATROL self
-- @return #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
@@ -287,7 +292,7 @@ function AI_A2A_PATROL:onafterPatrol( AIPatrol, From, Event, To )
end
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
--- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
-- @param #AI_A2A_PATROL Fsm The FSM.
@@ -302,7 +307,7 @@ function AI_A2A_PATROL.PatrolRoute( AIPatrol, Fsm )
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_A2A_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string.
+13 -16
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@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground BAI engagement for airplanes and helicopters.
--- **AI** - Models the process of air to ground BAI engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
@@ -11,14 +11,16 @@
-- @module AI.AI_A2G_BAI
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_BAI
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage
-- @extends AI.AI_A2A_Engage#AI_A2A_Engage -- TODO: Documentation. This class does not exist, unable to determine what it extends.
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_BAI
@@ -26,8 +28,6 @@ AI_A2G_BAI = {
ClassName = "AI_A2G_BAI",
}
--- Creates a new AI_A2G_BAI object
-- @param #AI_A2G_BAI self
-- @param Wrapper.Group#GROUP AIGroup
@@ -36,7 +36,7 @@ AI_A2G_BAI = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -53,7 +53,6 @@ function AI_A2G_BAI:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAl
return self
end
--- Creates a new AI_A2G_BAI object
-- @param #AI_A2G_BAI self
-- @param Wrapper.Group#GROUP AIGroup
@@ -61,7 +60,7 @@ end
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -76,7 +75,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_BAI self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_BAI self
function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
@@ -92,8 +91,6 @@ function AI_A2G_BAI:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
end
end
end
return AttackUnitTasks
end
+13 -17
View File
@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
--- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
@@ -11,14 +11,16 @@
-- @module AI.AI_A2G_CAS
-- @image AI_Air_To_Ground_Engage.JPG
--- @type AI_A2G_CAS
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL
-- @extends AI.AI_A2G_Patrol#AI_AIR_PATROL TODO: Documentation. This class does not exist, unable to determine what it extends.
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_CAS
@@ -26,8 +28,6 @@ AI_A2G_CAS = {
ClassName = "AI_A2G_CAS",
}
--- Creates a new AI_A2G_CAS object
-- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP AIGroup
@@ -36,7 +36,7 @@ AI_A2G_CAS = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -53,7 +53,6 @@ function AI_A2G_CAS:New2( AIGroup, EngageMinSpeed, EngageMaxSpeed, EngageFloorAl
return self
end
--- Creates a new AI_A2G_CAS object
-- @param #AI_A2G_CAS self
-- @param Wrapper.Group#GROUP AIGroup
@@ -61,7 +60,7 @@ end
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -76,7 +75,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_CAS self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_CAS self
function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
@@ -92,9 +91,6 @@ function AI_A2G_CAS:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageA
end
end
end
return AttackUnitTasks
end
File diff suppressed because it is too large Load Diff
+15 -12
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@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground SEAD engagement for airplanes and helicopters.
--- **AI** - Models the process of air to ground SEAD engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
@@ -42,8 +42,8 @@
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
@@ -65,10 +65,15 @@
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_A2G_SEAD.SetEngageZone}() to define that Zone.
--
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageZone}() to define that Zone. -- TODO: Documentation. Check that this is actually correct. The originally referenced class does not exist.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_A2G_SEAD
@@ -76,8 +81,6 @@ AI_A2G_SEAD = {
ClassName = "AI_A2G_SEAD",
}
--- Creates a new AI_A2G_SEAD object
-- @param #AI_A2G_SEAD self
-- @param Wrapper.Group#GROUP AIGroup
@@ -86,7 +89,7 @@ AI_A2G_SEAD = {
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param DCS#AltitudeType EngageAltType The altitude type ("RADIO"=="AGL", "BARO"=="ASL"). Defaults to "RADIO".
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -111,7 +114,7 @@ end
-- @param DCS#Speed EngageMaxSpeed The maximum speed of the @{Wrapper.Group} in km/h when engaging a target.
-- @param DCS#Altitude EngageFloorAltitude The lowest altitude in meters where to execute the engagement.
-- @param DCS#Altitude EngageCeilingAltitude The highest altitude in meters where to execute the engagement.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Group} in km/h.
@@ -127,7 +130,7 @@ end
--- Evaluate the attack and create an AttackUnitTask list.
-- @param #AI_A2G_SEAD self
-- @param Core.Set#SET_UNIT AttackSetUnit The set of units to attack.
-- @param Wrappper.Group#GROUP DefenderGroup The group of defenders.
-- @param Wrapper.Group#GROUP DefenderGroup The group of defenders.
-- @param #number EngageAltitude The altitude to engage the targets.
-- @return #AI_A2G_SEAD self
function AI_A2G_SEAD:CreateAttackUnitTasks( AttackSetUnit, DefenderGroup, EngageAltitude )
+65 -43
View File
@@ -45,7 +45,12 @@
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_AIR
AI_AIR = {
ClassName = "AI_AIR",
@@ -253,6 +258,9 @@ function AI_AIR:New( AIGroup )
self.IdleCount = 0
self.RTBSpeedMaxFactor = 0.6
self.RTBSpeedMinFactor = 0.5
return self
end
@@ -370,11 +378,11 @@ end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_AIR.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_AIR.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_AIR self
-- @param #number FuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number FuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number OutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_AIR self
function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
@@ -387,14 +395,14 @@ function AI_AIR:SetFuelThreshold( FuelThresholdPercentage, OutOfFuelOrbitTime )
return self
end
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
-- However, damage cannot be foreseen early on.
-- Therefore, when the damage treshold is reached,
-- Therefore, when the damage threshold is reached,
-- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
-- @param #AI_AIR self
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_AIR self
function AI_AIR:SetDamageThreshold( PatrolDamageThreshold )
@@ -406,7 +414,7 @@ end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR self
-- @return #AI_AIR self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
@@ -470,27 +478,27 @@ function AI_AIR:onafterStatus()
-- self:Home( "Destroy" )
-- end
-- end
if not self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" )then
local Fuel = self.Controllable:GetFuelMin()
-- If the fuel in the controllable is below the treshold percentage,
-- If the fuel in the controllable is below the threshold percentage,
-- then send for refuel in case of a tanker, otherwise RTB.
if Fuel < self.FuelThresholdPercentage then
if self.TankerName then
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... Refuelling at Tanker!" )
self:Refuel()
else
self:I( self.Controllable:GetName() .. " is out of fuel: " .. Fuel .. " ... RTB!" )
local OldAIControllable = self.Controllable
local OrbitTask = OldAIControllable:TaskOrbitCircle( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ), self.PatrolMinSpeed )
local TimedOrbitTask = OldAIControllable:TaskControlled( OrbitTask, OldAIControllable:TaskCondition(nil,nil,nil,nil,self.OutOfFuelOrbitTime,nil ) )
OldAIControllable:SetTask( TimedOrbitTask, 10 )
self:Fuel()
RTB = true
end
@@ -501,11 +509,11 @@ function AI_AIR:onafterStatus()
if self:Is( "Fuel" ) and not self:Is( "Home" ) and not self:is( "Refuelling" ) then
RTB = true
end
-- TODO: Check GROUP damage function.
local Damage = self.Controllable:GetLife()
local InitialLife = self.Controllable:GetLife0()
-- If the group is damaged, then RTB.
-- Note that a group can consist of more units, so if one unit is damaged of a group, the mission may continue.
-- The damaged unit will RTB due to DCS logic, and the others will continue to engage.
@@ -515,7 +523,7 @@ function AI_AIR:onafterStatus()
RTB = true
self:SetStatusOff()
end
-- Check if planes went RTB and are out of control.
-- We only check if planes are out of control, when they are in duty.
if self.Controllable:HasTask() == false then
@@ -529,7 +537,7 @@ function AI_AIR:onafterStatus()
self:Damaged()
else
self:I( self.Controllable:GetName() .. " control lost! " )
self:LostControl()
end
else
@@ -547,7 +555,7 @@ function AI_AIR:onafterStatus()
if not self:Is("Home") then
self:__Status( 10 )
end
end
end
@@ -556,11 +564,11 @@ end
function AI_AIR.RTBRoute( AIGroup, Fsm )
AIGroup:F( { "AI_AIR.RTBRoute:", AIGroup:GetName() } )
if AIGroup:IsAlive() then
Fsm:RTB()
end
end
--- @param Wrapper.Group#GROUP AIGroup
@@ -573,7 +581,20 @@ function AI_AIR.RTBHold( AIGroup, Fsm )
local Task = AIGroup:TaskOrbitCircle( 4000, 400 )
AIGroup:SetTask( Task )
end
end
--- Set the min and max factors on RTB speed. Use this, if your planes are heading back to base too fast. Default values are 0.5 and 0.6.
-- The RTB speed is calculated as the max speed of the unit multiplied by MinFactor (lower bracket) and multiplied by MaxFactor (upper bracket).
-- A random value in this bracket is then applied in the waypoint routing generation.
-- @param #AI_AIR self
-- @param #number MinFactor Lower bracket factor. Defaults to 0.5.
-- @param #number MaxFactor Upper bracket factor. Defaults to 0.6.
-- @return #AI_AIR self
function AI_AIR:SetRTBSpeedFactors(MinFactor,MaxFactor)
self.RTBSpeedMaxFactor = MaxFactor or 0.6
self.RTBSpeedMinFactor = MinFactor or 0.5
return self
end
@@ -582,52 +603,53 @@ end
function AI_AIR:onafterRTB( AIGroup, From, Event, To )
self:F( { AIGroup, From, Event, To } )
if AIGroup and AIGroup:IsAlive() then
if AIGroup and AIGroup:IsAlive() then
self:T( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
self:ClearTargetDistance()
--AIGroup:ClearTasks()
AIGroup:OptionProhibitAfterburner(true)
local EngageRoute = {}
--- Calculate the target route point.
local FromCoord = AIGroup:GetCoordinate()
local ToTargetCoord = self.HomeAirbase:GetCoordinate() -- coordinate is on land height(!)
local ToTargetVec3 = ToTargetCoord:GetVec3()
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+1000 -- let's set this 1000m/3000 feet above ground
ToTargetVec3.y = ToTargetCoord:GetLandHeight()+3000 -- let's set this 1000m/3000 feet above ground
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
if not self.RTBMinSpeed or not self.RTBMaxSpeed then
local RTBSpeedMax = AIGroup:GetSpeedMax()
self:SetRTBSpeed( RTBSpeedMax * 0.5, RTBSpeedMax * 0.6 )
local RTBSpeedMaxFactor = self.RTBSpeedMaxFactor or 0.6
local RTBSpeedMinFactor = self.RTBSpeedMinFactor or 0.5
self:SetRTBSpeed( RTBSpeedMax * RTBSpeedMinFactor, RTBSpeedMax * RTBSpeedMaxFactor)
end
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
local ToAirbaseCoord = ToTargetCoord2
if Distance < 5000 then
self:I( "RTB and near the airbase!" )
self:Home()
return
end
if not AIGroup:InAir() == true then
self:I( "Not anymore in the air, considered Home." )
self:Home()
return
end
--- Create a route point of type air.
local FromRTBRoutePoint = FromCoord:WaypointAir(
self.PatrolAltType,
@@ -648,10 +670,10 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
EngageRoute[#EngageRoute+1] = FromRTBRoutePoint
EngageRoute[#EngageRoute+1] = ToRTBRoutePoint
local Tasks = {}
Tasks[#Tasks+1] = AIGroup:TaskFunction( "AI_AIR.RTBRoute", self )
EngageRoute[#EngageRoute].task = AIGroup:TaskCombo( Tasks )
AIGroup:OptionROEHoldFire()
@@ -659,9 +681,9 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
--- NOW ROUTE THE GROUP!
AIGroup:Route( EngageRoute, self.TaskDelay )
end
end
--- @param #AI_AIR self
@@ -1,4 +1,4 @@
--- **AI** - Create an automated AIR defense system based on a detection network of reconnaissance vehicles and air units, coordinating SEAD, BAI and CAP operations.
--- **AI** - Create an automated AIR defense system with reconnaissance units, coordinating SEAD, BAI and CAP operations.
--
-- ===
--
@@ -7,14 +7,14 @@
-- * Setup quickly an AIR defense system for a coalition.
-- * Setup multiple defense zones to defend specific coordinates in your battlefield.
-- * Setup (SEAD) Suppression of Air Defense squadrons, to gain control in the air of enemy grounds.
-- * Setup (CAS) Controlled Air Support squadrons, to attack closeby enemy ground units near friendly installations.
-- * Setup (CAS) Controlled Air Support squadrons, to attack close by enemy ground units near friendly installations.
-- * Setup (BAI) Battleground Air Interdiction squadrons to attack remote enemy ground units and targets.
-- * Define and use a detection network controlled by recce.
-- * Define AIR defense squadrons at airbases, farps and carriers.
-- * Define AIR defense squadrons at airbases, FARPs and carriers.
-- * Enable airbases for AIR defenses.
-- * Add different planes and helicopter templates to squadrons.
-- * Assign squadrons to execute a specific engagement type depending on threat level of the detected ground enemy unit composition.
-- * Add multiple squadrons to different airbases, farps or carriers.
-- * Add multiple squadrons to different airbases, FARPs or carriers.
-- * Define different ranges to engage upon.
-- * Establish an automatic in air refuel process for planes using refuel tankers.
-- * Setup default settings for all squadrons and AIR defenses.
@@ -24,7 +24,7 @@
--
-- ## Missions:
--
-- [AID-AIR - AI AIR Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching/AID-AIR%20-%20AI%20AIR%20Dispatching)
-- [AID-AIR - AI AIR Dispatching](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AID%20-%20AI%20Dispatching)
--
-- ===
--
@@ -40,7 +40,7 @@
--
-- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.
--
-- Before you start using the AI_AIR_DISPATCHER, ask youself the following questions.
-- Before you start using the AI_AIR_DISPATCHER, ask yourself the following questions.
--
--
-- ## 1. Which coalition am I modeling an AIR defense system for? blue or red?
@@ -88,7 +88,7 @@
--
-- ## 4. How do the defenses decide **when and where to engage** on approaching enemy units?
--
-- The AIR dispacher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
-- The AIR dispatcher needs you to setup (various) defense coordinates, which are strategic positions in the battle field to be defended.
-- Any ground based enemy approaching within the proximity of such a defense point, may trigger for a defensive action by friendly air units.
--
-- There are 2 important parameters that play a role in the defensive decision making: defensiveness and reactivity.
@@ -108,7 +108,7 @@
-- ## 5. Are defense coordinates and defense reactivity the only parameters?
--
-- No, depending on the target type, and the threat level of the target, the probability of defense will be higher.
-- In other words, when a SAM-10 radar emitter is detected, its probabilty for defense will be much higher than when a BMP-1 vehicle is
-- In other words, when a SAM-10 radar emitter is detected, its probability for defense will be much higher than when a BMP-1 vehicle is
-- detected, even when both enemies are at the same distance from a defense coordinate.
-- This will ensure optimal defenses, SEAD tasks will be launched much more quicker against engaging radar emitters, to ensure air superiority.
-- Approaching main battle tanks will be engaged much faster, than a group of approaching trucks.
@@ -117,18 +117,18 @@
-- ## 6. Which Squadrons will I create and which name will I give each Squadron?
--
-- The AIR defense system works with **Squadrons**. Each Squadron must be given a unique name, that forms the **key** to the squadron.
-- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningfull
-- Several options and activities can be set per Squadron. A free format name can be given, but always ensure that the name is meaningful
-- for your mission, and remember that squadron names are used for communication to the players of your mission.
--
-- There are mainly 3 types of defenses: **SEAD**, **CAS** and **BAI**.
--
-- Suppression of Air Defenses (SEAD) are effective agains radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
-- Suppression of Air Defenses (SEAD) are effective against radar emitters. Close Air Support (CAS) is launched when the enemy is close near friendly units.
-- Battleground Air Interdiction (BAI) tasks are launched when there are no friendlies around.
--
-- Depending on the defense type, different payloads will be needed. See further points on squadron definition.
--
--
-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On Farps?
-- ## 7. Where will the Squadrons be located? On Airbases? On Carrier Ships? On FARPs?
--
-- Squadrons are placed at the **home base** on an **airfield**, **carrier** or **farp**.
-- Carefully plan where each Squadron will be located as part of the defense system required for mission effective defenses.
@@ -174,13 +174,13 @@
-- * polygon zones
-- * moving zones
--
-- Depending on the type of zone selected, a different @{Zone} object needs to be created from a ZONE_ class.
-- Depending on the type of zone selected, a different @{Core.Zone} object needs to be created from a ZONE_ class.
--
--
-- ## 12. Are moving defense coordinates possible?
--
-- Yes, different COORDINATE types are possible to be used.
-- The COORDINATE_UNIT will help you to specify a defense coodinate that is attached to a moving unit.
-- The COORDINATE_UNIT will help you to specify a defense coordinate that is attached to a moving unit.
--
--
-- ## 13. How much defense coordinates do I need to create?
@@ -214,7 +214,7 @@
-- * From a parking spot with running engines
-- * From a parking spot with cold engines
--
-- **The default takeoff method is staight in the air.**
-- **The default takeoff method is straight in the air.**
-- This takeoff method is the most useful if you want to avoid airplane clutter at airbases!
-- But it is the least realistic one!
--
@@ -236,10 +236,10 @@
--
-- For each Squadron, depending on the helicopter or airplane type (modern, old) and payload, which overhead is required to provide any defense?
--
-- In other words, if **X** enemy ground units are detected, how many **Y** defense helicpters or airplanes need to engage (per squadron)?
-- In other words, if **X** enemy ground units are detected, how many **Y** defense helicopters or airplanes need to engage (per squadron)?
-- The **Y** is dependent on the type of airplane (era), payload, fuel levels, skills etc.
-- But the most important factor is the payload, which is the amount of AIR weapons the defense can carry to attack the enemy ground units.
-- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunication.
-- For example, a Ka-50 can carry 16 vikrs, that means, that it potentially can destroy at least 8 ground units without a reload of ammunition.
-- That means, that one defender can destroy more enemy ground units.
-- Thus, the overhead is a **factor** that will calculate dynamically how many **Y** defenses will be required based on **X** attackers detected.
--
@@ -259,7 +259,7 @@
--
-- ### Author: **FlightControl** rework of GCICAP + introduction of new concepts (squadrons).
--
-- @module AI.AI_AIR_Dispatcher
-- @module AI.AI_Air_Dispatcher
-- @image AI_Air_To_Ground_Dispatching.JPG
@@ -279,7 +279,7 @@ do -- AI_AIR_DISPATCHER
-- Multiple defense coordinates can be setup. Defense coordinates can be strategic or tactical positions or references to strategic units or scenery.
-- The AIR dispatcher will evaluate every x seconds the tactical situation around each defense coordinate. When a defense coordinate
-- is under threat, it will communicate through the command center that defensive actions need to be taken and will launch groups of air units for defense.
-- The level of threat to the defense coordinate varyies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
-- The level of threat to the defense coordinate varies upon the strength and types of the enemy units, the distance to the defense point, and the defensiveness parameters.
-- Defensive actions are taken through probability, but the closer and the more threat the enemy poses to the defense coordinate, the faster it will be attacked by friendly AIR units.
--
-- Please study carefully the underlying explanations how to setup and use this module, as it has many features.
@@ -328,7 +328,7 @@ do -- AI_AIR_DISPATCHER
-- By spawning in dynamically additional recce, you can ensure that there is sufficient reconnaissance coverage so the defense mechanism is continuously
-- alerted of new enemy ground targets.
--
-- The following example defens a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object.
-- The following example defense a new reconnaissance network using a @{Functional.Detection#DETECTION_AREAS} object.
--
-- -- Define a SET_GROUP object that builds a collection of groups that define the recce network.
-- -- Here we build the network with all the groups that have a name starting with CCCP Recce.
@@ -354,7 +354,7 @@ do -- AI_AIR_DISPATCHER
-- **DetectionSetGroup** is then calling `FilterStart()`, which is starting the dynamic filtering or inclusion of these groups.
-- Note that any destroy or new spawn of a group having a name, starting with the above prefix, will be removed or added to the set.
--
-- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is choosen.
-- Then a new detection object is created from the class `DETECTION_AREAS`. A grouping radius of 1000 meters (1km) is chosen.
--
-- The `Detection` object is then passed to the @{#AI_AIR_DISPATCHER.New}() method to indicate the reconnaissance network
-- configuration and setup the AIR defense detection mechanism.
@@ -473,7 +473,7 @@ do -- AI_AIR_DISPATCHER
-- the mission designer can choose to increase or reduce the amount of planes spawned.
--
-- The method @{#AI_AIR_DISPATCHER.SetSquadron}() defines for you a new squadron.
-- The provided parameters are the squadron name, airbase name and a list of template prefixe, and a number that indicates the amount of resources.
-- The provided parameters are the squadron name, airbase name and a list of template prefixes, and a number that indicates the amount of resources.
--
-- For example, this defines 3 new squadrons:
--
@@ -619,7 +619,7 @@ do -- AI_AIR_DISPATCHER
-- Depending on the demand of requested takeoffs by the AIR dispatcher, an airfield can become overloaded. Too many aircraft need to be taken
-- off at the same time, which will result in clutter as described above. In order to better control this behaviour, a takeoff scheduler is implemented,
-- which can be used to control how many aircraft are ordered for takeoff between specific time intervals.
-- The takeff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.
-- The takeoff intervals can be specified per squadron, which make sense, as each squadron have a "home" airfield.
--
-- For this purpose, the method @{#AI_AIR_DISPATCHER.SetSquadronTakeOffInterval}() can be used to specify the takeoff intervals of
-- aircraft groups per squadron to avoid cluttering of aircraft at airbases.
@@ -647,7 +647,7 @@ do -- AI_AIR_DISPATCHER
-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtRunway}() will despawn the returning aircraft directly after landing at the runway.
-- * @{#AI_AIR_DISPATCHER.SetSquadronLandingAtEngineShutdown}() will despawn the returning aircraft when the aircraft has returned to its parking spot and has turned off its engines.
--
-- You can use these methods to minimize the airbase coodination overhead and to increase the airbase efficiency.
-- You can use these methods to minimize the airbase coordination overhead and to increase the airbase efficiency.
-- When there are lots of aircraft returning for landing, at the same airbase, the takeoff process will be halted, which can cause a complete failure of the
-- A2A defense system, as no new CAP or GCI planes can takeoff.
-- Note that the method @{#AI_AIR_DISPATCHER.SetSquadronLandingNearAirbase}() will only work for returning aircraft, not for damaged or out of fuel aircraft.
@@ -724,13 +724,13 @@ do -- AI_AIR_DISPATCHER
--
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronEngageLimit}() to limit the amount of aircraft that will engage with the enemy, per squadron.
--
-- ## 4. Set the **fuel treshold**.
-- ## 4. Set the **fuel threshold**.
--
-- When aircraft get **out of fuel** to a certain %-tage, which is by default **15% (0.15)**, there are two possible actions that can be taken:
-- When aircraft get **out of fuel** to a certain %, which is by default **15% (0.15)**, there are two possible actions that can be taken:
-- - The aircraft will go RTB, and will be replaced with a new aircraft if possible.
-- - The aircraft will refuel at a tanker, if a tanker has been specified for the squadron.
--
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel treshold** of the aircraft for all squadrons.
-- Use the method @{#AI_AIR_DISPATCHER.SetSquadronFuelThreshold}() to set the **squadron fuel threshold** of the aircraft for all squadrons.
--
-- ## 6. Other configuration options
--
@@ -786,17 +786,17 @@ do -- AI_AIR_DISPATCHER
--
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultGrouping}() to set the **default grouping** of spawned airplanes for all squadrons.
--
-- ## 10.5. Default RTB fuel treshold.
-- ## 10.5. Default RTB fuel threshold.
--
-- When an airplane gets **out of fuel** to a certain %-tage, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
-- When an airplane gets **out of fuel** to a certain %, which is **15% (0.15)**, it will go RTB, and will be replaced with a new airplane when applicable.
--
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel treshold** of spawned airplanes for all squadrons.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the **default fuel threshold** of spawned airplanes for all squadrons.
--
-- ## 10.6. Default RTB damage treshold.
-- ## 10.6. Default RTB damage threshold.
--
-- When an airplane is **damaged** to a certain %-tage, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
-- When an airplane is **damaged** to a certain %, which is **40% (0.40)**, it will go RTB, and will be replaced with a new airplane when applicable.
--
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage treshold** of spawned airplanes for all squadrons.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultDamageThreshold}() to set the **default damage threshold** of spawned airplanes for all squadrons.
--
-- ## 10.7. Default settings for **patrol**.
--
@@ -829,7 +829,7 @@ do -- AI_AIR_DISPATCHER
--
-- In the mission editor, setup a group with task Refuelling. A tanker unit of the correct coalition will be automatically selected.
-- Then, use the method @{#AI_AIR_DISPATCHER.SetDefaultTanker}() to set the tanker for the dispatcher.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the %-tage left in the defender airplane tanks when a refuel action is needed.
-- Use the method @{#AI_AIR_DISPATCHER.SetDefaultFuelThreshold}() to set the % left in the defender airplane tanks when a refuel action is needed.
--
-- When the tanker specified is alive and in the air, the tanker will be used for refuelling.
--
@@ -843,7 +843,7 @@ do -- AI_AIR_DISPATCHER
-- A2ADispatcher:SetSquadronCapInterval("Sochi", 2, 30, 600, 1 )
-- A2ADispatcher:SetSquadronGci( "Sochi", 900, 1200 )
--
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel treshold has reached 90% fuel left.
-- -- Set the default tanker for refuelling to "Tanker", when the default fuel threshold has reached 90% fuel left.
-- A2ADispatcher:SetDefaultFuelThreshold( 0.9 )
-- A2ADispatcher:SetDefaultTanker( "Tanker" )
--
@@ -882,10 +882,12 @@ do -- AI_AIR_DISPATCHER
-- As a result, the GCI and CAP will stop!
-- However, the squadron will still stay alive. Any airplane that is airborne will continue its operations until all airborne airplanes
-- of the squadron will be destroyed. This to keep consistency of air operations not to confuse the players.
--
-- # Developer Note
--
--
--
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_AIR_DISPATCHER
AI_AIR_DISPATCHER = {
ClassName = "AI_AIR_DISPATCHER",
@@ -914,10 +916,10 @@ do -- AI_AIR_DISPATCHER
--- Enumerator for spawns at airbases
-- @type AI_AIR_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff
--- @field #AI_AIR_DISPATCHER.Takeoff Takeoff
AI_AIR_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defnes Landing location.
-- @field #AI_AIR_DISPATCHER.Landing
AI_AIR_DISPATCHER.Landing = {
@@ -925,7 +927,7 @@ do -- AI_AIR_DISPATCHER
AtRunway = 2,
AtEngineShutdown = 3,
}
--- A defense queue item description
-- @type AI_AIR_DISPATCHER.DefenseQueueItem
-- @field Squadron
@@ -936,7 +938,7 @@ do -- AI_AIR_DISPATCHER
-- @field Functional.Detection#DETECTION_BASE AttackerDetection
-- @field DefenderGrouping
-- @field #string SquadronName The name of the squadron.
--- Queue of planned defenses to be launched.
-- This queue exists because defenses must be launched on FARPS, or in the air, or on an airbase, or on carriers.
-- And some of these platforms have very limited amount of "launching" platforms.
@@ -945,40 +947,39 @@ do -- AI_AIR_DISPATCHER
-- This guarantees that launched defenders are also directly existing ...
-- @type AI_AIR_DISPATCHER.DefenseQueue
-- @list<#AI_AIR_DISPATCHER.DefenseQueueItem> DefenseQueueItem A list of all defenses being queued ...
--- @field #AI_AIR_DISPATCHER.DefenseQueue DefenseQueue
AI_AIR_DISPATCHER.DefenseQueue = {}
--- Defense approach types
-- @type #AI_AIR_DISPATCHER.DefenseApproach
-- @type AI_AIR_DISPATCHER.DefenseApproach
AI_AIR_DISPATCHER.DefenseApproach = {
Random = 1,
Distance = 2,
}
--- AI_AIR_DISPATCHER constructor.
-- This is defining the AIR DISPATCHER for one coaliton.
-- This is defining the AIR DISPATCHER for one coalition.
-- The Dispatcher works with a @{Functional.Detection#DETECTION_BASE} object that is taking of the detection of targets using the EWR units.
-- The Detection object is polymorphic, depending on the type of detection object choosen, the detection will work differently.
-- The Detection object is polymorphic, depending on the type of detection object chosen, the detection will work differently.
-- @param #AI_AIR_DISPATCHER self
-- @param Functional.Detection#DETECTION_BASE Detection The DETECTION object that will detects targets using the the Early Warning Radar network.
-- @return #AI_AIR_DISPATCHER self
-- @usage
--
-- -- Setup the Detection, using DETECTION_AREAS.
-- -- First define the SET of GROUPs that are defining the EWR network.
-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
-- DetectionSetGroup = SET_GROUP:New()
-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
-- DetectionSetGroup:FilterStart()
--
-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection ) --
--
--
-- -- Setup the Detection, using DETECTION_AREAS.
-- -- First define the SET of GROUPs that are defining the EWR network.
-- -- Here with prefixes DF CCCP AWACS, DF CCCP EWR.
-- DetectionSetGroup = SET_GROUP:New()
-- DetectionSetGroup:FilterPrefixes( { "DF CCCP AWACS", "DF CCCP EWR" } )
-- DetectionSetGroup:FilterStart()
--
-- -- Define the DETECTION_AREAS, using the DetectionSetGroup, with a 30km grouping radius.
-- Detection = DETECTION_AREAS:New( DetectionSetGroup, 30000 )
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
function AI_AIR_DISPATCHER:New( Detection )
-- Inherits from DETECTION_MANAGER
@@ -1025,7 +1026,7 @@ do -- AI_AIR_DISPATCHER
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Tasking.Task_AIR#AI_AIR Task
-- @param AI.AI_Air#AI_AIR Task
-- @param Wrapper.Unit#UNIT TaskUnit
-- @param #string PlayerName
@@ -1228,7 +1229,7 @@ do -- AI_AIR_DISPATCHER
self:I( "Captured " .. AirbaseName )
-- Now search for all squadrons located at the airbase, and sanatize them.
-- Now search for all squadrons located at the airbase, and sanitize them.
for SquadronName, Squadron in pairs( self.DefenderSquadrons ) do
if Squadron.AirbaseName == AirbaseName then
Squadron.ResourceCount = -999 -- The base has been captured, and the resources are eliminated. No more spawning.
@@ -1380,7 +1381,7 @@ do -- AI_AIR_DISPATCHER
--- Define a border area to simulate a **cold war** scenario.
-- A **cold war** is one where Patrol aircraft patrol their territory but will not attack enemy aircraft or launch GCI aircraft unless enemy aircraft enter their territory. In other words the EWR may detect an enemy aircraft but will only send aircraft to attack it if it crosses the border.
-- A **hot war** is one where Patrol aircraft will intercept any detected enemy aircraft and GCI aircraft will launch against detected enemy aircraft without regard for territory. In other words if the ground radar can detect the enemy aircraft then it will send Patrol and GCI aircraft to attack it.
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this.
-- If it's a cold war then the **borders of red and blue territory** need to be defined using a @{Core.Zone} object derived from @{Core.Zone#ZONE_BASE}. This method needs to be used for this.
-- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1
-- @param #AI_AIR_DISPATCHER self
-- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE.
@@ -1435,17 +1436,17 @@ do -- AI_AIR_DISPATCHER
end
--- Set the default damage treshold when defenders will RTB.
-- The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
--- Set the default damage threshold when defenders will RTB.
-- The default damage threshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB.
-- @param #AI_AIR_DISPATCHER self
-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB.
-- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the % of the damage threshold before going RTB.
-- @return #AI_AIR_DISPATCHER
-- @usage
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default damage treshold.
-- -- Now Setup the default damage threshold.
-- AIRDispatcher:SetDefaultDamageThreshold( 0.90 ) -- Go RTB when the airplane 90% damaged.
--
function AI_AIR_DISPATCHER:SetDefaultDamageThreshold( DamageThreshold )
@@ -1800,12 +1801,12 @@ do -- AI_AIR_DISPATCHER
--
-- @return #AI_AIR_DISPATCHER
function AI_AIR_DISPATCHER:SetSquadron2( Squadron )
local SquadronName = Squadron:GetName() -- Retrieves the Squadron Name.
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {}
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
return self
end
@@ -1816,15 +1817,15 @@ do -- AI_AIR_DISPATCHER
function AI_AIR_DISPATCHER:GetSquadron( SquadronName )
local DefenderSquadron = self.DefenderSquadrons[SquadronName]
if not DefenderSquadron then
error( "Unknown Squadron for Dispatcher:" .. SquadronName )
end
return DefenderSquadron
end
--- Set the Squadron visible before startup of the dispatcher.
-- All planes will be spawned as uncontrolled on the parking spot.
-- They will lock the parking spot.
@@ -1856,7 +1857,7 @@ do -- AI_AIR_DISPATCHER
--- Check if the Squadron is visible before startup of the dispatcher.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The squadron name.
-- @return #bool true if visible.
-- @return #boolean true if visible.
-- @usage
--
-- -- Set the Squadron visible before startup of dispatcher.
@@ -1989,7 +1990,7 @@ do -- AI_AIR_DISPATCHER
--- Defines the default amount of extra planes that will take-off as part of the defense system.
-- @param #AI_AIR_DISPATCHER self
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@@ -2028,7 +2029,7 @@ do -- AI_AIR_DISPATCHER
--- Defines the amount of extra planes that will take-off as part of the defense system.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @param #number Overhead The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- @param #number Overhead The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@@ -2068,7 +2069,7 @@ do -- AI_AIR_DISPATCHER
--- Gets the overhead of planes as part of the defense system, in comparison with the attackers.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @return #number The %-tage of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- @return #number The % of Units that dispatching command will allocate to intercept in surplus of detected amount of units.
-- The default overhead is 1, so equal balance. The @{#AI_AIR_DISPATCHER.SetOverhead}() method can be used to tweak the defense strength,
-- taking into account the plane types of the squadron. For example, a MIG-31 with full long-distance AIR missiles payload, may still be less effective than a F-15C with short missiles...
-- So in this case, one may want to use the Overhead method to allocate more defending planes as the amount of detected attacking planes.
@@ -2674,17 +2675,17 @@ do -- AI_AIR_DISPATCHER
return self
end
--- Set the default fuel treshold when defenders will RTB or Refuel in the air.
-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
--- Set the default fuel threshold when defenders will RTB or Refuel in the air.
-- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
-- @param #AI_AIR_DISPATCHER self
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @return #AI_AIR_DISPATCHER
-- @usage
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
function AI_AIR_DISPATCHER:SetDefaultFuelThreshold( FuelThreshold )
@@ -2695,18 +2696,18 @@ do -- AI_AIR_DISPATCHER
end
--- Set the fuel treshold for the squadron when defenders will RTB or Refuel in the air.
-- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
--- Set the fuel threshold for the squadron when defenders will RTB or Refuel in the air.
-- The fuel threshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed.
-- @param #AI_AIR_DISPATCHER self
-- @param #string SquadronName The name of the squadron.
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the % of the threshold of fuel remaining in the tank when the plane will go RTB or Refuel.
-- @return #AI_AIR_DISPATCHER
-- @usage
--
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
function AI_AIR_DISPATCHER:SetSquadronFuelThreshold( SquadronName, FuelThreshold )
@@ -2726,7 +2727,7 @@ do -- AI_AIR_DISPATCHER
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the default fuel treshold.
-- -- Now Setup the default fuel threshold.
-- AIRDispatcher:SetDefaultFuelThreshold( 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
-- -- Now Setup the default tanker.
@@ -2749,7 +2750,7 @@ do -- AI_AIR_DISPATCHER
-- -- Now Setup the AIR dispatcher, and initialize it using the Detection object.
-- AIRDispatcher = AI_AIR_DISPATCHER:New( Detection )
--
-- -- Now Setup the squadron fuel treshold.
-- -- Now Setup the squadron fuel threshold.
-- AIRDispatcher:SetSquadronRefuelThreshold( "SquadronName", 0.30 ) -- Go RTB when only 30% of fuel remaining in the tank.
--
-- -- Now Setup the squadron tanker.
@@ -2847,7 +2848,7 @@ do -- AI_AIR_DISPATCHER
-- @param #AI_AIR_DISPATCHER self
function AI_AIR_DISPATCHER:CountDefendersEngaged( AttackerDetection, AttackerCount )
-- First, count the active AIGroups Units, targetting the DetectedSet
-- First, count the active AIGroups Units, targeting the DetectedSet
local DefendersEngaged = 0
local DefendersTotal = 0
+12 -7
View File
@@ -1,6 +1,6 @@
--- **AI** -- Models the process of air to ground engagement for airplanes and helicopters.
--- **AI** - Models the process of air to ground engagement for airplanes and helicopters.
--
-- This is a class used in the @{AI_A2G_Dispatcher}.
-- This is a class used in the @{AI.AI_A2G_Dispatcher}.
--
-- ===
--
@@ -42,8 +42,8 @@
--
-- ![Process](..\Presentations\AI_GCI\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_GCI\Dia13.JPG)
--
@@ -65,10 +65,15 @@
--
-- ![Zone](..\Presentations\AI_GCI\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
--
-- Use the method @{AI.AI_CAP#AI_AIR_ENGAGE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_ENGAGE
+62 -61
View File
@@ -1,4 +1,4 @@
--- **AI** -- Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
--- **AI** - Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.
--
-- ===
--
@@ -12,8 +12,7 @@
--- @type AI_AIR_PATROL
-- @extends AI.AI_Air#AI_AIR
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
@@ -39,8 +38,8 @@
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
@@ -70,7 +69,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_AIR_PATROL.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_AIR_PATROL.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
@@ -86,10 +85,15 @@
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
--
-- Use the method @{AI.AI_CAP#AI_AIR_PATROL.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_PATROL
@@ -101,7 +105,7 @@ AI_AIR_PATROL = {
-- @param #AI_AIR_PATROL self
-- @param AI.AI_Air#AI_AIR AI_Air The AI_AIR FSM.
-- @param Wrapper.Group#GROUP AIGroup The AI group.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude (optional, default = 1000m ) The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude (optional, default = 1500m ) The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed (optional, default = 50% of max speed) The minimum speed of the @{Wrapper.Group} in km/h.
@@ -114,17 +118,17 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
local self = BASE:Inherit( self, AI_Air ) -- #AI_AIR_PATROL
local SpeedMax = AIGroup:GetSpeedMax()
self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude or 1000
self.PatrolCeilingAltitude = PatrolCeilingAltitude or 1500
self.PatrolMinSpeed = PatrolMinSpeed or SpeedMax * 0.5
self.PatrolMaxSpeed = PatrolMaxSpeed or SpeedMax * 0.75
-- defafult PatrolAltType to "RADIO" if not specified
self.PatrolAltType = PatrolAltType or "RADIO"
self:AddTransition( { "Started", "Airborne", "Refuelling" }, "Patrol", "Patrolling" )
--- OnBefore Transition Handler for Event Patrol.
@@ -135,7 +139,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrol
-- @param #AI_AIR_PATROL self
@@ -143,16 +147,16 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] Patrol
-- @param #AI_AIR_PATROL self
--- Asynchronous Event Trigger for Event Patrol.
-- @function [parent=#AI_AIR_PATROL] __Patrol
-- @param #AI_AIR_PATROL self
-- @param #number Delay The delay in seconds.
--- OnLeave Transition Handler for State Patrolling.
-- @function [parent=#AI_AIR_PATROL] OnLeavePatrolling
-- @param #AI_AIR_PATROL self
@@ -161,7 +165,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnEnter Transition Handler for State Patrolling.
-- @function [parent=#AI_AIR_PATROL] OnEnterPatrolling
-- @param #AI_AIR_PATROL self
@@ -169,9 +173,9 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
self:AddTransition( "Patrolling", "PatrolRoute", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
--- OnBefore Transition Handler for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] OnBeforePatrolRoute
-- @param #AI_AIR_PATROL self
@@ -180,7 +184,7 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] OnAfterPatrolRoute
-- @param #AI_AIR_PATROL self
@@ -188,23 +192,21 @@ function AI_AIR_PATROL:New( AI_Air, AIGroup, PatrolZone, PatrolFloorAltitude, Pa
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] PatrolRoute
-- @param #AI_AIR_PATROL self
--- Asynchronous Event Trigger for Event PatrolRoute.
-- @function [parent=#AI_AIR_PATROL] __PatrolRoute
-- @param #AI_AIR_PATROL self
-- @param #number Delay The delay in seconds.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_AIR_PATROL.
return self
end
--- Set the Engage Range when the AI will engage with airborne enemies.
-- @param #AI_AIR_PATROL self
-- @param #number EngageRange The Engage Range.
@@ -230,7 +232,7 @@ end
-- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading.
-- @return #AI_AIR_PATROL self
function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates)
self.racetrack=true
self.racetracklegmin=LegMin or 10000
self.racetracklegmax=LegMax or 15000
@@ -238,18 +240,16 @@ function AI_AIR_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMa
self.racetrackheadingmax=HeadingMax or 180
self.racetrackdurationmin=DurationMin
self.racetrackdurationmax=DurationMax
if self.racetrackdurationmax and not self.racetrackdurationmin then
self.racetrackdurationmin=self.racetrackdurationmax
end
self.racetrackcapcoordinates=CapCoordinates
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR_PATROL self
-- @return #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group Object managed by the FSM.
@@ -262,7 +262,7 @@ function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
self:ClearTargetDistance()
self:__PatrolRoute( self.TaskDelay )
AIPatrol:OnReSpawn(
function( PatrolGroup )
self:__Reset( self.TaskDelay )
@@ -271,7 +271,7 @@ function AI_AIR_PATROL:onafterPatrol( AIPatrol, From, Event, To )
)
end
--- This statis method is called from the route path within the last task at the last waaypoint of the AIPatrol.
--- This static method is called from the route path within the last task at the last waypoint of the AIPatrol.
-- Note that this method is required, as triggers the next route when patrolling for the AIPatrol.
-- @param Wrapper.Group#GROUP AIPatrol The AI group.
-- @param #AI_AIR_PATROL Fsm The FSM.
@@ -282,10 +282,10 @@ function AI_AIR_PATROL.___PatrolRoute( AIPatrol, Fsm )
if AIPatrol and AIPatrol:IsAlive() then
Fsm:PatrolRoute()
end
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{AI.AI_Patrol#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_AIR_PATROL self
-- @param Wrapper.Group#GROUP AIPatrol The Group managed by the FSM.
-- @param #string From The From State string.
@@ -300,21 +300,20 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
return
end
if AIPatrol and AIPatrol:IsAlive() then
local PatrolRoute = {}
--- Calculate the target route point.
local CurrentCoord = AIPatrol:GetCoordinate()
local altitude= math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude )
local ToTargetCoord = self.PatrolZone:GetRandomPointVec2()
ToTargetCoord:SetAlt( altitude )
self:SetTargetDistance( ToTargetCoord ) -- For RTB status check
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
local speedkmh=ToTargetSpeed
@@ -322,31 +321,31 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
PatrolRoute[#PatrolRoute+1] = FromWP
if self.racetrack then
-- Random heading.
local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax)
-- Random leg length.
local leg=math.random(self.racetracklegmin, self.racetracklegmax)
-- Random duration if any.
local duration = self.racetrackdurationmin
if self.racetrackdurationmax then
duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax)
end
-- CAP coordinate.
local c0=self.PatrolZone:GetRandomCoordinate()
if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then
c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)]
end
-- Race track points.
local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE
local c2=c1:Translate(leg, heading):SetAltitude(altitude)
self:SetTargetDistance(c0) -- For RTB status check
-- Debug:
self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration)))
--c1:MarkToAll("Race track c1")
@@ -354,39 +353,41 @@ function AI_AIR_PATROL:onafterPatrolRoute( AIPatrol, From, Event, To )
-- Task to orbit.
local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2)
-- Task function to redo the patrol at other random position.
local taskPatrol=AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
-- Controlled task with task condition.
local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil)
local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond)
-- Second waypoint
PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit")
else
--- Create a route point of type air.
local ToWP = ToTargetCoord:WaypointAir(self.PatrolAltType, POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, ToTargetSpeed, true)
PatrolRoute[#PatrolRoute+1] = ToWP
local Tasks = {}
Tasks[#Tasks+1] = AIPatrol:TaskFunction("AI_AIR_PATROL.___PatrolRoute", self)
PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks )
end
AIPatrol:OptionROEReturnFire()
AIPatrol:OptionROTEvadeFire()
AIPatrol:Route( PatrolRoute, self.TaskDelay )
end
end
--- @param Wrapper.Group#GROUP AIPatrol
--- Resumes the AIPatrol
-- @param Wrapper.Group#GROUP AIPatrol
-- @param Core.Fsm#FSM Fsm
function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
AIPatrol:F( { "AI_AIR_PATROL.Resume:", AIPatrol:GetName() } )
@@ -394,5 +395,5 @@ function AI_AIR_PATROL.Resume( AIPatrol, Fsm )
Fsm:__Reset( Fsm.TaskDelay )
Fsm:__PatrolRoute( Fsm.TaskDelay )
end
end
@@ -1,6 +1,6 @@
--- **AI** - Models squadrons for airplanes and helicopters.
--
-- This is a class used in the @{AI_Air_Dispatcher} and derived dispatcher classes.
-- This is a class used in the @{AI.AI_Air_Dispatcher} and derived dispatcher classes.
--
-- ===
--
@@ -18,7 +18,12 @@
--- Implements the core functions modeling squadrons for airplanes and helicopters.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_AIR_SQUADRON
+16 -11
View File
@@ -1,4 +1,4 @@
--- **AI** -- Peform Battlefield Area Interdiction (BAI) within an engagement zone.
--- **AI** - Peform Battlefield Area Interdiction (BAI) within an engagement zone.
--
-- **Features:**
--
@@ -26,17 +26,17 @@
--
-- ===
--
-- @module AI.AI_Bai
-- @module AI.AI_BAI
-- @image AI_Battlefield_Air_Interdiction.JPG
--- AI_BAI_ZONE class
-- @type AI_BAI_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
@@ -49,7 +49,7 @@
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
-- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
--
-- ![Route Event](..\Presentations\AI_BAI\Dia5.JPG)
--
@@ -87,7 +87,7 @@
-- It will keep patrolling there, until it is notified to RTB or move to another BOMB Zone.
-- It can be notified to go RTB through the **RTB** event.
--
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Engage Event](..\Presentations\AI_BAI\Dia12.JPG)
--
@@ -117,7 +117,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_BAI_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_BAI_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the BOMB task.
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Modify the Engage Zone behaviour to pinpoint a **map object** or **scenery object**
--
@@ -130,7 +130,12 @@
-- AIBAIZone:SearchOff()
--
-- Searching can be switched back on with the method @{#AI_BAI_ZONE.SearchOn}(). Use the method @{#AI_BAI_ZONE.SearchOnOff}() to flexibily switch searching on or off.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_BAI_ZONE
@@ -142,7 +147,7 @@ AI_BAI_ZONE = {
--- Creates a new AI_BAI_ZONE object
-- @param #AI_BAI_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -566,7 +571,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in EngageZone.
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
@@ -602,7 +607,7 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting
self:__Target( -2 ) -- Start targeting
end
end
+8 -3
View File
@@ -1,4 +1,4 @@
--- **AI** -- Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
--- **AI** - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.
--
-- **Features:**
--
@@ -9,7 +9,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/AIB%20-%20AI%20Balancing)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/AIB%20-%20AI%20Balancing)
--
-- ===
--
@@ -85,7 +85,12 @@
--
-- Note that when AI returns to an airbase, the AI_BALANCER will trigger the **Return** event and the AI will return,
-- otherwise the AI_BALANCER will trigger a **Destroy** event, and the AI will be destroyed.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_BALANCER
AI_BALANCER = {
ClassName = "AI_BALANCER",
+64 -74
View File
@@ -1,16 +1,15 @@
--- **AI** -- Perform Combat Air Patrolling (CAP) for airplanes.
--- **AI** - Perform Combat Air Patrolling (CAP) for airplanes.
--
-- **Features:**
--
-- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel treshold to RTB on time.
-- * Manage a fuel threshold to RTB on time.
-- * Engage the enemy when detected.
--
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAP%20-%20Combat%20Air%20Patrol)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAP%20-%20Combat%20Air%20Patrol)
--
-- ===
--
@@ -19,27 +18,25 @@
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
-- ### Contributions:
--
-- * **[Quax](https://forums.eagle.ru/member.php?u=90530)**: Concept, Advice & Testing.
-- * **[Pikey](https://forums.eagle.ru/member.php?u=62835)**: Concept, Advice & Testing.
-- * **[Gunterlund](http://forums.eagle.ru:8080/member.php?u=75036)**: Test case revision.
-- * **[Whisper](http://forums.eagle.ru/member.php?u=3829): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
-- * **[Delta99](https://forums.eagle.ru/member.php?u=125166): Testing.
--
-- ===
--
-- @module AI.AI_Cap
-- @module AI.AI_CAP
-- @image AI_Combat_Air_Patrol.JPG
--- @type AI_CAP_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
@@ -65,8 +62,8 @@
--
-- ![Process](..\Presentations\AI_CAP\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_CAP\Dia13.JPG)
--
@@ -96,7 +93,7 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAP_ZONE.Destroy}**: The AI has destroyed a bogey @{Wrapper.Unit}.
-- * **@{#AI_CAP_ZONE.Destroyed}**: The AI has destroyed all bogeys @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set the Range of Engagement
--
@@ -106,16 +103,21 @@
-- that will define when the AI will engage with the detected airborne enemy targets.
-- The range can be beyond or smaller than the range of the Patrol Zone.
-- The range is applied at the position of the AI.
-- Use the method @{AI.AI_CAP#AI_CAP_ZONE.SetEngageRange}() to define that range.
-- Use the method @{#AI_CAP_ZONE.SetEngageRange}() to define that range.
--
-- ## 4. Set the Zone of Engagement
--
-- ![Zone](..\Presentations\AI_CAP\Dia12.JPG)
--
-- An optional @{Zone} can be set,
-- An optional @{Core.Zone} can be set,
-- that will define when the AI will engage with the detected airborne enemy targets.
-- Use the method @{AI.AI_Cap#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- Use the method @{#AI_CAP_ZONE.SetEngageZone}() to define that Zone.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CAP_ZONE
@@ -123,11 +125,9 @@ AI_CAP_ZONE = {
ClassName = "AI_CAP_ZONE",
}
--- Creates a new AI_CAP_ZONE object
-- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -141,7 +141,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
self.Accomplished = false
self.Engaging = false
self:AddTransition( { "Patrolling", "Engaging" }, "Engage", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Engage.
@@ -152,7 +152,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Engage.
-- @function [parent=#AI_CAP_ZONE] OnAfterEngage
-- @param #AI_CAP_ZONE self
@@ -160,11 +160,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] Engage
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Engage.
-- @function [parent=#AI_CAP_ZONE] __Engage
-- @param #AI_CAP_ZONE self
@@ -188,7 +188,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string To The To State string.
self:AddTransition( "Engaging", "Fired", "Engaging" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnBeforeFired
-- @param #AI_CAP_ZONE self
@@ -197,7 +197,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Fired.
-- @function [parent=#AI_CAP_ZONE] OnAfterFired
-- @param #AI_CAP_ZONE self
@@ -205,11 +205,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] Fired
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Fired.
-- @function [parent=#AI_CAP_ZONE] __Fired
-- @param #AI_CAP_ZONE self
@@ -225,7 +225,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] OnAfterDestroy
-- @param #AI_CAP_ZONE self
@@ -233,17 +233,16 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] Destroy
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Destroy.
-- @function [parent=#AI_CAP_ZONE] __Destroy
-- @param #AI_CAP_ZONE self
-- @param #number Delay The delay in seconds.
self:AddTransition( "Engaging", "Abort", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_CAP_ZONE.
--- OnBefore Transition Handler for Event Abort.
@@ -254,7 +253,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Abort.
-- @function [parent=#AI_CAP_ZONE] OnAfterAbort
-- @param #AI_CAP_ZONE self
@@ -262,11 +261,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] Abort
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Abort.
-- @function [parent=#AI_CAP_ZONE] __Abort
-- @param #AI_CAP_ZONE self
@@ -282,7 +281,7 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #boolean Return false to cancel Transition.
--- OnAfter Transition Handler for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] OnAfterAccomplish
-- @param #AI_CAP_ZONE self
@@ -290,11 +289,11 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] Accomplish
-- @param #AI_CAP_ZONE self
--- Asynchronous Event Trigger for Event Accomplish.
-- @function [parent=#AI_CAP_ZONE] __Accomplish
-- @param #AI_CAP_ZONE self
@@ -303,7 +302,6 @@ function AI_CAP_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude
return self
end
--- Set the Engage Zone which defines where the AI will engage bogies.
-- @param #AI_CAP_ZONE self
-- @param Core.Zone#ZONE EngageZone The zone where the AI is performing CAP.
@@ -311,7 +309,7 @@ end
function AI_CAP_ZONE:SetEngageZone( EngageZone )
self:F2()
if EngageZone then
if EngageZone then
self.EngageZone = EngageZone
else
self.EngageZone = nil
@@ -346,7 +344,6 @@ function AI_CAP_ZONE:onafterStart( Controllable, From, Event, To )
end
--- @param AI.AI_CAP#AI_CAP_ZONE
-- @param Wrapper.Group#GROUP EngageGroup
function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
@@ -358,8 +355,6 @@ function AI_CAP_ZONE.EngageRoute( EngageGroup, Fsm )
end
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
@@ -380,11 +375,11 @@ end
function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
if From ~= "Engaging" then
local Engage = false
for DetectedUnit, Detected in pairs( self.DetectedUnits ) do
local DetectedUnit = DetectedUnit -- Wrapper.Unit#UNIT
self:T( DetectedUnit )
if DetectedUnit:IsAlive() and DetectedUnit:IsAir() then
@@ -392,7 +387,7 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
break
end
end
if Engage == true then
self:F( 'Detected -> Engaging' )
self:__Engage( 1 )
@@ -400,7 +395,6 @@ function AI_CAP_ZONE:onafterDetected( Controllable, From, Event, To )
end
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
@@ -411,9 +405,6 @@ function AI_CAP_ZONE:onafterAbort( Controllable, From, Event, To )
self:__Route( 1 )
end
--- @param #AI_CAP_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
@@ -427,24 +418,23 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
if not CurrentVec2 then return self end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToEngageZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToEngageZoneSpeed,
true
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToEngageZoneSpeed,
true
)
EngageRoute[#EngageRoute+1] = CurrentRoutePoint
--- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
self:T2( ToTargetVec2 )
@@ -453,17 +443,17 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
local ToTargetAltitude = math.random( self.EngageFloorAltitude, self.EngageCeilingAltitude )
local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed )
self:T2( { self.PatrolMinSpeed, self.PatrolMaxSpeed, ToTargetSpeed } )
--- Obtain a 3D @{Point} from the 2D point + altitude.
local ToTargetPointVec3 = POINT_VEC3:New( ToTargetVec2.x, ToTargetAltitude, ToTargetVec2.y )
--- Create a route point of type air.
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
local ToPatrolRoutePoint = ToTargetPointVec3:WaypointAir(
self.PatrolAltType,
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
ToTargetSpeed,
true
)
EngageRoute[#EngageRoute+1] = ToPatrolRoutePoint
@@ -482,7 +472,7 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
self:F( {"Within Zone and Engaging ", DetectedUnit } )
AttackTasks[#AttackTasks+1] = Controllable:TaskAttackUnit( DetectedUnit )
end
else
else
if self.EngageRange then
if DetectedUnit:GetPointVec3():Get2DDistance(Controllable:GetPointVec3() ) <= self.EngageRange then
self:F( {"Within Range and Engaging", DetectedUnit } )
@@ -506,12 +496,12 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAP_ZONE.EngageRoute", self )
EngageRoute[1].task = Controllable:TaskCombo( AttackTasks )
self:SetDetectionDeactivated()
end
Controllable:Route( EngageRoute, 0.5 )
end
end
+17 -12
View File
@@ -1,4 +1,4 @@
--- **AI** -- Perform Close Air Support (CAS) near friendlies.
--- **AI** - Perform Close Air Support (CAS) near friendlies.
--
-- **Features:**
--
@@ -11,7 +11,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/CAS%20-%20Close%20Air%20Support)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/CAS%20-%20Close%20Air%20Support)
--
-- ===
--
@@ -28,16 +28,16 @@
--
-- ===
--
-- @module AI.AI_Cas
-- @module AI.AI_CAS
-- @image AI_Close_Air_Support.JPG
--- AI_CAS_ZONE class
-- @type AI_CAS_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Zone} where the patrol needs to be executed.
-- @field Core.Zone#ZONE_BASE TargetZone The @{Core.Zone} where the patrol needs to be executed.
-- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide Close Air Support in an Engage @{Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to provide Close Air Support in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
--
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)
@@ -49,7 +49,7 @@
-- Upon started, The AI will **Route** itself towards the random 3D point within a patrol zone,
-- using a random speed within the given altitude and speed limits.
-- Upon arrival at the 3D point, a new random 3D point will be selected within the patrol zone using the given limits.
-- This cycle will continue until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- This cycle will continue until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
--
-- ![Route Event](..\Presentations\AI_CAS\Dia5.JPG)
--
@@ -87,7 +87,7 @@
-- It will keep patrolling there, until it is notified to RTB or move to another CAS Zone.
-- It can be notified to go RTB through the **RTB** event.
--
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Engage Event](..\Presentations\AI_CAS\Dia12.JPG)
--
@@ -117,8 +117,13 @@
-- * **@{AI.AI_Patrol#AI_PATROL_ZONE.Detected}**: The AI has detected new targets.
-- * **@{#AI_CAS_ZONE.Destroy}**: The AI has destroyed a target @{Wrapper.Unit}.
-- * **@{#AI_CAS_ZONE.Destroyed}**: The AI has destroyed all target @{Wrapper.Unit}s assigned in the CAS task.
-- * **Status**: The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
--
-- * **Status**: The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CAS_ZONE
@@ -130,7 +135,7 @@ AI_CAS_ZONE = {
--- Creates a new AI_CAS_ZONE object
-- @param #AI_CAS_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -496,7 +501,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
AttackTasks[#AttackTasks+1] = Controllable:TaskFunction( "AI_CAS_ZONE.EngageRoute", self )
EngageRoute[#EngageRoute].task = Controllable:TaskCombo( AttackTasks )
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in EngageZone.
local ToTargetVec2 = self.EngageZone:GetRandomVec2()
@@ -520,7 +525,7 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
self:SetRefreshTimeInterval( 2 )
self:SetDetectionActivated()
self:__Target( -2 ) -- Start Targetting
self:__Target( -2 ) -- Start targeting
end
end
+6 -1
View File
@@ -25,7 +25,12 @@
-- * @{AI.AI_Cargo_APC} - Cargo transportation using APCs and other vehicles between zones.
-- * @{AI.AI_Cargo_Helicopter} - Cargo transportation using helicopters between zones.
-- * @{AI.AI_Cargo_Airplane} - Cargo transportation using airplanes to and from airbases.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO
AI_CARGO = {
ClassName = "AI_CARGO",
+6 -1
View File
@@ -75,7 +75,12 @@
-- Using the @{#AI_CARGO_APC.Pickup}() method, you are able to direct the APCs towards a point on the battlefield to board/load the cargo at the specific coordinate.
-- The APCs will follow nearby roads as much as possible, to ensure fast and clean cargo transportation between the objects and villages in the simulation environment.
--
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- @field #AI_CARGO_APC
AI_CARGO_APC = {
@@ -41,7 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO_AIRPLANE
AI_CARGO_AIRPLANE = {
ClassName = "AI_CARGO_AIRPLANE",
@@ -100,7 +100,12 @@
--
-- Yes, please ensure that the zones are declared using the @{Core.Zone} classes.
-- Possible zones that function at the moment are ZONE, ZONE_GROUP, ZONE_UNIT, ZONE_POLYGON.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
@@ -137,7 +137,12 @@
-- Use @{#AI_CARGO_DISPATCHER_APC.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the APCs will wait near the deploy zone for a new pickup command.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_APC
@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo using Planes.
--- **AI** - Models the intelligent transportation of infantry and other cargo using Planes.
--
-- ## Features:
--
@@ -108,7 +108,12 @@
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
--
-- @field #AI_CARGO_DISPATCHER_AIRPLANE
AI_CARGO_DISPATCHER_AIRPLANE = {
@@ -1,4 +1,4 @@
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using Helicopters.
--- **AI** - Models the intelligent transportation of infantry and other cargo using Helicopters.
--
-- ## Features:
--
@@ -140,7 +140,12 @@
-- Use @{#AI_CARGO_DISPATCHER_HELICOPTER.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the helicopters will wait near the deploy zone for a new pickup command.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_HELICOPTER
@@ -1,4 +1,4 @@
--- **AI** -- (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships
--- **AI** - Models the intelligent transportation of infantry and other cargo using Ships.
--
-- ## Features:
--
@@ -37,14 +37,14 @@
--
-- This will be particularly helpful in order to determine how to **Tailor the different cargo handling events**.
--
-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framwork.
-- The AI_CARGO_DISPATCHER_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- Also ensure that you fully understand how to declare and setup Cargo objects within the MOOSE framework before using this class.
-- CARGO derived objects must generally be declared within the mission to make the AI_CARGO_DISPATCHER_SHIP object recognize the cargo.
--
--
-- # 1) AI_CARGO_DISPATCHER_SHIP constructor.
--
-- * @{AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object.
-- * @{#AI_CARGO_DISPATCHER_SHIP.New}(): Creates a new AI_CARGO_DISPATCHER_SHIP object.
--
-- ---
--
@@ -130,7 +130,12 @@
-- Use @{#AI_CARGO_DISPATCHER_SHIP.SetHomeZone}() to specify the home zone.
--
-- If no home zone is specified, the Ship will wait near the deploy zone for a new pickup command.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_SHIP
@@ -41,7 +41,12 @@
-- marginal impact on the overall battlefield simulation. Fortunately, the firing strength of infantry is limited, and thus, respacing healthy infantry every
-- time is not so much of an issue ...
--
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_CARGO_HELICOPTER
+9 -4
View File
@@ -1,4 +1,4 @@
--- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo.
--- **AI** - Models the intelligent transportation of infantry and other cargo.
--
-- ===
--
@@ -46,15 +46,20 @@
--
-- ## Cargo deployment.
--
-- Using the @{AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the
-- Using the @{#AI_CARGO_SHIP.Deploy}() method, you are able to direct the Ship towards a Deploy zone to unboard/unload the cargo at the
-- specified coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
--
-- ## Cargo pickup.
--
-- Using the @{AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
-- Using the @{#AI_CARGO_SHIP.Pickup}() method, you are able to direct the Ship towards a Pickup zone to board/load the cargo at the specified
-- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
--
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_CARGO_SHIP
AI_CARGO_SHIP = {
ClassName = "AI_CARGO_SHIP",
+95 -79
View File
@@ -1,4 +1,4 @@
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI.
--- **AI** - Taking the lead of AI escorting your flight or of other AI.
--
-- ===
--
@@ -147,8 +147,8 @@
-- @image Escorting.JPG
--- @type AI_ESCORT
---
-- @type AI_ESCORT
-- @extends AI.AI_Formation#AI_FORMATION
@@ -168,11 +168,18 @@
--
-- -- First find the GROUP object and the CLIENT object.
-- local EscortUnit = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
-- local EscortGroup = SET_GROUP:New():FilterPrefixes("Escort"):FilterOnce() -- The the group name of the escorts contains "Escort".
--
-- -- Now use these 2 objects to construct the new EscortPlanes object.
-- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
--
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes
-- EscortPlanes:__Start(2)
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_ESCORT
AI_ESCORT = {
ClassName = "AI_ESCORT",
@@ -189,7 +196,7 @@ AI_ESCORT = {
TaskPoints = {}
}
--- @field Functional.Detection#DETECTION_AREAS
-- @field Functional.Detection#DETECTION_AREAS
AI_ESCORT.Detection = nil
--- MENUPARAM type
@@ -211,10 +218,14 @@ AI_ESCORT.Detection = nil
--
-- -- First find the GROUP object and the CLIENT object.
-- local EscortUnit = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
-- local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
-- local EscortGroup = SET_GROUP:New():FilterPrefixes("Escort"):FilterOnce() -- The the group name of the escorts contains "Escort".
--
-- -- Now use these 2 objects to construct the new EscortPlanes object.
-- EscortPlanes = AI_ESCORT:New( EscortUnit, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
-- EscortPlanes:MenusAirplanes() -- create menus for airplanes
-- EscortPlanes:__Start(2)
--
--
function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
local self = BASE:Inherit( self, AI_FORMATION:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing ) ) -- #AI_ESCORT
@@ -227,10 +238,17 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
self.EscortGroupSet = EscortGroupSet
self.EscortGroupSet:SetSomeIteratorLimit( 8 )
self.EscortBriefing = EscortBriefing
self.Menu = {}
self.Menu.HoldAtEscortPosition = self.Menu.HoldAtEscortPosition or {}
self.Menu.HoldAtLeaderPosition = self.Menu.HoldAtLeaderPosition or {}
self.Menu.Flare = self.Menu.Flare or {}
self.Menu.Smoke = self.Menu.Smoke or {}
self.Menu.Targets = self.Menu.Targets or {}
self.Menu.ROE = self.Menu.ROE or {}
self.Menu.ROT = self.Menu.ROT or {}
-- if not EscortBriefing then
-- EscortGroup:MessageToClient( EscortGroup:GetCategoryName() .. " '" .. EscortName .. "' (" .. EscortGroup:GetCallsign() .. ") reporting! " ..
@@ -250,7 +268,7 @@ function AI_ESCORT:New( EscortUnit, EscortGroupSet, EscortName, EscortBriefing )
EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
-- Set EscortGroup known at EscortUnit.
if not self.PlayerUnit._EscortGroups then
@@ -325,14 +343,14 @@ function AI_ESCORT:_InitEscortRoute( EscortGroup )
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT:onafterStart( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()
@@ -370,7 +388,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:_InitFlightMenus()
self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
self:_InitEscortMenus( EscortGroup )
@@ -378,7 +396,7 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
self:SetFlightModeFormation( EscortGroup )
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Core.Event#EVENTDATA EventData
function EscortGroup:OnEventDeadOrCrash( EventData )
self:F( { "EventDead", EventData } )
@@ -394,14 +412,14 @@ function AI_ESCORT:onafterStart( EscortGroupSet )
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Core.Set#SET_GROUP EscortGroupSet
function AI_ESCORT:onafterStop( EscortGroupSet )
self:F()
EscortGroupSet:ForEachGroup(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
EscortGroup:WayPointInitialize()
@@ -443,9 +461,9 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT
@@ -493,9 +511,9 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT
@@ -550,7 +568,7 @@ function AI_ESCORT:SetFlightMenuFormation( Formation )
local MenuFlightFormationID = MENU_GROUP_COMMAND:New( self.PlayerGroup, Formation, FlightMenuFormation,
function ( self, Formation, ... )
self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup, self, Formation, Arguments )
if EscortGroup:IsAir() then
self:E({FormationID=FormationID})
@@ -580,7 +598,7 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationTrail( XStart, XSpace, YStart )
@@ -594,7 +612,7 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationStack( XStart, XSpace, YStart, YSpace )
@@ -609,8 +627,8 @@ end
-- This menu will appear under **Formation**.
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationLeftLine( XStart, YStart, ZStart, ZSpace )
@@ -625,8 +643,8 @@ end
-- This menu will appear under **Formation**.
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationRightLine( XStart, YStart, ZStart, ZSpace )
@@ -642,8 +660,8 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationLeftWing( XStart, XSpace, YStart, ZStart, ZSpace )
@@ -659,8 +677,8 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationRightWing( XStart, XSpace, YStart, ZStart, ZSpace )
@@ -676,9 +694,9 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationCenterWing( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
@@ -694,9 +712,9 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @return #AI_ESCORT
function AI_ESCORT:MenuFormationVic( XStart, XSpace, YStart, YSpace, ZStart, ZSpace )
@@ -712,9 +730,9 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @param #number YSpace The space between groups on the Y-axis in meters for each sequent group.
-- @param #nubmer ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZStart The start position on the Z-axis in meters for the first group.
-- @param #number ZSpace The space between groups on the Z-axis in meters for each sequent group.
-- @param #number ZLevels The amount of levels on the Z-axis.
-- @return #AI_ESCORT
@@ -764,7 +782,7 @@ end
function AI_ESCORT:SetFlightMenuHoldAtEscortPosition()
for _, MenuHoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition ) do
for _, MenuHoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition or {} ) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuHoldPosition = MENU_GROUP_COMMAND
@@ -785,7 +803,7 @@ end
function AI_ESCORT:SetEscortMenuHoldAtEscortPosition( EscortGroup )
for _, HoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition ) do
for _, HoldAtEscortPosition in pairs( self.Menu.HoldAtEscortPosition or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
local EscortMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", EscortGroup.EscortMenu )
@@ -853,7 +871,7 @@ end
function AI_ESCORT:SetFlightMenuHoldAtLeaderPosition()
for _, MenuHoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition ) do
for _, MenuHoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition or {}) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuHoldAtLeaderPosition = MENU_GROUP_COMMAND
@@ -874,7 +892,7 @@ end
function AI_ESCORT:SetEscortMenuHoldAtLeaderPosition( EscortGroup )
for _, HoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition ) do
for _, HoldAtLeaderPosition in pairs( self.Menu.HoldAtLeaderPosition or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
@@ -999,7 +1017,7 @@ end
function AI_ESCORT:SetFlightMenuFlare()
for _, MenuFlare in pairs( self.Menu.Flare) do
for _, MenuFlare in pairs( self.Menu.Flare or {}) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuFlare = MENU_GROUP:New( self.PlayerGroup, MenuFlare.MenuText, FlightMenuReportNavigation )
@@ -1014,7 +1032,7 @@ end
function AI_ESCORT:SetEscortMenuFlare( EscortGroup )
for _, MenuFlare in pairs( self.Menu.Flare) do
for _, MenuFlare in pairs( self.Menu.Flare or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
@@ -1059,7 +1077,7 @@ end
function AI_ESCORT:SetFlightMenuSmoke()
for _, MenuSmoke in pairs( self.Menu.Smoke) do
for _, MenuSmoke in pairs( self.Menu.Smoke or {}) do
local FlightMenuReportNavigation = MENU_GROUP:New( self.PlayerGroup, "Navigation", self.FlightMenu )
local FlightMenuSmoke = MENU_GROUP:New( self.PlayerGroup, MenuSmoke.MenuText, FlightMenuReportNavigation )
@@ -1076,7 +1094,7 @@ end
function AI_ESCORT:SetEscortMenuSmoke( EscortGroup )
for _, MenuSmoke in pairs( self.Menu.Smoke) do
for _, MenuSmoke in pairs( self.Menu.Smoke or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
@@ -1169,7 +1187,7 @@ function AI_ESCORT:SetFlightMenuTargets()
local FlightMenuAttackNearbyAir = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Attack nearest airborne targets", self.FlightMenuAttack, AI_ESCORT._FlightAttackNearestTarget, self, self.__Enum.ReportType.Air ):SetTag( "Attack" )
local FlightMenuAttackNearbyGround = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Attack nearest ground targets", self.FlightMenuAttack, AI_ESCORT._FlightAttackNearestTarget, self, self.__Enum.ReportType.Ground ):SetTag( "Attack" )
for _, MenuTargets in pairs( self.Menu.Targets) do
for _, MenuTargets in pairs( self.Menu.Targets or {}) do
MenuTargets.FlightReportTargetsScheduler = SCHEDULER:New( self, self._FlightReportTargetsScheduler, {}, MenuTargets.Interval, MenuTargets.Interval )
end
@@ -1179,7 +1197,7 @@ end
function AI_ESCORT:SetEscortMenuTargets( EscortGroup )
for _, MenuTargets in pairs( self.Menu.Targets) do
for _, MenuTargets in pairs( self.Menu.Targets or {} or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
--local EscortMenuReportTargets = MENU_GROUP:New( self.PlayerGroup, "Report targets", EscortGroup.EscortMenu )
@@ -1231,7 +1249,7 @@ function AI_ESCORT:MenuAssistedAttack()
self:F()
self.EscortGroupSet:ForSomeGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
if not EscortGroup:IsAir() then
-- Request assistance from other escorts.
@@ -1246,7 +1264,7 @@ end
function AI_ESCORT:SetFlightMenuROE()
for _, MenuROE in pairs( self.Menu.ROE) do
for _, MenuROE in pairs( self.Menu.ROE or {}) do
local FlightMenuROE = MENU_GROUP:New( self.PlayerGroup, "Rule Of Engagement", self.FlightMenu )
local FlightMenuROEHoldFire = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Hold fire", FlightMenuROE, AI_ESCORT._FlightROEHoldFire, self, "Holding weapons!" )
@@ -1261,7 +1279,7 @@ end
function AI_ESCORT:SetEscortMenuROE( EscortGroup )
for _, MenuROE in pairs( self.Menu.ROE) do
for _, MenuROE in pairs( self.Menu.ROE or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
@@ -1302,7 +1320,7 @@ end
function AI_ESCORT:SetFlightMenuROT()
for _, MenuROT in pairs( self.Menu.ROT) do
for _, MenuROT in pairs( self.Menu.ROT or {}) do
local FlightMenuROT = MENU_GROUP:New( self.PlayerGroup, "Reaction On Threat", self.FlightMenu )
local FlightMenuROTNoReaction = MENU_GROUP_COMMAND:New( self.PlayerGroup, "Fight until death", FlightMenuROT, AI_ESCORT._FlightROTNoReaction, self, "Fighting until death!" )
@@ -1317,7 +1335,7 @@ end
function AI_ESCORT:SetEscortMenuROT( EscortGroup )
for _, MenuROT in pairs( self.Menu.ROT) do
for _, MenuROT in pairs( self.Menu.ROT or {}) do
if EscortGroup:IsAir() then
local EscortGroupName = EscortGroup:GetName()
@@ -1375,7 +1393,7 @@ function AI_ESCORT:SetEscortMenuResumeMission( EscortGroup )
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP OrbitGroup
-- @param Wrapper.Group#GROUP EscortGroup
-- @param #number OrbitHeight
@@ -1419,7 +1437,7 @@ function AI_ESCORT:_HoldPosition( OrbitGroup, EscortGroup, OrbitHeight, OrbitSec
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP OrbitGroup
-- @param #number OrbitHeight
-- @param #number OrbitSeconds
@@ -1428,7 +1446,7 @@ function AI_ESCORT:_FlightHoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
local EscortUnit = self.PlayerUnit
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup, OrbitGroup )
if EscortGroup:IsAir() then
if OrbitGroup == nil then
@@ -1456,7 +1474,7 @@ end
function AI_ESCORT:_FlightJoinUp()
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_JoinUp( EscortGroup )
@@ -1471,7 +1489,7 @@ end
-- @param #AI_ESCORT self
-- @param #number XStart The start position on the X-axis in meters for the first group.
-- @param #number XSpace The space between groups on the X-axis in meters for each sequent group.
-- @param #nubmer YStart The start position on the Y-axis in meters for the first group.
-- @param #number YStart The start position on the Y-axis in meters for the first group.
-- @return #AI_ESCORT
function AI_ESCORT:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
@@ -1483,7 +1501,7 @@ end
function AI_ESCORT:_FlightFormationTrail( XStart, XSpace, YStart )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortFormationTrail( EscortGroup, XStart, XSpace, YStart )
@@ -1510,7 +1528,7 @@ end
function AI_ESCORT:_FlightFormationStack( XStart, XSpace, YStart, YSpace )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortFormationStack( EscortGroup, XStart, XSpace, YStart, YSpace )
@@ -1533,7 +1551,7 @@ end
function AI_ESCORT:_FlightFlare( Color, Message )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_Flare( EscortGroup, Color, Message )
@@ -1556,7 +1574,7 @@ end
function AI_ESCORT:_FlightSmoke( Color, Message )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_Smoke( EscortGroup, Color, Message )
@@ -1587,7 +1605,7 @@ end
function AI_ESCORT:_FlightSwitchReportNearbyTargets( ReportTargets )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup )
if EscortGroup:IsAir() then
self:_EscortSwitchReportNearbyTargets( EscortGroup, ReportTargets )
@@ -1679,7 +1697,7 @@ function AI_ESCORT:_ScanTargets( ScanDuration )
end
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
-- @param #AI_ESCORT self
function AI_ESCORT.___Resume( EscortGroup, self )
@@ -1701,7 +1719,7 @@ function AI_ESCORT.___Resume( EscortGroup, self )
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP EscortGroup
-- @param #number WayPoint
function AI_ESCORT:_ResumeMission( EscortGroup, WayPoint )
@@ -1723,7 +1741,7 @@ function AI_ESCORT:_ResumeMission( EscortGroup, WayPoint )
end
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP EscortGroup The escort group that will attack the detected item.
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
@@ -1743,7 +1761,7 @@ function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
local AttackUnitTasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
AttackUnitTasks[#AttackUnitTasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit )
@@ -1767,7 +1785,7 @@ function AI_ESCORT:_AttackTarget( EscortGroup, DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -1795,7 +1813,7 @@ end
function AI_ESCORT:_FlightAttackTarget( DetectedItem )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Core.Group#GROUP EscortGroup
-- @param Core.Group#GROUP EscortGroup
function( EscortGroup, DetectedItem )
if EscortGroup:IsAir() then
self:_AttackTarget( EscortGroup, DetectedItem )
@@ -1842,7 +1860,7 @@ end
---
--- @param #AI_ESCORT self
-- @param #AI_ESCORT self
-- @param Wrapper.Group#GROUP EscortGroup The escort group that will attack the detected item.
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function AI_ESCORT:_AssistTarget( EscortGroup, DetectedItem )
@@ -1854,7 +1872,7 @@ function AI_ESCORT:_AssistTarget( EscortGroup, DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -1881,7 +1899,7 @@ end
function AI_ESCORT:_FlightROEHoldFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEHoldFire, EscortROEMessage )
end
@@ -1890,7 +1908,7 @@ end
function AI_ESCORT:_FlightROEOpenFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEOpenFire, EscortROEMessage )
end
@@ -1899,7 +1917,7 @@ end
function AI_ESCORT:_FlightROEReturnFire( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEReturnFire, EscortROEMessage )
end
@@ -1908,7 +1926,7 @@ end
function AI_ESCORT:_FlightROEWeaponFree( EscortROEMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROE( EscortGroup, EscortGroup.OptionROEWeaponFree, EscortROEMessage )
end
@@ -1924,7 +1942,7 @@ end
function AI_ESCORT:_FlightROTNoReaction( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTNoReaction, EscortROTMessage )
end
@@ -1933,7 +1951,7 @@ end
function AI_ESCORT:_FlightROTPassiveDefense( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTPassiveDefense, EscortROTMessage )
end
@@ -1942,7 +1960,7 @@ end
function AI_ESCORT:_FlightROTEvadeFire( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTEvadeFire, EscortROTMessage )
end
@@ -1951,7 +1969,7 @@ end
function AI_ESCORT:_FlightROTVertical( EscortROTMessage )
self.EscortGroupSet:ForEachGroupAlive(
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function( EscortGroup )
self:_ROT( EscortGroup, EscortGroup.OptionROTVertical, EscortROTMessage )
end
@@ -2178,5 +2196,3 @@ function AI_ESCORT:_FlightReportTargetsScheduler()
return false
end
@@ -20,7 +20,12 @@
--- Models the automatic assignment of AI escorts to player flights.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_ESCORT_DISPATCHER
@@ -11,7 +11,7 @@
--
-- ===
--
-- @module AI.AI_ESCORT_DISPATCHER_REQUEST
-- @module AI.AI_Escort_Dispatcher_Request
-- @image MOOSE.JPG
@@ -20,7 +20,12 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_ESCORT_DISPATCHER_REQUEST
@@ -1,4 +1,4 @@
--- **Functional** -- Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
--- **AI** - Taking the lead of AI escorting your flight or of other AI, upon request using the menu.
--
-- ===
--
@@ -136,14 +136,19 @@
--
-- Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint.
-- Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Authors: **FlightControl**
--
-- ===
--
-- @module AI.AI_Escort
-- @module AI.AI_Escort_Request
-- @image Escorting.JPG
+8 -3
View File
@@ -1,4 +1,4 @@
--- **AI** -- Build large airborne formations of aircraft.
--- **AI** - Build large airborne formations of aircraft.
--
-- **Features:**
--
@@ -41,7 +41,7 @@
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
--
-- AI_FORMATION makes AI @{GROUP}s fly in formation of various compositions.
-- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
-- The purpose of the class is to:
--
@@ -92,7 +92,12 @@
-- local LargeFormation = AI_FORMATION:New( LeaderUnit, FollowGroupSet, "Center Wing Formation", "Briefing" )
-- LargeFormation:FormationCenterWing( 500, 50, 0, 250, 250 )
-- LargeFormation:__Start( 1 )
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #AI_FORMATION
AI_FORMATION = {
ClassName = "AI_FORMATION",
+59 -54
View File
@@ -1,10 +1,10 @@
--- **AI** -- Perform Air Patrolling for airplanes.
--- **AI** - Perform Air Patrolling for airplanes.
--
-- **Features:**
--
-- * Patrol AI airplanes within a given zone.
-- * Trigger detected events when enemy airplanes are detected.
-- * Manage a fuel treshold to RTB on time.
-- * Manage a fuel threshold to RTB on time.
--
-- ===
--
@@ -16,7 +16,7 @@
--
-- ===
--
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/PAT%20-%20Patrolling)
-- ### [Demo Missions](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/PAT%20-%20Patrolling)
--
-- ===
--
@@ -38,7 +38,7 @@
--- AI_PATROL_ZONE class
-- @type AI_PATROL_ZONE
-- @field Wrapper.Controllable#CONTROLLABLE AIControllable The @{Wrapper.Controllable} patrolling.
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @field Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @field DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @field DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @field DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -46,7 +46,7 @@
-- @field Core.Spawn#SPAWN CoordTest
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Implements the core functions to patrol a @{Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
--
@@ -72,8 +72,8 @@
--
-- ![Process](..\Presentations\AI_PATROL\Dia10.JPG)
--
-- Until a fuel or damage treshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel treshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
-- Until a fuel or damage threshold has been reached by the AI, or when the AI is commanded to RTB.
-- When the fuel threshold has been reached, the airplane will fly towards the nearest friendly airbase and will land.
--
-- ![Process](..\Presentations\AI_PATROL\Dia11.JPG)
--
@@ -101,7 +101,7 @@
-- * **RTB** ( Group ): Route the AI to the home base.
-- * **Detect** ( Group ): The AI is detecting targets.
-- * **Detected** ( Group ): The AI has detected new targets.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the tresholds have been reached, the AI will RTB.
-- * **Status** ( Group ): The AI is checking status (fuel and damage). When the thresholds have been reached, the AI will RTB.
--
-- ## 3. Set or Get the AI controllable
--
@@ -133,18 +133,23 @@
-- ## 6. Manage the "out of fuel" in the AI_PATROL_ZONE
--
-- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targetted to the AI_PATROL_ZONE.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit,
-- while a new AI is targeted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base.
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this proces in place.
-- Use the method @{#AI_PATROL_ZONE.ManageFuel}() to have this process in place.
--
-- ## 7. Manage "damage" behaviour of the AI in the AI_PATROL_ZONE
--
-- When the AI is damaged, it is required that a new AIControllable is started. However, damage cannon be foreseen early on.
-- Therefore, when the damage treshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this proces in place.
--
-- Therefore, when the damage threshold is reached, the AI will return immediately to the home base (RTB).
-- Use the method @{#AI_PATROL_ZONE.ManageDamage}() to have this process in place.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #AI_PATROL_ZONE
@@ -154,7 +159,7 @@ AI_PATROL_ZONE = {
--- Creates a new AI_PATROL_ZONE object
-- @param #AI_PATROL_ZONE self
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Zone} where the patrol needs to be executed.
-- @param Core.Zone#ZONE_BASE PatrolZone The @{Core.Zone} where the patrol needs to be executed.
-- @param DCS#Altitude PatrolFloorAltitude The lowest altitude in meters where to execute the patrol.
-- @param DCS#Altitude PatrolCeilingAltitude The highest altitude in meters where to execute the patrol.
-- @param DCS#Speed PatrolMinSpeed The minimum speed of the @{Wrapper.Controllable} in km/h.
@@ -170,27 +175,27 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- Inherits from BASE
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New() ) -- #AI_PATROL_ZONE
self.PatrolZone = PatrolZone
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
-- defafult PatrolAltType to "BARO" if not specified
self.PatrolAltType = PatrolAltType or "BARO"
self:SetRefreshTimeInterval( 30 )
self.CheckStatus = true
self:ManageFuel( .2, 60 )
self:ManageDamage( 1 )
self.DetectedUnits = {} -- This table contains the targets detected during patrol.
self:SetStartState( "None" )
self:AddTransition( "*", "Stop", "Stopped" )
@@ -228,7 +233,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Stop.
-- @function [parent=#AI_PATROL_ZONE] Stop
-- @param #AI_PATROL_ZONE self
@@ -256,7 +261,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Start.
-- @function [parent=#AI_PATROL_ZONE] Start
-- @param #AI_PATROL_ZONE self
@@ -329,7 +334,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event Status.
-- @function [parent=#AI_PATROL_ZONE] Status
-- @param #AI_PATROL_ZONE self
@@ -413,7 +418,7 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
--- Synchronous Event Trigger for Event RTB.
-- @function [parent=#AI_PATROL_ZONE] RTB
-- @param #AI_PATROL_ZONE self
@@ -441,11 +446,11 @@ function AI_PATROL_ZONE:New( PatrolZone, PatrolFloorAltitude, PatrolCeilingAltit
-- @param #string To The To State string.
self:AddTransition( "*", "Reset", "Patrolling" ) -- FSM_CONTROLLABLE Transition for type #AI_PATROL_ZONE.
self:AddTransition( "*", "Eject", "*" )
self:AddTransition( "*", "Crash", "Crashed" )
self:AddTransition( "*", "PilotDead", "*" )
return self
end
@@ -459,7 +464,7 @@ end
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetSpeed( PatrolMinSpeed, PatrolMaxSpeed )
self:F2( { PatrolMinSpeed, PatrolMaxSpeed } )
self.PatrolMinSpeed = PatrolMinSpeed
self.PatrolMaxSpeed = PatrolMaxSpeed
end
@@ -473,7 +478,7 @@ end
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude )
self:F2( { PatrolFloorAltitude, PatrolCeilingAltitude } )
self.PatrolFloorAltitude = PatrolFloorAltitude
self.PatrolCeilingAltitude = PatrolCeilingAltitude
end
@@ -581,56 +586,56 @@ function AI_PATROL_ZONE:ClearDetectedUnits()
end
--- When the AI is out of fuel, it is required that a new AI is started, before the old AI can return to the home base.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel treshold is calculated.
-- When the fuel treshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targetted to the AI_PATROL_ZONE.
-- Therefore, with a parameter and a calculation of the distance to the home base, the fuel threshold is calculated.
-- When the fuel threshold is reached, the AI will continue for a given time its patrol task in orbit, while a new AIControllable is targeted to the AI_PATROL_ZONE.
-- Once the time is finished, the old AI will return to the base.
-- @param #AI_PATROL_ZONE self
-- @param #number PatrolFuelThresholdPercentage The treshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolFuelThresholdPercentage The threshold in percentage (between 0 and 1) when the AIControllable is considered to get out of fuel.
-- @param #number PatrolOutOfFuelOrbitTime The amount of seconds the out of fuel AIControllable will orbit before returning to the base.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageFuel( PatrolFuelThresholdPercentage, PatrolOutOfFuelOrbitTime )
self.PatrolFuelThresholdPercentage = PatrolFuelThresholdPercentage
self.PatrolOutOfFuelOrbitTime = PatrolOutOfFuelOrbitTime
return self
end
--- When the AI is damaged beyond a certain treshold, it is required that the AI returns to the home base.
--- When the AI is damaged beyond a certain threshold, it is required that the AI returns to the home base.
-- However, damage cannot be foreseen early on.
-- Therefore, when the damage treshold is reached,
-- Therefore, when the damage threshold is reached,
-- the AI will return immediately to the home base (RTB).
-- Note that for groups, the average damage of the complete group will be calculated.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage treshold will be 0.25.
-- So, in a group of 4 airplanes, 2 lost and 2 with damage 0.2, the damage threshold will be 0.25.
-- @param #AI_PATROL_ZONE self
-- @param #number PatrolDamageThreshold The treshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @param #number PatrolDamageThreshold The threshold in percentage (between 0 and 1) when the AI is considered to be damaged.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:ManageDamage( PatrolDamageThreshold )
self.PatrolManageDamage = true
self.PatrolDamageThreshold = PatrolDamageThreshold
return self
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_PATROL_ZONE self
-- @return #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @return #AI_PATROL_ZONE self
function AI_PATROL_ZONE:onafterStart( Controllable, From, Event, To )
self:F2()
self:__Route( 1 ) -- Route to the patrol point. The asynchronous trigger is important, because a spawned group and units takes at least one second to come live.
self:__Status( 60 ) -- Check status status every 30 seconds.
self:SetDetectionActivated()
self:HandleEvent( EVENTS.PilotDead, self.OnPilotDead )
self:HandleEvent( EVENTS.Crash, self.OnCrash )
self:HandleEvent( EVENTS.Ejection, self.OnEjection )
Controllable:OptionROEHoldFire()
Controllable:OptionROTVertical()
@@ -667,12 +672,12 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
if TargetObject and TargetObject:isExist() and TargetObject.id_ < 50000000 then
local TargetUnit = UNIT:Find( TargetObject )
-- Check that target is alive due to issue https://github.com/FlightControl-Master/MOOSE/issues/1234
if TargetUnit and TargetUnit:IsAlive() then
local TargetUnitName = TargetUnit:GetName()
if self.DetectionZone then
if TargetUnit:IsInZone( self.DetectionZone ) then
self:T( {"Detected ", TargetUnit } )
@@ -687,13 +692,13 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
end
Detected = true
end
end
end
end
self:__Detect( -self.DetectInterval )
if Detected == true then
self:__Detected( 1.5 )
end
@@ -701,7 +706,7 @@ function AI_PATROL_ZONE:onafterDetect( Controllable, From, Event, To )
end
--- @param Wrapper.Controllable#CONTROLLABLE AIControllable
-- This statis method is called from the route path within the last task at the last waaypoint of the Controllable.
-- This static method is called from the route path within the last task at the last waypoint of the Controllable.
-- Note that this method is required, as triggers the next route when patrolling for the Controllable.
function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
@@ -710,7 +715,7 @@ function AI_PATROL_ZONE:_NewPatrolRoute( AIControllable )
end
--- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings.
--- Defines a new patrol route using the @{#AI_PATROL_ZONE} parameters and settings.
-- @param #AI_PATROL_ZONE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable The Controllable Object managed by the FSM.
-- @param #string From The From State string.
@@ -729,7 +734,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if self.Controllable:IsAlive() and life > 1 then
-- Determine if the AIControllable is within the PatrolZone.
-- If not, make a waypoint within the to that the AIControllable will fly at maximum speed to that point.
local PatrolRoute = {}
-- Calculate the current route point of the controllable as the start point of the route.
@@ -775,7 +780,7 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
end
--- Define a random point in the @{Zone}. The AI will fly to that point within the zone.
--- Define a random point in the @{Core.Zone}. The AI will fly to that point within the zone.
--- Find a random 2D point in PatrolZone.
local ToTargetVec2 = self.PatrolZone:GetRandomVec2()
@@ -1,10 +1,10 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occuring on @{Wrapper.Unit}s.
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
--
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG)
--
-- ===
--
-- @module Actions.Account
-- @module Actions.Act_Account
-- @image MOOSE.JPG
do -- ACT_ACCOUNT
@@ -20,7 +20,7 @@ do -- ACT_ACCOUNT
--
-- ### ACT_ACCOUNT States
--
-- * **Asigned**: The player is assigned.
-- * **Assigned**: The player is assigned.
-- * **Waiting**: Waiting for an event.
-- * **Report**: Reporting.
-- * **Account**: Account for an event.
@@ -54,6 +54,11 @@ do -- ACT_ACCOUNT
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @type ACT_ACCOUNT
-- @field Core.Set#SET_UNIT TargetSetUnit
-- @extends Core.Fsm#FSM_PROCESS
@@ -104,7 +109,6 @@ do -- ACT_ACCOUNT
self:__Wait( 1 )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -141,7 +145,7 @@ do -- ACT_ACCOUNT_DEADS
--- # @{#ACT_ACCOUNT_DEADS} FSM class, extends @{Core.Fsm.Account#ACT_ACCOUNT}
--
-- The ACT_ACCOUNT_DEADS class accounts (detects, counts and reports) successful kills of DCS units.
-- The process is given a @{Set} of units that will be tracked upon successful destruction.
-- The process is given a @{Core.Set} of units that will be tracked upon successful destruction.
-- The process will end after each target has been successfully destroyed.
-- Each successful dead will trigger an Account state transition that can be scored, modified or administered.
--
@@ -157,7 +161,6 @@ do -- ACT_ACCOUNT_DEADS
ClassName = "ACT_ACCOUNT_DEADS",
}
--- Creates a new DESTROY process.
-- @param #ACT_ACCOUNT_DEADS self
-- @param Core.Set#SET_UNIT TargetSetUnit
@@ -195,7 +198,6 @@ do -- ACT_ACCOUNT_DEADS
self:GetCommandCenter():MessageTypeToGroup( MessageText, ProcessUnit:GetGroup(), MESSAGE.Type.Information )
end
--- StateMachine callback function
-- @param #ACT_ACCOUNT_DEADS self
-- @param Wrapper.Unit#UNIT ProcessUnit
@@ -270,7 +272,6 @@ do -- ACT_ACCOUNT_DEADS
end
end
--- DCS Events
--- @param #ACT_ACCOUNT_DEADS self
@@ -51,7 +51,12 @@
-- * **After** the state transition.
-- The state transition method needs to start with the name **OnAfter + the name of the state**.
-- These state transition methods need to provide a return value, which is specified at the function description.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- # 1) @{#ACT_ASSIGN_ACCEPT} class, extends @{Core.Fsm.Assign#ACT_ASSIGN}
@@ -77,7 +82,7 @@
--
-- ===
--
-- @module Actions.Assign
-- @module Actions.Act_Assign
-- @image MOOSE.JPG
@@ -50,17 +50,22 @@
--
-- # 1) @{#ACT_ASSIST_SMOKE_TARGETS_ZONE} class, extends @{Core.Fsm.Route#ACT_ASSIST}
--
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Zone}.
-- The ACT_ASSIST_SMOKE_TARGETS_ZONE class implements the core functions to smoke targets in a @{Core.Zone}.
-- The targets are smoked within a certain range around each target, simulating a realistic smoking behaviour.
-- At random intervals, a new target is smoked.
--
-- # 1.1) ACT_ASSIST_SMOKE_TARGETS_ZONE constructor:
--
-- * @{#ACT_ASSIST_SMOKE_TARGETS_ZONE.New}(): Creates a new ACT_ASSIST_SMOKE_TARGETS_ZONE object.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @module Actions.Assist
-- @module Actions.Act_Assist
-- @image MOOSE.JPG
@@ -62,17 +62,22 @@
--
-- # 1) @{#ACT_ROUTE_ZONE} class, extends @{Core.Fsm.Route#ACT_ROUTE}
--
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Zone}.
-- The ACT_ROUTE_ZONE class implements the core functions to route an AIR @{Wrapper.Controllable} player @{Wrapper.Unit} to a @{Core.Zone}.
-- The player receives on perioding times messages with the coordinates of the route to follow.
-- Upon arrival at the zone, a confirmation of arrival is sent, and the process will be ended.
--
-- # 1.1) ACT_ROUTE_ZONE constructor:
--
-- * @{#ACT_ROUTE_ZONE.New}(): Creates a new ACT_ROUTE_ZONE object.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @module Actions.Route
-- @module Actions.Act_Route
-- @image MOOSE.JPG
+128 -158
View File
@@ -66,7 +66,7 @@
-- you can board the cargo into the carrier `CargoCarrier`.
-- Simple, isn't it? Told you, and this is only the beginning.
--
-- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manualy by mission designers.
-- The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manually by mission designers.
-- It would be too low-level and not end-user friendly to deal with cargo handling complexity.
-- Things can become really complex if you want to make cargo being handled and behave in multiple scenarios.
--
@@ -77,8 +77,8 @@
--
-- ## 3.1) AI Cargo handlers.
--
-- - @{AI.AI_Cargo_APC} will create for you the capatility to make an APC group handle cargo.
-- - @{AI.AI_Cargo_Helicopter} will create for you the capatility to make a Helicopter group handle cargo.
-- - @{AI.AI_Cargo_APC} will create for you the capability to make an APC group handle cargo.
-- - @{AI.AI_Cargo_Helicopter} will create for you the capability to make a Helicopter group handle cargo.
--
--
-- ## 3.2) AI Cargo transportation dispatchers.
@@ -86,7 +86,7 @@
-- There are also dispatchers that make AI work together to transport cargo automatically!!!
--
-- - @{AI.AI_Cargo_Dispatcher_APC} derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicpter groups to transport cargo between sites.
-- - @{AI.AI_Cargo_Dispatcher_Helicopters} derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
--
-- ## 3.3) Cargo transportation tasking.
--
@@ -94,7 +94,7 @@
--
-- - @{Tasking.Task_CARGO} derived classes will create for you cargo transportation tasks, that allow human players to interact with MOOSE cargo objects to complete tasks.
--
-- Please refer to the documentation reflected within these modules to understand the detailed capabilties.
-- Please refer to the documentation reflected within these modules to understand the detailed capabilities.
--
-- # 4) Cargo SETs.
--
@@ -194,7 +194,7 @@
-- * is of type `Workmaterials`
-- * will report when a carrier is within 500 meters
-- * will board to carriers when the carrier is within 500 meters from the cargo object
-- * will dissapear when the cargo is within 25 meters from the carrier during boarding
-- * will disappear when the cargo is within 25 meters from the carrier during boarding
--
-- So the overall syntax of the #CARGO naming tag and arguments are:
--
@@ -206,32 +206,39 @@
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
--
-- ## 5.2) The \#CARGO tag to create CARGO_CRATE objects:
-- ## 5.2) The \#CARGO tag to create CARGO_CRATE or CARGO_SLINGLOAD objects:
--
-- You can also use the \#CARGO tag on **static** objects, including **static cargo** objects of the mission editor.
--
-- For example, the following #CARGO naming in the **static name** of the object, will create a CARGO_CRATE object when the mission starts.
--
-- `Static #CARGO(T=Workmaterials,RR=500,NR=25)`
-- `Static #CARGO(T=Workmaterials,C=CRATE,RR=500,NR=25)`
--
-- This will create a CARGO_CRATE object:
--
-- * with the group name `Static #CARGO`
-- * is of type `Workmaterials`
-- * is of category `CRATE` (as opposed to `SLING`)
-- * will report when a carrier is within 500 meters
-- * will board to carriers when the carrier is within 500 meters from the cargo object
-- * will dissapear when the cargo is within 25 meters from the carrier during boarding
-- * will disappear when the cargo is within 25 meters from the carrier during boarding
--
-- So the overall syntax of the #CARGO naming tag and arguments are:
--
-- `StaticName #CARGO(T=CargoTypeName,RR=Range,NR=Range)`
-- `StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)`
--
-- * **T=** Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
-- * **C=** Provide either `CRATE` or `SLING` to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectively.
-- * **RR=** Provide the minimal range in meters when the report to the carrier, and board to the carrier.
-- Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
-- * **NR=** Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding.
-- Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
--
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- ### Author: **FlightControl**
@@ -375,7 +382,7 @@ do -- CARGO
-- @field #boolean Moveable This flag defines if the cargo is moveable.
-- @field #boolean Representable This flag defines if the cargo can be represented by a DCS Unit.
-- @field #boolean Containable This flag defines if the cargo can be contained within a DCS Unit.
--- Defines the core functions that defines a cargo object within MOOSE.
--
-- A cargo is a **logical object** defined that is available for transport, and has a life status within a simulation.
@@ -428,8 +435,7 @@ do -- CARGO
--- @type CARGO.CargoObjects
-- @map < #string, Wrapper.Positionable#POSITIONABLE > The alive POSITIONABLE objects representing the the cargo.
--- CARGO Constructor. This class is an abstract class and should not be instantiated.
-- @param #CARGO self
-- @param #string Type
@@ -439,10 +445,10 @@ do -- CARGO
-- @param #number NearRadius (optional)
-- @return #CARGO
function CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) --R2.1
local self = BASE:Inherit( self, FSM:New() ) -- #CARGO
self:F( { Type, Name, Weight, LoadRadius, NearRadius } )
self:SetStartState( "UnLoaded" )
self:AddTransition( { "UnLoaded", "Boarding" }, "Board", "Boarding" )
self:AddTransition( "Boarding" , "Boarding", "Boarding" )
@@ -457,7 +463,7 @@ do -- CARGO
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:AddTransition( "*", "Respawn", "UnLoaded" )
self:AddTransition( "*", "Reset", "UnLoaded" )
self.Type = Type
self.Name = Name
self.Weight = Weight or 0
@@ -469,31 +475,29 @@ do -- CARGO
self.Containable = false
self.CargoLimit = 0
self.LoadRadius = LoadRadius or 500
--self.NearRadius = NearRadius or 25
self:SetDeployed( false )
self.CargoScheduler = SCHEDULER:New()
CARGOS[self.Name] = self
return self
end
--- Find a CARGO in the _DATABASE.
-- @param #CARGO self
-- @param #string CargoName The Cargo Name.
-- @return #CARGO self
function CARGO:FindByName( CargoName )
local CargoFound = _DATABASE:FindCargo( CargoName )
return CargoFound
end
--- Get the x position of the cargo.
-- @param #CARGO self
-- @return #number
@@ -502,9 +506,9 @@ do -- CARGO
return self.CargoCarrier:GetCoordinate().x
else
return self.CargoObject:GetCoordinate().x
end
end
end
--- Get the y position of the cargo.
-- @param #CARGO self
-- @return #number
@@ -513,9 +517,9 @@ do -- CARGO
return self.CargoCarrier:GetCoordinate().z
else
return self.CargoObject:GetCoordinate().z
end
end
end
--- Get the heading of the cargo.
-- @param #CARGO self
-- @return #number
@@ -524,22 +528,21 @@ do -- CARGO
return self.CargoCarrier:GetHeading()
else
return self.CargoObject:GetHeading()
end
end
end
--- Check if the cargo can be Slingloaded.
-- @param #CARGO self
function CARGO:CanSlingload()
return false
end
--- Check if the cargo can be Boarded.
-- @param #CARGO self
function CARGO:CanBoard()
return true
end
--- Check if the cargo can be Unboarded.
-- @param #CARGO self
function CARGO:CanUnboard()
@@ -551,14 +554,13 @@ do -- CARGO
function CARGO:CanLoad()
return true
end
--- Check if the cargo can be Unloaded.
-- @param #CARGO self
function CARGO:CanUnload()
return true
end
--- Destroy the cargo.
-- @param #CARGO self
function CARGO:Destroy()
@@ -567,14 +569,14 @@ do -- CARGO
end
self:Destroyed()
end
--- Get the name of the Cargo.
-- @param #CARGO self
-- @return #string The name of the Cargo.
function CARGO:GetName() --R2.1
return self.Name
end
--- Get the current active object representing or being the Cargo.
-- @param #CARGO self
-- @return Wrapper.Positionable#POSITIONABLE The object representing or being the Cargo.
@@ -583,9 +585,9 @@ do -- CARGO
return self.CargoCarrier
else
return self.CargoObject
end
end
end
--- Get the object name of the Cargo.
-- @param #CARGO self
-- @return #string The object name of the Cargo.
@@ -594,9 +596,9 @@ do -- CARGO
return self.CargoCarrier:GetName()
else
return self.CargoObject:GetName()
end
end
end
--- Get the amount of Cargo.
-- @param #CARGO self
-- @return #number The amount of Cargo.
@@ -611,7 +613,6 @@ do -- CARGO
return self.Type
end
--- Get the transportation method of the Cargo.
-- @param #CARGO self
-- @return #string The transportation method of the Cargo.
@@ -619,7 +620,6 @@ do -- CARGO
return self.TransportationMethod
end
--- Get the coalition of the Cargo.
-- @param #CARGO self
-- @return Coalition
@@ -628,32 +628,30 @@ do -- CARGO
return self.CargoCarrier:GetCoalition()
else
return self.CargoObject:GetCoalition()
end
end
end
--- Get the current coordinates of the Cargo.
-- @param #CARGO self
-- @return Core.Point#COORDINATE The coordinates of the Cargo.
function CARGO:GetCoordinate()
return self.CargoObject:GetCoordinate()
end
--- Check if cargo is destroyed.
-- @param #CARGO self
-- @return #boolean true if destroyed
function CARGO:IsDestroyed()
return self:Is( "Destroyed" )
end
--- Check if cargo is loaded.
-- @param #CARGO self
-- @return #boolean true if loaded
function CARGO:IsLoaded()
return self:Is( "Loaded" )
end
--- Check if cargo is loaded.
-- @param #CARGO self
-- @param Wrapper.Unit#UNIT Carrier
@@ -661,14 +659,14 @@ do -- CARGO
function CARGO:IsLoadedInCarrier( Carrier )
return self.CargoCarrier and self.CargoCarrier:GetName() == Carrier:GetName()
end
--- Check if cargo is unloaded.
-- @param #CARGO self
-- @return #boolean true if unloaded
function CARGO:IsUnLoaded()
return self:Is( "UnLoaded" )
end
--- Check if cargo is boarding.
-- @param #CARGO self
-- @return #boolean true if boarding
@@ -676,52 +674,47 @@ do -- CARGO
return self:Is( "Boarding" )
end
--- Check if cargo is unboarding.
-- @param #CARGO self
-- @return #boolean true if unboarding
function CARGO:IsUnboarding()
return self:Is( "UnBoarding" )
end
--- Check if cargo is alive.
-- @param #CARGO self
-- @return #boolean true if unloaded
function CARGO:IsAlive()
if self:IsLoaded() then
return self.CargoCarrier:IsAlive()
else
return self.CargoObject:IsAlive()
end
end
end
--- Set the cargo as deployed.
-- @param #CARGO self
-- @param #boolean Deployed true if the cargo is to be deployed. false or nil otherwise.
function CARGO:SetDeployed( Deployed )
self.Deployed = Deployed
end
--- Is the cargo deployed
-- @param #CARGO self
-- @return #boolean
function CARGO:IsDeployed()
return self.Deployed
end
--- Template method to spawn a new representation of the CARGO in the simulator.
-- @param #CARGO self
-- @return #CARGO
function CARGO:Spawn( PointVec2 )
self:F()
end
--- Signal a flare at the position of the CARGO.
-- @param #CARGO self
-- @param Utilities.Utils#FLARECOLOR FlareColor
@@ -730,31 +723,31 @@ do -- CARGO
trigger.action.signalFlare( self.CargoObject:GetVec3(), FlareColor , 0 )
end
end
--- Signal a white flare at the position of the CARGO.
-- @param #CARGO self
function CARGO:FlareWhite()
self:Flare( trigger.flareColor.White )
end
--- Signal a yellow flare at the position of the CARGO.
-- @param #CARGO self
function CARGO:FlareYellow()
self:Flare( trigger.flareColor.Yellow )
end
--- Signal a green flare at the position of the CARGO.
-- @param #CARGO self
function CARGO:FlareGreen()
self:Flare( trigger.flareColor.Green )
end
--- Signal a red flare at the position of the CARGO.
-- @param #CARGO self
function CARGO:FlareRed()
self:Flare( trigger.flareColor.Red )
end
--- Smoke the CARGO.
-- @param #CARGO self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor The color of the smoke.
@@ -768,38 +761,37 @@ do -- CARGO
end
end
end
--- Smoke the CARGO Green.
-- @param #CARGO self
function CARGO:SmokeGreen()
self:Smoke( trigger.smokeColor.Green, Range )
end
--- Smoke the CARGO Red.
-- @param #CARGO self
function CARGO:SmokeRed()
self:Smoke( trigger.smokeColor.Red, Range )
end
--- Smoke the CARGO White.
-- @param #CARGO self
function CARGO:SmokeWhite()
self:Smoke( trigger.smokeColor.White, Range )
end
--- Smoke the CARGO Orange.
-- @param #CARGO self
function CARGO:SmokeOrange()
self:Smoke( trigger.smokeColor.Orange, Range )
end
--- Smoke the CARGO Blue.
-- @param #CARGO self
function CARGO:SmokeBlue()
self:Smoke( trigger.smokeColor.Blue, Range )
end
--- Set the Load radius, which is the radius till when the Cargo can be loaded.
-- @param #CARGO self
-- @param #number LoadRadius The radius till Cargo can be loaded.
@@ -807,23 +799,21 @@ do -- CARGO
function CARGO:SetLoadRadius( LoadRadius )
self.LoadRadius = LoadRadius or 150
end
--- Get the Load radius, which is the radius till when the Cargo can be loaded.
-- @param #CARGO self
-- @return #number The radius till Cargo can be loaded.
function CARGO:GetLoadRadius()
return self.LoadRadius
end
--- Check if Cargo is in the LoadRadius for the Cargo to be Boarded or Loaded.
-- @param #CARGO self
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the CargoGroup is within the loading radius.
function CARGO:IsInLoadRadius( Coordinate )
self:F( { Coordinate, LoadRadius = self.LoadRadius } )
local Distance = 0
if self:IsUnLoaded() then
local CargoCoordinate = self.CargoObject:GetCoordinate()
@@ -833,18 +823,17 @@ do -- CARGO
return true
end
end
return false
end
--- Check if the Cargo can report itself to be Boarded or Loaded.
-- @param #CARGO self
-- @param Core.Point#COORDINATE Coordinate
-- @return #boolean true if the Cargo can report itself.
function CARGO:IsInReportRadius( Coordinate )
self:F( { Coordinate } )
local Distance = 0
if self:IsUnLoaded() then
Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
@@ -853,7 +842,7 @@ do -- CARGO
return true
end
end
return false
end
@@ -865,7 +854,7 @@ do -- CARGO
-- @return #boolean
function CARGO:IsNear( Coordinate, NearRadius )
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius } )
if self.CargoObject:IsAlive() then
--local Distance = PointVec2:Get2DDistance( self.CargoObject:GetPointVec2() )
--self:F( { CargoObjectName = self.CargoObject:GetName() } )
@@ -873,26 +862,24 @@ do -- CARGO
--self:F( { PointVec2 = PointVec2:GetVec2() } )
local Distance = Coordinate:Get2DDistance( self.CargoObject:GetCoordinate() )
--self:F( { Distance = Distance, NearRadius = NearRadius or "nil" } )
if Distance <= NearRadius then
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = true } )
return true
end
end
--self:F( { PointVec2 = PointVec2, NearRadius = NearRadius, IsNear = false } )
return false
end
--- Check if Cargo is the given @{Zone}.
--- Check if Cargo is the given @{Core.Zone}.
-- @param #CARGO self
-- @param Core.Zone#ZONE_BASE Zone
-- @return #boolean **true** if cargo is in the Zone, **false** if cargo is not in the Zone.
function CARGO:IsInZone( Zone )
--self:F( { Zone } )
if self:IsLoaded() then
return Zone:IsPointVec2InZone( self.CargoCarrier:GetPointVec2() )
else
@@ -902,34 +889,33 @@ do -- CARGO
else
return false
end
end
end
return nil
end
--- Get the current PointVec2 of the cargo.
-- @param #CARGO self
-- @return Core.Point#POINT_VEC2
function CARGO:GetPointVec2()
return self.CargoObject:GetPointVec2()
end
--- Get the current Coordinate of the cargo.
-- @param #CARGO self
-- @return Core.Point#COORDINATE
function CARGO:GetCoordinate()
return self.CargoObject:GetCoordinate()
end
--- Get the weight of the cargo.
-- @param #CARGO self
-- @return #number Weight The weight in kg.
function CARGO:GetWeight()
return self.Weight
end
--- Set the weight of the cargo.
-- @param #CARGO self
-- @param #number Weight The weight in kg.
@@ -938,14 +924,14 @@ do -- CARGO
self.Weight = Weight
return self
end
--- Get the volume of the cargo.
-- @param #CARGO self
-- @return #number Volume The volume in kg.
function CARGO:GetVolume()
return self.Volume
end
--- Set the volume of the cargo.
-- @param #CARGO self
-- @param #number Volume The volume in kg.
@@ -954,18 +940,18 @@ do -- CARGO
self.Volume = Volume
return self
end
--- Send a CC message to a @{Wrapper.Group}.
-- @param #CARGO self
-- @param #string Message
-- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group.
-- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
function CARGO:MessageToGroup( Message, CarrierGroup, Name )
MESSAGE:New( Message, 20, "Cargo " .. self:GetName() ):ToGroup( CarrierGroup )
end
--- Report to a Carrier Group.
-- @param #CARGO self
-- @param #string Action The string describing the action for the cargo.
@@ -991,8 +977,7 @@ do -- CARGO
end
end
end
--- Report to a Carrier Group with a Flaring signal.
-- @param #CARGO self
-- @param Utils#UTILS.FlareColor FlareColor the color of the flare.
@@ -1001,8 +986,7 @@ do -- CARGO
self.ReportFlareColor = FlareColor
end
--- Report to a Carrier Group with a Smoking signal.
-- @param #CARGO self
-- @param Utils#UTILS.SmokeColor SmokeColor the color of the smoke.
@@ -1011,8 +995,7 @@ do -- CARGO
self.ReportSmokeColor = SmokeColor
end
--- Reset the reporting for a Carrier Group.
-- @param #CARGO self
-- @param #string Action The string describing the action for the cargo.
@@ -1022,7 +1005,7 @@ do -- CARGO
self.Reported[CarrierGroup][Action] = nil
end
--- Reset all the reporting for a Carrier Group.
-- @param #CARGO self
-- @param Wrapper.Group#GROUP CarrierGroup The Carrier Group to send the report to.
@@ -1031,7 +1014,7 @@ do -- CARGO
self.Reported[CarrierGroup] = nil
end
--- Respawn the cargo when destroyed
-- @param #CARGO self
-- @param #boolean RespawnDestroyed
@@ -1044,11 +1027,8 @@ do -- CARGO
else
self.onenterDestroyed = nil
end
end
end
end -- CARGO
@@ -1073,7 +1053,7 @@ do -- CARGO_REPRESENTABLE
-- @param #number NearRadius (optional) Radius in meters when the cargo is loaded into the carrier.
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:New( CargoObject, Type, Name, LoadRadius, NearRadius )
-- Inherit CARGO.
local self = BASE:Inherit( self, CARGO:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_REPRESENTABLE
self:F( { Type, Name, LoadRadius, NearRadius } )
@@ -1081,10 +1061,10 @@ do -- CARGO_REPRESENTABLE
-- Descriptors.
local Desc=CargoObject:GetDesc()
self:T({Desc=Desc})
-- Weight.
local Weight = math.random( 80, 120 )
-- Adjust weight..
if Desc then
if Desc.typeName == "2B11 mortar" then
@@ -1095,8 +1075,8 @@ do -- CARGO_REPRESENTABLE
end
-- Set weight.
self:SetWeight( Weight )
self:SetWeight( Weight )
return self
end
@@ -1104,14 +1084,14 @@ do -- CARGO_REPRESENTABLE
-- @param #CARGO_REPRESENTABLE self
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:Destroy()
-- Cargo objects are deleted from the _DATABASE and SET_CARGO objects.
self:F( { CargoName = self:GetName() } )
--_EVENTDISPATCHER:CreateEventDeleteCargo( self )
return self
end
--- Route a cargo unit to a PointVec2.
-- @param #CARGO_REPRESENTABLE self
-- @param Core.Point#POINT_VEC2 ToPointVec2
@@ -1119,19 +1099,19 @@ do -- CARGO_REPRESENTABLE
-- @return #CARGO_REPRESENTABLE
function CARGO_REPRESENTABLE:RouteTo( ToPointVec2, Speed )
self:F2( ToPointVec2 )
local Points = {}
local PointStartVec2 = self.CargoObject:GetPointVec2()
Points[#Points+1] = PointStartVec2:WaypointGround( Speed )
Points[#Points+1] = ToPointVec2:WaypointGround( Speed )
local TaskRoute = self.CargoObject:TaskRoute( Points )
self.CargoObject:SetTask( TaskRoute, 2 )
return self
return self
end
--- Send a message to a @{Wrapper.Group} through a communication channel near the cargo.
-- @param #CARGO_REPRESENTABLE self
-- @param #string Message
@@ -1155,20 +1135,19 @@ do -- CARGO_REPRESENTABLE
end
end
end
end
end -- CARGO_REPRESENTABLE
do -- CARGO_REPORTABLE
--- @type CARGO_REPORTABLE
-- @extends #CARGO
CARGO_REPORTABLE = {
ClassName = "CARGO_REPORTABLE"
}
--- CARGO_REPORTABLE Constructor.
-- @param #CARGO_REPORTABLE self
-- @param #string Type
@@ -1180,31 +1159,23 @@ do -- CARGO_REPORTABLE
function CARGO_REPORTABLE:New( Type, Name, Weight, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO:New( Type, Name, Weight, LoadRadius, NearRadius ) ) -- #CARGO_REPORTABLE
self:F( { Type, Name, Weight, LoadRadius, NearRadius } )
return self
end
--- Send a CC message to a @{Wrapper.Group}.
-- @param #CARGO_REPORTABLE self
-- @param #string Message
-- @param Wrapper.Group#GROUP TaskGroup
-- @param #string Name (optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.
function CARGO_REPORTABLE:MessageToGroup( Message, TaskGroup, Name )
MESSAGE:New( Message, 20, "Cargo " .. self:GetName() .. " reporting" ):ToGroup( TaskGroup )
end
end
do -- CARGO_PACKAGE
--- @type CARGO_PACKAGE
@@ -1278,10 +1249,10 @@ function CARGO_PACKAGE:IsNear( CargoCarrier )
self:F()
local CargoCarrierPoint = CargoCarrier:GetCoordinate()
local Distance = CargoCarrierPoint:Get2DDistance( self.CargoCarrier:GetCoordinate() )
self:T( Distance )
if Distance <= self.NearRadius then
return true
else
@@ -1332,7 +1303,7 @@ function CARGO_PACKAGE:onafterUnBoard( From, Event, To, CargoCarrier, Speed, UnL
if not self.CargoInAir then
self:_Next( self.FsmP.UnLoad, UnLoadDistance, Angle )
local Points = {}
local StartPointVec2 = CargoCarrier:GetPointVec2()
@@ -1387,7 +1358,7 @@ function CARGO_PACKAGE:onafterLoad( From, Event, To, CargoCarrier, Speed, LoadDi
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = StartPointVec2:Translate( LoadDistance, CargoDeployHeading )
local Points = {}
Points[#Points+1] = StartPointVec2:WaypointGround( Speed )
Points[#Points+1] = CargoDeployPointVec2:WaypointGround( Speed )
@@ -1408,12 +1379,12 @@ end
-- @param #number Angle
function CARGO_PACKAGE:onafterUnLoad( From, Event, To, CargoCarrier, Speed, Distance, Angle )
self:F()
local StartPointVec2 = self.CargoCarrier:GetPointVec2()
local CargoCarrierHeading = self.CargoCarrier:GetHeading() -- Get Heading of object in degrees.
local CargoDeployHeading = ( ( CargoCarrierHeading + Angle ) >= 360 ) and ( CargoCarrierHeading + Angle - 360 ) or ( CargoCarrierHeading + Angle )
local CargoDeployPointVec2 = StartPointVec2:Translate( Distance, CargoDeployHeading )
self.CargoCarrier = CargoCarrier
local Points = {}
@@ -1425,5 +1396,4 @@ function CARGO_PACKAGE:onafterUnLoad( From, Event, To, CargoCarrier, Speed, Dist
end
end
+6 -1
View File
@@ -1,4 +1,4 @@
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object.
--- **Cargo** - Management of single cargo crates, which are based on a STATIC object.
--
-- ===
--
@@ -36,7 +36,12 @@ do -- CARGO_CRATE
--
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #CARGO_CRATE
+8 -3
View File
@@ -1,4 +1,4 @@
--- **Cargo** - Management of grouped cargo logistics, which are based on a @{Wrapper.Group} object.
--- **Cargo** - Management of grouped cargo logistics, which are based on a GROUP object.
--
-- ===
--
@@ -38,7 +38,12 @@ do -- CARGO_GROUP
--
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- @field #CARGO_GROUP CARGO_GROUP
--
CARGO_GROUP = {
@@ -47,7 +52,7 @@ do -- CARGO_GROUP
--- CARGO_GROUP constructor.
-- This make a new CARGO_GROUP from a @{Wrapper.Group} object.
-- It will "ungroup" the group object within the sim, and will create a @{Set} of individual Unit objects.
-- It will "ungroup" the group object within the sim, and will create a @{Core.Set} of individual Unit objects.
-- @param #CARGO_GROUP self
-- @param Wrapper.Group#GROUP CargoGroup Group to be transported as cargo.
-- @param #string Type Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set.
@@ -727,7 +732,7 @@ do -- CARGO_GROUP
end
end
--- Check if the first element of the CargoGroup is the given @{Zone}.
--- Check if the first element of the CargoGroup is the given @{Core.Zone}.
-- @param #CARGO_GROUP self
-- @param Core.Zone#ZONE_BASE Zone
-- @return #boolean **true** if the first element of the CargoGroup is in the Zone
@@ -1,4 +1,4 @@
--- **Cargo** -- Management of single cargo crates, which are based on a @{Static} object. The cargo can only be slingloaded.
--- **Cargo** - Management of single cargo crates, which are based on a STATIC object. The cargo can only be slingloaded.
--
-- ===
--
@@ -29,7 +29,12 @@ do -- CARGO_SLINGLOAD
--
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_TRANSPORT} to transport cargo by human players.
-- * @{Tasking.Task_Cargo_Transport#TASK_CARGO_CSAR} to transport downed pilots by human players.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #CARGO_SLINGLOAD
+6 -1
View File
@@ -1,4 +1,4 @@
--- **Cargo** - Management of single cargo logistics, which are based on a @{Wrapper.Unit} object.
--- **Cargo** - Management of single cargo logistics, which are based on a UNIT object.
--
-- ===
--
@@ -27,7 +27,12 @@ do -- CARGO_UNIT
-- Note that ground forces behave in a group, and thus, act in formation, regardless if one unit is commanded to move.
--
-- This class is used in CARGO_GROUP, and is not meant to be used by mission designers individually.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated
--
-- ===
--
-- @field #CARGO_UNIT CARGO_UNIT
File diff suppressed because it is too large Load Diff
+95 -70
View File
@@ -16,24 +16,24 @@
--- *In order for the light to shine so brightly, the darkness must be present.* -- Francis Bacon
--
-- After attaching a @{#BEACON} to your @{Wrapper.Positionable#POSITIONABLE}, you need to select the right function to activate the kind of beacon you want.
-- There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very usefull to simulate the battery time if your BEACON is
-- attach to a cargo crate, for exemple.
-- There are two types of BEACONs available : the (aircraft) TACAN Beacon and the general purpose Radio Beacon.
-- Note that in both case, you can set an optional parameter : the `BeaconDuration`. This can be very useful to simulate the battery time if your BEACON is
-- attach to a cargo crate, for example.
--
-- ## AA TACAN Beacon usage
-- ## Aircraft TACAN Beacon usage
--
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON:AATACAN}() to set the beacon parameters and start the beacon.
-- Use @#BEACON:StopAATACAN}() to stop it.
-- This beacon only works with airborne @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}. Use @{#BEACON.ActivateTACAN}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON.StopRadioBeacon}() to stop it.
--
-- ## General Purpose Radio Beacon usage
--
-- This beacon will work with any @{Wrapper.Positionable#POSITIONABLE}, but **it won't follow the @{Wrapper.Positionable#POSITIONABLE}** ! This means that you should only use it with
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON:RadioBeacon}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON:StopRadioBeacon}() to stop it.
-- @{Wrapper.Positionable#POSITIONABLE} that don't move, or move very slowly. Use @{#BEACON.RadioBeacon}() to set the beacon parameters and start the beacon.
-- Use @{#BEACON.StopRadioBeacon}() to stop it.
--
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{Wrapper.Controllable#CONTROLLABLE} that will receive radio capabilities.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
@@ -72,12 +72,12 @@ BEACON.Type={
TACAN = 4,
VORTAC = 5,
RSBN = 128,
BROADCAST_STATION = 1024,
BROADCAST_STATION = 1024,
HOMER = 8,
AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136,
AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136,
ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16424,
ILS_NEAR_HOMER = 16424,
ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896,
PRMG_LOCALIZER = 33024,
@@ -97,24 +97,24 @@ BEACON.Type={
-- @field #number TACAN_TANKER_Y TACtical Air Navigation system for tankers on Y band.
-- @field #number VOR Very High Frequency Omni-Directional Range
-- @field #number ILS_LOCALIZER ILS localizer
-- @field #number ILS_GLIDESLOPE ILS glideslope.
-- @field #number ILS_GLIDESLOPE ILS glide slope.
-- @field #number PRGM_LOCALIZER PRGM localizer.
-- @field #number PRGM_GLIDESLOPE PRGM glideslope.
-- @field #number PRGM_GLIDESLOPE PRGM glide slope.
-- @field #number BROADCAST_STATION Broadcast station.
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omnidirectional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
-- @field #number VORTAC Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omni-directional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.
-- @field #number TACAN_AA_MODE_X TACtical Air Navigation for aircraft on X band.
-- @field #number TACAN_AA_MODE_Y TACtical Air Navigation for aircraft on Y band.
-- @field #number VORDME Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME).
-- @field #number ICLS_LOCALIZER Carrier landing system.
-- @field #number ICLS_GLIDESLOPE Carrier landing system.
BEACON.System={
PAR_10 = 1,
RSBN_5 = 2,
TACAN = 3,
PAR_10 = 1,
RSBN_5 = 2,
TACAN = 3,
TACAN_TANKER_X = 4,
TACAN_TANKER_Y = 5,
VOR = 6,
ILS_LOCALIZER = 7,
VOR = 6,
ILS_LOCALIZER = 7,
ILS_GLIDESLOPE = 8,
PRMG_LOCALIZER = 9,
PRMG_GLIDESLOPE = 10,
@@ -130,16 +130,16 @@ BEACON.System={
--- Create a new BEACON Object. This doesn't activate the beacon, though, use @{#BEACON.ActivateTACAN} etc.
-- If you want to create a BEACON, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetBeacon}() instead.
-- @param #BEACON self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Wrapper.Positionable} that will receive radio capabilities.
-- @return #BEACON Beacon object or #nil if the positionable is invalid.
function BEACON:New(Positionable)
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) --#BEACON
-- Debug.
self:F(Positionable)
-- Set positionable.
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
self.Positionable = Positionable
@@ -147,12 +147,11 @@ function BEACON:New(Positionable)
self:I(string.format("New BEACON %s", tostring(self.name)))
return self
end
self:E({"The passed positionable is invalid, no BEACON created", Positionable})
return nil
end
--- Activates a TACAN BEACON.
-- @param #BEACON self
-- @param #number Channel TACAN channel, i.e. the "10" part in "10Y".
@@ -169,28 +168,28 @@ end
-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon
function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration})
Mode=Mode or "Y"
-- Get frequency.
local Frequency=UTILS.TACANToFrequency(Channel, Mode)
-- Check.
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
return self
end
-- Beacon type.
local Type=BEACON.Type.TACAN
-- Beacon system.
local System=BEACON.System.TACAN
-- Check if unit is an aircraft and set system accordingly.
local AA=self.Positionable:IsAir()
if AA then
System=5 --NOTE: 5 is how you cat the correct tanker behaviour! --BEACON.System.TACAN_TANKER
-- Check if "Y" mode is selected for aircraft.
@@ -201,21 +200,21 @@ function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)
System=BEACON.System.TACAN_TANKER_Y
end
end
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug.
self:I({string.format("BEACON Activating TACAN %s: Channel=%d%s, Morse=%s, Bearing=%s, Duration=%s!", tostring(self.name), Channel, Mode, Message, tostring(Bearing), tostring(Duration))})
-- Start beacon.
self.Positionable:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, Mode, AA, Message, Bearing)
-- Stop sheduler.
-- Stop scheduler.
if Duration then
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
@@ -227,25 +226,52 @@ end
-- @return #BEACON self
function BEACON:ActivateICLS(Channel, Callsign, Duration)
self:F({Channel=Channel, Callsign=Callsign, Duration=Duration})
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug
self:T2({"ICLS BEACON started!"})
-- Start beacon.
self.Positionable:CommandActivateICLS(Channel, UnitID, Callsign)
-- Stop sheduler
-- Stop scheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates a TACAN BEACON on an Aircraft.
--- Activates a LINK4 BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
-- @param #BEACON self
-- @param #number Frequency LINK4 FRequency in MHz, eg 336.
-- @param #string Morse The ID that is going to be coded in Morse and broadcasted by the beacon.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
function BEACON:ActivateLink4(Frequency, Morse, Duration)
self:F({Frequency=Frequency, Morse=Morse, Duration=Duration})
-- Attached unit.
local UnitID=self.Positionable:GetID()
-- Debug
self:T2({"LINK4 BEACON started!"})
-- Start beacon.
self.Positionable:CommandActivateLink4(Frequency,UnitID,Morse)
-- Stop sheduler
if Duration then -- Schedule the stop of the BEACON if asked by the MD
self.Positionable:CommandDeactivateLink4(Duration)
end
return self
end
--- DEPRECATED: Please use @{#BEACON.ActivateTACAN}() instead.
-- Activates a TACAN BEACON on an Aircraft.
-- @param #BEACON self
-- @param #number TACANChannel (the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon
@@ -260,20 +286,20 @@ end
-- myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
self:F({TACANChannel, Message, Bearing, BeaconDuration})
local IsValid = true
if not self.Positionable:IsAir() then
self:E({"The POSITIONABLE you want to attach the AA Tacan Beacon is not an aircraft ! The BEACON is not emitting", self.Positionable})
IsValid = false
end
local Frequency = self:_TACANToFrequency(TACANChannel, "Y")
if not Frequency then
self:E({"The passed TACAN channel is invalid, the BEACON is not emitting"})
IsValid = false
end
-- I'm using the beacon type 4 (BEACON_TYPE_TACAN). For System, I'm using 5 (TACAN_TANKER_MODE_Y) if the bearing shows its bearing or 14 (TACAN_AA_MODE_Y) if it does not
local System
if Bearing then
@@ -281,7 +307,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
else
System = BEACON.System.TACAN_AA_MODE_Y
end
if IsValid then -- Starts the BEACON
self:T2({"AA TACAN BEACON started !"})
self.Positionable:SetCommand({
@@ -296,7 +322,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
modeChannel = "Y",
}
})
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New(nil,
function()
@@ -304,7 +330,7 @@ function BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)
end, {}, BeaconDuration)
end
end
return self
end
@@ -324,11 +350,10 @@ function BEACON:StopAATACAN()
end
end
--- Activates a general pupose Radio Beacon
--- Activates a general purpose Radio Beacon
-- This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
-- Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8.
-- They can home in on these specific frequencies :
-- Although any frequency could be used, only a few DCS Modules can home on radio beacons at the time of writing, i.e. the Mi-8, Huey, Gazelle etc.
-- The following e.g. can home in on these specific frequencies :
-- * **Mi8**
-- * R-828 -> 20-60MHz
-- * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM
@@ -354,7 +379,7 @@ end
function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)
self:F({FileName, Frequency, Modulation, Power, BeaconDuration})
local IsValid = false
-- Check the filename
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
@@ -367,32 +392,32 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
if not IsValid then
self:E({"File name invalid. Maybe something wrong with the extension ? ", FileName})
end
-- Check the Frequency
if type(Frequency) ~= "number" and IsValid then
self:E({"Frequency invalid. ", Frequency})
IsValid = false
end
Frequency = Frequency * 1000000 -- Conversion to Hz
-- Check the modulation
if Modulation ~= radio.modulation.AM and Modulation ~= radio.modulation.FM and IsValid then --TODO Maybe make this future proof if ED decides to add an other modulation ?
self:E({"Modulation is invalid. Use DCS's enum radio.modulation.", Modulation})
IsValid = false
end
-- Check the Power
if type(Power) ~= "number" and IsValid then
self:E({"Power is invalid. ", Power})
IsValid = false
end
Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
if IsValid then
self:T2({"Activating Beacon on ", Frequency, Modulation})
-- Note that this is looped. I have to give this transmission a unique name, I use the class ID
trigger.action.radioTransmission(FileName, self.Positionable:GetPositionVec3(), Modulation, true, Frequency, Power, tostring(self.ID))
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New( nil,
function()
@@ -402,7 +427,7 @@ function BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDurati
end
end
--- Stops the AA TACAN BEACON
--- Stops the Radio Beacon
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopRadioBeacon()
@@ -426,16 +451,16 @@ function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
return nil -- error in arguments
end
end
-- This code is largely based on ED's code, in DCS World\Scripts\World\Radio\BeaconTypes.lua, line 137.
-- I have no idea what it does but it seems to work
local A = 1151 -- 'X', channel >= 64
local B = 64 -- channel >= 64
if TACANChannel < 64 then
B = 1
end
if TACANMode == 'Y' then
A = 1025
if TACANChannel < 64 then
@@ -446,6 +471,6 @@ function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
A = 962
end
end
return (A + TACANChannel - B) * 1000000
end
end
+795
View File
@@ -0,0 +1,795 @@
--- **Core** - Client Menu Management.
--
-- **Main Features:**
--
-- * For complex, non-static menu structures
-- * Lightweigt implementation as alternative to MENU
-- * Separation of menu tree creation from menu on the clients's side
-- * Works with a SET_CLIENT set of clients
-- * Allow manipulation of the shadow tree in various ways
-- * Push to all or only one client
-- * Change entries' menu text
-- * Option to make an entry usable once only across all clients
-- * Auto appends GROUP and CLIENT objects to menu calls
--
-- ===
--
-- ### Author: **applevangelist**
--
-- ===
--
-- @module Core.ClientMenu
-- @image Core_Menu.JPG
-- last change: Sept 2023
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENU
--
----------------------------------------------------------------------------------------------------------------
---
-- @type CLIENTMENU
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field #string groupname Group name
-- @field #table path
-- @field #table parentpath
-- @field #CLIENTMENU Parent
-- @field Wrapper.Client#CLIENT client
-- @field #number GroupID Group ID
-- @field #number ID Entry ID
-- @field Wrapper.Group#GROUP group
-- @field #string UUID Unique ID based on path+name
-- @field #string Function
-- @field #table Functionargs
-- @field #table Children
-- @field #boolean Once
-- @field #boolean Generic
-- @field #boolean debug
-- @field #CLIENTMENUMANAGER Controller
-- @extends Core.Base#BASE
---
-- @field #CLIENTMENU
CLIENTMENU = {
ClassName = "CLIENTMENUE",
lid = "",
version = "0.1.1",
name = nil,
path = nil,
group = nil,
client = nil,
GroupID = nil,
Children = {},
Once = false,
Generic = false,
debug = false,
Controller = nil,
groupname = nil,
}
---
-- @field #CLIENTMENU_ID
CLIENTMENU_ID = 0
--- Create an new CLIENTMENU object.
-- @param #CLIENTMENU self
-- @param Wrapper.Client#CLIENT Client The client for whom this entry is.
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated
-- @return #CLIENTMENU self
function CLIENTMENU:NewEntry(Client,Text,Parent,Function,...)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENU
CLIENTMENU_ID = CLIENTMENU_ID + 1
self.ID = CLIENTMENU_ID
if Client then
self.group = Client:GetGroup()
self.client = Client
self.GroupID = self.group:GetID()
self.groupname = self.group:GetName() or "Unknown Groupname"
else
self.Generic = true
end
self.name = Text or "unknown entry"
if Parent then
if Parent:IsInstanceOf("MENU_BASE") then
self.parentpath = Parent.MenuPath
else
self.parentpath = Parent:GetPath()
Parent:AddChild(self)
end
end
self.Parent = Parent
self.Function = Function
self.Functionargs = arg or {}
table.insert(self.Functionargs,self.group)
table.insert(self.Functionargs,self.client)
if self.Functionargs and self.debug then
self:T({"Functionargs",self.Functionargs})
end
if not self.Generic then
if Function ~= nil then
local ErrorHandler = function( errmsg )
env.info( "MOOSE Error in CLIENTMENU COMMAND function: " .. errmsg )
if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() )
end
return errmsg
end
self.CallHandler = function()
local function MenuFunction()
return self.Function( unpack( self.Functionargs ) )
end
local Status, Result = xpcall( MenuFunction, ErrorHandler)
if self.Once == true then
self:Clear()
end
end
self.path = missionCommands.addCommandForGroup(self.GroupID,Text,self.parentpath, self.CallHandler)
else
self.path = missionCommands.addSubMenuForGroup(self.GroupID,Text,self.parentpath)
end
else
if self.parentpath then
self.path = UTILS.DeepCopy(self.parentpath)
else
self.path = {}
end
self.path[#self.path+1] = Text
end
self.UUID = table.concat(self.path,";")
self:T({self.UUID})
self.Once = false
-- Log id.
self.lid=string.format("CLIENTMENU %s | %s | ", self.ID, self.name)
self:T(self.lid.."Created")
return self
end
--- Create a UUID
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Parent The parent object if any
-- @param #string Text The menu entry text
-- @return #string UUID
function CLIENTMENU:CreateUUID(Parent,Text)
local path = {}
if Parent and Parent.path then
path = Parent.path
end
path[#path+1] = Text
local UUID = table.concat(path,";")
return UUID
end
--- Set the CLIENTMENUMANAGER for this entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENUMANAGER Controller The controlling object.
-- @return #CLIENTMENU self
function CLIENTMENU:SetController(Controller)
self.Controller = Controller
return self
end
--- The entry will be deleted after being used used - for menu entries with functions only.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:SetOnce()
self:T(self.lid.."SetOnce")
self.Once = true
return self
end
--- Remove the entry from the F10 menu.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveF10()
self:T(self.lid.."RemoveF10")
if self.GroupID then
--self:I(self.lid.."Removing "..table.concat(self.path,";"))
local function RemoveFunction()
return missionCommands.removeItemForGroup(self.GroupID , self.path )
end
local status, err = pcall(RemoveFunction)
if not status then
self:I(string.format("**** Error Removing Menu Entry %s for %s!",tostring(self.name),self.groupname))
end
end
return self
end
--- Get the menu path table.
-- @param #CLIENTMENU self
-- @return #table Path
function CLIENTMENU:GetPath()
self:T(self.lid.."GetPath")
return self.path
end
--- Get the UUID.
-- @param #CLIENTMENU self
-- @return #string UUID
function CLIENTMENU:GetUUID()
self:T(self.lid.."GetUUID")
return self.UUID
end
--- Link a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to link as a child.
-- @return #CLIENTMENU self
function CLIENTMENU:AddChild(Child)
self:T(self.lid.."AddChild "..Child.ID)
table.insert(self.Children,Child.ID,Child)
return self
end
--- Remove a child entry.
-- @param #CLIENTMENU self
-- @param #CLIENTMENU Child The entry to remove from the children.
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveChild(Child)
self:T(self.lid.."RemoveChild "..Child.ID)
table.remove(self.Children,Child.ID)
return self
end
--- Remove all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:RemoveSubEntries()
self:T(self.lid.."RemoveSubEntries")
self:T({self.Children})
for _id,_entry in pairs(self.Children) do
self:T("Removing ".._id)
if _entry then
_entry:RemoveSubEntries()
_entry:RemoveF10()
if _entry.Parent then
_entry.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(_entry.ID)
--end
--_entry = nil
end
end
return self
end
--- Remove this entry and all subentries (children) from this entry.
-- @param #CLIENTMENU self
-- @return #CLIENTMENU self
function CLIENTMENU:Clear()
self:T(self.lid.."Clear")
for _id,_entry in pairs(self.Children) do
if _entry then
_entry:RemoveSubEntries()
_entry = nil
end
end
self:RemoveF10()
if self.Parent then
self.Parent:RemoveChild(self)
end
--if self.Controller then
--self.Controller:_RemoveByID(self.ID)
--end
return self
end
-- TODO
----------------------------------------------------------------------------------------------------------------
--
-- CLIENTMENUMANAGER
--
----------------------------------------------------------------------------------------------------------------
--- Class CLIENTMENUMANAGER
-- @type CLIENTMENUMANAGER
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string name Name
-- @field Core.Set#SET_CLIENT clientset The set of clients this menu manager is for
-- @field #table flattree
-- @field #table rootentries
-- @field #table menutree
-- @field #number entrycount
-- @field #boolean debug
-- @extends Core.Base#BASE
--- *As a child my family's menu consisted of two choices: take it, or leave it.*
--
-- ===
--
-- ## CLIENTMENU and CLIENTMENUMANAGER
--
-- Manage menu structures for a SET_CLIENT of clients.
--
-- ## Concept
--
-- Separate creation of a menu tree structure from pushing it to each client. Create a shadow "reference" menu structure tree for your client pilot's in a mission.
-- This can then be propagated to all clients. Manipulate the entries in the structure with removing, clearing or changing single entries, create replacement sub-structures
-- for entries etc, push to one or all clients.
--
-- Many functions can either change the tree for one client or for all clients.
--
-- ## Create a base reference tree and send to all clients
--
-- local clientset = SET_CLIENT:New():FilterStart()
--
-- local menumgr = CLIENTMENUMANAGER:New(clientset,"Dayshift")
-- local mymenu = menumgr:NewEntry("Top")
-- local mymenu_lv1a = menumgr:NewEntry("Level 1 a",mymenu)
-- local mymenu_lv1b = menumgr:NewEntry("Level 1 b",mymenu)
-- -- next one is a command menu entry, which can only be used once
-- local mymenu_lv1c = menumgr:NewEntry("Action Level 1 c",mymenu, testfunction, "testtext"):SetOnce()
--
-- local mymenu_lv2a = menumgr:NewEntry("Go here",mymenu_lv1a)
-- local mymenu_lv2b = menumgr:NewEntry("Level 2 ab",mymenu_lv1a)
-- local mymenu_lv2c = menumgr:NewEntry("Level 2 ac",mymenu_lv1a)
--
-- local mymenu_lv2ba = menumgr:NewEntry("Level 2 ba",mymenu_lv1b)
-- local mymenu_lv2bb = menumgr:NewEntry("Level 2 bb",mymenu_lv1b)
-- local mymenu_lv2bc = menumgr:NewEntry("Level 2 bc",mymenu_lv1b)
--
-- local mymenu_lv3a = menumgr:NewEntry("Level 3 aaa",mymenu_lv2a)
-- local mymenu_lv3b = menumgr:NewEntry("Level 3 aab",mymenu_lv2a)
-- local mymenu_lv3c = menumgr:NewEntry("Level 3 aac",mymenu_lv2a)
--
-- menumgr:Propagate()
--
-- ## Remove a single entry's subtree
--
-- menumgr:RemoveSubEntries(mymenu_lv3a)
--
-- ## Remove a single entry and also it's subtree
--
-- menumgr:DeleteEntry(mymenu_lv3a)
--
-- ## Add a single entry
--
-- local baimenu = menumgr:NewEntry("BAI",mymenu_lv1b)
--
-- menumgr:AddEntry(baimenu)
--
-- ## Add an entry with a function
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, Argument1, Argument1)
--
-- Now, the class will **automatically append the call with GROUP and CLIENT objects**, as this is can only be done when pushing the entry to the clients. So, the actual function implementation needs to look like this:
--
-- function TestFunction( Argument1, Argument2, Group, Client)
--
-- **Caveat is**, that you need to ensure your arguments are not **nil** or **false**, as LUA will optimize those away. You would end up having Group and Client in wrong places in the function call. Hence,
-- if you need/ want to send **nil** or **false**, send a place holder instead and ensure your function can handle this, e.g.
--
-- local baimenu = menumgr:NewEntry("Task Action", mymenu_lv1b, TestFunction, "nil", Argument1)
--
-- ## Change the text of a leaf entry in the menu tree
--
-- menumgr:ChangeEntryTextForAll(mymenu_lv1b,"Attack")
--
-- ## Reset a single clients menu tree
--
-- menumgr:ResetMenu(client)
--
-- ## Reset all and clear the reference tree
--
-- menumgr:ResetMenuComplete()
--
-- @field #CLIENTMENUMANAGER
CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER",
lid = "",
version = "0.1.1",
name = nil,
clientset = nil,
menutree = {},
flattree = {},
playertree = {},
entrycount = 0,
rootentries = {},
debug = true,
}
--- Create a new ClientManager instance.
-- @param #CLIENTMENUMANAGER self
-- @param Core.Set#SET_CLIENT ClientSet The set of clients to manage.
-- @param #string Alias The name of this manager.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:New(ClientSet, Alias)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, BASE:New()) -- #CLIENTMENUMANAGER
self.clientset = ClientSet
self.name = Alias or "Nightshift"
-- Log id.
self.lid=string.format("CLIENTMENUMANAGER %s | %s | ", self.version, self.name)
if self.debug then
self:T(self.lid.."Created")
end
return self
end
--- Create a new entry in the generic structure.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text of the F10 menu entry.
-- @param #CLIENTMENU Parent The parent menu entry.
-- @param #string Function (optional) Function to call when the entry is used.
-- @param ... (optional) Arguments for the Function, comma separated.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:NewEntry(Text,Parent,Function,...)
self:T(self.lid.."NewEntry "..Text or "None")
self.entrycount = self.entrycount + 1
local entry = CLIENTMENU:NewEntry(nil,Text,Parent,Function,unpack(arg))
if not Parent then
self.rootentries[self.entrycount] = entry
end
local depth = #entry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],entry.UUID)
self.flattree[entry.UUID] = entry
return entry
end
--- Check matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #boolean Exists
function CLIENTMENUMANAGER:EntryUUIDExists(UUID)
local exists = self.flattree[UUID] and true or false
return exists
end
--- Find matching entry in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string UUID UUID of the menu entry.
-- @return #CLIENTMENU Entry The #CLIENTMENU object found or nil.
function CLIENTMENUMANAGER:FindEntryByUUID(UUID)
self:T(self.lid.."FindEntryByUUID "..UUID or "None")
local entry = nil
for _gid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Entry and Entry.UUID == UUID then
entry = Entry
end
end
return entry
end
--- Find matching entries by text in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the menu entry to find.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByText(Text,Parent)
self:T(self.lid.."FindUUIDsByText "..Text or "None")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.name,Text,1,true) and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
else
if Entry and string.find(Entry.name,Text,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure by the menu text.
-- @param #CLIENTMENUMANAGER self
-- @param #string Text Text or partial text of the F10 menu entry.
-- @param #CLIENTMENU Parent (Optional) Only find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByText(Text,Parent)
self:T(self.lid.."FindEntriesByText "..Text or "None")
local matches, objects, number = self:FindUUIDsByText(Text, Parent)
return objects, number
end
--- Find matching entries under a parent in the generic structure by UUID.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching UUIDs of #CLIENTMENU objects
-- @return #table Table of matching #CLIENTMENU objects
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindUUIDsByParent(Parent)
self:T(self.lid.."FindUUIDsByParent")
local matches = {}
local entries = {}
local n = 0
for _uuid,_entry in pairs(self.flattree) do
local Entry = _entry -- #CLIENTMENU
if Parent then
if Entry and string.find(Entry.UUID,Parent.UUID,1,true) then
table.insert(matches,_uuid)
table.insert(entries,Entry )
n=n+1
end
end
end
return matches, entries, n
end
--- Find matching entries in the generic structure under a parent.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Parent Find entries under this parent entry.
-- @return #table Table of matching #CLIENTMENU objects.
-- @return #number Number of matches
function CLIENTMENUMANAGER:FindEntriesByParent(Parent)
self:T(self.lid.."FindEntriesByParent")
local matches, objects, number = self:FindUUIDsByParent(Parent)
return objects, number
end
--- Alter the text of a leaf entry in the generic structure and push to one specific client's F10 menu.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The menu entry.
-- @param #string Text New Text of the F10 menu entry.
-- @param Wrapper.Client#CLIENT Client (optional) The client for whom to alter the entry, if nil done for all clients.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ChangeEntryText(Entry, Text, Client)
self:T(self.lid.."ChangeEntryText "..Text or "None")
local newentry = CLIENTMENU:NewEntry(nil,Text,Entry.Parent,Entry.Function,unpack(Entry.Functionargs))
self:DeleteF10Entry(Entry,Client)
self:DeleteGenericEntry(Entry)
if not Entry.Parent then
self.rootentries[self.entrycount] = newentry
end
local depth = #newentry.path
if not self.menutree[depth] then self.menutree[depth] = {} end
table.insert(self.menutree[depth],newentry.UUID)
self.flattree[newentry.UUID] = newentry
self:AddEntry(newentry,Client)
return self
end
--- Push the complete menu structure to each of the clients in the set - refresh the menu tree of the clients.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, propagate only for this client.
-- @return #CLIENTMENU Entry
function CLIENTMENUMANAGER:Propagate(Client)
self:T(self.lid.."Propagate")
self:T(Client)
local Set = self.clientset.Set
if Client then
Set = {Client}
end
self:ResetMenu(Client)
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName()
if not self.playertree[playername] then
self.playertree[playername] = {}
end
for level,branch in pairs (self.menutree) do
self:T("Building branch:" .. level)
for _,leaf in pairs(branch) do
self:T("Building leaf:" .. leaf)
local entry = self:FindEntryByUUID(leaf)
if entry then
self:T("Found generic entry:" .. entry.UUID)
local parent = nil
if entry.Parent and entry.Parent.UUID then
parent = self.playertree[playername][entry.Parent.UUID] or self:FindEntryByUUID(entry.Parent.UUID)
end
self.playertree[playername][entry.UUID] = CLIENTMENU:NewEntry(client,entry.name,parent,entry.Function,unpack(entry.Functionargs))
self.playertree[playername][entry.UUID].Once = entry.Once
else
self:T("NO generic entry for:" .. leaf)
end
end
end
end
end
return self
end
--- Push a single previously created entry into the menu structure of all clients.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to add.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:AddEntry(Entry,Client)
self:T(self.lid.."AddEntry")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
local client = _client -- Wrapper.Client#CLIENT
if client and client:IsAlive() then
local playername = client:GetPlayerName()
if Entry then
self:T("Adding generic entry:" .. Entry.UUID)
local parent = nil
if not self.playertree[playername] then
self.playertree[playername] = {}
end
if Entry.Parent and Entry.Parent.UUID then
parent = self.playertree[playername][Entry.Parent.UUID] or self:FindEntryByUUID(Entry.Parent.UUID)
end
self.playertree[playername][Entry.UUID] = CLIENTMENU:NewEntry(client,Entry.name,parent,Entry.Function,unpack(Entry.Functionargs))
self.playertree[playername][Entry.UUID].Once = Entry.Once
else
self:T("NO generic entry given")
end
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from the client's F10 menus, leaving the generic structure untouched.
-- @param #CLIENTMENUMANAGER self
-- @param Wrapper.Client#CLIENT Client (optional) If given, remove only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenu(Client)
self:T(self.lid.."ResetMenu")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry,Client)
end
end
return self
end
--- Blank out the menu - remove **all root entries** and all entries below from all clients' F10 menus, and **delete** the generic structure.
-- @param #CLIENTMENUMANAGER self
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:ResetMenuComplete()
self:T(self.lid.."ResetMenuComplete")
for _,_entry in pairs(self.rootentries) do
--local RootEntry = self.structure.generic[_entry]
if _entry then
self:DeleteF10Entry(_entry)
end
end
self.playertree = nil
self.playertree = {}
self.rootentries = nil
self.rootentries = {}
self.menutree = nil
self.menutree = {}
return self
end
--- Remove the entry and all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteF10Entry(Entry,Client)
self:T(self.lid.."DeleteF10Entry")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
if centry then
--self:I("Match for "..Entry.UUID)
centry:Clear()
end
end
end
end
return self
end
--- Remove the entry and all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteGenericEntry(Entry)
self:T(self.lid.."DeleteGenericEntry")
if Entry.Children and #Entry.Children > 0 then
self:RemoveGenericSubEntries(Entry)
end
local depth = #Entry.path
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
--self:I("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) or _uuid == uuid then
--self:I("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the generic tree.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveGenericSubEntries(Entry)
self:T(self.lid.."RemoveGenericSubEntries")
local depth = #Entry.path + 1
local uuid = Entry.UUID
local tbl = UTILS.DeepCopy(self.menutree)
if tbl[depth] then
for i=depth,#tbl do
self:T("Level = "..i)
for _id,_uuid in pairs(tbl[i]) do
self:T(_uuid)
if string.find(_uuid,uuid,1,true) then
self:T("Match for ".._uuid)
self.menutree[i][_id] = nil
self.flattree[_uuid] = nil
end
end
end
end
return self
end
--- Remove all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry where to start. This entry stays.
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client. In this case the generic structure will not be touched.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:RemoveF10SubEntries(Entry,Client)
self:T(self.lid.."RemoveSubEntries")
local Set = self.clientset.Set
if Client then
Set = {Client}
end
for _,_client in pairs(Set) do
if _client and _client:IsAlive() then
local playername = _client:GetPlayerName()
if self.playertree[playername] then
local centry = self.playertree[playername][Entry.UUID] -- #CLIENTMENU
centry:RemoveSubEntries()
end
end
end
return self
end
----------------------------------------------------------------------------------------------------------------
--
-- End ClientMenu
--
----------------------------------------------------------------------------------------------------------------
+464
View File
@@ -0,0 +1,464 @@
--- **Core** - Define any or all conditions to be evaluated.
--
-- **Main Features:**
--
-- * Add arbitrary numbers of conditon functions
-- * Evaluate *any* or *all* conditions
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Operation).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Condition
-- @image MOOSE.JPG
--- CONDITON class.
-- @type CONDITION
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the condition.
-- @field #boolean isAny General functions are evaluated as any condition.
-- @field #boolean negateResult Negate result of evaluation.
-- @field #boolean noneResult Boolean that is returned if no condition functions at all were specified.
-- @field #table functionsGen General condition functions.
-- @field #table functionsAny Any condition functions.
-- @field #table functionsAll All condition functions.
-- @field #number functionCounter Running number to determine the unique ID of condition functions.
-- @field #boolean defaultPersist Default persistence of condition functions.
--
-- @extends Core.Base#BASE
--- *Better three hours too soon than a minute too late.* - William Shakespeare
--
-- ===
--
-- # The CONDITION Concept
--
--
--
-- @field #CONDITION
CONDITION = {
ClassName = "CONDITION",
lid = nil,
functionsGen = {},
functionsAny = {},
functionsAll = {},
functionCounter = 0,
defaultPersist = false,
}
--- Condition function.
-- @type CONDITION.Function
-- @field #number uid Unique ID of the condition function.
-- @field #string type Type of the condition function: "gen", "any", "all".
-- @field #boolean persistence If `true`, this is persistent.
-- @field #function func Callback function to check for a condition. Must return a `#boolean`.
-- @field #table arg (Optional) Arguments passed to the condition callback function if any.
--- CONDITION class version.
-- @field #string version
CONDITION.version="0.3.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Make FSM. No sure if really necessary.
-- DONE: Option to remove condition functions.
-- DONE: Persistence option for condition functions.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new CONDITION object.
-- @param #CONDITION self
-- @param #string Name (Optional) Name used in the logs.
-- @return #CONDITION self
function CONDITION:New(Name)
-- Inherit BASE.
local self=BASE:Inherit(self, BASE:New()) --#CONDITION
self.name=Name or "Condition X"
self:SetNoneResult(false)
self.lid=string.format("%s | ", self.name)
return self
end
--- Set that general condition functions return `true` if `any` function returns `true`. Default is that *all* functions must return `true`.
-- @param #CONDITION self
-- @param #boolean Any If `true`, *any* condition can be true. Else *all* conditions must result `true`.
-- @return #CONDITION self
function CONDITION:SetAny(Any)
self.isAny=Any
return self
end
--- Negate result.
-- @param #CONDITION self
-- @param #boolean Negate If `true`, result is negated else not.
-- @return #CONDITION self
function CONDITION:SetNegateResult(Negate)
self.negateResult=Negate
return self
end
--- Set whether `true` or `false` is returned, if no conditions at all were specified. By default `false` is returned.
-- @param #CONDITION self
-- @param #boolean ReturnValue Returns this boolean.
-- @return #CONDITION self
function CONDITION:SetNoneResult(ReturnValue)
if not ReturnValue then
self.noneResult=false
else
self.noneResult=true
end
return self
end
--- Set whether condition functions are persistent, *i.e.* are removed.
-- @param #CONDITION self
-- @param #boolean IsPersistent If `true`, condition functions are persistent.
-- @return #CONDITION self
function CONDITION:SetDefaultPersistence(IsPersistent)
self.defaultPersist=IsPersistent
return self
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
--
-- @usage
-- local function isAequalB(a, b)
-- return a==b
-- end
--
-- myCondition:AddFunction(isAequalB, a, b)
--
-- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunction(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(0, Function, ...)
-- Add to table.
table.insert(self.functionsGen, condition)
return condition
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunctionAny(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(1, Function, ...)
-- Add to table.
table.insert(self.functionsAny, condition)
return condition
end
--- Add a function that is evaluated. It must return a `#boolean` value, *i.e.* either `true` or `false` (or `nil`).
-- @param #CONDITION self
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION.Function Condition function table.
function CONDITION:AddFunctionAll(Function, ...)
-- Condition function.
local condition=self:_CreateCondition(2, Function, ...)
-- Add to table.
table.insert(self.functionsAll, condition)
return condition
end
--- Remove a condition function.
-- @param #CONDITION self
-- @param #CONDITION.Function ConditionFunction The condition function to be removed.
-- @return #CONDITION self
function CONDITION:RemoveFunction(ConditionFunction)
if ConditionFunction then
local data=nil
if ConditionFunction.type==0 then
data=self.functionsGen
elseif ConditionFunction.type==1 then
data=self.functionsAny
elseif ConditionFunction.type==2 then
data=self.functionsAll
end
if data then
for i=#data,1,-1 do
local cf=data[i] --#CONDITION.Function
if cf.uid==ConditionFunction.uid then
self:T(self.lid..string.format("Removed ConditionFunction UID=%d", cf.uid))
table.remove(data, i)
return self
end
end
end
end
return self
end
--- Remove all non-persistant condition functions.
-- @param #CONDITION self
-- @return #CONDITION self
function CONDITION:RemoveNonPersistant()
for i=#self.functionsGen,1,-1 do
local cf=self.functionsGen[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsGen, i)
end
end
for i=#self.functionsAll,1,-1 do
local cf=self.functionsAll[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsAll, i)
end
end
for i=#self.functionsAny,1,-1 do
local cf=self.functionsAny[i] --#CONDITION.Function
if not cf.persistence then
table.remove(self.functionsAny, i)
end
end
return self
end
--- Evaluate conditon functions.
-- @param #CONDITION self
-- @param #boolean AnyTrue If `true`, evaluation return `true` if *any* condition function returns `true`. By default, *all* condition functions must return true.
-- @return #boolean Result of condition functions.
function CONDITION:Evaluate(AnyTrue)
-- Check if at least one function was given.
if #self.functionsAll + #self.functionsAny + #self.functionsAll == 0 then
return self.noneResult
end
-- Any condition for gen.
local evalAny=self.isAny
if AnyTrue~=nil then
evalAny=AnyTrue
end
local isGen=nil
if evalAny then
isGen=self:_EvalConditionsAny(self.functionsGen)
else
isGen=self:_EvalConditionsAll(self.functionsGen)
end
-- Is any?
local isAny=self:_EvalConditionsAny(self.functionsAny)
-- Is all?
local isAll=self:_EvalConditionsAll(self.functionsAll)
-- Result.
local result=isGen and isAny and isAll
-- Negate result.
if self.negateResult then
result=not result
end
-- Debug message.
self:T(self.lid..string.format("Evaluate: isGen=%s, isAny=%s, isAll=%s (negate=%s) ==> result=%s", tostring(isGen), tostring(isAny), tostring(isAll), tostring(self.negateResult), tostring(result)))
return result
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Check if all given condition are true.
-- @param #CONDITION self
-- @param #table functions Functions to evaluate.
-- @return #boolean If true, all conditions were true (or functions was empty/nil). Returns false if at least one condition returned false.
function CONDITION:_EvalConditionsAll(functions)
-- At least one condition?
local gotone=false
-- Any stop condition must be true.
for _,_condition in pairs(functions or {}) do
local condition=_condition --#CONDITION.Function
-- At least one condition was defined.
gotone=true
-- Call function.
local istrue=condition.func(unpack(condition.arg))
-- Any false will return false.
if not istrue then
return false
end
end
-- All conditions were true.
return true
end
--- Check if any of the given conditions is true.
-- @param #CONDITION self
-- @param #table functions Functions to evaluate.
-- @return #boolean If true, at least one condition is true (or functions was emtpy/nil).
function CONDITION:_EvalConditionsAny(functions)
-- At least one condition?
local gotone=false
-- Any stop condition must be true.
for _,_condition in pairs(functions or {}) do
local condition=_condition --#CONDITION.Function
-- At least one condition was defined.
gotone=true
-- Call function.
local istrue=condition.func(unpack(condition.arg))
-- Any true will return true.
if istrue then
return true
end
end
-- No condition was true.
if gotone then
return false
else
-- No functions passed.
return true
end
end
--- Create conditon function object.
-- @param #CONDITION self
-- @param #number Ftype Function type: 0=Gen, 1=All, 2=Any.
-- @param #function Function The function to call.
-- @param ... (Optional) Parameters passed to the function (if any).
-- @return #CONDITION.Function Condition function.
function CONDITION:_CreateCondition(Ftype, Function, ...)
-- Increase counter.
self.functionCounter=self.functionCounter+1
local condition={} --#CONDITION.Function
condition.uid=self.functionCounter
condition.type=Ftype or 0
condition.persistence=self.defaultPersist
condition.func=Function
condition.arg={}
if arg then
condition.arg=arg
end
return condition
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Global Condition Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Condition to check if time is greater than a given threshold time.
-- @param #number Time Time in seconds.
-- @param #boolean Absolute If `true`, abs. mission time from `timer.getAbsTime()` is checked. Default is relative mission time from `timer.getTime()`.
-- @return #boolean Returns `true` if time is greater than give the time.
function CONDITION.IsTimeGreater(Time, Absolute)
local Tnow=nil
if Absolute then
Tnow=timer.getAbsTime()
else
Tnow=timer.getTime()
end
if Tnow>Time then
return true
else
return false
end
return nil
end
--- Function that returns `true` (success) with a certain probability. For example, if you specify `Probability=80` there is an 80% chance that `true` is returned.
-- Technically, a random number between 0 and 100 is created. If the given success probability is less then this number, `true` is returned.
-- @param #number Probability Success probability in percent. Default 50 %.
-- @return #boolean Returns `true` for success and `false` otherwise.
function CONDITION.IsRandomSuccess(Probability)
Probability=Probability or 50
-- Create some randomness.
math.random()
math.random()
math.random()
-- Number between 0 and 100.
local N=math.random()*100
if N<Probability then
return true
else
return false
end
end
--- Function that returns always `true`
-- @return #boolean Returns `true` unconditionally.
function CONDITION.ReturnTrue()
return true
end
--- Function that returns always `false`
-- @return #boolean Returns `false` unconditionally.
function CONDITION.ReturnFalse()
return false
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+340 -51
View File
@@ -31,11 +31,12 @@
-- @module Core.Database
-- @image Core_Database.JPG
--- @type DATABASE
---
-- @type DATABASE
-- @field #string ClassName Name of the class.
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
-- @field #table CLIENTS Clients.
-- @field #table STORAGES DCS warehouse storages.
-- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@@ -50,8 +51,9 @@
-- * PLAYERSJOINED
-- * PLAYERS
-- * CARGOS
-- * STORAGES (DCS warehouses)
--
-- On top, for internal MOOSE administration purposes, the DATBASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
-- On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
--
-- The singleton object **_DATABASE** is automatically created by MOOSE, that administers all objects within the mission.
-- Moose refers to **_DATABASE** within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
@@ -88,6 +90,9 @@ DATABASE = {
WAREHOUSES = {},
FLIGHTGROUPS = {},
FLIGHTCONTROLS = {},
OPSZONES = {},
PATHLINES = {},
STORAGES = {},
}
local _DATABASECoalition =
@@ -211,16 +216,6 @@ function DATABASE:FindStatic( StaticName )
return StaticFound
end
--- Finds a AIRBASE based on the AirbaseName.
-- @param #DATABASE self
-- @param #string AirbaseName
-- @return Wrapper.Airbase#AIRBASE The found AIRBASE.
function DATABASE:FindAirbase( AirbaseName )
local AirbaseFound = self.AIRBASES[AirbaseName]
return AirbaseFound
end
--- Adds a Airbase based on the Airbase Name in the DATABASE.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase.
@@ -254,9 +249,41 @@ function DATABASE:FindAirbase( AirbaseName )
end
do -- Zones
--- Finds a @{Zone} based on the zone name.
--- Adds a STORAGE (DCS warehouse wrapper) based on the Airbase Name to the DATABASE.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase.
-- @return Wrapper.Storage#STORAGE Storage object.
function DATABASE:AddStorage( AirbaseName )
if not self.STORAGES[AirbaseName] then
self.STORAGES[AirbaseName] = STORAGE:New( AirbaseName )
end
return self.STORAGES[AirbaseName]
end
--- Deletes a STORAGE from the DATABASE based on the name of the associated airbase.
-- @param #DATABASE self
-- @param #string AirbaseName The name of the airbase.
function DATABASE:DeleteStorage( AirbaseName )
self.STORAGES[AirbaseName] = nil
end
--- Finds an STORAGE based on the name of the associated airbase.
-- @param #DATABASE self
-- @param #string AirbaseName Name of the airbase.
-- @return Wrapper.Storage#STORAGE The found STORAGE.
function DATABASE:FindStorage( AirbaseName )
local storage = self.STORAGES[AirbaseName]
return storage
end
do -- Zones and Pathlines
--- Finds a @{Core.Zone} based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @return Core.Zone#ZONE_BASE The found ZONE.
@@ -266,7 +293,7 @@ do -- Zones
return ZoneFound
end
--- Adds a @{Zone} based on the zone name in the DATABASE.
--- Adds a @{Core.Zone} based on the zone name in the DATABASE.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @param Core.Zone#ZONE_BASE Zone The zone.
@@ -277,8 +304,7 @@ do -- Zones
end
end
--- Deletes a @{Zone} from the DATABASE based on the zone name.
--- Deletes a @{Core.Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
function DATABASE:DeleteZone( ZoneName )
@@ -287,6 +313,39 @@ do -- Zones
end
--- Adds a @{Core.Pathline} based on its name in the DATABASE.
-- @param #DATABASE self
-- @param #string PathlineName The name of the pathline
-- @param Core.Pathline#PATHLINE Pathline The pathline.
function DATABASE:AddPathline( PathlineName, Pathline )
if not self.PATHLINES[PathlineName] then
self.PATHLINES[PathlineName]=Pathline
end
end
--- Finds a @{Core.Pathline} by its name.
-- @param #DATABASE self
-- @param #string PathlineName The name of the Pathline.
-- @return Core.Pathline#PATHLINE The found PATHLINE.
function DATABASE:FindPathline( PathlineName )
local pathline = self.PATHLINES[PathlineName]
return pathline
end
--- Deletes a @{Core.Pathline} from the DATABASE based on its name.
-- @param #DATABASE self
-- @param #string PathlineName The name of the PATHLINE.
function DATABASE:DeletePathline( PathlineName )
self.PATHLINES[PathlineName]=nil
return self
end
--- Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
-- @param #DATABASE self
-- @return #DATABASE self
@@ -319,7 +378,7 @@ do -- Zones
self:I(string.format("Register ZONE: %s (Polygon, Quad)", ZoneName))
Zone=ZONE_POLYGON_BASE:New(ZoneName, ZoneData.verticies)
Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, ZoneData.verticies)
--for i,vec2 in pairs(ZoneData.verticies) do
-- local coord=COORDINATE:NewFromVec2(vec2)
@@ -332,10 +391,21 @@ do -- Zones
-- Store color of zone.
Zone.Color=color
-- Store zone ID.
Zone.ZoneID=ZoneData.zoneId
-- Store zone properties (if any)
local ZoneProperties = ZoneData.properties or nil
Zone.Properties = {}
if ZoneName and ZoneProperties then
for _,ZoneProp in ipairs(ZoneProperties) do
if ZoneProp.key then
Zone.Properties[ZoneProp.key] = ZoneProp.value
end
end
end
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
@@ -369,16 +439,153 @@ do -- Zones
-- Add zone to DB.
self:AddZone( ZoneName, Zone_Polygon )
end
end
end
-- Drawings as zones
if env.mission.drawings and env.mission.drawings.layers then
-- Loop over layers.
for layerID, layerData in pairs(env.mission.drawings.layers or {}) do
-- Loop over objects in layers.
for objectID, objectData in pairs(layerData.objects or {}) do
-- Check for polygon which has at least 4 points (we would need 3 but the origin seems to be there twice)
if objectData.polygonMode and (objectData.polygonMode=="free") and objectData.points and #objectData.points>=4 then
---
-- Drawing: Polygon free
---
-- Name of the zone.
local ZoneName=objectData.name or "Unknown free Polygon Drawing"
-- Reference point. All other points need to be translated by this.
local vec2={x=objectData.mapX, y=objectData.mapY}
-- Debug stuff.
--local vec3={x=objectData.mapX, y=0, z=objectData.mapY}
--local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY")
--trigger.action.markToAll(id, "mapXY", vec3)
-- Copy points array.
local points=UTILS.DeepCopy(objectData.points)
-- Translate points.
for i,_point in pairs(points) do
local point=_point --DCS#Vec2
points[i]=UTILS.Vec2Add(point, vec2)
end
-- Remove last point.
table.remove(points, #points)
-- Debug output
self:I(string.format("Register ZONE: %s (Polygon (free) drawing with %d vertices)", ZoneName, #points))
-- Create new polygon zone.
local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points)
-- Set color.
Zone:SetColor({1, 0, 0}, 0.15)
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone.
self:AddZone(ZoneName, Zone)
-- Check for polygon which has at least 4 points (we would need 3 but the origin seems to be there twice)
elseif objectData.polygonMode and objectData.polygonMode=="rect" then
---
-- Drawing: Polygon rect
---
-- Name of the zone.
local ZoneName=objectData.name or "Unknown rect Polygon Drawing"
-- Reference point (center of the rectangle).
local vec2={x=objectData.mapX, y=objectData.mapY}
-- For a rectangular polygon drawing, we have the width (y) and height (x).
local w=objectData.width
local h=objectData.height
-- Create points from center using with and height (width for y and height for x is a bit confusing, but this is how ED implemented it).
local points={}
points[1]={x=vec2.x-h/2, y=vec2.y+w/2} --Upper left
points[2]={x=vec2.x+h/2, y=vec2.y+w/2} --Upper right
points[3]={x=vec2.x+h/2, y=vec2.y-w/2} --Lower right
points[4]={x=vec2.x-h/2, y=vec2.y-w/2} --Lower left
--local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY")
-- Debug output
self:I(string.format("Register ZONE: %s (Polygon (rect) drawing with %d vertices)", ZoneName, #points))
-- Create new polygon zone.
local Zone=ZONE_POLYGON:NewFromPointsArray(ZoneName, points)
-- Set color.
Zone:SetColor({1, 0, 0}, 0.15)
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone.
self:AddZone(ZoneName, Zone)
elseif objectData.lineMode and (objectData.lineMode=="segments" or objectData.lineMode=="segment" or objectData.lineMode=="free") and objectData.points and #objectData.points>=2 then
---
-- Drawing: Line (segments, segment or free)
---
-- Name of the zone.
local Name=objectData.name or "Unknown Line Drawing"
-- Reference point. All other points need to be translated by this.
local vec2={x=objectData.mapX, y=objectData.mapY}
-- Copy points array.
local points=UTILS.DeepCopy(objectData.points)
-- Translate points.
for i,_point in pairs(points) do
local point=_point --DCS#Vec2
points[i]=UTILS.Vec2Add(point, vec2)
end
-- Debug output
self:I(string.format("Register PATHLINE: %s (Line drawing with %d points)", Name, #points))
-- Create new polygon zone.
local Pathline=PATHLINE:NewFromVec2Array(Name, points)
-- Set color.
--Zone:SetColor({1, 0, 0}, 0.15)
-- Add zone.
self:AddPathline(Name,Pathline)
end
end
end
end
end
end -- zone
do -- Zone_Goal
--- Finds a @{Zone} based on the zone name.
--- Finds a @{Core.Zone} based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @return Core.Zone#ZONE_BASE The found ZONE.
@@ -388,7 +595,7 @@ do -- Zone_Goal
return ZoneFound
end
--- Adds a @{Zone} based on the zone name in the DATABASE.
--- Adds a @{Core.Zone} based on the zone name in the DATABASE.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @param Core.Zone#ZONE_BASE Zone The zone.
@@ -400,7 +607,7 @@ do -- Zone_Goal
end
--- Deletes a @{Zone} from the DATABASE based on the zone name.
--- Deletes a @{Core.Zone} from the DATABASE based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
function DATABASE:DeleteZoneGoal( ZoneName )
@@ -409,6 +616,46 @@ do -- Zone_Goal
end
end -- Zone_Goal
do -- OpsZone
--- Finds a @{Ops.OpsZone#OPSZONE} based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
-- @return Ops.OpsZone#OPSZONE The found OPSZONE.
function DATABASE:FindOpsZone( ZoneName )
local ZoneFound = self.OPSZONES[ZoneName]
return ZoneFound
end
--- Adds a @{Ops.OpsZone#OPSZONE} based on the zone name in the DATABASE.
-- @param #DATABASE self
-- @param Ops.OpsZone#OPSZONE OpsZone The zone.
function DATABASE:AddOpsZone( OpsZone )
if OpsZone then
local ZoneName=OpsZone:GetName()
if not self.OPSZONES[ZoneName] then
self.OPSZONES[ZoneName] = OpsZone
end
end
end
--- Deletes a @{Ops.OpsZone#OPSZONE} from the DATABASE based on the zone name.
-- @param #DATABASE self
-- @param #string ZoneName The name of the zone.
function DATABASE:DeleteOpsZone( ZoneName )
self.OPSZONES[ZoneName] = nil
end
end -- OpsZone
do -- cargo
--- Adds a Cargo based on the Cargo Name in the DATABASE.
@@ -776,7 +1023,7 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
local StaticTemplateGroupName = env.getValueDictByKey(StaticTemplate.name)
local StaticTemplateName=StaticTemplate.units[1].name
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
@@ -912,7 +1159,7 @@ end
-- @param #string AirbaseName Name of the airbase.
-- @return #number Category.
function DATABASE:GetCategoryFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCategory()
return self.AIRBASES[AirbaseName]:GetAirbaseCategory()
end
@@ -989,13 +1236,15 @@ function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:I(string.format("Register Client: %s", tostring(ClientName)))
self:AddClient( ClientName )
local client=self:AddClient( ClientName )
client.SpawnCoord=COORDINATE:New(ClientTemplate.x, ClientTemplate.alt, ClientTemplate.y)
end
return self
end
--- @param #DATABASE self
--- Private method that registeres all static objects.
-- @param #DATABASE self
function DATABASE:_RegisterStatics()
local CoalitionsData={GroupsRed=coalition.getStaticObjects(coalition.side.RED), GroupsBlue=coalition.getStaticObjects(coalition.side.BLUE), GroupsNeutral=coalition.getStaticObjects(coalition.side.NEUTRAL)}
@@ -1024,11 +1273,26 @@ function DATABASE:_RegisterAirbases()
for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
self:_RegisterAirbase(DCSAirbase)
end
return self
end
--- Register a DCS airbase.
-- @param #DATABASE self
-- @param DCS#Airbase airbase Airbase.
-- @return #DATABASE self
function DATABASE:_RegisterAirbase(airbase)
if airbase then
-- Get the airbase name.
local DCSAirbaseName = DCSAirbase:getName()
local DCSAirbaseName = airbase:getName()
-- This gave the incorrect value to be inserted into the airdromeID for DCS 2.5.6. Is fixed now.
local airbaseID=DCSAirbase:getID()
local airbaseID=airbase:getID()
-- Add and register airbase.
local airbase=self:AddAirbase( DCSAirbaseName )
@@ -1037,7 +1301,7 @@ function DATABASE:_RegisterAirbases()
local airbaseUID=airbase:GetID(true)
-- Debug output.
local text=string.format("Register %s: %s (ID=%d UID=%d), parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseID, airbaseUID, airbase.NparkingTotal)
local text=string.format("Register %s: %s (UID=%d), Runways=%d, Parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseUID, #airbase.runways, airbase.NparkingTotal)
for _,terminalType in pairs(AIRBASE.TerminalType) do
if airbase.NparkingTerminal and airbase.NparkingTerminal[terminalType] then
text=text..string.format("%d=%d ", terminalType, airbase.NparkingTerminal[terminalType])
@@ -1046,11 +1310,6 @@ function DATABASE:_RegisterAirbases()
text=text.."]"
self:I(text)
-- Check for DCS bug IDs.
if airbaseID~=airbase:GetID() then
--self:E("WARNING: :getID does NOT match :GetID!")
end
end
return self
@@ -1067,20 +1326,23 @@ function DATABASE:_EventOnBirth( Event )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 3 then
if Event.IniObjectCategory == Object.Category.STATIC then
-- Add static object to DB.
self:AddStatic( Event.IniDCSUnitName )
else
if Event.IniObjectCategory == 1 then
if Event.IniObjectCategory == Object.Category.UNIT then
-- Add unit and group to DB.
self:AddUnit( Event.IniDCSUnitName )
self:AddGroup( Event.IniDCSGroupName )
-- Add airbase if it was spawned later in the mission.
-- A unit can also be an airbase (e.g. ships).
local DCSAirbase = Airbase.getByName(Event.IniDCSUnitName)
if DCSAirbase then
-- Add airbase if it was spawned later in the mission.
self:I(string.format("Adding airbase %s", tostring(Event.IniDCSUnitName)))
self:AddAirbase(Event.IniDCSUnitName)
end
@@ -1088,7 +1350,7 @@ function DATABASE:_EventOnBirth( Event )
end
end
if Event.IniObjectCategory == 1 then
if Event.IniObjectCategory == Object.Category.UNIT then
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
@@ -1106,7 +1368,7 @@ function DATABASE:_EventOnBirth( Event )
if PlayerName then
-- Debug info.
self:I(string.format("Player '%s' joint unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already.
if not client then
@@ -1155,11 +1417,11 @@ function DATABASE:_EventOnDeadOrCrash( Event )
if self.STATICS[Event.IniDCSUnitName] then
self:DeleteStatic( Event.IniDCSUnitName )
end
---
-- Maybe a UNIT?
---
-- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then
self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName))
@@ -1413,10 +1675,10 @@ end
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called object in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self
function DATABASE:ForEachClient( IteratorFunction, ... )
function DATABASE:ForEachClient( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CLIENTS )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.CLIENTS )
return self
end
@@ -1425,10 +1687,10 @@ end
-- @param #DATABASE self
-- @param #function IteratorFunction The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.
-- @return #DATABASE self
function DATABASE:ForEachCargo( IteratorFunction, ... )
function DATABASE:ForEachCargo( IteratorFunction, FinalizeFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self.CARGOS )
self:ForEach( IteratorFunction, FinalizeFunction, arg, self.CARGOS )
return self
end
@@ -1543,6 +1805,33 @@ function DATABASE:FindOpsGroup(groupname)
return self.FLIGHTGROUPS[groupname]
end
--- Find an OPSGROUP (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) in the data base for a given unit.
-- @param #DATABASE self
-- @param #string unitname Unit name. Can also be passed as UNIT object.
-- @return Ops.OpsGroup#OPSGROUP OPS group object.
function DATABASE:FindOpsGroupFromUnit(unitname)
local unit=nil --Wrapper.Unit#UNIT
local groupname
-- Get group and group name.
if type(unitname)=="string" then
unit=UNIT:FindByName(unitname)
else
unit=unitname
end
if unit then
groupname=unit:GetGroup():GetName()
end
if groupname then
return self.FLIGHTGROUPS[groupname]
else
return nil
end
end
--- Add a flight control to the data base.
-- @param #DATABASE self
-- @param Ops.FlightControl#FLIGHTCONTROL flightcontrol
@@ -1559,13 +1848,13 @@ function DATABASE:GetFlightControl(airbasename)
return self.FLIGHTCONTROLS[airbasename]
end
--- @param #DATABASE self
-- @param #DATABASE self
function DATABASE:_RegisterTemplates()
self:F2()
self.Navpoints = {}
self.UNITS = {}
--Build routines.db.units and self.Navpoints
--Build self.Navpoints
for CoalitionName, coa_data in pairs(env.mission.coalition) do
self:T({CoalitionName=CoalitionName})
@@ -1587,7 +1876,7 @@ function DATABASE:_RegisterTemplates()
for nav_ind, nav_data in pairs(coa_data.nav_points) do
if type(nav_data) == 'table' then
self.Navpoints[CoalitionName][nav_ind] = routines.utils.deepCopy(nav_data)
self.Navpoints[CoalitionName][nav_ind] = UTILS.DeepCopy(nav_data)
self.Navpoints[CoalitionName][nav_ind]['name'] = nav_data.callsignStr -- name is a little bit more self-explanatory.
self.Navpoints[CoalitionName][nav_ind]['point'] = {} -- point is used by SSE, support it.
@@ -1627,7 +1916,7 @@ function DATABASE:_RegisterTemplates()
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
else
+94 -15
View File
@@ -14,7 +14,7 @@
-- ![Objects](..\Presentations\EVENT\Dia2.JPG)
--
-- Within a running mission, various DCS events occur. Units are dynamically created, crash, die, shoot stuff, get hit etc.
-- This module provides a mechanism to dispatch those events occuring within your running mission, to the different objects orchestrating your mission.
-- This module provides a mechanism to dispatch those events occurring within your running mission, to the different objects orchestrating your mission.
--
-- ![Objects](..\Presentations\EVENT\Dia3.JPG)
--
@@ -32,11 +32,11 @@
--
-- ![Objects](..\Presentations\EVENT\Dia5.JPG)
--
-- There are 5 levels of kind of objects that the _EVENTDISPATCHER services:
-- There are 5 types/levels of objects that the _EVENTDISPATCHER services:
--
-- * _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
-- * SET_ derived classes: Subsets of the _DATABASE object. These subsets are updated by the _EVENTDISPATCHER as the second priority.
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to teh subscribed UNIT object.
-- * SET_ derived classes: These are subsets of the global _DATABASE object (an instance of @{Core.Database#DATABASE}). These subsets are updated by the _EVENTDISPATCHER as the second priority.
-- * UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
-- * GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
-- * Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.
--
@@ -52,7 +52,7 @@
--
-- ![Objects](..\Presentations\EVENT\Dia8.JPG)
--
-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{BASE} class, @{UNIT} class and @{GROUP} class.
-- The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the @{Core.Base#BASE} class, @{Wrapper.Unit#UNIT} class and @{Wrapper.Group#GROUP} class.
-- The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE.
--
-- ![Objects](..\Presentations\EVENT\Dia9.JPG)
@@ -248,6 +248,18 @@ EVENTS = {
TriggerZone = world.event.S_EVENT_TRIGGER_ZONE or -1,
LandingQualityMark = world.event.S_EVENT_LANDING_QUALITY_MARK or -1,
BDA = world.event.S_EVENT_BDA or -1,
-- Added with DCS 2.8.0
AIAbortMission = world.event.S_EVENT_AI_ABORT_MISSION or -1,
DayNight = world.event.S_EVENT_DAYNIGHT or -1,
FlightTime = world.event.S_EVENT_FLIGHT_TIME or -1,
SelfKillPilot = world.event.S_EVENT_PLAYER_SELF_KILL_PILOT or -1,
PlayerCaptureAirfield = world.event.S_EVENT_PLAYER_CAPTURE_AIRFIELD or -1,
EmergencyLanding = world.event.S_EVENT_EMERGENCY_LANDING or -1,
UnitCreateTask = world.event.S_EVENT_UNIT_CREATE_TASK or -1,
UnitDeleteTask = world.event.S_EVENT_UNIT_DELETE_TASK or -1,
SimulationStart = world.event.S_EVENT_SIMULATION_START or -1,
WeaponRearm = world.event.S_EVENT_WEAPON_REARM or -1,
WeaponDrop = world.event.S_EVENT_WEAPON_DROP or -1,
}
--- The Event structure
@@ -293,8 +305,8 @@ EVENTS = {
-- @field Wrapper.Airbase#AIRBASE Place The MOOSE airbase object.
-- @field #string PlaceName The name of the airbase.
--
-- @field #table weapon The weapon used during the event.
-- @field #table Weapon
-- @field DCS#Weapon weapon The weapon used during the event.
-- @field DCS#Weapon Weapon The weapon used during the event.
-- @field #string WeaponName Name of the weapon.
-- @field DCS#Unit WeaponTgtDCSUnit Target DCS unit of the weapon.
--
@@ -560,9 +572,69 @@ local _EVENTMETA = {
Event = "OnEventBDA",
Text = "S_EVENT_BDA"
},
-- Added with DCS 2.8
[EVENTS.AIAbortMission] = {
Order = 1,
Side = "I",
Event = "OnEventAIAbortMission",
Text = "S_EVENT_AI_ABORT_MISSION"
},
[EVENTS.DayNight] = {
Order = 1,
Event = "OnEventDayNight",
Text = "S_EVENT_DAYNIGHT"
},
[EVENTS.FlightTime] = {
Order = 1,
Event = "OnEventFlightTime",
Text = "S_EVENT_FLIGHT_TIME"
},
[EVENTS.SelfKillPilot] = {
Order = 1,
Side = "I",
Event = "OnEventSelfKillPilot",
Text = "S_EVENT_PLAYER_SELF_KILL_PILOT"
},
[EVENTS.PlayerCaptureAirfield] = {
Order = 1,
Event = "OnEventPlayerCaptureAirfield",
Text = "S_EVENT_PLAYER_CAPTURE_AIRFIELD"
},
[EVENTS.EmergencyLanding] = {
Order = 1,
Side = "I",
Event = "OnEventEmergencyLanding",
Text = "S_EVENT_EMERGENCY_LANDING"
},
[EVENTS.UnitCreateTask] = {
Order = 1,
Event = "OnEventUnitCreateTask",
Text = "S_EVENT_UNIT_CREATE_TASK"
},
[EVENTS.UnitDeleteTask] = {
Order = 1,
Event = "OnEventUnitDeleteTask",
Text = "S_EVENT_UNIT_DELETE_TASK"
},
[EVENTS.SimulationStart] = {
Order = 1,
Event = "OnEventSimulationStart",
Text = "S_EVENT_SIMULATION_START"
},
[EVENTS.WeaponRearm] = {
Order = 1,
Side = "I",
Event = "OnEventWeaponRearm",
Text = "S_EVENT_WEAPON_REARM"
},
[EVENTS.WeaponDrop] = {
Order = 1,
Side = "I",
Event = "OnEventWeaponDrop",
Text = "S_EVENT_WEAPON_DROP"
},
}
--- The Events structure
-- @type EVENT.Events
-- @field #number IniUnit
@@ -932,7 +1004,7 @@ do -- Event Creation
--- Creation of a ZoneGoal Deletion Event.
-- @param #EVENT self
-- @param Core.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
-- @param Functional.ZoneGoal#ZONE_GOAL ZoneGoal The ZoneGoal created.
function EVENT:CreateEventDeleteZoneGoal( ZoneGoal )
self:F( { ZoneGoal } )
@@ -1058,7 +1130,7 @@ function EVENT:onEvent( Event )
Event.IniUnitName = Event.IniDCSUnitName
Event.IniDCSGroup = Event.IniDCSUnit:getGroup()
Event.IniUnit = UNIT:FindByName( Event.IniDCSUnitName )
if not Event.IniUnit then
-- Unit can be a CLIENT. Most likely this will be the case ...
Event.IniUnit = CLIENT:FindByName( Event.IniDCSUnitName, '', true )
@@ -1093,8 +1165,7 @@ function EVENT:onEvent( Event )
if Event.IniObjectCategory == Object.Category.SCENERY then
---
-- Scenery
---
---
Event.IniDCSUnit = Event.initiator
Event.IniDCSUnitName = Event.IniDCSUnit:getName()
Event.IniUnitName = Event.IniDCSUnitName
@@ -1114,6 +1185,12 @@ function EVENT:onEvent( Event )
Event.IniCoalition = Event.IniDCSUnit:getCoalition()
Event.IniCategory = Event.IniDCSUnit:getDesc().category
Event.IniTypeName = Event.IniDCSUnit:getTypeName()
-- If the airbase does not exist in the DB, we add it (e.g. when FARPS are spawned).
if not Event.IniUnit then
_DATABASE:_RegisterAirbase(Event.initiator)
Event.IniUnit = AIRBASE:FindByName(Event.IniDCSUnitName)
end
end
end
@@ -1203,9 +1280,11 @@ function EVENT:onEvent( Event )
--local name=Event.place:getName() -- This returns a DCS error "Airbase doesn't exit" :(
-- However, this is not a big thing, as the aircraft the pilot ejected from is usually long crashed before the ejected pilot touches the ground.
--Event.Place=UNIT:Find(Event.place)
else
Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName()
else
if Event.place:isExist() and Event.place:getCategory() ~= Object.Category.SCENERY then
Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName()
end
end
end
File diff suppressed because it is too large Load Diff
+40 -49
View File
@@ -1,89 +1,87 @@
--- **Core** - Models the process to achieve goal(s).
--
-- ===
--
--
-- ## Features:
--
--
-- * Define the goal.
-- * Monitor the goal achievement.
-- * Manage goal contribution by players.
--
--
-- ===
--
--
-- Classes that implement a goal achievement, will derive from GOAL to implement the ways how the achievements can be realized.
--
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions: **funkyfranky**
--
--
-- ===
--
--
-- @module Core.Goal
-- @image Core_Goal.JPG
do -- Goal
--- @type GOAL
-- @extends Core.Fsm#FSM
--- Models processes that have an objective with a defined achievement. Derived classes implement the ways how the achievements can be realized.
--
--
-- # 1. GOAL constructor
--
--
-- * @{#GOAL.New}(): Creates a new GOAL object.
--
--
-- # 2. GOAL is a finite state machine (FSM).
--
--
-- ## 2.1. GOAL States
--
--
-- * **Pending**: The goal object is in progress.
-- * **Achieved**: The goal objective is Achieved.
--
--
-- ## 2.2. GOAL Events
--
--
-- * **Achieved**: Set the goal objective to Achieved.
--
--
-- # 3. Player contributions.
--
--
-- Goals are most of the time achieved by players. These player achievements can be registered as part of the goal achievement.
-- Use @{#GOAL.AddPlayerContribution}() to add a player contribution to the goal.
-- The player contributions are based on a points system, an internal counter per player.
-- So once the goal has been achieved, the player contributions can be queried using @{#GOAL.GetPlayerContributions}(),
-- So once the goal has been achieved, the player contributions can be queried using @{#GOAL.GetPlayerContributions}(),
-- that retrieves all contributions done by the players. For one player, the contribution can be queried using @{#GOAL.GetPlayerContribution}().
-- The total amount of player contributions can be queried using @{#GOAL.GetTotalContributions}().
--
--
-- # 4. Goal achievement.
--
--
-- Once the goal is achieved, the mission designer will need to trigger the goal achievement using the **Achieved** event.
-- The underlying 2 examples will achieve the goals for the `Goal` object:
--
--
-- Goal:Achieved() -- Achieve the goal immediately.
-- Goal:__Achieved( 30 ) -- Achieve the goal within 30 seconds.
--
--
-- # 5. Check goal achievement.
--
--
-- The method @{#GOAL.IsAchieved}() will return true if the goal is achieved (the trigger **Achieved** was executed).
-- You can use this method to check asynchronously if a goal has been achieved, for example using a scheduler.
--
--
-- @field #GOAL
GOAL = {
ClassName = "GOAL",
}
--- @field #table GOAL.Players
GOAL.Players = {}
--- @field #number GOAL.TotalContributions
GOAL.TotalContributions = 0
--- GOAL Constructor.
-- @param #GOAL self
-- @return #GOAL
function GOAL:New()
local self = BASE:Inherit( self, FSM:New() ) -- #GOAL
self:F( {} )
@@ -104,11 +102,10 @@ do -- Goal
-- @param #string From
-- @param #string Event
-- @param #string To
self:SetStartState( "Pending" )
self:AddTransition( "*", "Achieved", "Achieved" )
self:AddTransition( "*", "Achieved", "Achieved" )
--- Achieved Handler OnBefore for GOAL
-- @function [parent=#GOAL] OnBeforeAchieved
-- @param #GOAL self
@@ -116,47 +113,44 @@ do -- Goal
-- @param #string Event
-- @param #string To
-- @return #boolean
--- Achieved Handler OnAfter for GOAL
-- @function [parent=#GOAL] OnAfterAchieved
-- @param #GOAL self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Achieved Trigger for GOAL
-- @function [parent=#GOAL] Achieved
-- @param #GOAL self
--- Achieved Asynchronous Trigger for GOAL
-- @function [parent=#GOAL] __Achieved
-- @param #GOAL self
-- @param #number Delay
self:SetEventPriority( 5 )
return self
end
--- Add a new contribution by a player.
-- @param #GOAL self
-- @param #string PlayerName The name of the player.
function GOAL:AddPlayerContribution( PlayerName )
self:F({PlayerName})
self:F( { PlayerName } )
self.Players[PlayerName] = self.Players[PlayerName] or 0
self.Players[PlayerName] = self.Players[PlayerName] + 1
self.TotalContributions = self.TotalContributions + 1
end
--- @param #GOAL self
-- @param #number Player contribution.
function GOAL:GetPlayerContribution( PlayerName )
return self.Players[PlayerName] or 0
return self.Players[PlayerName] or 0
end
--- Get the players who contributed to achieve the goal.
-- The result is a list of players, sorted by the name of the players.
-- @param #GOAL self
@@ -165,7 +159,6 @@ do -- Goal
return self.Players or {}
end
--- Gets the total contributions that happened to achieve the goal.
-- The result is a number.
-- @param #GOAL self
@@ -173,9 +166,7 @@ do -- Goal
function GOAL:GetTotalContributions()
return self.TotalContributions or 0
end
--- Validates if the goal is achieved.
-- @param #GOAL self
-- @return #boolean true if the goal is achieved.
@@ -183,4 +174,4 @@ do -- Goal
return self:Is( "Achieved" )
end
end
end
+34 -11
View File
@@ -1,16 +1,23 @@
--- **Core** - MarkerOps_Base.
--- **Core** - Tap into markers added to the F10 map by users.
--
-- **Main Features:**
--
-- * Create an easy way to tap into markers added to the F10 map by users.
-- * Recognize own tag and list of keywords.
-- * Matched keywords are handed down to functions.
-- ##Listen for your tag
-- myMarker = MARKEROPS_BASE:New("tag", {}, false)
-- function myMarker:OnAfterMarkChanged(From, Event, To, Text, Keywords, Coord, idx)
--
-- end
-- Make sure to use the "MarkChanged" event as "MarkAdded" comes in right after the user places a blank marker and your callback will never be called.
--
-- ===
--
-- ### Author: **Applevangelist**
--
-- Date: 5 May 2021
-- Last Update: Feb 2023
--
-- ===
---
@@ -27,6 +34,7 @@
-- @field #string Tag Tag to identify commands.
-- @field #table Keywords Table of keywords to recognize.
-- @field #string version Version of #MARKEROPS_BASE.
-- @field #boolean Casesensitive Enforce case when identifying the Tag, i.e. tag ~= Tag
-- @extends Core.Fsm#FSM
--- *Fiat lux.* -- Latin proverb.
@@ -42,16 +50,18 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.0.1",
version = "0.1.1",
debug = false,
Casesensitive = true,
}
--- Function to instantiate a new #MARKEROPS_BASE object.
-- @param #MARKEROPS_BASE self
-- @param #string Tagname Name to identify us from the event text.
-- @param #table Keywords Table of keywords recognized from the event text.
-- @param #boolean Casesensitive (Optional) Switch case sensitive identification of Tagname. Defaults to true.
-- @return #MARKEROPS_BASE self
function MARKEROPS_BASE:New(Tagname,Keywords)
function MARKEROPS_BASE:New(Tagname,Keywords,Casesensitive)
-- Inherit FSM
local self=BASE:Inherit(self, FSM:New()) -- #MARKEROPS_BASE
@@ -61,6 +71,11 @@ function MARKEROPS_BASE:New(Tagname,Keywords)
self.Tag = Tagname or "mytag"-- #string
self.Keywords = Keywords or {} -- #table - might want to use lua regex here, too
self.debug = false
self.Casesensitive = true
if Casesensitive and Casesensitive == false then
self.Casesensitive = false
end
-----------------------
--- FSM Transitions ---
@@ -109,7 +124,8 @@ function MARKEROPS_BASE:New(Tagname,Keywords)
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
-- @param #number idx DCS Marker ID
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
-- @param #MARKEROPS_BASE self
@@ -123,7 +139,7 @@ function MARKEROPS_BASE:New(Tagname,Keywords)
end
--- (internal) Handle events.
-- @param #MARKEROPS self
-- @param #MARKEROPS_BASE self
-- @param Core.Event#EVENTDATA Event
function MARKEROPS_BASE:OnEventMark(Event)
self:T({Event})
@@ -157,7 +173,7 @@ function MARKEROPS_BASE:OnEventMark(Event)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx)
end
end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
@@ -173,20 +189,27 @@ function MARKEROPS_BASE:OnEventMark(Event)
end
--- (internal) Match tag.
-- @param #MARKEROPS self
-- @param #MARKEROPS_BASE self
-- @param #string Eventtext Text added to the marker.
-- @return #boolean
function MARKEROPS_BASE:_MatchTag(Eventtext)
local matches = false
local type = string.lower(self.Tag) -- #string
if string.find(string.lower(Eventtext),type) then
matches = true --event text contains tag
if not self.Casesensitive then
local type = string.lower(self.Tag) -- #string
if string.find(string.lower(Eventtext),type) then
matches = true --event text contains tag
end
else
local type = self.Tag -- #string
if string.find(Eventtext,type) then
matches = true --event text contains tag
end
end
return matches
end
--- (internal) Match keywords table.
-- @param #MARKEROPS self
-- @param #MARKEROPS_BASE self
-- @param #string Eventtext Text added to the marker.
-- @return #table
function MARKEROPS_BASE:_MatchKeywords(Eventtext)
+26
View File
@@ -239,6 +239,7 @@ do -- MENU_BASE
function MENU_BASE:GetMenu( MenuText )
return self.Menus[MenuText]
end
--- Sets a menu stamp for later prevention of menu removal.
-- @param #MENU_BASE self
-- @param MenuStamp
@@ -376,6 +377,7 @@ do -- MENU_MISSION
end
end
--- Refreshes a radio item for a mission
-- @param #MENU_MISSION self
-- @return #MENU_MISSION
@@ -813,6 +815,7 @@ do
end
end
--- Refreshes a new radio item for a group and submenus
-- @param #MENU_GROUP self
-- @return #MENU_GROUP
@@ -829,6 +832,29 @@ do
return self
end
--- Refreshes a new radio item for a group and submenus, ordering by (numerical) MenuTag
-- @param #MENU_GROUP self
-- @return #MENU_GROUP
function MENU_GROUP:RefreshAndOrderByTag()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
local MenuTable = {}
for MenuText, Menu in pairs( self.Menus or {} ) do
local tag = Menu.MenuTag or math.random(1,10000)
MenuTable[#MenuTable+1] = {Tag=tag, Enty=Menu}
end
table.sort(MenuTable, function (k1, k2) return k1.tag < k2.tag end )
for _, Menu in pairs( MenuTable ) do
Menu.Entry:Refresh()
end
end
return self
end
--- Removes the sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP self
-- @param MenuStamp
+373 -171
View File
@@ -1,9 +1,9 @@
--- **Core** - Informs the players using messages during a simulation.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * A more advanced messaging system using the DCS message system.
-- * Time messages.
-- * Send messages based on a message type, which has a pre-defined duration that can be tweaked in SETTINGS.
@@ -13,7 +13,7 @@
-- * Send messages to a specific unit or client.
--
-- ===
--
--
-- @module Core.Message
-- @image Core_Message.JPG
@@ -24,43 +24,43 @@
--- Message System to display Messages to Clients, Coalitions or All.
-- Messages are shown on the display panel for an amount of seconds, and will then disappear.
-- Messages can contain a category which is indicating the category of the message.
--
--
-- ## MESSAGE construction
--
--
-- Messages are created with @{#MESSAGE.New}. Note that when the MESSAGE object is created, no message is sent yet.
-- To send messages, you need to use the To functions.
--
--
-- ## Send messages to an audience
--
--
-- Messages are sent:
--
-- * To a @{Client} using @{#MESSAGE.ToClient}().
-- * To a @{Wrapper.Client} using @{#MESSAGE.ToClient}().
-- * To a @{Wrapper.Group} using @{#MESSAGE.ToGroup}()
-- * To a @{Wrapper.Unit} using @{#MESSAGE.ToUnit}()
-- * To a coalition using @{#MESSAGE.ToCoalition}().
-- * To the red coalition using @{#MESSAGE.ToRed}().
-- * To the blue coalition using @{#MESSAGE.ToBlue}().
-- * To all Players using @{#MESSAGE.ToAll}().
--
--
-- ## Send conditionally to an audience
--
--
-- Messages can be sent conditionally to an audience (when a condition is true):
--
--
-- * To all players using @{#MESSAGE.ToAllIf}().
-- * To a coalition using @{#MESSAGE.ToCoalitionIf}().
--
--
-- ===
--
--
-- ### Author: **FlightControl**
-- ### Contributions:
--
-- ### Contributions: **Applevangelist**
--
-- ===
--
--
-- @field #MESSAGE
MESSAGE = {
ClassName = "MESSAGE",
MessageCategory = 0,
MessageID = 0,
ClassName = "MESSAGE",
MessageCategory = 0,
MessageID = 0,
}
--- Message Types
@@ -70,10 +70,9 @@ MESSAGE.Type = {
Information = "Information",
Briefing = "Briefing Report",
Overview = "Overview Report",
Detailed = "Detailed Report"
Detailed = "Detailed Report",
}
--- Creates a new MESSAGE object. Note that these MESSAGE objects are not yet displayed on the display panel. You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
-- @param self
-- @param #string MessageText is the text of the Message.
@@ -82,119 +81,119 @@ MESSAGE.Type = {
-- @param #boolean ClearScreen (optional) Clear all previous messages if true.
-- @return #MESSAGE
-- @usage
-- -- Create a series of new Messages.
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
--
-- -- Create a series of new Messages.
-- -- MessageAll is meant to be sent to all players, for 25 seconds, and is classified as "Score".
-- -- MessageRED is meant to be sent to the RED players only, for 10 seconds, and is classified as "End of Mission", with ID "Win".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- -- MessageClient1 is meant to be sent to a Client, for 25 seconds, and is classified as "Score", with ID "Score".
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", 25, "End of Mission" )
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", 25, "Penalty" )
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", 25, "Score")
--
function MESSAGE:New( MessageText, MessageDuration, MessageCategory, ClearScreen )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText, MessageDuration, MessageCategory } )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText, MessageDuration, MessageCategory } )
self.MessageType = nil
-- When no MessageCategory is given, we don't show it as a title...
if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub(-1) ~= "\n" then
-- When no MessageCategory is given, we don't show it as a title...
if MessageCategory and MessageCategory ~= "" then
if MessageCategory:sub( -1 ) ~= "\n" then
self.MessageCategory = MessageCategory .. ": "
else
self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
self.MessageCategory = MessageCategory:sub( 1, -2 ) .. ":\n"
end
else
self.MessageCategory = ""
end
self.ClearScreen=false
if ClearScreen~=nil then
self.ClearScreen=ClearScreen
self.ClearScreen = false
if ClearScreen ~= nil then
self.ClearScreen = ClearScreen
end
self.MessageDuration = MessageDuration or 5
self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
self.MessageSent = false
self.MessageGroup = false
self.MessageCoalition = false
self.MessageDuration = MessageDuration or 5
self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
return self
self.MessageSent = false
self.MessageGroup = false
self.MessageCoalition = false
return self
end
--- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel.
--- Creates a new MESSAGE object of a certain type.
-- Note that these MESSAGE objects are not yet displayed on the display panel.
-- You must use the functions @{ToClient} or @{ToCoalition} or @{ToAll} to send these Messages to the respective recipients.
-- The message display times are automatically defined based on the timing settings in the @{Settings} menu.
-- The message display times are automatically defined based on the timing settings in the @{Core.Settings} menu.
-- @param self
-- @param #string MessageText is the text of the Message.
-- @param #MESSAGE.Type MessageType The type of the message.
-- @param #boolean ClearScreen (optional) Clear all previous messages.
-- @return #MESSAGE
-- @usage
--
-- MessageAll = MESSAGE:NewType( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", MESSAGE.Type.Information )
-- MessageRED = MESSAGE:NewType( "To the RED Players: You receive a penalty because you've killed one of your own units", MESSAGE.Type.Information )
-- MessageClient1 = MESSAGE:NewType( "Congratulations, you've just hit a target", MESSAGE.Type.Update )
-- MessageClient2 = MESSAGE:NewType( "Congratulations, you've just killed a target", MESSAGE.Type.Update )
--
function MESSAGE:NewType( MessageText, MessageType, ClearScreen )
local self = BASE:Inherit( self, BASE:New() )
self:F( { MessageText } )
self.MessageType = MessageType
self.ClearScreen=false
if ClearScreen~=nil then
self.ClearScreen=ClearScreen
self.ClearScreen = false
if ClearScreen ~= nil then
self.ClearScreen = ClearScreen
end
self.MessageTime = timer.getTime()
self.MessageText = MessageText:gsub("^\n","",1):gsub("\n$","",1)
self.MessageText = MessageText:gsub( "^\n", "", 1 ):gsub( "\n$", "", 1 )
return self
end
--- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc.
--- Clears all previous messages from the screen before the new message is displayed. Not that this must come before all functions starting with ToX(), e.g. ToAll(), ToGroup() etc.
-- @param #MESSAGE self
-- @return #MESSAGE
function MESSAGE:Clear()
self:F()
self.ClearScreen=true
self.ClearScreen = true
return self
end
--- Sends a MESSAGE to a Client Group. Note that the Group needs to be defined within the ME with the skillset "Client" or "Player".
-- @param #MESSAGE self
-- @param Wrapper.Client#CLIENT Client is the Group of the Client.
-- @param Core.Settings#SETTINGS Settings Settings used to display the message.
-- @param Core.Settings#SETTINGS Settings used to display the message.
-- @return #MESSAGE
-- @usage
-- -- Send the 2 messages created with the @{New} method to the Client Group.
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- ClientGroup = Group.getByName( "ClientGroup" )
--
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or
-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" )
-- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( ClientGroup )
-- -- Send the 2 messages created with the @{New} method to the Client Group.
-- -- Note that the Message of MessageClient2 is overwriting the Message of MessageClient1.
-- ClientGroup = Group.getByName( "ClientGroup" )
--
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25, "Score" ):ToClient( ClientGroup )
-- or
-- MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 ):ToClient( ClientGroup )
-- MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 ):ToClient( ClientGroup )
-- or
-- MessageClient1 = MESSAGE:New( "Congratulations, you've just hit a target", "Score", 25 )
-- MessageClient2 = MESSAGE:New( "Congratulations, you've just killed a target", "Score", 25 )
-- MessageClient1:ToClient( ClientGroup )
-- MessageClient2:ToClient( ClientGroup )
--
function MESSAGE:ToClient( Client, Settings )
self:F( Client )
self:F( Client )
if Client and Client:GetClientGroupID() then
if Client and Client:GetClientGroupID() then
if self.MessageType then
local Settings = Settings or ( Client and _DATABASE:GetPlayerSettings( Client:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
@@ -205,43 +204,45 @@ function MESSAGE:ToClient( Client, Settings )
local Unit = Client:GetClient()
if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
return self
end
--- Sends a MESSAGE to a Group.
-- @param #MESSAGE self
-- @param Wrapper.Group#GROUP Group to which the message is displayed.
-- @return #MESSAGE Message object.
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
if Group then
if self.MessageType then
local Settings = Settings or ( Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
local ClientGroupID = Client:GetClientGroupID()
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
return self
end
--- Sends a MESSAGE to a Group.
-- @param #MESSAGE self
-- @param Wrapper.Group#GROUP Group to which the message is displayed.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName )
if Group then
if self.MessageType then
local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForGroup( Group:GetID(), self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to a Unit.
-- @param #MESSAGE self
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
@@ -263,59 +264,100 @@ function MESSAGE:ToUnit( Unit, Settings )
return self
end
--- Sends a MESSAGE to the Blue coalition.
-- @param #MESSAGE self
-- @return #MESSAGE
-- @usage
-- -- Send a message created with the @{New} method to the BLUE coalition.
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- or
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToBlue()
-- or
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageBLUE:ToBlue()
function MESSAGE:ToBlue()
self:F()
self:ToCoalition( coalition.side.BLUE )
return self
--- Sends a MESSAGE to a Country.
-- @param #MESSAGE self
-- @param #number Country to which the message is displayed, e.g. country.id.GERMANY. For all country numbers see here: [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_country)
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToCountry( Country, Settings )
self:F(Country )
if Country then
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForCountry( Country, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to the Red Coalition.
--- Sends a MESSAGE to a Country.
-- @param #MESSAGE self
-- @param #number Country to which the message is displayed, , e.g. country.id.GERMANY. For all country numbers see here: [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_country)
-- @param #boolean Condition Sends the message only if the condition is true.
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
function MESSAGE:ToCountryIf( Country, Condition, Settings )
self:F(Country )
if Country and Condition == true then
self:ToCountry( Country, Settings )
end
return self
end
--- Sends a MESSAGE to the Blue coalition.
-- @param #MESSAGE self
-- @return #MESSAGE
-- @usage
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToRed()
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageRED:ToRed()
function MESSAGE:ToRed( )
self:F()
--
-- -- Send a message created with the @{New} method to the BLUE coalition.
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25):ToBlue()
-- or
-- MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToBlue()
-- or
-- MessageBLUE = MESSAGE:New( "To the BLUE Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageBLUE:ToBlue()
--
function MESSAGE:ToBlue()
self:F()
self:ToCoalition( coalition.side.RED )
return self
self:ToCoalition( coalition.side.BLUE )
return self
end
--- Sends a MESSAGE to a Coalition.
--- Sends a MESSAGE to the Red Coalition.
-- @param #MESSAGE self
-- @return #MESSAGE
-- @usage
--
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToRed()
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToRed()
--
function MESSAGE:ToRed()
self:F()
self:ToCoalition( coalition.side.RED )
return self
end
--- Sends a MESSAGE to a Coalition.
-- @param #MESSAGE self
-- @param #DCS.coalition.side CoalitionSide @{#DCS.coalition.side} to which the message is displayed.
-- @param Core.Settings#SETTINGS Settings (Optional) Settings for message display.
-- @return #MESSAGE Message object.
-- @usage
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" ):ToCoalition( coalition.side.RED )
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25, "Score" )
-- MessageRED:ToCoalition( coalition.side.RED )
--
-- -- Send a message created with the @{New} method to the RED coalition.
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or
-- MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 ):ToCoalition( coalition.side.RED )
-- or
-- MessageRED = MESSAGE:New( "To the RED Players: You receive a penalty because you've killed one of your own units", "Penalty", 25 )
-- MessageRED:ToCoalition( coalition.side.RED )
--
function MESSAGE:ToCoalition( CoalitionSide, Settings )
self:F( CoalitionSide )
self:F( CoalitionSide )
if self.MessageType then
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
@@ -323,20 +365,22 @@ function MESSAGE:ToCoalition( CoalitionSide, Settings )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if CoalitionSide then
if CoalitionSide then
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outTextForCoalition( CoalitionSide, self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
end
return self
end
self.CoalitionSide = CoalitionSide
return self
end
--- Sends a MESSAGE to a Coalition if the given Condition is true.
--- Sends a MESSAGE to a Coalition if the given Condition is true.
-- @param #MESSAGE self
-- @param CoalitionSide needs to be filled out by the defined structure of the standard scripting engine @{coalition.side}.
-- @param #boolean Condition Sends the message only if the condition is true.
-- @param #boolean Condition Sends the message only if the condition is true.
-- @return #MESSAGE self
function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
self:F( CoalitionSide )
@@ -344,7 +388,7 @@ function MESSAGE:ToCoalitionIf( CoalitionSide, Condition )
if Condition and Condition == true then
self:ToCoalition( CoalitionSide )
end
return self
end
@@ -353,14 +397,16 @@ end
-- @param Core.Settings#Settings Settings (Optional) Settings for message display.
-- @return #MESSAGE
-- @usage
-- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" ):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25, "Win" )
-- MessageAll:ToAll()
function MESSAGE:ToAll(Settings)
--
-- -- Send a message created to all players.
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 ):ToAll()
-- or
-- MessageAll = MESSAGE:New( "To all Players: BLUE has won! Each player of BLUE wins 50 points!", "End of Mission", 25 )
-- MessageAll:ToAll()
--
function MESSAGE:ToAll( Settings )
self:F()
if self.MessageType then
@@ -370,16 +416,16 @@ function MESSAGE:ToAll(Settings)
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
self:T( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ) .. " / " .. self.MessageDuration )
trigger.action.outText( self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ), self.MessageDuration, self.ClearScreen )
end
return self
end
--- Sends a MESSAGE to all players if the given Condition is true.
-- @param #MESSAGE self
-- @param #boolean Condition
-- @return #MESSAGE
function MESSAGE:ToAllIf( Condition )
@@ -387,5 +433,161 @@ function MESSAGE:ToAllIf( Condition )
self:ToAll()
end
return self
return self
end
--- Sends a MESSAGE to DCS log file.
-- @param #MESSAGE self
-- @return #MESSAGE self
function MESSAGE:ToLog()
env.info(self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ))
return self
end
--- Sends a MESSAGE to DCS log file if the given Condition is true.
-- @param #MESSAGE self
-- @return #MESSAGE self
function MESSAGE:ToLogIf( Condition )
if Condition and Condition == true then
env.info(self.MessageCategory .. self.MessageText:gsub( "\n$", "" ):gsub( "\n$", "" ))
end
return self
end
_MESSAGESRS = {}
--- Set up MESSAGE generally to allow Text-To-Speech via SRS and TTS functions.
-- @param #string PathToSRS Path to SRS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone".
-- @param #number Port Port number of SRS, defaults to 5002.
-- @param #string PathToCredentials (optional) Path to credentials file for e.g. Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
-- @param #number Modulation Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations.
-- @param #string Gender (optional) Gender, i.e. "male" or "female", defaults to "male".
-- @param #string Culture (optional) Culture, e.g. "en-US", defaults to "en-GB"
-- @param #string Voice (optional) Voice. Will override gender and culture settings, e.g. MSRS.Voices.Microsoft.Hazel or MSRS.Voices.Google.Standard.de_DE_Standard_D. Hint on Microsoft voices - working voices are limited to Hedda, Hazel, David, Zira and Hortense. **Must** be installed on your Desktop or Server!
-- @param #number Coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Defaults to coalition.side.NEUTRAL.
-- @param #number Volume (optional) Volume, can be between 0.0 and 1.0 (loudest).
-- @param #string Label (optional) Label, defaults to "MESSAGE" or the Message Category set.
-- @param Core.Point#COORDINATE Coordinate (optional) Coordinate this messages originates from.
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate)
_MESSAGESRS.MSRS = MSRS:New(PathToSRS,Frequency,Modulation,Volume)
_MESSAGESRS.MSRS:SetCoalition(Coalition)
_MESSAGESRS.MSRS:SetCoordinate(Coordinate)
_MESSAGESRS.MSRS:SetCulture(Culture)
_MESSAGESRS.Culture = Culture
--_MESSAGESRS.MSRS:SetFrequencies(Frequency)
_MESSAGESRS.MSRS:SetGender(Gender)
_MESSAGESRS.Gender = Gender
_MESSAGESRS.MSRS:SetGoogle(PathToCredentials)
_MESSAGESRS.MSRS:SetLabel(Label or "MESSAGE")
--_MESSAGESRS.MSRS:SetModulations(Modulation)
--_MESSAGESRS.MSRS:SetPath(PathToSRS)
_MESSAGESRS.MSRS:SetPort(Port)
-- _MESSAGESRS.MSRS:SetVolume(Volume)
_MESSAGESRS.MSRS:SetVoice(Voice)
_MESSAGESRS.Voice = Voice
_MESSAGESRS.SRSQ = MSRSQUEUE:New(Label or "MESSAGE")
env.info(_MESSAGESRS.MSRS.provider,false)
end
--- Sends a message via SRS.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number coalition (optional) Coalition, can be coalition.side.RED, coalition.side.BLUE or coalition.side.NEUTRAL. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
--
function MESSAGE:ToSRS(frequency,modulation,gender,culture,voice,coalition,volume,coordinate)
if _MESSAGESRS.SRSQ then
_MESSAGESRS.MSRS:SetVoice(voice or _MESSAGESRS.Voice)
_MESSAGESRS.SRSQ:NewTransmission(self.MessageText,nil,_MESSAGESRS.MSRS,nil,nil,nil,nil,nil,frequency,modulation,gender or _MESSAGESRS.Gender,culture or _MESSAGESRS.Culture,voice or _MESSAGESRS.Voice,volume,self.MessageCategory)
end
return self
end
--- Sends a message via SRS on the blue coalition side.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSBlue()
--
function MESSAGE:ToSRSBlue(frequency,modulation,gender,culture,voice,volume,coordinate)
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.BLUE,volume,coordinate)
return self
end
--- Sends a message via SRS on the red coalition side.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSRed()
--
function MESSAGE:ToSRSRed(frequency,modulation,gender,culture,voice,volume,coordinate)
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.RED,volume,coordinate)
return self
end
--- Sends a message via SRS to all - via the neutral coalition side.
-- @param #MESSAGE self
-- @param #number frequency (optional) Frequency in MHz. Can also be given as a #table of frequencies. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #number modulation (optional) Modulation, i.e. radio.modulation.AM or radio.modulation.FM. Can also be given as a #table of modulations. Only needed if you want to override defaults set with `MESSAGE.SetMSRS()` for this one setting.
-- @param #string gender (optional) Gender, i.e. "male" or "female". Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string culture (optional) Culture, e.g. "en-US. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #string voice (optional) Voice. Will override gender and culture settings. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param #number volume (optional) Volume, can be between 0.0 and 1.0 (loudest). Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @param Core.Point#COORDINATE coordinate (optional) Coordinate this messages originates from. Only needed if you want to change defaults set with `MESSAGE.SetMSRS()`.
-- @return #MESSAGE self
-- @usage
-- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSAll()
--
function MESSAGE:ToSRSAll(frequency,modulation,gender,culture,voice,volume,coordinate)
self:ToSRS(frequency,modulation,gender,culture,voice,coalition.side.NEUTRAL,volume,coordinate)
return self
end
+370
View File
@@ -0,0 +1,370 @@
--- **Core** - Path from A to B.
--
-- **Main Features:**
--
-- * Path from A to B
-- * Arbitrary number of points
-- * Automatically from lines drawtool
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Pathline
-- @image CORE_Pathline.png
--- PATHLINE class.
-- @type PATHLINE
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the path line.
-- @field #table points List of 3D points defining the path.
-- @extends Core.Base#BASE
--- *The shortest distance between two points is a straight line.* -- Archimedes
--
-- ===
--
-- # The PATHLINE Concept
--
-- List of points defining a path from A to B. The pathline can consist of multiple points. Each point holds the information of its position, the surface type, the land height
-- and the water depth (if over sea).
--
-- Line drawings created in the mission editor are automatically registered as pathlines and stored in the MOOSE database.
-- They can be accessed with the @{#PATHLINE.FindByName) function.
--
-- # Constructor
--
-- The @{PATHLINE.New) function creates a new PATHLINE object. This does not hold any points. Points can be added with the @{#PATHLINE.AddPointFromVec2} and @{#PATHLINE.AddPointFromVec3}
--
-- For a given table of 2D or 3D positions, a new PATHLINE object can be created with the @{#PATHLINE.NewFromVec2Array} or @{#PATHLINE.NewFromVec3Array}, respectively.
--
-- # Line Drawings
--
-- The most convenient way to create a pathline is the draw panel feature in the DCS mission editor. You can select "Line" and then "Segments", "Segment" or "Free" to draw your lines.
-- These line drawings are then automatically added to the MOOSE database as PATHLINE objects and can be retrieved with the @{#PATHLINE.FindByName) function, where the name is the one
-- you specify in the draw panel.
--
-- # Mark on F10 map
--
-- The ponints of the PATHLINE can be marked on the F10 map with the @{#PATHLINE.MarkPoints}(`true`) function. The mark points contain information of the surface type, land height and
-- water depth.
--
-- To remove the marks, use @{#PATHLINE.MarkPoints}(`false`).
--
-- @field #PATHLINE
PATHLINE = {
ClassName = "PATHLINE",
lid = nil,
points = {},
}
--- Point of line.
-- @type PATHLINE.Point
-- @field DCS#Vec3 vec3 3D position.
-- @field DCS#Vec2 vec2 2D position.
-- @field #number surfaceType Surface type.
-- @field #number landHeight Land height in meters.
-- @field #number depth Water depth in meters.
-- @field #number markerID Marker ID.
--- PATHLINE class version.
-- @field #string version
PATHLINE.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot...
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new PATHLINE object. Points need to be added later.
-- @param #PATHLINE self
-- @param #string Name Name of the path.
-- @return #PATHLINE self
function PATHLINE:New(Name)
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, BASE:New()) --#PATHLINE
self.name=Name or "Unknown Path"
self.lid=string.format("PATHLINE %s | ", Name)
return self
end
--- Create a new PATHLINE object from a given list of 2D points.
-- @param #PATHLINE self
-- @param #string Name Name of the pathline.
-- @param #table Vec2Array List of DCS#Vec2 points.
-- @return #PATHLINE self
function PATHLINE:NewFromVec2Array(Name, Vec2Array)
local self=PATHLINE:New(Name)
for i=1,#Vec2Array do
self:AddPointFromVec2(Vec2Array[i])
end
return self
end
--- Create a new PATHLINE object from a given list of 3D points.
-- @param #PATHLINE self
-- @param #string Name Name of the pathline.
-- @param #table Vec3Array List of DCS#Vec3 points.
-- @return #PATHLINE self
function PATHLINE:NewFromVec3Array(Name, Vec3Array)
local self=PATHLINE:New(Name)
for i=1,#Vec3Array do
self:AddPointFromVec3(Vec3Array[i])
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Find a pathline in the database.
-- @param #PATHLINE self
-- @param #string Name The name of the pathline.
-- @return #PATHLINE self
function PATHLINE:FindByName(Name)
local pathline = _DATABASE:FindPathline(Name)
return pathline
end
--- Add a point to the path from a given 2D position. The third dimension is determined from the land height.
-- @param #PATHLINE self
-- @param DCS#Vec2 Vec2 The 2D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec2(Vec2)
if Vec2 then
local point=self:_CreatePoint(Vec2)
table.insert(self.points, point)
end
return self
end
--- Add a point to the path from a given 3D position.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec3 The 3D vector (x,y) to add.
-- @return #PATHLINE self
function PATHLINE:AddPointFromVec3(Vec3)
if Vec3 then
local point=self:_CreatePoint(Vec3)
table.insert(self.points, point)
end
return self
end
--- Get name of pathline.
-- @param #PATHLINE self
-- @return #string Name of the pathline.
function PATHLINE:GetName()
return self.name
end
--- Get number of points.
-- @param #PATHLINE self
-- @return #number Number of points.
function PATHLINE:GetNumberOfPoints()
local N=#self.points
return N
end
--- Get points of pathline. Not that points are tables, that contain more information as just the 2D or 3D position but also the surface type etc.
-- @param #PATHLINE self
-- @return <#PATHLINE.Point> List of points.
function PATHLINE:GetPoints()
return self.points
end
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:GetPoints3D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec3)
end
return vecs
end
--- Get 2D points of pathline.
-- @param #PATHLINE self
-- @return <DCS#Vec2> List of DCS#Vec2 points.
function PATHLINE:GetPoints2D()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
table.insert(vecs, point.vec2)
end
return vecs
end
--- Get COORDINATES of pathline. Note that COORDINATE objects are created when calling this function. That does involve deep copy calls and can have an impact on performance if done too often.
-- @param #PATHLINE self
-- @return <Core.Point#COORDINATE> List of COORDINATES points.
function PATHLINE:GetCoordinats()
local vecs={}
for _,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
local coord=COORDINATE:NewFromVec3(point.vec3)
end
return vecs
end
--- Get the n-th point of the pathline.
-- @param #PATHLINE self
-- @param #number n The index of the point. Default is the first point.
-- @return #PATHLINE.Point Point.
function PATHLINE:GetPointFromIndex(n)
local N=self:GetNumberOfPoints()
n=n or 1
local point=nil --#PATHLINE.Point
if n>=1 and n<=N then
point=self.point[n]
else
self:E(self.lid..string.format("ERROR: No point in pathline for N=%s", tostring(n)))
end
return point
end
--- Get the 3D position of the n-th point.
-- @param #PATHLINE self
-- @param #number n The n-th point.
-- @return DCS#VEC3 Position in 3D.
function PATHLINE:GetPoint3DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec3
end
return nil
end
--- Get the 2D position of the n-th point.
-- @param #PATHLINE self
-- @param #number n The n-th point.
-- @return DCS#VEC2 Position in 3D.
function PATHLINE:GetPoint2DFromIndex(n)
local point=self:GetPointFromIndex(n)
if point then
return point.vec2
end
return nil
end
--- Mark points on F10 map.
-- @param #PATHLINE self
-- @param #boolean Switch If `true` or nil, set marks. If `false`, remove marks.
-- @return <DCS#Vec3> List of DCS#Vec3 points.
function PATHLINE:MarkPoints(Switch)
for i,_point in pairs(self.points) do
local point=_point --#PATHLINE.Point
if Switch==false then
if point.markerID then
UTILS.RemoveMark(point.markerID, Delay)
end
else
if point.markerID then
UTILS.RemoveMark(point.markerID)
end
point.markerID=UTILS.GetMarkID()
local text=string.format("Pathline %s: Point #%d\nSurface Type=%d\nHeight=%.1f m\nDepth=%.1f m", self.name, i, point.surfaceType, point.landHeight, point.depth)
trigger.action.markToAll(point.markerID, text, point.vec3, "")
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Private functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get 3D points of pathline.
-- @param #PATHLINE self
-- @param DCS#Vec3 Vec Position vector. Can also be a DCS#Vec2 in which case the altitude at landheight is taken.
-- @return #PATHLINE.Point
function PATHLINE:_CreatePoint(Vec)
local point={} --#PATHLINE.Point
if Vec.z then
-- Given vec is 3D
point.vec3=UTILS.DeepCopy(Vec)
point.vec2={x=Vec.x, y=Vec.z}
else
-- Given vec is 2D
point.vec2=UTILS.DeepCopy(Vec)
point.vec3={x=Vec.x, y=land.getHeight(Vec), z=Vec.y}
end
-- Get surface type.
point.surfaceType=land.getSurfaceType(point.vec2)
-- Get land height and depth.
point.landHeight, point.depth=land.getSurfaceHeightWithSeabed(point.vec2)
point.markerID=nil
return point
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+419 -125
View File
@@ -138,7 +138,7 @@ do -- COORDINATE
--
-- Calculate if the coordinate has Line of Sight (LOS) with the other given coordinate.
-- Mountains, trees and other objects can be positioned between the two 3D points, preventing visibilty in a straight continuous line.
-- The method @{#COORDINATE.IsLOS}() returns if the two coodinates have LOS.
-- The method @{#COORDINATE.IsLOS}() returns if the two coordinates have LOS.
--
-- ## 4.7) Check the coordinate position.
--
@@ -406,6 +406,42 @@ do -- COORDINATE
return self
end
--- Returns the magnetic declination at the given coordinate.
-- NOTE that this needs `require` to be available so you need to desanitize the `MissionScripting.lua` file in your DCS/Scrips folder.
-- If `require` is not available, a constant value for the whole map.
-- @param #COORDINATE self
-- @param #number Month (Optional) The month at which the declination is calculated. Default is the mission month.
-- @param #number Year (Optional) The year at which the declination is calculated. Default is the mission year.
-- @return #number Magnetic declination in degrees.
function COORDINATE:GetMagneticDeclination(Month, Year)
local decl=UTILS.GetMagneticDeclination()
if require then
local magvar = require('magvar')
if magvar then
local date, year, month, day=UTILS.GetDCSMissionDate()
magvar.init(Month or month, Year or year)
local lat, lon=self:GetLLDDM()
decl=magvar.get_mag_decl(lat, lon)
if decl then
decl=math.deg(decl)
end
end
else
self:T("The require package is not available. Using constant value for magnetic declination")
end
return decl
end
--- Returns the coordinate from the latitude and longitude given in decimal degrees.
-- @param #COORDINATE self
@@ -567,6 +603,46 @@ do -- COORDINATE
return set
end
--- Scan/find STATICS within a certain radius around the coordinate using the world.searchObjects() DCS API function.
-- @param #COORDINATE self
-- @param #number radius (Optional) Scan radius in meters. Default 100 m.
-- @return Core.Set#SET_UNIT Set of units.
function COORDINATE:ScanStatics(radius)
local _,_,_,_,statics=self:ScanObjects(radius, false, true, false)
local set=SET_STATIC:New()
for _,stat in pairs(statics) do
set:AddStatic(STATIC:Find(stat))
end
return set
end
--- Find the closest static to the COORDINATE within a certain radius.
-- @param #COORDINATE self
-- @param #number radius Scan radius in meters. Default 100 m.
-- @return Wrapper.Static#STATIC The closest static or #nil if no unit is inside the given radius.
function COORDINATE:FindClosestStatic(radius)
local units=self:ScanStatics(radius)
local umin=nil --Wrapper.Unit#UNIT
local dmin=math.huge
for _,_unit in pairs(units.Set) do
local unit=_unit --Wrapper.Static#STATIC
local coordinate=unit:GetCoordinate()
local d=self:Get2DDistance(coordinate)
if d<dmin then
dmin=d
umin=unit
end
end
return umin
end
--- Find the closest unit to the COORDINATE within a certain radius.
-- @param #COORDINATE self
@@ -594,7 +670,7 @@ do -- COORDINATE
--- Scan/find SCENERY objects within a certain radius around the coordinate using the world.searchObjects() DCS API function.
-- @param #COORDINATE self
-- @param #number radius (Optional) Scan radius in meters. Default 100 m.
-- @return table Set of scenery objects.
-- @return table Table of SCENERY objects.
function COORDINATE:ScanScenery(radius)
local _,_,_,_,_,scenerys=self:ScanObjects(radius, false, false, true)
@@ -654,7 +730,7 @@ do -- COORDINATE
-- @param DCS#Distance Distance The Distance to be added in meters.
-- @param DCS#Angle Angle The Angle in degrees. Defaults to 0 if not specified (nil).
-- @param #boolean Keepalt If true, keep altitude of original coordinate. Default is that the new coordinate is created at the translated land height.
-- @param #boolean Overwrite If true, overwrite the original COORDINATE with the translated one. Otherwise, create a new COODINATE.
-- @param #boolean Overwrite If true, overwrite the original COORDINATE with the translated one. Otherwise, create a new COORDINATE.
-- @return #COORDINATE The new calculated COORDINATE.
function COORDINATE:Translate( Distance, Angle, Keepalt, Overwrite )
@@ -825,7 +901,11 @@ do -- COORDINATE
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
-- @return DCS#Vec3 DirectionVec3 The direction vector in Vec3 format.
function COORDINATE:GetDirectionVec3( TargetCoordinate )
return { x = TargetCoordinate.x - self.x, y = TargetCoordinate.y - self.y, z = TargetCoordinate.z - self.z }
if TargetCoordinate then
return { x = TargetCoordinate.x - self.x, y = TargetCoordinate.y - self.y, z = TargetCoordinate.z - self.z }
else
return { x=0,y=0,z=0}
end
end
@@ -874,6 +954,11 @@ do -- COORDINATE
-- Get the vector from A to B
local vec=UTILS.VecSubstract(ToCoordinate, self)
if f>1 then
local norm=UTILS.VecNorm(vec)
f=Fraction/norm
end
-- Scale the vector.
vec.x=f*vec.x
@@ -883,7 +968,9 @@ do -- COORDINATE
-- Move the vector to start at the end of A.
vec=UTILS.VecAdd(self, vec)
-- Create a new coordiante object.
local coord=COORDINATE:New(vec.x,vec.y,vec.z)
return coord
end
@@ -912,7 +999,7 @@ do -- COORDINATE
return T-273.15
end
--- Returns a text of the temperature according the measurement system @{Settings}.
--- Returns a text of the temperature according the measurement system @{Core.Settings}.
-- The text will reflect the temperature like this:
--
-- - For Russian and European aircraft using the metric system - Degrees Celcius (°C)
@@ -925,7 +1012,7 @@ do -- COORDINATE
--
-- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL.
-- @return #string Temperature according the measurement system @{Settings}.
-- @return #string Temperature according the measurement system @{Core.Settings}.
function COORDINATE:GetTemperatureText( height, Settings )
local DegreesCelcius = self:GetTemperature( height )
@@ -958,7 +1045,7 @@ do -- COORDINATE
return P/100
end
--- Returns a text of the pressure according the measurement system @{Settings}.
--- Returns a text of the pressure according the measurement system @{Core.Settings}.
-- The text will contain always the pressure in hPa and:
--
-- - For Russian and European aircraft using the metric system - hPa and mmHg
@@ -971,7 +1058,7 @@ do -- COORDINATE
--
-- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. E.g. set height=0 for QNH.
-- @return #string Pressure in hPa and mmHg or inHg depending on the measurement system @{Settings}.
-- @return #string Pressure in hPa and mmHg or inHg depending on the measurement system @{Core.Settings}.
function COORDINATE:GetPressureText( height, Settings )
local Pressure_hPa = self:GetPressure( height )
@@ -1007,28 +1094,55 @@ do -- COORDINATE
return heading
end
--- Returns the 3D wind direction vector. Note that vector points into the direction the wind in blowing to.
-- @param #COORDINATE self
-- @param #number height (Optional) parameter specifying the height ASL in meters. The minimum height will be always be the land height since the wind is zero below the ground.
-- @param #boolean turbulence (Optional) If `true`, include turbulence.
-- @return DCS#Vec3 Wind 3D vector. Components in m/s.
function COORDINATE:GetWindVec3(height, turbulence)
-- We at 0.1 meters to be sure to be above ground since wind is zero below ground level.
local landheight=self:GetLandHeight()+0.1
local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z}
-- Get wind velocity vector.
local wind = nil --DCS#Vec3
if turbulence then
wind = atmosphere.getWindWithTurbulence(point)
else
wind = atmosphere.getWind(point)
end
return wind
end
--- Returns the wind direction (from) and strength.
-- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
-- @return Direction the wind is blowing from in degrees.
-- @return Wind strength in m/s.
function COORDINATE:GetWind(height)
local landheight=self:GetLandHeight()+0.1 -- we at 0.1 meters to be sure to be above ground since wind is zero below ground level.
local point={x=self.x, y=math.max(height or self.y, landheight), z=self.z}
-- get wind velocity vector
local wind = atmosphere.getWind(point)
local direction = math.deg(math.atan2(wind.z, wind.x))
if direction < 0 then
direction = 360 + direction
end
-- Convert to direction to from direction
-- @param #number height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
-- @param #boolean turbulence If `true`, include turbulence. If `false` or `nil`, wind without turbulence.
-- @return #number Direction the wind is blowing from in degrees.
-- @return #number Wind strength in m/s.
function COORDINATE:GetWind(height, turbulence)
-- Get wind velocity vector
local wind = self:GetWindVec3(height, turbulence)
-- Calculate the direction of the vector.
local direction=UTILS.VecHdg(wind)
-- Invert "to" direction to "from" direction.
if direction > 180 then
direction = direction-180
else
direction = direction+180
end
local strength=math.sqrt((wind.x)^2+(wind.z)^2)
-- Return wind direction and strength km/h.
-- Wind strength in m/s.
local strength=UTILS.VecNorm(wind) -- math.sqrt((wind.x)^2+(wind.z)^2)
-- Return wind direction and strength.
return direction, strength
end
@@ -1051,7 +1165,7 @@ do -- COORDINATE
end
--- Returns a text documenting the wind direction (from) and strength according the measurement system @{Settings}.
--- Returns a text documenting the wind direction (from) and strength according the measurement system @{Core.Settings}.
-- The text will reflect the wind like this:
--
-- - For Russian and European aircraft using the metric system - Wind direction in degrees (°) and wind speed in meters per second (mps).
@@ -1064,7 +1178,7 @@ do -- COORDINATE
--
-- @param #COORDINATE self
-- @param height (Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
-- @return #string Wind direction and strength according the measurement system @{Settings}.
-- @return #string Wind direction and strength according the measurement system @{Core.Settings}.
function COORDINATE:GetWindText( height, Settings )
local Direction, Strength = self:GetWind( height )
@@ -1086,12 +1200,15 @@ do -- COORDINATE
--- Return the 3D distance in meters between the target COORDINATE and the COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE TargetCoordinate The target COORDINATE.
-- @param #COORDINATE TargetCoordinate The target COORDINATE. Can also be a DCS#Vec3.
-- @return DCS#Distance Distance The distance in meters.
function COORDINATE:Get3DDistance( TargetCoordinate )
local TargetVec3 = TargetCoordinate:GetVec3()
--local TargetVec3 = TargetCoordinate:GetVec3()
local TargetVec3 = {x=TargetCoordinate.x, y=TargetCoordinate.y, z=TargetCoordinate.z}
local SourceVec3 = self:GetVec3()
return ( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.y - SourceVec3.y ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
--local dist=( ( TargetVec3.x - SourceVec3.x ) ^ 2 + ( TargetVec3.y - SourceVec3.y ) ^ 2 + ( TargetVec3.z - SourceVec3.z ) ^ 2 ) ^ 0.5
local dist=UTILS.VecDist3D(TargetVec3, SourceVec3)
return dist
end
@@ -1100,15 +1217,25 @@ do -- COORDINATE
-- @param #number AngleRadians The angle in randians.
-- @param #number Precision The precision.
-- @param Core.Settings#SETTINGS Settings
-- @param #boolean MagVar If true, include magentic degrees
-- @return #string The bearing text in degrees.
function COORDINATE:GetBearingText( AngleRadians, Precision, Settings, Language )
function COORDINATE:GetBearingText( AngleRadians, Precision, Settings, MagVar )
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local AngleDegrees = UTILS.Round( UTILS.ToDegree( AngleRadians ), Precision )
local s = string.format( '%03d°', AngleDegrees )
if MagVar then
local variation = UTILS.GetMagneticDeclination() or 0
local AngleMagnetic = AngleDegrees - variation
if AngleMagnetic < 0 then AngleMagnetic = 360-AngleMagnetic end
s = string.format( '%03d°M|%03d°', AngleMagnetic,AngleDegrees )
end
return s
end
@@ -1122,21 +1249,22 @@ do -- COORDINATE
function COORDINATE:GetDistanceText( Distance, Settings, Language, Precision )
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local Language = Language or "EN"
local Language = Language or Settings.Locale or _SETTINGS.Locale or "EN"
Language = string.lower(Language)
local Precision = Precision or 0
local DistanceText
if Settings:IsMetric() then
if Language == "EN" then
if Language == "en" then
DistanceText = " for " .. UTILS.Round( Distance / 1000, Precision ) .. " km"
elseif Language == "RU" then
elseif Language == "ru" then
DistanceText = " за " .. UTILS.Round( Distance / 1000, Precision ) .. " километров"
end
else
if Language == "EN" then
if Language == "en" then
DistanceText = " for " .. UTILS.Round( UTILS.MetersToNM( Distance ), Precision ) .. " miles"
elseif Language == "RU" then
elseif Language == "ru" then
DistanceText = " за " .. UTILS.Round( UTILS.MetersToNM( Distance ), Precision ) .. " миль"
end
end
@@ -1150,19 +1278,21 @@ do -- COORDINATE
function COORDINATE:GetAltitudeText( Settings, Language )
local Altitude = self.y
local Settings = Settings or _SETTINGS
local Language = Language or "EN"
local Language = Language or Settings.Locale or _SETTINGS.Locale or "EN"
Language = string.lower(Language)
if Altitude ~= 0 then
if Settings:IsMetric() then
if Language == "EN" then
if Language == "en" then
return " at " .. UTILS.Round( self.y, -3 ) .. " meters"
elseif Language == "RU" then
elseif Language == "ru" then
return " в " .. UTILS.Round( self.y, -3 ) .. " метры"
end
else
if Language == "EN" then
if Language == "en" then
return " at " .. UTILS.Round( UTILS.MetersToFeet( self.y ), -3 ) .. " feet"
elseif Language == "RU" then
elseif Language == "ru" then
return " в " .. UTILS.Round( self.y, -3 ) .. " ноги"
end
end
@@ -1209,12 +1339,14 @@ do -- COORDINATE
-- @param #number AngleRadians The angle in randians
-- @param #number Distance The distance
-- @param Core.Settings#SETTINGS Settings
-- @param #string Language (Optional) Language "en" or "ru"
-- @param #boolean MagVar If true, also state angle in magnetic
-- @return #string The BR Text
function COORDINATE:GetBRText( AngleRadians, Distance, Settings, Language )
function COORDINATE:GetBRText( AngleRadians, Distance, Settings, Language, MagVar )
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local BearingText = self:GetBearingText( AngleRadians, 0, Settings, Language )
local BearingText = self:GetBearingText( AngleRadians, 0, Settings, MagVar )
local DistanceText = self:GetDistanceText( Distance, Settings, Language, 0 )
local BRText = BearingText .. DistanceText
@@ -1227,12 +1359,14 @@ do -- COORDINATE
-- @param #number AngleRadians The angle in randians
-- @param #number Distance The distance
-- @param Core.Settings#SETTINGS Settings
-- @param #string Language (Optional) Language "en" or "ru"
-- @param #boolean MagVar If true, also state angle in magnetic
-- @return #string The BRA Text
function COORDINATE:GetBRAText( AngleRadians, Distance, Settings, Language )
function COORDINATE:GetBRAText( AngleRadians, Distance, Settings, Language, MagVar )
local Settings = Settings or _SETTINGS -- Core.Settings#SETTINGS
local BearingText = self:GetBearingText( AngleRadians, 0, Settings, Language )
local BearingText = self:GetBearingText( AngleRadians, 0, Settings, MagVar )
local DistanceText = self:GetDistanceText( Distance, Settings, Language, 0 )
local AltitudeText = self:GetAltitudeText( Settings, Language )
@@ -1257,7 +1391,15 @@ do -- COORDINATE
self.y=alt
return self
end
--- Set altitude to be at land height (i.e. on the ground!)
-- @param #COORDINATE self
function COORDINATE:SetAtLandheight()
local alt=self:GetLandHeight()
self.y=alt
return self
end
--- Build an air type route point.
-- @param #COORDINATE self
-- @param #COORDINATE.WaypointAltType AltType The altitude type.
@@ -1508,7 +1650,7 @@ do -- COORDINATE
-- @param #number Coalition (Optional) Coalition of the airbase.
-- @return Wrapper.Airbase#AIRBASE Closest Airbase to the given coordinate.
-- @return #number Distance to the closest airbase in meters.
function COORDINATE:GetClosestAirbase2(Category, Coalition)
function COORDINATE:GetClosestAirbase(Category, Coalition)
-- Get all airbases of the map.
local airbases=AIRBASE.GetAllAirbases(Coalition)
@@ -1542,34 +1684,15 @@ do -- COORDINATE
return closest,distmin
end
--- Gets the nearest airbase with respect to the current coordinates.
--- [kept for downwards compatibility only] Gets the nearest airbase with respect to the current coordinates.
-- @param #COORDINATE self
-- @param #number Category (Optional) Category of the airbase. Enumerator of @{Wrapper.Airbase#AIRBASE.Category}.
-- @param #number Coalition (Optional) Coalition of the airbase.
-- @return Wrapper.Airbase#AIRBASE Closest Airbase to the given coordinate.
-- @return #number Distance to the closest airbase in meters.
function COORDINATE:GetClosestAirbase(Category, Coalition)
local a=self:GetVec3()
local distmin=math.huge
local airbase=nil
for DCSairbaseID, DCSairbase in pairs(world.getAirbases(Coalition)) do
local b=DCSairbase:getPoint()
local c=UTILS.VecSubstract(a,b)
local dist=UTILS.VecNorm(c)
--env.info(string.format("Airbase %s dist=%d category=%d", DCSairbase:getName(), dist, DCSairbase:getCategory()))
if dist<distmin and (Category==nil or Category==DCSairbase:getDesc().category) then
distmin=dist
airbase=DCSairbase
end
end
return AIRBASE:Find(airbase)
function COORDINATE:GetClosestAirbase2(Category, Coalition)
local closest, distmin = self:GetClosestAirbase(Category, Coalition)
return closest, distmin
end
--- Gets the nearest parking spot.
@@ -1902,7 +2025,6 @@ do -- COORDINATE
-- @param #COORDINATE self
-- @param #string name (Optional) Name of the fire to stop it, if not using the same COORDINATE object.
function COORDINATE:StopBigSmokeAndFire( name )
self:F2( { name = name } )
name = name or self.firename
trigger.action.effectSmokeStop( name )
end
@@ -2267,7 +2389,6 @@ do -- COORDINATE
end
--- Creates a free form shape on the F10 map. The first point is the current COORDINATE. The remaining points need to be specified.
-- **NOTE**: A free form polygon must have **at least three points** in total and currently only **up to 10 points** in total are supported.
-- @param #COORDINATE self
-- @param #table Coordinates Table of coordinates of the remaining points of the shape.
-- @param #number Coalition Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
@@ -2320,10 +2441,51 @@ do -- COORDINATE
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], vecs[9], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==10 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], vecs[9], vecs[10], Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==11 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], vecs[9], vecs[10],
vecs[11],
Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==12 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], vecs[9], vecs[10],
vecs[11], vecs[12],
Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==13 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], vecs[9], vecs[10],
vecs[11], vecs[12], vecs[13],
Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==14 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], vecs[9], vecs[10],
vecs[11], vecs[12], vecs[13], vecs[14],
Color, FillColor, LineType, ReadOnly, Text or "")
elseif #vecs==15 then
trigger.action.markupToAll(7, Coalition, MarkID, vecs[1], vecs[2], vecs[3], vecs[4], vecs[5], vecs[6], vecs[7], vecs[8], vecs[9], vecs[10],
vecs[11], vecs[12], vecs[13], vecs[14], vecs[15],
Color, FillColor, LineType, ReadOnly, Text or "")
else
self:E("ERROR: Currently a free form polygon can only have 10 points in total!")
-- Unfortunately, unpack(vecs) does not work! So no idea how to generalize this :(
trigger.action.markupToAll(7, Coalition, MarkID, unpack(vecs), Color, FillColor, LineType, ReadOnly, Text or "")
--trigger.action.markupToAll(7, Coalition, MarkID, unpack(vecs), Color, FillColor, LineType, ReadOnly, Text or "")
-- Write command as string and execute that. Idea by Grimes https://forum.dcs.world/topic/324201-mark-to-all-function/#comment-5273793
local s=string.format("trigger.action.markupToAll(7, %d, %d,", Coalition, MarkID)
for _,vec in pairs(vecs) do
s=s..string.format("%s,", UTILS._OneLineSerialize(vec))
end
s=s..string.format("%s, %s, %s, %s", UTILS._OneLineSerialize(Color), UTILS._OneLineSerialize(FillColor), tostring(LineType), tostring(ReadOnly))
if Text and Text~="" then
s=s..string.format(", \"%s\"", Text)
end
s=s..")"
-- Execute string command
local success=UTILS.DoString(s)
if not success then
self:E("ERROR: Could not draw polygon")
env.info(s)
end
end
return MarkID
@@ -2743,25 +2905,27 @@ do -- COORDINATE
-- @param #COORDINATE self
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, also get angle in MagVar for BR/BRA
-- @return #string The BR text.
function COORDINATE:ToStringBR( FromCoordinate, Settings )
function COORDINATE:ToStringBR( FromCoordinate, Settings, MagVar )
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( FromCoordinate )
return "BR, " .. self:GetBRText( AngleRadians, Distance, Settings )
return "BR, " .. self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar )
end
--- Return a BRA string from a COORDINATE to the COORDINATE.
-- @param #COORDINATE self
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, also get angle in MagVar for BR/BRA
-- @return #string The BR text.
function COORDINATE:ToStringBRA( FromCoordinate, Settings, Language )
function COORDINATE:ToStringBRA( FromCoordinate, Settings, MagVar )
local DirectionVec3 = FromCoordinate:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = FromCoordinate:Get2DDistance( self )
local Altitude = self:GetAltitudeText()
return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings, Language )
return "BRA, " .. self:GetBRAText( AngleRadians, Distance, Settings, nil, MagVar )
end
--- Create a BRAA NATO call string to this COORDINATE from the FromCOORDINATE. Note - BRA delivered if no aspect can be obtained and "Merged" if range < 3nm
@@ -2769,8 +2933,11 @@ do -- COORDINATE
-- @param #COORDINATE FromCoordinate The coordinate to measure the distance and the bearing from.
-- @param #boolean Bogey Add "Bogey" at the end if true (not yet declared hostile or friendly)
-- @param #boolean Spades Add "Spades" at the end if true (no IFF/VID ID yet known)
-- @param #boolean SSML Add SSML tags speaking aspect as 0 1 2 and "brah" instead of BRAA
-- @param #boolean Angels If true, altitude is e.g. "Angels 25" (i.e., a friendly plane), else "25 thousand"
-- @param #boolean Zeros If using SSML, be aware that Google TTS will say "oh" and not "zero" for "0"; if Zeros is set to true, "0" will be replaced with "zero"
-- @return #string The BRAA text.
function COORDINATE:ToStringBRAANATO(FromCoordinate,Bogey,Spades)
function COORDINATE:ToStringBRAANATO(FromCoordinate,Bogey,Spades,SSML,Angels,Zeros)
-- Thanks to @Pikey
local BRAANATO = "Merged."
@@ -2788,25 +2955,69 @@ do -- COORDINATE
local alt = UTILS.Round(UTILS.MetersToFeet(self.y)/1000,0)--*1000
local track = UTILS.BearingToCardinal(bearing) or "North"
local alttext = string.format("%d thousand",alt)
if rangeNM > 3 then
if aspect == "" then
BRAANATO = string.format("BRA, %03d, %d miles, Angels %d, Track %s",bearing, rangeNM, alt, track)
else
BRAANATO = string.format("BRAA, %03d, %d miles, Angels %d, %s, Track %s",bearing, rangeNM, alt, aspect, track)
end
if Bogey and Spades then
BRAANATO = BRAANATO..", Bogey, Spades."
elseif Bogey then
BRAANATO = BRAANATO..", Bogey."
elseif Spades then
BRAANATO = BRAANATO..", Spades."
else
BRAANATO = BRAANATO.."."
end
if Angels then
alttext = string.format("Angels %d",alt)
end
if alt < 1 then
alttext = "very low"
end
-- corrected Track to be direction of travel of bogey (self in this case)
local track = "Maneuver"
if self.Heading then
track = UTILS.BearingToCardinal(self.Heading) or "North"
end
if rangeNM > 3 then
if SSML then -- google says "oh" instead of zero, be aware
if Zeros then
bearing = string.format("%03d",bearing)
local AngleDegText = string.gsub(bearing,"%d","%1 ") -- "0 5 1 "
AngleDegText = string.gsub(AngleDegText," $","") -- "0 5 1"
AngleDegText = string.gsub(AngleDegText,"0","zero")
if aspect == "" then
BRAANATO = string.format("brah %s, %d miles, %s, Track %s", AngleDegText, rangeNM, alttext, track)
else
BRAANATO = string.format("brah %s, %d miles, %s, %s, Track %s", AngleDegText, rangeNM, alttext, aspect, track)
end
else
if aspect == "" then
BRAANATO = string.format("brah <say-as interpret-as='characters'>%03d</say-as>, %d miles, %s, Track %s", bearing, rangeNM, alttext, track)
else
BRAANATO = string.format("brah <say-as interpret-as='characters'>%03d</say-as>, %d miles, %s, %s, Track %s", bearing, rangeNM, alttext, aspect, track)
end
end
if Bogey and Spades then
BRAANATO = BRAANATO..", Bogey, Spades."
elseif Bogey then
BRAANATO = BRAANATO..", Bogey."
elseif Spades then
BRAANATO = BRAANATO..", Spades."
else
BRAANATO = BRAANATO.."."
end
else
if aspect == "" then
BRAANATO = string.format("BRA %03d, %d miles, %s, Track %s",bearing, rangeNM, alttext, track)
else
BRAANATO = string.format("BRAA %03d, %d miles, %s, %s, Track %s",bearing, rangeNM, alttext, aspect, track)
end
if Bogey and Spades then
BRAANATO = BRAANATO..", Bogey, Spades."
elseif Bogey then
BRAANATO = BRAANATO..", Bogey."
elseif Spades then
BRAANATO = BRAANATO..", Spades."
else
BRAANATO = BRAANATO.."."
end
end
end
return BRAANATO
end
@@ -2814,14 +3025,15 @@ do -- COORDINATE
-- @param #COORDINATE self
-- @param DCS#coalition.side Coalition The coalition.
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, als get angle in magnetic
-- @return #string The BR text.
function COORDINATE:ToStringBULLS( Coalition, Settings )
function COORDINATE:ToStringBULLS( Coalition, Settings, MagVar )
local BullsCoordinate = COORDINATE:NewFromVec3( coalition.getMainRefPoint( Coalition ) )
local DirectionVec3 = BullsCoordinate:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( BullsCoordinate )
local Altitude = self:GetAltitudeText()
return "BULLS, " .. self:GetBRText( AngleRadians, Distance, Settings )
return "BULLS, " .. self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar )
end
--- Return an aspect string from a COORDINATE to the Angle of the object.
@@ -2885,7 +3097,7 @@ do -- COORDINATE
-- @param #COORDINATE self
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The MGRS Text
function COORDINATE:ToStringMGRS( Settings ) --R2.1 Fixes issue #424.
function COORDINATE:ToStringMGRS( Settings )
local MGRS_Accuracy = Settings and Settings.MGRS_Accuracy or _SETTINGS.MGRS_Accuracy
local lat, lon = coord.LOtoLL( self:GetVec3() )
@@ -2897,12 +3109,13 @@ do -- COORDINATE
-- * Uses default settings in COORDINATE.
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self
-- @param #COORDINATE ReferenceCoord The refrence coordinate.
-- @param #string ReferenceName The refrence name.
-- @param #COORDINATE ReferenceCoord The reference coordinate.
-- @param #string ReferenceName The reference name.
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true also show angle in magnetic
-- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings )
function COORDINATE:ToStringFromRP( ReferenceCoord, ReferenceName, Controllable, Settings, MagVar )
self:F2( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } )
@@ -2914,24 +3127,59 @@ do -- COORDINATE
local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( ReferenceCoord )
return "Targets are the last seen " .. self:GetBRText( AngleRadians, Distance, Settings ) .. " from " .. ReferenceName
return "Targets are the last seen " .. self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar ) .. " from " .. ReferenceName
else
local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( ReferenceCoord )
return "Target are located " .. self:GetBRText( AngleRadians, Distance, Settings ) .. " from " .. ReferenceName
return "Target are located " .. self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar ) .. " from " .. ReferenceName
end
return nil
end
--- Provides a coordinate string of the point, based on a coordinate format system:
-- * Uses default settings in COORDINATE.
-- * Can be overridden if for a GROUP containing x clients, a menu was selected to override the default.
-- @param #COORDINATE self
-- @param #COORDINATE ReferenceCoord The reference coordinate.
-- @param #string ReferenceName The reference name.
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true also get the angle as magnetic
-- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringFromRPShort( ReferenceCoord, ReferenceName, Controllable, Settings, MagVar )
self:F2( { ReferenceCoord = ReferenceCoord, ReferenceName = ReferenceName } )
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
local IsAir = Controllable and Controllable:IsAirPlane() or false
if IsAir then
local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( ReferenceCoord )
return self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar ) .. " from " .. ReferenceName
else
local DirectionVec3 = ReferenceCoord:GetDirectionVec3( self )
local AngleRadians = self:GetAngleRadians( DirectionVec3 )
local Distance = self:Get2DDistance( ReferenceCoord )
return self:GetBRText( AngleRadians, Distance, Settings, nil, MagVar ) .. " from " .. ReferenceName
end
return nil
end
--- Provides a coordinate string of the point, based on the A2G coordinate format system.
-- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, also get angle in MagVar for BR/BRA
-- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringA2G( Controllable, Settings )
function COORDINATE:ToStringA2G( Controllable, Settings, MagVar )
self:F2( { Controllable = Controllable and Controllable:GetName() } )
@@ -2941,7 +3189,7 @@ do -- COORDINATE
-- If no Controllable is given to calculate the BR from, then MGRS will be used!!!
if Controllable then
local Coordinate = Controllable:GetCoordinate()
return Controllable and self:ToStringBR( Coordinate, Settings ) or self:ToStringMGRS( Settings )
return Controllable and self:ToStringBR( Coordinate, Settings, MagVar ) or self:ToStringMGRS( Settings )
else
return self:ToStringMGRS( Settings )
end
@@ -2965,33 +3213,34 @@ do -- COORDINATE
-- @param #COORDINATE self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @param #boolean MagVar If true, also get angle in MagVar for BR/BRA
-- @return #string The coordinate Text in the configured coordinate system.
function COORDINATE:ToStringA2A( Controllable, Settings, Language ) -- R2.2
function COORDINATE:ToStringA2A( Controllable, Settings, MagVar )
self:F2( { Controllable = Controllable and Controllable:GetName() } )
local Settings = Settings or ( Controllable and _DATABASE:GetPlayerSettings( Controllable:GetPlayerName() ) ) or _SETTINGS
if Settings:IsA2A_BRAA() then
if Settings:IsA2A_BRAA() then
if Controllable then
local Coordinate = Controllable:GetCoordinate()
return self:ToStringBRA( Coordinate, Settings, Language )
return self:ToStringBRA( Coordinate, Settings, MagVar )
else
return self:ToStringMGRS( Settings, Language )
return self:ToStringMGRS( Settings )
end
end
if Settings:IsA2A_BULLS() then
local Coalition = Controllable:GetCoalition()
return self:ToStringBULLS( Coalition, Settings, Language )
return self:ToStringBULLS( Coalition, Settings, MagVar )
end
if Settings:IsA2A_LL_DMS() then
return self:ToStringLLDMS( Settings, Language )
return self:ToStringLLDMS( Settings )
end
if Settings:IsA2A_LL_DDM() then
return self:ToStringLLDDM( Settings, Language )
return self:ToStringLLDDM( Settings )
end
if Settings:IsA2A_MGRS() then
return self:ToStringMGRS( Settings, Language )
return self:ToStringMGRS( Settings )
end
return nil
@@ -3059,7 +3308,7 @@ do -- COORDINATE
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings (optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
-- @return #string The pressure text in the configured measurement system.
function COORDINATE:ToStringPressure( Controllable, Settings ) -- R2.3
function COORDINATE:ToStringPressure( Controllable, Settings )
self:F2( { Controllable = Controllable and Controllable:GetName() } )
@@ -3099,7 +3348,52 @@ do -- COORDINATE
return self:GetTemperatureText( nil, Settings )
end
--- Function to check if a coordinate is in a steep (>8% elevation) area of the map
-- @param #COORDINATE self
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
-- @return #boolen IsSteep If true, area is steep
-- @return #number MaxElevation Elevation in meters measured over 100m
function COORDINATE:IsInSteepArea(Radius,Minelevation)
local steep = false
local elev = Minelevation or 8
local bdelta = 0
local h0 = self:GetLandHeight()
local radius = Radius or 50
local diam = radius * 2
for i=0,150,30 do
local polar = math.fmod(i+180,360)
local c1 = self:Translate(radius,i,false,false)
local c2 = self:Translate(radius,polar,false,false)
local h1 = c1:GetLandHeight()
local h2 = c2:GetLandHeight()
local d1 = math.abs(h1-h2)
local d2 = math.abs(h0-h1)
local d3 = math.abs(h0-h2)
local dm = d1 > d2 and d1 or d2
local dm1 = dm > d3 and dm or d3
bdelta = dm1 > bdelta and dm1 or bdelta
self:T(string.format("d1=%d, d2=%d, d3=%d, max delta=%d",d1,d2,d3,bdelta))
end
local steepness = bdelta / (radius / 100)
if steepness >= elev then steep = true end
return steep, math.floor(steepness)
end
--- Function to check if a coordinate is in a flat (<8% elevation) area of the map
-- @param #COORDINATE self
-- @param #number Radius (Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
-- @param #number Minelevation (Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
-- @return #boolen IsFlat If true, area is flat
-- @return #number MaxElevation Elevation in meters measured over 100m
function COORDINATE:IsInFlatArea(Radius,Minelevation)
local steep, elev = self:IsInSteepArea(Radius,Minelevation)
local flat = not steep
return flat, elev
end
end
do -- POINT_VEC3
@@ -3236,21 +3530,21 @@ do -- POINT_VEC3
--- Return the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The x coodinate.
-- @return #number The x coordinate.
function POINT_VEC3:GetX()
return self.x
end
--- Return the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The y coodinate.
-- @return #number The y coordinate.
function POINT_VEC3:GetY()
return self.y
end
--- Return the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @return #number The z coodinate.
-- @return #number The z coordinate.
function POINT_VEC3:GetZ()
return self.z
end
@@ -3284,7 +3578,7 @@ do -- POINT_VEC3
--- Add to the x coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number x The x coordinate value to add to the current x coodinate.
-- @param #number x The x coordinate value to add to the current x coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddX( x )
self.x = self.x + x
@@ -3293,7 +3587,7 @@ do -- POINT_VEC3
--- Add to the y coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number y The y coordinate value to add to the current y coodinate.
-- @param #number y The y coordinate value to add to the current y coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddY( y )
self.y = self.y + y
@@ -3302,7 +3596,7 @@ do -- POINT_VEC3
--- Add to the z coordinate of the POINT_VEC3.
-- @param #POINT_VEC3 self
-- @param #number z The z coordinate value to add to the current z coodinate.
-- @param #number z The z coordinate value to add to the current z coordinate.
-- @return #POINT_VEC3
function POINT_VEC3:AddZ( z )
self.z = self.z +z
@@ -3408,14 +3702,14 @@ do -- POINT_VEC2
--- Return the x coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The x coodinate.
-- @return #number The x coordinate.
function POINT_VEC2:GetX()
return self.x
end
--- Return the y coordinate of the POINT_VEC2.
-- @param #POINT_VEC2 self
-- @return #number The y coodinate.
-- @return #number The y coordinate.
function POINT_VEC2:GetY()
return self.z
end
@@ -3440,7 +3734,7 @@ do -- POINT_VEC2
--- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x).
-- @param #POINT_VEC2 self
-- @return #number The x coodinate.
-- @return #number The x coordinate.
function POINT_VEC2:GetLat()
return self.x
end
@@ -3456,7 +3750,7 @@ do -- POINT_VEC2
--- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z).
-- @param #POINT_VEC2 self
-- @return #number The y coodinate.
-- @return #number The y coordinate.
function POINT_VEC2:GetLon()
return self.z
end
+12 -15
View File
@@ -1,13 +1,13 @@
--- **Core** - Provides a handy means to create messages and reports.
--
-- ===
--
--
-- ## Features:
--
--
-- * Create text blocks that are formatted.
-- * Create automatic indents.
-- * Variate the delimiters between reporting lines.
--
--
-- ===
--
-- ### Authors: FlightControl : Design & Programming
@@ -15,7 +15,6 @@
-- @module Core.Report
-- @image Core_Report.JPG
--- @type REPORT
-- @extends Core.Base#BASE
@@ -36,7 +35,7 @@ function REPORT:New( Title )
self.Report = {}
self:SetTitle( Title or "" )
self:SetTitle( Title or "" )
self:SetIndent( 3 )
return self
@@ -45,28 +44,26 @@ end
--- Has the REPORT Text?
-- @param #REPORT self
-- @return #boolean
function REPORT:HasText() --R2.1
function REPORT:HasText() -- R2.1
return #self.Report > 0
end
--- Set indent of a REPORT.
-- @param #REPORT self
-- @param #number Indent
-- @return #REPORT
function REPORT:SetIndent( Indent ) --R2.1
function REPORT:SetIndent( Indent ) -- R2.1
self.Indent = Indent
return self
end
--- Add a new line to a REPORT.
-- @param #REPORT self
-- @param #string Text
-- @return #REPORT
function REPORT:Add( Text )
self.Report[#self.Report+1] = Text
self.Report[#self.Report + 1] = Text
return self
end
@@ -76,17 +73,17 @@ end
-- @param #string Separator (optional) The start of each report line can begin with an optional separator character. This can be a "-", or "#", or "*". You're free to choose what you find the best.
-- @return #REPORT
function REPORT:AddIndent( Text, Separator )
self.Report[#self.Report+1] = ( ( Separator and Separator .. string.rep( " ", self.Indent - 1 ) ) or string.rep(" ", self.Indent ) ) .. Text:gsub("\n","\n"..string.rep( " ", self.Indent ) )
self.Report[#self.Report + 1] = ((Separator and Separator .. string.rep( " ", self.Indent - 1 )) or string.rep( " ", self.Indent )) .. Text:gsub( "\n", "\n" .. string.rep( " ", self.Indent ) )
return self
end
--- Produces the text of the report, taking into account an optional delimeter, which is \n by default.
--- Produces the text of the report, taking into account an optional delimiter, which is \n by default.
-- @param #REPORT self
-- @param #string Delimiter (optional) A delimiter text.
-- @return #string The report text.
function REPORT:Text( Delimiter )
Delimiter = Delimiter or "\n"
local ReportText = ( self.Title ~= "" and self.Title .. Delimiter or self.Title ) .. table.concat( self.Report, Delimiter ) or ""
local ReportText = (self.Title ~= "" and self.Title .. Delimiter or self.Title) .. table.concat( self.Report, Delimiter ) or ""
return ReportText
end
@@ -95,7 +92,7 @@ end
-- @param #string Title The title of the report.
-- @return #REPORT
function REPORT:SetTitle( Title )
self.Title = Title
self.Title = Title
return self
end
@@ -1,36 +1,36 @@
--- **Core** -- SCHEDULEDISPATCHER dispatches the different schedules.
--
--- **Core** - SCHEDULEDISPATCHER dispatches the different schedules.
--
-- ===
--
--
-- Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.
--
--
-- This class is tricky and needs some thorough explanation.
-- SCHEDULE classes are used to schedule functions for objects, or as persistent objects.
-- The SCHEDULEDISPATCHER class ensures that:
--
--
-- - Scheduled functions are planned according the SCHEDULER object parameters.
-- - Scheduled functions are repeated when requested, according the SCHEDULER object parameters.
-- - Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters.
--
--
-- The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection:
--
--
-- - When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER object is _persistent_ within memory.
-- - When a SCHEDULER object *is* attached to another object, then the SCHEDULER object is _not persistent_ within memory after a garbage collection!
--
-- The none persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collectged, when the parent object is also desroyed or nillified and garbage collected.
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
--
-- The non-persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collected when the parent object is destroyed, or set to nil and garbage collected.
-- Even when there are pending timer scheduled functions to be executed for the SCHEDULER object,
-- these will not be executed anymore when the SCHEDULER object has been destroyed.
--
--
-- The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object.
-- The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER.
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
-- The SCHEDULER object plans new scheduled functions through the @{Core.Scheduler#SCHEDULER.Schedule}() method.
-- The Schedule() method returns the CallID that is the reference ID for each planned schedule.
--
--
-- ===
--
--
-- ### Contributions: -
-- ### Authors: FlightControl : Design & Programming
--
--
-- @module Core.ScheduleDispatcher
-- @image Core_Schedule_Dispatcher.JPG
@@ -38,7 +38,7 @@
-- @type SCHEDULEDISPATCHER
-- @field #string ClassName Name of the class.
-- @field #number CallID Call ID counter.
-- @field #table PersistentSchedulers Persistant schedulers.
-- @field #table PersistentSchedulers Persistent schedulers.
-- @field #table ObjectSchedulers Schedulers that only exist as long as the master object exists.
-- @field #table Schedule Meta table setmetatable( {}, { __mode = "k" } ).
-- @extends Core.Base#BASE
@@ -46,11 +46,11 @@
--- The SCHEDULEDISPATCHER structure
-- @type SCHEDULEDISPATCHER
SCHEDULEDISPATCHER = {
ClassName = "SCHEDULEDISPATCHER",
CallID = 0,
PersistentSchedulers = {},
ObjectSchedulers = {},
Schedule = nil,
ClassName = "SCHEDULEDISPATCHER",
CallID = 0,
PersistentSchedulers = {},
ObjectSchedulers = {},
Schedule = nil,
}
--- Player data table holding all important parameters of each player.
@@ -58,7 +58,7 @@ SCHEDULEDISPATCHER = {
-- @field #function Function The schedule function to be called.
-- @field #table Arguments Schedule function arguments.
-- @field #number Start Start time in seconds.
-- @field #number Repeat Repeat time intervall in seconds.
-- @field #number Repeat Repeat time interval in seconds.
-- @field #number Randomize Randomization factor [0,1].
-- @field #number Stop Stop time in seconds.
-- @field #number StartTime Time in seconds when the scheduler is created.
@@ -77,7 +77,7 @@ end
--- Add a Schedule to the ScheduleDispatcher.
-- The development of this method was really tidy.
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is nillified.
-- It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is set to nil.
-- Nothing of this code should be modified without testing it thoroughly.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
@@ -85,7 +85,7 @@ end
-- @param #table ScheduleArguments Table of arguments passed to the ScheduleFunction.
-- @param #number Start Start time in seconds.
-- @param #number Repeat Repeat interval in seconds.
-- @param #number Randomize Radomization factor [0,1].
-- @param #number Randomize Randomization factor [0,1].
-- @param #number Stop Stop time in seconds.
-- @param #number TraceLevel Trace level [0,3].
-- @param Core.Fsm#FSM Fsm Finite state model.
@@ -95,32 +95,32 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
-- Increase counter.
self.CallID = self.CallID + 1
-- Create ID.
local CallID = self.CallID .. "#" .. ( Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "" ) or ""
self:T2(string.format("Adding schedule #%d CallID=%s", self.CallID, CallID))
local CallID = self.CallID .. "#" .. (Scheduler.MasterObject and Scheduler.MasterObject.GetClassNameAndID and Scheduler.MasterObject:GetClassNameAndID() or "") or ""
self:T2( string.format( "Adding schedule #%d CallID=%s", self.CallID, CallID ) )
-- Initialize PersistentSchedulers
self.PersistentSchedulers = self.PersistentSchedulers or {}
-- Initialize the ObjectSchedulers array, which is a weakly coupled table.
-- If the object used as the key is nil, then the garbage collector will remove the item from the Functions array.
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
self.ObjectSchedulers = self.ObjectSchedulers or setmetatable( {}, { __mode = "v" } )
if Scheduler.MasterObject then
--env.info("FF Object Scheduler")
self.ObjectSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, ObjectScheduler = tostring(self.ObjectSchedulers[CallID]), MasterObject = tostring(Scheduler.MasterObject) } )
self:F3( { CallID = CallID, ObjectScheduler = tostring( self.ObjectSchedulers[CallID] ), MasterObject = tostring( Scheduler.MasterObject ) } )
else
--env.info("FF Persistent Scheduler")
self.PersistentSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, PersistentScheduler = self.PersistentSchedulers[CallID] } )
end
self.Schedule = self.Schedule or setmetatable( {}, { __mode = "k" } )
self.Schedule[Scheduler] = self.Schedule[Scheduler] or {}
self.Schedule[Scheduler][CallID] = {} --#SCHEDULEDISPATCHER.ScheduleData
self.Schedule[Scheduler][CallID] = {} -- #SCHEDULEDISPATCHER.ScheduleData
self.Schedule[Scheduler][CallID].Function = ScheduleFunction
self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments
self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 )
@@ -128,8 +128,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
self.Schedule[Scheduler][CallID].Repeat = Repeat or 0
self.Schedule[Scheduler][CallID].Randomize = Randomize or 0
self.Schedule[Scheduler][CallID].Stop = Stop
-- This section handles the tracing of the scheduled calls.
-- Because these calls will be executed with a delay, we inspect the place where these scheduled calls are initiated.
-- The Info structure contains the output of the debug.getinfo() calls, which inspects the call stack for the function name, line number and source name.
@@ -151,10 +150,10 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
-- Therefore, in the call stack, at the TraceLevel these functions are mentioned as "tail calls", and the Info.name field will be nil as a result.
-- To obtain the correct function name for FSM object calls, the function is mentioned in the call stack at a higher stack level.
-- So when function name stored in Info.name is nil, then I inspect the function name within the call stack one level higher.
-- So this little piece of code does its magic wonderfully, preformance overhead is neglectible, as scheduled calls don't happen that often.
-- So this little piece of code does its magic wonderfully, performance overhead is negligible, as scheduled calls don't happen that often.
local Info = {}
if debug then
TraceLevel = TraceLevel or 2
Info = debug.getinfo( TraceLevel, "nlS" )
@@ -168,7 +167,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
--- Function passed to the DCS timer.scheduleFunction()
self.Schedule[Scheduler][CallID].CallHandler = function( Params )
local CallID = Params.CallID
local Info = Params.Info or {}
local Source = Info.source or "?"
@@ -182,27 +181,27 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
end
return errmsg
end
-- Get object or persistant scheduler object.
local Scheduler = self.ObjectSchedulers[CallID] --Core.Scheduler#SCHEDULER
-- Get object or persistent scheduler object.
local Scheduler = self.ObjectSchedulers[CallID] -- Core.Scheduler#SCHEDULER
if not Scheduler then
Scheduler = self.PersistentSchedulers[CallID]
end
--self:T3( { Scheduler = Scheduler } )
-- self:T3( { Scheduler = Scheduler } )
if Scheduler then
local MasterObject = tostring(Scheduler.MasterObject)
-- Schedule object.
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
--self:T3( { Schedule = Schedule } )
local MasterObject = tostring( Scheduler.MasterObject )
local SchedulerObject = Scheduler.MasterObject --Scheduler.SchedulerObject Now is this the Maste or Scheduler object?
-- Schedule object.
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- self:T3( { Schedule = Schedule } )
local SchedulerObject = Scheduler.MasterObject -- Scheduler.SchedulerObject Now is this the Master or Scheduler object?
local ShowTrace = Scheduler.ShowTrace
local ScheduleFunction = Schedule.Function
local ScheduleArguments = Schedule.Arguments or {}
local Start = Schedule.Start
@@ -210,12 +209,11 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local Randomize = Schedule.Randomize or 0
local Stop = Schedule.Stop or 0
local ScheduleID = Schedule.ScheduleID
local Prefix = ( Repeat == 0 ) and "--->" or "+++>"
local Prefix = (Repeat == 0) and "--->" or "+++>"
local Status, Result
--self:E( { SchedulerObject = SchedulerObject } )
-- self:E( { SchedulerObject = SchedulerObject } )
if SchedulerObject then
local function Timer()
if ShowTrace then
@@ -230,40 +228,39 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
if ShowTrace then
self:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end
return ScheduleFunction( unpack( ScheduleArguments ) )
return ScheduleFunction( unpack( ScheduleArguments ) )
end
Status, Result = xpcall( Timer, ErrorHandler )
end
local CurrentTime = timer.getTime()
local StartTime = Schedule.StartTime
-- Debug info.
self:F3( { CallID=CallID, ScheduleID=ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
if Status and (( Result == nil ) or ( Result and Result ~= false ) ) then
if Repeat ~= 0 and ( ( Stop == 0 ) or ( Stop ~= 0 and CurrentTime <= StartTime + Stop ) ) then
local ScheduleTime = CurrentTime + Repeat + math.random(- ( Randomize * Repeat / 2 ), ( Randomize * Repeat / 2 )) + 0.0001 -- Accuracy
--self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
self:F3( { CallID = CallID, ScheduleID = ScheduleID, Master = MasterObject, CurrentTime = CurrentTime, StartTime = StartTime, Start = Start, Repeat = Repeat, Randomize = Randomize, Stop = Stop } )
if Status and ((Result == nil) or (Result and Result ~= false)) then
if Repeat ~= 0 and ((Stop == 0) or (Stop ~= 0 and CurrentTime <= StartTime + Stop)) then
local ScheduleTime = CurrentTime + Repeat + math.random( -(Randomize * Repeat / 2), (Randomize * Repeat / 2) ) + 0.0001 -- Accuracy
-- self:T3( { Repeat = CallID, CurrentTime, ScheduleTime, ScheduleArguments } )
return ScheduleTime -- returns the next time the function needs to be called.
else
self:Stop( Scheduler, CallID )
end
else
self:Stop( Scheduler, CallID )
end
else
self:I( "<<<>" .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end
return nil
end
self:Start( Scheduler, CallID, Info )
return CallID
end
@@ -287,33 +284,33 @@ end
-- @param #string Info (Optional) Debug info.
function SCHEDULEDISPATCHER:Start( Scheduler, CallID, Info )
self:F2( { Start = CallID, Scheduler = Scheduler } )
if CallID then
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only start when there is no ScheduleID defined!
-- This prevents to "Start" the scheduler twice with the same CallID...
if not Schedule.ScheduleID then
-- Current time in seconds.
local Tnow=timer.getTime()
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started.
local Tnow = timer.getTime()
Schedule.StartTime = Tnow -- Set the StartTime field to indicate when the scheduler started.
-- Start DCS schedule function https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction
Schedule.ScheduleID = timer.scheduleFunction(Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start)
self:T(string.format("Starting scheduledispatcher Call ID=%s ==> Schedule ID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
Schedule.ScheduleID = timer.scheduleFunction( Schedule.CallHandler, { CallID = CallID, Info = Info }, Tnow + Schedule.Start )
self:T( string.format( "Starting SCHEDULEDISPATCHER Call ID=%s ==> Schedule ID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
end
else
-- Recursive.
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Start( Scheduler, CallID, Info ) -- Recursive
end
end
end
@@ -325,29 +322,29 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
self:F2( { Stop = CallID, Scheduler = Scheduler } )
if CallID then
local Schedule = self.Schedule[Scheduler][CallID] --#SCHEDULEDISPATCHER.ScheduleData
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule.ScheduleID then
self:T(string.format("scheduledispatcher stopping scheduler CallID=%s, ScheduleID=%s", tostring(CallID), tostring(Schedule.ScheduleID)))
self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )
-- Remove schedule function https://wiki.hoggitworld.com/view/DCS_func_removeFunction
timer.removeFunction(Schedule.ScheduleID)
timer.removeFunction( Schedule.ScheduleID )
Schedule.ScheduleID = nil
else
self:T(string.format("Error no ScheduleID for CallID=%s", tostring(CallID)))
self:T( string.format( "Error no ScheduleID for CallID=%s", tostring( CallID ) ) )
end
else
for CallID, Schedule in pairs( self.Schedule[Scheduler] or {} ) do
self:Stop( Scheduler, CallID ) -- Recursive
end
end
end
@@ -362,7 +359,7 @@ function SCHEDULEDISPATCHER:Clear( Scheduler )
end
end
--- Shopw tracing info.
--- Show tracing info.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
function SCHEDULEDISPATCHER:ShowTrace( Scheduler )
+107 -109
View File
@@ -3,39 +3,39 @@
-- ===
--
-- ## Features:
--
--
-- * Schedule functions over time,
-- * optionally in an optional specified time interval,
-- * optionally **repeating** with a specified time repeat interval,
-- * optionally **randomizing** with a specified time interval randomization factor,
-- * optionally **stop** the repeating after a specified time interval.
-- * optionally in an optional specified time interval,
-- * optionally **repeating** with a specified time repeat interval,
-- * optionally **randomizing** with a specified time interval randomization factor,
-- * optionally **stop** the repeating after a specified time interval.
--
-- ===
--
--
-- # Demo Missions
--
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master-release/SCH%20-%20Scheduler)
-- ### [SCHEDULER Demo Missions source code](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
--
-- ### [SCHEDULER Demo Missions, only for beta testers](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SCH%20-%20Scheduler)
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ===
--
-- # YouTube Channel
--
-- ### [SCHEDULER YouTube Channel (none)]()
--
--
-- ===
--
-- ### Contributions:
--
-- # YouTube Channel
--
-- ### [SCHEDULER YouTube Channel (none)]()
--
-- ===
--
-- ### Contributions:
--
-- * FlightControl : Concept & Testing
--
-- ### Authors:
--
--
-- ### Authors:
--
-- * FlightControl : Design & Programming
--
--
-- ===
--
-- @module Core.Scheduler
@@ -48,62 +48,61 @@
-- @field #boolean ShowTrace Trace info if true.
-- @extends Core.Base#BASE
--- Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
--
--
-- A SCHEDULER can manage **multiple** (repeating) schedules. Each planned or executing schedule has a unique **ScheduleID**.
-- The ScheduleID is returned when the method @{#SCHEDULER.Schedule}() is called.
-- It is recommended to store the ScheduleID in a variable, as it is used in the methods @{SCHEDULER.Start}() and @{SCHEDULER.Stop}(),
-- which can start and stop specific repeating schedules respectively within a SCHEDULER object.
--
-- ## SCHEDULER constructor
--
--
-- The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
--
--
-- The @{#SCHEDULER.New}() method returns 2 variables:
--
--
-- 1. The SCHEDULER object reference.
-- 2. The first schedule planned in the SCHEDULER object.
--
--
-- To clarify the different appliances, lets have a look at the following examples:
--
--
-- ### Construct a SCHEDULER object without a persistent schedule.
--
--
-- * @{#SCHEDULER.New}( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
--
--
-- MasterObject = SCHEDULER:New()
-- SchedulerID = MasterObject:Schedule( nil, ScheduleFunction, {} )
--
--
-- The above example creates a new MasterObject, but does not schedule anything.
-- A separate schedule is created by using the MasterObject using the method :Schedule..., which returns a ScheduleID
--
--
-- ### Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...
--
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is nillified or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
--
--
-- * @{#SCHEDULER.New}( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is set to nil or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
--
-- ZoneObject = ZONE:New( "ZoneName" )
-- MasterObject = SCHEDULER:New( ZoneObject )
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
-- ...
-- ZoneObject = nil
-- garbagecollect()
--
--
-- The above example creates a new MasterObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE.
-- A separate schedule is created by using the MasterObject using the method :Schedule()..., which returns a ScheduleID
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
-- As a result, the MasterObject will cancel any planned schedule.
--
--
-- ### Construct a SCHEDULER object with a persistent schedule.
--
--
-- * @{#SCHEDULER.New}( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
--
--
-- MasterObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
--
--
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
--
--
-- ### Construct a SCHEDULER object without a schedule, but volatile to the Object existence...
--
--
-- * @{#SCHEDULER.New}( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
--
-- ZoneObject = ZONE:New( "ZoneName" )
@@ -112,13 +111,13 @@
-- ...
-- ZoneObject = nil
-- garbagecollect()
--
--
-- The above example creates a new MasterObject, and schedules a method call (ScheduleFunction),
-- and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject).
-- Both a MasterObject and a SchedulerID variable are returned.
-- Later in the logic, the ZoneObject is put to nil, and garbage is collected.
-- As a result, the MasterObject will cancel the planned schedule.
--
--
-- ## SCHEDULER timer stopping and (re-)starting.
--
-- The SCHEDULER can be stopped and restarted with the following methods:
@@ -133,70 +132,70 @@
-- MasterObject:Stop( SchedulerID )
-- ...
-- MasterObject:Start( SchedulerID )
--
--
-- The above example creates a new MasterObject, and does schedule the first schedule as part of the call.
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
--
-- Note that 2 variables are returned here: MasterObject, ScheduleID...
-- Later in the logic, the repeating schedule with SchedulerID is stopped.
-- A bit later, the repeating schedule with SchedulerId is (re)-started.
--
-- ## Create a new schedule
--
-- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled.
--
-- With the method @{#SCHEDULER.Schedule}() a new time event can be scheduled.
-- This method is used by the :New() constructor when a new schedule is planned.
--
--
-- Consider the following code fragment of the SCHEDULER object creation.
--
--
-- ZoneObject = ZONE:New( "ZoneName" )
-- MasterObject = SCHEDULER:New( ZoneObject )
--
-- Several parameters can be specified that influence the behaviour of a Schedule.
--
--
-- Several parameters can be specified that influence the behavior of a Schedule.
--
-- ### A single schedule, immediately executed
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milleseconds ...
--
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within milliseconds ...
--
-- ### A single schedule, planned over time
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
--
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds ...
--
--
-- ### A schedule with a repeating time interval, planned over time
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
-- and repeating 60 every seconds ...
--
--
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
-- and repeating 60 seconds, with a 50% time interval randomization ...
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- which is in this example between **30** and **90** seconds.
--
--
-- ### A schedule with a repeating time interval, planned over time, with time interval randomization, and stop after a time interval
--
--
-- SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 )
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
--
-- The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds,
-- The schedule will repeat every 60 seconds.
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- So the repeating time interval will be randomized using the **0.5**,
-- and will calculate between **60 - ( 60 * 0.5 )** and **60 + ( 60 * 0.5 )** for each repeat,
-- which is in this example between **30** and **90** seconds.
-- The schedule will stop after **300** seconds.
--
--
-- @field #SCHEDULER
SCHEDULER = {
ClassName = "SCHEDULER",
Schedules = {},
MasterObject = nil,
ShowTrace = nil,
ClassName = "SCHEDULER",
Schedules = {},
MasterObject = nil,
ShowTrace = nil,
}
--- SCHEDULER constructor.
@@ -209,17 +208,17 @@ SCHEDULER = {
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
-- @return #SCHEDULER self.
-- @return #table The ScheduleID of the planned schedule.
-- @return #string The ScheduleID of the planned schedule.
function SCHEDULER:New( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop )
local self = BASE:Inherit( self, BASE:New() ) -- #SCHEDULER
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
local ScheduleID = nil
self.MasterObject = MasterObject
self.ShowTrace = false
if SchedulerFunction then
ScheduleID = self:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, 3 )
end
@@ -235,7 +234,7 @@ end
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #number Repeat Specifies the time interval in seconds when the scheduler will call the event function.
-- @param #number RandomizeFactor Specifies a randomization factor between 0 and 1 to randomize the Repeat.
-- @param #number Stop Time interval in seconds after which the scheduler will be stoppe.
-- @param #number Stop Time interval in seconds after which the scheduler will be stopped.
-- @param #number TraceLevel Trace level [0,3]. Default 3.
-- @param Core.Fsm#FSM Fsm Finite state model.
-- @return #string The Schedule ID of the planned schedule.
@@ -245,28 +244,27 @@ function SCHEDULER:Schedule( MasterObject, SchedulerFunction, SchedulerArguments
-- Debug info.
local ObjectName = "-"
if MasterObject and MasterObject.ClassName and MasterObject.ClassID then
if MasterObject and MasterObject.ClassName and MasterObject.ClassID then
ObjectName = MasterObject.ClassName .. MasterObject.ClassID
end
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
self:F3( { "Schedule :", ObjectName, tostring( MasterObject ), Start, Repeat, RandomizeFactor, Stop } )
-- Set master object.
self.MasterObject = MasterObject
-- Add schedule.
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
self,
SchedulerFunction,
SchedulerArguments,
Start,
Repeat,
RandomizeFactor,
Stop,
TraceLevel or 3,
Fsm
)
self.Schedules[#self.Schedules+1] = ScheduleID
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule( self,
SchedulerFunction,
SchedulerArguments,
Start,
Repeat,
RandomizeFactor,
Stop,
TraceLevel or 3,
Fsm
)
self.Schedules[#self.Schedules + 1] = ScheduleID
return ScheduleID
end
@@ -276,7 +274,7 @@ end
-- @param #string ScheduleID (Optional) The Schedule ID of the planned (repeating) schedule.
function SCHEDULER:Start( ScheduleID )
self:F3( { ScheduleID } )
self:T(string.format("Starting scheduler ID=%s", tostring(ScheduleID)))
self:T( string.format( "Starting scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:Start( self, ScheduleID )
end
@@ -285,7 +283,7 @@ end
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Stop( ScheduleID )
self:F3( { ScheduleID } )
self:T(string.format("Stopping scheduler ID=%s", tostring(ScheduleID)))
self:T( string.format( "Stopping scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:Stop( self, ScheduleID )
end
@@ -294,15 +292,15 @@ end
-- @param #string ScheduleID (optional) The ScheduleID of the planned (repeating) schedule.
function SCHEDULER:Remove( ScheduleID )
self:F3( { ScheduleID } )
self:T(string.format("Removing scheduler ID=%s", tostring(ScheduleID)))
self:T( string.format( "Removing scheduler ID=%s", tostring( ScheduleID ) ) )
_SCHEDULEDISPATCHER:RemoveSchedule( self, ScheduleID )
end
--- Clears all pending schedules.
-- @param #SCHEDULER self
function SCHEDULER:Clear()
self:F3( )
self:T(string.format("Clearing scheduler"))
self:F3()
self:T( string.format( "Clearing scheduler" ) )
_SCHEDULEDISPATCHER:Clear( self )
end
File diff suppressed because it is too large Load Diff
+114 -125
View File
@@ -1,4 +1,4 @@
--- **Core** - Manages various settings for running missions, consumed by moose classes and provides a menu system for players to tweak settings in running missions.
--- **Core** - Manages various settings for missions, providing a menu for players to tweak settings in running missions.
--
-- ===
--
@@ -29,15 +29,14 @@
-- @module Core.Settings
-- @image Core_Settings.JPG
--- @type SETTINGS
-- @extends Core.Base#BASE
--- Takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
--- Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
--
-- ===
--
-- The SETTINGS class takes care of various settings that influence the behaviour of certain functionalities and classes within the MOOSE framework.
-- The SETTINGS class takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
-- SETTINGS can work on 2 levels:
--
-- - **Default settings**: A running mission has **Default settings**.
@@ -59,7 +58,7 @@
--
-- A menu is created automatically per Command Center that allows to modify the **Default** settings.
-- So, when joining a CC unit, a menu will be available that allows to change the settings parameters **FOR ALL THE PLAYERS**!
-- Note that the **Default settings** will only be used when a player has not choosen its own settings.
-- Note that the **Default settings** will only be used when a player has not chosen its own settings.
--
-- ## 2.2) Player settings menu
--
@@ -69,7 +68,7 @@
--
-- ## 2.3) Show or Hide the Player Setting menus
--
-- Of course, it may be requried not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
-- Of course, it may be required not to show any setting menus. In this case, a method is available on the **\_SETTINGS object**.
-- Use @{#SETTINGS.SetPlayerMenuOff}() to hide the player menus, and use @{#SETTINGS.SetPlayerMenuOn}() show the player menus.
-- Note that when this method is used, any player already in a slot will not have its menus visibility changed.
-- The option will only have effect when a player enters a new slot or changes a slot.
@@ -94,8 +93,8 @@
--
-- - A2G BR: [Bearing Range](https://en.wikipedia.org/wiki/Bearing_(navigation)).
-- - A2G MGRS: The [Military Grid Reference System](https://en.wikipedia.org/wiki/Military_Grid_Reference_System). The accuracy can also be adapted.
-- - A2G LL DMS: Lattitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Lattitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
-- - A2G LL DMS: Latitude Longitude [Degrees Minutes Seconds](https://en.wikipedia.org/wiki/Geographic_coordinate_conversion). The accuracy can also be adapted.
-- - A2G LL DDM: Latitude Longitude [Decimal Degrees Minutes](https://en.wikipedia.org/wiki/Decimal_degrees). The accuracy can also be adapted.
--
-- ### 3.1.2) A2G coordinates setting **menu**
--
@@ -183,7 +182,7 @@
-- The settings can be changed by using the **Default settings menu** on the Command Center or the **Player settings menu** on the Player Slot.
--
-- Each Message Type has specific timings that will be applied when the message is displayed.
-- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be choosen.
-- The Settings Menu will provide for each Message Type a selection of proposed durations from which can be chosen.
-- So the player can choose its own amount of seconds how long a message should be displayed of a certain type.
-- Note that **Update** messages can be chosen not to be displayed at all!
--
@@ -196,7 +195,7 @@
--
-- ## 3.5) **Era** of the battle
--
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greather threat in WWII than on modern warfare.
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greater threat in WWII than on modern warfare.
-- Therefore, there are 4 era that are defined within the settings:
--
-- - **WWII** era: Use for warfare with equipment during the world war II time.
@@ -213,8 +212,8 @@
SETTINGS = {
ClassName = "SETTINGS",
ShowPlayerMenu = true,
MenuShort = false,
MenuStatic = false,
MenuShort = false,
MenuStatic = false,
}
SETTINGS.__Enum = {}
@@ -231,7 +230,6 @@ SETTINGS.__Enum.Era = {
Modern = 4,
}
do -- SETTINGS
--- SETTINGS constructor.
@@ -269,14 +267,14 @@ do -- SETTINGS
-- Short text are better suited for, e.g., VR.
-- @param #SETTINGS self
-- @param #boolean onoff If *true* use short menu texts. If *false* long ones (default).
function SETTINGS:SetMenutextShort(onoff)
function SETTINGS:SetMenutextShort( onoff )
_SETTINGS.MenuShort = onoff
end
--- Set menu to be static.
-- @param #SETTINGS self
-- @param #boolean onoff If *true* menu is static. If *false* menu will be updated after changes (default).
function SETTINGS:SetMenuStatic(onoff)
function SETTINGS:SetMenuStatic( onoff )
_SETTINGS.MenuStatic = onoff
end
@@ -304,7 +302,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if metric.
function SETTINGS:IsMetric()
return ( self.Metric ~= nil and self.Metric == true ) or ( self.Metric == nil and _SETTINGS:IsMetric() )
return (self.Metric ~= nil and self.Metric == true) or (self.Metric == nil and _SETTINGS:IsMetric())
end
--- Sets the SETTINGS imperial.
@@ -317,7 +315,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if imperial.
function SETTINGS:IsImperial()
return ( self.Metric ~= nil and self.Metric == false ) or ( self.Metric == nil and _SETTINGS:IsMetric() )
return (self.Metric ~= nil and self.Metric == false) or (self.Metric == nil and _SETTINGS:IsImperial())
end
--- Sets the SETTINGS LL accuracy.
@@ -337,7 +335,7 @@ do -- SETTINGS
--- Sets the SETTINGS MGRS accuracy.
-- @param #SETTINGS self
-- @param #number MGRS_Accuracy
-- @param #number MGRS_Accuracy 0 to 5
-- @return #SETTINGS
function SETTINGS:SetMGRS_Accuracy( MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
@@ -359,13 +357,12 @@ do -- SETTINGS
self.MessageTypeTimings[MessageType] = MessageTime
end
--- Gets the SETTINGS Message Display Timing of a MessageType
-- @param #SETTINGS self
-- @param Core.Message#MESSAGE MessageType The type of the message.
-- @return #number
function SETTINGS:GetMessageTime( MessageType )
return ( self.MessageTypeTimings and self.MessageTypeTimings[MessageType] ) or _SETTINGS:GetMessageTime( MessageType )
return (self.MessageTypeTimings and self.MessageTypeTimings[MessageType]) or _SETTINGS:GetMessageTime( MessageType )
end
--- Sets A2G LL DMS
@@ -386,14 +383,14 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if LL DMS
function SETTINGS:IsA2G_LL_DMS()
return ( self.A2GSystem and self.A2GSystem == "LL DMS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS() )
return (self.A2GSystem and self.A2GSystem == "LL DMS") or (not self.A2GSystem and _SETTINGS:IsA2G_LL_DMS())
end
--- Is LL DDM
-- @param #SETTINGS self
-- @return #boolean true if LL DDM
function SETTINGS:IsA2G_LL_DDM()
return ( self.A2GSystem and self.A2GSystem == "LL DDM" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM() )
return (self.A2GSystem and self.A2GSystem == "LL DDM") or (not self.A2GSystem and _SETTINGS:IsA2G_LL_DDM())
end
--- Sets A2G MGRS
@@ -407,7 +404,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if MGRS
function SETTINGS:IsA2G_MGRS()
return ( self.A2GSystem and self.A2GSystem == "MGRS" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_MGRS() )
return (self.A2GSystem and self.A2GSystem == "MGRS") or (not self.A2GSystem and _SETTINGS:IsA2G_MGRS())
end
--- Sets A2G BRA
@@ -421,7 +418,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if BRA
function SETTINGS:IsA2G_BR()
return ( self.A2GSystem and self.A2GSystem == "BR" ) or ( not self.A2GSystem and _SETTINGS:IsA2G_BR() )
return (self.A2GSystem and self.A2GSystem == "BR") or (not self.A2GSystem and _SETTINGS:IsA2G_BR())
end
--- Sets A2A BRA
@@ -435,7 +432,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if BRA
function SETTINGS:IsA2A_BRAA()
return ( self.A2ASystem and self.A2ASystem == "BRAA" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BRAA() )
return (self.A2ASystem and self.A2ASystem == "BRAA") or (not self.A2ASystem and _SETTINGS:IsA2A_BRAA())
end
--- Sets A2A BULLS
@@ -449,7 +446,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if BULLS
function SETTINGS:IsA2A_BULLS()
return ( self.A2ASystem and self.A2ASystem == "BULLS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_BULLS() )
return (self.A2ASystem and self.A2ASystem == "BULLS") or (not self.A2ASystem and _SETTINGS:IsA2A_BULLS())
end
--- Sets A2A LL DMS
@@ -470,14 +467,14 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if LL DMS
function SETTINGS:IsA2A_LL_DMS()
return ( self.A2ASystem and self.A2ASystem == "LL DMS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS() )
return (self.A2ASystem and self.A2ASystem == "LL DMS") or (not self.A2ASystem and _SETTINGS:IsA2A_LL_DMS())
end
--- Is LL DDM
-- @param #SETTINGS self
-- @return #boolean true if LL DDM
function SETTINGS:IsA2A_LL_DDM()
return ( self.A2ASystem and self.A2ASystem == "LL DDM" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM() )
return (self.A2ASystem and self.A2ASystem == "LL DDM") or (not self.A2ASystem and _SETTINGS:IsA2A_LL_DDM())
end
--- Sets A2A MGRS
@@ -491,7 +488,7 @@ do -- SETTINGS
-- @param #SETTINGS self
-- @return #boolean true if MGRS
function SETTINGS:IsA2A_MGRS()
return ( self.A2ASystem and self.A2ASystem == "MGRS" ) or ( not self.A2ASystem and _SETTINGS:IsA2A_MGRS() )
return (self.A2ASystem and self.A2ASystem == "MGRS") or (not self.A2ASystem and _SETTINGS:IsA2A_MGRS())
end
--- @param #SETTINGS self
@@ -510,37 +507,37 @@ do -- SETTINGS
-- A2G Coordinate System
-------
local text="A2G Coordinate System"
local text = "A2G Coordinate System"
if _SETTINGS.MenuShort then
text="A2G Coordinates"
text = "A2G Coordinates"
end
local A2GCoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
-- Set LL DMS
if not self:IsA2G_LL_DMS() then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="LL DMS"
text = "LL DMS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end
-- Set LL DDM
if not self:IsA2G_LL_DDM() then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="LL DDM"
text = "LL DDM"
end
MENU_GROUP_COMMAND:New( MenuGroup, "Lat/Lon Degree Dec Min (LL DDM)", A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end
-- Set LL DMS accuracy.
if self:IsA2G_LL_DDM() then
local text1="LL DDM Accuracy 1"
local text2="LL DDM Accuracy 2"
local text3="LL DDM Accuracy 3"
local text1 = "LL DDM Accuracy 1"
local text2 = "LL DDM Accuracy 2"
local text3 = "LL DDM Accuracy 3"
if _SETTINGS.MenuShort then
text1="LL DDM"
text1 = "LL DDM"
end
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 1", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 1 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "LL DDM Accuracy 2", A2GCoordinateMenu, self.MenuLL_DDM_Accuracy, self, MenuGroup, RootMenu, 2 ):SetTime( MenuTime )
@@ -549,18 +546,18 @@ do -- SETTINGS
-- Set BR.
if not self:IsA2G_BR() then
local text="Bearing, Range (BR)"
local text = "Bearing, Range (BR)"
if _SETTINGS.MenuShort then
text="BR"
text = "BR"
end
MENU_GROUP_COMMAND:New( MenuGroup, text , A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "BR" ):SetTime( MenuTime )
end
-- Set MGRS.
if not self:IsA2G_MGRS() then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="MGRS"
text = "MGRS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2GCoordinateMenu, self.A2GMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end
@@ -578,24 +575,24 @@ do -- SETTINGS
-- A2A Coordinate System
-------
local text="A2A Coordinate System"
local text = "A2A Coordinate System"
if _SETTINGS.MenuShort then
text="A2A Coordinates"
text = "A2A Coordinates"
end
local A2ACoordinateMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
if not self:IsA2A_LL_DMS() then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="LL DMS"
text = "LL DMS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DMS" ):SetTime( MenuTime )
end
if not self:IsA2A_LL_DDM() then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="LL DDM"
text = "LL DDM"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "LL DDM" ):SetTime( MenuTime )
end
@@ -608,25 +605,25 @@ do -- SETTINGS
end
if not self:IsA2A_BULLS() then
local text="Bullseye (BULLS)"
local text = "Bullseye (BULLS)"
if _SETTINGS.MenuShort then
text="Bulls"
text = "Bulls"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BULLS" ):SetTime( MenuTime )
end
if not self:IsA2A_BRAA() then
local text="Bearing Range Altitude Aspect (BRAA)"
local text = "Bearing Range Altitude Aspect (BRAA)"
if _SETTINGS.MenuShort then
text="BRAA"
text = "BRAA"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "BRAA" ):SetTime( MenuTime )
end
if not self:IsA2A_MGRS() then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="MGRS"
text = "MGRS"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, A2ACoordinateMenu, self.A2AMenuSystem, self, MenuGroup, RootMenu, "MGRS" ):SetTime( MenuTime )
end
@@ -639,31 +636,31 @@ do -- SETTINGS
MENU_GROUP_COMMAND:New( MenuGroup, "MGRS Accuracy 5", A2ACoordinateMenu, self.MenuMGRS_Accuracy, self, MenuGroup, RootMenu, 5 ):SetTime( MenuTime )
end
local text="Measures and Weights System"
local text = "Measures and Weights System"
if _SETTINGS.MenuShort then
text="Unit System"
text = "Unit System"
end
local MetricsMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
if self:IsMetric() then
local text="Imperial (Miles,Feet)"
local text = "Imperial (Miles,Feet)"
if _SETTINGS.MenuShort then
text="Imperial"
text = "Imperial"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, false ):SetTime( MenuTime )
end
if self:IsImperial() then
local text="Metric (Kilometers,Meters)"
local text = "Metric (Kilometers,Meters)"
if _SETTINGS.MenuShort then
text="Metric"
text = "Metric"
end
MENU_GROUP_COMMAND:New( MenuGroup, text, MetricsMenu, self.MenuMWSystem, self, MenuGroup, RootMenu, true ):SetTime( MenuTime )
end
local text="Messages and Reports"
local text = "Messages and Reports"
if _SETTINGS.MenuShort then
text="Messages & Reports"
text = "Messages & Reports"
end
local MessagesMenu = MENU_GROUP:New( MenuGroup, text, SettingsMenu ):SetTime( MenuTime )
@@ -704,7 +701,6 @@ do -- SETTINGS
MENU_GROUP_COMMAND:New( MenuGroup, "2 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 120 ):SetTime( MenuTime )
MENU_GROUP_COMMAND:New( MenuGroup, "3 minutes", DetailedReportsMenu, self.MenuMessageTimingsSystem, self, MenuGroup, RootMenu, MESSAGE.Type.DetailedReportsMenu, 180 ):SetTime( MenuTime )
SettingsMenu:Remove( MenuTime )
return self
@@ -748,11 +744,11 @@ do -- SETTINGS
self.PlayerMenu = PlayerMenu
self:I(string.format("Setting menu for player %s", tostring(PlayerName)))
self:T( string.format( "Setting menu for player %s", tostring( PlayerName ) ) )
local submenu = MENU_GROUP:New( PlayerGroup, "LL Accuracy", PlayerMenu )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 0 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 0 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 1 Decimal", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 1 Decimal", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 1 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 2 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 2 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 3 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 3 )
MENU_GROUP_COMMAND:New( PlayerGroup, "LL 4 Decimals", submenu, self.MenuGroupLL_DDM_AccuracySystem, self, PlayerUnit, PlayerGroup, PlayerName, 4 )
@@ -769,40 +765,40 @@ do -- SETTINGS
-- A2G Coordinate System
------
local text="A2G Coordinate System"
local text = "A2G Coordinate System"
if _SETTINGS.MenuShort then
text="A2G Coordinates"
text = "A2G Coordinates"
end
local A2GCoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if not self:IsA2G_LL_DMS() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="A2G LL DMS"
text = "A2G LL DMS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end
if not self:IsA2G_LL_DDM() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="A2G LL DDM"
text = "A2G LL DDM"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end
if not self:IsA2G_BR() or _SETTINGS.MenuStatic then
local text="Bearing, Range (BR)"
local text = "Bearing, Range (BR)"
if _SETTINGS.MenuShort then
text="A2G BR"
text = "A2G BR"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "BR" )
end
if not self:IsA2G_MGRS() or _SETTINGS.MenuStatic then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="A2G MGRS"
text = "A2G MGRS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2GCoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end
@@ -811,49 +807,48 @@ do -- SETTINGS
-- A2A Coordinates Menu
------
local text="A2A Coordinate System"
local text = "A2A Coordinate System"
if _SETTINGS.MenuShort then
text="A2A Coordinates"
text = "A2A Coordinates"
end
local A2ACoordinateMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if not self:IsA2A_LL_DMS() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Min Sec (LL DMS)"
local text = "Lat/Lon Degree Min Sec (LL DMS)"
if _SETTINGS.MenuShort then
text="A2A LL DMS"
text = "A2A LL DMS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2GSystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DMS" )
end
if not self:IsA2A_LL_DDM() or _SETTINGS.MenuStatic then
local text="Lat/Lon Degree Dec Min (LL DDM)"
local text = "Lat/Lon Degree Dec Min (LL DDM)"
if _SETTINGS.MenuShort then
text="A2A LL DDM"
text = "A2A LL DDM"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "LL DDM" )
end
if not self:IsA2A_BULLS() or _SETTINGS.MenuStatic then
local text="Bullseye (BULLS)"
local text = "Bullseye (BULLS)"
if _SETTINGS.MenuShort then
text="A2A BULLS"
text = "A2A BULLS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BULLS" )
end
if not self:IsA2A_BRAA() or _SETTINGS.MenuStatic then
local text="Bearing Range Altitude Aspect (BRAA)"
local text = "Bearing Range Altitude Aspect (BRAA)"
if _SETTINGS.MenuShort then
text="A2A BRAA"
text = "A2A BRAA"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "BRAA" )
end
if not self:IsA2A_MGRS() or _SETTINGS.MenuStatic then
local text="Military Grid (MGRS)"
local text = "Military Grid (MGRS)"
if _SETTINGS.MenuShort then
text="A2A MGRS"
text = "A2A MGRS"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, A2ACoordinateMenu, self.MenuGroupA2ASystem, self, PlayerUnit, PlayerGroup, PlayerName, "MGRS" )
end
@@ -862,24 +857,24 @@ do -- SETTINGS
-- Unit system
---
local text="Measures and Weights System"
local text = "Measures and Weights System"
if _SETTINGS.MenuShort then
text="Unit System"
text = "Unit System"
end
local MetricsMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
if self:IsMetric() or _SETTINGS.MenuStatic then
local text="Imperial (Miles,Feet)"
local text = "Imperial (Miles,Feet)"
if _SETTINGS.MenuShort then
text="Imperial"
text = "Imperial"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, false )
end
if self:IsImperial() or _SETTINGS.MenuStatic then
local text="Metric (Kilometers,Meters)"
local text = "Metric (Kilometers,Meters)"
if _SETTINGS.MenuShort then
text="Metric"
text = "Metric"
end
MENU_GROUP_COMMAND:New( PlayerGroup, text, MetricsMenu, self.MenuGroupMWSystem, self, PlayerUnit, PlayerGroup, PlayerName, true )
end
@@ -888,9 +883,9 @@ do -- SETTINGS
-- Messages and Reports
---
local text="Messages and Reports"
local text = "Messages and Reports"
if _SETTINGS.MenuShort then
text="Messages & Reports"
text = "Messages & Reports"
end
local MessagesMenu = MENU_GROUP:New( PlayerGroup, text, PlayerMenu )
@@ -950,39 +945,38 @@ do -- SETTINGS
return self
end
--- @param #SETTINGS self
function SETTINGS:A2GMenuSystem( MenuGroup, RootMenu, A2GSystem )
self.A2GSystem = A2GSystem
MESSAGE:New( string.format("Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default A2G coordinate system set to %s for all players!", A2GSystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:A2AMenuSystem( MenuGroup, RootMenu, A2ASystem )
self.A2ASystem = A2ASystem
MESSAGE:New( string.format("Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default A2A coordinate system set to %s for all players!", A2ASystem ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuLL_DDM_Accuracy( MenuGroup, RootMenu, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format("Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default LL accuracy set to %s for all players!", LL_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuMGRS_Accuracy( MenuGroup, RootMenu, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format("Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default MGRS accuracy set to %s for all players!", MGRS_Accuracy ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
--- @param #SETTINGS self
function SETTINGS:MenuMWSystem( MenuGroup, RootMenu, MW )
self.Metric = MW
MESSAGE:New( string.format("Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
MESSAGE:New( string.format( "Settings: Default measurement format set to %s for all players!", MW and "Metric" or "Imperial" ), 5 ):ToAll()
self:SetSystemMenu( MenuGroup, RootMenu )
end
@@ -995,12 +989,12 @@ do -- SETTINGS
do
--- @param #SETTINGS self
function SETTINGS:MenuGroupA2GSystem( PlayerUnit, PlayerGroup, PlayerName, A2GSystem )
BASE:E( {self, PlayerUnit:GetName(), A2GSystem} )
--BASE:E( {PlayerUnit:GetName(), A2GSystem } )
self.A2GSystem = A2GSystem
MESSAGE:New( string.format( "Settings: A2G format set to %s for player %s.", A2GSystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1008,9 +1002,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupA2ASystem( PlayerUnit, PlayerGroup, PlayerName, A2ASystem )
self.A2ASystem = A2ASystem
MESSAGE:New( string.format( "Settings: A2A format set to %s for player %s.", A2ASystem, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1018,9 +1012,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupLL_DDM_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy )
self.LL_Accuracy = LL_Accuracy
MESSAGE:New( string.format( "Settings: LL format accuracy set to %d decimal places for player %s.", LL_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1028,9 +1022,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupMGRS_AccuracySystem( PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy )
self.MGRS_Accuracy = MGRS_Accuracy
MESSAGE:New( string.format( "Settings: MGRS format accuracy set to %d for player %s.", MGRS_Accuracy, PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1038,9 +1032,9 @@ do -- SETTINGS
function SETTINGS:MenuGroupMWSystem( PlayerUnit, PlayerGroup, PlayerName, MW )
self.Metric = MW
MESSAGE:New( string.format( "Settings: Measurement format set to %s for player %s.", MW and "Metric" or "Imperial", PlayerName ), 5 ):ToGroup( PlayerGroup )
if _SETTINGS.MenuStatic==false then
self:RemovePlayerMenu(PlayerUnit)
self:SetPlayerMenu(PlayerUnit)
if _SETTINGS.MenuStatic == false then
self:RemovePlayerMenu( PlayerUnit )
self:SetPlayerMenu( PlayerUnit )
end
end
@@ -1070,7 +1064,6 @@ do -- SETTINGS
end
--- Configures the era of the mission to be Cold war.
-- @param #SETTINGS self
-- @return #SETTINGS self
@@ -1080,7 +1073,6 @@ do -- SETTINGS
end
--- Configures the era of the mission to be Modern war.
-- @param #SETTINGS self
-- @return #SETTINGS self
@@ -1090,7 +1082,4 @@ do -- SETTINGS
end
end
File diff suppressed because it is too large Load Diff
+24 -13
View File
@@ -57,15 +57,15 @@
-- @extends Core.Base#BASE
--- Allows to spawn dynamically new @{Static}s into your mission.
--- Allows to spawn dynamically new @{Wrapper.Static}s into your mission.
--
-- Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc),
-- and "copy" these properties to create a new static object and place it at the desired coordinate.
--
-- New spawned @{Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
-- By default, spawned @{Static}s will follow a naming convention at run-time:
-- New spawned @{Wrapper.Static}s get **the same name** as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
-- By default, spawned @{Wrapper.Static}s will follow a naming convention at run-time:
--
-- * Spawned @{Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
-- * Spawned @{Wrapper.Static}s will have the name _StaticName_#_nnn_, where _StaticName_ is the name of the **Template Static**, and _nnn_ is a **counter from 0 to 99999**.
--
-- # SPAWNSTATIC Constructors
--
@@ -106,7 +106,7 @@
-- * @{#SPAWNSTATIC.Spawn}(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromCoordinate}(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromPointVec2}(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Zone}. Optionally, heading and name can be given. The name **must be unique**!
-- * @{#SPAWNSTATIC.SpawnFromZone}(Zone, Heading, NewName) spawns the static at the center of a @{Core.Zone}. Optionally, heading and name can be given. The name **must be unique**!
--
-- @field #SPAWNSTATIC SPAWNSTATIC
--
@@ -131,7 +131,7 @@ SPAWNSTATIC = {
-- @field #number mass Cargo mass in kg.
-- @field #boolean canCargo Static can be a cargo.
--- Creates the main object to spawn a @{Static} defined in the mission editor (ME).
--- Creates the main object to spawn a @{Wrapper.Static} defined in the mission editor (ME).
-- @param #SPAWNSTATIC self
-- @param #string SpawnTemplateName Name of the static object in the ME. Each new static will have the name starting with this prefix.
-- @param DCS#country.id SpawnCountryID (Optional) The ID of the country.
@@ -158,7 +158,7 @@ function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
return self
end
--- Creates the main object to spawn a @{Static} given a template table.
--- Creates the main object to spawn a @{Wrapper.Static} given a template table.
-- @param #SPAWNSTATIC self
-- @param #table SpawnTemplate Template used for spawning.
-- @param DCS#country.id CountryID The ID of the country. Default `country.id.USA`.
@@ -174,7 +174,7 @@ function SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)
return self
end
--- Creates the main object to spawn a @{Static} from a given type.
--- Creates the main object to spawn a @{Wrapper.Static} from a given type.
-- NOTE that you have to init many other parameters as spawn coordinate etc.
-- @param #SPAWNSTATIC self
-- @param #string StaticType Type of the static.
@@ -275,7 +275,7 @@ end
--- Initialize as dead.
-- @param #SPAWNSTATIC self
-- @param #boolean IsCargo If true, this static is dead.
-- @param #boolean IsDead If true, this static is dead.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitDead(IsDead)
self.InitStaticDead=IsDead
@@ -336,7 +336,7 @@ function SPAWNSTATIC:Spawn(Heading, NewName)
end
--- Creates a new @{Static} from a POINT_VEC2.
--- Creates a new @{Wrapper.Static} from a POINT_VEC2.
-- @param #SPAWNSTATIC self
-- @param Core.Point#POINT_VEC2 PointVec2 The 2D coordinate where to spawn the static.
-- @param #number Heading The heading of the static, which is a number in degrees from 0 to 360.
@@ -352,7 +352,7 @@ function SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)
end
--- Creates a new @{Static} from a COORDINATE.
--- Creates a new @{Wrapper.Static} from a COORDINATE.
-- @param #SPAWNSTATIC self
-- @param Core.Point#COORDINATE Coordinate The 3D coordinate where to spawn the static.
-- @param #number Heading (Optional) Heading The heading of the static in degrees. Default is 0 degrees.
@@ -375,7 +375,7 @@ function SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)
end
--- Creates a new @{Static} from a @{Zone}.
--- Creates a new @{Wrapper.Static} from a @{Core.Zone}.
-- @param #SPAWNSTATIC self
-- @param Core.Zone#ZONE_BASE Zone The Zone where to spawn the static.
-- @param #number Heading (Optional)The heading of the static in degrees. Default is the heading of the template.
@@ -467,7 +467,7 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
self:T(Template)
-- Add static to the game.
local Static=nil
local Static=nil --DCS#StaticObject
if self.InitFarp then
@@ -487,6 +487,17 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup)
-- Currently DCS 2.8 does not trigger birth events if FAPRS are spawned!
-- We create such an event. The airbase is registered in Core.Event
local Event = {
id = EVENTS.Birth,
time = timer.getTime(),
initiator = Static
}
-- Create BIRTH event.
world.onEvent(Event)
else
self:T("Spawning Static")
self:T2({Template=Template})
+76 -46
View File
@@ -5,7 +5,7 @@
-- SPOT implements the DCS Spot class functionality, but adds additional luxury to be able to:
--
-- * Spot for a defined duration.
-- * Updates of laer spot position every 0.2 seconds for moving targets.
-- * Updates of laser spot position every 0.2 seconds for moving targets.
-- * Wiggle the spot at the target.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff.
@@ -13,18 +13,8 @@
-- ===
--
-- # Demo Missions
--
-- ### [SPOT Demo Missions source code]()
--
-- ### [SPOT Demo Missions, only for beta testers]()
--
-- ### [ALL Demo Missions pack of the last release](https://github.com/FlightControl-Master/MOOSE_MISSIONS/releases)
--
-- ===
--
-- # YouTube Channel
--
-- ### [SPOT YouTube Channel]()
-- ### [Demo Missions on GitHub](https://github.com/FlightControl-Master/MOOSE_MISSIONS)
--
-- ===
--
@@ -43,21 +33,22 @@
do
--- @type SPOT
---
-- @type SPOT
-- @extends Core.Fsm#FSM
--- Implements the target spotting or marking functionality, but adds additional luxury to be able to:
--
-- * Mark targets for a defined duration.
-- * Updates of laer spot position every 0.2 seconds for moving targets.
-- * Updates of laser spot position every 0.25 seconds for moving targets.
-- * Wiggle the spot at the target.
-- * Provide a @{Wrapper.Unit} as a target, instead of a point.
-- * Implement a status machine, LaseOn, LaseOff.
--
-- ## 1. SPOT constructor
--
-- * @{#SPOT.New}(..\Presentations\SPOT\Dia2.JPG): Creates a new SPOT object.
-- * @{#SPOT.New}(): Creates a new SPOT object.
--
-- ## 2. SPOT is a FSM
--
@@ -217,6 +208,8 @@ do
self.Recce = Recce
self.RecceName = self.Recce:GetName()
self.LaseScheduler = SCHEDULER:New( self )
@@ -236,21 +229,27 @@ do
-- @param #number LaserCode Laser code.
-- @param #number Duration Duration of lasing in seconds.
function SPOT:onafterLaseOn( From, Event, To, Target, LaserCode, Duration )
self:F( { "LaseOn", Target, LaserCode, Duration } )
self:T({From, Event, To})
self:T2( { "LaseOn", Target, LaserCode, Duration } )
local function StopLase( self )
self:LaseOff()
end
self.Target = Target
self.TargetName = Target:GetName()
self.LaserCode = LaserCode
self.Lasing = true
local RecceDcsUnit = self.Recce:GetDCSObject()
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3() )
self.SpotLaser = Spot.createLaser( RecceDcsUnit, { x = 0, y = 2, z = 0 }, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
local relativespot = self.relstartpos or { x = 0, y = 2, z = 0 }
self.SpotIR = Spot.createInfraRed( RecceDcsUnit, relativespot, Target:GetPointVec3():AddY(1):GetVec3() )
self.SpotLaser = Spot.createLaser( RecceDcsUnit, relativespot, Target:GetPointVec3():AddY(1):GetVec3(), LaserCode )
if Duration then
self.ScheduleID = self.LaseScheduler:Schedule( self, StopLase, {self}, Duration )
@@ -259,6 +258,8 @@ do
self:HandleEvent( EVENTS.Dead )
self:__Lasing( -1 )
return self
end
@@ -271,7 +272,7 @@ do
-- @param #number LaserCode Laser code.
-- @param #number Duration Duration of lasing in seconds.
function SPOT:onafterLaseOnCoordinate(From, Event, To, Coordinate, LaserCode, Duration)
self:F( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } )
self:T2( { "LaseOnCoordinate", Coordinate, LaserCode, Duration } )
local function StopLase( self )
self:LaseOff()
@@ -293,55 +294,72 @@ do
end
self:__Lasing(-1)
return self
end
--- @param #SPOT self
---
-- @param #SPOT self
-- @param Core.Event#EVENTDATA EventData
function SPOT:OnEventDead(EventData)
self:F( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
self:T2( { Dead = EventData.IniDCSUnitName, Target = self.Target } )
if self.Target then
if EventData.IniDCSUnitName == self.Target:GetName() then
self:F( {"Target dead ", self.Target:GetName() } )
if EventData.IniDCSUnitName == self.TargetName then
self:F( {"Target dead ", self.TargetName } )
self:Destroyed()
self:LaseOff()
end
end
if self.Recce then
if EventData.IniDCSUnitName == self.RecceName then
self:F( {"Recce dead ", self.RecceName } )
self:LaseOff()
end
end
return self
end
--- @param #SPOT self
---
-- @param #SPOT self
-- @param From
-- @param Event
-- @param To
function SPOT:onafterLasing( From, Event, To )
if self.Target and self.Target:IsAlive() then
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
self:__Lasing( -0.2 )
elseif self.TargetCoord then
self:T({From, Event, To})
-- Wiggle the IR spot a bit.
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/100, y=self.TargetCoord.y+math.random(-100,100)/100, z=self.TargetCoord.z} --#DCS.Vec3
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
if self.Lasing then
if self.Target and self.Target:IsAlive() then
self.SpotIR:setPoint( self.Target:GetPointVec3():AddY(1):AddY(math.random(-100,100)/100):AddX(math.random(-100,100)/100):GetVec3() )
self.SpotLaser:setPoint( self.Target:GetPointVec3():AddY(1):GetVec3() )
self:__Lasing(0.2)
elseif self.TargetCoord then
self.SpotIR:setPoint(irvec3)
self.SpotLaser:setPoint(lsvec3)
self:__Lasing(-0.25)
else
self:F( { "Target is not alive", self.Target:IsAlive() } )
-- Wiggle the IR spot a bit.
local irvec3={x=self.TargetCoord.x+math.random(-100,100)/100, y=self.TargetCoord.y+math.random(-100,100)/100, z=self.TargetCoord.z} --#DCS.Vec3
local lsvec3={x=self.TargetCoord.x, y=self.TargetCoord.y, z=self.TargetCoord.z} --#DCS.Vec3
self.SpotIR:setPoint(irvec3)
self.SpotLaser:setPoint(lsvec3)
self:__Lasing(0.2)
else
self:F( { "Target is not alive", self.Target:IsAlive() } )
end
end
return self
end
--- @param #SPOT self
---
-- @param #SPOT self
-- @param From
-- @param Event
-- @param To
-- @return #SPOT
function SPOT:onafterLaseOff( From, Event, To )
self:F( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
self:T({From, Event, To})
self:T2( {"Stopped lasing for ", self.Target and self.Target:GetName() or "coord", SpotIR = self.SportIR, SpotLaser = self.SpotLaser } )
self.Lasing = false
@@ -368,4 +386,16 @@ do
return self.Lasing
end
end
--- Set laser start position relative to the lasing unit.
-- @param #SPOT self
-- @param #table position Start position of the laser relative to the lasing unit. Default is { x = 0, y = 2, z = 0 }
-- @return #SPOT self
-- @usage
-- -- Set lasing position to be the position of the optics of the Gazelle M:
-- myspot:SetRelativeStartPosition({ x = 1.7, y = 1.2, z = 0 })
function SPOT:SetRelativeStartPosition(position)
self.relstartpos = position or { x = 0, y = 2, z = 0 }
return self
end
end
@@ -1,4 +1,4 @@
--- **Core** - TEXTANDSOUND (MOOSE gettext) system
--- **Core** - A Moose GetText system.
--
-- ===
--
+31 -4
View File
@@ -107,7 +107,7 @@ _TIMERID=0
--- TIMER class version.
-- @field #string version
TIMER.version="0.1.2"
TIMER.version="0.2.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@@ -155,7 +155,7 @@ function TIMER:New(Function, ...)
return self
end
--- Create a new TIMER object.
--- Start TIMER object.
-- @param #TIMER self
-- @param #number Tstart Relative start time in seconds.
-- @param #number dT Interval between function calls in seconds. If not specified `nil`, the function is called only once.
@@ -167,7 +167,7 @@ function TIMER:Start(Tstart, dT, Duration)
local Tnow=timer.getTime()
-- Start time in sec.
self.Tstart=Tstart and Tnow+Tstart or Tnow+0.001 -- one millisecond delay if Tstart=nil
self.Tstart=Tstart and Tnow+math.max(Tstart, 0.001) or Tnow+0.001 -- one millisecond delay if Tstart=nil
-- Set time interval.
self.dT=dT
@@ -192,6 +192,20 @@ function TIMER:Start(Tstart, dT, Duration)
return self
end
--- Start TIMER object if a condition is met. Useful for e.g. debugging.
-- @param #TIMER self
-- @param #boolean Condition Must be true for the TIMER to start
-- @param #number Tstart Relative start time in seconds.
-- @param #number dT Interval between function calls in seconds. If not specified `nil`, the function is called only once.
-- @param #number Duration Time in seconds for how long the timer is running. If not specified `nil`, the timer runs forever or until stopped manually by the `TIMER:Stop()` function.
-- @return #TIMER self
function TIMER:StartIf(Condition,Tstart, dT, Duration)
if Condition then
self:Start(Tstart, dT, Duration)
end
return self
end
--- Stop the timer by removing the timer function.
-- @param #TIMER self
-- @param #number Delay (Optional) Delay in seconds, before the timer is stopped.
@@ -208,7 +222,20 @@ function TIMER:Stop(Delay)
-- Remove timer function.
self:T(self.lid..string.format("Stopping timer by removing timer function after %d calls!", self.ncalls))
timer.removeFunction(self.tid)
-- We use a pcall here because if the DCS timer does not exist any more, it crashes the whole script!
local status=pcall(
function ()
timer.removeFunction(self.tid)
end
)
-- Debug messages.
if status then
self:T2(self.lid..string.format("Stopped timer!"))
else
self:E(self.lid..string.format("WARNING: Could not remove timer function! isrunning=%s", tostring(self.isrunning)))
end
-- Not running any more.
self.isrunning=false
+13 -16
View File
@@ -35,13 +35,13 @@ do -- UserFlag
ClassName = "USERFLAG",
UserFlagName = nil,
}
--- USERFLAG Constructor.
-- @param #USERFLAG self
-- @param #string UserFlagName The name of the userflag, which is a free text string.
-- @return #USERFLAG
function USERFLAG:New( UserFlagName ) --R2.3
local self = BASE:Inherit( self, BASE:New() ) -- #USERFLAG
self.UserFlagName = UserFlagName
@@ -52,7 +52,7 @@ do -- UserFlag
--- Get the userflag name.
-- @param #USERFLAG self
-- @return #string Name of the user flag.
function USERFLAG:GetName()
function USERFLAG:GetName()
return self.UserFlagName
end
@@ -66,18 +66,17 @@ do -- UserFlag
-- BlueVictory:Set( 100 ) -- Set the UserFlag VictoryBlue to 100.
--
function USERFLAG:Set( Number, Delay ) --R2.3
if Delay and Delay>0 then
self:ScheduleOnce(Delay, USERFLAG.Set, self, Number)
else
--env.info(string.format("Setting flag \"%s\" to %d at T=%.1f", self.UserFlagName, Number, timer.getTime()))
trigger.action.setUserFlag( self.UserFlagName, Number )
end
return self
end
return self
end
--- Get the userflag Number.
-- @param #USERFLAG self
-- @return #number Number The number value to be checked if it is the same as the userflag.
@@ -86,12 +85,10 @@ do -- UserFlag
-- local BlueVictoryValue = BlueVictory:Get() -- Get the UserFlag VictoryBlue value.
--
function USERFLAG:Get() --R2.3
return trigger.misc.getUserFlag( self.UserFlagName )
end
return trigger.misc.getUserFlag( self.UserFlagName )
end
--- Check if the userflag has a value of Number.
-- @param #USERFLAG self
-- @param #number Number The number value to be checked if it is the same as the userflag.
@@ -102,9 +99,9 @@ do -- UserFlag
-- return "Blue has won"
-- end
function USERFLAG:Is( Number ) --R2.3
return trigger.misc.getUserFlag( self.UserFlagName ) == Number
end
end
end
+11 -12
View File
@@ -54,7 +54,7 @@ do -- Velocity
self.Velocity = VelocityMps
return self
end
--- Get the velocity in Mps (meters per second).
-- @param #VELOCITY self
-- @return #number The velocity in meters per second.
@@ -70,12 +70,12 @@ do -- Velocity
self.Velocity = UTILS.KmphToMps( VelocityKmph )
return self
end
--- Get the velocity in Kmph (kilometers per hour).
-- @param #VELOCITY self
-- @return #number The velocity in kilometers per hour.
function VELOCITY:GetKmph()
return UTILS.MpsToKmph( self.Velocity )
end
@@ -87,7 +87,7 @@ do -- Velocity
self.Velocity = UTILS.MiphToMps( VelocityMiph )
return self
end
--- Get the velocity in Miph (miles per hour).
-- @param #VELOCITY self
-- @return #number The velocity in miles per hour.
@@ -95,8 +95,7 @@ do -- Velocity
return UTILS.MpsToMiph( self.Velocity )
end
--- Get the velocity in text, according the player @{Settings}.
--- Get the velocity in text, according the player @{Core.Settings}.
-- @param #VELOCITY self
-- @param Core.Settings#SETTINGS Settings
-- @return #string The velocity in text.
@@ -113,11 +112,11 @@ do -- Velocity
end
end
--- Get the velocity in text, according the player or default @{Settings}.
--- Get the velocity in text, according the player or default @{Core.Settings}.
-- @param #VELOCITY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable
-- @param Core.Settings#SETTINGS Settings
-- @return #string The velocity in text according the player or default @{Settings}
-- @return #string The velocity in text according the player or default @{Core.Settings}
function VELOCITY:ToString( VelocityGroup, Settings ) -- R2.3
self:F( { Group = VelocityGroup and VelocityGroup:GetName() } )
local Settings = Settings or ( VelocityGroup and _DATABASE:GetPlayerSettings( VelocityGroup:GetPlayerName() ) ) or _SETTINGS
@@ -134,7 +133,7 @@ do -- VELOCITY_POSITIONABLE
--- # VELOCITY_POSITIONABLE class, extends @{Core.Base#BASE}
--
-- VELOCITY_POSITIONABLE monitors the speed of an @{Positionable} in the simulation, which can be expressed in various formats according the Settings.
-- @{#VELOCITY_POSITIONABLE} monitors the speed of a @{Wrapper.Positionable#POSITIONABLE} in the simulation, which can be expressed in various formats according the Settings.
--
-- ## 1. VELOCITY_POSITIONABLE constructor
--
@@ -167,7 +166,7 @@ do -- VELOCITY_POSITIONABLE
-- @param #VELOCITY_POSITIONABLE self
-- @return #number The velocity in kilometers per hour.
function VELOCITY_POSITIONABLE:GetKmph()
return UTILS.MpsToKmph( self.Positionable:GetVelocityMPS() or 0)
end
@@ -178,9 +177,9 @@ do -- VELOCITY_POSITIONABLE
return UTILS.MpsToMiph( self.Positionable:GetVelocityMPS() or 0 )
end
--- Get the velocity in text, according the player or default @{Settings}.
--- Get the velocity in text, according the player or default @{Core.Settings}.
-- @param #VELOCITY_POSITIONABLE self
-- @return #string The velocity in text according the player or default @{Settings}
-- @return #string The velocity in text according the player or default @{Core.Settings}
function VELOCITY_POSITIONABLE:ToString() -- R2.3
self:F( { Group = self.Positionable and self.Positionable:GetName() } )
local Settings = Settings or ( self.Positionable and _DATABASE:GetPlayerSettings( self.Positionable:GetPlayerName() ) ) or _SETTINGS
File diff suppressed because it is too large Load Diff
@@ -1,6 +1,8 @@
--- **Core** - The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
-- @module Core.Zone_Detection
-- @image MOOSE.JPG
--- The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.
-- @type ZONE_DETECTION
--- @type ZONE_DETECTION
-- @field DCS#Vec2 Vec2 The current location of the zone.
-- @field DCS#Distance Radius The radius of the zone.
-- @extends #ZONE_BASE
@@ -29,7 +31,7 @@ function ZONE_DETECTION:New( ZoneName, Detection, Radius )
self.Detection = Detection
self.Radius = Radius
return self
end
@@ -48,15 +50,14 @@ function ZONE_DETECTION:BoundZone( Points, CountryID, UnBound )
local Angle
local RadialBase = math.pi*2
--
for Angle = 0, 360, (360 / Points ) do
local Radial = Angle * RadialBase / 360
Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius()
Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius()
local CountryName = _DATABASE.COUNTRY_NAME[CountryID]
local Tire = {
["country"] = CountryName,
["category"] = "Fortifications",
+303 -84
View File
@@ -1,4 +1,6 @@
--- **DCS API** Prototypes
--- **DCS API** Prototypes.
--
-- ===
--
-- See the [Simulator Scripting Engine Documentation](https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation) on Hoggit for further explanation and examples.
--
@@ -133,6 +135,22 @@ do -- env
end -- env
do -- radio
---@type radio
-- @field #radio.modulation modulation
---
-- @type radio.modulation
-- @field AM
-- @field FM
radio = {}
radio.modulation = {}
radio.modulation.AM = 0
radio.modulation.FM = 1
end
do -- timer
@@ -191,21 +209,29 @@ do -- land
--- [Type of surface enumerator](https://wiki.hoggitworld.com/view/DCS_singleton_land)
-- @type land.SurfaceType
-- @field LAND
-- @field SHALLOW_WATER
-- @field WATER
-- @field ROAD
-- @field RUNWAY
-- @field LAND Land=1
-- @field SHALLOW_WATER Shallow water=2
-- @field WATER Water=3
-- @field ROAD Road=4
-- @field RUNWAY Runway=5
--- Returns altitude MSL of the point.
--- Returns the distance from sea level (y-axis) of a given vec2 point.
-- @function [parent=#land] getHeight
-- @param #Vec2 point point on the ground.
-- @return #Distance
-- @param #Vec2 point Point on the ground.
-- @return #number Height in meters.
--- Returns the surface height and depth of a point. Useful for checking if the path is deep enough to support a given ship.
-- Both values are positive. When checked over water at sea level the first value is always zero.
-- When checked over water at altitude, for example the reservoir of the Inguri Dam, the first value is the corresponding altitude the water level is at.
-- @function [parent=#land] getSurfaceHeightWithSeabed
-- @param #Vec2 point Position where to check.
-- @return #number Height in meters.
-- @return #number Depth in meters.
--- returns surface type at the given point.
--- Returns surface type at the given point.
-- @function [parent=#land] getSurfaceType
-- @param #Vec2 point Point on the land.
-- @return #land.SurfaceType
-- @return #number Enumerator value from `land.SurfaceType` (LAND=1, SHALLOW_WATER=2, WATER=3, ROAD=4, RUNWAY=5)
--- [DCS Singleton land](https://wiki.hoggitworld.com/view/DCS_singleton_land)
land = {} --#land
@@ -306,6 +332,11 @@ do -- country
-- @field Argentinia
-- @field Cyprus
-- @field Slovenia
-- @field BOLIVIA
-- @field GHANA
-- @field NIGERIA
-- @field PERU
-- @field ECUADOR
country = {} --#country
@@ -314,11 +345,11 @@ end -- country
do -- Command
--- @type Command
-- @type Command
-- @field #string id
-- @field #Command.params params
--- @type Command.params
-- @type Command.params
end -- Command
@@ -334,9 +365,23 @@ do -- coalition
-- @field RED
-- @field BLUE
--- @function [parent=#coalition] getCountryCoalition
-- @param #number countryId
-- @return #number coalitionId
--- Get country coalition.
-- @function [parent=#coalition] getCountryCoalition
-- @param #number countryId Country ID.
-- @return #number coalitionId Coalition ID.
--- Dynamically spawns a group. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addGroup)
-- @function [parent=#coalition] addGroup
-- @param #number countryId Id of the country.
-- @param #number groupCategory Group category. Set -1 for spawning FARPS.
-- @param #table groupData Group data table.
-- @return DCS#Group The spawned Group object.
--- Dynamically spawns a static object. See [hoggit](https://wiki.hoggitworld.com/view/DCS_func_addGroup)
-- @function [parent=#coalition] addStaticObject
-- @param #number countryId Id of the country.
-- @param #table groupData Group data table.
-- @return DCS#Static The spawned static object.
coalition = {} -- #coalition
@@ -345,7 +390,7 @@ end -- coalition
do -- Types
--- @type Desc
-- @type Desc
-- @field #number speedMax0 Max speed in meters/second at zero altitude.
-- @field #number massEmpty Empty mass in kg.
-- @field #number tankerType Type of refueling system: 0=boom, 1=probe.
@@ -406,8 +451,8 @@ do -- Types
--- Vec3 type is a 3D-vector.
-- DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.
-- @type Vec3
-- @field #Distance x is directed to the north
-- @field #Distance z is directed to the east
-- @field #Distance x is directed to the North
-- @field #Distance z is directed to the East
-- @field #Distance y is directed up
--- Vec2 is a 2D-vector for the ground plane as a reference plane.
@@ -442,16 +487,16 @@ do -- Types
-- @type AttributeNameArray
-- @list <#AttributeName>
--- @type Zone
-- @type Zone
-- @field DCSVec3#Vec3 point
-- @field #number radius
Zone = {}
--- @type ModelTime
-- @type ModelTime
-- @extends #number
--- @type Time
-- @type Time
-- @extends #number
--- A task descriptor (internal structure for DCS World). See [https://wiki.hoggitworld.com/view/Category:Tasks](https://wiki.hoggitworld.com/view/Category:Tasks).
@@ -460,7 +505,7 @@ do -- Types
-- @field #string id
-- @field #Task.param param
--- @type Task.param
-- @type Task.param
--- List of @{#Task}
-- @type TaskArray
@@ -507,7 +552,7 @@ do -- Object
-- @field SCENERY
-- @field CARGO
--- @type Object.Desc
-- @type Object.Desc
-- @extends #Desc
-- @field #number life initial life level
-- @field #Box3 box bounding box of collision geometry
@@ -658,10 +703,11 @@ do -- Weapon
--- Weapon.Category enum that stores weapon categories.
-- @type Weapon.Category
-- @field SHELL
-- @field MISSILE
-- @field ROCKET
-- @field BOMB
-- @field #number SHELL Shell.
-- @field #number MISSILE Missile
-- @field #number ROCKET Rocket.
-- @field #number BOMB Bomb.
-- @field #number TORPEDO Torpedo.
--- Weapon.GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB).
@@ -763,11 +809,118 @@ do -- Airbase
-- @function [parent=#Airbase] getDesc
-- @param self
-- @return #Airbase.Desc
--- Returns the warehouse object associated with the airbase object. Can then be used to call the warehouse class functions to modify the contents of the warehouse.
-- @function [parent=#Airbase] getWarehouse
-- @param self
-- @return #Warehouse The DCS warehouse object of this airbase.
--- Enables or disables the airbase and FARP auto capture game mechanic where ownership of a base can change based on the presence of ground forces or the
-- default setting assigned in the editor.
-- @function [parent=#Airbase] autoCapture
-- @param self
-- @param #boolean setting `true` : enables autoCapture behavior, `false` : disables autoCapture behavior
--- Returns the current autoCapture setting for the passed base.
-- @function [parent=#Airbase] autoCaptureIsOn
-- @param self
-- @return #boolean `true` if autoCapture behavior is enabled and `false` otherwise.
--- Changes the passed airbase object's coalition to the set value. Must be used with Airbase.autoCapture to disable auto capturing of the base,
-- otherwise the base can revert back to a different coalition depending on the situation and built in game capture rules.
-- @function [parent=#Airbase] setCoalition
-- @param self
-- @param #number coa The new owner coalition: 0=neutra, 1=red, 2=blue.
--- Returns the wsType of every object that exists in DCS. A wsType is a table consisting of 4 entries indexed numerically.
-- It can be used to broadly categorize object types. The table can be broken down as: {mainCategory, subCat1, subCat2, index}
-- @function [parent=#Airbase] getResourceMap
-- @param self
-- @return #table wsType of every object that exists in DCS.
Airbase = {} --#Airbase
end -- Airbase
do -- Warehouse
--- [DCS Class Warehouse](https://wiki.hoggitworld.com/view/DCS_Class_Warehouse)
-- The warehouse class gives control over warehouses that exist in airbase objects. These warehouses can limit the aircraft, munitions, and fuel available to coalition aircraft.
-- @type Warehouse
--- Get a warehouse by passing its name.
-- @function [parent=#Warehouse] getByName
-- @param #string Name Name of the warehouse.
-- @return #Warehouse The warehouse object.
--- Adds the passed amount of a given item to the warehouse.
-- itemName is the typeName associated with the item: "weapons.missiles.AIM_54C_Mk47"
-- A wsType table can also be used, however the last digit with wsTypes has been known to change. {4, 4, 7, 322}
-- @function [parent=#Warehouse] addItem
-- @param self
-- @param #string itemName Name of the item.
-- @param #number count Number of items to add.
--- Returns the number of the passed type of item currently in a warehouse object.
-- @function [parent=#Warehouse] getItemCount
-- @param self
-- @param #string itemName Name of the item.
--- Sets the passed amount of a given item to the warehouse.
-- @function [parent=#Warehouse] setItem
-- @param self
-- @param #string itemName Name of the item.
-- @param #number count Number of items to add.
--- Removes the amount of the passed item from the warehouse.
-- @function [parent=#Warehouse] removeItem
-- @param self
-- @param #string itemName Name of the item.
-- @param #number count Number of items to be removed.
--- Adds the passed amount of a liquid fuel into the warehouse inventory.
-- @function [parent=#Warehouse] addLiquid
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @param #number count Amount of liquid to add.
--- Returns the amount of the passed liquid type within a given warehouse.
-- @function [parent=#Warehouse] getLiquidAmount
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @return #number Amount of liquid.
--- Sets the passed amount of a liquid fuel into the warehouse inventory.
-- @function [parent=#Warehouse] setLiquidAmount
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @param #number count Amount of liquid.
--- Removes the set amount of liquid from the inventory in a warehouse.
-- @function [parent=#Warehouse] setLiquidAmount
-- @param self
-- @param #number liquidType Type of liquid to add: 0=jetfuel, 1=aviation gasoline, 2=MW50, 3=Diesel.
-- @param #number count Amount of liquid.
--- Returns the airbase object associated with the warehouse object.
-- @function [parent=#Warehouse] getOwner
-- @param self
-- @return #Airbase The airbase object owning this warehouse.
--- Returns a full itemized list of everything currently in a warehouse. If a category is set to unlimited then the table will be returned empty.
-- Aircraft and weapons are indexed by strings. Liquids are indexed by number.
-- @function [parent=#Warehouse] getInventory
-- @param self
-- @param #string itemName Name of the item.
-- @return #table Itemized list of everything currently in a warehouse
Warehouse = {} --#Warehouse
end
do -- Spot
--- [DCS Class Spot](https://wiki.hoggitworld.com/view/DCS_Class_Spot)
@@ -830,7 +983,7 @@ do -- Spot
end -- Spot
do -- Controller
--- Controller is an object that performs A.I.-routines. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
--- Controller is an object that performs A.I.-tasks. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.
--
-- This class has 2 types of functions:
--
@@ -948,7 +1101,7 @@ end -- Controller
do -- Unit
--- @type Unit
-- @type Unit
-- @extends #CoalitionObject
-- @field ID Identifier of an unit. It assigned to an unit by the Mission Editor automatically.
-- @field #Unit.Category Category
@@ -980,8 +1133,8 @@ do -- Unit
--- Enum that stores aircraft refueling system types.
-- @type Unit.RefuelingSystem
-- @field BOOM_AND_RECEPTACLE
-- @field PROBE_AND_DROGUE
-- @field BOOM_AND_RECEPTACLE Tanker with a boom.
-- @field PROBE_AND_DROGUE Tanker with a probe.
--- Enum that stores sensor types.
-- @type Unit.SensorType
@@ -1063,15 +1216,18 @@ do -- Unit
-- @field #Distance detectionDistanceHRM detection distance for RCS=1m^2 in high-resolution mapping mode, nil if radar has no HRM
-- @field #Unit.Radar.detectionDistanceAir detectionDistanceAir detection distance for RCS=1m^2 airborne target, nil if radar doesn't support air search
--- @type Unit.Radar.detectionDistanceAir
--- A radar.
-- @type Unit.Radar.detectionDistanceAir
-- @field #Unit.Radar.detectionDistanceAir.upperHemisphere upperHemisphere
-- @field #Unit.Radar.detectionDistanceAir.lowerHemisphere lowerHemisphere
--- @type Unit.Radar.detectionDistanceAir.upperHemisphere
--- A radar.
-- @type Unit.Radar.detectionDistanceAir.upperHemisphere
-- @field #Distance headOn
-- @field #Distance tailOn
--- @type Unit.Radar.detectionDistanceAir.lowerHemisphere
--- A radar.
-- @type Unit.Radar.detectionDistanceAir.lowerHemisphere
-- @field #Distance headOn
-- @field #Distance tailOn
@@ -1287,6 +1443,42 @@ do -- Group
end -- Group
do -- StaticObject
--- Represents a static object.
-- @type StaticObject
-- @extends DCS#Object
--- Returns the static object.
-- @function [parent=#StaticObject] getByName
-- @param #string name Name of the static object.
-- @return #StaticObject
StaticObject = {} --#StaticObject
end
do --Event
--- Event structure. Note that present fields depend on type of event.
-- @type Event
-- @field #number id Event ID.
-- @field #number time Mission time in seconds.
-- @field DCS#Unit initiator Unit initiating the event.
-- @field DCS#Unit target Target unit.
-- @field DCS#Airbase place Airbase.
-- @field number subPlace Subplace. Unknown and often just 0.
-- @field #string weapon_name Weapoin name.
-- @field #number idx Mark ID.
-- @field #number coalition Coalition ID.
-- @field #number groupID Group ID, *e.g.* of group that added mark point.
-- @field #string text Text, *e.g.* of mark point.
-- @field DCS#Vec3 pos Position vector, *e.g.* of mark point.
-- @field #string comment Comment, *e.g.* LSO score.
Event={} --#Event
end
do -- AI
@@ -1337,22 +1529,26 @@ do -- AI
-- @field IR_POINTER
-- @field LASER
--- @type AI.Task.WaypointType
---
-- @type AI.Task.WaypointType
-- @field TAKEOFF
-- @field TAKEOFF_PARKING
-- @field TURNING_POINT
-- @field TAKEOFF_PARKING_HOT
-- @field LAND
--- @type AI.Task.TurnMethod
---
-- @type AI.Task.TurnMethod
-- @field FLY_OVER_POINT
-- @field FIN_POINT
--- @type AI.Task.AltitudeType
---
-- @type AI.Task.AltitudeType
-- @field BARO
-- @field RADIO
--- @type AI.Task.VehicleFormation
---
-- @type AI.Task.VehicleFormation
-- @field OFF_ROAD
-- @field ON_ROAD
-- @field RANK
@@ -1362,25 +1558,30 @@ do -- AI
-- @field ECHELON_LEFT
-- @field ECHELON_RIGHT
--- @type AI.Option
---
-- @type AI.Option
-- @field #AI.Option.Air Air
-- @field #AI.Option.Ground Ground
-- @field #AI.Option.Naval Naval
--- @type AI.Option.Air
---
-- @type AI.Option.Air
-- @field #AI.Option.Air.id id
-- @field #AI.Option.Air.val val
--- @type AI.Option.Ground
---
-- @type AI.Option.Ground
-- @field #AI.Option.Ground.id id
-- @field #AI.Option.Ground.val val
--- @type AI.Option.Naval
-- @field #AI.Option.Ground.mid mid
-- @field #AI.Option.Ground.mval mval
--
-- @type AI.Option.Naval
-- @field #AI.Option.Naval.id id
-- @field #AI.Option.Naval.val val
--- @type AI.Option.Air.id
---
-- @type AI.Option.Air.id
-- @field NO_OPTION
-- @field ROE
-- @field REACTION_ON_THREAT
@@ -1397,101 +1598,119 @@ do -- AI
-- @field PROHIBIT_AG
-- @field MISSILE_ATTACK
-- @field PROHIBIT_WP_PASS_REPORT
--- @type AI.Option.Air.id.FORMATION
-- @field LINE_ABREAST
-- @field TRAIL
-- @field WEDGE
-- @field ECHELON_RIGHT
-- @field ECHELON_LEFT
-- @field FINGER_FOUR
-- @field SPREAD_FOUR
-- @field WW2_BOMBER_ELEMENT
-- @field WW2_BOMBER_ELEMENT_HEIGHT
-- @field WW2_FIGHTER_VIC
-- @field HEL_WEDGE
-- @field HEL_ECHELON
-- @field HEL_FRONT
-- @field HEL_COLUMN
-- @field COMBAT_BOX
-- @field JAVELIN_DOWN
-- @field OPTION_RADIO_USAGE_CONTACT
-- @field OPTION_RADIO_USAGE_ENGAGE
-- @field OPTION_RADIO_USAGE_KILL
-- @field JETT_TANKS_IF_EMPTY
-- @field FORCED_ATTACK
--- @type AI.Option.Air.val
---
-- @type AI.Option.Air.val
-- @field #AI.Option.Air.val.ROE ROE
-- @field #AI.Option.Air.val.REACTION_ON_THREAT REACTION_ON_THREAT
-- @field #AI.Option.Air.val.RADAR_USING RADAR_USING
-- @field #AI.Option.Air.val.FLARE_USING FLARE_USING
--- @type AI.Option.Air.val.ROE
---
-- @type AI.Option.Air.val.ROE
-- @field WEAPON_FREE
-- @field OPEN_FIRE_WEAPON_FREE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
--- @type AI.Option.Air.val.REACTION_ON_THREAT
---
-- @type AI.Option.Air.val.REACTION_ON_THREAT
-- @field NO_REACTION
-- @field PASSIVE_DEFENCE
-- @field EVADE_FIRE
-- @field BYPASS_AND_ESCAPE
-- @field ALLOW_ABORT_MISSION
--- @type AI.Option.Air.val.RADAR_USING
---
-- @type AI.Option.Air.val.RADAR_USING
-- @field NEVER
-- @field FOR_ATTACK_ONLY
-- @field FOR_SEARCH_IF_REQUIRED
-- @field FOR_CONTINUOUS_SEARCH
--- @type AI.Option.Air.val.FLARE_USING
---
-- @type AI.Option.Air.val.FLARE_USING
-- @field NEVER
-- @field AGAINST_FIRED_MISSILE
-- @field WHEN_FLYING_IN_SAM_WEZ
-- @field WHEN_FLYING_NEAR_ENEMIES
--- @type AI.Option.Air.val.ECM_USING
---
-- @type AI.Option.Air.val.ECM_USING
-- @field NEVER_USE
-- @field USE_IF_ONLY_LOCK_BY_RADAR
-- @field USE_IF_DETECTED_LOCK_BY_RADAR
-- @field ALWAYS_USE
--- @type AI.Option.Air.val.MISSILE_ATTACK
---
-- @type AI.Option.Air.val.MISSILE_ATTACK
-- @field MAX_RANGE
-- @field NEZ_RANGE
-- @field HALF_WAY_RMAX_NEZ
-- @field TARGET_THREAT_EST
-- @field RANDOM_RANGE
--- @type AI.Option.Ground.id
---
-- @type AI.Option.Ground.id
-- @field NO_OPTION
-- @field ROE @{#AI.Option.Ground.val.ROE}
-- @field FORMATION
-- @field DISPERSE_ON_ATTACK true or false
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
-- @field ENGAGE_AIR_WEAPONS
-- @field AC_ENGAGEMENT_RANGE_RESTRICTION
--- @type AI.Option.Ground.val
---
-- @type AI.Option.Ground.mid -- Moose added
-- @field RESTRICT_AAA_MIN 27
-- @field RESTRICT_AAA_MAX 29
-- @field RESTRICT_TARGETS @{#AI.Option.Ground.mval.ENGAGE_TARGETS} 28
---
-- @type AI.Option.Ground.val
-- @field #AI.Option.Ground.val.ROE ROE
-- @field #AI.Option.Ground.val.ALARM_STATE ALARM_STATE
-- @field #AI.Option.Ground.val.ENGAGE_TARGETS RESTRICT_TARGETS
--- @type AI.Option.Ground.val.ROE
---
-- @type AI.Option.Ground.val.ROE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
--- @type AI.Option.Ground.val.ALARM_STATE
---
-- @type AI.Option.Ground.mval -- Moose added
-- @field #AI.Option.Ground.mval.ENGAGE_TARGETS ENGAGE_TARGETS
---
-- @type AI.Option.Ground.mval.ENGAGE_TARGETS -- Moose added
-- @field ANY_TARGET -- 0
-- @field AIR_UNITS_ONLY -- 1
-- @field GROUND_UNITS_ONLY -- 2
---
-- @type AI.Option.Ground.val.ALARM_STATE
-- @field AUTO
-- @field GREEN
-- @field RED
--- @type AI.Option.Naval.id
---
-- @type AI.Option.Naval.id
-- @field NO_OPTION
-- @field ROE
--- @type AI.Option.Naval.val
---
-- @type AI.Option.Naval.val
-- @field #AI.Option.Naval.val.ROE ROE
--- @type AI.Option.Naval.val.ROE
---
-- @type AI.Option.Naval.val.ROE
-- @field OPEN_FIRE
-- @field RETURN_FIRE
-- @field WEAPON_HOLD
+394 -36
View File
@@ -1,6 +1,8 @@
--- **Functional** - AI CSAR system
--- **Functional** - AI CSAR system.
--
-- ===
--
-- ## Main Features:
-- ## Features:
--
-- * Send out helicopters to downed pilots
-- * Rescues players and AI alike
@@ -9,6 +11,7 @@
-- * Dedicated MASH zone
-- * Some FSM functions to include in your mission scripts
-- * Limit number of available helos
-- * SRS voice output via TTS or soundfiles
--
-- ===
--
@@ -18,8 +21,8 @@
--
-- ===
--
-- ### Author: **applevangelist**
-- Last Update April 2022
-- ### Author: **Applevangelist**
-- Last Update Sept 2023
--
-- ===
-- @module Functional.AICSAR
@@ -49,6 +52,11 @@
-- @field Core.Set#SET_CLIENT playerset Track if alive heli pilots are available.
-- @field #boolean limithelos limit available number of helos going on mission (defaults to true)
-- @field #number helonumber number of helos available (default: 3)
-- @field Utilities.FiFo#FIFO PilotStore
-- @field #number Altitude Default altitude setting for the helicopter FLIGHTGROUP 1500ft.
-- @field #number Speed Default speed setting for the helicopter FLIGHTGROUP is 100kn.
-- @field #boolean UseEventEject In case Event LandingAfterEjection isn't working, use set this to true.
-- @field #number Delay In case of UseEventEject wait this long until we spawn a landed pilot.
-- @extends Core.Fsm#FSM
@@ -74,7 +82,7 @@
-- -- @param #string Alias Name of this instance.
-- -- @param #number Coalition Coalition as in coalition.side.BLUE, can also be passed as "blue", "red" or "neutral"
-- -- @param #string Pilottemplate Pilot template name.
-- -- @param #string Helotemplate Helicopter template name.
-- -- @param #string Helotemplate Helicopter template name. Set the template to "cold start". Hueys work best.
-- -- @param Wrapper.Airbase#AIRBASE FARP FARP object or Airbase from where to start.
-- -- @param Core.Zone#ZONE MASHZone Zone where to drop pilots after rescue.
-- local my_aicsar=AICSAR:New("Luftrettung",coalition.side.BLUE,"Downed Pilot","Rescue Helo",AIRBASE:FindByName("Test FARP"),ZONE:New("MASH"))
@@ -85,10 +93,11 @@
-- my_aicsar.rescuezoneradius -- landing zone around downed pilot. Defaults to 200m
-- my_aicsar.autoonoff -- stop operations when human helicopter pilots are around. Defaults to true.
-- my_aicsar.verbose -- text messages to own coalition about ongoing operations. Defaults to true.
-- my_aicsarlimithelos -- limit available number of helos going on mission (defaults to true)
-- my_aicsar.limithelos -- limit available number of helos going on mission (defaults to true)
-- my_aicsar.helonumber -- number of helos available (default: 3)
-- my_aicsar.verbose -- boolean, set to `true`for message output on-screen
--
-- ## Radio options
-- ## Radio output options
--
-- Radio messages, soundfile names and (for SRS) lengths are defined in three enumerators, so you can customize, localize messages and soundfiles to your liking:
--
@@ -98,7 +107,7 @@
-- EN = {
-- INITIALOK = "Roger, Pilot, we hear you. Stay where you are, a helo is on the way!",
-- INITIALNOTOK = "Sorry, Pilot. You're behind maximum operational distance! Good Luck!",
-- PILOTDOWN = "Pilot down at ", -- note that this will be appended with the position
-- PILOTDOWN = "Mayday, mayday, mayday! Pilot down at ", -- note that this will be appended with the position in MGRS
-- PILOTKIA = "Pilot KIA!",
-- HELODOWN = "CSAR Helo Down!",
-- PILOTRESCUED = "Pilot rescued!",
@@ -134,8 +143,31 @@
-- },
-- }
--
-- ## Radio output via SRS and Text-To-Speech (TTS)
--
-- Radio output can be done via SRS and Text-To-Speech. No extra sound files required!
-- [Initially, Have a look at the guide on setting up SRS TTS for Moose](https://github.com/FlightControl-Master/MOOSE_GUIDES/blob/master/documents/Moose%20TTS%20Setup%20Guide.pdf).
-- The text from the `AICSAR.Messages` table above is converted on the fly to an .ogg-file, which is then played back via SRS on the selected frequency and mdulation.
-- Hint - the small black window popping up shortly is visible in Single-Player only.
--
-- To set up AICSAR for SRS TTS output, add e.g. the following to your script:
--
-- -- setup for google TTS, radio 243 AM, SRS server port 5002 with a google standard-quality voice (google cloud account required)
-- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone",243,radio.modulation.AM,5002,MSRS.Voices.Google.Standard.en_US_Standard_D,"en-US","female","C:\\Program Files\\DCS-SimpleRadio-Standalone\\google.json")
--
-- -- alternatively for MS Desktop TTS (voices need to be installed locally first!)
-- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone",243,radio.modulation.AM,5002,MSRS.Voices.Microsoft.Hazel,"en-GB","female")
--
-- -- define a different voice for the downed pilot(s)
-- my_aicsar:SetPilotTTSVoice(MSRS.Voices.Google.Standard.en_AU_Standard_D,"en-AU","male")
--
-- -- define another voice for the operator
-- my_aicsar:SetOperatorTTSVoice(MSRS.Voices.Google.Standard.en_GB_Standard_A,"en-GB","female")
--
-- ## Radio output via preproduced soundfiles
--
-- The easiest way to add a soundfile to your mission is to use the "Sound to..." trigger in the mission editor. This will effectively
-- save your sound file inside of the .miz mission file.
-- save your sound file inside of the .miz mission file. [Example soundfiles are located on github](https://github.com/FlightControl-Master/MOOSE_SOUND/tree/master/AICSAR)
--
-- To customize or localize your texts and sounds, you can take e.g. the following approach to add a German language version:
--
@@ -145,7 +177,7 @@
--
-- Switch on radio transmissions via **either** SRS **or** "normal" DCS radio e.g. like so:
--
-- my_aicsar:SetSRSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone",270,radio.modulation.AM,5002)
-- my_aicsar:SetSRSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone",270,radio.modulation.AM,nil,5002)
--
-- or
--
@@ -159,7 +191,7 @@
-- @field #AICSAR
AICSAR = {
ClassName = "AICSAR",
version = "0.0.8",
version = "0.1.16",
lid = "",
coalition = coalition.side.BLUE,
template = "",
@@ -171,7 +203,7 @@ AICSAR = {
pilotqueue = {},
pilotindex = 0,
helos = {},
verbose = true,
verbose = false,
rescuezoneradius = 200,
rescued = {},
autoonoff = true,
@@ -192,6 +224,18 @@ AICSAR = {
helonumber = 3,
gettext = nil,
locale ="en", -- default text language
SRSTTSRadio = false,
SRSGoogle = false,
SRSQ = nil,
SRSPilot = nil,
SRSPilotVoice = false,
SRSOperator = nil,
SRSOperatorVoice = false,
PilotStore = nil,
Speed = 100,
Altitude = 1500,
UseEventEject = false,
Delay = 100,
}
-- TODO Messages
@@ -201,7 +245,7 @@ AICSAR.Messages = {
EN = {
INITIALOK = "Roger, Pilot, we hear you. Stay where you are, a helo is on the way!",
INITIALNOTOK = "Sorry, Pilot. You're behind maximum operational distance! Good Luck!",
PILOTDOWN = "Pilot down at ",
PILOTDOWN = "Mayday, mayday, mayday! Pilot down at ",
PILOTKIA = "Pilot KIA!",
HELODOWN = "CSAR Helo Down!",
PILOTRESCUED = "Pilot rescued!",
@@ -210,7 +254,7 @@ AICSAR.Messages = {
DE = {
INITIALOK = "Copy, Pilot, wir hören Sie. Bleiben Sie, wo Sie sind!\nEin Hubschrauber sammelt Sie auf!",
INITIALNOTOK = "Verstehe, Pilot. Sie sind zu weit weg von uns.\nViel Glück!",
PILOTDOWN = "Pilot abgestürzt: ",
PILOTDOWN = "Mayday, mayday, mayday! Pilot abgestürzt: ",
PILOTKIA = "Pilot gefallen!",
HELODOWN = "CSAR Hubschrauber verloren!",
PILOTRESCUED = "Pilot gerettet!",
@@ -303,10 +347,15 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone)
self.farp = FARP
self.farpzone = MASHZone
self.playerset = SET_CLIENT:New():FilterActive(true):FilterCategories("helicopter"):FilterStart()
self.UseEventEject = false
self.Delay = 300
-- Radio
self.SRS = nil
self.SRSRadio = false
self.SRSTTSRadio = false
self.SRSGoogle = false
self.SRSQ = nil
self.SRSFrequency = 243
self.SRSPath = "\\"
self.SRSModulation = radio.modulation.AM
@@ -332,6 +381,9 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone)
-- Set some string id for output to DCS.log file.
self.lid=string.format("%s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown")
--Pilot Store
self.PilotStore = FIFO:New()
-- Start State.
self:SetStartState("Stopped")
@@ -341,12 +393,15 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone)
self:AddTransition("*", "Status", "*") -- CSAR status update.
self:AddTransition("*", "PilotDown", "*") -- Pilot down
self:AddTransition("*", "PilotPickedUp", "*") -- Pilot in helo
self:AddTransition("*", "PilotUnloaded", "*") -- Pilot Unloaded from helo
self:AddTransition("*", "PilotRescued", "*") -- Pilot Rescued
self:AddTransition("*", "PilotKIA", "*") -- Pilot dead
self:AddTransition("*", "HeloDown", "*") -- Helo dead
self:AddTransition("*", "HeloOnDuty", "*") -- Helo spawnd
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
self:HandleEvent(EVENTS.LandingAfterEjection)
self:HandleEvent(EVENTS.LandingAfterEjection,self._EventHandler)
self:HandleEvent(EVENTS.Ejection,self._EjectEventHandler)
self:__Start(math.random(2,5))
@@ -400,7 +455,17 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone)
-- @param #AICSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string To To state.
-- @param #string PilotName
--- On after "PilotUnloaded" event.
-- @function [parent=#AICSAR] OnAfterPilotUnloaded
-- @param #AICSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.FlightGroup#FLIGHTGROUP Helo
-- @param Ops.OpsGroup#OPSGROUP OpsGroup
--- On after "PilotKIA" event.
-- @function [parent=#AICSAR] OnAfterPilotKIA
@@ -409,6 +474,14 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone)
-- @param #string Event Event.
-- @param #string To To state.
--- On after "HeloOnDuty" event.
-- @function [parent=#AICSAR] OnAfterHeloOnDuty
-- @param #AICSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP Helo Helo group object
--- On after "HeloDown" event.
-- @function [parent=#AICSAR] OnAfterHeloDown
-- @param #AICSAR self
@@ -451,7 +524,7 @@ function AICSAR:InitLocalization()
return self
end
--- [User] Switch sound output on and use SRS
--- [User] Switch sound output on and use SRS output for sound files.
-- @param #AICSAR self
-- @param #boolean OnOff Switch on (true) or off (false).
-- @param #string Path Path to your SRS Server Component, e.g. "E:\\\\Program Files\\\\DCS-SimpleRadio-Standalone"
@@ -462,10 +535,12 @@ end
-- @return #AICSAR self
function AICSAR:SetSRSRadio(OnOff,Path,Frequency,Modulation,SoundPath,Port)
self:T(self.lid .. "SetSRSRadio")
self:T(self.lid .. "SetSRSRadio to "..tostring(OnOff))
self.SRSRadio = OnOff and true
self.SRSTTSRadio = false
self.SRSFrequency = Frequency or 243
self.SRSPath = Path or "c:\\"
self.SRS:SetLabel("ACSR")
self.SRS:SetCoalition(self.coalition)
self.SRSModulation = Modulation or radio.modulation.AM
local soundpath = os.getenv('TMP') .. "\\DCS\\Mission\\l10n\\DEFAULT" -- defaults to "l10n/DEFAULT/", i.e. add messages by "Sound to..." in the ME
self.SRSSoundPath = SoundPath or soundpath
@@ -477,6 +552,88 @@ function AICSAR:SetSRSRadio(OnOff,Path,Frequency,Modulation,SoundPath,Port)
return self
end
--- [User] Switch sound output on and use SRS-TTS output. The voice will be used across all outputs, unless you define an extra voice for downed pilots and/or the operator.
-- See `AICSAR:SetPilotTTSVoice()` and `AICSAR:SetOperatorTTSVoice()`
-- @param #AICSAR self
-- @param #boolean OnOff Switch on (true) or off (false).
-- @param #string Path Path to your SRS Server Component, e.g. "E:\\\\Program Files\\\\DCS-SimpleRadio-Standalone"
-- @param #number Frequency (Optional) Defaults to 243 (guard)
-- @param #number Modulation (Optional) Radio modulation. Defaults to radio.modulation.AM
-- @param #number Port (Optional) Port of the SRS, defaults to 5002.
-- @param #string Voice (Optional) The voice to be used.
-- @param #string Culture (Optional) The culture to be used, defaults to "en-GB"
-- @param #string Gender (Optional) The gender to be used, defaults to "male"
-- @param #string GoogleCredentials (Optional) Path to google credentials
-- @return #AICSAR self
function AICSAR:SetSRSTTSRadio(OnOff,Path,Frequency,Modulation,Port,Voice,Culture,Gender,GoogleCredentials)
self:T(self.lid .. "SetSRSTTSRadio")
self.SRSTTSRadio = OnOff and true
self.SRSRadio = false
self.SRSFrequency = Frequency or 243
self.SRSPath = Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.SRSModulation = Modulation or radio.modulation.AM
self.SRSPort = Port or 5002
if OnOff then
self.SRS = MSRS:New(Path,Frequency,Modulation,1)
self.SRS:SetPort(self.SRSPort)
self.SRS:SetCoalition(self.coalition)
self.SRS:SetLabel("ACSR")
self.SRS:SetVoice(Voice)
self.SRS:SetCulture(Culture)
self.SRS:SetGender(Gender)
if GoogleCredentials then
self.SRS:SetGoogle(GoogleCredentials)
self.SRSGoogle = true
end
self.SRSQ = MSRSQUEUE:New(self.alias)
end
return self
end
--- [User] Set SRS TTS Voice of downed pilot. `AICSAR:SetSRSTTSRadio()` needs to be set first!
-- @param #AICSAR self
-- @param #string Voice The voice to be used, e.g. `MSRS.Voices.Google.Standard.en_US_Standard_J` for Google or `MSRS.Voices.Microsoft.David` for Microsoft.
-- Specific voices override culture and gender!
-- @param #string Culture (Optional) The culture to be used, defaults to "en-US"
-- @param #string Gender (Optional) The gender to be used, defaults to "male"
-- @return #AICSAR self
function AICSAR:SetPilotTTSVoice(Voice,Culture,Gender)
self:T(self.lid .. "SetPilotTTSVoice")
self.SRSPilotVoice = true
self.SRSPilot = MSRS:New(self.SRSPath,self.SRSFrequency,self.SRSModulation,1)
self.SRSPilot:SetCoalition(self.coalition)
self.SRSPilot:SetVoice(Voice)
self.SRSPilot:SetCulture(Culture or "en-US")
self.SRSPilot:SetGender(Gender or "male")
self.SRSPilot:SetLabel("PILOT")
if self.SRS.google then
self.SRSPilot:SetGoogle(self.SRS.google)
end
return self
end
--- [User] Set SRS TTS Voice of the rescue operator. `AICSAR:SetSRSTTSRadio()` needs to be set first!
-- @param #AICSAR self
-- @param #string Voice The voice to be used, e.g. `MSRS.Voices.Google.Standard.en_US_Standard_J` for Google or `MSRS.Voices.Microsoft.David` for Microsoft.
-- Specific voices override culture and gender!
-- @param #string Culture (Optional) The culture to be used, defaults to "en-GB"
-- @param #string Gender (Optional) The gender to be used, defaults to "female"
-- @return #AICSAR self
function AICSAR:SetOperatorTTSVoice(Voice,Culture,Gender)
self:T(self.lid .. "SetOperatorTTSVoice")
self.SRSOperatorVoice = true
self.SRSOperator = MSRS:New(self.SRSPath,self.SRSFrequency,self.SRSModulation,1)
self.SRSOperator:SetCoalition(self.coalition)
self.SRSOperator:SetVoice(Voice)
self.SRSOperator:SetCulture(Culture or "en-GB")
self.SRSOperator:SetGender(Gender or "female")
self.SRSPilot:SetLabel("RESCUE")
if self.SRS.google then
self.SRSOperator:SetGoogle(self.SRS.google)
end
return self
end
--- [User] Switch sound output on and use normale (DCS) radio
-- @param #AICSAR self
-- @param #boolean OnOff Switch on (true) or off (false).
@@ -517,11 +674,103 @@ function AICSAR:DCSRadioBroadcast(Soundfile,Duration,Subtitle)
return self
end
--- [Internal] Catch the landing after ejection and spawn a pilot in situ.
--- [Internal] Catch the ejection and save the pilot name
-- @param #AICSAR self
-- @param Core.Event#EVENTDATA EventData
-- @return #AICSAR self
function AICSAR:OnEventLandingAfterEjection(EventData)
function AICSAR:_EjectEventHandler(EventData)
local _event = EventData -- Core.Event#EVENTDATA
if _event.IniPlayerName then
self.PilotStore:Push(_event.IniPlayerName)
self:T(self.lid.."Pilot Ejected: ".._event.IniPlayerName)
if self.UseEventEject then
-- get position and spawn in a template pilot
local _LandingPos = COORDINATE:NewFromVec3(_event.initiator:getPosition().p)
local _country = _event.initiator:getCountry()
local _coalition = coalition.getCountryCoalition( _country )
local data = UTILS.DeepCopy(EventData)
Unit.destroy(_event.initiator) -- shagrat remove static Pilot model
self:ScheduleOnce(self.Delay,self._DelayedSpawnPilot,self,_LandingPos,_coalition)
end
end
return self
end
--- [Internal] Spawn a pilot
-- @param #AICSAR self
-- @param Core.Point#COORDINATE _LandingPos Landing Postion
-- @param #number _coalition Coalition side
-- @return #AICSAR self
function AICSAR:_DelayedSpawnPilot(_LandingPos,_coalition)
local distancetofarp = _LandingPos:Get2DDistance(self.farp:GetCoordinate())
-- Mayday Message
local Text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTDOWN",self.locale)
local text = ""
local setting = {}
setting.MGRS_Accuracy = self.MGRS_Accuracy
local location = _LandingPos:ToStringMGRS(setting)
local msgtxt = Text..location.."!"
location = string.gsub(location,"MGRS ","")
location = string.gsub(location,"%s+","")
location = string.gsub(location,"([%a%d])","%1;") -- "0 5 1 "
location = string.gsub(location,"0","zero")
location = string.gsub(location,"9","niner")
location = "MGRS;"..location
if self.SRSGoogle then
location = string.format("<say-as interpret-as='characters'>%s</say-as>",location)
end
text = Text .. location .. "!"
local ttstext = Text .. location .. "! Repeat! "..location
if _coalition == self.coalition then
if self.verbose then
MESSAGE:New(msgtxt,15,"AICSAR"):ToCoalition(self.coalition)
-- MESSAGE:New(msgtxt,15,"AICSAR"):ToLog()
end
if self.SRSRadio then
local sound = SOUNDFILE:New(Soundfile,self.SRSSoundPath,Soundlength)
sound:SetPlayWithSRS(true)
self.SRS:PlaySoundFile(sound,2)
elseif self.DCSRadio then
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
elseif self.SRSTTSRadio then
if self.SRSPilotVoice then
self.SRSQ:NewTransmission(ttstext,nil,self.SRSPilot,nil,1)
else
self.SRSQ:NewTransmission(ttstext,nil,self.SRS,nil,1)
end
end
end
-- further processing
if _coalition == self.coalition and distancetofarp <= self.maxdistance then
-- in reach
self:T(self.lid .. "Spawning new Pilot")
self.pilotindex = self.pilotindex + 1
local newpilot = SPAWN:NewWithAlias(self.template,string.format("%s-AICSAR-%d",self.template, self.pilotindex))
newpilot:InitDelayOff()
newpilot:OnSpawnGroup(
function (grp)
self.pilotqueue[self.pilotindex] = grp
end
)
newpilot:SpawnFromCoordinate(_LandingPos)
self:__PilotDown(2,_LandingPos,true)
elseif _coalition == self.coalition and distancetofarp > self.maxdistance then
-- out of reach, apologies, too far off
self:T(self.lid .. "Pilot out of reach")
self:__PilotDown(2,_LandingPos,false)
end
return self
end
--- [Internal] Catch the landing after ejection and spawn a pilot in situ.
-- @param #AICSAR self
-- @param Core.Event#EVENTDATA EventData
-- @param #boolean FromEject
-- @return #AICSAR self
function AICSAR:_EventHandler(EventData, FromEject)
self:T(self.lid .. "OnEventLandingAfterEjection ID=" .. EventData.id)
-- autorescue on off?
@@ -531,25 +780,39 @@ function AICSAR:OnEventLandingAfterEjection(EventData)
end
end
if self.UseEventEject and (not FromEject) then return self end
local _event = EventData -- Core.Event#EVENTDATA
-- get position and spawn in a template pilot
local _LandingPos = COORDINATE:NewFromVec3(_event.initiator:getPosition().p)
local _country = _event.initiator:getCountry()
local _coalition = coalition.getCountryCoalition( _country )
-- DONE: add distance check
local distancetofarp = _LandingPos:Get2DDistance(self.farp:GetCoordinate())
-- Mayday Message
local Text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTDOWN",self.locale)
local text = ""
local setting = {}
setting.MGRS_Accuracy = self.MGRS_Accuracy
local location = _LandingPos:ToStringMGRS(setting)
local msgtxt = Text..location.."!"
location = string.gsub(location,"MGRS ","")
location = string.gsub(location,"%s+","")
location = string.gsub(location,"([%a%d])","%1;") -- "0 5 1 "
location = string.gsub(location,"0","zero")
location = string.gsub(location,"9","niner")
location = "MGRS;"..location
if self.SRSGoogle then
location = string.format("<say-as interpret-as='characters'>%s</say-as>",location)
end
text = Text .. location .. "!"
local ttstext = Text .. location .. "! Repeat! "..location
if _coalition == self.coalition then
if self.verbose then
local setting = {}
setting.MGRS_Accuracy = self.MGRS_Accuracy
local location = _LandingPos:ToStringMGRS(setting)
text = Text .. location .. "!"
MESSAGE:New(text,15,"AICSAR"):ToCoalition(self.coalition)
MESSAGE:New(msgtxt,15,"AICSAR"):ToCoalition(self.coalition)
-- MESSAGE:New(msgtxt,15,"AICSAR"):ToLog()
end
if self.SRSRadio then
local sound = SOUNDFILE:New(Soundfile,self.SRSSoundPath,Soundlength)
@@ -557,6 +820,12 @@ function AICSAR:OnEventLandingAfterEjection(EventData)
self.SRS:PlaySoundFile(sound,2)
elseif self.DCSRadio then
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
elseif self.SRSTTSRadio then
if self.SRSPilotVoice then
self.SRSQ:NewTransmission(ttstext,nil,self.SRSPilot,nil,1)
else
self.SRSQ:NewTransmission(ttstext,nil,self.SRS,nil,1)
end
end
end
@@ -593,6 +862,11 @@ function AICSAR:_GetFlight()
local newhelo = SPAWN:NewWithAlias(self.helotemplate,self.helotemplate..math.random(1,10000))
:InitDelayOff()
:InitUnControlled(true)
:OnSpawnGroup(
function(Group)
self:__HeloOnDuty(1,Group)
end
)
:Spawn()
local nhelo=FLIGHTGROUP:New(newhelo)
@@ -615,11 +889,16 @@ function AICSAR:_InitMission(Pilot,Index)
-- Cargo transport assignment.
local opstransport=OPSTRANSPORT:New(Pilot, pickupzone, self.farpzone)
--opstransport:SetVerbosity(3)
local helo = self:_GetFlight()
-- inject reservation
helo.AICSARReserved = true
helo:SetDefaultAltitude(self.Altitude or 1500)
helo:SetDefaultSpeed(self.Speed or 100)
-- Cargo transport assignment to first Huey group.
helo:AddOpsTransport(opstransport)
@@ -632,14 +911,24 @@ function AICSAR:_InitMission(Pilot,Index)
self:__HeloDown(2,Helo,Index)
end
function helo:OnAfterLoadingDone(From,Event,To)
AICPickedUp(helo,helo:GetCargoGroups(),Index)
local function AICHeloUnloaded(Helo,OpsGroup)
self:__PilotUnloaded(2,Helo,OpsGroup)
end
function helo:OnAfterLoading(From,Event,To)
AICPickedUp(helo,helo:GetCargoGroups(),Index)
helo:__LoadingDone(5)
end
function helo:OnAfterDead(From,Event,To)
AICHeloDead(helo,Index)
end
function helo:OnAfterUnloaded(From,Event,To,OpsGroupCargo)
AICHeloUnloaded(helo,OpsGroupCargo)
helo:__UnloadingDone(5)
end
self.helos[Index] = helo
return self
@@ -650,7 +939,7 @@ end
-- @param Wrapper.Group#GROUP Pilot The pilot to be rescued.
-- @return #boolean outcome
function AICSAR:_CheckInMashZone(Pilot)
self:T(self.lid .. "_CheckQueue")
self:T(self.lid .. "_CheckInMashZone")
if Pilot:IsInZone(self.farpzone) then
return true
else
@@ -658,6 +947,26 @@ function AICSAR:_CheckInMashZone(Pilot)
end
end
--- [User] Set default helo speed. Note - AI might have other ideas. Defaults to 100kn.
-- @param #AICSAR self
-- @param #number Knots Speed in knots.
-- @return #AICSAR self
function AICSAR:SetDefaultSpeed(Knots)
self:T(self.lid .. "SetDefaultSpeed")
self.Speed = Knots or 100
return self
end
--- [User] Set default helo altitudeAGL. Note - AI might have other ideas. Defaults to 1500ft.
-- @param #AICSAR self
-- @param #number Feet AGL set in feet.
-- @return #AICSAR self
function AICSAR:SetDefaultAltitude(Feet)
self:T(self.lid .. "SetDefaultAltitude")
self.Altitude = Feet or 1500
return self
end
--- [Internal] Check helo queue
-- @param #AICSAR self
-- @return #AICSAR self
@@ -694,12 +1003,14 @@ end
--- [Internal] Check pilot queue for next mission
-- @param #AICSAR self
-- @param Ops.OpsGroup#OPSGROUP OpsGroup
-- @return #AICSAR self
function AICSAR:_CheckQueue()
function AICSAR:_CheckQueue(OpsGroup)
self:T(self.lid .. "_CheckQueue")
for _index, _pilot in pairs(self.pilotqueue) do
local classname = _pilot.ClassName and _pilot.ClassName or "NONE"
local name = _pilot.GroupName and _pilot.GroupName or "NONE"
local playername = "John Doe"
local helocount = self:_CountHelos()
--self:T("Looking at " .. classname .. " " .. name)
-- find one w/o mission
@@ -707,11 +1018,18 @@ function AICSAR:_CheckQueue()
local flightgroup = self.helos[_index] -- Ops.FlightGroup#FLIGHTGROUP
-- rescued?
if self:_CheckInMashZone(_pilot) then
self:T("Pilot" .. _pilot.GroupName .. " rescued!")
_pilot:Destroy(false)
self:T("Pilot" .. _pilot.GroupName .. " rescued!")
if OpsGroup then
OpsGroup:Despawn(10)
else
_pilot:Destroy(true,10)
end
self.pilotqueue[_index] = nil
self.rescued[_index] = true
self:__PilotRescued(2)
if self.PilotStore:Count() > 0 then
playername = self.PilotStore:Pull()
end
self:__PilotRescued(2,playername)
if flightgroup then
flightgroup.AICSARReserved = false
end
@@ -765,7 +1083,7 @@ end
-- @return #AICSAR self
function AICSAR:onafterStatus(From, Event, To)
self:T({From, Event, To})
self:_CheckQueue()
--self:_CheckQueue()
self:_CheckHelos()
self:__Status(30)
return self
@@ -812,6 +1130,12 @@ function AICSAR:onafterPilotDown(From, Event, To, Coordinate, InReach)
self.SRS:PlaySoundFile(sound,2)
elseif self.DCSRadio then
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
elseif self.SRSTTSRadio then
if self.SRSOperatorVoice then
self.SRSQ:NewTransmission(text,nil,self.SRSOperator,nil,1)
else
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
end
end
else
local text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("INITIALNOTOK",self.locale)
@@ -826,8 +1150,15 @@ function AICSAR:onafterPilotDown(From, Event, To, Coordinate, InReach)
self.SRS:PlaySoundFile(sound,2)
elseif self.DCSRadio then
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
elseif self.SRSTTSRadio then
if self.SRSOperatorVoice then
self.SRSQ:NewTransmission(text,nil,self.SRSOperator,nil,1)
else
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
end
end
end
self:_CheckQueue()
return self
end
@@ -849,7 +1180,9 @@ function AICSAR:onafterPilotKIA(From, Event, To)
self.SRS:PlaySoundFile(sound,2)
elseif self.DCSRadio then
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
end
elseif self.SRSTTSRadio then
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
end
return self
end
@@ -873,6 +1206,12 @@ function AICSAR:onafterHeloDown(From, Event, To, Helo, Index)
self.SRS:PlaySoundFile(sound,2)
elseif self.DCSRadio then
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
elseif self.SRSTTSRadio then
if self.SRSOperatorVoice then
self.SRSQ:NewTransmission(text,nil,self.SRSOperator,nil,1)
else
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
end
end
local findex = 0
local fhname = Helo:GetName()
@@ -912,8 +1251,9 @@ end
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #string PilotName
-- @return #AICSAR self
function AICSAR:onafterPilotRescued(From, Event, To)
function AICSAR:onafterPilotRescued(From, Event, To, PilotName)
self:T({From, Event, To})
local text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTRESCUED",self.locale)
if self.verbose then
@@ -925,10 +1265,26 @@ function AICSAR:onafterPilotRescued(From, Event, To)
self.SRS:PlaySoundFile(sound,2)
elseif self.DCSRadio then
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
elseif self.SRSTTSRadio then
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
end
return self
end
--- [Internal] onafterPilotUnloaded
-- @param #AICSAR self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.FlightGroup#FLIGHTGROUP Helo
-- @param Ops.OpsGroup#OPSGROUP OpsGroup
-- @return #AICSAR self
function AICSAR:onafterPilotUnloaded(From, Event, To, Helo, OpsGroup)
self:T({From, Event, To})
self:_CheckQueue(OpsGroup)
return self
end
--- [Internal] onafterPilotPickedUp
-- @param #AICSAR self
-- @param #string From
@@ -950,6 +1306,8 @@ function AICSAR:onafterPilotPickedUp(From, Event, To, Helo, CargoTable, Index)
self.SRS:PlaySoundFile(sound,2)
elseif self.DCSRadio then
self:DCSRadioBroadcast(Soundfile,Soundlength,text)
elseif self.SRSTTSRadio then
self.SRSQ:NewTransmission(text,nil,self.SRS,nil,1)
end
local findex = 0
local fhname = Helo:GetName()
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,806 @@
--- **Functional** -- Send a truck to supply artillery groups.
--
-- ===
--
-- **AMMOTRUCK** - Send a truck to supply artillery groups.
--
-- ===
--
-- ## Missions:
--
-- ### [AmmoTruck](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/AMT%20-%20AmmoTruck/AmmoTruck%20100%20-%20NTTR%20-%20Basic)
--
-- ===
--
-- ### Author : **applevangelist**
--
-- @module Functional.AmmoTruck
-- @image Artillery.JPG
--
-- Last update: July 2023
-------------------------------------------------------------------------
--- **AMMOTRUCK** class, extends Core.FSM#FSM
-- @type AMMOTRUCK
-- @field #string ClassName Class Name
-- @field #string lid Lid for log entries
-- @field #string version Version string
-- @field #string alias Alias name
-- @field #boolean debug Debug flag
-- @field #table trucklist List of (alive) #AMMOTRUCK.data trucks
-- @field #table targetlist List of (alive) #AMMOTRUCK.data artillery
-- @field #number coalition Coalition this is for
-- @field Core.Set#SET_GROUP truckset SET of trucks
-- @field Core.Set#SET_GROUP targetset SET of artillery
-- @field #table remunitionqueue List of (alive) #AMMOTRUCK.data artillery to be reloaded
-- @field #table waitingtargets List of (alive) #AMMOTRUCK.data artillery waiting
-- @field #number ammothreshold Threshold (min) ammo before sending a truck
-- @field #number remunidist Max distance trucks will go
-- @field #number monitor Monitor interval in seconds
-- @field #number unloadtime Unload time in seconds
-- @field #number waitingtime Max waiting time in seconds
-- @field #boolean routeonroad Route truck on road if true (default)
-- @field #number reloads Number of reloads a single truck can do before he must return home
-- @extends Core.FSM#FSM
--- *Amateurs talk about tactics, but professionals study logistics.* - General Robert H Barrow, USMC
--
-- Simple Class to re-arm your artillery with trucks.
--
-- #AMMOTRUCK
--
-- * Controls a SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition.
--
-- ## 1 The AMMOTRUCK concept
--
-- A SET\_GROUP of trucks which will re-arm a SET\_GROUP of artillery groups when they run out of ammunition. They will be based on a
-- homebase and drive from there to the artillery groups and then back home.
-- Trucks are the **only known in-game mechanic** to re-arm artillery and other units in DCS. Working units are e.g.: M-939 (blue), Ural-375 and ZIL-135 (both red).
--
-- ## 2 Set-up
--
-- Define a set of trucks and a set of artillery:
--
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
--
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
--
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
--
-- ## 2 Options and their default values
--
-- ammotruck.ammothreshold = 5 -- send a truck when down to this many rounds
-- ammotruck.remunidist = 20000 -- 20km - send trucks max this far from home
-- ammotruck.unloadtime = 600 -- 10 minutes - min time to unload ammunition
-- ammotruck.waitingtime = 1800 -- 30 mintes - wait max this long until remunition is done
-- ammotruck.monitor = -60 -- 1 minute - AMMOTRUCK checks run every one minute
-- ammotruck.routeonroad = true -- Trucks will **try** to drive on roads
-- ammotruck.usearmygroup = false -- If true, will make use of ARMYGROUP in the background (if used in DEV branch)
-- ammotruck.reloads = 5 -- Maxn re-arms a truck can do before he needs to go home and restock. Set to -1 for unlimited
--
-- ## 3 FSM Events to shape mission
--
-- Truck has been sent off:
--
-- function ammotruck:OnAfterRouteTruck(From, Event, To, Truckdata, Aridata)
-- ...
-- end
--
-- Truck has arrived:
--
-- function ammotruck:OnAfterTruckArrived(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is unloading:
--
-- function ammotruck:OnAfterTruckUnloading(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is returning home:
--
-- function ammotruck:OnAfterTruckReturning(From, Event, To, Truckdata)
-- ...
-- end
--
-- Truck is arrived at home:
--
-- function ammotruck:OnAfterTruckHome(From, Event, To, Truckdata)
-- ...
-- end
--
-- @field #AMMOTRUCK
AMMOTRUCK = {
ClassName = "AMMOTRUCK",
lid = "",
version = "0.0.12",
alias = "",
debug = false,
trucklist = {},
targetlist = {},
coalition = nil,
truckset = nil,
targetset = nil,
remunitionqueue = {},
waitingtargets = {},
ammothreshold = 5,
remunidist = 20000,
monitor = -60,
unloadtime = 600,
waitingtime = 1800,
routeonroad = true,
reloads = 5,
}
---
-- @type AMMOTRUCK.State
AMMOTRUCK.State = {
IDLE = "idle",
DRIVING = "driving",
ARRIVED = "arrived",
UNLOADING = "unloading",
RETURNING = "returning",
WAITING = "waiting",
RELOADING = "reloading",
OUTOFAMMO = "outofammo",
REQUESTED = "requested",
}
---
--@type AMMOTRUCK.data
--@field Wrapper.Group#GROUP group
--@field #string name
--@field #AMMOTRUCK.State statusquo
--@field #number timestamp
--@field #number ammo
--@field Core.Point#COORDINATE coordinate
--@field #string targetname
--@field Wrapper.Group#GROUP targetgroup
--@field Core.Point#COORDINATE targetcoordinate
--@field #number reloads
---
-- @param #AMMOTRUCK self
-- @param Core.Set#SET_GROUP Truckset Set of truck groups
-- @param Core.Set#SET_GROUP Targetset Set of artillery groups
-- @param #number Coalition Coalition
-- @param #string Alias Alias Name
-- @param Core.Zone#ZONE Homezone Home, return zone for trucks
-- @return #AMMOTRUCK self
-- @usage
-- Define a set of trucks and a set of artillery:
-- local truckset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Ammo Truck"):FilterStart()
-- local ariset = SET_GROUP:New():FilterCoalitions("blue"):FilterActive(true):FilterCategoryGround():FilterPrefixes("Artillery"):FilterStart()
--
-- Create an AMMOTRUCK object to take care of the artillery using the trucks, with a homezone:
-- local ammotruck = AMMOTRUCK:New(truckset,ariset,coalition.side.BLUE,"Logistics",ZONE:FindByName("HomeZone")
function AMMOTRUCK:New(Truckset,Targetset,Coalition,Alias,Homezone)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, FSM:New()) -- #AMMOTRUCK
self.truckset = Truckset -- Core.Set#SET_GROUP
self.targetset = Targetset -- Core.Set#SET_GROUP
self.coalition = Coalition -- #number
self.alias = Alias -- #string
self.debug = false
self.remunitionqueue = {}
self.trucklist = {}
self.targetlist = {}
self.ammothreshold = 5
self.remunidist = 20000
self.homezone = Homezone -- Core.Zone#ZONE
self.waitingtime = 1800
self.usearmygroup = false
self.hasarmygroup = false
-- Log id.
self.lid=string.format("AMMOTRUCK %s | %s | ", self.version, self.alias)
self:SetStartState("Stopped")
self:AddTransition("Stopped", "Start", "Running")
self:AddTransition("*", "Monitor", "*")
self:AddTransition("*", "RouteTruck", "*")
self:AddTransition("*", "TruckArrived", "*")
self:AddTransition("*", "TruckUnloading", "*")
self:AddTransition("*", "TruckReturning", "*")
self:AddTransition("*", "TruckHome", "*")
self:AddTransition("*", "Stop", "Stopped")
self:__Start(math.random(5,10))
self:I(self.lid .. "Started")
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Stop". Stops the AMMOTRUCK and all its event handlers.
-- @function [parent=#AMMOTRUCK] Stop
-- @param #AMMOTRUCK self
--- Triggers the FSM event "Stop" after a delay. Stops the AMMOTRUCK and all its event handlers.
-- @function [parent=#AMMOTRUCK] __Stop
-- @param #AMMOTRUCK self
-- @param #number delay Delay in seconds.
--- On after "RouteTruck" event.
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
-- @param #AMMOTRUCK.data Artillery
--- On after "TruckUnloading" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckUnloading
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "TruckReturning" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckReturning
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "RouteTruck" event.
-- @function [parent=#AMMOTRUCK] OnAfterRouteTruck
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
--- On after "TruckHome" event.
-- @function [parent=#AMMOTRUCK] OnAfterTruckHome
-- @param #AMMOTRUCK self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AMMOTRUCK.data Truck
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckDrivingTrucks(dataset)
self:T(self.lid .. " CheckDrivingTrucks")
local data = dataset
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see if we arrived at destination
local coord = truck.group:GetCoordinate()
local tgtcoord = truck.targetcoordinate
local dist = coord:Get2DDistance(tgtcoord)
if dist <= 150 then
-- arrived
truck.statusquo = AMMOTRUCK.State.ARRIVED
truck.timestamp = timer.getAbsTime()
truck.coordinate = coord
self:__TruckArrived(1,truck)
end
-- still driving?
local Tnow = timer.getAbsTime()
if Tnow - truck.timestamp > 30 then
local group = truck.group
if self.usearmygroup then
group = truck.group:GetGroup()
end
local currspeed = group:GetVelocityKMH()
if truck.lastspeed then
if truck.lastspeed == 0 and currspeed == 0 then
self:T(truck.group:GetName().." Is not moving!")
-- try and move it
truck.timestamp = timer.getAbsTime()
if self.routeonroad then
group:RouteGroundOnRoad(truck.targetcoordinate,30,2,"Vee")
else
group:RouteGroundTo(truck.targetcoordinate,30,"Vee",2)
end
end
truck.lastspeed = currspeed
else
truck.lastspeed = currspeed
truck.timestamp = timer.getAbsTime()
end
self:I({truck=truck.group:GetName(),currspeed=currspeed,lastspeed=truck.lastspeed})
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param Wrapper.Group#GROUP Group
-- @return #AMMOTRUCK self
function AMMOTRUCK:GetAmmoStatus(Group)
local ammotot, shells, rockets, bombs, missiles, narti = Group:GetAmmunition()
return rockets+missiles+narti
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckWaitingTargets(dataset)
self:T(self.lid .. " CheckWaitingTargets")
local data = dataset
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see how long we're waiting - maybe ammo truck is dead?
local Tnow = timer.getAbsTime()
local Tdiff = Tnow - truck.timestamp
if Tdiff > self.waitingtime then
local hasammo = self:GetAmmoStatus(truck.group)
if hasammo <= self.ammothreshold then
truck.statusquo = AMMOTRUCK.State.OUTOFAMMO
else
truck.statusquo = AMMOTRUCK.State.IDLE
end
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckReturningTrucks(dataset)
self:T(self.lid .. " CheckReturningTrucks")
local data = dataset
local tgtcoord = self.homezone:GetCoordinate()
local radius = self.homezone:GetRadius()
for _,_data in pairs (data) do
local truck = _data -- #AMMOTRUCK.data
-- see if we arrived at destination
local coord = truck.group:GetCoordinate()
local dist = coord:Get2DDistance(tgtcoord)
self:T({name=truck.name,radius=radius,distance=dist})
if dist <= radius then
-- arrived
truck.statusquo = AMMOTRUCK.State.IDLE
truck.timestamp = timer.getAbsTime()
truck.coordinate = coord
truck.reloads = self.reloads or 5
self:__TruckHome(1,truck)
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string name Artillery group name to find
-- @return #AMMOTRUCK.data Data
function AMMOTRUCK:FindTarget(name)
self:T(self.lid .. " FindTarget")
local data = nil
local dataset = self.targetlist
for _,_entry in pairs(dataset) do
local entry = _entry -- #AMMOTRUCK.data
if entry.name == name then
data = entry
break
end
end
return data
end
---
-- @param #AMMOTRUCK self
-- @param #string name Truck group name to find
-- @return #AMMOTRUCK.data Data
function AMMOTRUCK:FindTruck(name)
self:T(self.lid .. " FindTruck")
local data = nil
local dataset = self.trucklist
for _,_entry in pairs(dataset) do
local entry = _entry -- #AMMOTRUCK.data
if entry.name == name then
data = entry
break
end
end
return data
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckArrivedTrucks(dataset)
self:T(self.lid .. " CheckArrivedTrucks")
local data = dataset
for _,_data in pairs (data) do
-- set to unloading
local truck = _data -- #AMMOTRUCK.data
truck.statusquo = AMMOTRUCK.State.UNLOADING
truck.timestamp = timer.getAbsTime()
self:__TruckUnloading(2,truck)
-- set target to reloading
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
if aridata then
aridata.statusquo = AMMOTRUCK.State.RELOADING
aridata.timestamp = timer.getAbsTime()
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #table dataset table of #AMMOTRUCK.data entries
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckUnloadingTrucks(dataset)
self:T(self.lid .. " CheckUnloadingTrucks")
local data = dataset
for _,_data in pairs (data) do
-- check timestamp
local truck = _data -- #AMMOTRUCK.data
local Tnow = timer.getAbsTime()
local Tpassed = Tnow - truck.timestamp
local hasammo = self:GetAmmoStatus(truck.targetgroup)
if Tpassed > self.unloadtime and hasammo > self.ammothreshold then
truck.statusquo = AMMOTRUCK.State.RETURNING
truck.timestamp = timer.getAbsTime()
self:__TruckReturning(2,truck)
-- set target to reloaded
local aridata = self:FindTarget(truck.targetname) -- #AMMOTRUCK.data
if aridata then
aridata.statusquo = AMMOTRUCK.State.IDLE
aridata.timestamp = timer.getAbsTime()
end
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckTargetsAlive()
self:T(self.lid .. " CheckTargetsAlive")
local arilist = self.targetlist
for _,_ari in pairs(arilist) do
local ari = _ari -- #AMMOTRUCK.data
if ari.group and ari.group:IsAlive() then
-- everything fine
else
-- ari dead
self.targetlist[ari.name] = nil
end
end
-- new arrivals?
local aritable = self.targetset:GetSetObjects() --#table
for _,_ari in pairs(aritable) do
local ari = _ari -- Wrapper.Group#GROUP
if ari and ari:IsAlive() and not self.targetlist[ari:GetName()] then
local name = ari:GetName()
local newari = {} -- #AMMOTRUCK.data
newari.name = name
newari.group = ari
newari.statusquo = AMMOTRUCK.State.IDLE
newari.timestamp = timer.getAbsTime()
newari.coordinate = ari:GetCoordinate()
local hasammo = self:GetAmmoStatus(ari)
--newari.ammo = ari:GetAmmunition()
newari.ammo = hasammo
self.targetlist[name] = newari
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @return #AMMOTRUCK self
function AMMOTRUCK:CheckTrucksAlive()
self:T(self.lid .. " CheckTrucksAlive")
local trucklist = self.trucklist
for _,_truck in pairs(trucklist) do
local truck = _truck -- #AMMOTRUCK.data
if truck.group and truck.group:IsAlive() then
-- everything fine
else
-- truck dead
local tgtname = truck.targetname
local targetdata = self:FindTarget(tgtname) -- #AMMOTRUCK.data
if targetdata then
if targetdata.statusquo ~= AMMOTRUCK.State.IDLE then
targetdata.statusquo = AMMOTRUCK.State.IDLE
end
end
self.trucklist[truck.name] = nil
end
end
-- new arrivals?
local trucktable = self.truckset:GetSetObjects() --#table
for _,_truck in pairs(trucktable) do
local truck = _truck -- Wrapper.Group#GROUP
if truck and truck:IsAlive() and not self.trucklist[truck:GetName()] then
local name = truck:GetName()
local newtruck = {} -- #AMMOTRUCK.data
newtruck.name = name
newtruck.group = truck
if self.hasarmygroup then
-- is (not) already ARMYGROUP?
if truck.ClassName and truck.ClassName == "GROUP" then
local trucker = ARMYGROUP:New(truck)
trucker:Activate()
newtruck.group = trucker
end
end
newtruck.statusquo = AMMOTRUCK.State.IDLE
newtruck.timestamp = timer.getAbsTime()
newtruck.coordinate = truck:GetCoordinate()
newtruck.reloads = self.reloads or 5
self.trucklist[name] = newtruck
end
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterStart(From, Event, To)
self:T({From, Event, To})
if ARMYGROUP and self.usearmygroup then
self.hasarmygroup = true
else
self.hasarmygroup = false
end
if self.debug then
BASE:TraceOn()
BASE:TraceClass("AMMOTRUCK")
end
self:CheckTargetsAlive()
self:CheckTrucksAlive()
self:__Monitor(-30)
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterMonitor(From, Event, To)
self:T({From, Event, To})
self:CheckTargetsAlive()
self:CheckTrucksAlive()
-- update ammo state
local remunition = false
local remunitionqueue = {}
local waitingtargets = {}
for _,_ari in pairs(self.targetlist) do
local data = _ari -- #AMMOTRUCK.data
if data.group and data.group:IsAlive() then
data.ammo = self:GetAmmoStatus(data.group)
data.timestamp = timer.getAbsTime()
local text = string.format("Ari %s | Ammo %d | State %s",data.name,data.ammo,data.statusquo)
self:T(text)
if data.ammo <= self.ammothreshold and (data.statusquo == AMMOTRUCK.State.IDLE or data.statusquo == AMMOTRUCK.State.OUTOFAMMO) then
-- add to remu queue
data.statusquo = AMMOTRUCK.State.OUTOFAMMO
remunitionqueue[#remunitionqueue+1] = data
remunition = true
elseif data.statusquo == AMMOTRUCK.State.WAITING then
waitingtargets[#waitingtargets+1] = data
end
else
self.targetlist[data.name] = nil
end
end
-- sort trucks in buckets
local idletrucks = {}
local drivingtrucks = {}
local unloadingtrucks = {}
local arrivedtrucks = {}
local returningtrucks = {}
local found = false
for _,_truckdata in pairs(self.trucklist) do
local data = _truckdata -- #AMMOTRUCK.data
if data.group and data.group:IsAlive() then
-- check state
local text = string.format("Truck %s | State %s",data.name,data.statusquo)
self:T(text)
if data.statusquo == AMMOTRUCK.State.IDLE then
idletrucks[#idletrucks+1] = data
found = true
elseif data.statusquo == AMMOTRUCK.State.DRIVING then
drivingtrucks[#drivingtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.ARRIVED then
arrivedtrucks[#arrivedtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.UNLOADING then
unloadingtrucks[#unloadingtrucks+1] = data
elseif data.statusquo == AMMOTRUCK.State.RETURNING then
returningtrucks[#returningtrucks+1] = data
if data.reloads > 0 or data.reloads == -1 then
idletrucks[#idletrucks+1] = data
found = true
end
end
else
self.truckset[data.name] = nil
end
end
-- see if we can/need route one
local n=0
if found and remunition then
-- match
--local match = false
for _,_truckdata in pairs(idletrucks) do
local truckdata = _truckdata -- #AMMOTRUCK.data
local truckcoord = truckdata.group:GetCoordinate() -- Core.Point#COORDINATE
for _,_aridata in pairs(remunitionqueue) do
local aridata = _aridata -- #AMMOTRUCK.data
local aricoord = aridata.coordinate
local distance = truckcoord:Get2DDistance(aricoord)
if distance <= self.remunidist and aridata.statusquo == AMMOTRUCK.State.OUTOFAMMO and n <= #idletrucks then
n = n + 1
aridata.statusquo = AMMOTRUCK.State.REQUESTED
self:__RouteTruck(n*5,truckdata,aridata)
break
end
end
end
end
-- check driving trucks
if #drivingtrucks > 0 then
self:CheckDrivingTrucks(drivingtrucks)
end
-- check arrived trucks
if #arrivedtrucks > 0 then
self:CheckArrivedTrucks(arrivedtrucks)
end
-- check unloading trucks
if #unloadingtrucks > 0 then
self:CheckUnloadingTrucks(unloadingtrucks)
end
-- check returningtrucks trucks
if #returningtrucks > 0 then
self:CheckReturningTrucks(returningtrucks)
end
-- check waiting targets
if #waitingtargets > 0 then
self:CheckWaitingTargets(waitingtargets)
end
self:__Monitor(self.monitor)
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truckdata
-- @param #AMMOTRUCK.data Aridata
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterRouteTruck(From, Event, To, Truckdata, Aridata)
self:T({From, Event, To, Truckdata.name, Aridata.name})
local truckdata = Truckdata -- #AMMOTRUCK.data
local aridata = Aridata -- #AMMOTRUCK.data
local tgtgrp = aridata.group
local tgtzone = ZONE_GROUP:New(aridata.name,tgtgrp,30)
local tgtcoord = tgtzone:GetRandomCoordinate(15)
if self.hasarmygroup then
local mission = AUFTRAG:NewONGUARD(tgtcoord)
local oldmission = truckdata.group:GetMissionCurrent()
if oldmission then oldmission:Cancel() end
mission:SetTime(5)
mission:SetTeleport(false)
truckdata.group:AddMission(mission)
elseif self.routeonroad then
truckdata.group:RouteGroundOnRoad(tgtcoord,30)
else
truckdata.group:RouteGroundTo(tgtcoord,30)
end
truckdata.statusquo = AMMOTRUCK.State.DRIVING
truckdata.targetgroup = tgtgrp
truckdata.targetname = aridata.name
truckdata.targetcoordinate = tgtcoord
aridata.statusquo = AMMOTRUCK.State.WAITING
aridata.timestamp = timer.getAbsTime()
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truckdata
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterTruckUnloading(From, Event, To, Truckdata)
local m = MESSAGE:New("Truck "..Truckdata.name.." unloading!",15,"AmmoTruck"):ToCoalitionIf(self.coalition,self.debug)
local truck = Truckdata -- Functional.AmmoTruck#AMMOTRUCK.data
local coord = truck.group:GetCoordinate()
local heading = truck.group:GetHeading()
heading = heading < 180 and (360-heading) or (heading - 180)
local cid = self.coalition == coalition.side.BLUE and country.id.USA or country.id.RUSSIA
cid = self.coalition == coalition.side.NEUTRAL and country.id.UN_PEACEKEEPERS or cid
local ammo = {}
for i=1,5 do
ammo[i] = SPAWNSTATIC:NewFromType("ammo_cargo","Cargos",cid)
:InitCoordinate(coord:Translate((15+((i-1)*4)),heading))
:Spawn(0,"AmmoCrate-"..math.random(1,10000))
end
local function destroyammo(ammo)
for _,_crate in pairs(ammo) do
_crate:Destroy(false)
end
end
local scheduler = SCHEDULER:New(nil,destroyammo,{ammo},self.waitingtime)
-- one reload less
if truck.reloads ~= -1 then
truck.reloads = truck.reloads - 1
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param #AMMOTRUCK.data Truck
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterTruckReturning(From, Event, To, Truck)
self:T({From, Event, To, Truck.name})
-- route home
local truckdata = Truck -- #AMMOTRUCK.data
local tgtzone = self.homezone
local tgtcoord = tgtzone:GetRandomCoordinate()
if self.hasarmygroup then
local mission = AUFTRAG:NewONGUARD(tgtcoord)
local oldmission = truckdata.group:GetMissionCurrent()
if oldmission then oldmission:Cancel() end
mission:SetTime(5)
mission:SetTeleport(false)
truckdata.group:AddMission(mission)
elseif self.routeonroad then
truckdata.group:RouteGroundOnRoad(tgtcoord,30,1,"Cone")
else
truckdata.group:RouteGroundTo(tgtcoord,30,"Cone",1)
end
return self
end
---
-- @param #AMMOTRUCK self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AMMOTRUCK self
function AMMOTRUCK:onafterStop(From, Event, To)
self:T({From, Event, To})
return self
end
+151 -146
View File
@@ -30,7 +30,7 @@
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ====
-- @module Functional.Arty
-- @module Functional.Artillery
-- @image Artillery.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -73,7 +73,7 @@
-- @field Core.Point#COORDINATE RearmingPlaceCoord Coordinates of the rearming place. If the place is more than 100 m away from the ARTY group, the group will go there.
-- @field #boolean RearmingArtyOnRoad If true, ARTY group will move to rearming place using mainly roads. Default false.
-- @field Core.Point#COORDINATE InitialCoord Initial coordinates of the ARTY group.
-- @field #boolean report Arty group sends messages about their current state or target to its coaliton.
-- @field #boolean report Arty group sends messages about their current state or target to its coalition.
-- @field #table ammoshells Table holding names of the shell types which are included when counting the ammo. Default is {"weapons.shells"} which include most shells.
-- @field #table ammorockets Table holding names of the rocket types which are included when counting the ammo. Default is {"weapons.nurs"} which includes most unguided rockets.
-- @field #table ammomissiles Table holding names of the missile types which are included when counting the ammo. Default is {"weapons.missiles"} which includes some guided missiles.
@@ -103,12 +103,13 @@
-- @field #number coalition The coalition of the arty group.
-- @field #boolean respawnafterdeath Respawn arty group after all units are dead.
-- @field #number respawndelay Respawn delay in seconds.
-- @field #number dtTrack Time interval in seconds for weapon tracking.
-- @extends Core.Fsm#FSM_CONTROLLABLE
--- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
-- interact with the process at certain events or states.
--
-- A new ARTY object can be created with the @{#ARTY.New}(*group*) contructor.
-- A new ARTY object can be created with the @{#ARTY.New}(*group*) constructor.
-- The parameter *group* has to be a MOOSE Group object and defines ARTY group.
--
-- The ARTY FSM process can be started by the @{#ARTY.Start}() command.
@@ -146,7 +147,7 @@
-- When a new target is assigned via the @{#ARTY.AssignTargetCoord}() function (see below), the **NewTarget** event is triggered.
--
-- ## Assigning Targets
-- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultanioulsly and are put into a queue.
-- Assigning targets is a central point of the ARTY class. Multiple targets can be assigned simultaneously and are put into a queue.
-- Of course, targets can be added at any time during the mission. For example, once they are detected by a reconnaissance unit.
--
-- In order to add a target, the function @{#ARTY.AssignTargetCoord}(*coord*, *prio*, *radius*, *nshells*, *maxengage*, *time*, *weapontype*, *name*) has to be used.
@@ -161,7 +162,7 @@
-- * *maxengage*: Number of times a target is engaged.
-- * *time*: Time of day the engagement is schedule in the format "hh:mm:ss" for hh=hours, mm=minutes, ss=seconds.
-- For example "10:15:35". In the case the attack will be executed at a quarter past ten in the morning at the day the mission started.
-- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denots the following day.
-- If the engagement should start on the following day the format can be specified as "10:15:35+1", where the +1 denotes the following day.
-- This is useful for longer running missions or if the mission starts at 23:00 hours and the attack should be scheduled at 01:00 hours on the following day.
-- Of course, later days are also possible by appending "+2", "+3", etc.
-- **Note** that the time has to be given as a string. So the enclosing quotation marks "" are important.
@@ -179,7 +180,7 @@
-- Let's first consider the case that none of the targets is scheduled to be executed at a certain time (*time*=nil).
-- The ARTY group will first engage the target with higher priority (*prio*=10). After the engagement is finished, the target with lower priority is attacked.
-- This is because the target with lower prio has been attacked one time less. After the attack on the lower priority task is finished and both targets
-- have been engaged equally often, the target with the higher priority is engaged again. This coninues until a target has engaged three times.
-- have been engaged equally often, the target with the higher priority is engaged again. This continues until a target has engaged three times.
-- Once the maximum number of engagements is reached, the target is deleted from the queue.
--
-- In other words, the queue is first sorted with respect to the number of engagements and targets with the same number of engagements are sorted with
@@ -190,7 +191,7 @@
-- As mentioned above, targets can be engaged at a specific time of the day via the *time* parameter.
--
-- If the *time* parameter is specified for a target, the first engagement of that target will happen at that time of the day and not before.
-- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specifed time.
-- This also applies when multiple engagements are requested via the *maxengage* parameter. The first attack will not happen before the specified time.
-- When that timed attack is finished, the *time* parameter is deleted and the remaining engagements are carried out in the same manner as for untimed targets (described above).
--
-- Of course, it can happen that a scheduled task should be executed at a time, when another target is already under attack.
@@ -201,7 +202,7 @@
--
-- ## Determining the Amount of Ammo
--
-- In order to determin when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted.
-- In order to determine when a unit is out of ammo and possible initiate the rearming process it is necessary to know which types of weapons have to be counted.
-- For most artillery unit types, this is simple because they only have one type of weapon and hence ammunition.
--
-- However, there are more complex scenarios. For example, naval units carry a big arsenal of different ammunition types ranging from various cannon shell types
@@ -217,7 +218,7 @@
-- **Note** that the default parameters "weapons.shells", "weapons.nurs", "weapons.missiles" **should in priciple** capture all the corresponding ammo types.
-- However, the logic searches for the string "weapon.missies" in the ammo type. Especially for missiles, this string is often not contained in the ammo type descriptor.
--
-- One way to determin which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}().
-- One way to determine which types of ammo the unit carries, one can use the debug mode of the arty class via @{#ARTY.SetDebugON}().
-- In debug mode, the all ammo types of the group are printed to the monitor as message and can be found in the DCS.log file.
--
-- ## Employing Selected Weapons
@@ -274,7 +275,7 @@
--
-- ## Simulated Weapons
--
-- In addtion to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated.
-- In addition to the standard weapons a group has available some special weapon types that are not possible to use in the native DCS environment are simulated.
--
-- ### Tactical Nukes
--
@@ -283,9 +284,9 @@
--
-- By default, they group does not have any nukes available. To give the group the ability the function @{#ARTY.SetTacNukeShells}(*n*) can be used.
-- This supplies the group with *n* nuclear shells, where *n* is restricted to the number of conventional shells the group can carry.
-- Note that the group must always have convenctional shells left in order to fire a nuclear shell.
-- Note that the group must always have conventional shells left in order to fire a nuclear shell.
--
-- The default explostion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT.
-- The default explosion strength is 0.075 kilo tons TNT. The can be changed with the @{#ARTY.SetTacNukeWarhead}(*strength*), where *strength* is given in kilo tons TNT.
--
-- ### Illumination Shells
--
@@ -301,12 +302,12 @@
--
-- ### Smoke Shells
--
-- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The numer of smoke shells the group has available is set by the function
-- In a similar way to illumination shells, ARTY groups can also employ smoke shells. The number of smoke shells the group has available is set by the function
-- @{#ARTY.SetSmokeShells}(*n*, *color*), where *n* is the number of shells and *color* defines the smoke color. Default is SMOKECOLOR.Red.
--
-- The weapon type to be used in the @{#ARTY.AssignTargetCoord}() function is *ARTY.WeaponType.SmokeShells*.
--
-- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the speficied color is triggered at that position.
-- The explosive shell the group fired is destroyed shortly before its impact on the ground and smoke of the specified color is triggered at that position.
--
--
-- ## Assignments via Markers on F10 Map
@@ -320,15 +321,15 @@
-- ### Target Assignments
-- A new target can be assigned by writing **arty engage** in the marker text.
-- This is followed by a **comma separated list** of (optional) keywords and parameters.
-- First, it is important to address the ARTY group or groups that should engage. This can be done in numrous ways. The keywords are *battery*, *alias*, *cluster*.
-- First, it is important to address the ARTY group or groups that should engage. This can be done in numerous ways. The keywords are *battery*, *alias*, *cluster*.
-- It is also possible to address all ARTY groups by the keyword *everyone* or *allbatteries*. These two can be used synonymously.
-- **Note that**, if no battery is assigned nothing will happen.
--
-- * *everyone* or *allbatteries* The target is assigned to all batteries.
-- * *battery* Name of the ARTY group that the target is assigned to. Note that **the name is case sensitive** and has to be given in quotation marks. Default is all ARTY groups of the right coalition.
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
-- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement.
-- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement.
-- * *time* Time for which which the engagement is schedules, e.g. 08:42. Default is as soon as possible.
-- * *prio* Priority of the engagement as number between 1 (high prio) and 100 (low prio). Default is 50, i.e. medium priority.
-- * *shots* Number of shots (shells, rockets or missiles) fired at each engagement. Default is 5.
@@ -353,8 +354,8 @@
-- arty engage, battery "Paladin Alpha", weapon nukes, shots 1, time 20:15
-- arty engage, battery "Horwitzer 1", lldms 41:51:00N 41:47:58E
--
-- Note that the keywords and parameters are *case insensitve*. Only exception are the battery, alias and cluster names.
-- These must be exactly the same as the names of the goups defined in the mission editor or the aliases and cluster names defined in the script.
-- Note that the keywords and parameters are *case insensitive*. Only exception are the battery, alias and cluster names.
-- These must be exactly the same as the names of the groups defined in the mission editor or the aliases and cluster names defined in the script.
--
-- ### Relocation Assignments
--
@@ -363,11 +364,11 @@
-- * *time* Time for which which the relocation/move is schedules, e.g. 08:42. Default is as soon as possible.
-- * *speed* The speed in km/h the group will drive at. Default is 70% of its max possible speed.
-- * *on road* Group will use mainly roads. Default is off, i.e. it will go in a straight line from its current position to the assigned coordinate.
-- * *canceltarget* Group will cancel all running firing engagements and immidiately start to move. Default is that group will wait until is current assignment is over.
-- * *canceltarget* Group will cancel all running firing engagements and immediately start to move. Default is that group will wait until is current assignment is over.
-- * *battery* Name of the ARTY group that the relocation is assigned to.
-- * *alias* Alias of the ARTY group that the target is assigned to. The alias is **case sensitive** and needs to be in quotation marks.
-- * *cluster* The cluster of ARTY groups that is addessed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifing the correct number will trigger an engagement.
-- * *cluster* The cluster of ARTY groups that is addressed. Clusters can be defined by the function @{#ARTY.AddToCluster}(*clusters*). Names are **case sensitive** and need to be in quotation marks.
-- * *key* A number to authorize the target assignment. Only specifying the correct number will trigger an engagement.
-- * *lldms* Specify the coordinates in Lat/Long degrees, minutes and seconds format. The actual location of the marker is unimportant. The group will move to the coordinates given in the lldms keyword.
-- Format is DD:MM:SS[N,S] DD:MM:SS[W,E]. See example below.
-- * *readonly* Marker cannot be deleted by users any more. Hence, assignment cannot be cancelled by removing the marker.
@@ -410,12 +411,12 @@
--
-- A few options can be set by marks. The corresponding keyword is **arty set**. This can be used to define the rearming place and group for a battery.
--
-- To set the reamring place of a group at the marker position type
-- To set the rearming place of a group at the marker position type
-- arty set, battery "Paladin Alpha", rearming place
--
-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
-- Note that the name of the rearming group has to be given in quotation marks and spellt exactly as the group name defined in the mission editor.
-- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor.
--
-- ## Transporting
--
@@ -693,7 +694,7 @@ ARTY.db={
--- Arty script version.
-- @field #string version
ARTY.version="1.2.0"
ARTY.version="1.3.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -801,6 +802,9 @@ function ARTY:New(group, alias)
else
self.ismobile=false
end
-- Set track time interval.
self.dtTrack=0.2
-- Set speed to 0.7 of maximum.
self.Speed=self.SpeedMax * 0.7
@@ -1497,6 +1501,15 @@ function ARTY:SetStatusInterval(interval)
return self
end
--- Set time interval for weapon tracking.
-- @param #ARTY self
-- @param #number interval Time interval in seconds. Default 0.2 seconds.
-- @return self
function ARTY:SetTrackInterval(interval)
self.dtTrack=interval or 0.2
return self
end
--- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed.
-- @param #ARTY self
-- @param #number waittime Time in seconds. Default 300 seconds.
@@ -2129,6 +2142,95 @@ end
-- Event Handling
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Function called during tracking of weapon.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #ARTY self ARTY object.
-- @param #ARTY.Target target Target of the weapon.
function ARTY._FuncTrack(weapon, self, target)
-- Coordinate and distance to target.
local _coord=weapon.coordinate
local _dist=_coord:Get2DDistance(target.coord)
local _destroyweapon=false
-- Debug
self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
if target.weapontype==ARTY.WeaponType.IlluminationShells then
-- Check if within distace.
if _dist<target.radius then
-- Get random coordinate within certain radius of the target.
local _cr=target.coord:GetRandomCoordinateInRadius(target.radius)
-- Get random altitude over target.
local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
-- Adjust explosion height of coordinate.
local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
-- Create illumination flare.
_ci:IlluminationBomb(self.illuPower)
-- Destroy actual shell.
_destroyweapon=true
end
elseif target.weapontype==ARTY.WeaponType.SmokeShells then
if _dist<target.radius then
-- Get random coordinate within a certain radius.
local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Fire smoke at this coordinate.
_cr:Smoke(self.smokeColor)
-- Destroy actual shell.
_destroyweapon=true
end
end
if _destroyweapon then
self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
-- Destroy weapon and stop timer.
weapon:Destroy()
-- No more tracking.
weapon.tracking=false
end
end
--- Function called after impact of weapon.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #ARTY self ARTY object.
-- @param #ARTY.Target target Target of the weapon.
function ARTY._FuncImpact(weapon, self, target)
-- Debug info.
self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
-- Get impact coordinate.
local _impactcoord=weapon:GetImpactCoordinate()
-- Create a "nuclear" explosion and blast at the impact point.
if target.weapontype==ARTY.WeaponType.TacticalNukes then
self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
--SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
self:ScheduleOnce(1.0, ARTY._NuclearBlast, self, _impactcoord)
end
end
--- Eventhandler for shot event.
-- @param #ARTY self
-- @param Core.Event#EVENTDATA EventData
@@ -2162,128 +2264,32 @@ function ARTY:OnEventShot(EventData)
self:T(self.lid..text)
MESSAGE:New(text, 5):Clear():ToAllIf(self.report or self.Debug)
-- Last known position of the weapon fired.
local _lastpos={x=0, y=0, z=0}
--- Track the position of the weapon if it is supposed to model a tac nuke, illumination or smoke shell.
-- @param #table _weapon
local function _TrackWeapon(_data)
-- When the pcall status returns false the weapon has hit.
local _weaponalive,_currpos = pcall(
function()
return _data.weapon:getPoint()
end)
-- Debug
self:T3(self.lid..string.format("ARTY %s: Weapon still in air: %s", self.groupname, tostring(_weaponalive)))
-- Destroy weapon before impact.
local _destroyweapon=false
if _weaponalive then
-- Update last position.
_lastpos={x=_currpos.x, y=_currpos.y, z=_currpos.z}
-- Coordinate and distance to target.
local _coord=COORDINATE:NewFromVec3(_lastpos)
local _dist=_coord:Get2DDistance(_data.target.coord)
-- Debug
self:T3(self.lid..string.format("ARTY %s weapon to target dist = %d m", self.groupname,_dist))
if _data.target.weapontype==ARTY.WeaponType.IlluminationShells then
-- Check if within distace.
if _dist<_data.target.radius then
-- Get random coordinate within certain radius of the target.
local _cr=_data.target.coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Get random altitude over target.
local _alt=_cr:GetLandHeight()+math.random(self.illuMinalt, self.illuMaxalt)
-- Adjust explosion height of coordinate.
local _ci=COORDINATE:New(_cr.x,_alt,_cr.z)
-- Create illumination flare.
_ci:IlluminationBomb(self.illuPower)
-- Destroy actual shell.
_destroyweapon=true
end
elseif _data.target.weapontype==ARTY.WeaponType.SmokeShells then
if _dist<_data.target.radius then
-- Get random coordinate within a certain radius.
local _cr=_coord:GetRandomCoordinateInRadius(_data.target.radius)
-- Fire smoke at this coordinate.
_cr:Smoke(self.smokeColor)
-- Destroy actual shell.
_destroyweapon=true
end
end
if _destroyweapon then
self:T2(self.lid..string.format("ARTY %s destroying shell, stopping timer.", self.groupname))
-- Destroy weapon and stop timer.
_data.weapon:destroy()
return nil
else
-- TODO: Make dt input parameter.
local dt=0.02
self:T3(self.lid..string.format("ARTY %s tracking weapon again in %.3f seconds", self.groupname, dt))
-- Check again in 0.05 seconds.
return timer.getTime() + dt
end
else
-- Get impact coordinate.
local _impactcoord=COORDINATE:NewFromVec3(_lastpos)
self:I(self.lid..string.format("ARTY %s weapon NOT ALIVE any more.", self.groupname))
-- Create a "nuclear" explosion and blast at the impact point.
if _data.target.weapontype==ARTY.WeaponType.TacticalNukes then
self:T(self.lid..string.format("ARTY %s triggering nuclear explosion in one second.", self.groupname))
SCHEDULER:New(nil, ARTY._NuclearBlast, {self,_impactcoord}, 1.0)
end
-- Stop timer.
return nil
end
end
-- Start track the shell if we want to model a tactical nuke.
local _tracknuke = self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes and self.Nukes>0
local _trackillu = self.currentTarget.weapontype==ARTY.WeaponType.IlluminationShells and self.Nillu>0
local _tracksmoke = self.currentTarget.weapontype==ARTY.WeaponType.SmokeShells and self.Nsmoke>0
if _tracknuke or _trackillu or _tracksmoke then
self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
local _peter={}
_peter.weapon=EventData.weapon
_peter.target=UTILS.DeepCopy(self.currentTarget)
timer.scheduleFunction(_TrackWeapon, _peter, timer.getTime() + 2.0)
-- Debug info.
self:T(self.lid..string.format("ARTY %s: Tracking of weapon starts in two seconds.", self.groupname))
-- Create a weapon object.
local weapon=WEAPON:New(EventData.weapon)
-- Set time step for tracking.
weapon:SetTimeStepTrack(self.dtTrack)
-- Copy target. We need a copy because it might already be overwritten with the next target during flight of weapon.
local target=UTILS.DeepCopy(self.currentTarget)
-- Set callback functions.
weapon:SetFuncTrack(ARTY._FuncTrack, self, target)
weapon:SetFuncImpact(ARTY._FuncImpact, self, target)
-- Start tracking in 2 sec (arty ammo should fly a bit).
weapon:StartTrack(2)
end
-- Get current ammo.
@@ -3422,7 +3428,7 @@ function ARTY:onafterMove(Controllable, From, Event, To, move)
-- Set current move.
self.currentMove=move
-- Route group to coodinate.
-- Route group to coordinate.
self:_Move(self.Controllable, move.coord, move.speed, move.onroad)
end
@@ -3541,8 +3547,6 @@ end
function ARTY:onafterRespawn(Controllable, From, Event, To)
self:_EventFromTo("onafterRespawn", Event, From, To)
env.info("FF Respawning arty group")
local group=self.Controllable --Wrapper.Group#GROUP
-- Respawn group.
@@ -3931,9 +3935,10 @@ function ARTY:GetAmmo(display)
return nammo, nshells, nrockets, nmissiles
end
for _,unit in pairs(units) do
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
if unit then
-- Output.
local text=string.format("ARTY group %s - unit %s:\n", self.groupname, unit:GetName())
+162 -33
View File
@@ -74,6 +74,7 @@
-- @image Designation.JPG
--
-- Date: 24 Oct 2021
-- Last Update: Aug 2022
--
--- Class AUTOLASE
-- @type AUTOLASE
@@ -106,10 +107,11 @@ AUTOLASE = {
-- @field #string unitname
-- @field #string reccename
-- @field #string unittype
-- @field Core.Point#COORDINATE coordinate
--- AUTOLASE class version.
-- @field #string version
AUTOLASE.version = "0.0.11"
AUTOLASE.version = "0.1.21"
-------------------------------------------------------------------
-- Begin Functional.Autolase.lua
@@ -191,6 +193,9 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
self.SRSPath = ""
self.SRSFreq = 251
self.SRSMod = radio.modulation.AM
self.NoMenus = false
self.minthreatlevel = 0
self.blacklistattributes = {}
-- Set some string id for output to DCS.log file.
self.lid=string.format("AUTOLASE %s (%s) | ", self.alias, self.coalition and UTILS.GetCoalitionName(self.coalition) or "unknown")
@@ -206,14 +211,14 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
self:AddTransition("*", "Cancel", "*") -- Stop Autolase
-- Menu Entry
if not PilotSet then
self.Menu = MENU_COALITION_COMMAND:New(self.coalition,"Autolase",nil,self.ShowStatus,self)
else
if PilotSet then
self.usepilotset = true
self.pilotset = PilotSet
self:HandleEvent(EVENTS.PlayerEnterAircraft)
self:SetPilotMenu()
--self:SetPilotMenu()
end
--self.SetPilotMenu()
self:SetClusterAnalysis(false, false)
@@ -303,10 +308,14 @@ function AUTOLASE:SetPilotMenu()
local Unit = _unit -- Wrapper.Unit#UNIT
if Unit and Unit:IsAlive() then
local Group = Unit:GetGroup()
local lasemenu = MENU_GROUP_COMMAND:New(Group,"Autolase Status",nil,self.ShowStatus,self,Group)
local lasemenu = MENU_GROUP_COMMAND:New(Group,"Autolase Status",nil,self.ShowStatus,self,Group,Unit)
lasemenu:Refresh()
end
end
else
if not self.NoMenus then
self.Menu = MENU_COALITION_COMMAND:New(self.coalition,"Autolase",nil,self.ShowStatus,self)
end
end
return self
end
@@ -320,6 +329,42 @@ function AUTOLASE:OnEventPlayerEnterAircraft(EventData)
return self
end
--- (User) Set minimum threat level for target selection, can be 0 (lowest) to 10 (highest).
-- @param #AUTOLASE self
-- @param #number Level Level used for filtering, defaults to 0. SAM systems and manpads have level 7 to 10, AAA level 6, MTBs and armoured vehicles level 3 to 5, APC, Artillery, Infantry and EWR level 1 to 2.
-- @return #AUTOLASE self
-- @usage Filter for level 3 and above:
-- `myautolase:SetMinThreatLevel(3)`
function AUTOLASE:SetMinThreatLevel(Level)
local level = Level or 0
if level < 0 or level > 10 then level = 0 end
self.minthreatlevel = level
return self
end
--- (User) Set list of #UNIT level attributes that won't be lased. For list of attributes see [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_attributes) and [GitHub](https://github.com/mrSkortch/DCS-miscScripts/tree/master/ObjectDB)
-- @param #AUTOLASE self
-- @param #table Attributes Table of #string attributes to blacklist. Can be handed over as a single #string.
-- @return #AUTOLASE self
-- @usage To exclude e.g. manpads from being lased:
--
-- `myautolase:AddBlackListAttributes("MANPADS")`
--
-- To exclude trucks and artillery:
--
-- `myautolase:AddBlackListAttributes({"Trucks","Artillery"})`
--
function AUTOLASE:AddBlackListAttributes(Attributes)
local attributes = Attributes
if type(attributes) ~= "table" then
attributes = {attributes}
end
for _,_attr in pairs(attributes) do
table.insert(self.blacklistattributes,_attr)
end
return self
end
--- (Internal) Function to get a laser code by recce name
-- @param #AUTOLASE self
-- @param #string RecceName Unit(!) name of the Recce
@@ -355,12 +400,46 @@ end
-- @param #string Path Path to SRS directory, e.g. C:\\Program Files\\DCS-SimpleRadio-Standalon
-- @param #number Frequency Frequency to send, e.g. 243
-- @param #number Modulation Modulation i.e. radio.modulation.AM or radio.modulation.FM
-- @param #string Label (Optional) Short label to be used on the SRS Client Overlay
-- @param #string Gender (Optional) Defaults to "male"
-- @param #string Culture (Optional) Defaults to "en-US"
-- @param #number Port (Optional) Defaults to 5002
-- @param #string Voice (Optional) Use a specifc voice with the @{Sound.SRS.SetVoice} function, e.g, `:SetVoice("Microsoft Hedda Desktop")`.
-- Note that this must be installed on your windows system. Can also be Google voice types, if you are using Google TTS.
-- @param #number Volume (Optional) Volume - between 0.0 (silent) and 1.0 (loudest)
-- @param #string PathToGoogleKey (Optional) Path to your google key if you want to use google TTS
-- @return #AUTOLASE self
function AUTOLASE:SetUsingSRS(OnOff,Path,Frequency,Modulation)
self.useSRS = OnOff or true
self.SRSPath = Path or "E:\\Program Files\\DCS-SimpleRadio-Standalone"
self.SRSFreq = Frequency or 271
self.SRSMod = Modulation or radio.modulation.AM
function AUTOLASE:SetUsingSRS(OnOff,Path,Frequency,Modulation,Label,Gender,Culture,Port,Voice,Volume,PathToGoogleKey)
if OnOff then
self.useSRS = true
self.SRSPath = Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
self.SRSFreq = Frequency or 271
self.SRSMod = Modulation or radio.modulation.AM
self.Gender = Gender or "male"
self.Culture = Culture or "en-US"
self.Port = Port or 5002
self.Voice = Voice
self.PathToGoogleKey = PathToGoogleKey
self.Volume = Volume or 1.0
self.Label = Label
-- set up SRS
self.SRS = MSRS:New(self.SRSPath,self.SRSFreq,self.SRSMod,self.Volume)
self.SRS:SetCoalition(self.coalition)
self.SRS:SetLabel(self.MenuName or self.Name)
self.SRS:SetGender(self.Gender)
self.SRS:SetCulture(self.Culture)
self.SRS:SetPort(self.Port)
self.SRS:SetVoice(self.Voice)
self.SRS:SetCoalition(self.coalition)
if self.PathToGoogleKey then
self.SRS:SetGoogle(self.PathToGoogleKey)
end
self.SRSQueue = MSRSQUEUE:New(self.alias)
else
self.useSRS = false
self.SRS= nil
self.SRSQueue = nil
end
return self
end
@@ -559,15 +638,19 @@ end
--- (Internal) Function to show status.
-- @param #AUTOLASE self
-- @param Wrapper.Group#GROUP Group (Optional) show to a certain group
-- @param Wrapper.Unit#UNIT Unit (Optional) show to a certain unit
-- @return #AUTOLASE self
function AUTOLASE:ShowStatus(Group)
function AUTOLASE:ShowStatus(Group,Unit)
local report = REPORT:New("Autolase")
local reccetable = self.RecceSet:GetSetObjects()
for _,_recce in pairs(reccetable) do
if _recce and _recce:IsAlive() then
local unit = _recce:GetUnit(1)
local name = unit:GetName()
local code = self:GetLaserCode(name)
if string.find(name,"#") then
name = string.match(name,"^(.*)#")
end
local code = self:GetLaserCode(unit:GetName())
report:Add(string.format("Recce %s has code %d",name,code))
end
end
@@ -575,9 +658,31 @@ function AUTOLASE:ShowStatus(Group)
for _ind,_entry in pairs(self.CurrentLasing) do
local entry = _entry -- #AUTOLASE.LaserSpot
local reccename = entry.reccename
if string.find(reccename,"#") then
reccename = string.match(reccename,"^(.*)#")
end
local typename = entry.unittype
local code = entry.lasercode
local locationstring = entry.location
local playername = nil
if Unit and Unit:IsAlive() then
playername = Unit:GetPlayerName()
elseif Group and Group:IsAlive() then
playername = Group:GetPlayerName()
end
if playername then
local settings = _DATABASE:GetPlayerSettings(playername)
if settings then
--self:I("Get Settings ok!")
if settings:IsA2G_MGRS() then
locationstring = entry.coordinate:ToStringMGRS(settings)
elseif settings:IsA2G_LL_DMS() then
locationstring = entry.coordinate:ToStringLLDMS(settings)
elseif settings:IsA2G_BR() then
locationstring = entry.coordinate:ToStringBR(Group:GetCoordinate() or Unit:GetCoordinate(),settings)
end
end
end
local text = string.format("%s lasing %s code %d\nat %s",reccename,typename,code,locationstring)
report:Add(text)
lines = lines + 1
@@ -587,7 +692,9 @@ function AUTOLASE:ShowStatus(Group)
end
local reporttime = self.reporttimelong
if lines == 0 then reporttime = self.reporttimeshort end
if Group and Group:IsAlive() then
if Unit and Unit:IsAlive() then
local m = MESSAGE:New(report:Text(),reporttime,"Info"):ToUnit(Unit)
elseif Group and Group:IsAlive() then
local m = MESSAGE:New(report:Text(),reporttime,"Info"):ToGroup(Group)
else
local m = MESSAGE:New(report:Text(),reporttime,"Info"):ToCoalition(self.coalition)
@@ -631,20 +738,7 @@ end
-- end
function AUTOLASE:NotifyPilotsWithSRS(Message)
if self.useSRS then
-- Create a SOUNDTEXT object.
if self.debug then
BASE:TraceOn()
BASE:TraceClass("SOUNDTEXT")
BASE:TraceClass("MSRS")
end
local path = self.SRSPath or "C:\\Program Files\\DCS-SimpleRadio-Standalone"
local freq = self.SRSFreq or 271
local mod = self.SRSMod or radio.modulation.AM
local text=SOUNDTEXT:New(Message)
-- MOOSE SRS
local msrs=MSRS:New(path, freq, mod)
-- Text-to speech with default voice after 2 seconds.
msrs:PlaySoundText(text, 2)
self.SRSQueue:NewTransmission(Message,nil,self.SRS,nil,2)
end
if self.debug then self:I(Message) end
return self
@@ -672,6 +766,20 @@ end
-- @param Wrapper.Unit#UNIT Unit The lased #UNIT
-- @return #boolean outcome True or false
function AUTOLASE:CanLase(Recce,Unit)
local function HasNoBlackListAttribute(Unit)
local nogos = self.blacklistattributes or {}
local having = true
local unit = Unit -- Wrapper.Unit#UNIT
for _,_attribute in pairs (nogos) do
if unit:HasAttribute(_attribute) then
having = false
break
end
end
return having
end
local canlase = false
-- cooldown?
if Recce and Recce:IsAlive() == true then
@@ -692,7 +800,7 @@ function AUTOLASE:CanLase(Recce,Unit)
-- calculate distance
local distance = math.floor(reccecoord:Get3DDistance(unitcoord))
local lasedistance = self:GetLosFromUnit(Recce)
if distance <= lasedistance and islos then
if distance <= lasedistance and islos and HasNoBlackListAttribute(Unit) then
canlase = true
end
end
@@ -739,6 +847,7 @@ function AUTOLASE:onafterMonitor(From, Event, To)
local grp = contact.group
local coord = contact.position
local reccename = contact.recce or "none"
local threat = contact.threatlevel or 0
local reccegrp = UNIT:FindByName(reccename)
if reccegrp then
local reccecoord = reccegrp:GetCoordinate()
@@ -750,7 +859,7 @@ function AUTOLASE:onafterMonitor(From, Event, To)
lines = lines + 1
-- sort out groups beyond sight
local lasedistance = self:GetLosFromUnit(reccegrp)
if grp:IsGround() and lasedistance >= distance then
if grp:IsGround() and lasedistance >= distance and threat >= self.minthreatlevel then
table.insert(groupsbythreat,{contact.group,contact.threatlevel})
self.RecceNames[contact.groupname] = contact.recce
end
@@ -781,8 +890,12 @@ function AUTOLASE:onafterMonitor(From, Event, To)
if unit and unit:IsAlive() then
local threat = unit:GetThreatLevel()
local coord = unit:GetCoordinate()
if threat > 0 then
if threat >= self.minthreatlevel then
local unitname = unit:GetName()
-- prefer radar units
if unit:HasAttribute("RADAR_BAND1_FOR_ARM") or unit:HasAttribute("RADAR_BAND2_FOR_ARM") or unit:HasAttribute("Optical Tracker") then
threat = 11
end
table.insert(unitsbythreat,{unit,threat})
self.RecceUnitNames[unitname] = reccename
end
@@ -832,7 +945,18 @@ function AUTOLASE:onafterMonitor(From, Event, To)
local code = self:GetLaserCode(reccename)
local spot = SPOT:New(recce)
spot:LaseOn(unit,code,self.LaseDuration)
local locationstring = unit:GetCoordinate():ToStringLLDDM()
local locationstring = unit:GetCoordinate():ToStringLLDDM()
if _SETTINGS:IsA2G_MGRS() then
local precision = _SETTINGS:GetMGRS_Accuracy()
local settings = {}
settings.MGRS_Accuracy = precision
locationstring = unit:GetCoordinate():ToStringMGRS(settings)
elseif _SETTINGS:IsA2G_LL_DMS() then
locationstring = unit:GetCoordinate():ToStringLLDMS(_SETTINGS)
elseif _SETTINGS:IsA2G_BR() then
locationstring = unit:GetCoordinate():ToStringBULLS(self.coalition,_SETTINGS)
end
local laserspot = { -- #AUTOLASE.LaserSpot
laserspot = spot,
lasedunit = unit,
@@ -843,6 +967,7 @@ function AUTOLASE:onafterMonitor(From, Event, To)
unitname = unitname,
reccename = reccename,
unittype = unit:GetTypeName(),
coordinate = unit:GetCoordinate(),
}
if self.smoketargets then
local coord = unit:GetCoordinate()
@@ -938,7 +1063,11 @@ function AUTOLASE:onbeforeLasing(From,Event,To,LaserSpot)
self:T({From, Event, To, LaserSpot.unittype})
if self.notifypilots or self.debug then
local laserspot = LaserSpot -- #AUTOLASE.LaserSpot
local text = string.format("%s is lasing %s code %d\nat %s",laserspot.reccename,laserspot.unittype,laserspot.lasercode,laserspot.location)
local name = laserspot.reccename
if string.find(name,"#") then
name = string.match(name,"^(.*)#")
end
local text = string.format("%s is lasing %s code %d\nat %s",name,laserspot.unittype,laserspot.lasercode,laserspot.location)
self:NotifyPilots(text,self.reporttimeshort+5)
end
return self
@@ -1,4 +1,4 @@
--- **Functional** -- Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
--- **Functional** - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.
--
-- ===
--
@@ -1,4 +1,4 @@
--- **Functional** -- Management of target **Designation**. Lase, smoke and illuminate targets.
--- **Functional** - Management of target **Designation**. Lase, smoke and illuminate targets.
--
-- ===
--
@@ -48,7 +48,7 @@
--
-- ![Banner Image](..\Presentations\DESIGNATE\Dia3.JPG)
--
-- A typical mission setup would require Recce (a @{Set} of Recce) to be detecting potential targets.
-- A typical mission setup would require Recce (a @{Core.Set} of Recce) to be detecting potential targets.
-- The DetectionObject will group the detected targets based on the detection method being used.
-- Possible detection methods could be by Area, by Type or by Unit.
-- Each grouping will result in a **TargetGroup**, for terminology and clarity we will use this term throughout the document.
@@ -213,7 +213,7 @@ do -- DESIGNATE
-- In order to prevent an overflow of designations due to many Detected Targets, there is a
-- Maximum Designations scope that is set in the DesignationObject.
--
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations put in scope of the DesignationObject.
-- The method @{#DESIGNATE.SetMaximumDesignations}() will put a limit on the amount of designations (target groups) put in scope of the DesignationObject.
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
--
-- # 4. Laser codes
@@ -276,7 +276,7 @@ do -- DESIGNATE
-- # 7. Designate Menu Location for a Mission
--
-- You can make DESIGNATE work for a @{Tasking.Mission#MISSION} object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission.
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Mission} object for the designate function.
-- Use the method @{#DESIGNATE.SetMission}() to set the @{Tasking.Mission} object for the designate function.
--
-- # 8. Status Report
--
@@ -562,7 +562,8 @@ do -- DESIGNATE
end
--- Set the maximum amount of designations.
--- Set the maximum amount of designations (target groups). This will put a limit on the amount of designations in scope.
-- Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.
-- @param #DESIGNATE self
-- @param #number MaximumDesignations
-- @return #DESIGNATE
@@ -602,7 +603,7 @@ do -- DESIGNATE
end
--- Set the maximum amount of markings FACs will do, per designated target group.
--- Set the maximum amount of markings FACs will do, per designated target group. This will limit the number of parallelly marked units of a target group.
-- @param #DESIGNATE self
-- @param #number MaximumMarkings Maximum markings FACs will do, per designated target group.
-- @return #DESIGNATE
@@ -911,8 +912,8 @@ do -- DESIGNATE
for DesignateIndex, Designating in pairs( self.Designating ) do
local DetectedItem = DetectedItems[DesignateIndex]
if DetectedItem then
local Report = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup ):Text( ", " )
DetectedReport:Add( string.rep( "-", 140 ) )
local Report = self.Detection:DetectedItemReportSummary( DetectedItem, AttackGroup, nil, true ):Text( ", " )
DetectedReport:Add( string.rep( "-", 40 ) )
DetectedReport:Add( " - " .. Report )
if string.find( Designating, "L" ) then
DetectedReport:Add( " - " .. "Lasing Targets" )
@@ -1192,8 +1193,8 @@ do -- DESIGNATE
local MarkingCount = 0
local MarkedTypes = {}
local ReportTypes = REPORT:New()
local ReportLaserCodes = REPORT:New()
--local ReportTypes = REPORT:New()
--local ReportLaserCodes = REPORT:New()
TargetSetUnit:Flush( self )
@@ -1243,8 +1244,8 @@ do -- DESIGNATE
if not Recce then
self:F( "Lasing..." )
self.RecceSet:Flush( self)
--self.RecceSet:Flush( self)
for RecceGroupID, RecceGroup in pairs( self.RecceSet:GetSet() ) do
for UnitID, UnitData in pairs( RecceGroup:GetUnits() or {} ) do
@@ -1282,13 +1283,13 @@ do -- DESIGNATE
-- OK. We have assigned for the Recce a TargetUnit. We can exit the function.
MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
--RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
-- 5, self.AttackSet, DesignateName )
RecceUnit:MessageToSetGroup( "Marking " .. TargetUnit:GetTypeName() .. " with laser " .. RecceUnit:GetSpot().LaserCode .. " for " .. Duration .. "s.",
10, self.AttackSet, DesignateName )
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
--ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(RecceUnit.LaserCode)
--ReportLaserCodes:Add(RecceUnit.LaserCode)
return
end
else
@@ -1303,16 +1304,16 @@ do -- DESIGNATE
if Recce then
Recce:LaseOff()
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 5, self.AttackSet, self.DesignateName )
Recce:MessageToSetGroup( "Target " .. TargetUnit:GetTypeName() "out of LOS. Cancelling lase!", 10, self.AttackSet, self.DesignateName )
end
else
--MarkingCount = MarkingCount + 1
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
--ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(RecceUnit.LaserCode)
--ReportLaserCodes:Add(RecceUnit.LaserCode)
end
end
end
@@ -1322,19 +1323,19 @@ do -- DESIGNATE
local TargetUnitType = TargetUnit:GetTypeName()
if not MarkedTypes[TargetUnitType] then
MarkedTypes[TargetUnitType] = true
ReportTypes:Add(TargetUnitType)
--ReportTypes:Add(TargetUnitType)
end
ReportLaserCodes:Add(Recce.LaserCode)
--Recce:MessageToSetGroup( self.DesignateName .. ": Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 5, self.AttackSet )
--ReportLaserCodes:Add(Recce.LaserCode)
Recce:MessageToSetGroup( self.DesignateName .. ": Marking " .. TargetUnit:GetTypeName() .. " with laser " .. Recce.LaserCode .. ".", 10, self.AttackSet )
end
end
end
end
)
local MarkedTypesText = ReportTypes:Text(', ')
local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
--local MarkedTypesText = ReportTypes:Text(', ')
--local MarkedLaserCodesText = ReportLaserCodes:Text(', ')
--self.CC:GetPositionable():MessageToSetGroup( "Marking " .. MarkingCount .. " x " .. MarkedTypesText .. ", code " .. MarkedLaserCodesText .. ".", 5, self.AttackSet, self.DesignateName )
self:__Lasing( -self.LaseDuration, Index, Duration, LaserCodeRequested )
File diff suppressed because it is too large Load Diff
@@ -1,8 +1,12 @@
--- **Functional** - Captures the class DETECTION_ZONES.
-- @module Functional.DetectionZones
-- @image MOOSE.JPG
do -- DETECTION_ZONES
--- @type DETECTION_ZONES
-- @field DCS#Distance DetectionZoneRange The range till which targets are grouped upon the first detected target.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @field #DETECTION_BASE.DetectedItems DetectedItems A list of areas containing the set of @{Wrapper.Unit}s, @{Core.Zone}s, the center @{Wrapper.Unit} within the zone, and ID of each area that was detected within a DetectionZoneRange.
-- @extends Functional.Detection#DETECTION_BASE
--- (old, to be revised ) Detect units within the battle zone for a list of @{Core.Zone}s detecting targets following (a) detection method(s),
@@ -40,27 +44,27 @@ do -- DETECTION_ZONES
ClassName = "DETECTION_ZONES",
DetectionZoneRange = nil,
}
--- DETECTION_ZONES constructor.
-- @param #DETECTION_ZONES self
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Set} of ZONE_RADIUS.
-- @param Core.Set#SET_ZONE DetectionSetZone The @{Core.Set} of ZONE_RADIUS.
-- @param DCS#Coalition.side DetectionCoalition The coalition of the detection.
-- @return #DETECTION_ZONES
function DETECTION_ZONES:New( DetectionSetZone, DetectionCoalition )
-- Inherits from DETECTION_BASE
local self = BASE:Inherit( self, DETECTION_BASE:New( DetectionSetZone ) ) -- #DETECTION_ZONES
self.DetectionSetZone = DetectionSetZone -- Core.Set#SET_ZONE
self.DetectionCoalition = DetectionCoalition
self._SmokeDetectedUnits = false
self._FlareDetectedUnits = false
self._SmokeDetectedZones = false
self._FlareDetectedZones = false
self._BoundDetectedZones = false
return self
end
+22 -22
View File
@@ -1,4 +1,4 @@
--- **Functional** -- Taking the lead of AI escorting your flight.
--- **Functional** - Taking the lead of AI escorting your flight.
--
-- ===
--
@@ -108,8 +108,8 @@
-- @image Escorting.JPG
--- @type ESCORT
---
-- @type ESCORT
-- @extends Core.Base#BASE
-- @field Wrapper.Client#CLIENT EscortClient
-- @field Wrapper.Group#GROUP EscortGroup
@@ -600,7 +600,7 @@ function ESCORT:MenuReportTargets( Seconds )
self.EscortMenuAttackNearbyTargets = MENU_GROUP:New( self.EscortClient:GetGroup(), "Attack targets", self.EscortMenu )
self.ReportTargetsScheduler = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds )
self.ReportTargetsScheduler, self.ReportTargetsSchedulerID = SCHEDULER:New( self, self._ReportTargetsScheduler, {}, 1, Seconds )
return self
end
@@ -693,7 +693,7 @@ function ESCORT:MenuResumeMission()
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_HoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
local EscortGroup = self.EscortGroup
@@ -733,7 +733,7 @@ function ESCORT:_HoldPosition( OrbitGroup, OrbitHeight, OrbitSeconds )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_JoinUpAndFollow( Distance )
local EscortGroup = self.EscortGroup
@@ -766,7 +766,7 @@ function ESCORT:JoinUpAndFollow( EscortGroup, EscortClient, Distance )
EscortGroup:MessageToClient( "Rejoining and Following at " .. Distance .. "!", 30, EscortClient )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_Flare( Color, Message )
local EscortGroup = self.EscortGroup
@@ -776,7 +776,7 @@ function ESCORT:_Flare( Color, Message )
EscortGroup:MessageToClient( Message, 10, EscortClient )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_Smoke( Color, Message )
local EscortGroup = self.EscortGroup
@@ -787,7 +787,7 @@ function ESCORT:_Smoke( Color, Message )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_ReportNearbyTargetsNow()
local EscortGroup = self.EscortGroup
@@ -809,12 +809,12 @@ function ESCORT:_SwitchReportNearbyTargets( ReportTargets )
self.ReportTargetsScheduler:Schedule( self, self._ReportTargetsScheduler, {}, 1, 30 )
end
else
routines.removeFunction( self.ReportTargetsScheduler )
self.ReportTargetsScheduler:Remove(self.ReportTargetsSchedulerID)
self.ReportTargetsScheduler = nil
end
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_ScanTargets( ScanDuration )
local EscortGroup = self.EscortGroup -- Wrapper.Group#GROUP
@@ -844,7 +844,7 @@ function ESCORT:_ScanTargets( ScanDuration )
end
--- @param Wrapper.Group#GROUP EscortGroup
-- @param Wrapper.Group#GROUP EscortGroup
function _Resume( EscortGroup )
env.info( '_Resume' )
@@ -856,7 +856,7 @@ function _Resume( EscortGroup )
end
--- @param #ESCORT self
-- @param #ESCORT self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function ESCORT:_AttackTarget( DetectedItem )
@@ -877,7 +877,7 @@ function ESCORT:_AttackTarget( DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskAttackUnit( DetectedUnit )
@@ -900,7 +900,7 @@ function ESCORT:_AttackTarget( DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroup:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -921,7 +921,7 @@ function ESCORT:_AttackTarget( DetectedItem )
end
---
--- @param #ESCORT self
-- @param #ESCORT self
-- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
@@ -939,7 +939,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroupAttack:TaskAttackUnit( DetectedUnit )
@@ -961,7 +961,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
local Tasks = {}
DetectedSet:ForEachUnit(
--- @param Wrapper.Unit#UNIT DetectedUnit
-- @param Wrapper.Unit#UNIT DetectedUnit
function( DetectedUnit, Tasks )
if DetectedUnit:IsAlive() then
Tasks[#Tasks+1] = EscortGroupAttack:TaskFireAtPoint( DetectedUnit:GetVec2(), 50 )
@@ -981,7 +981,7 @@ function ESCORT:_AssistTarget( EscortGroupAttack, DetectedItem )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_ROE( EscortROEFunction, EscortROEMessage )
local EscortGroup = self.EscortGroup
@@ -991,7 +991,7 @@ function ESCORT:_ROE( EscortROEFunction, EscortROEMessage )
EscortGroup:MessageToClient( EscortROEMessage, 10, EscortClient )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_ROT( EscortROTFunction, EscortROTMessage )
local EscortGroup = self.EscortGroup
@@ -1001,7 +1001,7 @@ function ESCORT:_ROT( EscortROTFunction, EscortROTMessage )
EscortGroup:MessageToClient( EscortROTMessage, 10, EscortClient )
end
--- @param #MENUPARAM MenuParam
-- @param #MENUPARAM MenuParam
function ESCORT:_ResumeMission( WayPoint )
local EscortGroup = self.EscortGroup
@@ -1036,7 +1036,7 @@ function ESCORT:RegisterRoute()
return TaskPoints
end
--- @param Functional.Escort#ESCORT self
-- @param Functional.Escort#ESCORT self
function ESCORT:_FollowScheduler()
self:F( { self.FollowDistance } )
+349 -329
View File
@@ -1,4 +1,4 @@
--- **Functional** - (R2.5) - Yet Another Missile Trainer.
--- **Functional** - Yet Another Missile Trainer.
--
--
-- Practice to evade missiles without being destroyed.
@@ -20,12 +20,13 @@
-- ===
--
-- ### Author: **funkyfranky**
-- @module Functional.FOX
-- @module Functional.Fox
-- @image Functional_FOX.png
--- FOX class.
-- @type FOX
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table menuadded Table of groups the menu was added for.
@@ -112,18 +113,14 @@
-- -- Start missile trainer.
-- fox:Start()
--
-- # Fine Tuning
--
-- Todo!
--
-- # Special Events
--
-- Todo!
-- # Notes
--
-- The script needs to be running before you enter an airplane slot. If FOX is not available to you, go back to observers and then join a slot again.
--
-- @field #FOX
FOX = {
ClassName = "FOX",
verbose = 0,
Debug = false,
lid = nil,
menuadded = {},
@@ -168,7 +165,7 @@ FOX = {
--- Missile data table.
-- @type FOX.MissileData
-- @field Wrapper.Unit#UNIT weapon Missile weapon unit.
-- @field DCS#Weapon weapon Missile weapon object.
-- @field #boolean active If true the missile is active.
-- @field #string missileType Type of missile.
-- @field #string missileName Name of missile.
@@ -185,6 +182,8 @@ FOX = {
-- @field #string targetName Name of the target unit or "unknown".
-- @field #string targetOrig Name of the "original" target, i.e. the one right after launched.
-- @field #FOX.PlayerData targetPlayer Player that was targeted or nil.
-- @field Core.Point#COORDINATE missileCoord Missile coordinate during tracking.
-- @field Wrapper.Weapon#WEAPON Weapon Weapon object.
--- Main radio menu on group level.
-- @field #table MenuF10 Root menu table on group level.
@@ -196,7 +195,7 @@ FOX.MenuF10Root=nil
--- FOX class version.
-- @field #string version
FOX.version="0.6.1"
FOX.version="0.8.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
@@ -492,7 +491,6 @@ end
--- Disable F10 menu for all players.
-- @param #FOX self
-- @param #boolean switch If true debug mode on. If false/nil debug mode off
-- @return #FOX self
function FOX:SetDisableF10Menu()
@@ -501,6 +499,26 @@ function FOX:SetDisableF10Menu()
return self
end
--- Enable F10 menu for all players.
-- @param #FOX self
-- @return #FOX self
function FOX:SetEnableF10Menu()
self.menudisabled=false
return self
end
--- Set verbosity level.
-- @param #FOX self
-- @param #number VerbosityLevel Level of output (higher=more). Default 0.
-- @return #FOX self
function FOX:SetVerbosity(VerbosityLevel)
self.verbose=VerbosityLevel or 0
return self
end
--- Set default player setting for missile destruction.
-- @param #FOX self
-- @param #boolean switch If true missiles are destroyed. If false/nil missiles are not destroyed.
@@ -596,7 +614,9 @@ function FOX:onafterStatus(From, Event, To)
local clock=UTILS.SecondsToClock(time)
-- Status.
self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
if self.verbose>=1 then
self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate))
end
-- Check missile status.
self:_CheckMissileStatus()
@@ -704,7 +724,9 @@ function FOX:_CheckMissileStatus()
if #self.missiles==0 then
text=text.." none"
end
self:I(self.lid..text)
if self.verbose>=2 then
self:I(self.lid..text)
end
-- Remove inactive missiles.
for i=#self.missiles,1,-1 do
@@ -734,7 +756,7 @@ function FOX:_IsProtected(targetunit)
if targetgroup then
local targetname=targetgroup:GetName()
for _,_group in pairs(self.protectedset:GetSetObjects()) do
for _,_group in pairs(self.protectedset:GetSet()) do
local group=_group --Wrapper.Group#GROUP
if group then
@@ -753,6 +775,277 @@ function FOX:_IsProtected(targetunit)
return false
end
--- Function called from weapon tracking.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #FOX self FOX object.
-- @param #FOX.MissileData missile Fired missile
function FOX._FuncTrack(weapon, self, missile)
-- Missile coordinate.
local missileCoord= missile.missileCoord:UpdateFromVec3(weapon.vec3) --COORDINATE:NewFromVec3(_lastBombPos)
-- Missile velocity in m/s.
local missileVelocity=weapon:GetSpeed() --UTILS.VecNorm(_ordnance:getVelocity())
-- Update missile target if necessary.
self:GetMissileTarget(missile)
-- Target unit of the missile.
local target=nil --Wrapper.Unit#UNIT
if missile.targetUnit then
-----------------------------------
-- Missile has a specific target --
-----------------------------------
if missile.targetPlayer then
-- Target is a player.
if missile.targetPlayer.destroy==true then
target=missile.targetUnit
end
else
-- Check if unit is protected.
if self:_IsProtected(missile.targetUnit) then
target=missile.targetUnit
end
end
else
------------------------------------
-- Missile has NO specific target --
------------------------------------
-- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not.
-- That would trigger the distance check right after missile launch if things to wrong.
--
-- Possible solutions:
-- * Time check: enable this check after X seconds after missile was fired. What is X?
-- * Coalition check. But would not work in training situations where blue on blue is valid!
-- * At least enable it for surface-to-air missiles.
local function _GetTarget(_unit)
local unit=_unit --Wrapper.Unit#UNIT
-- Player position.
local playerCoord=unit:GetCoordinate()
-- Distance.
local dist=missileCoord:Get3DDistance(playerCoord)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if dist<=self.explosiondist then
return unit
end
end
-- Distance to closest player.
local mindist=nil
-- Loop over players.
for _,_player in pairs(self.players) do
local player=_player --#FOX.PlayerData
-- Check that player was not the one who launched the missile.
if player.unitname~=missile.shooterName then
-- Player position.
local playerCoord=player.unit:GetCoordinate()
-- Distance.
local dist=missileCoord:Get3DDistance(playerCoord)
-- Distance from shooter to player.
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
mindist=dist
target=player.unit
end
end
end
if self.protectedset then
-- Distance to closest protected unit.
mindist=nil
for _,_group in pairs(self.protectedset:GetSet()) do
local group=_group --Wrapper.Group#GROUP
for _,_unit in pairs(group:GetUnits()) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
-- Check that player was not the one who launched the missile.
if unit:GetName()~=missile.shooterName then
-- Player position.
local playerVec3=unit:GetVec3()
-- Distance.
local dist=missileCoord:Get3DDistance(playerVec3)
-- Distance from shooter to player.
local Dshooter2player=missile.shotCoord:Get3DDistance(playerVec3)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
mindist=dist
target=unit
end
end
end
end
end
end
if target then
self:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
end
end
-- Check if missile has a valid target.
if target then
-- Target coordinate.
local targetVec3=target:GetVec3() --target:GetCoordinate()
-- Distance from missile to target.
local distance=missileCoord:Get3DDistance(targetVec3)
-- Distance missile to shooter.
local distShooter=nil
if missile.shooterUnit and missile.shooterUnit:IsAlive() then
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetVec3())
end
-- Debug output.
if self.Debug then
local bearing=missileCoord:HeadingTo(targetVec3)
local eta=distance/missileVelocity
-- Debug distance check.
self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta))
end
-- Distroy missile if it's getting too close.
local destroymissile=distance<=self.explosiondist
-- Check BIG missiles.
if self.explosiondist2 and distance<=self.explosiondist2 and not destroymissile then
destroymissile=missile.explosive>=self.bigmissilemass
end
-- If missile is 150 m from target ==> destroy missile if in safe zone.
if destroymissile and self:_CheckCoordSafe(targetVec3) then
-- Destroy missile.
self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
weapon:Destroy()
-- Missile is not active any more.
missile.active=false
-- Debug smoke.
if self.Debug then
missileCoord:SmokeRed()
end
-- Create event.
self:MissileDestroyed(missile)
-- Little explosion for the visual effect.
if self.explosionpower>0 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then
missileCoord:Explosion(self.explosionpower)
end
-- Target was a player.
if missile.targetPlayer then
-- Message to target.
local text=string.format("Destroying missile. %s", self:_DeadText())
MESSAGE:New(text, 10):ToGroup(target:GetGroup())
-- Increase dead counter.
missile.targetPlayer.dead=missile.targetPlayer.dead+1
end
-- We could disable the tracking here but then the impact function would not be called.
--weapon.tracking=false
else
-- Time step.
local dt=1.0
if distance>50000 then
-- > 50 km
dt=self.dt50 --=5.0
elseif distance>10000 then
-- 10-50 km
dt=self.dt10 --=1.0
elseif distance>5000 then
-- 5-10 km
dt=self.dt05 --0.5
elseif distance>1000 then
-- 1-5 km
dt=self.dt01 --0.1
else
-- < 1 km
dt=self.dt00 --0.01
end
-- Set time step.
weapon:SetTimeStepTrack(dt)
end
else
-- No current target.
self:T(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName))
weapon:SetTimeStepTrack(0.1)
end
end
--- Callback function on impact or destroy otherwise.
-- @param Wrapper.Weapon#WEAPON weapon Weapon object.
-- @param #FOX self FOX object.
-- @param #FOX.MissileData missile Fired missile.
function FOX._FuncImpact(weapon, self, missile)
if missile.targetPlayer then
-- Get human player.
local player=missile.targetPlayer
-- Check for player and distance < 10 km.
if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
local text=string.format("Missile defeated. Well done, %s!", player.name)
MESSAGE:New(text, 10):ToClient(player.client)
-- Increase defeated counter.
player.defeated=player.defeated+1
end
end
-- Missile is not active any more.
missile.active=false
--Terminate the timer.
self:T(FOX.lid..string.format("Terminating missile track timer."))
weapon.tracking=false
end
--- Missle launch event.
-- @param #FOX self
-- @param #string From From state.
@@ -792,7 +1085,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
local text=string.format("Missile launch detected! Distance %.1f NM, bearing %03d°.", UTILS.MetersToNM(distance), bearing)
-- Say notching headings.
BASE:ScheduleOnce(5, FOX._SayNotchingHeadings, self, player, missile.weapon)
self:ScheduleOnce(5, FOX._SayNotchingHeadings, self, player, missile.weapon)
--TODO: ALERT or INFO depending on whether this is a direct target.
--TODO: lauchalertall option.
@@ -809,304 +1102,19 @@ function FOX:onafterMissileLaunch(From, Event, To, missile)
end
end
end
end
-- Init missile position.
local _lastBombPos = {x=0,y=0,z=0}
-- Set callback function for tracking.
missile.Weapon:SetFuncTrack(FOX._FuncTrack, self, missile)
-- Missile coordinate.
local missileCoord = nil --Core.Point#COORDINATE
-- Set callback function for impact.
missile.Weapon:SetFuncImpact(FOX._FuncImpact, self, missile)
-- Target unit of the missile.
local target=nil --Wrapper.Unit#UNIT
--- Function monitoring the position of a bomb until impact.
local function trackMissile(_ordnance)
-- When the pcall returns a failure the weapon has hit.
local _status,_bombPos = pcall(
function()
return _ordnance:getPoint()
end)
-- Check if status is not nil. If so, we have a valid point.
if _status then
----------------------------------------------
-- Still in the air. Remember this position --
----------------------------------------------
-- Missile position.
_lastBombPos = {x=_bombPos.x, y=_bombPos.y, z=_bombPos.z}
-- Missile coordinate.
missileCoord=COORDINATE:NewFromVec3(_lastBombPos)
-- Missile velocity in m/s.
local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity())
-- Update missile target if necessary.
self:GetMissileTarget(missile)
if missile.targetUnit then
-----------------------------------
-- Missile has a specific target --
-----------------------------------
if missile.targetPlayer then
-- Target is a player.
if missile.targetPlayer.destroy==true then
target=missile.targetUnit
end
else
-- Check if unit is protected.
if self:_IsProtected(missile.targetUnit) then
target=missile.targetUnit
end
end
else
------------------------------------
-- Missile has NO specific target --
------------------------------------
-- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not.
-- That would trigger the distance check right after missile launch if things to wrong.
--
-- Possible solutions:
-- * Time check: enable this check after X seconds after missile was fired. What is X?
-- * Coalition check. But would not work in training situations where blue on blue is valid!
-- * At least enable it for surface-to-air missiles.
local function _GetTarget(_unit)
local unit=_unit --Wrapper.Unit#UNIT
-- Player position.
local playerCoord=unit:GetCoordinate()
-- Distance.
local dist=missileCoord:Get3DDistance(playerCoord)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if dist<=self.explosiondist then
return unit
end
end
-- Distance to closest player.
local mindist=nil
-- Loop over players.
for _,_player in pairs(self.players) do
local player=_player --#FOX.PlayerData
-- Check that player was not the one who launched the missile.
if player.unitname~=missile.shooterName then
-- Player position.
local playerCoord=player.unit:GetCoordinate()
-- Distance.
local dist=missileCoord:Get3DDistance(playerCoord)
-- Distance from shooter to player.
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
mindist=dist
target=player.unit
end
end
end
if self.protectedset then
-- Distance to closest protected unit.
mindist=nil
for _,_group in pairs(self.protectedset:GetSet()) do
local group=_group --Wrapper.Group#GROUP
for _,_unit in pairs(group:GetUnits()) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
-- Check that player was not the one who launched the missile.
if unit:GetName()~=missile.shooterName then
-- Player position.
local playerCoord=unit:GetCoordinate()
-- Distance.
local dist=missileCoord:Get3DDistance(playerCoord)
-- Distance from shooter to player.
local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord)
-- Update mindist if necessary. Only include players in range of missile + 50% safety margin.
if (mindist==nil or dist<mindist) and (Dshooter2player<=missile.missileRange*1.5 or dist<=self.explosiondist) then
mindist=dist
target=unit
end
end
end
end
end
end
if target then
self:T(self.lid..string.format("Missile %s with NO explicit target got closest unit to missile as target %s. Dist=%s m", missile.missileType, target:GetName(), tostring(mindist)))
end
end
-- Check if missile has a valid target.
if target then
-- Target coordinate.
local targetCoord=target:GetCoordinate()
-- Distance from missile to target.
local distance=missileCoord:Get3DDistance(targetCoord)
-- Distance missile to shooter.
local distShooter=nil
if missile.shooterUnit and missile.shooterUnit:IsAlive() then
distShooter=missileCoord:Get3DDistance(missile.shooterUnit:GetCoordinate())
end
-- Debug output.
if self.Debug then
local bearing=targetCoord:HeadingTo(missileCoord)
local eta=distance/missileVelocity
-- Debug distance check.
self:I(self.lid..string.format("Missile %s Target %s: Distance = %.1f m, v=%.1f m/s, bearing=%03d°, ETA=%.1f sec", missile.missileType, target:GetName(), distance, missileVelocity, bearing, eta))
end
-- Distroy missile if it's getting too close.
local destroymissile=distance<=self.explosiondist
-- Check BIG missiles.
if self.explosiondist2 and distance<=self.explosiondist2 and not destroymissile then
destroymissile=missile.explosive>=self.bigmissilemass
end
-- If missile is 150 m from target ==> destroy missile if in safe zone.
if destroymissile and self:_CheckCoordSafe(targetCoord) then
-- Destroy missile.
self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m",
missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance))
_ordnance:destroy()
-- Missile is not active any more.
missile.active=false
-- Debug smoke.
if self.Debug then
missileCoord:SmokeRed()
targetCoord:SmokeGreen()
end
-- Create event.
self:MissileDestroyed(missile)
-- Little explosion for the visual effect.
if self.explosionpower>0 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then
missileCoord:Explosion(self.explosionpower)
end
-- Target was a player.
if missile.targetPlayer then
-- Message to target.
local text=string.format("Destroying missile. %s", self:_DeadText())
MESSAGE:New(text, 10):ToGroup(target:GetGroup())
-- Increase dead counter.
missile.targetPlayer.dead=missile.targetPlayer.dead+1
end
-- Terminate timer.
return nil
else
-- Time step.
local dt=1.0
if distance>50000 then
-- > 50 km
dt=self.dt50 --=5.0
elseif distance>10000 then
-- 10-50 km
dt=self.dt10 --=1.0
elseif distance>5000 then
-- 5-10 km
dt=self.dt05 --0.5
elseif distance>1000 then
-- 1-5 km
dt=self.dt01 --0.1
else
-- < 1 km
dt=self.dt00 --0.01
end
-- Check again in dt seconds.
return timer.getTime()+dt
end
else
-- Destroy missile.
self:T(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName))
return timer.getTime()+0.1
-- No target ==> terminate timer.
--return nil
end
else
-------------------------------------
-- Missile does not exist any more --
-------------------------------------
if target then
-- Get human player.
local player=self:_GetPlayerFromUnit(target)
-- Check for player and distance < 10 km.
if player and player.unit:IsAlive() then -- and missileCoord and player.unit:GetCoordinate():Get3DDistance(missileCoord)<10*1000 then
local text=string.format("Missile defeated. Well done, %s!", player.name)
MESSAGE:New(text, 10):ToClient(player.client)
-- Increase defeated counter.
player.defeated=player.defeated+1
end
end
-- Missile is not active any more.
missile.active=false
--Terminate the timer.
self:T(FOX.lid..string.format("Terminating missile track timer."))
return nil
end -- _status check
end -- end function trackBomb
-- Weapon is not yet "alife" just yet. Start timer with a little delay.
self:T(FOX.lid..string.format("Tracking of missile starts in 0.0001 seconds."))
timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
--timer.scheduleFunction(trackMissile, missile.weapon, timer.getTime()+0.0001)
missile.Weapon:StartTrack(0.0001)
end
@@ -1114,6 +1122,13 @@ end
-- Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- FOX event handler for event birth.
-- @param #FOX self
-- @param Core.Event#EVENTDATA EventData
function FOX:OnEventPlayerEnterAircraft(EventData)
end
--- FOX event handler for event birth.
-- @param #FOX self
-- @param Core.Event#EVENTDATA EventData
@@ -1155,7 +1170,7 @@ function FOX:OnEventBirth(EventData)
-- Add F10 radio menu for player.
if not self.menudisabled then
SCHEDULER:New(nil, self._AddF10Commands, {self,_unitName}, 0.1)
self:ScheduleOnce(0.1, self._AddF10Commands, self, _unitName)
end
-- Player data.
@@ -1230,30 +1245,29 @@ end
-- @param Core.Event#EVENTDATA EventData
function FOX:OnEventShot(EventData)
self:T2({eventshot=EventData})
-- Nil checks.
if EventData.Weapon==nil or EventData.IniDCSUnit==nil or EventData.weapon==nil then
return
end
if EventData.Weapon==nil then
return
end
if EventData.IniDCSUnit==nil then
return
end
-- Create a weapon object.
local weapon=WEAPON:New(EventData.weapon)
-- Weapon data.
local _weapon = EventData.WeaponName
local _weapon = weapon:GetTypeName()
local _target = EventData.Weapon:getTarget()
local _targetName = "unknown"
local _targetUnit = nil --Wrapper.Unit#UNIT
-- Weapon descriptor.
local desc=EventData.Weapon:getDesc()
local desc=weapon.desc
self:T2({desc=desc})
-- Weapon category: 0=Shell, 1=Missile, 2=Rocket, 3=BOMB
local weaponcategory=desc.category
-- Missile category: 1=AAM, 2=SAM, 6=OTHER
local missilecategory=desc.missileCategory
-- Missile range.
local missilerange=nil
if missilecategory then
missilerange=desc.rangeMaxAltMax
@@ -1263,8 +1277,8 @@ function FOX:OnEventShot(EventData)
self:T2(FOX.lid.."EVENT SHOT: FOX")
self:T2(FOX.lid..string.format("EVENT SHOT: Ini unit = %s", tostring(EventData.IniUnitName)))
self:T2(FOX.lid..string.format("EVENT SHOT: Ini group = %s", tostring(EventData.IniGroupName)))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(_weapon)))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weaponcategory)))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon type = %s", tostring(weapon:GetTypeName())))
self:T2(FOX.lid..string.format("EVENT SHOT: Weapon categ = %s", tostring(weapon:GetCategory())))
self:T2(FOX.lid..string.format("EVENT SHOT: Missil categ = %s", tostring(missilecategory)))
self:T2(FOX.lid..string.format("EVENT SHOT: Missil range = %s", tostring(missilerange)))
@@ -1276,7 +1290,7 @@ function FOX:OnEventShot(EventData)
end
-- Track missiles of type AAM=1, SAM=2 or OTHER=6
local _track = weaponcategory==1 and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
local _track = weapon:IsMissile() and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6)
-- Only track missiles
if _track then
@@ -1285,6 +1299,7 @@ function FOX:OnEventShot(EventData)
missile.active=true
missile.weapon=EventData.weapon
missile.Weapon=weapon
missile.missileType=_weapon
missile.missileRange=missilerange
missile.missileName=EventData.weapon:getName()
@@ -1297,6 +1312,7 @@ function FOX:OnEventShot(EventData)
missile.fuseDist=desc.fuseDist
missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass
missile.targetOrig=missile.targetName
missile.missileCoord=COORDINATE:New(0,0,0)
-- Set missile target name, unit and player.
self:GetMissileTarget(missile)
@@ -1422,10 +1438,10 @@ function FOX:_AddF10Commands(_unitName)
end
else
self:E(self.lid..string.format("ERROR: Could not find group or group ID in AddF10Menu() function. Unit name: %s.", _unitName))
self:E(self.lid..string.format("ERROR: Could not find group or group ID in AddF10Menu() function. Unit name: %s.", _unitName or "unknown"))
end
else
self:E(self.lid..string.format("ERROR: Player unit does not exist in AddF10Menu() function. Unit name: %s.", _unitName))
self:E(self.lid..string.format("ERROR: Player unit does not exist in AddF10Menu() function. Unit name: %s.", _unitName or "unknown"))
end
end
@@ -1615,7 +1631,7 @@ end
--- Check if a coordinate lies within a safe training zone.
-- @param #FOX self
-- @param Core.Point#COORDINATE coord Coordinate to check.
-- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec3.
-- @return #boolean True if safe.
function FOX:_CheckCoordSafe(coord)
@@ -1627,7 +1643,9 @@ function FOX:_CheckCoordSafe(coord)
-- Loop over all zones.
for _,_zone in pairs(self.safezones) do
local zone=_zone --Core.Zone#ZONE
local inzone=zone:IsCoordinateInZone(coord)
local Vec2={x=coord.x, y=coord.z}
local inzone=zone:IsVec2InZone(Vec2)
--local inzone=zone:IsCoordinateInZone(coord)
if inzone then
return true
end
@@ -1638,7 +1656,7 @@ end
--- Check if a coordinate lies within a launch zone.
-- @param #FOX self
-- @param Core.Point#COORDINATE coord Coordinate to check.
-- @param Core.Point#COORDINATE coord Coordinate to check. Can also be a DCS#Vec2.
-- @return #boolean True if in launch zone.
function FOX:_CheckCoordLaunch(coord)
@@ -1650,7 +1668,9 @@ function FOX:_CheckCoordLaunch(coord)
-- Loop over all zones.
for _,_zone in pairs(self.launchzones) do
local zone=_zone --Core.Zone#ZONE
local inzone=zone:IsCoordinateInZone(coord)
local Vec2={x=coord.x, y=coord.z}
local inzone=zone:IsVec2InZone(Vec2)
--local inzone=zone:IsCoordinateInZone(coord)
if inzone then
return true
end
+112 -27
View File
@@ -1,11 +1,13 @@
--- **Functional** -- Modular, Automatic and Network capable Targeting and Interception System for Air Defenses
--- **Functional** - Modular, Automatic and Network capable Targeting and Interception System for Air Defenses.
--
-- ===
--
-- **MANTIS** - Moose derived Modular, Automatic and Network capable Targeting and Interception System
-- Controls a network of SAM sites. Uses detection to switch on the AA site closest to the enemy.
-- Automatic mode (default since 0.8) can set-up your SAM site network automatically for you.
-- Leverage evasiveness from SEAD, leverage attack range setting.
-- ## Features:
--
-- * Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- * Controls a network of SAM sites. Uses detection to switch on the AA site closest to the enemy.
-- * Automatic mode (default since 0.8) can set-up your SAM site network automatically for you.
-- * Leverage evasiveness from SEAD, leverage attack range setting.
--
-- ===
--
@@ -20,7 +22,7 @@
-- @module Functional.Mantis
-- @image Functional.Mantis.jpg
--
-- Date: Dec 2021
-- Last Update: Sept 2023
-------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE
@@ -61,10 +63,11 @@
--- *The worst thing that can happen to a good cause is, not to be skillfully attacked, but to be ineptly defended.* - Frédéric Bastiat
--
-- Simple Class for a more intelligent Air Defense System
-- Moose class for a more intelligent Air Defense System
--
-- #MANTIS
-- Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- # MANTIS
--
-- * Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy.
-- * **Automatic mode** (default since 0.8) can set-up your SAM site network automatically for you
-- * **Classic mode** behaves like before
@@ -100,9 +103,15 @@
-- * Roland
-- * Silkworm (though strictly speaking this is a surface to ship missile)
-- * SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-13, SA-15, SA-19
-- * and from HDS (see note below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2
-- * From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2
--
-- Following the example started above, an SA-6 site group name should start with "Red SAM SA-6" then, or a blue Patriot installation with e.g. "Blue SAM Patriot".
-- * From SMA: RBS98M, RBS70, RBS90, RBS90M, RBS103A, RBS103B, RBS103AM, RBS103BM, Lvkv9040M
-- **NOTE** If you are using the Swedish Military Assets (SMA), please note that the **group name** for RBS-SAM types also needs to contain the keyword "SMA"
--
-- * From CH: 2S38, PantsirS1, PantsirS2, PGL-625, HQ-17A, M903PAC2, M903PAC3, TorM2, TorM2K, TorM2M, NASAMS3-AMRAAMER, NASAMS3-AIM9X2, C-RAM, PGZ-09, S350-9M100, S350-9M96D
-- **NOTE** If you are using the Military Assets by Currenthill (CH), please note that the **group name** for CH-SAM types also needs to contain the keyword "CHM"
--
-- Following the example started above, an SA-6 site group name should start with "Red SAM SA-6" then, or a blue Patriot installation with e.g. "Blue SAM Patriot".
-- **NOTE** If you are using the High-Digit-Sam Mod, please note that the **group name** for the following SAM types also needs to contain the keyword "HDS":
--
-- * SA-2 (with V759 missile, e.g. "Red SAM SA-2 HDS")
@@ -123,7 +132,7 @@
-- Set up your SHORAD systems. They need to be **close** to (i.e. around) the SAM sites to be effective. Use **one** group per SAM location. SA-15 TOR systems offer a good missile defense.
--
-- [optional] Set up your HQ. Can be any group, e.g. a command vehicle.
--
--
-- # 1. Basic tactical considerations when setting up your SAM sites
--
-- ## 1.1 Radar systems and AWACS
@@ -147,7 +156,7 @@
-- * overestimation how far units can "see" and
-- * not taking into account that a SAM site will take (e.g for a SA-6) 30-40 seconds between switching on, acquiring the target and firing.
--
-- An attacker doing 350knots will cover ca 180meters/second or thus more than 6km until the SA-6 fires. Use triggers zones and the ruler in the missione editor to understand distances and zones. Take into account that the ranges given by the circles
-- An attacker doing 350knots will cover ca 180meters/second or thus more than 6km until the SA-6 fires. Use triggers zones and the ruler in the mission editor to understand distances and zones. Take into account that the ranges given by the circles
-- in the mission editor are absolute maximum ranges; in-game this is rather 50-75% of that depending on the system. Fiddle with placement and options to see what works best for your scenario, and remember **everything in here is in meters**.
--
-- # 2. Start up your MANTIS with a basic setting
@@ -211,7 +220,7 @@
-- * grouping = 5000 (meters) - Detection (EWR) will group enemy flights to areas of 5km for tracking - `MANTIS:SetEWRGrouping(radius)`
-- * detectinterval = 30 (seconds) - MANTIS will decide every 30 seconds which SAM to activate - `MANTIS:SetDetectInterval(interval)`
-- * engagerange = 95 (percent) - SAMs will only fire if flights are inside of a 95% radius of their max firerange - `MANTIS:SetSAMRange(range)`
-- * dynamic = false - Group filtering is set to once, i.e. newly added groups will not be part of the setup by default - `MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic)`
-- * dynamic = false - Group filtering is set to once, i.e. newly added groups will not be part of the setup by default - `MANTIS:New(name,samprefix,ewrprefix,hq,coalition,dynamic)`
-- * autorelocate = false - HQ and (mobile) EWR system will not relocate in random intervals between 30mins and 1 hour - `MANTIS:SetAutoRelocate(hq, ewr)`
-- * debug = false - Debugging reports on screen are set to off - `MANTIS:Debug(onoff)`
--
@@ -364,6 +373,7 @@ MANTIS.SamData = {
["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"},
["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"},
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["SHORAD"] = { Range=3, Blindspot=0, Height=3, Type="Short", Radar="Igla" }
}
--- SAM data HDS
@@ -387,6 +397,60 @@ MANTIS.SamDataHDS = {
["HQ-2 HDS"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
}
--- SAM data SMA
-- @type MANTIS.SamDataSMA
-- @field #number Range Max firing range in km
-- @field #number Blindspot no-firing range (green circle)
-- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key)
MANTIS.SamDataSMA = {
-- units from SMA Mod (Sweedish Military Assets)
-- https://forum.dcs.world/topic/295202-swedish-military-assets-for-dcs-by-currenthill/
-- group name MUST contain SMA to ID launcher type correctly!
["RBS98M SMA"] = { Range=20, Blindspot=0, Height=8, Type="Short", Radar="RBS-98" },
["RBS70 SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-70" },
["RBS70M SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="BV410_RBS70" },
["RBS90 SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="RBS-90" },
["RBS90M SMA"] = { Range=8, Blindspot=0, Height=5.5, Type="Short", Radar="BV410_RBS90" },
["RBS103A SMA"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_Rb103A" },
["RBS103B SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_Rb103B" },
["RBS103AM SMA"] = { Range=150, Blindspot=3, Height=24.5, Type="Long", Radar="LvS-103_Lavett103_HX_Rb103A" },
["RBS103BM SMA"] = { Range=35, Blindspot=0, Height=36, Type="Medium", Radar="LvS-103_Lavett103_HX_Rb103B" },
["Lvkv9040M SMA"] = { Range=4, Blindspot=0, Height=2.5, Type="Short", Radar="LvKv9040" },
}
--- SAM data CH
-- @type MANTIS.SamDataCH
-- @field #number Range Max firing range in km
-- @field #number Blindspot no-firing range (green circle)
-- @field #number Height Max firing height in km
-- @field #string Type #MANTIS.SamType of SAM, i.e. SHORT, MEDIUM or LONG (range)
-- @field #string Radar Radar typename on unit level (used as key)
MANTIS.SamDataCH = {
-- units from CH (Military Assets by Currenthill)
-- https://www.currenthill.com/
-- group name MUST contain CHM to ID launcher type correctly!
["2S38 CH"] = { Range=8, Blindspot=0.5, Height=6, Type="Short", Radar="2S38" },
["PantsirS1 CH"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" },
["PantsirS2 CH"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" },
["PGL-625 CH"] = { Range=10, Blindspot=0.5, Height=5, Type="Short", Radar="PGL_625" },
["HQ-17A CH"] = { Range=20, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" },
["M903PAC2 CH"] = { Range=160, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" },
["M903PAC3 CH"] = { Range=120, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
["TorM2 CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" },
["TorM2K CH"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" },
["TorM2M CH"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" },
["NASAMS3-AMRAAMER CH"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" },
["NASAMS3-AIM9X2 CH"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" },
["C-RAM CH"] = { Range=2, Blindspot=0, Height=2, Type="Short", Radar="CH_Centurion_C_RAM" },
["PGZ-09 CH"] = { Range=4, Blindspot=0, Height=3, Type="Short", Radar="CH_PGZ09" },
["S350-9M100 CH"] = { Range=15, Blindspot=1.5, Height=8, Type="Short", Radar="CH_S350_50P6_9M100" },
["S350-9M96D CH"] = { Range=150, Blindspot=2.5, Height=30, Type="Long", Radar="CH_S350_50P6_9M96D" },
["LAV-AD CH"] = { Range=8, Blindspot=0.2, Height=4.8, Type="Short", Radar="CH_LAVAD" },
["HQ-22 CH"] = { Range=170, Blindspot=5, Height=27, Type="Long", Radar="CH_HQ22_LN" },
}
-----------------------------------------------------------------------
-- MANTIS System
-----------------------------------------------------------------------
@@ -398,11 +462,12 @@ do
--@param #string samprefix Prefixes for the SAM groups from the ME, e.g. all groups starting with "Red Sam..."
--@param #string ewrprefix Prefixes for the EWR groups from the ME, e.g. all groups starting with "Red EWR..."
--@param #string hq Group name of your HQ (optional)
--@param #string coaltion Coalition side of your setup, e.g. "blue", "red" or "neutral"
--@param #string coalition Coalition side of your setup, e.g. "blue", "red" or "neutral"
--@param #boolean dynamic Use constant (true) filtering or just filter once (false, default) (optional)
--@param #string awacs Group name of your Awacs (optional)
--@param #boolean EmOnOff Make MANTIS switch Emissions on and off instead of changing the alarm state between RED and GREEN (optional)
--@param #number Padding For #SEAD - Extra number of seconds to add to radar switch-back-on time (optional)
--@param #table Zones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects
--@return #MANTIS self
--@usage Start up your MANTIS with a basic setting
--
@@ -421,7 +486,7 @@ do
-- mybluemantis = MANTIS:New("bluemantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mybluemantis:Start()
--
function MANTIS:New(name,samprefix,ewrprefix,hq,coaltion,dynamic,awacs, EmOnOff, Padding)
function MANTIS:New(name,samprefix,ewrprefix,hq,coalition,dynamic,awacs, EmOnOff, Padding, Zones)
-- DONE: Create some user functions for these
-- DONE: Make HQ useful
@@ -434,7 +499,7 @@ do
self.SAM_Templates_Prefix = samprefix or "Red SAM"
self.EWR_Templates_Prefix = ewrprefix or "Red EWR"
self.HQ_Template_CC = hq or nil
self.Coalition = coaltion or "red"
self.Coalition = coalition or "red"
self.SAM_Table = {}
self.SAM_Table_Long = {}
self.SAM_Table_Medium = {}
@@ -482,6 +547,7 @@ do
self.maxclassic = 6
self.autoshorad = true
self.ShoradGroupSet = SET_GROUP:New() -- Core.Set#SET_GROUP
self.FilterZones = Zones
self.UseEmOnOff = true
if EmOnOff == false then
@@ -531,16 +597,23 @@ do
self:T({self.ewr_templates})
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition)
self.EWR_Group = SET_GROUP:New():FilterPrefixes(self.ewr_templates):FilterCoalitions(self.Coalition)
if self.FilterZones then
self.SAM_Group:FilterZones(self.FilterZones)
end
if self.dynamic then
-- Set SAM SET_GROUP
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition):FilterStart()
self.SAM_Group:FilterStart()
-- Set EWR SET_GROUP
self.EWR_Group = SET_GROUP:New():FilterPrefixes(self.ewr_templates):FilterCoalitions(self.Coalition):FilterStart()
self.EWR_Group:FilterStart()
else
-- Set SAM SET_GROUP
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition):FilterOnce()
self.SAM_Group:FilterOnce()
-- Set EWR SET_GROUP
self.EWR_Group = SET_GROUP:New():FilterPrefixes(self.ewr_templates):FilterCoalitions(self.Coalition):FilterOnce()
self.EWR_Group:FilterOnce()
end
-- set up CC
@@ -550,7 +623,7 @@ do
-- TODO Version
-- @field #string version
self.version="0.8.8"
self.version="0.8.14"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions ---
@@ -1270,11 +1343,13 @@ do
-- @param #MANTIS self
-- @param #string grpname Name of the group
-- @param #boolean mod HDS mod flag
-- @param #boolean sma SMA mod flag
-- @param #boolean chm CH mod flag
-- @return #number range Max firing range
-- @return #number height Max firing height
-- @return #string type Long, medium or short range
-- @return #number blind "blind" spot
function MANTIS:_GetSAMDataFromUnits(grpname,mod)
function MANTIS:_GetSAMDataFromUnits(grpname,mod,sma,chm)
self:T(self.lid.."_GetSAMRangeFromUnits")
local found = false
local range = self.checkradius
@@ -1287,8 +1362,12 @@ do
local SAMData = self.SamData
if mod then
SAMData = self.SamDataHDS
elseif sma then
SAMData = self.SamDataSMA
elseif chm then
SAMData = self.SamDataCH
end
--self:I("Looking to auto-match for "..grpname)
--self:T("Looking to auto-match for "..grpname)
for _,_unit in pairs(units) do
local unit = _unit -- Wrapper.Unit#UNIT
local type = string.lower(unit:GetTypeName())
@@ -1332,8 +1411,14 @@ do
local blind = 0
local found = false
local HDSmod = false
local SMAMod = false
local CHMod = false
if string.find(grpname,"HDS",1,true) then
HDSmod = true
elseif string.find(grpname,"SMA",1,true) then
SMAMod = true
elseif string.find(grpname,"CHM",1,true) then
CHMod = true
end
if self.automode then
for idx,entry in pairs(self.SamData) do
@@ -1352,8 +1437,8 @@ do
end
end
-- secondary filter if not found
if (not found and self.automode) or HDSmod then
range, height, type = self:_GetSAMDataFromUnits(grpname,HDSmod)
if (not found and self.automode) or HDSmod or SMAMod or CHMod then
range, height, type = self:_GetSAMDataFromUnits(grpname,HDSmod,SMAMod,CHMod)
elseif not found then
self:E(self.lid .. string.format("*****Could not match radar data for %s! Will default to midrange values!",grpname))
end
@@ -1515,7 +1600,7 @@ do
-- @param #table samset Table of SAM data
-- @param #table detset Table of COORDINATES
-- @param #boolean dlink Using DLINK
-- @param #limit limit of SAM sites to go active on a contact
-- @param #number limit of SAM sites to go active on a contact
-- @return #MANTIS self
function MANTIS:_CheckLoop(samset,detset,dlink,limit)
self:T(self.lid .. "CheckLoop " .. #detset .. " Coordinates")
@@ -1,4 +1,4 @@
--- **Functional** -- Train missile defence and deflection.
--- **Functional** - Train missile defence and deflection.
--
-- ===
--
@@ -28,14 +28,14 @@
-- * **Messages Off**: Disable all messages.
-- * **Tracking**: Menu to configure missile tracking messages.
-- * **To All**: Shows missile tracking messages to all players.
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targetted at.
-- * **To Target**: Shows missile tracking messages only to the player where the missile is targeted at.
-- * **Tracking On**: Show missile tracking messages.
-- * **Tracking Off**: Disable missile tracking messages.
-- * **Frequency Increase**: Increases the missile tracking message frequency with one second.
-- * **Frequency Decrease**: Decreases the missile tracking message frequency with one second.
-- * **Alerts**: Menu to configure alert messages.
-- * **To All**: Shows alert messages to all players.
-- * **To Target**: Shows alert messages only to the player where the missile is (was) targetted at.
-- * **To Target**: Shows alert messages only to the player where the missile is (was) targeted at.
-- * **Hits On**: Show missile hit alert messages.
-- * **Hits Off**: Disable missile hit alert messages.
-- * **Launches On**: Show missile launch messages.
@@ -50,6 +50,11 @@
-- * **100 meter**: Destroys the missile when the distance to the aircraft is below or equal to 100 meter.
-- * **150 meter**: Destroys the missile when the distance to the aircraft is below or equal to 150 meter.
-- * **200 meter**: Destroys the missile when the distance to the aircraft is below or equal to 200 meter.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--
-- ===
--
@@ -67,8 +72,8 @@
-- @module Functional.MissileTrainer
-- @image Missile_Trainer.JPG
--- @type MISSILETRAINER
---
-- @type MISSILETRAINER
-- @field Core.Set#SET_CLIENT DBClients
-- @extends Core.Base#BASE
@@ -88,7 +93,7 @@
-- A MISSILETRAINER object will behave differently based on the usage of initialization methods:
--
-- * @{#MISSILETRAINER.InitMessagesOnOff}: Sets by default the display of any message to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targetted to you.
-- * @{#MISSILETRAINER.InitTrackingToAll}: Sets by default the missile tracking report for all players or only for those missiles targeted to you.
-- * @{#MISSILETRAINER.InitTrackingOnOff}: Sets by default the display of missile tracking report to be ON or OFF.
-- * @{#MISSILETRAINER.InitTrackingFrequency}: Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- * @{#MISSILETRAINER.InitAlertsToAll}: Sets by default the display of alerts to be shown to all players or only to you.
@@ -97,6 +102,11 @@
-- * @{#MISSILETRAINER.InitRangeOnOff}: Sets by default the display of range information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitBearingOnOff}: Sets by default the display of bearing information of missiles ON of OFF.
-- * @{#MISSILETRAINER.InitMenusOnOff}: Allows to configure the options through the radio menu.
--
-- # Developer Note
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
--
-- @field #MISSILETRAINER
MISSILETRAINER = {
@@ -205,7 +215,7 @@ function MISSILETRAINER:New( Distance, Briefing )
-- self.DB:ForEachClient(
-- --- @param Wrapper.Client#CLIENT Client
-- -- @param Wrapper.Client#CLIENT Client
-- function( Client )
--
-- ... actions ...
@@ -256,7 +266,7 @@ function MISSILETRAINER:InitMessagesOnOff( MessagesOnOff )
return self
end
--- Sets by default the missile tracking report for all players or only for those missiles targetted to you.
--- Sets by default the missile tracking report for all players or only for those missiles targeted to you.
-- @param #MISSILETRAINER self
-- @param #boolean TrackingToAll true or false
-- @return #MISSILETRAINER self
@@ -555,7 +565,7 @@ function MISSILETRAINER:_AddBearing( Client, TrainerWeapon )
local DirectionVector = { x = PositionMissile.x - TargetVec3.x, y = PositionMissile.y - TargetVec3.y, z = PositionMissile.z - TargetVec3.z }
local DirectionRadians = math.atan2( DirectionVector.z, DirectionVector.x )
--DirectionRadians = DirectionRadians + routines.getNorthCorrection( PositionTarget )
if DirectionRadians < 0 then
DirectionRadians = DirectionRadians + 2 * math.pi
end
+14 -14
View File
@@ -1,4 +1,4 @@
--- **Functional** -- Limit the movement of simulaneous moving ground vehicles.
--- **Functional** - Limit the movement of simulaneous moving ground vehicles.
--
-- ===
--
@@ -10,7 +10,8 @@
-- @module Functional.Movement
-- @image MOOSE.JPG
--- @type MOVEMENT
---
-- @type MOVEMENT
-- @extends Core.Base#BASE
---
@@ -30,23 +31,23 @@ MOVEMENT = {
function MOVEMENT:New( MovePrefixes, MoveMaximum )
local self = BASE:Inherit( self, BASE:New() ) -- #MOVEMENT
self:F( { MovePrefixes, MoveMaximum } )
if type( MovePrefixes ) == 'table' then
self.MovePrefixes = MovePrefixes
else
self.MovePrefixes = { MovePrefixes }
end
self.MoveCount = 0 -- The internal counter of the amount of Moveing the has happened since MoveStart.
self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move...
self.AliveUnits = 0 -- Contains the counter how many units are currently alive
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
self.MoveCount = 0 -- The internal counter of the amount of Moving the has happened since MoveStart.
self.MoveMaximum = MoveMaximum -- Contains the Maximum amount of units that are allowed to move.
self.AliveUnits = 0 -- Contains the counter how many units are currently alive.
self.MoveUnits = {} -- Reflects if the Moving for this MovePrefixes is going to be scheduled or not.
self:HandleEvent( EVENTS.Birth )
-- self:AddEvent( world.event.S_EVENT_BIRTH, self.OnBirth )
--
-- self:EnableEvents()
self:ScheduleStart()
return self
@@ -55,7 +56,6 @@ end
--- Call this function to start the MOVEMENT scheduling.
function MOVEMENT:ScheduleStart()
self:F()
--self.MoveFunction = routines.scheduleFunction( self._Scheduler, { self }, timer.getTime() + 1, 120 )
self.MoveFunction = SCHEDULER:New( self, self._Scheduler, {}, 1, 120 )
end
@@ -67,7 +67,7 @@ function MOVEMENT:ScheduleStop()
end
--- Captures the birth events when new Units were spawned.
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
-- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
-- @param #MOVEMENT self
-- @param Core.Event#EVENTDATA self
function MOVEMENT:OnEventBirth( EventData )
@@ -86,14 +86,14 @@ function MOVEMENT:OnEventBirth( EventData )
end
end
end
EventData.IniUnit:HandleEvent( EVENTS.DEAD, self.OnDeadOrCrash )
end
end
--- Captures the Dead or Crash events when Units crash or are destroyed.
-- @todo This method should become obsolete. The new @{DATABASE} class will handle the collection administration.
-- @todo This method should become obsolete. The global _DATABASE object (an instance of @{Core.Database#DATABASE}) will handle the collection administration.
function MOVEMENT:OnDeadOrCrash( Event )
self:F( { Event } )
+76 -141
View File
@@ -1,4 +1,4 @@
--- **Functional** - Rudimentary ATC.
--- **Functional** - Basic ATC.
--
-- ![Banner Image](..\Presentations\PSEUDOATC\PSEUDOATC_Main.jpg)
--
@@ -26,9 +26,9 @@
--
-- ===
--
-- ### Author: **[funkyfranky](https://forums.eagle.ru/member.php?u=115026)**
-- ### Author: **funkyfranky**
--
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
-- ### Contributions: FlightControl, Applevangelist
--
-- ====
-- @module Functional.PseudoATC
@@ -44,7 +44,8 @@
-- @field #number mrefresh Interval in seconds after which the F10 menu is refreshed. E.g. by the closest airports. Default is 120 sec.
-- @field #number talt Interval in seconds between reporting altitude until touchdown. Default 3 sec.
-- @field #boolean chatty Display some messages on events like take-off and touchdown.
-- @field #boolean eventsmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
-- @field #boolean eventsmoose [Deprecated] If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler.
-- @field #boolean reportplayername If true, use playername not callsign on callouts
-- @extends Core.Base#BASE
--- Adds some rudimentary ATC functionality via the radio menu.
@@ -88,6 +89,7 @@ PSEUDOATC={
talt=3,
chatty=true,
eventsmoose=true,
reportplayername = false,
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -98,13 +100,14 @@ PSEUDOATC.id="PseudoATC | "
--- PSEUDOATC version.
-- @field #number version
PSEUDOATC.version="0.9.2"
PSEUDOATC.version="0.10.5"
-----------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-- DONE: Add takeoff event.
-- DONE: Add user functions.
-- DONE: Refactor to use Moose event handling only
-----------------------------------------------------------------------------------------------------------------------------------------
@@ -129,23 +132,14 @@ function PSEUDOATC:Start()
self:F()
-- Debug info
self:E(PSEUDOATC.id.."Starting PseudoATC")
self:I(PSEUDOATC.id.."Starting PseudoATC")
-- Handle events.
if self.eventsmoose then
self:T(PSEUDOATC.id.."Events are handled by MOOSE.")
self:HandleEvent(EVENTS.Birth, self._OnBirth)
self:HandleEvent(EVENTS.Land, self._PlayerLanded)
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
--self:HandleEvent(EVENTS.Ejection, self._PlayerLeft)
--self:HandleEvent(EVENTS.PilotDead, self._PlayerLeft)
else
self:T(PSEUDOATC.id.."Events are handled by DCS.")
-- Events are handled directly by DCS.
world.addEventHandler(self)
end
self:HandleEvent(EVENTS.Birth, self._OnBirth)
self:HandleEvent(EVENTS.Land, self._PlayerLanded)
self:HandleEvent(EVENTS.Takeoff, self._PlayerTakeOff)
self:HandleEvent(EVENTS.PlayerLeaveUnit, self._PlayerLeft)
self:HandleEvent(EVENTS.Crash, self._PlayerLeft)
end
@@ -183,6 +177,13 @@ function PSEUDOATC:SetMessageDuration(duration)
self.mdur=duration or 30
end
--- Use player name, not call sign, in callouts
-- @param #PSEUDOATC self
function PSEUDOATC:SetReportPlayername()
self.reportplayername = true
return self
end
--- Set time interval after which the F10 radio menu is refreshed.
-- @param #PSEUDOATC self
-- @param #number interval Interval in seconds. Default is every 120 sec.
@@ -190,7 +191,7 @@ function PSEUDOATC:SetMenuRefresh(interval)
self.mrefresh=interval or 120
end
--- Enable/disable event handling by MOOSE or DCS.
--- [Deprecated] Enable/disable event handling by MOOSE or DCS.
-- @param #PSEUDOATC self
-- @param #boolean switch If true, events are handled by MOOSE (default). If false, events are handled directly by DCS.
function PSEUDOATC:SetEventsMoose(switch)
@@ -207,84 +208,6 @@ end
-----------------------------------------------------------------------------------------------------------------------------------------
-- Event Handling
--- Event handler for suppressed groups.
--@param #PSEUDOATC self
--@param #table Event Event data table. Holds event.id, event.initiator and event.target etc.
function PSEUDOATC:onEvent(Event)
if Event == nil or Event.initiator == nil or Unit.getByName(Event.initiator:getName()) == nil then
return true
end
local DCSiniunit = Event.initiator
local DCSplace = Event.place
local DCSsubplace = Event.subplace
local EventData={}
local _playerunit=nil
local _playername=nil
if Event.initiator then
EventData.IniUnitName = Event.initiator:getName()
EventData.IniDCSGroup = Event.initiator:getGroup()
EventData.IniGroupName = Event.initiator:getGroup():getName()
-- Get player unit and name. This returns nil,nil if the event was not fired by a player unit. And these are the only events we are interested in.
_playerunit, _playername = self:_GetPlayerUnitAndName(EventData.IniUnitName)
end
if Event.place then
EventData.Place=Event.place
EventData.PlaceName=Event.place:getName()
end
if Event.subplace then
EventData.SubPlace=Event.subplace
EventData.SubPlaceName=Event.subplace:getName()
end
-- Event info.
self:T3(PSEUDOATC.id..string.format("EVENT: Event in onEvent with ID = %s", tostring(Event.id)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini unit = %s" , tostring(EventData.IniUnitName)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini group = %s" , tostring(EventData.IniGroupName)))
self:T3(PSEUDOATC.id..string.format("EVENT: Ini player = %s" , tostring(_playername)))
self:T3(PSEUDOATC.id..string.format("EVENT: Place = %s" , tostring(EventData.PlaceName)))
self:T3(PSEUDOATC.id..string.format("EVENT: SubPlace = %s" , tostring(EventData.SubPlaceName)))
-- Event birth.
if Event.id == world.event.S_EVENT_BIRTH and _playername then
self:_OnBirth(EventData)
end
-- Event takeoff.
if Event.id == world.event.S_EVENT_TAKEOFF and _playername and EventData.Place then
self:_PlayerTakeOff(EventData)
end
-- Event land.
if Event.id == world.event.S_EVENT_LAND and _playername and EventData.Place then
self:_PlayerLanded(EventData)
end
-- Event player left unit
if Event.id == world.event.S_EVENT_PLAYER_LEAVE_UNIT and _playername then
self:_PlayerLeft(EventData)
end
-- Event crash ==> player left unit
if Event.id == world.event.S_EVENT_CRASH and _playername then
self:_PlayerLeft(EventData)
end
--[[
-- Event eject ==> player left unit
if Event.id == world.event.S_EVENT_EJECTION and _playername then
self:_PlayerLeft(EventData)
end
-- Event pilot dead ==> player left unit
if Event.id == world.event.S_EVENT_PILOT_DEAD and _playername then
self:_PlayerLeft(EventData)
end
]]
end
--- Function called my MOOSE event handler when a player enters a unit.
-- @param #PSEUDOATC self
@@ -294,7 +217,9 @@ function PSEUDOATC:_OnBirth(EventData)
-- Get unit and player.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
-- Check if a player entered.
if _unit and _playername then
@@ -311,7 +236,10 @@ function PSEUDOATC:_PlayerLeft(EventData)
-- Get unit and player.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
-- Check if a player left.
if _unit and _playername then
@@ -326,18 +254,16 @@ function PSEUDOATC:_PlayerLanded(EventData)
self:F({EventData=EventData})
-- Get unit, player and place.
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _unitName=EventData.IniUnitName
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
--local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil
local _baseName=nil
if EventData.place then
_base=EventData.place
_baseName=EventData.place:getName()
end
-- if EventData.subplace then
-- local _subPlace=EventData.subplace
-- local _subPlaceName=EventData.subplace:getName()
-- end
-- Call landed function.
if _unit and _playername and _base then
@@ -352,8 +278,10 @@ function PSEUDOATC:_PlayerTakeOff(EventData)
self:F({EventData=EventData})
-- Get unit, player and place.
local _unitName=EventData.IniUnitName
local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
local _unitName=EventData.IniUnitName
local _unit = EventData.IniUnit
local _playername = EventData.IniPlayerName
--local _unit,_playername=self:_GetPlayerUnitAndName(_unitName)
local _base=nil
local _baseName=nil
if EventData.place then
@@ -441,14 +369,15 @@ function PSEUDOATC:PlayerLanded(unit, place)
local group=unit:GetGroup()
local GID=group:GetID()
local UID=unit:GetDCSObject():getID()
local PlayerName=self.group[GID].player[UID].playername
local UnitName=self.group[GID].player[UID].unitname
local GroupName=self.group[GID].player[UID].groupname
-- Debug message.
local text=string.format("Player %s in unit %s of group %s (id=%d) landed at %s.", PlayerName, UnitName, GroupName, GID, place)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
local PlayerName = unit:GetPlayerName() or "Ghost"
local UnitName = unit:GetName() or "Ghostplane"
local GroupName = group:GetName() or "Ghostgroup"
if self.Debug then
-- Debug message.
local text=string.format("Player %s in unit %s of group %s landed at %s.", PlayerName, UnitName, GroupName, place)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
end
-- Stop altitude reporting timer if its activated.
self:AltitudeTimerStop(GID,UID)
@@ -470,21 +399,22 @@ function PSEUDOATC:PlayerTakeOff(unit, place)
-- Gather some information.
local group=unit:GetGroup()
local GID=group:GetID()
local UID=unit:GetDCSObject():getID()
local PlayerName=self.group[GID].player[UID].playername
local CallSign=self.group[GID].player[UID].callsign
local UnitName=self.group[GID].player[UID].unitname
local GroupName=self.group[GID].player[UID].groupname
-- Debug message.
local text=string.format("Player %s in unit %s of group %s (id=%d) took off at %s.", PlayerName, UnitName, GroupName, GID, place)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
local PlayerName = unit:GetPlayerName() or "Ghost"
local UnitName = unit:GetName() or "Ghostplane"
local GroupName = group:GetName() or "Ghostgroup"
local CallSign = unit:GetCallsign() or "Ghost11"
if self.Debug then
-- Debug message.
local text=string.format("Player %s in unit %s of group %s took off at %s.", PlayerName, UnitName, GroupName, place)
self:T(PSEUDOATC.id..text)
MESSAGE:New(text, 30):ToAllIf(self.Debug)
end
-- Bye-Bye message.
if place and self.chatty then
local text=string.format("%s, %s, you are airborne. Have a safe trip!", place, CallSign)
if self.reportplayername then
text=string.format("%s, %s, you are airborne. Have a safe trip!", place, PlayerName)
end
MESSAGE:New(text, self.mdur):ToGroup(group)
end
@@ -501,7 +431,7 @@ function PSEUDOATC:PlayerLeft(unit)
local GID=group:GetID()
local UID=unit:GetDCSObject():getID()
if self.group[GID].player[UID] then
if self.group[GID] and self.group[GID].player and self.group[GID].player[UID] then
local PlayerName=self.group[GID].player[UID].playername
local CallSign=self.group[GID].player[UID].callsign
local UnitName=self.group[GID].player[UID].unitname
@@ -687,7 +617,9 @@ function PSEUDOATC:MenuWaypoints(GID, UID)
-- Position of Waypoint
local pos=COORDINATE:New(wp.x, wp.alt, wp.y)
local name=string.format("Waypoint %d", i-1)
if wp.name and wp.name ~= "" then
name = string.format("Waypoint %s",wp.name)
end
-- "F10/PseudoATC/Waypoints/Waypoint X"
local submenu=missionCommands.addSubMenuForGroup(GID, name, self.group[GID].player[UID].menu_waypoints)
@@ -844,7 +776,8 @@ function PSEUDOATC:ReportHeight(GID, UID, dt, _clear)
local position=unit:GetCoordinate()
local height=get_AGL(position)
local callsign=unit:GetCallsign()
local PlayerName=self.group[GID].player[UID].playername
-- Settings.
local settings=_DATABASE:GetPlayerSettings(self.group[GID].player[UID].playername) or _SETTINGS --Core.Settings#SETTINGS
@@ -856,7 +789,9 @@ function PSEUDOATC:ReportHeight(GID, UID, dt, _clear)
-- Message text.
local _text=string.format("%s, your altitude is %s AGL.", callsign, Hs)
if self.reportplayername then
_text=string.format("%s, your altitude is %s AGL.", PlayerName, Hs)
end
-- Append flight level.
if _clear==false then
_text=_text..string.format(" FL%03d.", position.y/30.48)
@@ -901,7 +836,7 @@ function PSEUDOATC:AltitudeTimeStart(GID, UID)
self:T(PSEUDOATC.id..string.format("Starting altitude report timer for player ID %d.", UID))
-- Start timer. Altitude is reported every ~3 seconds.
self.group[GID].player[UID].altimer, self.group[GID].player[UID].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, GID, UID, 0.1, true}, 1, 3)
self.group[GID].player[UID].altimer, self.group[GID].player[UID].altimerid=SCHEDULER:New(nil, self.ReportHeight, {self, GID, UID, 1, true}, 1, 3)
end
--- Stop/destroy DCS scheduler function for reporting altitude.
@@ -949,11 +884,14 @@ function PSEUDOATC:LocalAirports(GID, UID)
for _,airbase in pairs(airports) do
local name=airbase:getName()
local q=AIRBASE:FindByName(name):GetCoordinate()
local d=q:Get2DDistance(pos)
local a=AIRBASE:FindByName(name)
if a then
local q=a:GetCoordinate()
local d=q:Get2DDistance(pos)
-- Add to table.
table.insert(self.group[GID].player[UID].airports, {distance=d, name=name})
-- Add to table.
table.insert(self.group[GID].player[UID].airports, {distance=d, name=name})
end
end
end
@@ -1041,6 +979,3 @@ function PSEUDOATC:_myname(unitname)
return string.format("%s (%s)", csign, pname)
end
+53 -21
View File
@@ -51,7 +51,7 @@
-- ### Contributions: [FlightControl](https://forums.eagle.ru/member.php?u=89536)
--
-- ===
-- @module Functional.Rat
-- @module Functional.RAT
-- @image RAT.JPG
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -69,7 +69,7 @@
-- @field #string category Category of aircarft: "plane" or "heli".
-- @field #number groupsize Number of aircraft in group.
-- @field #string friendly Possible departure/destination airport: all=blue+red+neutral, same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red.
-- @field #table ctable Table with the valid coalitons from choice self.friendly.
-- @field #table ctable Table with the valid coalitions from choice self.friendly.
-- @field #table aircraft Table which holds the basic aircraft properties (speed, range, ...).
-- @field #number Vcruisemax Max cruise speed in m/s (250 m/s = 900 km/h = 486 kt) set by user.
-- @field #number Vclimb Default climb rate in ft/min.
@@ -348,7 +348,7 @@ RAT={
category = nil, -- Category of aircarft: "plane" or "heli".
groupsize=nil, -- Number of aircraft in the group.
friendly = "same", -- Possible departure/destination airport: same=spawn+neutral, spawnonly=spawn, blue=blue+neutral, blueonly=blue, red=red+neutral, redonly=red, neutral.
ctable = {}, -- Table with the valid coalitons from choice self.friendly.
ctable = {}, -- Table with the valid coalitions from choice self.friendly.
aircraft = {}, -- Table which holds the basic aircraft properties (speed, range, ...).
Vcruisemax=nil, -- Max cruise speed in set by user.
Vclimb=1500, -- Default climb rate in ft/min.
@@ -657,7 +657,7 @@ end
-- @param #RAT self
-- @param #number naircraft (Optional) Number of aircraft to spawn. Default is one aircraft.
-- @return #boolean True if spawning was successful or nil if nothing was spawned.
-- @usage yak:Spawn(5) will spawn five aircraft. By default aircraft will spawn at neutral and red airports if the template group is part of the red coaliton.
-- @usage yak:Spawn(5) will spawn five aircraft. By default aircraft will spawn at neutral and red airports if the template group is part of the red coalition.
function RAT:Spawn(naircraft)
-- Make sure that this function is only been called once per RAT object.
@@ -1289,7 +1289,7 @@ end
--- Include all airports which lie in a zone as possible destinations.
-- @param #RAT self
-- @param Core.Zone#ZONE zone Zone in which the departure airports lie. Has to be a MOOSE zone.
-- @param Core.Zone#ZONE zone Zone in which the destination airports lie. Has to be a MOOSE zone.
-- @return #RAT RAT self object.
function RAT:SetDestinationsFromZone(zone)
self:F2(zone)
@@ -1305,7 +1305,7 @@ end
--- Include all airports which lie in a zone as possible destinations.
-- @param #RAT self
-- @param Core.Zone#ZONE zone Zone in which the destination airports lie. Has to be a MOOSE zone.
-- @param Core.Zone#ZONE zone Zone in which the departure airports lie. Has to be a MOOSE zone.
-- @return #RAT RAT self object.
function RAT:SetDeparturesFromZone(zone)
self:F2(zone)
@@ -2049,9 +2049,15 @@ function RAT:_InitAircraft(DCSgroup)
--self.aircraft.descriptors=DCSdesc
-- aircraft dimensions
self.aircraft.length=DCSdesc.box.max.x
self.aircraft.height=DCSdesc.box.max.y
self.aircraft.width=DCSdesc.box.max.z
if DCSdesc.box then
self.aircraft.length=DCSdesc.box.max.x
self.aircraft.height=DCSdesc.box.max.y
self.aircraft.width=DCSdesc.box.max.z
elseif DCStype == "Mirage-F1CE" then
self.aircraft.length=16
self.aircraft.height=5
self.aircraft.width=9
end
self.aircraft.box=math.max(self.aircraft.length,self.aircraft.width)
-- info message
@@ -3477,7 +3483,7 @@ function RAT:Status(message, forID)
-- Get group.
local group=ratcraft.group --Wrapper.Group#GROUP
if group and group:IsAlive() then
if group and group:IsAlive() and (group:GetCoordinate() or group:GetVec3()) then
nalive=nalive+1
-- Gather some information.
@@ -3485,8 +3491,11 @@ function RAT:Status(message, forID)
local life=self:_GetLife(group)
local fuel=group:GetFuel()*100.0
local airborne=group:InAir()
local coords=group:GetCoordinate()
local alt=coords.y
local coords=group:GetCoordinate() or group:GetVec3()
local alt=1000
if coords then
alt=coords.y or 1000
end
--local vel=group:GetVelocityKMH()
local departure=ratcraft.departure:GetName()
local destination=ratcraft.destination:GetName()
@@ -5437,7 +5446,7 @@ function RAT:_ModifySpawnTemplate(waypoints, livery, spawnplace, departure, take
SpawnTemplate.units[UnitID]["onboard_num"] = string.format("%s%d%02d", self.onboardnum, (self.SpawnIndex-1)%10, (self.onboardnum0-1)+UnitID)
end
-- Modify coaltion and country of template.
-- Modify coalition and country of template.
SpawnTemplate.CoalitionID=self.coalition
if self.country then
SpawnTemplate.CountryID=self.country
@@ -5484,7 +5493,7 @@ function RAT:_ATCInit(airports_map)
if not RAT.ATC.init then
local text
text="Starting RAT ATC.\nSimultanious = "..RAT.ATC.Nclearance.."\n".."Delay = "..RAT.ATC.delay
BASE:T(RAT.id..text)
BASE:T(RAT.id..text)
RAT.ATC.init=true
for _,ap in pairs(airports_map) do
local name=ap:GetName()
@@ -5665,6 +5674,9 @@ function RAT:_ATCClearForLanding(airport, flight)
-- Debug message.
local text1=string.format("ATC %s: Flight %s cleared for landing (flag=%d).", airport, flight, flagvalue)
if string.find(flight,"#") then
flight = string.match(flight,"^(.+)#")
end
local text2=string.format("ATC %s: Flight %s you are cleared for landing.", airport, flight)
BASE:T( RAT.id..text1)
MESSAGE:New(text2, 10):ToAllIf(RAT.ATC.messages)
@@ -5707,6 +5719,9 @@ function RAT:_ATCFlightLanded(name)
local text1=string.format("ATC %s: Flight %s landed. Tholding = %i:%02d, Tfinal = %i:%02d.", dest, name, Thold/60, Thold%60, Tfinal/60, Tfinal%60)
local text2=string.format("ATC %s: Number of flights still on final %d.", dest, RAT.ATC.airport[dest].Nonfinal)
local text3=string.format("ATC %s: Traffic report: Number of planes landed in total %d. Flights/hour = %3.2f.", dest, RAT.ATC.airport[dest].traffic, TrafficPerHour)
if string.find(name,"#") then
name = string.match(name,"^(.+)#")
end
local text4=string.format("ATC %s: Flight %s landed. Welcome to %s.", dest, name, dest)
BASE:T(RAT.id..text1)
BASE:T(RAT.id..text2)
@@ -5820,6 +5835,7 @@ RATMANAGER={
rat={},
name={},
alive={},
planned={},
min={},
nrat=0,
ntot=nil,
@@ -5868,6 +5884,7 @@ function RATMANAGER:Add(ratobject,min)
self.rat[self.nrat]=ratobject
self.alive[self.nrat]=0
self.planned[self.nrat]=0
self.name[self.nrat]=ratobject.alias
self.min[self.nrat]=min or 1
@@ -6008,11 +6025,25 @@ function RATMANAGER:_Manage()
for i=1,self.nrat do
for j=1,N[i] do
time=time+self.dTspawn
SCHEDULER:New(nil, RAT._SpawnWithRoute, {self.rat[i]}, time)
self.planned[i]=self.planned[i]+1
SCHEDULER:New(nil, RATMANAGER._Spawn, {self, i}, time)
end
end
end
--- Instantly starts the RAT manager and spawns the initial random number RAT groups for each RAT object.
-- @param #RATMANAGER self
-- @param #RATMANAGER RATMANAGER self object.
-- @param #number i Index.
function RATMANAGER:_Spawn(i)
local rat=self.rat[i] --#RAT
rat:_SpawnWithRoute()
self.planned[i]=self.planned[i]-1
end
--- Counts the number of alive RAT objects.
-- @param #RATMANAGER self
function RATMANAGER:_Count()
@@ -6041,7 +6072,7 @@ function RATMANAGER:_Count()
ntotal=ntotal+n
-- Debug output.
local text=string.format("Number of alive groups of %s = %d", self.name[i], n)
local text=string.format("Number of alive groups of %s = %d, planned=%d", self.name[i], n, self.planned[i])
self:T(RATMANAGER.id..text)
end
@@ -6071,9 +6102,10 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
local M={}
local P={}
for i=1,nrat do
local a=alive[i]+self.planned[i]
N[#N+1]=0
M[#M+1]=math.max(alive[i], min[i])
P[#P+1]=math.max(min[i]-alive[i],0)
M[#M+1]=math.max(a, min[i])
P[#P+1]=math.max(min[i]-a,0)
end
-- Min/max group arrays.
@@ -6090,7 +6122,7 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
-- Number of new groups to be added.
local nnew=ntot
for i=1,nrat do
nnew=nnew-alive[i]
nnew=nnew-alive[i]-self.planned[i]
end
for i=1,nrat-1 do
@@ -6122,7 +6154,7 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
end
-- Debug info
self:T3(string.format("RATMANAGER: i=%d, alive=%d, min=%d, mini=%d, maxi=%d, add=%d, sumN=%d, sumP=%d", j, alive[j], min[j], mini[j], maxi[j], N[j],sN, sP))
self:T3(string.format("RATMANAGER: i=%d, alive=%d, planned=%d, min=%d, mini=%d, maxi=%d, add=%d, sumN=%d, sumP=%d", j, alive[j], self.planned[i], min[j], mini[j], maxi[j], N[j],sN, sP))
end
@@ -6137,7 +6169,7 @@ function RATMANAGER:_RollDice(nrat,ntot,min,alive)
-- Debug info
local text=RATMANAGER.id.."\n"
for i=1,nrat do
text=text..string.format("%s: i=%d, alive=%d, min=%d, mini=%d, maxi=%d, add=%d\n", self.name[i], i, alive[i], min[i], mini[i], maxi[i], N[i])
text=text..string.format("%s: i=%d, alive=%d, planned=%d, min=%d, mini=%d, maxi=%d, add=%d\n", self.name[i], i, alive[i], self.planned[i], min[i], mini[i], maxi[i], N[i])
end
text=text..string.format("Total # of groups to add = %d", sum(N, done))
self:T(text)
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
+8 -8
View File
@@ -1,4 +1,4 @@
--- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--- **Functional** - Make SAM sites evasive and execute defensive behaviour when being fired upon.
--
-- ===
--
@@ -19,7 +19,7 @@
--
-- ### Authors: **FlightControl**, **applevangelist**
--
-- Last Update: Feb 2022
-- Last Update: September 2023
--
-- ===
--
@@ -66,7 +66,7 @@ SEAD = {
-- @field Harms
SEAD.Harms = {
["AGM_88"] = "AGM_88",
["AGM_45"] = "AGM_45",
--["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
@@ -143,7 +143,7 @@ function SEAD:New( SEADGroupPrefixes, Padding )
self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.3")
self:I("*** SEAD - Started Version 0.4.4")
return self
end
@@ -203,7 +203,7 @@ function SEAD:SwitchEmissions(Switch)
return self
end
--- Add an object to call back when going evasive.
--- Set an object to call back when going evasive.
-- @param #SEAD self
-- @param #table Object The object to call. Needs to have object functions as follows:
-- `:SeadSuppressionPlanned(Group, Name, SuppressionStartTime, SuppressionEndTime)`
@@ -369,7 +369,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
local reach = 10
if hit then
local wpndata = SEAD.HarmData[data]
reach = wpndata[1] * 1,1
reach = wpndata[1] * 1.1
local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29)
end
@@ -405,7 +405,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
local function SuppressionStop(args)
self:T(string.format("*** SEAD - %s Radar On",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
local name = args[2] -- #string Group Nam
local name = args[2] -- #string Group Name
if self.UseEmissionsOnOff then
grp:EnableEmission(true)
end
@@ -424,7 +424,7 @@ function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADP
if _tti > 600 then delay = _tti - 90 end -- shot from afar, 600 is default shorad ontime
local SuppressionStartTime = timer.getTime() + delay
local SuppressionEndTime = timer.getTime() + _tti + self.Padding
local SuppressionEndTime = timer.getTime() + delay + _tti + self.Padding + delay
local _targetgroupname = _targetgroup:GetName()
if not self.SuppressedGroups[_targetgroupname] then
self:T(string.format("*** SEAD - %s | Parameters TTI %ds | Switch-Off in %ds",_targetgroupname,_tti,delay))
@@ -1,9 +1,11 @@
--- **Functional** -- Short Range Air Defense System
--- **Functional** - Short Range Air Defense System.
--
-- ===
--
-- ## Features:
--
-- **SHORAD** - Short Range Air Defense System
-- Controls a network of short range air/missile defense groups.
-- * Short Range Air Defense System
-- * Controls a network of short range air/missile defense groups.
--
-- ===
--

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