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1857 Commits

Author SHA1 Message Date
Frank d52e427238 Merge branch 'FF/Ops' into FF/Fox2 2022-05-09 08:54:01 +02:00
Frank f8e5efc874 Merge branch 'develop' into FF/Ops 2022-05-09 08:41:55 +02:00
Frank 2c61c695d5 Update Chief.lua
- Added target in zone check to abort missions
2022-05-09 08:41:33 +02:00
Frank b6e806adbc Update FlightGroup.lua
-No despawn after player landed.
2022-05-08 00:29:36 +02:00
Applevangelist e74aa160af Group - small change 2022-05-07 19:42:10 +02:00
Clément Fassot 6793228fbe Add an option to display arrows if clusters are moving (#1728) 2022-05-07 15:32:48 +02:00
Applevangelist e83ea8124e GROUP - change to GetUnits(n) to make it more robust, now returns first alive unit,actually. Similar changes to GetHeading() 2022-05-07 11:54:48 +02:00
Frank 313f99d09d OPS
**AUFTRAG**
- Added option to specify mission type for escorts, *e.g.* `AUFTRAG.Type.SEAD`

**LEGION** and **COMMANDER**
- Improved handling of SEAD escorts.
2022-05-06 21:50:23 +02:00
Applevangelist 28de292107 ##AWACS Alpha 0.0.17
* Added RejectZone (foreign border)
* Option to suppress screen output
* Option to add google key in SetSRS
* Some corrections to callouts
* Menu option to show base info
* WIP - Basic player task assignment
2022-05-06 16:36:57 +02:00
Applevangelist 10efb98eb3 Fallout fixes 2022-05-06 11:44:59 +02:00
Applevangelist 8ac2241372 AI Patrol - life check on route 2022-05-06 10:36:51 +02:00
Applevangelist 092434a103 UNIT Register - small fix for trains 2022-05-06 08:01:18 +02:00
Applevangelist a777997f79 AI_CAP - more fallout from the dead units in the API 2022-05-05 17:40:17 +02:00
Applevangelist 36cf7f718b AI_AIR - restrict AB on RTB 2022-05-05 16:41:15 +02:00
Applevangelist 7989267d51 AI/ZONE - Some fixes for units unreachable 2022-05-05 12:08:43 +02:00
Applevangelist ef4398a5f1 SRS - adding volume setting and a test on OS and IO available
OpsGroup - added volume options for `SetSRS`
2022-05-05 11:35:27 +02:00
Applevangelist 0da8afc108 SRS - adding volume setting and a test on OS and IO available 2022-05-05 08:57:15 +02:00
Frank 0e74d36227 Update Range.lua
**RANGE** v2.4.0
- Copy from updated
2022-05-04 22:40:22 +02:00
Applevangelist 290cc151bc SET - further event related stuff not working any more
AWACS - update
2022-05-04 18:10:20 +02:00
Applevangelist 21f93aa7e8 AWACS - 0.0.12 2022-05-04 13:29:14 +02:00
Applevangelist 04c77e9760 Some fixes to make the SpawnScheduled work again 2022-05-04 09:58:30 +02:00
Frank c6da6544da Merge pull request #1725 from FlightControl-Master/FF/Ops
Dead Event
2022-05-04 09:49:37 +02:00
Frank 94d3e38bc7 Merge branch 'develop' into FF/Ops 2022-05-04 09:47:30 +02:00
Frank 5fcf992920 Dead Event
**EVENT**
- Improved handling of delayed dead event

**SPAWN**
- Improved handling of delayed dead event
2022-05-04 09:46:00 +02:00
Frank 22cc9eabc0 Merge pull request #1724 from Ked57/develop
Replace log MESSAGE when updating cluster markers in INTEL with a log
2022-05-03 23:31:15 +02:00
Clément Fassot b191c0d341 Replace log MESSAGE when updating cluster markers in INTEL with a log (#1) 2022-05-03 23:08:26 +02:00
Frank d2d431ce2e OPS (#1723)
**INTEL**
- Added nil check for cluster position update

**OPSGROUP**
- Improved fire at point task to take only max avail shots and relative shot amount
- Fixed tasks not executed after teleport
2022-05-03 09:41:22 +02:00
Frank 3a6b58ea8c Merge branch 'develop' into FF/Ops 2022-05-03 09:25:15 +02:00
Frank 2d8fc40307 OPS
**INTEL**
- Added nil check for cluster position update

**OPSGROUP**
- Improved fire at point task to take only max avail shots and relative shot amount
- Fixed tasks not executed after teleport
2022-05-03 09:23:53 +02:00
Applevangelist 68dce2f247 extra nil checks for dead units 2022-05-03 08:46:23 +02:00
Applevangelist bc03eb2e65 FIFO - FIFO:HasUniqueID(UniqueID)
GROUP - added GROUP:IsPlayer()
INTEL - added clustering by flight deck (10'k ft) for AIR
SET - added option to NOT set the cargo bay weight limit automatically on SET_GROUP:AddGroup( group, DontSetCargoBayLimit )
2022-05-02 17:18:48 +02:00
Frank f725709e5b Merge pull request #1721 from FlightControl-Master/FF/Ops
OPS
2022-04-29 22:02:24 +02:00
Frank ba591c9dc5 OPS
**AUFTRAG**
- Added new type `NOTHING` (similar to `ALERT5` but for ground/naval)
2022-04-29 22:00:23 +02:00
Applevangelist def5d33055 GROUP - making GetCoordinate() a bit more resilient
POINT - slight changes to ToStringBRAANATO
2022-04-29 18:48:27 +02:00
Applevangelist 1aaa51c4be COORDINATE - added bogey option to COORDINATE:ToStringBRAANATO(FromCoordinate,Bogey,Spades) 2022-04-29 12:19:06 +02:00
Applevangelist 37206bcc83 Range - added nil check for playerData 2022-04-29 12:10:16 +02:00
Frank c2b86bac4b Update Airboss.lua
- Fixed DATABASE:GetFlightGroup to DATABASE:GetOpsGroup
2022-04-28 20:52:47 +02:00
Frank 02dad179cd Recovery tanker 2022-04-28 20:50:30 +02:00
Applevangelist adb94f8773 Nicefy docs 2022-04-28 17:10:49 +02:00
Applevangelist 035110df75 AWACS - removed banner from docs 2022-04-28 16:48:24 +02:00
Applevangelist 5adb65899c USERSOUND - added USERSOUND:ToUnit() 2022-04-28 16:48:07 +02:00
Applevangelist 764a373e7d POSITIONABLE - added POSITIONABLE:MessageToUnit(), and :MessageToSetUnit() 2022-04-28 16:47:42 +02:00
Applevangelist 8114327c7e MESSAGE - added MESSAGE:ToUnit(), altered MESSAGE:ToClient() to message the unit only 2022-04-28 16:46:28 +02:00
Applevangelist 6404417dad luacheck barking 2022-04-28 13:48:48 +02:00
Applevangelist d89cb8f1e9 Added Awacs WIP to working tree, Enums - corrected Hawkeye, added Super_Hercules 2022-04-28 13:11:04 +02:00
Applevangelist dee95c2f08 Update Moose.files 2022-04-28 13:04:22 +02:00
Frank 3a907ec7c2 Merge pull request #1720 from FlightControl-Master/FF/Ops
Ff/ops
2022-04-28 09:19:01 +02:00
Frank 851dff6e8c Update Intelligence.lua
- Added function to add detection group
- Added functions to retrieve contact details
2022-04-28 09:17:33 +02:00
Frank 47e7364976 Merge branch 'develop' into FF/Ops 2022-04-27 22:46:36 +02:00
Frank 41f8207b3a Merge pull request #1719 from FlightControl-Master/FF/Ops
**CHIEF**
- Added resources as parameters to `:AddStrategicZone` function

**COMMANDER**
- Added function to relocate cohorts `:RelocateCohort`

**AUFTRAG**
- Added new type `AIRDEFENSE`
- Added new type `EWR`
- Added option to teleport assets to the mission ingress waypoint via `:SetTeleport`
- Added `:SetRequiredAttribute` and `:SetRequiredProperty` functions
- Added `:SetEmission` function

**LEGION**
- Fixed bug that assets on GCI dont get additional score for INTERCEPT missions
- Assets on ONGUARD or PATROLZONE are not considered for ARTY and GROUNDATTACK missions
- Added option for transport to `RelocateCohort` function
- Ground/naval assets now automatically return when out of ammo

**OPSGROUP**
- Immobile groups are teleported to mission ingress point

**RECOVERYTANKER**
- Added parameter to set TACAN mode/band (e.g. "X")

**GROUP**
- Fixed bug in `:GetSpeedMax` function

**BEACON**
- Allowed TACAN "X" mode for AA
2022-04-27 22:38:34 +02:00
Frank ed0a3a22ab OPS
**CHIEF**
- Added resources as parameters to `:AddStrategicZone` function

**COMMANDER**
- Added function to relocate cohorts `:RelocateCohort`

**AUFTRAG**
- Added new type `AIRDEFENSE`
- Added new type `EWR`
- Added option to teleport assets to the mission ingress waypoint via `:SetTeleport`
- Added `:SetRequiredAttribute` and `:SetRequiredProperty` functions
- Added `:SetEmission` function

**LEGION**
- Fixed bug that assets on GCI dont get additional score for INTERCEPT missions
- Assets on ONGUARD or PATROLZONE are not considered for ARTY and GROUNDATTACK missions
- Added option for transport to `RelocateCohort` function
- Ground/naval assets now automatically return when out of ammo

**OPSGROUP**
- Immobile groups are teleported to mission ingress point

**RECOVERYTANKER**
- Added parameter to set TACAN mode/band (e.g. "X")

**GROUP**
- Fixed bug in `:GetSpeedMax` function

**BEACON**
- Allowed TACAN "X" mode for AA
2022-04-27 22:36:13 +02:00
Applevangelist 3a513da942 Awacs next Alpha 2022-04-27 14:37:38 +02:00
Applevangelist a4f1c60da2 Enums - added a couple of names 2022-04-26 10:09:05 +02:00
Applevangelist de0bf7d814 typo 2022-04-25 10:36:10 +02:00
Applevangelist 71fd72e462 adding ZONE_POLYGON_BASE:IsVec3InZone( Vec3 ) (might be called from POSITIONABLE), closes gap for GROUP/UNIT:IsInZone(Zone_Polygon)
GROUP - better docu
2022-04-25 09:59:44 +02:00
Applevangelist 619cc3c047 various 2022-04-24 19:11:08 +02:00
Applevangelist 68c75a4e34 Menu Refresh cleanup 2022-04-24 14:06:24 +02:00
Applevangelist 37671cefa3 GROUP - overwrite GetHeight() inherited from POSITIONABLE with something that is actually working for groups 2022-04-24 13:50:23 +02:00
Applevangelist d9f409069a INTEL - add platform type for AIR contacts (Foxbat ... ), defaults to Bogey for AIR and Unknown for everything else
SRS- added option to set a label for the SRS radio overlay
OpsGroup - added options to use said label, and option to override a frequency for an SRS (TTS) sender
2022-04-24 12:46:11 +02:00
Applevangelist fd5a190490 AWACS Alpha 2022-04-23 18:58:27 +02:00
Applevangelist 2f4d5b32b6 GROUP/UNIT - added :GetNatoReportingName() 2022-04-23 16:41:47 +02:00
Applevangelist 4c7ac68858 UTILS - UTILS.GetReportingName(Typename)
ENUMS - added ENUMS.ReportingName
2022-04-23 15:09:02 +02:00
Applevangelist ad3a3c5266 AWACS a0.0.7 - cleaned up AWACS calls, implemented DECLARE 2022-04-22 20:34:24 +02:00
Applevangelist 51d924c1b8 BRAANato - make bearing a 3digit number 2022-04-22 13:32:34 +02:00
Applevangelist 83491f535a Point - BRAANATO - will return BRA only if no aspect can be generated 2022-04-21 18:56:51 +02:00
Applevangelist 380731a244 AWACS 0.0.6 2022-04-21 18:56:09 +02:00
Applevangelist 60c78da0f6 Utils/Point - Corrections 2022-04-21 12:56:40 +02:00
Frank 2d02f4f962 Merge branch 'develop' into FF/Ops 2022-04-21 08:40:45 +02:00
Frank 982bd89924 Merge branch 'develop' into FF/Ops 2022-04-20 22:03:24 +02:00
Frank 04f60747d9 Merge pull request #1716 from FlightControl-Master/FF/Ops
OPS
2022-04-20 21:51:09 +02:00
Frank 28c107b089 OPS
**AIRWING**
- Added option to start in air `:SetTakeoffAir()`
- Added option to despawn near airbase `:SetDespawnAfterHolding()`
- Added option to despawn after landing `:SetDepawnAfterLanding()`

**SQUADRON**
- Added option to start in air `:SetTakeoffAir()`
- Added option to despawn near airbase `:SetDespawnAfterHolding()`
- Added option to despawn after landing `:SetDepawnAfterLanding()`
- Squadron settings overrule Airwing settings

**OPSGROUP**
- Improved `:Teleport()` function
2022-04-20 21:48:03 +02:00
Applevangelist e6cc8757ac Utils typo 2022-04-20 19:14:19 +02:00
Applevangelist 9169bfc608 COORDINATE - Added Precision to GetDistanceText as an option 2022-04-20 19:04:37 +02:00
Applevangelist 610e33e4a4 COORDINATE - added ToStringBRAANATO (works hopfully ;)) 2022-04-20 18:54:51 +02:00
Applevangelist 77dd40fb4a SET - clarified return value of SET_GROUP:GetAliveSET() (table, not SET)
UTILS - BRAANATO
ZONE - added examples to ZONE_RADIUS:Scan()
2022-04-20 14:01:26 +02:00
Applevangelist 5a63c51316 Utils - docu spelling 2022-04-20 12:45:33 +02:00
Applevangelist eabc8b5854 UTILS - added BearingToCardinal, added ToStringBRAANATO 2022-04-20 12:43:24 +02:00
Applevangelist 1a798886a2 AIRWING - added function to callback AWACS "onafterflightonmission" 2022-04-20 08:33:49 +02:00
Applevangelist 8735dadbca Awacs updates 2022-04-20 08:33:11 +02:00
Applevangelist 2c53ebc0e4 FIFO Added Routines 2022-04-20 08:32:57 +02:00
Applevangelist f93033695d Alpha Updates 2022-04-19 15:38:29 +02:00
Applevangelist 2d0f5817d0 Minor Changes 2022-04-19 15:36:44 +02:00
Applevangelist 2033e22216 AWACS Alpha 0.0.2 (WIP) (#1714)
TBD
2022-04-18 16:57:33 +02:00
Applevangelist bada6f64ae Update Moose.files (#1713) 2022-04-18 12:27:58 +02:00
Applevangelist bc141698c8 FIFO - make own file in Utils
AUFTRAG - Add base missions params for NewNOTHING
Marker - typo
Modules - FiFo added
UTILS - removed FiFo code
2022-04-18 12:27:14 +02:00
Applevangelist 75fddd9349 FIFO/LIFO - Read functions. Count as alternative to GetSize() 2022-04-17 11:25:48 +02:00
Applevangelist b1a417295f TextAndSound - Docu 2022-04-17 11:24:36 +02:00
Applevangelist 0522036b80 Docu 2022-04-16 18:58:43 +02:00
Applevangelist 061469840b FIFO 2022-04-14 15:55:51 +02:00
Applevangelist 6e218ed908 LIFO/FIFO - enforce unique ID 2022-04-14 15:05:49 +02:00
Applevangelist 626b48c3d1 Added LIFO/FIFO:HasUniqueID(UniqueID) 2022-04-14 11:11:18 +02:00
Applevangelist dd957237e2 Nicefy docs 2022-04-14 08:54:42 +02:00
Applevangelist fc9e237dbb UTILS - LiFo/FiFo Stacks 2022-04-14 08:12:02 +02:00
Frank faac265373 Merge pull request #1712 from FlightControl-Master/FF/Ops
Ff/ops
2022-04-13 22:44:52 +02:00
Frank 998935e2a3 Merge branch 'develop' into FF/Ops 2022-04-13 22:40:19 +02:00
Frank 24f8116fce OPS
**ZONE**
- Fixed incorrect fillcolor alpha.

**COORDINATE**
- Fixed incorrect fillcolor alpha.

**AUFTRAG**
- Fixed `CASENHANCED` order of arguments wrong in docs.

**FLEET**
- Improved docs.
- Added ``:SetPathfinding` function

**OPSGROUP**
- Fixed RECON mission behaviour if not random.
- Improved stuck check if engaging.

**LEGION**
- Added weapon type as parameter for selecting cohort assets.

**COHORT**
- Added `:GetMissionRange` function that accounts for long range weapons.
- Added counting of asset ammo.
2022-04-13 22:39:48 +02:00
Applevangelist 3415330871 UTILS - added FiFo 2022-04-13 16:13:02 +02:00
Applevangelist eadeaae6db CTLD Corrected imperial hover message to say ft not m 2022-04-13 15:30:43 +02:00
Penecruz 32bdaf4f24 Update Ops Airboss for develop (#1711)
* Update Airboss.lua

* Revert "Update Airboss.lua"

This reverts commit 61b0f843eb.

* Update Airboss.lua
2022-04-13 09:35:18 +02:00
Applevangelist 7525fe9357 UTILS - corrected door check for AH64 2022-04-12 08:23:37 +02:00
Applevangelist b24f31922f Soundfile - missing backslash 2022-04-10 18:26:27 +02:00
Applevangelist 4c79349b8d MSRS - repair command string for .bat processing 2022-04-10 18:23:20 +02:00
Applevangelist 44f7a27387 AICSAR - missing \ in path 2022-04-10 18:22:31 +02:00
Applevangelist 369425bec1 Some SRS changes 2022-04-10 15:12:51 +02:00
Applevangelist 3dc284335e SoundOutput - Honor self.useSRS to find a path to sound files located inside the miz folder 2022-04-10 14:59:54 +02:00
Applevangelist bfc284994a SRS - port set not honored 2022-04-10 14:59:05 +02:00
Applevangelist 277409a807 Text and Sound: Spelling error 2022-04-10 14:58:47 +02:00
Applevangelist d1f1f14bc3 SRS - add port to docu 2022-04-10 10:18:26 +02:00
Applevangelist 5ee1f5d3af CSAR/AICSAR - added port options for SRS 2022-04-10 09:28:47 +02:00
Frank f4569fb5cc Merge pull request #1710 from FlightControl-Master/FF/Ops
OPS
2022-04-08 22:19:42 +02:00
Frank 4ba0a2dafb OPS
**FLEET v0.0.1**
- New class for naval units corresponding to AIRWING and BRIGADE

**FLOTILLA v0.0.1**
- New class for naval units corresponding to SQUADRON and PLATOON
2022-04-08 22:18:35 +02:00
Applevangelist c2b1c2b1d8 SET - logic correction in :Remove() 2022-04-08 11:26:59 +02:00
Frank 2e119e2efd Merge pull request #1709 from FlightControl-Master/FF/Ops
OPS
2022-04-07 12:39:49 +02:00
Frank 4641918486 OPS
**LEGION**
- Added function `:RelocateCohort()` to relocate cohorts from one legion to another.
2022-04-07 12:11:17 +02:00
Frank 407f6f2b0f Merge pull request #1707 from FlightControl-Master/FF/Ops
OPS
2022-04-04 22:31:33 +02:00
Frank f01d7ecd96 OPS
**AUFTRAG v0.9.1**
- Added new mission type `CARGOTRANSPORT`
2022-04-04 22:30:30 +02:00
Frank e3d987bbdf Update Database.lua
- Static templates saved under first unit name so they can be found.
2022-04-04 16:53:52 +02:00
Applevangelist 89845883d0 Some nil checks to the A2A dispatcher, keeping it from detecting nil units, added locale to Settings and use of it to TextAndSound 2022-04-04 12:57:31 +02:00
Frank 4e7ff94b33 Merge pull request #1706 from FlightControl-Master/FF/Ops
static spawn
2022-04-04 12:16:48 +02:00
Frank 2fb9a1b1d7 static spawn 2022-04-04 12:15:29 +02:00
Applevangelist 5c0ab36662 CTLD - Build object at the first crate location found, not randomly around the helo 2022-04-04 11:29:21 +02:00
Frank fc6dac326d Merge pull request #1705 from FlightControl-Master/FF/Ops
OPS
2022-04-04 00:00:51 +02:00
Frank 426dcff085 OPS
FLIGHTGROUP
- Improved homebase for spawned units
- Enabled helo inAir check due to DCS bug that inAir returns true when spawned at airbase or farp

SET_ZONE
- Added DrawZone() function

ARMYGROUP
- Improved EngageTarget() function

AUFTRAG
- ARMORATTACK is not falling back to GROUNDATTACK
2022-04-03 23:59:43 +02:00
Applevangelist e623f45c04 Update AICSAR.lua (#1704)
Added localization and fitting german (locale "de") texts
2022-04-02 12:49:09 +02:00
Applevangelist 3b9a9cb0fa some code cleanup 2022-04-01 19:37:55 +02:00
Applevangelist c018a86bdb adding missing goshawk variable 2022-04-01 19:37:37 +02:00
Applevangelist 559be38baf Update TextAndSound.lua (#1703)
Slight doc changes
2022-04-01 19:36:00 +02:00
Applevangelist e3e05e5003 Adding TextAndSound (#1702)
Adding TextAndSound localization class
2022-04-01 19:20:35 +02:00
Applevangelist 95649d7d46 Adding localisation class TEXTANDSOUND 2022-04-01 19:17:31 +02:00
Frank 61097de76d Merge pull request #1701 from FlightControl-Master/FF/Ops
OPS
2022-04-01 12:33:31 +02:00
Frank e49fff5028 Update Auftrag.lua 2022-04-01 12:11:28 +02:00
Frank 20ae7945e0 Merge branch 'develop' into FF/Ops 2022-04-01 12:09:33 +02:00
Frank c5a50d23b6 OPS
CHIEF
- Added option to customize reaction on strategic zones

AUFTRAG
- Added new type GROUNDATTACK
2022-04-01 11:17:43 +02:00
Applevangelist ad37e5ca27 AIRBASE, added ["Deir_ez-Zor"] = "Deir ez-Zor", 2022-03-30 12:05:04 +02:00
Frank e8303064b9 Update OpsGroup.lua 2022-03-29 16:32:50 +02:00
Applevangelist f8a577749a OPS - Some changes to ARMORATTACK to update route if target is moving 2022-03-29 12:03:45 +02:00
Applevangelist e113817293 CTLD - docu nicefy 2022-03-29 12:02:35 +02:00
Applevangelist 0d15cdd370 CTLD - corrected error in setting Hercules min and max drop height, added documentation 2022-03-29 08:52:21 +02:00
Applevangelist b5db08eec3 AIRBASE - Add'l AB for the Channels map 2022-03-28 10:13:02 +02:00
Frank c3591c1fae Merge pull request #1699 from FlightControl-Master/FF/Ops
OPS
2022-03-26 22:39:44 +01:00
Frank e1a4d5497a Merge branch 'develop' into FF/Ops 2022-03-26 22:38:20 +01:00
Frank 4e83162adc OPS
CHIEF
- Added `:RemoveStrategicZone()` function
- Added `:SetLimitMission()` function to limit number of total or specific mission types.
- Improved Tactical Overview

OPSZONE
- Improved `Stop()` function
2022-03-26 22:38:03 +01:00
Applevangelist 42c6b8a016 And don't forget Fahrenheit 2022-03-26 14:47:10 +01:00
Applevangelist 48f9d808cf Correcting Celcius to Celsius 2022-03-26 14:42:36 +01:00
Applevangelist 6546c27cf5 OPS - added HOVER mission type 2022-03-25 17:54:02 +01:00
Frank fc0c0f87dc Merge pull request #1697 from FlightControl-Master/FF/Ops
OPS
2022-03-25 12:52:31 +01:00
Frank 9d703c0af6 OPS
- CHIEF: added tactical overview
2022-03-25 12:50:45 +01:00
Frank 24559c475b Merge branch 'develop' into FF/Ops 2022-03-25 11:00:17 +01:00
Frank f92e8a285a OPS
- Added nil check on vec3 for _UndateEngageTarget in ARMYGROUP and NAVYGROUP
2022-03-25 10:27:32 +01:00
Frank 0411120551 OPS
OPSGROUP
- Added damage check for groups that are not alive.
- Added `:ReturnToLegion` function.
- Added `:Teleport` function

LEGION
- Aircraft dont start hot if on Alert5 mission

AUFTRAG
- Added Formation parameter to PATROLZONE (for ground only)

ARMYGROUP
- Set Vee formation for engage group
2022-03-25 09:49:26 +01:00
Applevangelist 5f57d4ddcd docu changes 2022-03-23 07:57:06 +01:00
Applevangelist 4164bbeba8 CSAR/CTLD - added type to script 2022-03-22 10:38:07 +01:00
Frank 14dea99ccd Update Utils.lua
- Removed useless UTILS.GetDate() function
2022-03-22 09:31:16 +01:00
Frank 3ea1881ff5 OPS INTEL v0.3.0
- Added option to detect statics via `INTEL:SetDetectStatics` function.
- Added `INTEL:KnowObject` function to make intel aware of GROUPs or STATICs.
- Improved cluster analysis.
- Changed `NewCluster` event: removed contact as first parameter.
2022-03-20 22:20:09 +01:00
Applevangelist 5192c188f4 AIRBASE - added 10 new AB names in Syria 2022-03-18 09:49:06 +01:00
Applevangelist c1ffa47e9d changed descriptions 2022-03-18 07:59:49 +01:00
Applevangelist 2808a9dcc5 CONTROLLABLE - added SetSpeed() and SetAltitude() from latest release 2022-03-18 07:41:10 +01:00
Applevangelist e1ab6b6c93 CSAR - remove timer check for "open the door" message to make behaviour more realistic 2022-03-14 09:12:06 +01:00
Frank 229868bb20 OPS
AUFTRAG: Trooptransport set pickup radius to 100 meters.
OPSGROUP: enabled pickup radius for trooptransport auftrag
ARMYGOUP: removed GetPathOnRoad as it seems unncessary
2022-03-14 08:32:09 +01:00
Frank 520eb4cd1d OPS
- Improved recovery of retreated groups
2022-03-11 22:36:00 +01:00
Applevangelist 2d0b4d6ae5 SCORING: Corrected calc error in summary scoring functions 2022-03-11 10:19:30 +01:00
Frank 5dae9a197a OPS
- CHIEF: fixed bug in LEGION.RecruitCohortAssets() function call
- COMMANDER: added total weight to LEGION.RecruitCohortAssets() function call
- POSITIONABLE: fixed bug in relFuel calculation for cargo bay size
2022-03-10 10:05:21 +01:00
Frank ff1ebf9775 OPS
- Legion: Improved max number of transport assets.
- OPSGROUP: fixed bugs in speed parameter
2022-03-09 19:07:24 +01:00
Applevangelist e6f388518a Update CTLD.lua (#1693)
minor nil check
2022-03-09 10:28:26 +01:00
Frank 3557706e3a OPS
- Added new AUFTRAG type  CASENHANCED
- Improved capturing of OPSZONES by CHIEF
2022-03-05 14:43:39 +01:00
Applevangelist f3d0d55a2f CTLD - small extra nil check in _GetUnitCargoMass(Unit 2022-03-03 12:34:55 +01:00
Applevangelist b0c2bad1d8 CTLD - small fix for finding crates when using engineers 2022-03-03 11:02:14 +01:00
Applevangelist 53c9ca3b3a SEAD/MANTIS - added Silkworm ASM 2022-03-03 11:02:14 +01:00
Frank e41ba1be45 Troop Transport
- Auftrag TROOPTRANSPORT: troops will wait in a zone and not at the exact position where the carrier lands.
2022-03-02 09:34:18 +01:00
Applevangelist 594febaece CSAR - remove double class 2022-02-21 19:36:13 +01:00
Applevangelist 890dae8ba7 SEAD - adding workaround for AGM_154 which lost target data 2022-02-21 08:35:56 +01:00
Applevangelist 8a3120be39 AUTOLASE - added nil check for CanLase() 2022-02-19 13:26:02 +01:00
Applevangelist 6b4975559d CSAR - added wet feet check if also using csarUsePara (no landing event triggered) 2022-02-18 08:22:57 +01:00
Applevangelist 3326550705 CSAR - added "wet feet" option for a 2nd template to be used over water 2022-02-17 17:41:20 +01:00
Frank 6be0d82fc6 Merge branch 'develop' into FF/Ops 2022-02-16 12:23:03 +01:00
Applevangelist 44ad841d05 CTLD - fix side effects in weight check - fixes #1688 (#1689)
Fixed _FindCratesNearby() to optionally ignore the helo's max load capacity, which prevented CTLD from finding, listing, building crates is weights are used. Fixes #1688
2022-02-16 10:02:44 +01:00
Applevangelist 53f45ace4c CTLD - corrected default weight limits when using CTLD:UnitCapabilities() - was setting loadable weight to zero 2022-02-15 18:07:14 +01:00
Applevangelist 42e9cae876 added back GROUP:GetHighestThreat() 2022-02-15 14:41:45 +01:00
Applevangelist e46922d341 small correction 2022-02-15 07:30:41 +01:00
Applevangelist 21c242ee05 Added CTLD:SetTroopDropZoneRadius(Radius) 2022-02-13 12:07:57 +01:00
Frank 33b7a0cef2 Merge branch 'develop' into FF/Ops 2022-02-08 08:53:03 +01:00
Frank 9cddca1af5 AUFTRAG and WAREHOUSE
- Added check for AUFTRAG that if it is executing and all groups are dead, it's done
- Added check in WAREHOUSE find parking that units need to be alive
2022-02-08 08:52:47 +01:00
Applevangelist 8cdf0d9fce CSAR - CSAR:SpawnCSARAtZone(Zone ...) - Zone can now be a ZONE object as well as a string 2022-02-08 07:49:16 +01:00
Applevangelist a079ac4207 CTLD - allow AFB zones smoke/flare 2022-02-07 12:17:41 +01:00
Applevangelist 099238a2e5 CTLD - Allow option to create sub-category names for crates (normal, repair), added function to create zones from AFB/FARP names directly 2022-02-07 11:54:35 +01:00
Applevangelist 595bc16d92 DETECTION - added 3 missing functions 2022-02-04 08:56:34 +01:00
Applevangelist e9875c8288 small correction 2022-02-04 08:54:22 +01:00
Applevangelist ec600ab672 CTLD - Added Hercules support for crates, troops & vehicles loaded with the help of the ground crew and dropped from the plane. 2022-02-03 09:59:35 +01:00
Applevangelist c3689aee93 AICSAR - added limiter for available helos 2022-02-01 11:47:36 +01:00
Applevangelist 60a728d521 SET - correct error in intersection 2022-02-01 08:03:02 +01:00
Applevangelist 7bd7071ec5 CTLD Docu updates 2022-01-31 11:36:20 +01:00
Applevangelist bb787aa9ca Update Range.lua (#1686)
Target sheet saving abilities as added by @TonyG
2022-01-31 11:27:44 +01:00
Applevangelist d2f629d100 CTLD - added maxweight, load weight checks for crates cargo, template checks 2022-01-31 11:15:24 +01:00
Applevangelist 5d949de0ee Point - fix typos 2022-01-30 09:49:42 +01:00
Applevangelist e21bc8a930 POINT - added option to name and stop smoke/fire 2022-01-30 09:39:03 +01:00
Applevangelist af79f63870 CTLD - small correction for Hercules 2022-01-27 15:56:10 +01:00
Applevangelist 4ff32342e3 AI Dispatchers - add ability to add/remove resources to/from a squad 2022-01-24 09:54:30 +01:00
Applevangelist 98d55faf4e CTLD - added selectable smoke drop color, droppable beacons 2022-01-23 11:37:53 +01:00
Applevangelist bd532ea808 Added Callsigns as per 2.7.9 2022-01-23 11:37:28 +01:00
Applevangelist d4bd57ee70 Autolase - small update on nil check 2022-01-21 10:09:12 +01:00
Applevangelist 90dbfb31a6 DETECTION - corrected call for Vec2 in zone 2022-01-19 07:51:43 +01:00
Applevangelist 55ca34cad3 Added doors check for UH-60L 2022-01-16 17:07:32 +01:00
Applevangelist 36a5e919cd CTLD, CSAR - added support for UH-60L 2022-01-16 11:39:37 +01:00
Applevangelist 3263ba1440 CTLD - make container shape configureable 2022-01-15 11:32:51 +01:00
Tony 9721c19e48 Update Range.lua (#1683)
Addition of self.rangename to results for Rangeboss
2022-01-10 15:10:49 +01:00
Applevangelist de71213eed AICSAR - added SRS and DCS radio capabilities, changed order of messages for initial spawning, documentation 2022-01-06 13:47:47 +01:00
Applevangelist 65abbf9563 AICSAR - added SRS option, made it easy to customize messages 2022-01-04 15:09:47 +01:00
Applevangelist a94098494a Docu updates 2022-01-01 14:57:40 +01:00
Applevangelist ec935356aa Mark visible as deprecated 2021-12-31 17:51:48 +01:00
Applevangelist 6ab419dfad Fix ATC new NTTR AFB names 2021-12-31 17:51:48 +01:00
Applevangelist b1ffcff064 Update Moose.files (#1679) 2021-12-31 15:37:08 +01:00
Applevangelist 4ce09a3845 New Module AI CSAR 2021-12-31 15:36:35 +01:00
Applevangelist 9686e74feb Update Airbase.lua (#1678)
Changed (again) Airport names on the Nevada map
2021-12-30 07:46:14 +01:00
Frank e97e24762d Merge pull request #1676 from FlightControl-Master/Applevangelist-patch-1
Update Range.lua
2021-12-29 15:41:48 +01:00
Applevangelist b3fd0805e8 Update Range.lua 2021-12-29 08:59:45 +01:00
Applevangelist 300092d07d SEAD - fix a rare case when a coordinate of a weapon cannot be found 2021-12-28 08:28:19 +01:00
Applevangelist 56ed3a11d6 Scoring - docu changes 2021-12-28 08:28:19 +01:00
Applevangelist 6938b20ab6 Group - added docu 2021-12-28 08:28:19 +01:00
Frank 77f2cf5089 Merge pull request #1672 from FlightControl-Master/FF/Ops
AIRWING
2021-12-23 19:55:27 +01:00
Frank 19e3b015c5 Merge branch 'develop' into FF/Ops 2021-12-23 19:54:15 +01:00
Frank 2702d0fc2a AIRWING
- Fix for missions not being assigned
2021-12-23 19:54:01 +01:00
Applevangelist 472a4883f0 ZONE: Set down trials for getting a random coordinate on a given land type to 100
Cohort -ensure fallback of mission range
2021-12-22 11:48:42 +01:00
Frank 485e2e18bf Merge pull request #1671 from FlightControl-Master/FF/Ops
OPS
2021-12-21 11:57:09 +01:00
Frank 40c0f69eff OPS
- Airwing added :SetPayloadAmount() and SetAirboss() functions
- AUFTRAG fixed Failure to Failed event name
- CHIEF added statics as targets
- LEGION added check that runway is operational and carrier is not recovering for mission selection
2021-12-21 11:54:55 +01:00
Frank 854a1e5723 Update ArmyGroup.lua
- Fixed speed nil in ofafterUpdateRoute
2021-12-17 15:57:28 +01:00
Applevangelist f4cd28cdb9 fixes 2021-12-17 14:31:06 +01:00
Applevangelist 5bae790dd8 Fix a rare occasion 2021-12-17 14:15:08 +01:00
Frank d1d43c38cd Merge pull request #1668 from FlightControl-Master/FF/Ops
OPS
2021-12-17 13:29:08 +01:00
Frank 7e1552eeb4 Merge branch 'develop' into FF/Ops 2021-12-17 13:27:13 +01:00
Frank 7306bf28e0 OPS
- CHIEF: fixed ground groups deployment
- AUFTRAG: minor fixes
- OPSGROUP: emission option
2021-12-17 13:26:27 +01:00
Applevangelist 07e00a8faf Noise reducing measures 2021-12-15 13:46:33 +01:00
Applevangelist ab93866366 Removing noise 2021-12-14 17:28:16 +01:00
Applevangelist d7801b59e7 OPS - making a couple of modules much less noisy as the logs on a large mission get rather big 2021-12-14 13:40:16 +01:00
Applevangelist ea926f173a CSAR - make beacon length configureable 2021-12-14 09:50:13 +01:00
Applevangelist f6b55da0c6 CSAR - override suppressmessages for menu driven information 2021-12-12 19:48:49 +01:00
Applevangelist ee4e562874 CTLD - corrected landheight of dropped smoke 2021-12-12 19:30:00 +01:00
Applevangelist abfe5ffc45 Typos 2021-12-11 19:41:21 +01:00
Applevangelist 9629b0e1a3 SET - Added Zone Filter for STATIC 2021-12-11 14:24:07 +01:00
Applevangelist 80b03dd194 CTLD Added menu for smoke/flare 2021-12-11 14:13:43 +01:00
Applevangelist 3f92f8d2aa SET - added a couple of zone filters for GROUP, UNIT, CLIENT and PLAYER 2021-12-10 16:02:50 +01:00
Applevangelist 823c94cace BRIGADE - Added function to load platoons back into the field 2021-12-10 12:09:04 +01:00
Frank 421ac6c427 Fixes in AUFTRAG and LEGION
- Object in AUFTRAG:_TargetFromObject(Object) can be nil
- Assets are optimized wrt later mission type for assets on alert5
2021-12-10 10:38:34 +01:00
Applevangelist 72550d6d84 small changes Legion & Auftrag 2021-12-09 17:44:44 +01:00
Applevangelist 72999cc7b0 Update Zone.lua (#1660) 2021-12-09 07:16:29 +01:00
Applevangelist 706cf641b3 Multiple fixes 2021-12-08 19:27:22 +01:00
Applevangelist d42bdb2505 Revert "Ops - Various"
This reverts commit 23ea5d9d06.
2021-12-07 18:13:13 +01:00
Applevangelist 9082054ba9 Revert "legion"
This reverts commit abc69bc838.
2021-12-07 18:10:21 +01:00
Applevangelist abc69bc838 legion 2021-12-07 17:35:56 +01:00
Applevangelist 23ea5d9d06 Ops - Various 2021-12-07 16:09:02 +01:00
Applevangelist 8d009d6366 Some false values seem to be in need of being set explicitly 2021-12-06 15:15:46 +01:00
Applevangelist 8213b51bd6 Update Utils.lua (#1654)
Small bugfix in UTILS.LoadSetOfGroups
2021-12-06 14:56:42 +01:00
Applevangelist a18fc2080d SET - slight change in remove function 2021-12-06 10:26:01 +01:00
Applevangelist 9c0ac0ff57 CHIEF - ArmoredGuard ensure on road 2021-12-04 18:40:14 +01:00
Applevangelist c34dc9f946 CHIEF/AUFTRAG/OPSGROUP Fixed RECON type mission adhereing to paramters adinfinitum and randomly, fixed CAS mission in CHIEF 2021-12-04 16:24:45 +01:00
Applevangelist 1c5c205614 OpsGroup - corrected speed calculation from DCSTask 2021-12-03 16:51:06 +01:00
Applevangelist 897df1b8fa CHIEF - Option to allow ground transport. Set CAS speed to 70% max as Russian Helos are overly slow 2021-12-03 14:27:03 +01:00
Applevangelist 3fb22b7c55 AUFTRAG - correct wrongly corrected speed conversion 2021-12-02 16:07:34 +01:00
Applevangelist 7819a30c57 BRIGADE - Fuel zones landing in the wrong table. Corrected 2021-12-02 12:17:48 +01:00
Applevangelist 37d2c72945 MANTIS - added variable ranges for short, med and long range systems. Altered engage range to 95% and shoradactivation to 25km as defaults
AUFTRAG/CHIEF/OPSGROUP - added Auftrag type ARMOREDGUARD to have an ONGUARD mission for tanks w/o triggering transport by CHIEF
Made classes around CHIEF & AIRBOSS a bit less noisy as it kills my logfile
2021-12-02 10:13:38 +01:00
Applevangelist 5631e2c09f Minor changes 2021-11-29 08:03:58 +01:00
Applevangelist c7ddd6ec35 CSAR - added check smoke/flare distance is valid 2021-11-27 17:27:58 +01:00
Applevangelist 7280ceac32 ARMYGROUP - in tracing, formation flag can be empty 2021-11-26 15:36:46 +01:00
Applevangelist f8b9128d8e CHIEF - Added catch if coalition us given as string 2021-11-26 15:36:09 +01:00
Applevangelist c482f1dccd Corrected typo in Unit.Category.HELICOPTER 2021-11-26 15:35:45 +01:00
Applevangelist 7e306be8aa UTILS - Added functionality to save & load groups and statics information 2021-11-26 15:34:47 +01:00
Frank 035e6913b5 Merge pull request #1643 from FlightControl-Master/Applevangelist-armor-1
CHIEF - Added use of ARMORATTACK
2021-11-24 13:38:25 +01:00
Applevangelist e12f233afc Update Chief.lua 2021-11-24 13:32:39 +01:00
Applevangelist 26c7ff8c18 Update Chief.lua 2021-11-24 13:32:14 +01:00
Frank 5647364293 Merge pull request #1644 from FlightControl-Master/Applevangelist-armor-1-1
OpsGroup - Added support for ARMORATTACK
2021-11-24 13:17:45 +01:00
Frank 06fa585f69 Merge pull request #1642 from FlightControl-Master/Applevangelist-Armor-1
Auftrag - Added type ARMORATTACK
2021-11-24 13:17:13 +01:00
Applevangelist 035eac2f1e OpsGroup - Added support for ARMORATTACK
OpsGroup - Added support for ARMORATTACK
2021-11-24 12:09:07 +01:00
Applevangelist f01889cbf7 CHIEF - Added use of ARMORATTACK 2021-11-24 12:07:03 +01:00
Applevangelist 73025bfd4b Auftrag - Added type ARMORATTACK
Auftrag - Added type ARMORATTACK
2021-11-24 12:06:02 +01:00
Applevangelist aec6dd1246 SEAD/SHORAD - Add AGM-88 player modes handling 2021-11-22 11:37:10 +01:00
Applevangelist ab4411e5bb SEAD - calculate HARM impact point from firing position if no target data is given
SHORAD - ignore HARM AGM-88 is not fired at a specific target
2021-11-21 18:40:04 +01:00
Frank 0ac00efda6 Merge pull request #1641 from FlightControl-Master/FF/Ops
Ff/ops
2021-11-20 22:38:38 +01:00
Frank f32eb8d710 OPS
AUFTRAG
- Added mission task param for RECON, PATROLZONE and TROOPTRANSPORT

FLIGHTGROUP
- Fixed CheckGroupDone if group is engaging and has a paused mission

TARGET
- Added GetThreatLevelMax functions

CHIEF
- Added :AddGciCapZone() function
2021-11-20 22:36:15 +01:00
Frank ec33dfb76c Merge branch 'develop' into FF/Ops 2021-11-20 20:38:40 +01:00
Frank 43dfbac2fa Update Auftrag.lua
- Changed ROE in ESCORT auftrag from OpenFireWeaponFree to OpenFire
2021-11-20 20:38:23 +01:00
Frank 7a483abec2 Merge pull request #1639 from FlightControl-Master/Applevangelist-ArmyGroup-1
Update ArmyGroup.lua
2021-11-20 17:50:36 +01:00
Frank 35e6b6faf4 Merge pull request #1637 from FlightControl-Master/Applevangelist-Chief-1
CHIEF - Updates
2021-11-20 17:49:30 +01:00
Frank 1066b58fb6 Merge pull request #1640 from FlightControl-Master/Applevangelist-OpsZone-2
Update OpsZone.lua
2021-11-20 17:47:43 +01:00
Applevangelist b41b8f251f Update Chief.lua 2021-11-20 17:26:42 +01:00
Applevangelist a1426c3e81 Update OpsZone.lua 2021-11-20 17:12:33 +01:00
Applevangelist aa3967d88f Update ArmyGroup.lua
Added code to obey routing on roads
2021-11-20 17:09:55 +01:00
Applevangelist c610c4cba9 Update Chief.lua
Added some improvements to threat calculation
2021-11-20 17:08:20 +01:00
Applevangelist abb3a2dbd2 CHIEF - Updates
Added alignment to OpsZone Mission table. Added ARTY. Added Tanks for patrol
2021-11-19 16:03:25 +01:00
Frank 1f035301d9 Merge pull request #1636 from IsmaelB83/InboundCallMarshall
Inbound call marshall
2021-11-19 15:48:28 +01:00
Frank ebf7f76d48 Merge pull request #1635 from FlightControl-Master/Applevangelist-OpsZone-1
OpsZone -Mission Table
2021-11-19 15:47:18 +01:00
Ismael 397ab77105 This pull request enhances Airboss class functionality to provide with the
1) Inbound calls both from Players requesting marshal and AI sent to marshal:
"Marshal, [MODEX], marking mom's [BEARING] for [DISTANCE], angels [HEIGHT], state [FUEL_STATE]
2) Commencing call and voiceover (both AI and Players)

For that, two boolean fields have been added to Airboss class to trigger or not extra voice overs:
xtVoiceOvers
xtVoiceOversAI

These fields can be modified trough methods:
AIRBOSS:SetExtraVoiceOvers(true/false)
AIRBOSS:SetExtraVoiceOversAI(true/false)

Note. At the moment both methods initialize to "false" at Airboss:NEW, so in case you want to have this functionality activated, you need to call the methods with (true) when initializing your Airboss class.
The new methods in charge of creating the radio calls are
AIRBOSS:_MarshalAI: for AI flights send to marshal
AIRBOSS:_RequestMarshal: for player flighs requesting marshal from F10 menu

2) AIRBOSS:_CommencingCall(unit, modex), which is called from
AIRBOSS:_ClearForLanding: for AI flights cleared for landing
AIRBOSS:_RequestCommence: for player flights requesting commencing from F10 menu (disregarding if the player call is right or not)

This enhacement of the Airboss class requires 5 new sound files (.ogg) to be included to folder "\Airboss Soundfiles" in your .miz file:
PILOT-Angels.ogg
PILOT-For.ogg
PILOT-MarkingMoms.ogg
PILOT-Marshal.ogg
PILOT-State.ogg
PILOT-Commencing.ogg
2021-11-19 15:31:49 +01:00
Applevangelist f37abc69ea Update OpsZone.lua 2021-11-19 14:29:18 +01:00
Applevangelist ee85b0e057 OpsZone -Mission Table
Added functionality to admin missions attached to an OpsZone (for CHIEF)
2021-11-19 14:20:53 +01:00
Ismael eab28abc86 Subject: Add Player and AI Inbound radio calls to better inmersion in Airboss #16311
This commit enhances Airboss class functionality to provide with the inbound calls both from Players requesting marshal and AI sent to marshal:
- "Marshal, [MODEX], marking mom's [BEARING] for [DISTANCE], angels [HEIGHT], state [FUEL_STATE]

Two new boolean fields have been added to Airboss class to trigger or not the inbound calls:
- inRadioCall
- inRadioCallAI

These fields can be modified trough methods:
- AIRBOSS:SetInboundMessagesPlayer(false)
- AIRBOSS:SetInboundMessagesAI(false)
Note. At the moment both methods initialize to "false" at Airboss:NEW, so in case you want to have this functionality activated, you need to call the methods with (true) when initializing your Airboss class.

This enhacement of the Airboss class requires 5 new sound files (.ogg) to be included to folder "\Airboss Soundfiles" in your .miz file:
- PILOT-Angels.ogg
- PILOT-For.ogg
- PILOT-MarkingMoms.ogg
- PILOT-Marshal.ogg
- PILOT-State.ogg

To get them, please refer to the SOUNDS MOOSE repository or the discord channel. Where they will be available.
2021-11-19 01:11:49 +01:00
Applevangelist 16c5307fc2 COMMANDER - Zone parameter doc not correctly mentioned in Luadocs 2021-11-18 10:58:42 +01:00
Applevangelist 8c8cae1e27 AUFTRAG - wrong speed conversion lines 925/295 corrected to KnotsToKmph 2021-11-18 10:58:13 +01:00
Frank 925c645821 Merge pull request #1633 from FlightControl-Master/FF/Ops
OPS
2021-11-17 17:17:11 +01:00
Frank c1c97a86b7 OPS
- COMMANDER: Added GCICAP zones
- AIRWING: Improved patrol zone counting, fixed bug in NewPatrolPoint
- OPSGROUP: mission speed acknowledged
2021-11-17 17:15:44 +01:00
Applevangelist 1fc1016148 Update Auftrag.lua
Added missionSpeed to Orbit
2021-11-17 16:42:58 +01:00
Frank e73545d296 Merge pull request #1630 from dogjutsu/dogutsu/develop
Fixed some typos of forms of the word 'strategy'.
2021-11-16 22:08:00 +01:00
dogjutsu f2fb7d43d0 Fixed some typos of forms of the word 'strategy'. 2021-11-16 12:45:14 -08:00
Applevangelist 781d421e1c slightly changes message 2021-11-16 15:48:00 +01:00
Applevangelist a3a7464a29 Small fix fox autoshorad parameters 2021-11-16 10:34:42 +01:00
Frank ac936f5650 Merge pull request #1629 from FlightControl-Master/FF/Ops
Scheduler
2021-11-16 10:34:12 +01:00
Frank c0f5dc2dc8 Scheduler
- Fixed bug
2021-11-16 10:33:35 +01:00
Applevangelist 31c113180e MANTIS - Zones - added conflict zones 2021-11-16 09:26:05 +01:00
Applevangelist 239df2deb2 SEAD - Updated TTI calculation for Tomahawk long shots 2021-11-16 09:25:38 +01:00
Applevangelist 31a8c4b0b9 SHORAD - Updates for missile without set target intel 2021-11-15 16:18:21 +01:00
Applevangelist f394bd45c7 SEAD - Updated to handle missiles w/o clear targets 2021-11-15 16:18:21 +01:00
Applevangelist 63999c9ec3 MANTIS - Added Attacker group info on planned/started suppression events 2021-11-15 16:18:21 +01:00
Frank 82c24cee7e Merge pull request #1628 from FlightControl-Master/FF/Ops
scheduler
2021-11-15 10:22:35 +01:00
Frank 5e94b0c009 Update Base.lua 2021-11-15 10:20:34 +01:00
Frank 452ff62134 SCHEDULER 2021-11-15 10:19:21 +01:00
Frank 3df494cacd Merge pull request #1627 from FlightControl-Master/FF/Ops
Ff/ops
2021-11-14 23:31:03 +01:00
Frank d62bb59df7 OPS
- Clean up tracing
2021-11-14 22:12:41 +01:00
Applevangelist b367f9320b CSAR - don't make usePara default. Added coalition check if using the parachute landing event 2021-11-14 13:33:31 +01:00
Applevangelist 4bc3dbbf6c MANTIS - added auto-setup of SHORAD 2021-11-14 13:13:41 +01:00
Applevangelist e7b7e3ac96 Merge pull request #1626 from FlightControl-Master/Applevangelist-unit-2
Wrapper Unit fix missile count
2021-11-14 13:00:35 +01:00
Applevangelist f3c4aea12f Wrapper Unit fix missile count
missile count for SAM and CRUISE types #1624
2021-11-14 12:59:24 +01:00
Frank b9b5938a91 OPS
- Fixed refuel system always true.
2021-11-13 20:08:22 +01:00
Applevangelist e7fdcf0db4 SEAD - Slightly wider escape radius 2021-11-13 19:11:25 +01:00
Applevangelist c1f22aa556 MANTIS - Added support for HighDigitSAM mod, added blindspot management, corrected distinguising between SA-2 and SA-3 2021-11-12 15:27:05 +01:00
Applevangelist 991b4089d6 SHORAD radius clarification 2021-11-12 15:25:25 +01:00
Frank a8132552de OPS
- Fixed bug in egress coord
- Improved barrage mission
- improved pickup at legion
- fixed bug in SetPathfindingOff function
2021-11-11 21:16:48 +01:00
Applevangelist a0323aef19 MANTIS - Some docu updates 2021-11-11 18:34:06 +01:00
Applevangelist a38abc2f7f MANTIS - latest updates 2021-11-11 17:45:25 +01:00
Applevangelist a6beecf510 MANTIS - Added Auto Mode 2021-11-11 17:22:21 +01:00
Applevangelist c5dece0e59 SEAD - make emissions on/off standard 2021-11-11 16:03:52 +01:00
Applevangelist ce935bafc1 Small fix to switch off pattern matching 2021-11-09 09:53:23 +01:00
Applevangelist fd426a96aa File functions 2021-11-09 09:51:31 +01:00
Applevangelist fad8800842 Added Docu 2021-11-09 09:51:05 +01:00
Applevangelist 273a473db1 MANTIS/SEAD make docu Pikes-friendly 2021-11-08 15:21:20 +01:00
Applevangelist a7588e517d SEAD - (re-)added emissions on/off option and ability to link object functions for state changes. 2021-11-08 13:11:58 +01:00
Applevangelist 84eff098eb MANTIS - Added FSM Events for SeadSuppressionPlanned/Start/ENd 2021-11-08 13:11:58 +01:00
Frank f157f3b5d6 OPS
- Fixed mission alt for patrol zone auftrag
2021-11-07 22:32:17 +01:00
Frank 6cd00c60a7 Update OpsGroup.lua
- Fixed waypoint alt for missions
2021-11-07 21:39:38 +01:00
Frank 2ea951db61 Removed WIP classes
- F10MENUE and FLIGHTCONTROL
2021-11-07 19:43:02 +01:00
Frank 9d0bd0aabb Update OpsGroup.lua 2021-11-07 19:39:53 +01:00
Frank 3d88d16b4b Merge branch 'FF/Ops' into FF/OpsDev 2021-11-07 18:24:48 +01:00
Frank 02724dc26d Merge branch 'develop' into FF/Ops 2021-11-07 18:20:27 +01:00
Frank 21a93652cd Update OpsGroup.lua
- Fix for AUFTRAG carried out only after the group has passed all waypoints
2021-11-07 16:08:11 +01:00
Frank fb4caf1a42 OPS
- Improved transport path
2021-11-07 16:03:44 +01:00
Frank 7a2508bf17 OPSTRANSPORT
- Improved pre-defined paths for pickup and transport
2021-11-06 18:10:49 +01:00
Applevangelist eeeab86952 added altered message 2021-11-06 18:07:42 +01:00
Applevangelist a149ff1705 Switch for fratricide and treason (coalition changes) 2021-11-06 15:15:30 +01:00
Applevangelist 2c73c9c815 Merge pull request #1620 from FlightControl-Master/Applevangelist-casevac-1
CSAR additions by Shagrat
2021-11-05 16:31:22 +01:00
Applevangelist f6f29db9f1 CSAR additions by Shagrat
Added functionality for Casevac
2021-11-04 17:23:29 +01:00
Frank c823a68616 OPS
- Fixed several bugs
2021-11-02 21:14:15 +01:00
Applevangelist e7e2184760 Autolase - fixed error when not using a pilotset 2021-11-01 19:46:56 +01:00
Applevangelist 6fe2422bc9 SRS Google addition by rollnthndr 2021-10-31 11:53:53 +01:00
Applevangelist cd62776be6 AIRBOSS additions by Pene 2021-10-31 11:53:24 +01:00
Applevangelist 037357efe9 Merge pull request #1619 from bbirchnz/ctld-crate-leak
fix cleanup of crates on load or build.
2021-10-31 11:31:19 +01:00
Ben Birch 8d3910ea4c fix cleanup of crates on load or build. 2021-10-31 19:37:26 +11:00
Applevangelist 3e5926f706 Speedmax returning 0 not nil 2021-10-30 16:32:59 +02:00
Applevangelist a1d67bf539 Speedmax returning 0 not nil 2021-10-30 16:32:42 +02:00
Applevangelist 3e65457041 doc impro 2021-10-29 18:30:22 +02:00
Applevangelist f70180eb66 SET_BASE - cmpleted GetSetComplement 2021-10-29 10:20:34 +02:00
Applevangelist c0a558e229 Merge pull request #1616 from Zonr0/Zonr0-ExternalToolsFix
Fixes broken external tools
2021-10-28 15:45:02 +02:00
Applevangelist 801069f5ac Update Moose_Create.lua 2021-10-28 15:39:57 +02:00
Frank f9dcac8264 Merge branch 'master' into develop 2021-10-28 10:21:16 +02:00
Frank 2e4fd72781 Update Fox.lua
Removed incomplete line `--@field #boolean`
2021-10-28 10:18:43 +02:00
Frank 902c001aa4 OPS
Improved OPSTRANSPORT
2021-10-28 10:04:01 +02:00
Applevangelist 0cf2a4353d doc build - next try 2021-10-28 09:13:36 +02:00
Applevangelist 13c8cc90f2 doc build fix 2021-10-28 08:41:10 +02:00
Applevangelist 80ced88ef1 Fix for docs build 2021-10-28 08:31:14 +02:00
Applevangelist db231fafeb Docs build test 2021-10-28 08:12:27 +02:00
Andrew Waugh c3f7deb602 Fixes broken external tools
Several small changes that should hopefully be a nice QoL upgrade for generating the imports and lead to less newbie confusion.

* Adds a lua binary directly to the repository instead of just expecting the user to have installed it via choco. Added binary is 5.4 as that's the lowest 5.x exe that's easily downloaded, and it works fine for what we need.
* Modifies the launch targets to use workspace_loc macros instead of resource_loc macros. Workspace_loc requires the user to have correctly set the name of their project, but that is already stressed in the documentation.  resource_loc was just wrong. (project_loc would cause problems if the user had selected something outside of the moose project before running).
* Modifies launch targets to use the folder structure that the project is actually structured with.
* Adds the include folder and files so Eclipse doesn't explode when they are missing.
* Small modifications to Moose_Create, also includes a path conversion function that in my testing doesn't make a difference eitherway on Windows, but is there for a troubleshooting option.
* Adds courtesy instructions when generating the dynamic include file.
2021-10-27 20:18:10 -07:00
Applevangelist 300e3f2f58 Merge pull request #1615 from FlightControl-Master/Applevangelist-docpatch
Update Task_Cargo_Transport.lua
2021-10-27 13:10:40 +02:00
Applevangelist 513406f0e5 Update Task_Cargo_Transport.lua 2021-10-27 13:09:30 +02:00
Applevangelist 27e21e77f9 Update Task_Cargo_Transport.lua 2021-10-27 11:19:32 +02:00
Applevangelist dadfd803f7 Update Autolase.lua
added docu
2021-10-26 13:58:11 +02:00
Frank 02b0ba2278 OPS
- Improved behaviour of OPSTRANSPORT when cargo or carrier is on mission.
2021-10-25 22:17:56 +02:00
Applevangelist 3e1005aef1 Small correction to silence wall of text when adding tasks to a mission 2021-10-25 16:29:14 +02:00
Applevangelist e2eb13739c Commented out wall of text when joining a unit as a player 2021-10-25 16:28:40 +02:00
Applevangelist c52e30ceae Added smoke color per RECCE 2021-10-25 16:28:11 +02:00
Applevangelist 8af3f89c14 Adjustments for Forrestal by Pene 2021-10-24 14:35:55 +02:00
Applevangelist 07754cdf5f Merge pull request #1614 from madmoney99/develop
Forrestal Wire Corrections
2021-10-24 09:14:10 +02:00
madmoney99 c74c475a29 Forrestal Wire Corrections
Tested on MP and SP.  Both were recording incorrect wires on 1/2 and 4 wires regularly with an occasional 3 wire miss.  This tested correct in the Hornet.

TonyG
2021-10-23 16:34:21 -07:00
Applevangelist fe3079caad Added Bell-47 2021-10-22 17:04:23 +02:00
Applevangelist 61ac6b4131 Added Bell-47 2021-10-22 17:04:19 +02:00
Applevangelist ad36ab520b Added Bell-47 2021-10-22 17:04:03 +02:00
Applevangelist bc32ff5db9 Added Bell-47 2021-10-22 17:03:57 +02:00
Frank 6009432933 OPS
- NAVYGROUP added engage target
- Barrage improvments
2021-10-22 11:23:29 +02:00
Frank 99eaa37c76 Merge branch 'master' into develop 2021-10-20 19:56:31 +02:00
Frank 36cb189512 Merge pull request #1612 from FlightControl-Master/FF/MasterDevel
AIRBOSS v1.2.0
2021-10-20 19:55:19 +02:00
Frank ed6d5f727a OPS 2021-10-20 19:49:26 +02:00
Frank c6995d6e58 OPS
- Fixed AUFTRAG :Repeat()
- Fixed bug in BRIGADE
- Improved cargo bay calculation in POSITIONABLE (includes rel. fuel)
- Changed carrier event names in OPSGROUP

- New class F10MENU (not sure about it)
2021-10-19 10:19:26 +02:00
Frank cb0f453a8d Merge branch 'FF/Ops' into FF/OpsDev 2021-10-16 13:41:40 +02:00
Frank d9866846ad Merge branch 'FF/MasterDevel' into FF/Ops 2021-10-16 13:40:37 +02:00
Frank 15f9843878 AIRBOSS v1.2.0
- Added Forrestal carrier CV-59
2021-10-16 12:11:34 +02:00
Frank de5d9195f3 OPSGROUP
- Cargo bay of element remains after respawn
- Added some docs for CHIEF
2021-10-16 09:32:47 +02:00
Frank fd1fe8562c Merge branch 'develop' into FF/Ops 2021-10-12 22:20:20 +02:00
Frank b1298223aa Merge branch 'master' into develop 2021-10-12 22:18:43 +02:00
Frank 67f847dd16 Update Group.lua
- Fixed SetInvisible and SetImmortal functions to acknowledge parameter false.
2021-10-12 22:16:18 +02:00
Applevangelist 8b9143d3f1 CTLD - added option to force opening of doors 2021-10-12 08:32:34 +02:00
Applevangelist 0388d47f23 CSAR - Added country options for spawned pilots 2021-10-12 08:31:55 +02:00
Applevangelist c48128d92e CSAR - Added country options for spawned pilots 2021-10-12 08:30:44 +02:00
Frank 0f4d466953 OPS
- Changed mission, legion in MissionAssign functions (LEGION, COMMANDER, CHIEF)
- OPSTRANSPORT: improved TZC selection
- ARMYGROUP needs to
2021-10-11 21:28:35 +02:00
Applevangelist 1b752fcaf6 CTLD - bug fix for open doors 2021-10-11 18:47:39 +02:00
Applevangelist d06db9909c AUTOLASE Small update 2021-10-11 14:11:58 +02:00
Applevangelist 921024035c AUTOLASE - cleanup, added SRS option 2021-10-08 12:33:33 +02:00
Applevangelist 3b1c8c3deb AUTOLASE - added LOS check, maxlasingunits valid per lasing Recce 2021-10-07 18:16:40 +02:00
Applevangelist 69862ab67d CSAR - try to avoid spawning under water 2021-10-07 18:15:50 +02:00
Applevangelist b05c321306 CTLD - added door check for troops 2021-10-07 18:15:13 +02:00
Applevangelist 9b74a58dde UTILS - added door check for Hercules 2021-10-07 18:14:50 +02:00
Applevangelist de9b173d9b UTILS - added door check for Hercules 2021-10-07 18:14:29 +02:00
Applevangelist d112ffaf6a Autolase - better calculation of LoS for lasing, somewhat faster detection 2021-10-07 09:49:06 +02:00
Applevangelist 554f063def INTEL - allow variable update times 2021-10-07 09:46:06 +02:00
Frank f6dce02203 INTEL
- Introduced pcall to getName() of detected objects. Found a problem with an object of ID 5,000,031
2021-10-06 22:03:02 +02:00
Frank 653dfe82fa OPS CHIEF
- Improved target queue for assigning new missions
2021-10-06 13:25:57 +02:00
Frank 5dbf743052 OPS
- Fixed a couple of minor bugs.
- FC added _PlayerAbortInbound function
2021-10-05 23:59:24 +02:00
Applevangelist 2cecc526fb ZONE_CAPTURE_COALITION - fixed an issue when monitoring hits and SCENERY was delivered as hit UNIT 2021-10-05 19:10:21 +02:00
Applevangelist f7e7e2e41c ZONE_CAPTURE_COALITION - fix an error when monitoring hits but the Event Function delivers SCENERY as a hit UNIT 2021-10-05 19:07:59 +02:00
Applevangelist b28b4db7fd docu fixes 2021-10-05 19:06:49 +02:00
Applevangelist c34f30e4a3 Docu fixes 2021-10-05 19:06:40 +02:00
Applevangelist aa7f11185d Small update 2021-10-05 19:06:30 +02:00
Frank 1790d19809 FC 2021-10-03 23:09:45 +02:00
Frank fa6fbca67b OPS
- Added tanker and CAP zones
2021-10-03 21:33:33 +02:00
Applevangelist cd79c57a27 AUTOLASE - added Cancel FSM to stop, docu changes, option to notify pilots in the set only 2021-10-02 14:45:37 +02:00
Applevangelist 968d178317 Update README.md 2021-10-02 10:18:13 +02:00
Applevangelist 4c3a97e2b2 Autolase! 2021-10-01 17:29:22 +02:00
Applevangelist f126dceeae Merge pull request #1610 from FlightControl-Master/Applevangelist-Autolase-2
Update Moose.files
2021-10-01 17:26:50 +02:00
Applevangelist 414521acc5 Merge pull request #1611 from FlightControl-Master/Applevangelist-autolase-3
Update Modules.lua
2021-10-01 17:26:40 +02:00
Applevangelist 9147422340 Merge pull request #1609 from FlightControl-Master/Applevangelist-Autolase-1
Create Autolase.lua
2021-10-01 17:26:29 +02:00
Applevangelist 920646ea74 Update Modules.lua
added autolase
2021-10-01 17:24:25 +02:00
Applevangelist c57d839927 Update Moose.files
Add Autolase.lua
2021-10-01 17:22:58 +02:00
Applevangelist e7fd5db2c2 Create Autolase.lua
Added Class AUTOLASE
2021-10-01 17:20:17 +02:00
Applevangelist 3c477b872a CSAR - hovering rescued parameters added 2021-10-01 14:54:31 +02:00
Applevangelist 77e6088114 UTILS - corrected open door check MI-8 2021-10-01 14:54:16 +02:00
Applevangelist b76486ef5f CSAR - added parameters for hovering rescue 2021-10-01 14:52:25 +02:00
Applevangelist 5c06584676 UTILS - correction door check MI-8 2021-10-01 14:52:00 +02:00
Frank 2ae2ee64be OPS
- Lots of updates and improvements
2021-10-01 12:04:15 +02:00
Applevangelist 17ba35e237 INTEL - also set isship and isground attributes on contacts 2021-10-01 10:44:25 +02:00
Applevangelist 53e98e70aa CTLD: added user-friendly function to inject static cargos: CTLD:InjectStaticFromTemplate(Zone, Template, Mass) 2021-10-01 10:43:49 +02:00
Applevangelist edd6594953 CTLD: added user-friendly function to inject static cargos: CTLD:InjectStaticFromTemplate(Zone, Template, Mass) 2021-10-01 10:43:17 +02:00
Applevangelist 359e18eb58 RADIO - delete frequency check 2021-09-30 08:07:42 +02:00
Applevangelist f8c05c99d0 RADIO - delete frequency check 2021-09-30 08:07:34 +02:00
Applevangelist 3377459df5 Added option for silent mission addition 2021-09-29 16:57:45 +02:00
Frank 3e30d15405 Merge branch 'FF/Ops' into FF/OpsDev 2021-09-29 09:57:52 +02:00
Frank 2b50cf2243 Merge branch 'develop' into FF/Ops 2021-09-29 09:55:20 +02:00
Frank b72e2b6bf9 Merge branch 'master' into develop 2021-09-29 09:34:37 +02:00
Applevangelist 50f6d98b49 push for a new build 2021-09-29 09:25:26 +02:00
Frank 147eeb05f6 Merge pull request #1607 from FlightControl-Master/FF/MasterDevel
DATABASE
2021-09-29 09:22:41 +02:00
Frank d8cb15a577 Update Airbase.lua 2021-09-29 09:01:47 +02:00
Frank 0daac876ea Update Airbase.lua
- Register oil rigs and gas platforms as helipads. DCS bug registers them as ship (Airbase.Category.SHIP instead of Airbase.Category.HELIPAD).
2021-09-29 09:00:53 +02:00
Frank 1832125022 Globals
- Moved _DATABASE:_RegisterAirbases() to Globals.lua
2021-09-29 08:58:46 +02:00
Frank c7a2b34f59 Update Warehouse.lua
- Disabled fuel check.
2021-09-29 08:15:22 +02:00
Frank b48958995a OPS
- Fixed oscillation between UpdateRoute and CheckGroupDone in FLIGHTGROUP
- Improvements regarding capturing zones.
- Reduced log output
2021-09-28 23:26:33 +02:00
Applevangelist c311c40b72 GROUP:GetAmmunition() - fix to also return bomb count (#1606)
GROUP:GetAmmunition() - fix to also return bomb count
2021-09-28 16:53:53 +02:00
Applevangelist 58c496eacd GROUP - GROUP:GetAmmunition() - fix to also return bomb count correctly 2021-09-28 16:52:18 +02:00
Applevangelist 7bd867c9dd SEAD - Docu changes for Intellisense 2021-09-28 16:51:35 +02:00
Frank be0558849c OPS
- Added rearming zones
- Improved rearming
2021-09-27 16:11:03 +02:00
Applevangelist a1c7ec2ac9 Fix "local" error 2021-09-27 15:49:03 +02:00
Applevangelist db516a2077 Fix "local" error 2021-09-27 15:48:45 +02:00
Applevangelist ff8766669c Small fix for Airbase Parking Spot Finder 2021-09-26 09:51:14 +02:00
Applevangelist 8bf073c0c6 Small fix for Airbase Parking Spot Finder 2021-09-26 09:51:02 +02:00
Frank 994689f05a OPS
- Improved transport assignments
2021-09-25 20:18:16 +02:00
Applevangelist 3e10f9f451 bugfix 2021-09-24 18:38:58 +02:00
Applevangelist 06dc9a732e bugfix 2021-09-24 18:37:13 +02:00
Frank 972fa9f674 OPS
- Fixed bug in WAREHOUSE isShip
- FLIGHTGROUP added damage and ammo checks that trigger FSM events
- Improved engage detected targets
- Improved OPSZONE
2021-09-24 14:47:36 +02:00
Applevangelist 50c74d0852 Added option for slingload: enableslingload 2021-09-24 11:08:23 +02:00
Applevangelist 8e64d8e334 CTLD: Added mass and canCargo Flag on spawned statics. Use .enableslingload = true to use 2021-09-24 11:06:54 +02:00
Applevangelist eccd81d40a SPAWNSTATIC - bigfix on canCargo (not:isCargo) and mass (not transported into template) when spawning 2021-09-24 11:05:42 +02:00
Applevangelist 1c97eb6f3c SPAWNSTATIC - bugfix on canCargo, mass could be set but not transported into the template spawn 2021-09-24 11:04:54 +02:00
Applevangelist 649136f98f small updates, fixes 2021-09-23 12:43:28 +02:00
Frank d7dae1366d OPS
- Improved OPSTRANSPORT for LEGION assets.
2021-09-22 19:27:33 +02:00
Applevangelist 19e2ebcd03 CTLD - Added statics as cargo (#1601)
.... and the ability to load and save them alongside your buildable crates.
2021-09-22 15:55:10 +02:00
Applevangelist 69449430d1 CTLD - Added Statics as cargo (#1600)
CTLD - Added Statics as cargo, and the ability to load and save them (alongside your dropped buildable crates).
2021-09-22 15:54:37 +02:00
Applevangelist 663cd34aa3 CTLD - fix when using SAVE or LOAD w/o filename and path 2021-09-21 07:48:09 +02:00
Applevangelist cfed6f5153 SET - Added SET_CLIENT:CountAlive() 2021-09-21 07:47:43 +02:00
Applevangelist 021c907d16 SET - Added SET_CLIENT:CountAlive() 2021-09-21 07:46:21 +02:00
Applevangelist 8ac3e28fdf CTLD - fix SAVE/LOAD when using no path on calls 2021-09-21 07:46:05 +02:00
Frank c5af279730 OPS
- Fixed some stuff for Egress coordinate
- Fixed some bugs in OPSTRANPORT if disembark carriers are specified
2021-09-20 22:47:51 +02:00
Applevangelist 2b22d5288c CTLD - added persistence 2021-09-20 14:27:45 +02:00
Applevangelist a64424ecc8 Positionable - Add IsSubmarine, Passenger seats for VAB Mephisto 2021-09-20 14:27:22 +02:00
Applevangelist fd1b2ecb86 ZONE - Docu bug fix 2021-09-20 14:26:42 +02:00
Applevangelist e9377e93f1 Postionable - Added Cargo Seats to VAB Mephisto 2021-09-20 14:20:09 +02:00
Applevangelist 6747c69511 CTLD Ability to fire an event on injection 2021-09-20 14:19:26 +02:00
Frank 9b6cae6c49 Update Commander.lua 2021-09-19 22:45:58 +02:00
Frank 7148bd1d42 OPS Escort
- Refined functions to recruit escort assets.
2021-09-19 22:10:52 +02:00
Frank 73940fffc6 Update Legion.lua
- Fix that assets did not get removed
2021-09-18 18:47:06 +02:00
Frank 09015449cd OPS Recruting
- Removed obsolete recruiting functions from code
2021-09-18 18:23:22 +02:00
Frank 4dfdb99731 OPS
- Recruit assets with new function (LEGION, COMMANDER, CHIEF)
2021-09-18 18:09:41 +02:00
Frank bbbca04066 OPS Legion
- Added new global function to recruit assets.
2021-09-18 00:11:04 +02:00
Frank e755bba608 OPS
- Clean up on "CheckMissionType" and "CheckMissionCapability" functions ==> moved to AUFTRAG as global functions.
2021-09-17 16:59:43 +02:00
Frank 9161cec238 OPS
- Simplified asset selection by using just one routine for LEGION, COMMANDER and CHIEF
2021-09-16 21:30:36 +02:00
Applevangelist dc14b60fcc bug fixing 2021-09-16 15:09:51 +02:00
Applevangelist da625d51f6 Merge pull request #1599 from FlightControl-Master/Applevangelist-CTLD-1
CTLD - Added persistance
2021-09-16 13:44:54 +02:00
Applevangelist ce69055758 CTLD - Added persistance
-- ## 6. Save and load back units - persistance
-- 
-- You can save and later load back units dropped or build to make your mission persistent.
-- For this to work, you need to de-sanitize **io** and **lfs** in your MissionScripting.lua, which is located in your DCS installtion folder under Scripts.
-- There is a risk involved in doing that; if you do not know what that means, this is possibly not for you.
-- 
-- Use the following options to manage your saves:
-- 
--              my_ctld.enableLoadSave = true -- allow auto-saving and loading of files
--              my_ctld.saveinterval = 600 -- save every 10 minutes
--              my_ctld.filename = "missionsave.csv" -- example filename
--              my_ctld.filepath = "C:\\Users\\myname\\Saved Games\\DCS\Missions\\MyMission" -- example path
--  
--  Then use an initial load at the beginning of your mission:
--  
--            my_ctld:__Load(10)
--            
-- **Caveat:**
-- If you use units build by multiple templates, they will effectively double on loading. Dropped crates are not saved. Current stock is not saved.
2021-09-16 13:43:39 +02:00
Frank 589ebd5bca CHIEF
- Improved asset selection
2021-09-16 11:02:49 +02:00
Frank 35b50e1a9d OPSZONE and CHIEF 2021-09-14 23:51:03 +02:00
Frank f038564b1b OPSTRANSPORT
- Added Cancel feature. First steps...
- Fixed a couple of other little bugs.
2021-09-13 16:04:16 +02:00
Frank 1d0eb9806d COMMANDER
- Added OPS transport (untested)
2021-09-13 08:31:00 +02:00
Applevangelist 6cae3e62cf CTLD - small bug fix on stock removal 2021-09-12 17:37:32 +02:00
Applevangelist c50a9bd318 CTLD - small bug fix on stock removal 2021-09-12 17:37:21 +02:00
Applevangelist cd9006d29b CTLD - added alternative crate spawn by @mousepilot. Add menu item to list stock.Injected troops will not lead to cargo type duplication. 2021-09-11 15:20:36 +02:00
Applevangelist 05ce7e4513 CTLD - added alternative crate spawn by @mousepilot. Add menu item to list stock.Injected troops will not lead to cargo type duplication. 2021-09-11 15:20:20 +02:00
Applevangelist 136bd19f19 Bug fixing 2021-09-11 10:03:49 +02:00
Applevangelist d3b88f9065 bug fixing 2021-09-11 10:03:32 +02:00
Frank 6a6cb1961d OPS LEGION
- Improved asset selection for transports
2021-09-10 11:37:53 +02:00
Frank 884c51a69a OPSTRANSPORT
- Improved assignment to multiple legions.
2021-09-10 00:32:15 +02:00
Frank 6f126e6cd4 OPSCARGO
- fixes for Legion assignment
2021-09-09 13:35:10 +02:00
Frank b0c2e5409a OPS AUFTRAG
- Added Alert 5 mission
- Added Fuel supply mission
- Added Ammo supply mission
2021-09-08 11:49:27 +02:00
Applevangelist 9516ec3cd2 CSAR: Gardening cleanup 2021-09-07 19:53:05 +02:00
Applevangelist 8873504daf CTLD: Align to Dev changes 2021-09-07 19:52:14 +02:00
Applevangelist a844a5d697 CSAR: Align to Dev changes 2021-09-07 19:52:13 +02:00
Frank aecb92ccd3 OPSGROUP
- Added EPLRS option
- EPLRS is on if group has datalink capability
2021-09-07 11:17:20 +02:00
Frank bdf13f29f7 OPS
- COMMANDER and LEGION clean up of obsolete stuff for recruiting assets.
2021-09-06 23:40:58 +02:00
Frank 81120abfcb OPS
- LEGION and COMMANDER: Recruit assets for mission
2021-09-06 23:24:26 +02:00
Applevangelist a49f4eaa21 Merge pull request #1597 from Penecruz/Airboss-V/Stol
Airboss v/stol
2021-09-06 07:12:20 +02:00
Penecruz e6e2651f8c Bug fix to AV-8B grading WIP 2021-09-06 11:08:29 +10:00
Penecruz b93ba13644 bug fix to V/Stol groove. 2021-09-06 08:20:37 +10:00
Applevangelist 08a8170990 CTLD - improved crate spawning, added beacons / smoke / flare for ships, added documentation 2021-09-05 18:05:08 +02:00
Frank 316ea910c2 Update Cohort.lua
- Fixed some stuff for combat readiness check
2021-09-05 00:23:12 +02:00
Frank 0b5edfc21f OPSGROUP
- Ad infinitum fixes
- Turn into wind fixes
2021-09-04 23:51:17 +02:00
Frank e4a51951b0 Merge pull request #1596 from Penecruz/Airboss-V/Stol
Airboss v/stol
2021-09-04 15:20:03 +02:00
Penecruz ad56e39942 Docs AV-8B clarifications 2021-09-04 13:40:10 +10:00
Penecruz ea09dc5a6e Vstol groove timing 2021-09-04 11:25:44 +10:00
Penecruz 8ecfd913a3 Av-8B specific deviation counts adj. 2021-09-04 11:25:25 +10:00
Penecruz 53367c786e AV-8B LIG and Unicorn fix 2021-09-04 11:24:47 +10:00
Applevangelist 76c08095ab CTLD - added country variable for crates 2021-09-03 18:38:51 +02:00
Frank 538864519e OPSGROUP
- Fixes that ARMY and NAVYGROUPS only go to first waypoint
- Fixes for PATROL and RECON missions that waypoints are added at the end
- Some other stuff
- Still need to fix adinfinitum
2021-09-03 18:20:28 +02:00
Applevangelist cd6631049b CSAR - Removed message for dead pilots 2021-09-03 14:16:30 +02:00
Applevangelist 079f8030b7 CTLD - added unit parameter to place crates in correct distance. Refactored location calculation for crates. 2021-09-03 14:16:11 +02:00
Frank ad0b32c0ee OPS
- Found and fixed bugs for ARMY and NAVY groups, which caused only one waypoint to be processed
- Added Duration for AUFTRAG
- Fixed bug in auftrag if no legion was assigned and mission was canceled at opsgroup level
- Trying (again) to include the whole route for ARMY and NAVY when UpdateRoute
- Simpler task function for passing waypoint

STILL a lot to do/check!
2021-09-03 00:05:58 +02:00
Applevangelist db5797bb4e Bug fixing 2021-09-02 18:48:40 +02:00
Applevangelist 8235b51a14 Bug fixing 2021-09-02 18:04:39 +02:00
Frank 1bd5e7472f OPSTRANSPORT v0.4.2
- Some fixed.
- All tested demo missions look nice
2021-09-02 08:30:54 +02:00
Applevangelist 5e8fe97752 CTLD Added method to inject troops into the field. 2021-09-01 13:34:13 +02:00
Applevangelist 7433a7144c CTLD Added method to inject troops into the field. 2021-09-01 13:33:43 +02:00
Frank 27632ecdd9 OPSTRANSPORT v0.4.1
- Fixed a couple of bugs
- Lots of other fixes and improvements
2021-09-01 00:07:54 +02:00
Frank 0b1e25b073 OPSTRANSPORT v0.4
- Multiple transport zone combos (TZC)
- Other issues solved.
- Demo miz D-day landing is still not working correctly.
2021-08-30 23:45:40 +02:00
Applevangelist 393fa0bfbb MANTIS - Changes from the dev branch merged 2021-08-28 14:01:37 +02:00
Applevangelist 4f51884b9d SEAD - make padding a variable (radar switch-back-on time) 2021-08-28 14:01:37 +02:00
Applevangelist 19a93f0026 MANTIS - allow SEAD padding in Mantis 2021-08-28 13:58:06 +02:00
Applevangelist 3256a6d596 SEAD - added time-back-on padding as variable 2021-08-28 13:57:15 +02:00
Frank 4c5c320073 Merge pull request #1594 from Penecruz/Pene-LHA-and-LHD-edits
Pene lha and lhd edits
2021-08-28 10:52:12 +02:00
Penecruz 9098590568 Sound Pack Gabriella add 2021-08-28 14:51:30 +10:00
Penecruz 555bb7e68b Update instructions for AV-8B Harrier 2021-08-28 14:27:32 +10:00
Penecruz c0a18957f0 AoA for harrier and JC Spot 5 timings 2021-08-28 13:31:16 +10:00
Penecruz 2cf939560e Allow for JC Spot 5 Voice over 2021-08-28 11:02:05 +10:00
Penecruz 9d3a7aae78 Add Landing Spot 5 to JC 2021-08-28 10:26:49 +10:00
Frank 28ddfa5243 OPSTRANSPORT
- Fist working steps towards multiple pickup/deploy zone combos.
2021-08-28 00:17:16 +02:00
Applevangelist 05c560be3b CTLD - added delay after unsuccessful build or repair, relocate after done 2021-08-27 18:51:54 +02:00
Applevangelist 8ddd810fe2 SEAD - Refactor and enable delayed switch-off 2021-08-27 18:50:40 +02:00
Applevangelist f20760bae5 CSAR - Remove some noise 2021-08-27 18:48:18 +02:00
Applevangelist f6ed592f92 CSAR - remove noise 2021-08-27 18:47:13 +02:00
Applevangelist c98757d13c CTLD - added ENGINEERING 2021-08-27 18:46:59 +02:00
Applevangelist 17378f509e SEAD - Code cleanup and enabled delayed switch off 2021-08-27 18:46:45 +02:00
Applevangelist cea7320a9b UNIT/GROUP - added function to get the skill of a unit. SEAD - added functionality to calculate time-2-impact of HARMS and adjust behaviour accordingly 2021-08-27 14:56:50 +02:00
Applevangelist 7f18ea0e7a UNIT/GROUP - added function to get the skill of a unit. SEAD - added functionality to calculate time-2-impact of HARMS and adjust behaviour accordingly 2021-08-27 14:56:16 +02:00
Frank fe6826016c Update Chief.lua 2021-08-27 11:59:34 +02:00
Frank f0167b3e88 OPS
- FSM pseudo function cleanup
- Fixed bug when mission is cancelled
2021-08-27 11:31:12 +02:00
Applevangelist 0edbf7f517 Added Engineering (Infantry) Troops 2021-08-27 09:14:54 +02:00
Frank a8a8dcff3f OPS Chief
- Removed mission queue. Now done via COMMANDER
- MissionCancel is buggy
2021-08-26 23:24:11 +02:00
Frank 1b0ad13529 OPS Commander 2021-08-26 21:24:47 +02:00
Frank 5172619cb1 Merge pull request #1593 from Penecruz/Pene-LHA-and-LHD-edits
Pene-LHA-LHD-additions
2021-08-26 08:22:11 +02:00
Penecruz 3962529698 Update Airboss.lua 2021-08-26 09:33:40 +10:00
Frank 418d6c882c Update OpsGroup.lua 2021-08-25 17:46:00 +02:00
Frank 1e6899c40b OPS 2021-08-25 17:20:17 +02:00
Penecruz 6481d5d41e Update Airboss.lua 2021-08-25 17:59:33 +10:00
Frank 259b201e65 OPS
Good version solving a few bugs and adding some new stuff.
2021-08-24 23:10:38 +02:00
Applevangelist 8fb113a04e CTLD - 1) added ability to limit stock. 2) Stopping Herc Pilots to try and build on the fly (look at you, Gunterlund! ;) ) 2021-08-24 14:16:11 +02:00
Frank c6ebbc6122 OPS
Strange version buggy
2021-08-23 23:34:15 +02:00
Applevangelist 6cc3d73c04 Changed priority to show bomb target height in ft if no Player Settings 2021-08-22 12:02:52 +02:00
Applevangelist e541e39403 Bug fixes. Added support for Ships as load zones 2021-08-22 12:02:26 +02:00
Applevangelist 755903a08e Changed priority to show bom target height in ft, in absence of player settings 2021-08-22 11:57:49 +02:00
Applevangelist 34e4825cd0 Merge pull request #1591 from bbirchnz/develop
CTLD: fix FOB units overwriting last instance, Unit Cargo Mass not working on first load
2021-08-22 08:32:18 +02:00
Ben Birch a68eeae9bd Merge remote-tracking branch 'origin/develop' into develop 2021-08-22 12:54:25 +10:00
Ben Birch e4e31b554e CTLD: fix FOB units overwriting last instance, Unit Cargo Mass not working on first load 2021-08-22 12:53:55 +10:00
Frank eba6e3f5f1 OPS Transport+Legion, Navy 2021-08-22 00:31:51 +02:00
Frank d73ebaca76 OPS
- Lots of stuff
2021-08-21 00:58:28 +02:00
Applevangelist 94167152e5 CTLD - added ability to spawn crates on ships 2021-08-20 12:33:10 +02:00
Applevangelist c7ea45e5fd Clean up UTF-8 mess 2021-08-18 18:01:04 +02:00
Applevangelist 830f76e909 Cleanup UTF-8 Mess 2021-08-18 18:00:38 +02:00
Applevangelist 20f28b3d2c Fix for SAM pattern matching not working 2021-08-18 15:01:14 +02:00
Applevangelist 8ae04944fe Fix for SAM pattern matching not working 2021-08-18 14:59:58 +02:00
Applevangelist f3f63ab8aa Fix for degree sign extra char 2021-08-18 11:52:13 +02:00
Applevangelist c55b8d29f7 Fix for degree sign extra char 2021-08-18 11:51:41 +02:00
Applevangelist e91090cfff more corrections 2021-08-18 11:47:25 +02:00
Applevangelist 1a7fb3c13e Fix for degree sign extra char 2021-08-18 11:36:33 +02:00
Applevangelist 59857ed79d CSAR - added changes from Development for AFB landings and safer calculation of distances of lost pilots 2021-08-18 09:29:58 +02:00
Applevangelist 30623f7d38 AIRBOSS / ATIS deleted extra char before degree char. Small correction for CSAR landings at Airports 2021-08-18 09:28:34 +02:00
Frank 16964520df OPS
- Lots of stuff to assign missions to multiple legions.
2021-08-18 00:25:18 +02:00
Frank 3050fdb3c3 OPS Zone 2021-08-15 00:28:03 +02:00
Frank 77fc2c5cf1 Update OpsGroup.lua 2021-08-12 11:41:30 +02:00
Frank b21c3ed4e9 OPS Cleanup 2021-08-12 11:07:28 +02:00
Frank 93f4b345c5 OPS Generalization 2021-08-12 00:17:55 +02:00
Frank 88e59a2739 OPS
- Ground ops
2021-08-11 10:40:16 +02:00
Frank 86bb256bf1 OPS
- Added Cohort and Legion classes
- Added Platoon and Brigade classes
2021-08-10 00:40:17 +02:00
Applevangelist 9a05f5bc93 Merge pull request #1589 from FlightControl-Master/Applevangelist-patch-5
CSAR fix for #1588
2021-08-09 09:18:51 +02:00
Applevangelist bce28cf389 CSAR fix for #1588
Fixes #1588
2021-08-09 09:06:15 +02:00
Frank 629c5e7739 AUFTRAG
- Recon Mission
2021-08-06 23:16:48 +02:00
Frank ed402e2f5f OPS Chief 2021-08-06 10:01:23 +02:00
Frank 4a56c7523d Wingcommander 2021-08-05 12:44:43 +02:00
Frank 218d9f48b0 Merge branch 'FF/Ops' into FF/OpsDev 2021-08-05 00:24:23 +02:00
Frank f67cf99477 OPS and SCHEDULER 2021-08-05 00:23:25 +02:00
Applevangelist 2201b2adda Update Utils.lua
Corrected self to BASE
2021-08-04 11:07:47 +02:00
Applevangelist 6b36421bce Merge pull request #1585 from FlightControl-Master/Applevangelist-patch-4
Update CSAR.lua
2021-08-04 08:04:21 +02:00
Frank 8c573c65d4 Update FlightControl.lua 2021-08-03 22:37:27 +02:00
Applevangelist 730dabd9cf Update CSAR.lua 2021-08-03 07:16:42 +02:00
Frank 69175e1b19 FC 2021-08-02 23:34:42 +02:00
Frank 4797665939 Update Range.lua
- Added demo by shagrat
2021-08-02 22:02:21 +02:00
Frank a5ad58e516 FC 2021-08-02 21:57:53 +02:00
Applevangelist b89749036d Merge pull request #1584 from FlightControl-Master/Applevangelist-patch-3-1
Update Utils.lua
2021-08-02 19:04:57 +02:00
Applevangelist c6268488de Update Utils.lua 2021-08-02 19:03:07 +02:00
Frank 82b4631341 Flightcontrol 2021-08-02 18:41:33 +02:00
Frank a1c9c1538d Merge branch 'FF/Ops' into FF/OpsDev 2021-08-02 11:59:32 +02:00
Frank 1a53f58540 OPS 2021-08-02 11:57:45 +02:00
Applevangelist 1b414b840e added AP check on landing/rescue 2021-07-31 15:50:50 +02:00
Applevangelist 642cc0e98f Added self.FARPRescueDistance reduced landing check to one call 2021-07-31 13:05:51 +02:00
Applevangelist 63431bb54b Couple of changes to make finding the distance to nearest pilot more stable 2021-07-30 17:30:32 +02:00
Frank d64de26ded OPS
- many fixes and improvements
2021-07-29 13:43:29 +02:00
Applevangelist de04369703 Various for AI_CARGO, CTLD, CSAR, align with dev 2021-07-29 12:46:16 +02:00
Applevangelist 8b45067226 Various patches for AI_CARGO 2021-07-29 12:41:27 +02:00
Applevangelist 05b6f19a87 Merge pull request #1583 from FlightControl-Master/Applevangelist-patch-2
Update CSAR.lua
2021-07-28 19:47:48 +02:00
Applevangelist 2753df8216 Update CSAR.lua
Fix for CSAR message to all not working, added option to suppress all messaging, make destroys silent to not affect scoring
2021-07-28 19:45:47 +02:00
Applevangelist 061032e3d7 Transition cleanup for AI Helicopter, deleted speed test bc in 20% of cases AI lands shit, which stops the FSM 2021-07-28 18:31:39 +02:00
Applevangelist 82432686aa Fixed display messages to all SAR, added option to suppress messaging 2021-07-27 14:10:10 +02:00
Applevangelist b66d2039be Added function to set speed and height parameters for landing 2021-07-27 14:09:10 +02:00
Applevangelist d245a73d7f Make Destroy() silent for scoring 2021-07-26 09:24:52 +02:00
Applevangelist f0037151e6 CTLD - added factor for troops extraction, making Destroy()s silent for scoring, refined autohoverload messaging 2021-07-26 09:24:35 +02:00
Applevangelist 33d761503d Fix for crates dropping is loosing track of troops 2021-07-25 13:26:07 +02:00
Applevangelist 52d494f573 Merge pull request #1582 from bbirchnz/develop
CTLD: fix troops being lost when crates dropped
2021-07-25 09:06:16 +02:00
Ben Birch 36a2d71731 CTLD: fix troops being lost when crates dropped 2021-07-25 13:46:15 +10:00
Frank 615a220acb Update OpsGroup.lua 2021-07-24 23:56:27 +02:00
Frank c718584755 Update OpsGroup.lua 2021-07-24 23:25:26 +02:00
Applevangelist b52272e18e Merge pull request #1581 from FlightControl-Master/Applevangelist-patch-1
Update ATIS.lua
2021-07-24 15:57:15 +02:00
Applevangelist 70fa1cf19f Update ATIS.lua
Correct degree output extra chars
2021-07-24 15:54:54 +02:00
Applevangelist 4db0ea616d Correct opendoor check to include anyone loaded 2021-07-24 15:53:20 +02:00
Applevangelist 7ca7caea75 Updates with changes from develop 2021-07-24 15:50:10 +02:00
Applevangelist 5439e60078 Merge pull request #1580 from bbirchnz/ctld-add-mass
CTLD: Enable mass on cargo
2021-07-24 15:04:49 +02:00
Ben Birch a6880d4569 Add SetUnitInternalCargo to UNIT
Add PerCrateMass to CTLD_CARGO (default = 0kg)
Update unit internal cargo after each load/unload operation.
Add mass to cargo reports
2021-07-24 22:39:26 +10:00
Frank 65e852f341 OPS Transport 2021-07-24 01:06:44 +02:00
Frank 4ffdf9e536 Merge branch 'develop' into FF/Ops 2021-07-23 18:49:35 +02:00
Applevangelist 8f698e3e62 Changed Messaging Structure on Approach 2021-07-23 16:29:56 +02:00
Applevangelist 61481e6e9a CSAR updates to messaging. Detect if far approach note exceeds 8km for smoke/flare request 2021-07-23 11:19:53 +02:00
Applevangelist 49397df90b CTLD - added repair capabilties for VEHICLE and FOB types of CTLD_CARGO 2021-07-22 20:17:40 +02:00
Applevangelist 7b254a08fb Merge pull request #1579 from FlightControl-Master/Applevangelist-inteldlink
Update Intelligence.lua
2021-07-22 11:37:51 +02:00
Applevangelist 5bebbcf5eb Update Intelligence.lua
Added FSM functions and documentation for INTEL_DLINK
2021-07-22 11:36:21 +02:00
Applevangelist 83fd48e2f4 Merge pull request #1578 from madmoney99/develop
Airboss update for wind over deck
2021-07-22 08:03:32 +02:00
madmoney99 f5b25370b0 Change to wind measure for Skipper
Previous value 50m produced an incorrect heading and strength based on the actual wind over deck.
2021-07-21 22:51:29 -07:00
Tony Goodale f68d3209ac Merge branch 'FlightControl-Master:develop' into develop 2021-07-21 22:44:11 -07:00
Applevangelist 2ab7f784c9 Merge pull request #1576 from FlightControl-Master/Applevangelist-CTLD
Update CTLD.lua
2021-07-21 18:47:52 +02:00
Applevangelist 1e8d99a591 Merge pull request #1577 from FlightControl-Master/Applevangelist-INTEL
Update Intelligence.lua
2021-07-21 18:47:40 +02:00
Applevangelist d517cba765 Update Intelligence.lua
no dupe docs
2021-07-21 18:45:57 +02:00
Applevangelist 552eb5b9d8 Update CTLD.lua
Add housekeeping for dropped troops
2021-07-21 18:40:43 +02:00
Applevangelist 684c4ea113 Allow MANTIS to use INTEL_DLINK 2021-07-21 18:22:46 +02:00
Applevangelist 4dfaca610f INTEL - bug fixes, added new datalink class 2021-07-21 18:22:31 +02:00
Applevangelist 8a53998251 MANTIS - make start random async, so detection for multiple MANTIS objects works better
INTEL - added function to alter detection types, typos corrected etc
2021-07-20 18:30:11 +02:00
bbirchnz 6690f70b05 fix CTLD:ActivateZone not processing default correctly and using wrong zone table (#1575) 2021-07-19 07:16:21 +02:00
Applevangelist 277c26821e Updated according to develop version. Added troop extract 2021-07-18 14:54:37 +02:00
Applevangelist 96d1d3cb66 Light code cleanup, added docu for troop extract 2021-07-18 14:53:00 +02:00
bbirchnz 09785ef451 - ctld: add troop extract (#1574) 2021-07-18 13:01:45 +02:00
Applevangelist 22826b4cd1 Update CTLD.lua
Added correct Mi-8MT unit typename
2021-07-17 16:00:40 +02:00
Applevangelist 8cc1c24b64 Update CSAR.lua
Changes as per development version. Taking care of dead pilots correctly, added FSM event KIA
2021-07-17 15:58:11 +02:00
Applevangelist 25e118f3dc Added correct Player Mi-8MT unitname
CSAR - logic change to detect dead pilots, if they are not set to immortal. Added FSM event "KIA"
2021-07-17 15:48:18 +02:00
Applevangelist 0db35a0e9f Updated according to develop version 2021-07-16 14:00:21 +02:00
Frank 78b3e3c60b OPS Respawn 2021-07-15 22:25:02 +02:00
Applevangelist efe41a5e21 CSAR and CTLD - use Frequency generation moved to UTILS
CTLD - added option to drop crates anywhere
MANTIS - added state tracker to call Green/Red state change events only once
UTILS - added Marianas NDBs to Frequency generation
2021-07-15 17:16:30 +02:00
Frank 835041e5f6 OPS 2021-07-14 21:00:34 +02:00
Applevangelist 93a8086ff6 Update Mantis.lua (#1569)
Added state tracker so that Red/Green Events only get triggered when a state actually changes.
2021-07-14 15:37:57 +02:00
Applevangelist b4707bb3eb Update Mantis.lua (#1568)
* Update Mantis.lua

Added state tracker so that Red/Green Events only get triggered when a state actually changes.

* Update Mantis.lua
2021-07-14 15:37:47 +02:00
Applevangelist bbfc2e9ed7 Added beacon frequency and laser code generator functions 2021-07-14 08:44:55 +02:00
Applevangelist 2fb0ab1aed Reflect DEVELOP changes in MASTER 2021-07-14 08:41:14 +02:00
Applevangelist 1ac40684de Added option to force description on injected pilots for scripting 2021-07-14 08:39:54 +02:00
Applevangelist 433d1bbf57 MANTIS - Change logic to FSM, added functions
CSAR - advanced options to name injected AI downed pilots
CTLD - added Herc speed check
2021-07-13 17:50:44 +02:00
Applevangelist e33de03522 CSAR - honor settings NM vs KM
CTLD - documentation corrections
UTILS - added functions to generate beacon frequency tables FM,VHF,UHF and valid laser codes for JTACs
2021-07-12 19:17:39 +02:00
Applevangelist 86fedbfaae Updated noise level 2021-07-12 18:16:22 +02:00
Applevangelist 6fbf050b72 Slightly updated versions as the new emissions on/off doesn't work really. 2021-07-12 18:16:00 +02:00
Applevangelist c0f4eef896 Slightly changed versions of Mantis, Sead and Shorad as the Emissions On/Off stuff ED introduced doesn't really work well. 2021-07-12 18:10:12 +02:00
Frank a2f3bf3a8c Merge branch 'develop' into FF/Ops 2021-07-12 15:27:24 +02:00
Frank 1b717e4683 AUFTRAG
- Added push time
2021-07-12 15:27:08 +02:00
Applevangelist 29210f670c Added Fisher-Yeats table shuffle and Helicopter door check 2021-07-11 18:37:46 +02:00
Applevangelist 52e2ac7174 Added documentation 2021-07-11 18:31:17 +02:00
Applevangelist 3d6b053eb4 Added function to check if a loading door on a heli is open 2021-07-11 18:31:09 +02:00
Frank 268eb1d60d OPS 2021-07-11 18:15:25 +02:00
Applevangelist 18b45c9621 Added CTLD and CSAR 2021-07-10 17:11:00 +02:00
Applevangelist 9356d67d74 Added CTLD and CSAR 2021-07-10 17:10:53 +02:00
Applevangelist 5bb2b05f71 Added CTLD and CSAR 2021-07-10 17:10:46 +02:00
Applevangelist a69865b8c9 -- -- (added 0.1.8) - allow to set far/near distance for approach and optionally pilot must open doors
--         self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters
--         self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters
--         self.pilotmustopendoors = false -- switch to true to enable check of open doors
2021-07-10 16:56:35 +02:00
Applevangelist 4a1df3d5cc -- -- (added 0.1.8) - allow to set far/near distance for approach and optionally pilot must open doors
--         self.approachdist_far = 5000 -- switch do 10 sec interval approach mode, meters
--         self.approachdist_near = 3000 -- switch to 5 sec interval approach mode, meters
--         self.pilotmustopendoors = false -- switch to true to enable check of open doors
2021-07-10 16:56:35 +02:00
Frank 6dfd757ea1 OPS 2021-07-08 22:59:29 +02:00
Frank fc1adf3b94 OPS Transport 2021-07-08 12:21:10 +02:00
Frank be2d1d7895 Update OpsTransport.lua 2021-07-07 11:33:51 +02:00
Frank 9e7c360912 Merge branch 'develop' into FF/Ops 2021-07-06 21:57:31 +02:00
Frank 51acd33d19 Merge branch 'master' into develop 2021-07-06 21:57:08 +02:00
Frank af3dbe2f86 Merge branch 'develop' into FF/Ops 2021-07-06 21:56:53 +02:00
Frank 97668e5413 Update FlightGroup.lua
- Fixed flight of airwing is going to tanker even if fuellowrefuel switch is false
2021-07-06 21:56:15 +02:00
Frank 89308f7d06 Update Airbase.lua
- Fixed Andersen
2021-07-06 21:49:51 +02:00
Frank 464fde0ed2 OPS
- MSRS
- Callsign
2021-07-06 21:13:50 +02:00
cammel tech 65bd7909e1 Example for CTLD > SCORING added (#1566)
* Example added

Example for the connection to the SCORING Class.

* kleiner Fehler eingeschlichen
2021-07-06 20:26:20 +02:00
Applevangelist 5d3ea57d4d CSAR give scripted spawned pilots a name.
CTLD corrected that generic troops could be spawned only once.
2021-07-06 20:24:35 +02:00
Applevangelist b7bc3cfbcf Spawn crates in a wider radius. Also build, when only one crate is required. 2021-07-05 18:54:45 +02:00
Applevangelist 04ef32420b Merge pull request #1567 from thejuju/develop
Add ATC Ground Mariana Islands support
2021-07-05 14:44:02 +02:00
Julien B a3d8a48b92 Add ATC Ground Mariana Islands support
Added ATC_GROUND_MARIANAISLANDS
Supported optional airbase ZONE_POLYGON boundaries (like initially intented) when there is provided, fallback remain a ZONE from the center of the airfield.
Some airports are bigger than the default radius area and need custom boundaries to work properly on the edge of it.
2021-07-05 13:09:34 +02:00
Applevangelist ef86d1d7cb Merge pull request #1562 from cammeltech/SCORING-reactivate_destroy
Reactivate the :destroy() event on clients with scoring below thresmark
2021-07-04 18:10:45 +02:00
Applevangelist 00b3e9b371 Merge pull request #1564 from justin-lovell/justin-lovell-mark-changed-event
Synchronize Text with Wrapper State
2021-07-04 18:10:35 +02:00
Applevangelist 0d02f56855 Merge pull request #1565 from justin-lovell/updated-debug-msg
Correcting typo for debug message
2021-07-04 18:10:21 +02:00
Applevangelist 48aa841add ATIS - addede rainy presets 1-3
CTLD - avoid "preloading" when pilot leaves/crashes and rejoins
CSAR - added option for autosmokedistance
2021-07-04 18:04:27 +02:00
Applevangelist 4ba52212a9 ATIS - addede rainy presets 1-3
CTLD - avoid "preloading" when pilot leaves/crashes and rejoins
CSAR - added option for autosmokedistance
2021-07-04 18:04:08 +02:00
Justin Lovell a14bca1059 Synchronize Text with Wrapper State
Bug - text is not synchronized with the wrapper state, hence the `GetText()` will be incorrect.

Method `TextChanged` does not exist, resulting `nil` reference errors when the players update markers. Current implementation of `MARKER:OnEventMarkChange(EventData)` is not implemented the same as its siblings of `OnEventMarkRemoved` and `OnEventMarkAdded`. The siblings would move the FSM accordingly -- aligned implementation
2021-07-03 23:30:45 +10:00
Justin Lovell a7e07af24f Correcting typo for debug message
Small PR
2021-07-03 23:24:04 +10:00
Applevangelist e14d655447 Changed default fallback freq to 333.00Khz 2021-07-03 09:30:04 +02:00
Frank 74bdeaf4f7 AIRWING 2021-07-02 23:11:51 +02:00
Applevangelist 9591c62175 corrected autovalue for frequency - thanks to shadowze 2021-07-02 20:22:43 +02:00
Applevangelist 39c46dcab0 Changed frequency logic, some documentation changes 2021-07-02 20:15:12 +02:00
Applevangelist 299e08f53d additional checks to ensure only human players, extra checks in the logic, some logic errors corrected. 2021-07-02 17:52:58 +02:00
wob3155@posteo.de 12555a6ff1 Reactivate the :destroy() event on clients with scoring below thresmark 2021-07-02 08:56:28 +02:00
Frank 1cc012c7d1 Merge branch 'develop' into FF/Ops 2021-07-02 08:53:44 +02:00
Frank 28c6810878 Merge branch 'master' into develop 2021-07-02 08:52:07 +02:00
Frank 353d6dfec0 Update Airbase.lua
- Corrected Mariana Islands airbase names
- Fixed bug in Syria airbase name `["Thalah"]="Tha'lah"`
2021-07-02 08:51:51 +02:00
Frank 1ed36fdff4 Merge branch 'develop' into FF/Ops 2021-07-01 23:56:38 +02:00
Frank 26801cf206 Merge branch 'master' into develop 2021-07-01 23:54:57 +02:00
Frank c80cebb824 WAREHOUSE, AIRWING & SQUADRON
- Added function for hot start to SQUADRON
- Addressed bug #1560
2021-07-01 23:54:24 +02:00
Frank 3c6e8d6d01 OPS
- Transport
- Respawn
2021-07-01 12:29:29 +02:00
Applevangelist 76a53ab154 Added extra checks for Beacon refresh 2021-07-01 09:07:01 +02:00
Frank fa3e387dd1 OPS 2021-06-30 23:23:41 +02:00
Applevangelist dca626bbcb CTLD - added option to suppress messaging, added event for OnAfterTroopsRTB
CSAR - minor bugfix
2021-06-30 17:59:43 +02:00
Applevangelist 3289ad2817 Added basic support for Hercules mod 2021-06-29 17:49:42 +02:00
Applevangelist 5a022a2246 Messages going to SAR flights only 2021-06-29 08:50:46 +02:00
Frank b012c5b2aa OPS Transport
- Improved cargo bay weight calculation.
2021-06-28 13:17:55 +02:00
Celso Dantas 3f5e322948 Update Airboss debug msg with BRC/Final heading (#1559)
Including the BRC and Final Heading on the debug message is useful for squadrons relying on that msg to know what is the end heading of the carrier.

The carrier tends to turns a few times before ending up on the final heading as it adjust into its track. Thus, having the BRC/Final Heading on the last message "Starting aircraft recovery Case %d ops." is useful.
2021-06-26 13:33:51 +02:00
Frank a861f8d9d4 OPS 2021-06-25 21:13:24 +02:00
Frank 36669c80da OPSTRANSPORT 2021-06-25 13:23:56 +02:00
Applevangelist 2ff128f184 Added Docu for functions 2021-06-25 12:39:02 +02:00
Applevangelist 3b44aba341 Updated frequency test 2021-06-24 08:34:14 +02:00
Frank 978be4e383 OPS Transport 2021-06-23 17:20:51 +02:00
Applevangelist d4cdfcc48c Corrected Mi-8MTV2 Unit Type Name 2021-06-23 14:09:09 +02:00
Applevangelist 5123ab0720 Update CTLD.lua (#1558)
corrected fsm function name headlines in documentation
2021-06-23 09:47:05 +02:00
Applevangelist 5021a1e1f3 Update CTLD.lua 2021-06-22 18:26:44 +02:00
Applevangelist 576281a612 Update CSAR.lua (#1554)
Added options to limit number of downed pilots via Events (mission designers can still "inject" downed pilots):
`self.limitmaxdownedpilots = true
 self.maxdownedpilots = 10`
2021-06-22 18:24:46 +02:00
Applevangelist b84c0aba59 Update Moose.files (#1556) 2021-06-22 18:24:36 +02:00
Applevangelist ee503a378e Update Modules.lua (#1557)
added CTLD
2021-06-22 18:24:24 +02:00
Applevangelist f235037cb9 Create CTLD.lua (#1555)
Player Heli Cargo and Troops Ops :)
2021-06-22 18:24:11 +02:00
Applevangelist 0cd1cd97a6 Update CSAR.lua (#1553) 2021-06-22 13:11:12 +02:00
Frank 74513f1b5c Merge branch 'develop' into FF/Ops 2021-06-22 12:18:45 +02:00
Frank 231c5bfea7 Ops 2021-06-22 12:18:25 +02:00
Frank cfd0e4ba85 Merge branch 'master' into develop 2021-06-19 22:28:30 +02:00
Frank 0e8732fd44 ATIS
- ATIS MSRS uses coalition of airbase
- update coalition if base was captured
2021-06-19 22:27:12 +02:00
Applevangelist bf33e4ed4f Update CSAR.lua (#1552) 2021-06-18 12:12:54 +02:00
Applevangelist 77a3c7369d Update Shorad.lua 2021-06-18 12:00:15 +02:00
Frank 6290db035d Merge branch 'develop' into FF/Ops 2021-06-15 22:00:14 +02:00
Applevangelist cd1935be1d Update CSAR.lua (#1551) 2021-06-15 15:49:58 +02:00
Applevangelist 64262d6ecc Update CSAR.lua (#1550) 2021-06-15 10:32:52 +02:00
Applevangelist 270c69344f Update CSAR.lua
Updated documentation / clarification. Added feature docu on using SRS
2021-06-15 07:42:45 +02:00
Applevangelist 10a0793af7 Update CSAR.lua
Small updates to reflect correct measurements. Options to SRS TTS.
2021-06-14 19:15:58 +02:00
Applevangelist 1b37af321f Update CSAR.lua
Small updates
2021-06-14 16:21:47 +02:00
Applevangelist 7cde279be1 Update Modules.lua
added CSAR module
2021-06-14 13:20:00 +02:00
Applevangelist 0396741f3d Create CSAR.lua
Initial Release
2021-06-14 13:18:27 +02:00
Frank 8d8070bbd7 Update Globals.lua
Added CR at the end.
2021-06-13 10:59:46 +02:00
Applevangelist 117cf8888a Update Globals.lua 2021-06-13 10:39:07 +02:00
Frank 83db7b32e8 Merge branch 'master' into FF/Ops 2021-06-12 22:59:20 +02:00
Frank d496d3d16e Merge branch 'master' into develop 2021-06-12 22:23:10 +02:00
Frank 72df687ce7 Merge pull request #1549 from FlightControl-Master/FF/MasterDevel
Sound Update
2021-06-12 22:22:02 +02:00
Frank 246935622c Update ATIS.lua 2021-06-12 21:54:42 +02:00
Frank 6b801247ab Merge branch 'FF/MasterDevel' into FF/Ops 2021-06-11 23:41:52 +02:00
Frank 078573629d SRS
- added coordinate
- added google
2021-06-11 23:41:37 +02:00
cammel tech 973b8323c9 Ratmanager documentation add :SetTspawn(dt) infite spawns - see discord func.rat discussion (#1548)
Co-authored-by: wob3155@posteo.de <wob3155@posteo.de>
2021-06-11 13:38:25 +02:00
Frank 4c6cd31bfc Merge branch 'FF/MasterDevel' into FF/Ops 2021-06-10 23:33:27 +02:00
Frank 6d61c5ee94 Update Utils.lua 2021-06-10 23:33:14 +02:00
Frank a8ef096f24 Merge branch 'FF/MasterDevel' into FF/Ops 2021-06-10 23:23:30 +02:00
Frank 3e8db6a1fa ATIS
Improved time TTS format
2021-06-10 23:23:16 +02:00
Applevangelist c8d2a7e833 Added commands for immortal and invisible to Wrapper.Group#GROUP (#1547)
* Added function for message duration (#1542)

... and correct flash status setting

* Update Spawn.lua (#1544)

* Update Spawn.lua

* Update Group.lua (#1546)

Added invisible and immortal commands on GROUP level.
2021-06-10 11:59:50 +02:00
Applevangelist 832d6b1c08 Update Group.lua (#1546)
Added invisible and immortal commands on GROUP level.
2021-06-10 11:20:01 +02:00
Frank 783391838b Merge branch 'FF/MasterDevel' into FF/Ops 2021-06-10 00:19:02 +02:00
Frank e7936950f4 ATIS 2021-06-10 00:18:49 +02:00
Frank 7c37d8b204 Merge branch 'FF/MasterDevel' into FF/Ops 2021-06-09 13:19:14 +02:00
Frank 831e986ee8 Merge branch 'master' into FF/MasterDevel 2021-06-09 13:18:46 +02:00
Frank 8a44fae3d4 Update SRS.lua
- VBS script
2021-06-09 13:01:48 +02:00
Frank 0c9390914a Update SRS.lua 2021-06-08 23:51:03 +02:00
Frank 4fa525a4ae Update Airbase.lua 2021-06-08 22:06:33 +02:00
Applevangelist 65ed8825b0 Update Intelligence.lua
Added functionality to calculate the position of a cluster after x seconds, based on trajectory (average speed and heading) of a cluster
*  INTEL:CalcClusterFuturePosition(cluster,seconds)
Will also draw arrows on the map if `self.clustermarkers` is true and `self.verbose > 1`
Change cluster coordinate updates to better suite cluster movement
2021-06-08 15:59:36 +02:00
Applevangelist af9324dd5f master updates to develop for InitCleanup() and CC Messages (#1545)
* Added function for message duration (#1542)

... and correct flash status setting

* Update Spawn.lua (#1544)

* Update Spawn.lua
2021-06-07 18:26:43 +02:00
Applevangelist 858b00336b Update Spawn.lua 2021-06-07 18:07:14 +02:00
Applevangelist 82d78c98bb Update Spawn.lua (#1544) 2021-06-07 15:16:04 +02:00
Applevangelist 06c3f7998b Added function for message duration (#1542)
... and correct flash status setting
2021-06-07 15:09:30 +02:00
Frank 064f727676 Merge branch 'FF/MasterDevel' into FF/Ops 2021-06-05 23:45:15 +02:00
Frank e03e87f501 Sound update docs 2021-06-05 23:44:25 +02:00
Frank cf83abfe90 Sound update docs 2021-06-05 23:40:50 +02:00
Frank 5a00f461e9 Sound update 2021-06-04 23:04:49 +02:00
Frank 8025862fb9 Merge branch 'FF/MasterDevel' into FF/Ops 2021-06-01 23:20:59 +02:00
Frank bb43b08190 Sound update 2021-06-01 23:20:38 +02:00
Frank 05f95796f6 Sound update 2021-05-31 23:47:43 +02:00
Frank cfcd7d7588 Sound update 2021-05-30 22:36:52 +02:00
Frank 2544ec5587 Update SRS.lua 2021-05-30 01:44:36 +02:00
Frank 6c823b0137 Merge branch 'FF/MasterDevel' into FF/Ops 2021-05-30 01:36:43 +02:00
Frank 4c3d44a63b Sound update 2021-05-30 01:36:22 +02:00
Frank 88d44fa654 Merge branch 'develop' into FF/Ops 2021-05-28 23:01:47 +02:00
Frank 8b6f9f9de7 Merge branch 'master' into develop 2021-05-28 23:01:15 +02:00
Frank fcd75a34eb Merge branch 'master' into FF/MasterDevel 2021-05-28 23:00:50 +02:00
Frank 4827b73bb1 Sound update 2021-05-28 23:00:43 +02:00
Frank 2d7e7d55a9 Merge pull request #1540 from FlightControl-Master/Applevangelist-submarine
Update Controllable.lua
2021-05-28 22:29:59 +02:00
Frank 3129c8c8ea Sound update 4 2021-05-27 23:19:40 +02:00
Applevangelist cb14961dcd Update Zone.lua (#1541)
added function `ZONE_POLYGON_BASE:Boundary()`
2021-05-26 15:54:20 +02:00
Applevangelist dab486ec99 Update Controllable.lua
Typo in `OptionDisperseOnAttack()`
2021-05-26 09:16:26 +02:00
Applevangelist 6e37300d9b Update Controllable.lua
Added function `IsSubmarine()`removed type from `OptionDisperseOnAttack()`
2021-05-26 08:44:30 +02:00
Frank 6b747e924b Sound update 3 2021-05-25 23:32:54 +02:00
Shadowze 75849fbfb5 Update Positionable.lua
function added to work out if a unit is a submarine
2021-05-25 22:30:16 +01:00
Frank f984ff044b Merge branch 'master' into develop 2021-05-25 21:13:36 +02:00
Applevangelist 85fef96d00 ZONE_POLYGON_BASE:Boundary added (#1537)
* ZONE_POLYGON_BASE:Boundary added

ZONE_POLYGON_BASE:Boundary added

* Update Zone.lua

Change Radius default value
2021-05-24 10:00:16 +02:00
Frank e55bb21401 Sound 2 2021-05-23 23:32:26 +02:00
Frank 7a3fb95851 Sound Update 1
- Moved all related files to new Moose folder "Sound/"
2021-05-22 23:26:18 +02:00
Frank d39074bf3e Sound 2021-05-22 00:35:00 +02:00
Applevangelist 47d814e409 CONTROLLABLE:PatrolRouteRandom fix for Subs (#1536)
* CONTROLLABLE:PatrolRouteRandom fix for Subs

fixes issue #1535

* Update Controllable.lua

* Update Controllable.lua
2021-05-21 12:35:32 +02:00
Frank aaf5f295da Merge branch 'develop' into FF/Ops 2021-05-20 23:27:05 +02:00
Frank 8f612f2017 Merge branch 'master' into develop 2021-05-20 23:25:29 +02:00
Frank a2808163a7 Boom and Probe 2021-05-20 23:23:12 +02:00
Frank e4aa23ce3d Update Point.lua 2021-05-15 00:29:20 +02:00
Frank 41b01a508d Removed debug coordinate marks for quad zones 2021-05-14 21:57:19 +02:00
Frank 1b3cac9424 Merge branch 'FF/MasterDevel' into FF/Ops 2021-05-13 23:38:17 +02:00
Frank 0410ae6877 Mariana Islands 2021-05-13 23:30:34 +02:00
Applevangelist e49020b905 Update README.md 2021-05-12 09:19:07 +02:00
Applevangelist 1ae41319fa Update README.md 2021-05-12 09:18:31 +02:00
Frank d68dcaf69a Merge branch 'develop' into FF/Ops 2021-05-11 14:52:31 +02:00
Frank 856c3578f6 Merge branch 'master' into develop 2021-05-11 11:59:48 +02:00
Frank 0265152c12 Merge pull request #1534 from FlightControl-Master/FF/MasterDevel
ZONES and COORDINATES: New functions to draw on F10 map
2021-05-11 11:57:17 +02:00
Frank a893d46cb9 Update Event.lua 2021-05-11 11:54:27 +02:00
Frank b68f271fb7 Update Event.lua 2021-05-11 11:51:25 +02:00
Frank 057e231a9d Emission 2021-05-11 11:41:26 +02:00
Frank b6fedbd97d Merge branch 'master' into FF/MasterDevel 2021-05-11 11:18:35 +02:00
Tony Goodale 18c6ea39ce Merge pull request #7 from FlightControl-Master/develop
Develop
2021-05-10 15:47:14 -07:00
Frank 7cd29501a9 Templates update 2021-05-11 00:21:50 +02:00
Frank 59e4f48726 COORDINATES and ZONES
- Quad zones defined in the ME are now registered as ZONE_POLYGON_BASE
- Added draw functions to COORDINATE (line, circle, arrow, rectangle, text)
2021-05-10 17:47:42 +02:00
Frank 20fe2ee505 Update Event.lua 2021-05-10 08:33:15 +02:00
Frank 1ce46c016c Cargo 2021-05-10 00:14:07 +02:00
Frank 296944c23c Merge branch 'develop' into FF/Ops 2021-05-07 22:57:34 +02:00
Frank 4f772fecdc Merge branch 'master' into develop 2021-05-07 21:56:17 +02:00
Frank 8b4ba430fb Update Airbase.lua
- Fixed #1524
2021-05-07 21:55:56 +02:00
Frank cdd22444b9 Merge branch 'master' into develop 2021-05-07 21:49:24 +02:00
Frank 3b0949de72 Fixed Ground Speed Issues
COORDINATE
- Fixed issue with ground units not honoring set speed by setting `ETA_locked=false` in `COORDINATE:WaypointGround` function (used by other classes and routines in MOOSE). See #1484
- Also set `ETA_locked=false` for `COORINATE:WaypointAir` and `COORDINATE:WaypointNaval`
2021-05-07 21:46:03 +02:00
Frank 15848bc8c4 Merge branch 'master' into FF/Ops 2021-05-07 17:47:41 +02:00
Frank ebb4623bb5 Merge branch 'master' into FF/MasterDevel 2021-05-07 17:42:07 +02:00
Applevangelist 9eba6d607c Updated doc images 2021-05-06 09:30:06 +02:00
Applevangelist e9d3c7c2e7 Update MarkerOps_Base.lua 2021-05-05 19:02:46 +02:00
Applevangelist ad16c6d44f Include MarkerOps_Base (#1533)
Include MarkerOps_Base
2021-05-05 11:56:00 +02:00
Applevangelist 2046958bd6 Added MarkerOps_Base.lua 2021-05-05 11:44:35 +02:00
Applevangelist 0046533d53 Added base class for action based on marker additions, changes, deletions and text keywords 2021-05-05 11:44:17 +02:00
Applevangelist ce7e152e13 Updated Shorad and Set 2021-05-04 12:59:21 +02:00
Applevangelist 2309487429 Merge pull request #1531 from FlightControl-Master/AA-4
Update Shorad.lua
2021-05-03 17:32:40 +02:00
Applevangelist a3decc33c9 Update Shorad.lua
Add option to defend a SET_STATIC - e.g. group of bunkers or other static objects.
2021-05-03 17:30:18 +02:00
Applevangelist b2d87a8780 Update Set.lua
correct typo in function name
2021-05-03 09:27:56 +02:00
Applevangelist 5034005f6b slightly higher landing speed 2021-05-02 15:29:42 +02:00
Applevangelist c045ba0c6d Update Sead.lua 2021-05-02 11:35:30 +02:00
Applevangelist d0fb4d44ef Update Sead.lua
test GH Desktop
2021-05-02 11:28:50 +02:00
Tony Goodale edcdc057e6 Merge pull request #6 from FlightControl-Master/develop
Develop
2021-05-01 15:40:23 -07:00
Frank cfa851beea Merge branch 'master' into FF/Ops 2021-05-02 00:25:07 +02:00
Frank d1f3e3f4bb Update Templates.lua 2021-05-02 00:08:17 +02:00
Frank f5d8efe86e Merge branch 'master' into develop 2021-05-01 22:45:48 +02:00
Frank 45f578b5a3 Merge branch 'master' into FF/MasterDevel 2021-05-01 21:37:28 +02:00
Applevangelist 620f4b96b9 Merge pull request #1530 from FlightControl-Master/AA-4
Update Mantis.lua
2021-05-01 17:32:24 +02:00
Applevangelist 7c8e5033ec Merge pull request #1527 from FlightControl-Master/AA-1
Update Sead.lua
2021-05-01 17:29:43 +02:00
Applevangelist 22ec94b374 Merge pull request #1528 from FlightControl-Master/AA-2
Update Shorad.lua
2021-05-01 17:27:22 +02:00
Applevangelist 5cd3a172f1 Merge pull request #1529 from FlightControl-Master/AA-3
Update Mantis.lua
2021-05-01 17:24:33 +02:00
Applevangelist 39d3f85b71 Update Mantis.lua
Adjustments for 2.7
2021-05-01 17:23:17 +02:00
Applevangelist a89a3b38ce Update Mantis.lua
Adjustments for 2.7
2021-05-01 17:21:53 +02:00
Applevangelist 3202702612 Update Shorad.lua
Adjustments for 2.7
2021-05-01 17:20:35 +02:00
Applevangelist 725e32f439 Update Sead.lua
Adjust to Event changes
2021-05-01 17:19:10 +02:00
Applevangelist 9a7df65faa Update Shorad.lua
Adjust to Event changes
2021-05-01 17:18:01 +02:00
Applevangelist 596eb4c7e4 Update Sead.lua
Adjust to Event changes
2021-05-01 17:13:07 +02:00
Frank 2bce305451 Merge branch 'master' into FF/MasterDevel 2021-05-01 17:07:56 +02:00
Applevangelist 2bcc531e73 Update Event.lua (#1526)
Updates for Event 33 and 6 - also makes Scoring work again
2021-05-01 14:26:03 +02:00
Applevangelist 7da1905ad3 Update Event.lua (#1525)
Updates for Events 33 and 6 - makes scoring also work again for STATIC targets
2021-05-01 14:22:01 +02:00
Frank 2e66a854b1 Events and Templates 2021-05-01 00:55:43 +02:00
Frank 421005a3b6 event backfixed 2021-04-30 11:53:57 +02:00
Applevangelist d5bf28f799 Update AirWing.lua (#1521)
Markpoint honored for direct calls from #OPSGROUP
2021-04-29 18:20:03 +02:00
Frank 990f748e42 Update Database.lua 2021-04-27 09:19:33 +02:00
Applevangelist a466365949 Update Controllable.lua (#1519)
Error line 1463
2021-04-25 20:31:02 +02:00
Applevangelist 57f6096aa1 Update Controllable.lua (#1518)
Error line 1466
2021-04-25 20:24:41 +02:00
Frank b12f71c430 Merge branch 'develop' into FF/Ops 2021-04-23 13:38:28 +02:00
Frank 236a69e5dc Merge branch 'master' into develop 2021-04-23 13:29:37 +02:00
Frank dc64b98c59 Update Act_Route.lua
- Fixed bug in ACT_GROUP:GetRouteText
2021-04-23 13:27:31 +02:00
Applevangelist e6dde7335a Merge pull request #1517 from FlightControl-Master/aa
Update Controllable.lua
2021-04-23 12:02:59 +02:00
Applevangelist bbb2174957 Update Controllable.lua
added `OptionDisperseOnAttack` for GROUND units
2021-04-23 12:00:49 +02:00
Applevangelist 9458243926 Merge pull request #1516 from FlightControl-Master/AA
Update Controllable.lua
2021-04-23 11:00:50 +02:00
Applevangelist 41274e7801 Update Controllable.lua 2021-04-23 10:59:22 +02:00
Applevangelist b37b50a0c6 Merge pull request #1515 from FlightControl-Master/AA-3
Update Controllable.lua
2021-04-23 09:53:58 +02:00
Applevangelist 459ff8038b Update Controllable.lua
Some Docu updates
2021-04-23 09:51:58 +02:00
Applevangelist f2da862442 Merge pull request #1514 from FlightControl-Master/aa-1
Update .gitignore
2021-04-22 12:47:37 +02:00
Applevangelist 9c6c2ec5ca Update .gitignore 2021-04-22 12:46:37 +02:00
Applevangelist aa13583aa7 Update README.md
added badge
2021-04-22 12:39:35 +02:00
Applevangelist 002f1e09ef Merge pull request #1513 from FlightControl-Master/AA-2
Update Airboss.lua
2021-04-22 10:39:04 +02:00
Applevangelist 5091ed7d6d Update Airboss.lua 2021-04-22 10:26:02 +02:00
Applevangelist 0259e41ce8 Create .luacheckrc 2021-04-22 10:10:59 +02:00
Applevangelist 2475f22937 Create .luacheckrc 2021-04-22 10:08:57 +02:00
Applevangelist e78f9cbd46 Merge pull request #1512 from FlightControl-Master/aa
Update Airboss.lua
2021-04-22 08:53:52 +02:00
Applevangelist 9d6851adec Update Airboss.lua
Escape error 17933
2021-04-22 08:30:19 +02:00
Applevangelist 4668f072af Merge pull request #1511 from FlightControl-Master/AA-1
Update Airboss.lua
2021-04-22 08:21:00 +02:00
Applevangelist a1a414925f Update Airboss.lua 2021-04-22 08:19:56 +02:00
Applevangelist f4f12f786c Update Airboss.lua
Escape error
2021-04-21 18:52:44 +02:00
Applevangelist eb659446df Merge pull request #1510 from FlightControl-Master/AA
Update DCS.lua
2021-04-21 15:50:26 +02:00
Applevangelist 62c42adebc Update DCS.lua 2021-04-21 15:48:54 +02:00
Applevangelist 19eb9dca30 Update Utils.lua 2021-04-20 18:49:54 +02:00
Applevangelist 0fc91595b8 Merge pull request #1508 from FlightControl-Master/Applevangelist-patch-2
Update Group.lua
2021-04-20 17:31:00 +02:00
Applevangelist 18fca6461b Update Group.lua 2021-04-20 17:27:48 +02:00
Applevangelist 8464a2ba43 Merge pull request #1507 from FlightControl-Master/Applevangelist-patch-1
Update Airbase.lua
2021-04-20 16:52:28 +02:00
Applevangelist a8549e2b7d Update Airbase.lua 2021-04-20 16:50:00 +02:00
Applevangelist 869b819a4f Merge pull request #1506 from IdefixRC/master
Create Airbase.lua
2021-04-20 16:23:19 +02:00
Applevangelist 2531a25c9e Update Group.lua
Add EnableEmissions
2021-04-20 11:36:59 +02:00
IdefixRC 8ae6192a5f Create Airbase.lua
New Syria Airbases added to list: H4, Gaziantep, Rosh Pina, Sayqal, Shayrat, Tiyas, Tha'lah and Naqoura
2021-04-20 15:43:45 +08:00
Applevangelist 3b2af6ea07 Update appveyor.yml 2021-04-19 20:49:17 +02:00
Applevangelist 82da7a8f24 Update appveyor.yml 2021-04-19 20:47:16 +02:00
Applevangelist 3749686882 Update appveyor.yml 2021-04-19 20:46:30 +02:00
Applevangelist b2eba4911a Update appveyor.yml 2021-04-19 20:44:50 +02:00
Applevangelist 40700a387c Update appveyor.yml 2021-04-19 20:42:24 +02:00
Applevangelist 0577940d58 Update appveyor.yml 2021-04-19 20:38:50 +02:00
Frank 1d6be07cff Update appveyor.yml 2021-04-18 22:59:20 +02:00
Frank 2d6545429a Update Unit.lua
- Appveyor test
2021-04-18 22:16:46 +02:00
Frank 9f095a1d28 Update appveyor.yml
- Token for my appveyor account.
2021-04-18 22:14:51 +02:00
Frank 2f7b7eeddd Merge branch 'master' into develop 2021-04-18 14:49:37 +02:00
Frank 91b6da70af Update Event.lua 2021-04-18 14:49:08 +02:00
Frank 235e40cb26 Merge pull request #1505 from Applevangelist/revert-1491-patch-83
Revert "Update Group.lua"
2021-04-18 14:38:07 +02:00
Frank ab1ec54c03 Merge branch 'master' into develop 2021-04-18 14:34:46 +02:00
Frank 8ba3a30278 Update appveyor.yml 2021-04-18 14:34:36 +02:00
Applevangelist 3675ddaf04 Revert "Update Group.lua" 2021-04-18 12:09:37 +02:00
Frank 62a59e7b2a Merge pull request #1503 from FlightControl-Master/FF/MasterDevel
Update ATIS.lua
2021-04-17 23:38:25 +02:00
Frank 1f949463aa Update ATIS.lua 2021-04-17 23:36:49 +02:00
Frank 6d53a30b1f Update appveyor.yml 2021-04-17 23:36:14 +02:00
Frank 5aeb480069 Update ATIS.lua 2021-04-17 23:29:53 +02:00
Frank 4b6aa3b56f Update appveyor.yml 2021-04-17 23:29:31 +02:00
Frank a1ca605206 Merge branch 'master' into develop 2021-04-17 23:19:42 +02:00
Frank 4209569f29 Merge pull request #1502 from FlightControl-Master/FF/MasterDevel
Update Unit.lua
2021-04-17 23:05:42 +02:00
Frank 7106efbc04 Update Unit.lua 2021-04-17 22:56:54 +02:00
Frank 4e878e49a7 Merge pull request #1501 from FlightControl-Master/FF/MasterDevel
Update Unit.lua
2021-04-17 22:20:32 +02:00
Frank 3e470e557d Update Unit.lua 2021-04-17 22:19:27 +02:00
Frank 5f567fcf66 Merge pull request #1500 from FlightControl-Master/FF/MasterDevel
Ff/master devel
2021-04-17 21:46:46 +02:00
Frank 2289e16d91 Update Unit.lua 2021-04-17 21:45:17 +02:00
Frank 40415ef933 Update Unit.lua 2021-04-17 21:31:55 +02:00
Frank 6519c30b3a Update Unit.lua 2021-04-17 21:26:26 +02:00
Frank 42d253a9ca Update Unit.lua 2021-04-17 21:22:09 +02:00
Frank 38b40e2931 Update Unit.lua 2021-04-17 21:16:34 +02:00
Frank f7a7ea14a3 Merge pull request #1495 from FlightControl-Master/FF/MasterDevel
Update Unit.lua
2021-04-17 19:49:38 +02:00
Frank 41e0f92cc0 Update Unit.lua 2021-04-17 19:49:04 +02:00
Frank 2c5e9789db Merge pull request #1494 from FlightControl-Master/FF/MasterDevel
Update ATIS.lua
2021-04-17 10:29:19 +02:00
Frank e198aae1dd Update ATIS.lua 2021-04-17 10:28:18 +02:00
Frank a7b444dfea Update OpsGroup.lua 2021-04-17 09:29:55 +02:00
Frank 64b35b9cb3 Merge branch 'develop' into FF/Ops 2021-04-16 23:15:30 +02:00
Frank 4a8d52b328 Merge branch 'master' into develop 2021-04-16 23:06:04 +02:00
Frank d040cc0d03 DCS 2.7
- Added COORDINATE:LineToAll and COORDINATE:CircleToAll
- Added altitude parameter to CONTROLLABLE:TaskFireAtPoint
- Added emission on/off functions to UNIT
2021-04-16 23:05:02 +02:00
Pikes 3cbf6fff90 Merge pull request #1490 from Applevangelist/patch-82
Update Event.lua workaround for 2.7
2021-04-16 18:01:25 +01:00
Pikes f078e94a7a Merge pull request #1493 from Applevangelist/patch-86
Update DCS.lua
2021-04-16 17:57:05 +01:00
Pikes 9973099f57 Merge pull request #1492 from Applevangelist/patch-85
Update Unit.lua
2021-04-16 17:56:50 +01:00
Pikes 9ca7785a64 Merge pull request #1491 from Applevangelist/patch-83
Update Group.lua
2021-04-16 17:56:33 +01:00
Applevangelist e7d5fd6c1b Update DCS.lua
enableEmissions
2021-04-16 12:46:45 +02:00
Applevangelist 9eed35ace7 Update Unit.lua
Added changes for EnableEmission
2021-04-16 12:40:32 +02:00
Applevangelist c7ec1b4e5e Update Group.lua
Added code for EnableEmission
2021-04-16 12:37:35 +02:00
Frank 2693e76483 Update Airboss.lua 2021-04-15 21:13:35 +02:00
Frank 34ffebb46a Merge pull request #1489 from Applevangelist/patch-81
Events - Workaround for 2.7
2021-04-15 14:53:30 +02:00
Applevangelist b232a5da37 Update Event.lua workaround for 2.7
Same as for Event 31
2021-04-15 13:02:59 +02:00
Applevangelist e8a2167934 Events - Workaround for 2.7
Same as for Event 31
2021-04-15 13:01:02 +02:00
Frank e50fc00583 Merge branch 'develop' into FF/Ops 2021-04-14 23:44:43 +02:00
Frank 4b8802af37 Merge branch 'master' into develop 2021-04-14 23:42:48 +02:00
Frank fa342a5b6b ATIS v0.9.1
- DCS 2.7 weather presetss
2021-04-14 23:42:36 +02:00
Frank ebd69fd10d Merge pull request #1482 from Applevangelist/patch-74
Update FlightGroup.lua
2021-04-12 15:55:50 +02:00
Applevangelist c1a8c08880 Update FlightGroup.lua 2021-04-12 13:02:16 +02:00
Frank 647fb6acbf Merge branch 'develop' into FF/Ops 2021-04-07 20:54:19 +02:00
Frank ede692ea2a Merge branch 'master' into develop 2021-04-07 20:53:27 +02:00
Frank ca44e2762b Update OpsGroup.lua 2021-04-07 20:53:15 +02:00
Frank 4ebcaf913c Merge pull request #1488 from Applevangelist/patch-80
Update Shorad.lua
2021-04-07 20:52:29 +02:00
Frank 7a4c9806a4 Merge pull request #1487 from Applevangelist/patch-79
Update Mantis.lua
2021-04-07 20:52:16 +02:00
Applevangelist bddc1d7fdc Update Shorad.lua
Added option to use AI on/off instead of changing the alert state
2021-04-07 19:32:34 +02:00
Applevangelist cb813b70e1 Update Mantis.lua
Added option to use AI on/off instead of changing the alert state
2021-04-07 19:31:10 +02:00
Frank eda70742eb Merge pull request #1486 from Applevangelist/patch-78
Update AirWing.lua
2021-04-04 22:03:49 +02:00
Frank b81e3e9e6d Merge pull request #1485 from Applevangelist/patch-77
Update Intelligence.lua
2021-04-04 22:03:40 +02:00
Applevangelist e766eaeccc Update AirWing.lua
Avoid loop if mission is governed by an Airwing. Mission cancel will ask airwing to cancel will ask flightgroup to cancel, which doesn't work if the latter is dead. Rare but happens.
2021-04-04 13:11:25 +02:00
Applevangelist bab61271f2 Update Intelligence.lua
Make Markers Coalition specific
2021-04-04 13:07:54 +02:00
Applevangelist b1465d89a6 Update FlightGroup.lua
Added check for velocity for the RTB loop (if group is taxiing). Added OutOfAAMissiles.
2021-04-04 12:49:40 +02:00
Frank 05b1ddf013 Merge pull request #1483 from Applevangelist/patch-75
Update AirWing.lua
2021-04-03 22:25:51 +02:00
Applevangelist 903e8711f7 Update AirWing.lua
Make Patrolpoint Markes Switchable
2021-04-01 13:28:59 +02:00
Applevangelist 31b93fb42c Update FlightGroup.lua
Avoid endless when plane/heli is not airborne by needs to RTB
2021-04-01 13:21:40 +02:00
Frank e16bbfc2b9 Merge branch 'develop' into FF/Ops 2021-03-29 19:55:35 +02:00
Frank 220e004d73 Merge branch 'master' into develop 2021-03-29 19:55:21 +02:00
Frank f161f08fc1 Update Event.lua
- Fixed typo
2021-03-29 19:55:11 +02:00
Frank 3136861b24 Merge branch 'develop' into FF/Ops 2021-03-29 18:02:23 +02:00
Frank dc2693bead Merge branch 'master' into develop 2021-03-29 18:02:00 +02:00
Frank 3e22411328 Events
- Added new DCS events
2021-03-29 18:01:42 +02:00
Frank d7da8c4253 Merge branch 'develop' into FF/Ops 2021-03-29 09:55:13 +02:00
Frank c1ff5831ad Merge branch 'master' into develop 2021-03-29 09:53:51 +02:00
Frank b00778bb86 Update AI_A2A_Cap.lua
Fixes #1474
2021-03-29 09:53:30 +02:00
Frank ac5646075b Merge pull request #1481 from madmoney99/develop
Airboss CASE III fix for OS/AA
2021-03-29 00:31:46 +02:00
madmoney99 5a1faba796 CASE III fix for OS/AA 2021-03-28 15:25:59 -07:00
Tony Goodale 4ab16cb276 Merge pull request #5 from FlightControl-Master/develop
Merge pull request #1478 from madmoney99/develop
2021-03-28 15:12:27 -07:00
Frank eb1e885c0a Merge branch 'develop' into FF/Ops 2021-03-28 20:33:08 +02:00
Frank 00ff9a11b8 Merge branch 'master' into develop 2021-03-28 20:30:19 +02:00
Frank 564f95781e Update Positionable.lua
- Added cargo bay limits for ground (by kappa) and naval units.
2021-03-28 20:29:15 +02:00
Frank 8eabc024bf Merge pull request #1479 from madmoney99/develop
Update Airboss.lua
2021-03-23 08:44:14 +01:00
madmoney99 a848af0753 Update Airboss.lua 2021-03-22 19:01:04 -07:00
Frank f4e7a3a314 Merge pull request #1478 from madmoney99/develop
Airboss formating fixes
2021-03-22 22:19:29 +01:00
madmoney99 d83283c709 Update Airboss.lua
formatting fixes
2021-03-22 10:10:33 -07:00
Tony Goodale a35112a6f3 Merge pull request #4 from FlightControl-Master/develop
Merge pull request #1476 from madmoney99/develop
2021-03-22 10:01:53 -07:00
Frank 6c2f8aa6ff Merge pull request #1477 from Applevangelist/patch-73
Utils - added Convert knots to alitude corrected KIAS
2021-03-22 12:04:24 +01:00
Frank 66c012a30d Merge pull request #1476 from madmoney99/develop
Develop Airboss grading additions
2021-03-22 12:03:58 +01:00
Applevangelist 2e342e4341 Utils - added Convert knots to alitude corrected KIAS
Added - Convert knots to alitude corrected KIAS, e.g. for tankers.
2021-03-22 11:47:39 +01:00
madmoney99 7b92b7853d Grading Additions
Addition of:
- AA - Angled Approach call (advisory)
- Drift Right/Left - DR/DL (advisory)
- Overshoot - OS - graded for start

Updated default SetMPWireCorrection(Dcorr) to 12 from 8.7 based on feedback.

Minor clean up and updates for intro section to include new additions and other changes previously made.

TonyG
2021-03-21 17:40:44 -07:00
madmoney99 6c9f10e6a8 Revert "Grading additions"
This reverts commit 6db2c4465d.
2021-03-21 17:38:06 -07:00
madmoney99 6db2c4465d Grading additions
Addition of:
 - AA - Angled Approach call (advisory)
 - Drift Right/Left - DR/DL (advisory)
 - Overshoot - OS - graded for start

Updated default SetMPWireCorrection(Dcorr) to 12 from 8.7 based on feedback.

Minor clean up and updates for intro section to include new additions and other changes previously made.

TonyG
2021-03-21 17:35:16 -07:00
Tony Goodale c0cc960df5 Merge pull request #3 from FlightControl-Master/develop
Develop
2021-03-21 14:53:53 -07:00
Frank 968240ad44 Merge pull request #1473 from Applevangelist/patch-72
Update Sead.lua
2021-03-14 22:46:16 +01:00
Applevangelist 50f3016711 Update Sead.lua
latest
2021-03-10 11:36:10 +01:00
Frank 56e2b06e9d OPS Cargo 2021-03-07 23:47:29 +01:00
Frank c02f69720a Merge pull request #1471 from Applevangelist/patch-71
Update Controllable.lua
2021-03-04 16:33:56 +01:00
Frank 96df7d1e42 Merge pull request #1470 from Applevangelist/patch-70
Update Intelligence.lua
2021-03-04 16:33:46 +01:00
Applevangelist 1d4caf7588 Update Controllable.lua
2 functions missing though they are in the doc header
2021-03-04 16:15:57 +01:00
Applevangelist b0e3201d3c Update Intelligence.lua
Added Docu
2021-03-04 11:13:30 +01:00
Frank bab097958f Merge branch 'develop' into FF/Ops 2021-03-03 00:03:52 +01:00
Frank f4a3f6d433 OPS 2021-03-03 00:03:39 +01:00
Frank e73ab89a18 Merge pull request #1469 from madmoney99/develop
Develop
2021-03-02 22:46:31 +01:00
madmoney99 187643f6ae Groove time additions
Changes on screen description of groove times to match NATOPs grading
NESA
LIG
Changes unicorn groove time from 16-18secs to 15-18.99 seconds.

No change to grading.  Reference GitHub issues 1445 &1446.
2021-03-02 13:36:54 -08:00
Tony Goodale 3c9bdb2915 Merge pull request #1 from FlightControl-Master/develop
Develop
2021-03-02 13:28:58 -08:00
Frank 5241642447 Merge branch 'master' into develop 2021-03-02 21:19:41 +01:00
Frank 3c6089884e Update Airboss.lua
- Added MP wire correction function.
2021-03-02 21:19:30 +01:00
Frank 3b2cbea1c4 Update OpsGroup.lua 2021-03-02 21:12:51 +01:00
Frank 80e3da49cb Merge pull request #1468 from Applevangelist/patch-69
Update Intelligence.lua
2021-03-02 15:34:27 +01:00
Applevangelist 1df7a12587 Update Intelligence.lua
Finalized Cluster functions, added bits and bobs
2021-03-02 14:28:37 +01:00
Frank 663a59bd71 Merge branch 'master' into develop 2021-02-28 23:26:48 +01:00
Frank 884ea866e2 AIRBOSS v1.1.6
Adjusted and (hopefully improved) parameters.
- Angled deck 9.0° --> 9.1359° (from DCS config file)
USS Stennis:
- Deck height 19.00 --> 19.06 meters (from DCS config file)
Supercarriers:
- Deck height 20.0 -->20.1394 meters (from DCS config file)
- stern coordinate 1.0 meters more on starboard side (LUR calls).
2021-02-28 23:25:32 +01:00
Frank ced859424b Merge branch 'master' into develop 2021-02-27 21:18:11 +01:00
Frank 4a6377c204 Ops Cargo 2021-02-27 21:17:58 +01:00
Frank fd22558207 Merge pull request #1467 from madmoney99/develop
T-45C Goshawk Parameters
2021-02-26 08:00:35 +01:00
madmoney99 a6faadea48 T-45C Goshawk Parameters
Addition of parameters for the VNAO T-45C Goshawk.
2021-02-25 12:52:50 -08:00
Frank 42a26100b7 Merge pull request #1465 from Applevangelist/patch-67
Update Intelligence.lua
2021-02-24 18:02:19 +01:00
Frank e8f4770abe Merge pull request #1464 from Applevangelist/patch-66
Update AirWing.lua
2021-02-24 18:01:44 +01:00
Applevangelist 7751d4ee88 Update Intelligence.lua
Added function to set verbosity
2021-02-24 16:22:13 +01:00
Applevangelist cdd829e7be Update AirWing.lua
Ensure correct type of tanker is going on mission
2021-02-24 16:16:28 +01:00
Frank 1af1ada7dc Merge pull request #1463 from Applevangelist/patch-65
Update Mantis.lua
2021-02-24 13:46:24 +01:00
Applevangelist c72c3fd091 Update Mantis.lua
Added a smarter switch-on distance for SHORAD, added user function to set AWACS detection range, change default SAM firing range to 95%
2021-02-24 12:55:54 +01:00
Frank 0848718313 Merge pull request #1462 from Applevangelist/patch-64
Error in NewFromLLDD - altitude isn't set if given
2021-02-23 10:37:25 +01:00
Applevangelist 832abd7860 Error in NewFromLLDD - altitude isn't set if given
Thanks to tomekldc
2021-02-23 10:34:55 +01:00
Frank 16bf3a89b5 Merge pull request #1461 from Applevangelist/patch-63
Update Intelligence.lua
2021-02-21 23:59:37 +01:00
Applevangelist 11cdae098b Update Intelligence.lua
Honor settings for clustermarkers
2021-02-21 19:55:48 +01:00
Frank a63ee3fa8b Merge branch 'develop' into FF/Ops 2021-02-21 11:54:06 +01:00
Frank 5cc023d1fe OPS Cargo 2021-02-21 11:53:52 +01:00
Frank c4084156ac OPS Cargo 2021-02-21 00:19:32 +01:00
Frank 302018feff OPS Cargo 2021-02-20 00:03:45 +01:00
Frank 12e745af54 Merge pull request #1460 from Applevangelist/patch-62
Update AI_Cargo_Helicopter.lua
2021-02-19 14:41:37 +01:00
Applevangelist f18c818b8e Update AI_Cargo_Helicopter.lua 2021-02-19 10:04:30 +01:00
Applevangelist 4deca4f816 Update AI_Cargo_Helicopter.lua
Helicopters don't drive, they fly... ;)
2021-02-19 09:59:12 +01:00
Frank c50f6b72e7 OPS Cargo 2021-02-19 00:11:55 +01:00
Frank b023ecfb99 Merge pull request #1459 from Applevangelist/patch-61
Update AI_Cargo_Helicopter.lua
2021-02-18 17:21:28 +01:00
Applevangelist cdb491bb5f Update AI_Cargo_Helicopter.lua
Added docu on Pseudo Function, make Home() function clear and Height useful
2021-02-18 17:05:36 +01:00
Frank c0401447dd OPS Cargo 2021-02-18 00:10:17 +01:00
Frank 3ac47c967e Merge pull request #1458 from Applevangelist/patch-60
Update Shorad.lua
2021-02-17 15:44:47 +01:00
Frank e577062720 Merge pull request #1457 from Applevangelist/patch-59
Update Mantis.lua
2021-02-17 15:44:34 +01:00
Applevangelist 95dc7ad2b4 Update Shorad.lua
code example added
2021-02-17 14:04:59 +01:00
Applevangelist fccf58cd6c Update Mantis.lua
added code examples
2021-02-17 14:02:37 +01:00
Frank 43680c2fc3 Merge branch 'master' into develop 2021-02-17 13:16:46 +01:00
Frank 6791e4d4ba Update Set.lua
- Improved docs for `:FilterPrefixes()`
2021-02-17 13:11:22 +01:00
Frank 11f8ac4820 Merge pull request #1456 from Applevangelist/patch-58
Update Mantis.lua
2021-02-17 11:00:43 +01:00
Frank 8f2672f928 Merge pull request #1455 from Applevangelist/patch-57
Update Shorad.lua
2021-02-17 11:00:33 +01:00
Frank fb66d74ab7 ENUMS
- ENUMS: Added Phonetic and ISOLang by A101Wayz

- Fixed CALLSIGN.JTAC.Warrior (was CALLSIGN.JTAC.Warrier)
2021-02-17 10:26:13 +01:00
Applevangelist 37c061bcbd Update Mantis.lua
Nicefy doc output, Shorad link doc
2021-02-17 09:14:56 +01:00
Applevangelist 9491b18ff4 Update Shorad.lua
Own picture and quote, cleanup docs, link missions, less overhead by avoiding checks on friendly fire.
2021-02-17 09:13:35 +01:00
Frank 2c92bb9d61 OPS Cargo 2021-02-17 00:29:59 +01:00
Frank 8cff2eaac0 Merge pull request #1454 from Applevangelist/patch-56
Update Moose.files
2021-02-16 17:56:30 +01:00
Frank f64550f7c8 Merge pull request #1453 from Applevangelist/patch-55
Include Shorad.lua
2021-02-16 17:56:18 +01:00
Frank 0addafa627 Merge pull request #1452 from Applevangelist/patch-54
Shorad.lua - Initial release
2021-02-16 17:56:06 +01:00
Frank b643d73f7f Merge pull request #1451 from Applevangelist/patch-53
Update Sead.lua
2021-02-16 17:55:53 +01:00
Applevangelist 798c5b292a Update Moose.files 2021-02-16 16:30:46 +01:00
Applevangelist 688c57d91d Update Moose.files 2021-02-16 16:29:13 +01:00
Applevangelist d4c8d5d91b Include Shorad.lua 2021-02-16 16:26:25 +01:00
Applevangelist 154cc9fbeb Shorad.lua - Initial release
:)
2021-02-16 16:25:22 +01:00
Frank 327bac3058 Merge pull request #1450 from Applevangelist/patch-52
Integrate option for Shorad in Mantis
2021-02-16 16:23:14 +01:00
Applevangelist c0e58e9c92 Update Sead.lua
Handle new shortened weapon names in DCS, make handling more graceful
2021-02-16 16:14:53 +01:00
Applevangelist e8bfab515c Integrate option for Shorad in Mantis
Also, correct some documentation errors
2021-02-16 16:13:10 +01:00
Frank dcf1a56756 Update OpsGroup.lua 2021-02-16 00:15:22 +01:00
Frank 5990ab1cc9 OPSTRANSPORT
- New class.
2021-02-15 23:19:35 +01:00
Frank 084499fa0e OPS Wait 2021-02-14 00:19:03 +01:00
Frank 74e84a73dd OPS Cargo 2021-02-13 00:09:25 +01:00
Frank 96b0393f91 OPS Cargo 2021-02-11 23:58:56 +01:00
Frank 0656c33e05 Update OpsGroup.lua 2021-02-10 23:50:37 +01:00
Frank ec1ab49b54 Merge pull request #1447 from Applevangelist/patch-51
Update Auftrag.lua
2021-02-10 21:34:12 +01:00
Applevangelist 1daa2857b2 Update Auftrag.lua
Corrected docu in NewTanker, 1 is actually boom, and 0 probe
2021-02-10 13:19:53 +01:00
Frank 8c55541d0e Update OpsGroup.lua 2021-02-08 16:27:58 +01:00
Frank c5a4776b3a OPS Cargo 2021-02-07 01:24:13 +01:00
Frank 8bb9f0d7c0 OPS Cargo 2021-02-06 09:41:24 +01:00
Frank 7d83c251a8 OPS Cargo 2021-02-03 22:51:18 +01:00
Frank ee3ead9aac OPS Cargo 2021-02-02 23:20:55 +01:00
Frank 54896e0e31 Merge pull request #1444 from rollnthndr/develop
Added a note pointing out that callsigns need to be chosen depending …
2021-02-01 08:06:11 +01:00
Frank 016198e7f2 OPS Cargo 2021-01-31 23:28:04 +01:00
Frank 0933eef4c3 Merge branch 'develop' into FF/Ops 2021-01-31 00:50:14 +01:00
Frank fe55555c67 OPS
- Fixed inAir check for spawned groups
- Reduced SCHEDULER min delay to 0.001 sec (was 0.1 sec)
2021-01-30 23:28:07 +01:00
Frank bcf8973eed OPS 2021-01-30 21:29:29 +01:00
rollnthndr 50d2e42cc3 Added VSCode settings folder and workspace file to the ignore list. 2021-01-29 18:31:19 -07:00
rollnthndr 261d1cbeba Added a note pointing out that callsigns need to be chosen depending on the type of unit that this task is being assigned to. 2021-01-29 18:15:20 -07:00
Frank 242462b9ba OPS Cargo 2021-01-29 00:32:38 +01:00
Frank 695f204493 Merge pull request #1442 from Applevangelist/patch-49
Update Task_A2G_Dispatcher.lua
2021-01-28 15:47:22 +01:00
Frank a7202ccd0d Merge pull request #1443 from Applevangelist/patch-50
Update Designate.lua
2021-01-28 12:24:46 +01:00
Applevangelist c71c6c5178 Update Designate.lua
Use of added injection of Task Name into DetectedItem; useful when using also Designate with same Detection Object to ensure menu entries are harmonized.
2021-01-28 10:10:39 +01:00
Applevangelist 155b06edc8 Update Task_A2G_Dispatcher.lua
Added injection of Task Name into DetectedItem; useful when using also Designate with same Detection Object to ensure menu entries are harmonized.
2021-01-28 10:04:00 +01:00
Frank fd4e478dbf Merge branch 'master' into develop 2021-01-26 12:40:15 +01:00
Frank 6b91e68668 OPS Cargo 2021-01-26 12:39:49 +01:00
Frank 64b8f2fb46 Merge pull request #1441 from Applevangelist/patch-48
Update Mantis.lua
2021-01-26 12:39:14 +01:00
Applevangelist 7a07e15032 Update Mantis.lua 2021-01-26 11:06:08 +01:00
Frank 3d74312d43 Merge pull request #1440 from Applevangelist/patch-47
Update Mantis.lua
2021-01-26 09:27:42 +01:00
Applevangelist 6baf85d429 Update Mantis.lua
Some Doc corrections
2021-01-26 09:26:39 +01:00
Frank 7516d2af56 Merge branch 'master' into develop 2021-01-23 16:47:14 +01:00
Frank c247a98402 OPS cargo 2021-01-23 16:46:44 +01:00
Frank 311ab19389 Merge pull request #1438 from Applevangelist/patch-46
Update Set.lua
2021-01-22 23:29:38 +01:00
Frank 83bcd55a7a Merge pull request #1439 from FlightControl-Master/wingthor_fixes
Added a table shuffler using Fisher Yeates algorithm in Utilities/Uti…
2021-01-22 23:28:42 +01:00
Wingthor 5a43936e35 Added a table shuffler using Fisher Yeates algorithm in Utilities/Utils.lua 2021-01-22 23:10:22 +01:00
Applevangelist e9f92d2250 Update Set.lua
Break loop after x tries
2021-01-22 18:34:05 +01:00
Frank d469374ed5 Merge pull request #1436 from Applevangelist/patch-44
ATIS.lua update time calculation over midnight (logic error)
2021-01-21 17:11:07 +01:00
Applevangelist a6ff84c09a ATIS.lua update time calculation over midnight (logic error)
Actually line 1322 + time here, sind it's negative ... :)
2021-01-21 15:34:50 +01:00
Frank 3ed8ca63a8 Merge pull request #1435 from Applevangelist/patch-43
Update ATIS.lua
2021-01-20 11:16:54 +01:00
Applevangelist 89aa08829e Update ATIS.lua
Fix time to be negative if early AM when using time to ZULU or time to GMT difference
2021-01-20 11:05:14 +01:00
Frank 35b776179e Merge branch 'master' into develop 2021-01-19 16:56:40 +01:00
Frank 5146106885 Update Controllable.lua 2021-01-19 16:56:26 +01:00
Frank f4cb6df8d4 Ops
respawn
2021-01-19 16:53:22 +01:00
Frank a259b88f1d Merge branch 'develop' into FF/Ops 2021-01-16 22:57:10 +01:00
Frank 5b4f3d1c98 Merge branch 'master' into develop 2021-01-16 22:56:43 +01:00
Frank c62c21c386 FLIGHTGROUP v0.6.1
- Improved engage targets
2021-01-16 22:56:28 +01:00
Frank f05fc956db Merge pull request #1434 from Applevangelist/patch-42
Update AI_A2G_Dispatcher.lua
2021-01-16 15:12:46 +01:00
Applevangelist d10adb5de8 Update AI_A2G_Dispatcher.lua
Corrected Docu line 434
2021-01-16 14:50:36 +01:00
Frank 17c56a11bd Merge pull request #1432 from OttoWerkr/develop
Update Scenery.lua
2021-01-15 23:53:37 +01:00
Frank 796561b8b6 Merge pull request #1433 from FlightControl-Master/FF/Ops
OPS
2021-01-15 23:44:46 +01:00
Frank 209b7a64ed Update OpsGroup.lua 2021-01-15 23:42:30 +01:00
Frank 8f56299380 OPS
**AUFTRAG**
- Added PATROLZONE type. Works for all OPSGROUPs (air, ground and sea).

**FLIGHTGROUP**
- Improved EngageTarget
- Added option to automatically engage detected targets.

**TARGET**
- Improved Zone type
2021-01-15 23:29:16 +01:00
OttoWerkr 73b1394ca7 Update Scenery.lua
Added FindByName() to SCENERY Class.
2021-01-15 14:27:43 -05:00
Frank f3a2cf7284 Patrol
- Added `FLIGHTGROUP:SetEngageDetectedOn()`
- AUFTRAG patrol zone.
2021-01-15 00:59:52 +01:00
Frank 45aac21b63 Merge pull request #1430 from Applevangelist/patch-40
Update AI_A2A_Dispatcher.lua
2021-01-13 10:20:22 +01:00
Frank b52643bb36 Merge pull request #1431 from Applevangelist/patch-41
Update Controllable.lua
2021-01-13 10:20:05 +01:00
Frank 036010c39d Merge pull request #1429 from Applevangelist/patch-39
MANTIS 0.3.6
2021-01-13 10:19:17 +01:00
Applevangelist 9440d2b2c3 Update Controllable.lua
missing # in docu
2021-01-13 08:47:20 +01:00
Applevangelist 29727ec9a6 Update AI_A2A_Dispatcher.lua
Closed gap in Docu
2021-01-13 08:44:10 +01:00
Applevangelist eb0b43cea8 MANTIS 0.3.6
-- clean up docs
-- added a function to set a new SAM range whilst running
2021-01-13 08:32:45 +01:00
Frank df79c765f8 Merge branch 'master' into develop 2021-01-12 17:40:40 +01:00
Frank a6e16fb7ad Update Airbase.lua
Fixed bug in white list
2021-01-12 17:40:21 +01:00
Frank d09737c218 Merge branch 'master' into develop 2021-01-12 13:51:26 +01:00
Frank 616b80710a Merge pull request #1428 from FlightControl-Master/FF/MasterDevel
AIRBASE
2021-01-12 13:50:27 +01:00
Frank 94f206af68 AIRBASE
- Added black and white parking spot lists.
2021-01-12 13:49:35 +01:00
Frank 6b0c42ae50 Merge branch 'master' into develop 2021-01-12 10:45:11 +01:00
Frank ae6613fae1 CARGO 2021-01-12 00:42:00 +01:00
Frank 7363da1b54 Merge branch 'master' into develop 2021-01-09 23:48:42 +01:00
Frank b61cfc7390 Update Set.lua 2021-01-09 23:47:45 +01:00
Frank 684f19c060 Merge branch 'master' into develop 2021-01-05 22:59:57 +01:00
Frank e2c5688670 Merge pull request #1425 from Applevangelist/patch-37
Update AI_Cargo.lua
2021-01-05 21:18:38 +01:00
Frank 1d016d9fce Merge pull request #1424 from Applevangelist/patch-36
Update AI_Cargo_Helicopter.lua
2021-01-05 21:18:18 +01:00
Applevangelist cbc5b5bb89 Update AI_Cargo.lua
Fix for another dead end
2021-01-05 11:27:37 +01:00
Applevangelist 218c7736e0 Update AI_Cargo_Helicopter.lua 2021-01-05 11:25:03 +01:00
Applevangelist 8e46e41b34 Update AI_Cargo_Helicopter.lua
Fix for missed FSM call
2021-01-05 09:54:10 +01:00
Frank bcf639d076 Merge pull request #1423 from Applevangelist/patch-35
Update AI_A2A_Dispatcher.lua
2021-01-03 16:50:07 +01:00
Applevangelist 697d12aefc Update AI_A2A_Dispatcher.lua
#1422
2021-01-03 16:31:07 +01:00
Frank d08e4db0eb Merge branch 'master' into develop 2021-01-03 00:24:42 +01:00
Frank 89afd2b4c0 Merge pull request #1421 from FlightControl-Master/FF/MasterDevel
Events and Database
2021-01-03 00:10:00 +01:00
Frank 3358f98bc4 Some stuff 2021-01-02 23:53:36 +01:00
Frank 417af6a93c Client 2021-01-02 21:45:19 +01:00
Frank 9a2f6c7faa Merge pull request #1420 from Applevangelist/patch-34
Update AI_Cargo_Helicopter.lua
2021-01-02 19:47:06 +01:00
Frank e52b0edc4e Merge pull request #1419 from Applevangelist/patch-33
Update AI_Cargo.lua
2021-01-02 19:46:10 +01:00
Applevangelist c51a65f058 Update AI_Cargo_Helicopter.lua
Removed unnecessary FSM transitions, added height to Waypoints to avoid (blue) Helis to creep over the ground
2021-01-02 18:56:27 +01:00
Applevangelist 5b2e67df19 Update AI_Cargo.lua
Some small additions from learnings from AI CARGO HELI
2021-01-02 18:53:58 +01:00
Frank 7b7605e501 Client 2021-01-02 01:21:45 +01:00
Frank 49d7d9ee2e Merge pull request #1417 from Applevangelist/patch-32
Update AI_Cargo_Helicopter.lua
2021-01-01 17:27:28 +01:00
Applevangelist 774c8971c8 Update AI_Cargo_Helicopter.lua
Fixed FSM dead ends
2021-01-01 17:24:00 +01:00
Frank 545c0886fa Merge pull request #1416 from Applevangelist/patch-31
Update AI_Cargo_Helicopter.lua - MI-26 > 5m
2021-01-01 16:39:31 +01:00
Applevangelist 721d027fb3 Update AI_Cargo_Helicopter.lua
MI-26 is slightly over 5m blocking boarding of Cargo
2021-01-01 16:37:55 +01:00
Frank f1e7d8bd06 Merge branch 'master' into develop 2021-01-01 10:16:58 +01:00
Frank 5185ea35fe Merge pull request #1415 from acrojason/naval-cargo
Multiple ship types, set default cargobay limit, fixed doc bug
2021-01-01 02:21:41 +01:00
acrojason ec039f2999 Multiple ship types, set default cargobay limit, fixed doc bug 2020-12-31 17:04:21 -08:00
Frank c0fc649f8b Client 2021-01-01 01:46:14 +01:00
Frank c49497e68c Merge branch 'master' into FF/MasterDevel 2020-12-31 21:39:37 +01:00
Frank 1328ac061e Merge branch 'master' into develop 2020-12-31 21:22:59 +01:00
Frank 57bc6de12b Merge pull request #1414 from acrojason/naval-cargo
Naval cargo
2020-12-31 20:38:30 +01:00
acrojason 1b80d68f50 Add support for naval logistics 2020-12-31 10:15:32 -08:00
Frank 787151597c Client 2020-12-31 17:17:15 +01:00
Frank f725039da5 Client and Event updates 2020-12-31 00:51:54 +01:00
Frank a4f15a0830 Merge branch 'master' into FF/MasterDevel 2020-12-30 12:43:31 +01:00
Frank 391f0fc9af Merge branch 'master' into develop 2020-12-29 23:38:44 +01:00
Frank 084f00afad Update SpawnStatic.lua
- fixed static spawns
2020-12-29 23:38:27 +01:00
Frank 38cf5be738 Update Airbase.lua 2020-12-29 22:51:10 +01:00
Frank 1bb70b8697 Update Warehouse.lua
- added airbase coalition check when spawning aircraft #1413
2020-12-29 22:28:36 +01:00
Frank 6e35b80daf Update Warehouse.lua
- requests should no longer be processed if warehouse has no airbase
2020-12-29 21:41:15 +01:00
Frank a171c22ce4 Merge branch 'develop' into FF/Ops 2020-12-29 11:23:04 +01:00
Frank f56457bc28 Update Intelligence.lua
- added reject zones
2020-12-29 11:22:47 +01:00
Frank 87f4ebee64 Clients 2020-12-29 01:10:40 +01:00
Frank a0276821d9 Merge pull request #1412 from FlightControl-Master/FF/MasterDevel
Arty v1.20
2020-12-27 22:39:56 +01:00
Frank 9708de70c7 Merge branch 'master' into develop 2020-12-27 17:59:57 +01:00
Frank 01a5b523da Arty v1.2.0
- fixed cargo issue
2020-12-27 17:59:39 +01:00
Frank 13477e17ec Merge pull request #1411 from Applevangelist/patch-30
Mantis.lua 0.3.5
2020-12-27 17:54:59 +01:00
Applevangelist c32cec4c5b Mantis.lua 0.3.5
Added option to use Awacs separate from EWR network with own detection range
Extended documentation
Added refresher for SAM table
2020-12-27 16:24:13 +01:00
Frank d68589bb70 Merge branch 'master' into develop 2020-12-23 16:10:07 +01:00
Frank e08df3f9ce Update Timer.lua 2020-12-23 16:09:49 +01:00
Frank 16eb38782a Merge branch 'master' into develop 2020-12-23 10:54:57 +01:00
Frank f958130b92 Merge pull request #1408 from Applevangelist/patch-28
Mantis 0.3.0 - added advanced mode options
2020-12-23 10:53:27 +01:00
Applevangelist 9a19dd254e Mantis 0.3.0 - added advanced mode options
Mantis 0.3.0 - added advanced mode options
2020-12-22 15:19:29 +01:00
Frank 2175e9c0d6 Merge branch 'master' into develop 2020-12-22 09:49:08 +01:00
Frank 4869ae4baa cargo 2020-12-21 22:52:51 +01:00
Frank 1fd41eaa55 Merge pull request #1405 from Applevangelist/patch-25
Update Sead.lua to 0.2.2
2020-12-21 15:13:40 +01:00
Frank 25a7260d7f Merge pull request #1404 from Applevangelist/patch-24
Update to 0.2.6
2020-12-21 15:13:13 +01:00
Applevangelist 478934ddd1 Update Sead.lua to 0.2.2
-- corrected error when a single string instead of a table is given to SEAD:New()
-- added a function to extend the watched set of SAMs
2020-12-21 10:31:06 +01:00
Applevangelist 3d7234de19 Update to 0.2.6
Corrected error in dupe function naming, added doc about default values
2020-12-21 10:02:41 +01:00
Frank 9abd71f681 Merge branch 'develop' into FF/Ops 2020-12-21 00:13:09 +01:00
Frank d1dc829136 Merge branch 'master' into develop 2020-12-20 23:48:28 +01:00
Frank fed1fb2839 Update Artillery.lua
- fixed bug in :NewFromCargo
2020-12-20 23:48:13 +01:00
Frank eda672bdc6 Merge branch 'develop' into FF/Ops 2020-12-19 12:48:12 +01:00
Frank 0e5dbbea79 Merge branch 'master' into develop 2020-12-19 01:18:17 +01:00
Frank 08ba001b45 Update AI_Air_Engage.lua
Issue #1403
2020-12-19 01:18:01 +01:00
Frank f5809ef302 Merge branch 'develop' into FF/Ops 2020-12-18 23:50:59 +01:00
Frank 457ce1ece1 Merge branch 'master' into develop 2020-12-18 13:52:23 +01:00
Frank ce5aaf0b48 Update Airbase.lua
- Changed Persion Gulf Airbase Names
2020-12-18 13:52:08 +01:00
Frank 9c9841332f Merge branch 'master' into develop 2020-12-17 13:55:38 +01:00
Frank ee6954a4b9 Update AI_Air_Engage.lua
- Changed :Count to :CountAlive for AttackSetUnit. Issue #1393
2020-12-17 13:54:59 +01:00
Frank 9470d3a2ef Merge branch 'master' into develop 2020-12-17 12:34:59 +01:00
Frank 8356271f8d Merge branch 'master' into develop 2020-12-17 12:34:04 +01:00
Frank 6b6e845a18 Merge pull request #1402 from Applevangelist/patch-23
Update to Mantis 0.2.5
2020-12-17 12:20:07 +01:00
Applevangelist c01b94518f Update to Mantis 0.2.5
Changelog
-- changed HQ to be a GROUP object instead of creating a CommandCenter. Allows user to use their own CC.
-- added functionality to autorelocate HQ and EWR group(s) at random intervals between 30 and 60 mins
-- added verbosity option for logging
-- tidied up documentation
2020-12-17 11:16:30 +01:00
Frank 9cf5f74e5e Merge pull request #1401 from Applevangelist/patch-22
Add new Routing Function to Controllable.lua
2020-12-16 11:31:14 +01:00
Applevangelist 4fda0414a0 Add new Routing Function to Controllable.lua
--- (GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
-- @param #CONTROLLABLE self
-- @param  #number speed Speed of the controllable, default 20
-- @param  #number radius Radius of the relocation zone, default 500
-- @param  #boolean onroad If true, route on road (less problems with AI way finding), default true
-- @param  #boolean shortcut If true and onroad is set, take a shorter route - if available - off road, default false
2020-12-16 10:10:46 +01:00
Frank 42a6f3272d Merge branch 'master' into develop 2020-12-16 00:12:38 +01:00
Frank effa4af3a1 Merge pull request #1400 from Applevangelist/patch-21
Update Mantis.lua
2020-12-15 13:00:50 +01:00
Applevangelist 80b7e49eed Update Mantis.lua
Added picture link, cleaned up unnecessary globals
2020-12-15 11:59:10 +01:00
Frank 362b242c41 Merge pull request #1398 from Applevangelist/patch-20
Error in FlightGroup.lua in line 2390 as detected by HRP Zero
2020-12-15 00:36:57 +01:00
Frank 7ace7b49ca Merge branch 'develop' into FF/Ops 2020-12-15 00:14:15 +01:00
Frank 7cd902e924 Merge branch 'master' into develop 2020-12-15 00:11:34 +01:00
Applevangelist e3c14678e2 Error in FlightGroup.lua in line 2390 as detected by HRP Zero
Not searching in Paris, but in pairs :)
2020-12-14 13:37:17 +01:00
Frank 63748c3841 Merge pull request #1397 from Applevangelist/patch-19
Update Modules.lua
2020-12-14 13:01:38 +01:00
Frank 1c68b66047 Merge pull request #1396 from Applevangelist/patch-18
Create Mantis.lua
2020-12-14 12:51:04 +01:00
Frank bfaca75a7d Merge branch 'master' into develop 2020-12-14 12:37:45 +01:00
Frank 6c9dce70e7 SPAWNSTATIC
- Added new way to spawn FARPs
- Added FARP callsign enum.
2020-12-14 12:36:02 +01:00
Applevangelist 5515aa43d6 Update Modules.lua
added Mantis.lua to Functional
2020-12-14 10:42:11 +01:00
Frank 47c461e504 SPAWNSTATIC
- Attempt to SPAWN FARPS. Does not work yet.
2020-12-14 00:08:30 +01:00
Applevangelist 65174ceaae Create Mantis.lua
New Mantis extended Air-Defense Class
2020-12-13 16:06:57 +01:00
Frank 5aecd8c255 Ops
- Performance
2020-12-10 18:53:49 +01:00
Frank cfc0f1a1f7 Merge branch 'master' into develop 2020-12-03 23:18:32 +01:00
Frank 2500cfb3c7 RANGE v2.3.0
- Performance optimizations
2020-12-03 23:17:40 +01:00
Frank 7e673271ee Merge pull request #1391 from Applevangelist/patch-16
Issue ##1383 never ending flash messages
2020-12-02 21:26:31 +01:00
Applevangelist e165cb156c Update Task.lua
-- stop message flashing, if any #1383 & #1312
2020-12-02 17:25:57 +01:00
Applevangelist 82bfb0cc55 Issue ##1383 never ending flash messages
Messages appears once and then goes away.
2020-12-01 19:47:29 +01:00
Frank b0fe0663f1 Merge pull request #1389 from Applevangelist/patch-14
Taskinfo.lua - Issue #1388 - don't just assume this is a string
2020-12-01 18:07:40 +01:00
Applevangelist 1bd5193786 Taskinfo.lua - Issue #1388 - don't just assume this is a string
fixes the catchall at the end in case a task is unassigned - sometimes it's not a string. #1388
2020-12-01 16:10:55 +01:00
Frank edf657c65c Merge branch 'master' into develop 2020-11-30 11:40:34 +01:00
Frank 801d00fa26 Stuff 2020-11-30 11:38:36 +01:00
Frank 64c3fb985a Merge pull request #1386 from Applevangelist/patch-12
Update Task_A2G_Dispatcher.lua
2020-11-26 17:21:19 +01:00
Frank 1536c94319 Merge pull request #1387 from Applevangelist/patch-13
Update Task_A2A_Dispatcher.lua
2020-11-26 17:20:57 +01:00
Frank eeffa31282 Update ChiefOfStaff.lua 2020-11-26 11:47:05 +01:00
Frank 206528a530 Merge branch 'FF/Ops' into FF/OpsDev 2020-11-26 10:56:17 +01:00
Applevangelist e7efd89d7a Update Task_A2A_Dispatcher.lua
Added user function to change flash message behaviour
2020-11-26 10:30:07 +01:00
Applevangelist c486167b01 Update Task_A2G_Dispatcher.lua
Option to suppress flashing messages
2020-11-26 10:28:51 +01:00
Frank e5201f3363 Merge pull request #1384 from Applevangelist/patch-11
Update AI_Air.lua
2020-11-25 22:56:39 +01:00
Applevangelist ff4927dbb7 Update AI_Air.lua 2020-11-25 12:38:31 +01:00
Frank 41690fdf7b Merge pull request #1385 from FlightControl-Master/FF/Ops
OPS
2020-11-25 11:34:41 +01:00
Frank 5b83f8e45b OPS 2020-11-25 11:27:07 +01:00
Frank 94863ed8ae Update OpsGroup.lua 2020-11-24 22:00:36 +01:00
Applevangelist 5842562ce1 Update AI_Air.lua
Resolves AI reeping low back to base, and possible also issue #1305
2020-11-24 16:23:22 +01:00
Frank 5f545fd3c5 Merge pull request #1382 from Applevangelist/patch-10
Update Sead.lua
2020-11-23 13:37:05 +01:00
Applevangelist aab2f20280 Update Sead.lua
Feature Request #1355
Added a couple of new missiles, SD-10 and AGM84
Cleaned up the logic
2020-11-23 12:32:00 +01:00
Frank 76ac68ce51 Merge pull request #1381 from Applevangelist/patch-9
Update Controllable.lua
2020-11-22 20:55:59 +01:00
Applevangelist f034e3680c Update Controllable.lua 2020-11-22 17:39:56 +01:00
Applevangelist e5c57269bb Update Controllable.lua
Added option OptionAAAttackRange and OptionEngageRange
2020-11-22 17:24:56 +01:00
Frank e63b99c890 Merge pull request #1379 from Applevangelist/patch-7
Update Controllable.lua
2020-11-22 15:54:03 +01:00
Frank e8542743b4 Merge pull request #1380 from Applevangelist/patch-8
Update Sead.lua
2020-11-22 15:53:14 +01:00
Applevangelist 309e1208c2 Update Sead.lua
Feature Request #1355
2020-11-22 14:17:42 +01:00
Applevangelist 3e0db05664 Update Controllable.lua
Added control to keep within limits of the options
2020-11-22 13:01:26 +01:00
Applevangelist 9573d92cc0 Update Controllable.lua
Add option to control a2a attack ranges for AIR fighter units. See https://wiki.hoggitworld.com/view/DCS_option_missileAttack
2020-11-22 12:07:49 +01:00
Frank 1abc0dcb6a Merge pull request #1378 from FlightControl-Master/FF/Ops
OPS
2020-11-21 21:55:20 +01:00
Frank 770fb3228f OPS
AUFTRAG
- Changed ESCORT engage distance input to NM (not meters)

TARGET
- Fixed bug in count targets
- Improved dead/destroyed management

FLIGHTGROUP
- Only register UNIT/STATIC kills (not SCENERY)

INTEL
- Improved agent set
2020-11-21 21:49:47 +01:00
Frank d6aa251c5e Merge pull request #1377 from Applevangelist/patch-6
Update AI_A2G_Dispatcher.lua
2020-11-20 18:17:25 +01:00
Frank 9305b870d2 Merge pull request #1376 from Applevangelist/patch-5
Update AI_A2A_Dispatcher.lua
2020-11-20 18:17:00 +01:00
Applevangelist 824a98d7a8 Update AI_A2G_Dispatcher.lua
Wrapper for player messages and function to set this on/off
2020-11-20 10:43:39 +01:00
Applevangelist 7a55ba105c Update AI_A2A_Dispatcher.lua
Wrap player messages, added function to switch on/off
2020-11-20 10:34:53 +01:00
Frank 122425338e Merge branch 'master' into develop 2020-11-20 10:18:05 +01:00
Frank ab5167717d Update Airboss.lua
- Added F-14A-135-GR by Heatblur to the list of supported aircraft.
2020-11-20 10:17:45 +01:00
Frank 176abf74a1 Merge pull request #1371 from Applevangelist/patch-2
Update Task_A2A_Dispatcher.lua
2020-11-20 09:49:17 +01:00
Frank da4f13d0d7 Merge pull request #1374 from Applevangelist/patch-5
Update Task_Capture_Dispatcher.lua
2020-11-20 09:15:30 +01:00
Frank 1d7f874a78 Merge pull request #1375 from FlightControl-Master/FF/Ops
OPS
2020-11-19 21:49:02 +01:00
Frank afb63a7331 Update Target.lua
- Fixed escort problem
2020-11-19 19:51:58 +01:00
Applevangelist 7ddec7609a Update Task_Capture_Dispatcher.lua
Last annoying flash gordon
2020-11-19 15:59:35 +01:00
Applevangelist 53c3996aef Update Task_A2A_Dispatcher.lua
Add boolean in new to suppress "... has new tasks..." flashes
2020-11-19 15:51:09 +01:00
Frank 0c07a660ee WAREHOUSE
- Added runway destroyed check.
2020-11-17 00:25:37 +01:00
Frank 8ffda53e3d Chief and Wing Commander
- Added back in
2020-11-16 18:11:15 +01:00
Frank 5a30c08ff6 Merge pull request #1369 from FlightControl-Master/FF/Ops
TARGET
2020-11-16 13:33:14 +01:00
Frank 9cac2674c4 Update Target.lua
- Alive checks improved
2020-11-16 13:22:53 +01:00
Frank ec3f43c69f Merge pull request #1367 from FlightControl-Master/FF/Ops
OPS
2020-11-16 00:02:20 +01:00
Frank 270dfab6a2 OPS
less output again
2020-11-15 23:49:25 +01:00
Frank 624b1f5647 Merge branch 'develop' into FF/Ops 2020-11-15 23:34:34 +01:00
Frank 84332a3ebf Update FlightGroup.lua
Fixes bug when flight searches a tanker when fuel is low.
2020-11-15 23:33:43 +01:00
Frank 63ff79ef0b Merge branch 'master' into FF/Ops 2020-11-15 23:00:50 +01:00
Frank 09452444d7 Merge branch 'master' into develop 2020-11-15 23:00:23 +01:00
Frank 75be2fc0ba Update Target.lua 2020-11-15 21:44:08 +01:00
Frank 1e0a0f8dc5 Ops 2020-11-13 23:26:56 +01:00
Frank f3d9b9c5be Ops 2020-11-06 00:29:42 +01:00
Frank cef0e444c9 Ops 2020-11-04 22:48:14 +01:00
Frank bad8dc2220 Merge pull request #1362 from FlightControl-Master/FF/Ops
Ops Enhancements
2020-10-31 22:05:58 +01:00
Frank e05d57d908 Merge branch 'develop' into FF/Ops 2020-10-31 21:22:17 +01:00
Frank 45c153f7a0 Merge branch 'master' into develop 2020-10-31 21:21:47 +01:00
Frank 0948f418cd Ops
- Fixed payload not reduced
2020-10-31 11:57:23 +01:00
Frank d027113b0b Merge branch 'develop' into FF/Ops 2020-10-28 09:48:36 +01:00
Frank ff00c2fb15 Merge branch 'master' into develop 2020-10-28 09:46:34 +01:00
Frank cd5b4ee1be Update AI_Formation.lua
- fixed bug
- set default mode to following
2020-10-28 09:44:33 +01:00
Frank ac337b8459 Ops
- Laser
2020-10-28 09:06:22 +01:00
Frank 567f7cbc29 Update OpsGroup.lua
- Laser
2020-10-27 00:12:59 +01:00
Frank d81ffcf119 Merge branch 'develop' into FF/Ops 2020-10-26 16:16:56 +01:00
Frank 6ed66a70a2 Merge branch 'master' into develop 2020-10-26 16:16:28 +01:00
Frank 9ed3b045f7 Merge branch 'master' into develop 2020-10-26 09:17:41 +01:00
Frank 2d6653c14a Ops
- Laser
2020-10-26 08:01:56 +01:00
Frank ab0e7e735a Merge branch 'develop' into FF/Ops 2020-10-20 23:40:52 +02:00
Frank 3243555d3f Merge branch 'master' into develop 2020-10-20 23:31:30 +02:00
Frank 8696ce0cc1 Ops 2020-10-20 23:04:15 +02:00
Frank 459ff26868 Ops 2020-10-19 23:33:39 +02:00
Frank 277eb2d09f Ops
- Laser
2020-10-18 00:02:48 +02:00
Frank 187093fa5a NavyGroup Update 2020-10-14 00:24:12 +02:00
Frank 6c9ce55759 Navygroup
- Fixed Astar bug
- Turn into wind stop
2020-10-13 00:29:31 +02:00
Frank f9721e501a Merge branch 'FF/Ops' into develop 2020-10-12 00:22:47 +02:00
Frank 23c22651be Update Airboss.lua
- Added USS Harry S. Truman (CVN-75) as SC type.
2020-10-12 00:21:47 +02:00
Frank 2ad81ca499 Ops 2020-10-12 00:09:02 +02:00
Frank 7792381c36 OPS 2020-10-09 17:10:24 +02:00
Frank 591dd128ce Navygroup 2020-10-09 00:15:19 +02:00
Frank ce10390406 ARMYGROUP 2020-10-07 23:26:46 +02:00
Frank bf299e5f8d Merge pull request #1353 from FlightControl-Master/FF/Ops
OPS fixes
2020-10-03 23:29:35 +02:00
Frank 7f98e703f1 Update Airbase.lua
- Fixed bug in the `AIRBASE:GetRunwaydata()` function.
2020-10-03 23:12:17 +02:00
Frank 421d27f640 Update Airboss.lua
- Fix if unit skill is not set in env.mission (DCS bug that should be fixed by ED meanwhile).
2020-10-03 21:43:09 +02:00
Frank fb1e95ab87 Pathfinding 2020-10-03 18:22:23 +02:00
Frank 3737592734 Ops
Fixes
2020-10-01 23:55:39 +02:00
acrojason 4b8b13dd68 Initial changes to support Naval Cargo 2020-09-23 09:40:42 -07:00
Frank 6445cf01a2 Merge pull request #1350 from FlightControl-Master/FF/Ops
OPS Update
2020-09-20 00:26:10 +02:00
Frank 8e07b93eac Merge branch 'develop' into FF/Ops 2020-09-19 23:57:25 +02:00
Frank 23f6752362 Ops
- rm staff
2020-09-19 23:55:45 +02:00
Frank 19b870c038 Ops
- Less traceing.
2020-09-19 23:52:17 +02:00
Frank ca7f15e622 Ops 2020-09-19 01:15:34 +02:00
Frank d497bb25f3 Ops 2020-09-18 18:07:10 +02:00
Frank 29d694722b Ops
- Quite a few fixes while going through the example missions.
2020-09-16 23:35:13 +02:00
Frank 40ffef035b Ops 2020-09-15 18:11:19 +02:00
Frank a00c198bcc Update Warehouse.lua
- Added born check. Helps with delayed spawning on carriers.
2020-09-15 01:13:11 +02:00
Frank 717842b276 Ops 2020-09-10 00:34:17 +02:00
Frank d5c4c34759 Ops 2020-09-09 00:02:46 +02:00
Frank edb0032118 ops 2020-09-08 18:04:03 +02:00
Frank 123144d06e Ops temp 2020-09-08 00:15:29 +02:00
Frank 38f5d45d5b Merge branch 'master' into FF/Ops 2020-09-07 22:25:28 +02:00
Frank bcaf808b88 Ops little fixes 2020-09-07 22:17:33 +02:00
Frank 7b8db597ef Ops 2020-09-07 00:42:29 +02:00
Frank 18e192b235 Ops 2020-09-06 00:18:20 +02:00
Frank 5ad30277ba Ops 2020-09-05 00:56:44 +02:00
Frank 2e998dc315 Ops 2020-09-04 17:20:40 +02:00
Frank cda1658541 Ops 2020-09-04 00:58:37 +02:00
Frank 8b640912c3 Ops 2020-09-02 22:54:54 +02:00
Frank 81a773b861 Merge branch 'master' into develop 2020-09-02 00:09:15 +02:00
Frank 444cc43971 Ops 2020-09-02 00:05:05 +02:00
Frank eb86d59203 Ops 2020-09-01 11:42:45 +02:00
Frank 5ee35f3fbb Less output 2020-08-31 12:50:50 +02:00
Frank 9a91145f89 Small 2020-08-30 23:44:15 +02:00
Frank 637081ebdd Ops 2020-08-30 22:52:18 +02:00
Frank 7d2746e7be Merge branch 'develop' into FF/Ops 2020-08-30 17:24:57 +02:00
Frank c84a92c787 Merge branch 'master' into develop 2020-08-30 17:15:31 +02:00
Frank b775aaa274 Merge branch 'master' into FF/Ops 2020-08-30 17:05:09 +02:00
Frank a97d7abc24 Range Ops 2020-08-30 17:03:16 +02:00
Frank 7e73db505b Decreased Tracing 2020-08-30 01:38:18 +02:00
Frank a126906776 up 2020-08-29 21:24:15 +02:00
Frank 2d6092c114 TIMER
- Added new TIMER class.
2020-08-29 20:26:20 +02:00
Frank caef309547 Ops
- Airboss optimizations WIP
2020-08-28 13:24:29 +02:00
Frank f9ec21a2b5 Ops 2020-08-26 00:01:52 +02:00
Frank 06600b2a94 Ops 2020-08-25 17:55:53 +02:00
Frank 3f39ec0ae0 Stuff 2020-08-25 01:03:18 +02:00
Frank cfc45cf068 Warehouse marker and spawning update 2020-08-23 01:08:02 +02:00
Frank 45d809a641 Update Profiler.lua 2020-08-22 22:39:54 +02:00
Frank fcfbc5e17c Profiler
- Added lua Profiler.
2020-08-22 21:24:35 +02:00
Frank f30c66424c Radioqueue Profiler 2020-08-22 21:18:12 +02:00
Frank f823fc6ee0 Update AI_Formation.lua
Performance update
2020-08-22 16:31:56 +02:00
Frank aac291c0c6 Performance Optimizations 2020-08-22 00:09:36 +02:00
Frank 61adeeeda3 Delete Astar - Copy.lua 2020-08-20 01:24:28 +02:00
Frank f94a5eed61 Merge branch 'develop' into FF/OpsDev 2020-08-19 23:21:06 +02:00
Frank 0695c48e7a Merge branch 'master' into develop 2020-08-19 23:12:05 +02:00
Frank f4bfcf58fd Ops 2020-08-19 22:32:16 +02:00
Frank dee7307adc Ops 2020-08-19 01:06:28 +02:00
Frank 114032a743 Ops 2020-08-18 18:15:22 +02:00
Frank e9e6a63e6a Ops 2020-08-18 01:35:24 +02:00
Frank 2a4f6020c2 Ops 2020-08-17 01:24:51 +02:00
Frank 3ea8b3737f Update Profiler.lua 2020-08-16 01:18:18 +02:00
Frank ed47b4b3db Ops 2020-08-16 00:35:42 +02:00
Frank adc89feda9 Ops 2020-08-15 00:54:36 +02:00
Frank 32c9a59ff0 Ops 2020-08-14 18:09:13 +02:00
Frank 200c1dac85 Ops 2020-08-14 01:01:45 +02:00
Frank cf65c2af15 Ops 2020-08-13 01:21:02 +02:00
Frank fb6ebc42a5 Ops 2020-08-10 23:45:52 +02:00
Frank c7696c375e Ops 2020-08-10 01:46:03 +02:00
Frank 337e1a837f Ops 2020-08-08 01:10:03 +02:00
Frank 495a9fd3a0 Ops Target
New Class.
2020-08-06 01:43:42 +02:00
Frank e6f7493ddd Ops Fixes 2020-08-05 00:39:48 +02:00
Frank 76e75505e5 Ops 2020-08-04 16:56:45 +02:00
Frank dafbd3f368 Ops & Auftrag 2020-08-04 01:10:53 +02:00
Frank 11ec70441a Ops group 2020-08-03 00:31:10 +02:00
Frank d1a18913f3 Ops 2020-08-02 01:31:47 +02:00
Frank 775b9e9fde Fixed bugs with new option table. 2020-08-01 00:25:12 +02:00
Frank 286e34e057 Profiler 2020-07-31 17:32:24 +02:00
Frank da2aa00442 A*
Further improvements by switching to keys.
2020-07-31 00:09:21 +02:00
Frank ba90176bb1 A*
Further optimized by using DCS API land.isVisible instead of Moose IsLoS function.
2020-07-30 21:40:27 +02:00
Frank cf9248ecc8 A*
- Improved performance by caching cost and valid/invalid neighbours.
2020-07-30 17:41:26 +02:00
Frank 0d42b12658 Enhanced Groups 2020-07-30 01:08:25 +02:00
Frank 2f6d9b640f NAVY 2020-07-29 01:10:13 +02:00
Frank 04923b65b2 Stuff 2020-07-24 01:34:38 +02:00
Frank 2328f9a36b CHIEF 2020-07-23 19:15:26 +02:00
Frank 98971736f8 Astar 2020-07-23 00:24:59 +02:00
Frank ec809085b4 Waypoints 2020-07-22 01:05:24 +02:00
Frank af023c1994 Waypoints 2020-07-21 17:53:59 +02:00
Frank d9b7cc18f3 A* 2020-07-21 01:19:03 +02:00
Frank ce1121a4c2 INTEL
Clusters
2020-07-20 01:20:28 +02:00
Frank 5fa75bf6b9 INTEL
Improved clusters
2020-07-19 18:31:09 +02:00
Frank 5cb1036618 CHIEF
- Added Chief of Staff class.
2020-07-19 01:22:49 +02:00
Frank 9473dc2069 Update Intelligence.lua 2020-07-16 01:04:43 +02:00
Frank 81f5184b43 Added WINCOM;MANDER 2020-07-15 21:48:11 +02:00
Frank b6bc22f991 Squadron Grouping 2020-07-15 00:51:27 +02:00
Frank 56fad29df9 ops 2020-07-14 17:56:18 +02:00
Frank dfeea53cf6 Merge branch 'develop' into FF/Ops 2020-07-14 00:33:29 +02:00
Frank 71e6369960 INTEL class 2020-07-13 22:31:33 +02:00
Frank 0611db78b3 Intel 2020-07-13 18:31:01 +02:00
Frank 8c768cc517 Update Intelligence.lua 2020-07-12 22:20:20 +02:00
Frank b67750d808 Intel 2020-07-12 20:57:37 +02:00
Frank 96f2ad06e2 Update FlightGroup.lua
Fixed TACAN
2020-07-12 19:43:27 +02:00
Frank 5cf4833455 OpsGroup 2020-07-10 14:16:41 +02:00
Frank f578fcfdc7 NAVYGROUP
Improved dead/stop
2020-07-10 11:14:18 +02:00
Frank 9838e1af19 Ops 2020-07-09 00:06:02 +02:00
Frank cee443e28d Ops 2020-07-08 00:18:42 +02:00
Frank 1fe57cab67 bla 2020-07-08 00:12:57 +02:00
Frank 80b22a8444 Ops 2020-07-08 00:07:30 +02:00
Frank 71733babf8 NavyGroup 2020-07-07 22:28:54 +02:00
Frank 9f793d6cf7 OpsGroup 2020-07-07 00:47:42 +02:00
Frank 46e73a108f Ops 2020-07-04 23:16:57 +02:00
Frank b37a8f3217 Merge branch 'FF/Ops' into FF/Fox2 2020-07-02 10:58:55 +02:00
Frank 1202187e2d Update Warehouse.lua 2020-07-02 10:48:49 +02:00
Frank b13ddc958b Update Warehouse.lua 2020-07-02 10:48:08 +02:00
Frank ba3954ad3f Update Airboss.lua 2020-07-01 23:56:05 +02:00
Frank f2e417b21f Ops 2020-07-01 23:52:27 +02:00
Frank d93d0afdf3 Ops 2020-06-30 00:33:26 +02:00
Frank 66d913e4bf Merge branch 'FF/Ops' into FF/Fox2 2020-06-29 21:10:46 +02:00
Frank 207c9ed62e blanks 2020-06-29 21:08:57 +02:00
Frank e3f4aa3d64 Update FlightGroup.lua 2020-06-29 21:05:26 +02:00
Frank 02d30fa2b4 Ops 2020-06-29 21:04:42 +02:00
Frank c287a96c7f Merge branch 'FF/Ops' into FF/Fox2 2020-06-29 20:58:15 +02:00
Frank 2392c9dc8e Ops 2020-06-29 20:55:32 +02:00
Frank 682c1f5ef2 Ops 2020-06-27 22:44:50 +02:00
Frank 50305f3d6f Update Utils.lua 2020-06-15 20:33:27 +02:00
Frank 1129e34e01 Merge branch 'master' into FF/Fox2 2020-06-11 23:48:34 +02:00
Frank 76dfcf751c Update SpawnStatic.lua 2020-06-10 22:35:43 +02:00
Frank 4227186383 FG 2020-06-10 21:17:03 +02:00
acrojason 18fd9cdc3d Initial AI_Cargo_Dispatcher_Ship 2020-06-04 21:09:35 -07:00
Frank 9d3341ab9f Merge branch 'master' into FF/Fox2 2020-06-05 00:04:01 +02:00
Frank fd432dc0d1 Update ATIS.lua 2020-06-04 23:28:39 +02:00
Frank ee12dc0a7d The Channel Update
**AIRBASE**
- Added "The Channel" map airport enumerators.

**ATIS v0.8.0**
- Added sunset and sunrise time.

**UTILS**
- Corrected NTTR map local time diff to GMT-8 (was -7) hours.
- Corrected Normandy map local time diff to GMT+0 (was +1) hours.
- Added "The Channel" map local time diff as GMT+2 (should be 0).
- Fixed bug in UTILS.GetSunRiseAndSet() function.
2020-06-04 23:26:56 +02:00
acrojason fdcdf52d9a Initial creation of AI_Cargo_Ship 2020-06-04 08:46:30 -07:00
acrojason 5dcefff28d Updated Warehouse to accommodate Naval transport 2020-06-04 08:29:01 -07:00
Frank 6f940fbf46 Docs 2020-06-03 17:33:14 +02:00
Frank 5fbdeb7a78 Update FlightControl.lua 2020-05-31 15:34:58 +02:00
Frank 64f278e2e7 Merge branch 'master' into FF/Fox2 2020-05-27 22:54:17 +02:00
Frank 6fcc3ef1e2 Updates 2020-05-27 22:00:03 +02:00
Frank 0e073f3f8b Update SpawnStatic.lua 2020-05-27 16:00:55 +02:00
Frank b3b021550c Spawn Static 2020-05-27 11:03:28 +02:00
Frank 42e05aa28a SpawnStatic 2020-05-26 18:08:26 +02:00
Frank fd726f1da8 SPAWNSTATIC 2020-05-26 00:59:41 +02:00
Frank 44786c3ea4 Update SpawnStatic.lua 2020-05-25 22:06:57 +02:00
Frank 12d69c057a Update SpawnStatic.lua 2020-05-25 20:55:59 +02:00
Frank 4841a06c9f Merge branch 'master' into FF/Fox2 2020-05-25 00:25:52 +02:00
Frank 1ee03dfe8c Update Utils.lua 2020-05-24 23:16:05 +02:00
Frank c1ae6be799 Update Point.lua 2020-05-24 23:09:59 +02:00
Frank e689fe0366 Sunrise and Sunset 2020-05-24 01:58:10 +02:00
Frank 94fced4af0 Sunrise and set 2020-05-22 23:58:42 +02:00
Frank 5223a4beba Ops 2020-05-22 11:21:09 +02:00
Frank 3c7a90e2a2 Update NavyGroup.lua 2020-05-22 00:38:52 +02:00
Frank da2d56752d Refactoring 2020-05-21 18:01:58 +02:00
Frank b26fb5ac19 Refactoring 2020-05-21 00:16:19 +02:00
Frank 3bb8f35f63 Merge branch 'master' into FF/Fox2 2020-05-20 23:09:42 +02:00
Frank 3ca27c4852 Refactoring 2020-05-20 21:34:57 +02:00
Frank 32421bdb6a Update Auftrag.lua 2020-05-18 22:26:44 +02:00
Frank 06076f4154 Refactoring 2020-05-18 12:43:53 +02:00
Frank 322e079486 Refactoring 2020-05-18 10:26:48 +02:00
Frank f2af1b1921 Merge branch 'develop' into FF/Fox2 2020-05-17 18:49:00 +02:00
Frank c5d3db0bed Refactoring 2020-05-16 18:48:33 +02:00
Frank 66c6b8c2e4 Merge branch 'develop' into FF/Fox2 2020-05-16 13:17:14 +02:00
Frank 9b72254ccc Refactoring 2020-05-16 12:58:59 +02:00
Frank 5afd5cae27 Update NavyGroup.lua 2020-05-15 23:12:33 +02:00
Frank 4537784ad9 Refactoring 2020-05-15 22:44:15 +02:00
Frank c2f6940c5e Refactoring Ops 2020-05-14 22:50:27 +02:00
Frank a7011e33fa Refactoring 2020-05-13 16:35:32 +02:00
Frank 5686403f7f OPS 2020-05-13 11:31:50 +02:00
Frank 33859c2b31 Update NavyGroup.lua 2020-05-12 17:30:36 +02:00
Frank 8472a37cd8 NAVYGROUP 2020-05-11 18:52:12 +02:00
Frank ed49348155 Ops 2020-05-08 00:36:53 +02:00
Frank ae36353aab Ops FC 2020-05-07 18:05:41 +02:00
Frank c30d9f3472 Ops 2020-05-07 00:00:35 +02:00
Frank 853989bfc9 Ops 2020-05-06 16:05:12 +02:00
Frank df2dbed441 Ops 2020-05-06 01:13:39 +02:00
Frank 7f0f7cee0c Ops 2020-05-05 17:49:32 +02:00
Frank 14cf4edc39 Ops 2020-05-05 00:40:05 +02:00
Frank c1144b063b Merge branch 'FF/Develop' into FF/Fox2 2020-05-04 11:25:34 +02:00
Frank cd81911bfb Update WingCommander.lua 2020-05-01 23:50:59 +02:00
Frank d2962005ee Merge branch 'develop' into FF/Fox2 2020-05-01 23:06:28 +02:00
Frank c2d4f179ae Update Utils.lua
Big smoke and fire
2020-05-01 22:58:47 +02:00
Frank a51aeab811 Ops 2020-05-01 22:52:18 +02:00
Frank dbc8e8be67 Ops 2020-04-30 17:28:06 +02:00
Frank 1c93f06b9b Update Auftrag.lua 2020-04-30 12:39:25 +02:00
Frank 422e111857 Ops 2020-04-30 01:42:38 +02:00
Frank c8d2104c39 Ops 2020-04-29 16:09:11 +02:00
Frank b2a903e077 Update AirWing.lua 2020-04-29 00:14:44 +02:00
Frank 74bd2c1cfc Ops 2020-04-28 22:50:03 +02:00
Frank 4ea9c8508d Ops 2020-04-28 17:31:59 +02:00
Frank f9e5785f52 Ops 2020-04-28 00:42:13 +02:00
Frank 25e58393ea Ops 2020-04-27 01:48:16 +02:00
Frank 3653199bfc Update Auftrag.lua 2020-04-25 22:22:58 +02:00
Frank 443a37a9c5 Ops 2020-04-25 21:46:05 +02:00
Frank 78ef53fbea Merge branch 'FF/Develop' into FF/Fox2 2020-04-25 12:17:43 +02:00
Frank 5e63deb717 Merge branch 'FF/Develop' into FF/Fox2 2020-04-25 01:04:28 +02:00
Frank 5d8b0d150a Update Controllable.lua 2020-04-25 00:43:57 +02:00
Frank 0440982c83 Ops 2020-04-25 00:43:02 +02:00
Frank b683dd5352 Merge branch 'FF/Develop' into FF/Fox2 2020-04-24 22:57:08 +02:00
Frank ac975e7e86 Restored old CleanUp and Scoring 2020-04-24 16:55:15 +02:00
Frank 2745c6c1ca Merge branch 'FF/Develop' into FF/Fox2 2020-04-24 16:54:37 +02:00
Frank 918337f202 Merge branch 'FF/Develop' into FF/Fox2 2020-04-24 16:47:30 +02:00
Frank 5a2779c698 Update ATIS.lua 2020-04-24 16:42:07 +02:00
Frank 7429982bef Merge branch 'FF/Develop' into FF/Fox2 2020-04-24 16:06:59 +02:00
Frank 4222c4d945 Fixes 2020-04-23 23:19:11 +02:00
Frank 62bfdcff8f Merge branch 'FF/Develop' into FF/Fox2 2020-04-23 16:48:19 +02:00
Frank 06213ab583 Airboss v1.1.3 2020-04-23 16:38:33 +02:00
Frank 1a8f9b4aa2 Ops 2020-04-23 01:02:51 +02:00
Frank 7c07df19bf Ops 2020-04-22 18:06:18 +02:00
Frank d2629263c3 Ops 2020-04-22 00:33:52 +02:00
Frank 11fb5500f3 Ops 2020-04-21 01:04:24 +02:00
Frank 31697030ed Ops 2020-04-19 23:49:08 +02:00
Frank 54e799d3f6 Ops 2020-04-18 12:58:29 +02:00
Frank ca2ae9657c Update Warehouse.lua 2020-04-17 15:58:28 +02:00
Frank efaf7e856c Ops 2020-04-17 01:40:33 +02:00
Frank eeb5555400 Ops 2020-04-16 18:07:50 +02:00
Frank d72b33551e Ops Auftrag 2020-04-16 01:14:19 +02:00
Frank 5a6a9d1aed Ops 2020-04-15 00:45:28 +02:00
Frank 2810acc1f4 Ops 2020-04-13 22:41:05 +02:00
Frank 08e4b7baeb Ops 2020-04-13 01:44:39 +02:00
Frank 8d722c2ccc Ops & MARKER 2020-04-12 01:41:02 +02:00
Frank afe5df922a Ops 2020-04-11 17:14:36 +02:00
Frank 93a0b0e19e Ops 2020-04-10 01:26:37 +02:00
Frank d52867c541 Ops 2020-04-09 18:07:41 +02:00
Frank f554642505 Ops 2020-04-09 01:30:32 +02:00
Frank a0ecf58c7f Merge branch 'develop' into FF/Fox2 2020-04-08 16:09:04 +02:00
Frank 0ab54268e9 Update FlightGroup.lua 2020-04-08 01:38:42 +02:00
Frank fdf2605367 Merge branch 'FF/Develop' into FF/Fox2 2020-04-08 01:11:04 +02:00
Frank 3548cea999 Update Auftrag.lua 2020-04-07 21:36:48 +02:00
Frank 7f3ebe4f48 Ops 2020-04-07 01:22:06 +02:00
Frank f22837103b Ops 2020-04-06 00:19:50 +02:00
Frank 7465fd065f Ops 2020-04-05 01:37:36 +02:00
Frank 61d3035c76 Merge branch 'develop' into FF/Fox2 2020-04-04 23:52:36 +02:00
Frank 92402fc0ca Ops 2020-04-04 22:53:20 +02:00
Frank 6f1861f057 Update ATIS.lua 2020-04-04 16:21:39 +02:00
Frank 94259ab75a ATIS 2020-04-04 01:29:46 +02:00
Frank 2dbfe1d4ee Update Warehouse.lua 2020-04-03 17:48:39 +02:00
Frank d06d23cba2 Warehouse 2020-04-03 01:39:17 +02:00
Frank 8b9e49cfc6 Ops 2020-04-02 18:00:14 +02:00
Frank 618b4d7ded Ops 2020-04-02 01:03:32 +02:00
Frank b409b8dfc1 Update FlightGroup.lua 2020-04-01 17:46:53 +02:00
Frank efb514e97f Update FlightGroup.lua 2020-04-01 16:53:51 +02:00
Frank 81977aa04d Ops 2020-04-01 01:46:01 +02:00
Frank 3e5b87411e Ops 2020-03-31 01:15:05 +02:00
Frank 717ef02c44 Ops 2020-03-29 00:25:24 +01:00
Frank c4b8e4a36c Merge branch 'develop' into FF/Fox2 2020-03-28 20:48:19 +01:00
Frank 4ae4f76ce0 Ops 2020-03-28 20:47:49 +01:00
Frank c0a9d51f98 Merge branch 'develop' into FF/Fox2 2020-03-28 16:51:21 +01:00
Frank d9f7be4f25 Ops 2020-03-28 16:51:06 +01:00
Frank 891235032a Ops Auftrag 2020-03-27 22:19:20 +01:00
Frank dda74c471f Update Auftrag.lua 2020-03-27 19:03:52 +01:00
Frank f5c419919c Ops 2020-03-27 17:20:53 +01:00
Frank a95f3f2fa1 Ops 2020-03-26 23:59:30 +01:00
Frank 0e78a11fd6 Ops FC 2020-03-25 22:44:23 +01:00
Frank 130e089d1c Ops 2020-03-25 16:43:34 +01:00
Frank e675c991c4 Ops 2020-03-24 23:17:07 +01:00
Frank fc79188fe2 Ops 2020-03-24 21:34:05 +01:00
Frank 56ec7f122f Ops 2020-03-23 23:56:10 +01:00
Frank e1d09bdd8b Ops 2020-03-23 00:27:16 +01:00
Frank 1ae2171885 Ops 2020-03-22 00:33:15 +01:00
Frank c2257729d5 Ops 2020-03-20 23:11:29 +01:00
Frank 4dd8e53c1c Merge branch 'develop' into FF/Fox2 2020-03-20 16:47:41 +01:00
Frank 4991fc9cb4 Ops 2020-03-20 01:00:45 +01:00
Frank 1371445e94 Ops 2020-03-17 23:44:06 +01:00
Frank 8823b96b5f ops 2020-03-17 16:53:47 +01:00
Frank 9cb551e6fa Ops 2020-03-16 22:56:45 +01:00
Frank b9fc1df2e4 Ops 2020-03-16 16:44:23 +01:00
Frank 3bc387c1c7 Ops 2020-03-16 00:32:26 +01:00
Frank fb85b94d2d Ops 2020-03-14 23:26:58 +01:00
Frank 3409030e1a Merge branch 'develop' into FF/Fox2 2020-03-14 20:41:35 +01:00
Frank c0b816fd40 Merge branch 'FF/Develop' into FF/Fox2 2020-03-14 20:18:26 +01:00
Frank 9f14ed7a5c Ops 2020-03-14 18:38:52 +01:00
Frank e147a4c604 Ops 2020-03-14 02:03:20 +01:00
Frank fd7827c264 Ops Squadron 2020-03-12 14:29:41 +01:00
Frank 6c0b6b3b95 Ops
- First CAP version
2020-03-12 12:37:09 +01:00
Frank 04fb7f7684 Ops
Improved mission handling on cancel, done and repeat.
2020-03-11 19:35:42 +01:00
Frank fa9adaf046 Ops 2020-03-10 23:18:38 +01:00
Frank 6305459056 Ops 2020-03-10 17:03:24 +01:00
Frank a477fc78bc Ops 2020-03-10 00:44:50 +01:00
Frank 781ebc7a42 Ops 2020-03-09 00:23:56 +01:00
Frank 59603e3027 Ops 2020-03-08 00:35:06 +01:00
Frank dc7c50b97b Ops 2020-03-07 00:23:54 +01:00
Frank 2eb4e87d32 Ops 2020-03-06 17:29:43 +01:00
Frank fd730206a6 Merge branch 'FF/Develop' into FF/Fox2 2020-03-05 23:41:53 +01:00
Frank 7d9e721506 Ops 2020-03-05 23:40:18 +01:00
Frank 5f416b3271 Ops 2020-03-05 17:59:26 +01:00
Frank 589335e420 Ops 2020-03-05 00:13:49 +01:00
Frank 2214584e59 Ops 2020-03-04 17:22:30 +01:00
Frank 090d0e79f9 Ops 2020-03-03 22:57:11 +01:00
Frank ae3d1f6b2a Ops 2020-03-03 16:48:05 +01:00
Frank 9ea52fce28 Ops 2020-03-03 00:20:08 +01:00
Frank dc3350a1c8 FG
- SetTask --> PushTask to keep enroute tasks alive.
2020-03-01 23:55:15 +01:00
Frank 905095add9 Ops 2020-03-01 22:48:09 +01:00
Frank ce4353d701 Ops 2020-02-29 00:53:32 +01:00
Frank 929f99d527 Ops 2020-02-28 16:47:24 +01:00
Frank 541db97a74 Ops 2020-02-28 01:05:30 +01:00
Frank cc567cf342 Ops 2020-02-27 16:56:27 +01:00
Frank 8ed6f8b193 Update FlightGroup.lua 2020-02-26 23:06:36 +01:00
Frank 1dec76d96d Merge branch 'develop' into FF/Fox2 2020-02-26 21:12:33 +01:00
Frank 75216793f9 Ops 2020-02-26 17:03:23 +01:00
Frank 173e68676c Ops 2020-02-25 23:57:12 +01:00
Frank e67d5a6c9f Merge branch 'develop' into FF/Fox2 2020-02-25 22:47:37 +01:00
Frank 47e4777df0 Ops 2020-02-25 16:49:54 +01:00
Frank e1c602583c FG 2020-02-24 20:22:52 +01:00
Frank 8925bc11ca FG CONTROLLABLE
FG v0.3.2
CONTROLLABLE removed self dependencies for some tasks.
2020-02-22 11:03:15 +01:00
Frank 6e97433ec4 Ops 2020-02-21 16:59:51 +01:00
Frank bddc40ddb8 Update FlightGroup.lua 2020-02-20 23:16:32 +01:00
Frank 7d697dc584 Ops 2020-02-20 12:31:42 +01:00
Frank 02c63850a1 Ops 2020-02-19 23:30:11 +01:00
Frank 2d3ef543b3 Ops 2020-02-18 16:45:07 +01:00
Frank 78ccbd733b Merge branch 'FF/Develop' into FF/Fox2 2020-02-18 00:00:38 +01:00
Frank 99ab12ed99 Updates Base, Event, Point, Contollable, FG 2020-02-17 21:40:20 +01:00
Frank fd7469b5f0 FG 2020-02-16 17:38:37 +01:00
Frank 014b07ffc3 Merge branch 'FF/Develop' into FF/Fox2 2020-02-15 23:53:05 +01:00
Frank 165c569a99 Ops 2020-02-15 00:49:29 +01:00
Frank 6cb59a8f39 Merge branch 'FF/Develop' into FF/Fox2 2020-02-14 19:00:26 +01:00
Frank 2e49b72ab4 Ops 2020-02-14 16:51:49 +01:00
Frank 0da53c794e Update FlightGroup.lua 2020-02-14 00:44:33 +01:00
Frank c54a0968b9 Ops 2020-02-13 16:49:05 +01:00
Frank 5ba5dd5fd8 Ops 2020-02-12 23:44:31 +01:00
Frank 004591f8ad Ops 2020-02-12 16:44:01 +01:00
Frank b7543f24e8 Ops 2020-02-11 16:43:59 +01:00
Frank eb8853ddf4 FG 2020-02-10 23:22:36 +01:00
Frank 3a0e154daa FG/TG 2020-02-09 23:13:34 +01:00
Frank e004da9f00 Update FlightGroup.lua 2020-02-09 19:17:25 +01:00
Frank ecd76dec7d FG/TG 2020-02-08 23:42:52 +01:00
Frank 29995e1584 FG/TG 2020-02-06 12:40:23 +01:00
Frank b97b197219 FG 2020-02-04 23:15:48 +01:00
Frank 87b75b4269 FG 2020-02-03 22:25:02 +01:00
Frank 2b96071884 FG/TG 2020-02-02 23:46:59 +01:00
Frank 4ee3d8fb5c FG/TG 2020-02-02 01:01:04 +01:00
Frank 30c21086ba Intermediate 2020-01-31 23:34:07 +01:00
Frank 5fda8c1c1b FG TG 2020-01-31 12:02:13 +01:00
Frank 4bb96a7730 FG/TANKER 2020-01-30 16:50:03 +01:00
Frank 4ec757d87a FGFC 2020-01-29 22:52:06 +01:00
Frank 745da36e78 FG 2020-01-29 16:50:08 +01:00
Frank 3a2effb2dc Update FlightGroup.lua 2020-01-29 00:14:53 +01:00
Frank f45eef2dd2 FGFC 2020-01-28 16:48:42 +01:00
Frank d3825ccda1 Update FlightGroup.lua 2020-01-27 22:42:10 +01:00
Frank aaabf5220e FG/FC v0.2.4 2020-01-27 00:09:35 +01:00
Frank 43034ed0ad Merge branch 'develop' into FF/Fox2 2020-01-26 00:00:17 +01:00
Frank 50ee8865ed FG & FC 2020-01-25 23:32:41 +01:00
Frank 74a4b84b78 Update FlightControl.lua 2020-01-24 18:36:25 +01:00
Frank 56feca1451 FC 2020-01-24 16:54:46 +01:00
Frank d5cdb9ec34 FCFG 2020-01-23 16:57:15 +01:00
Frank 37d2602f2d FCFG 2020-01-22 22:53:22 +01:00
Frank fe7df16ac0 FCFG 2020-01-22 16:40:34 +01:00
Frank 1c1f74e1ad FG/FC 2020-01-22 00:23:18 +01:00
Frank 33d86bd081 FC 2020-01-21 16:40:07 +01:00
Frank e509eb3d35 FG/FC/ATIS v0.6.3 2020-01-20 23:25:43 +01:00
Frank ebc080b452 Merge branch 'FF/Develop' into FF/Fox2 2020-01-20 15:41:53 +01:00
Frank 25ddf06ad7 FCFG 2020-01-17 16:51:35 +01:00
Frank 5c23b102df FG 2020-01-16 23:36:54 +01:00
Frank 3e9ab6834e FCFG 2020-01-16 16:47:51 +01:00
Frank d9bfc65862 FC&FG 2020-01-15 22:58:25 +01:00
Frank c661491772 FC 2020-01-15 16:56:50 +01:00
Frank 0b2f6b4f3d Update FlightGroup.lua 2020-01-15 00:14:29 +01:00
Frank 75114effc1 Update FlightGroup.lua 2020-01-14 23:52:35 +01:00
Frank b513b2a049 Rat2 2020-01-14 16:52:32 +01:00
Frank 82c606edc1 Merge branch 'develop' into FF/Fox2 2020-01-08 22:26:05 +01:00
Frank 0550ed1566 Update FlightGroup.lua 2020-01-08 00:33:07 +01:00
Frank 9dad6fb9b9 Merge branch 'FF/Develop' into FF/Fox2 2020-01-07 23:36:10 +01:00
Frank 5d4fb7c1ba Merge branch 'develop' into FF/Fox2 2020-01-06 23:20:55 +01:00
Frank 2e15341f6b Merge branch 'FF/Develop' into FF/Fox2 2020-01-04 00:21:45 +01:00
Frank 8be023a5ee Merge branch 'develop' into FF/Fox2 2020-01-02 23:04:48 +01:00
Frank 6b66b0d567 Merge branch 'FF/Develop' into FF/Fox2 2019-12-31 00:01:11 +01:00
Frank 53bde229c3 Update FlightGroup.lua 2019-12-30 19:44:26 +01:00
Frank 4eaff505df Merge branch 'develop' into FF/Fox2 2019-12-29 23:49:14 +01:00
Frank bff55e29ea Merge branch 'FF/Develop' into FF/Fox2 2019-12-29 00:03:51 +01:00
Frank 3950008d05 AI_AIR 2019-12-28 19:51:32 +01:00
Frank bbc1da3c48 Merge branch 'FF/Develop' into FF/Fox2 2019-12-20 15:14:44 +01:00
Frank a4c6a67d33 Merge branch 'FF/Develop' into FF/Fox2 2019-12-18 23:01:10 +01:00
Frank dbb1fa05d7 Merge branch 'develop' into FF/Fox2 2019-12-17 23:39:04 +01:00
Frank 859b33fa08 FG & FC 2019-12-14 22:37:59 +01:00
Frank abf8601f67 Merge branch 'develop' into FF/Fox2 2019-12-12 18:22:22 +01:00
Frank cd33677de4 ATIS v0.6.0
- Added altimeter QNH
2019-12-11 20:50:25 +01:00
Frank 68fff65088 Merge branch 'develop' into FF/Fox2 2019-12-10 21:07:00 +01:00
Frank 99827bce47 RAT 2019-12-10 19:35:10 +01:00
Frank 2583c5c175 Merge branch 'develop' into FF/Fox2 2019-12-08 13:13:23 +01:00
Frank 61dafa7aa7 Merge branch 'FF/Develop' into FF/Fox2 2019-12-08 00:50:48 +01:00
Frank abbe53c7fa RAT 2019-12-06 23:31:44 +01:00
Frank 5b57873dee RAT 2019-12-06 16:55:21 +01:00
Frank 1d9b114c95 RAT2 2019-12-05 22:42:24 +01:00
Frank 88e7302838 RAT2 2019-12-05 17:06:58 +01:00
Frank b9cb19e8e0 Merge branch 'develop' into FF/Fox2 2019-12-04 22:18:09 +01:00
Frank 3e69143cfd Update Range.lua 2019-12-04 12:12:21 +01:00
Frank 7a53439408 Airbase and TaskBombingRunway 2019-12-02 21:58:32 +01:00
Frank 6a6c7a3236 Merge branch 'develop' into FF/Fox2 2019-12-02 17:06:39 +01:00
Frank f9a49ab7e7 f 2019-12-02 16:26:53 +01:00
Frank 5ad927d20c RAT 2019-11-27 16:46:03 +01:00
Frank 75a7f05761 Update FlightGroup.lua 2019-11-25 23:42:01 +01:00
Frank 70d8fa23fb Merge branch 'develop' into FF/Fox2 2019-11-25 12:34:13 +01:00
Frank a1e6ee7a90 Merge branch 'FF/Develop' into FF/Fox2 2019-11-25 12:24:15 +01:00
Frank b3fe6fe363 FC FG 2019-11-25 09:44:55 +01:00
Frank e978ff69bb Merge branch 'develop' into FF/Fox2 2019-11-23 21:03:13 +01:00
Frank 5fe9cb24ac Merge branch 'develop' into FF/Fox2 2019-11-23 20:45:57 +01:00
Frank cc5db0ef6b Update FlightControl.lua 2019-11-23 19:17:01 +01:00
Frank 3d1f0cc376 FC FG 2019-11-22 23:45:04 +01:00
Frank 751cd8c75c FC 2019-11-21 21:39:31 +01:00
Frank 26bb6471dc FC 2019-11-21 16:38:36 +01:00
Frank 1822df778d Parking 2019-11-20 23:17:31 +01:00
Frank 57af94ef7b Parking 2019-11-20 16:45:31 +01:00
Frank f79ec32c2b FG & FC
parking
2019-11-19 23:08:02 +01:00
Frank 8c91c753ee RAT 2019-11-19 16:48:56 +01:00
Frank f975fa8eae Update FlightControl.lua 2019-11-18 22:48:24 +01:00
Frank d0d58b3f24 Update FlightControl.lua 2019-11-17 22:17:49 +01:00
Frank 986459151f FC 2019-11-15 16:33:58 +01:00
Frank 5cf97ac802 FC FG 2019-11-14 21:50:55 +01:00
Frank a33c8219e1 Merge branch 'FF/Fox2' of https://github.com/FlightControl-Master/MOOSE into FF/Fox2 2019-11-14 16:08:27 +01:00
Frank f5ec6c1cb4 FC FG 2019-11-14 16:08:16 +01:00
Frank 6f1afa2de9 Update Warehouse.lua 2019-11-13 21:10:26 +01:00
Frank 7e9042074d FG 2019-11-13 15:59:34 +01:00
Frank 164bcc5557 Update FlightGroup.lua 2019-11-12 21:43:56 +01:00
Frank 50b61ea094 Ops 2019-11-12 20:10:29 +01:00
Frank b737da9c51 Arty v1.1.6 2019-11-12 16:13:07 +01:00
Frank b41e539b6e Ops FG & FC 2019-11-11 15:14:47 +01:00
Frank a2f35d816c FC 2019-11-10 00:37:31 +01:00
Frank b12d9e9a5d Merge branch 'develop' into FF/Fox2 2019-11-09 22:28:42 +01:00
Frank 5ba8979d94 Ops FG & FC 2019-11-09 20:40:40 +01:00
Frank 880fae604d Ops FlightGroup & FlightControl 2019-11-09 15:19:11 +01:00
Frank 0db24006e1 Merge branch 'develop' into FF/Fox2 2019-11-04 22:44:49 +01:00
Frank 05b87659f4 FG 2019-11-03 15:38:22 +01:00
Frank 3b58e1f127 Merge branch 'develop' into FF/Fox2 2019-10-31 19:31:44 +01:00
Frank c5705e8b1a ARTY v1.1.5 2019-10-31 18:52:35 +01:00
Frank 91dc8a9453 Update FlightGroup.lua 2019-10-30 11:23:37 +01:00
Frank 16ed06a10b Update FlightGroup.lua 2019-10-29 15:36:27 +01:00
Frank 4fb28b1bf5 Update FlightGroup.lua 2019-10-24 23:35:59 +02:00
Frank 7c2ad7e8d0 Merge branch 'FF/Develop' into FF/Fox2 2019-10-22 23:38:02 +02:00
Frank a79b4ba3a9 Merge branch 'FF/Develop' into FF/Fox2 2019-10-22 23:19:47 +02:00
Frank 7b92053277 ATIS v0.5.0 2019-10-21 22:14:10 +02:00
Frank 9e742b1620 ATIS UTILS 2019-10-21 21:58:27 +02:00
Frank b3be71c75b Merge branch 'FF/Develop' into FF/Fox2 2019-10-21 00:30:39 +02:00
Frank 010ca59281 Update Airboss.lua 2019-10-19 19:22:23 +02:00
Frank 1293679401 Merge branch 'develop' into FF/Fox2 2019-10-18 23:29:25 +02:00
Frank f1f3d69584 ATIS v0.4.1 2019-10-18 21:12:24 +02:00
Frank 8a00a31d5b Update Settings.lua 2019-10-14 19:29:13 +02:00
Frank f96a554a84 Update Settings.lua 2019-10-14 18:10:54 +02:00
Frank 70f49a9600 Merge branch 'FF/Develop' into FF/Fox2 2019-10-14 14:44:05 +02:00
Frank f968472c00 Ops
Airboss v1.0.9
Range v2.2.0
2019-10-14 14:32:47 +02:00
Frank c9f9ac7b0e Merge branch 'FF/Develop' into FF/Fox2 2019-10-11 01:55:42 +02:00
Frank 6a3c0b00a1 Update Settings.lua 2019-10-10 20:51:38 +02:00
Frank f194db0309 Merge branch 'FF/Develop' into FF/Fox2 2019-10-09 21:14:58 +02:00
Frank b0342c048d Merge branch 'FF/Develop' into FF/Fox2 2019-10-03 22:46:20 +02:00
Frank 6ae074cd10 Merge branch 'develop' into FF/Fox2 2019-10-02 23:41:34 +02:00
Frank d37a16f3ef ATIS v0.3.0 2019-10-02 18:10:42 +02:00
Frank 7efd2a3053 Merge branch 'FF/Develop' into FF/Fox2 2019-09-30 13:50:56 +02:00
Frank 5c8a3f695e ATIS v0.2.0 2019-09-30 00:33:19 +02:00
Frank fff30c21cd Ops 2019-09-28 00:51:01 +02:00
Frank 6eafba3032 Ops 2019-09-25 23:07:15 +02:00
Frank b96cd1909a ATIS v0.1.0 2019-09-23 12:15:44 +02:00
Frank aa294cd9c6 ATIS 2019-09-22 00:27:03 +02:00
Frank 8880bf8587 ATIS 2019-09-21 00:02:10 +02:00
Frank b0b8d81e5c OPS ATIS 2019-09-19 00:07:28 +02:00
Frank de2f7148ee FG/FC 2019-09-17 22:09:56 +02:00
Frank 69c8d52f52 Ops 2019-09-16 23:23:00 +02:00
Frank aae67268df Ops 2019-09-15 22:18:56 +02:00
Frank 417e88cc6b FlightControl/Group 2019-09-14 22:06:34 +02:00
Frank 6411b77284 Merge branch 'FF/Develop' into FF/Fox2 2019-09-13 19:43:17 +02:00
Frank 367c67f269 ops 2019-09-13 10:24:55 +02:00
Frank a3067740a3 Ops 2019-09-11 20:09:55 +02:00
Frank af3bf7dece OPS 2019-09-06 22:23:52 +02:00
Frank 553f14d2ea Ops 2019-09-05 09:49:27 +02:00
Frank 36e923cac7 Ops 2019-09-04 23:05:03 +02:00
Frank eb14fdc84b Ops 2019-09-04 16:57:01 +02:00
Frank 361854390f Ops 2019-09-03 23:15:20 +02:00
Frank c6fc6ab017 Update Range.lua 2019-09-03 18:06:15 +02:00
Frank 254dd92cd8 Ops 2019-09-03 16:59:20 +02:00
Frank 93af911891 up 2019-09-02 22:38:09 +02:00
Frank 1ecbf22f0a misc 2019-08-30 23:48:41 +02:00
Frank 3531b6a3e6 WH Ops 2019-08-30 10:53:20 -04:00
Frank 91035064fb FG v0.0.7 2019-08-28 10:55:50 -04:00
Frank 11944dab2f FG v0.0.6 2019-08-26 22:26:11 +02:00
Frank 15cbdabbeb FG v0.0.5 2019-08-26 17:54:50 +02:00
Frank 677a733767 Update FlightGroup.lua 2019-08-25 23:49:26 +02:00
Frank 657e3578e0 FG 2019-08-25 22:00:42 +02:00
Frank f9389f4aed FG merge 2019-08-23 10:51:47 -04:00
Frank c263221236 FG v0.0.4 2019-08-23 10:48:38 -04:00
Frank c0a1df4682 Update FlightGroup.lua 2019-08-23 00:41:43 +02:00
Frank aae8ef8053 Update Airboss.lua 2019-08-22 00:02:15 +02:00
Frank d9d246e194 Update FlightGroup.lua 2019-08-21 21:16:06 +02:00
Frank 2d4520995a FG 2019-08-21 10:52:24 -04:00
Frank 786e1ea784 FG v0.0.3 2019-08-21 00:14:05 +02:00
Frank 9e2f312126 FC 2019-08-20 10:42:51 -04:00
Frank 9797d47fbf FG 2019-08-19 23:45:48 +02:00
Frank 594afc5b8e FLIGHTGROUP v0.0.2
- Proper flight status.
2019-08-19 14:25:15 +02:00
Frank d530ba5c3e Merge branch 'FF/Develop' into FF/Fox2 2019-08-18 22:38:14 +02:00
Frank 94bbb8a9a4 RH, GROUP 2019-08-18 21:02:23 +02:00
Frank aade1eebf1 AB, RH 1.0.9 2019-08-18 12:46:22 +02:00
Frank f16db1d4e5 Update Airboss.lua 2019-08-18 11:55:06 +02:00
Frank 17372a16c6 AB, FG 2019-08-16 10:49:19 -04:00
Frank 059bc05527 Merge 2019-08-16 03:46:22 -04:00
Frank 296a7a808a FG 2019-08-16 03:17:03 -04:00
Frank db3ab439d0 FG 2019-08-14 10:36:09 -04:00
Frank a26c9f423c Update FlightGroup.lua 2019-08-12 15:18:42 +02:00
Frank d1e4295178 Merge branch 'FF/Develop' into FF/Fox2 2019-08-11 20:41:45 +02:00
Frank 043e1dc74b Merge branch 'FF/Develop' into FF/Fox2 2019-08-11 20:39:15 +02:00
Frank 10154a6e4e Added SWAPR 2019-08-11 20:34:04 +02:00
Frank 1e1e0758f8 Update FlightGroup.lua 2019-08-11 18:28:57 +02:00
Frank f069523ba6 Flight Group 2019-08-10 22:55:01 +02:00
Frank 6c846380c0 WH
- WAREHOUSE
- FlIGHTGROUP
2019-08-09 21:45:50 +02:00
Frank c172c6d6d6 Update Warehouse.lua 2019-08-09 00:16:43 +02:00
Frank acd0ec187f Update Warehouse.lua 2019-08-08 18:59:14 +02:00
Frank 965ae51223 Update Airboss.lua 2019-08-08 17:00:49 +02:00
funkyfranky 65557db444 WH 2019-08-08 16:28:53 +02:00
funkyfranky 414196afc6 CVW 2019-08-07 16:49:26 +02:00
Frank eb37f9b18c CVW 0.0.5 2019-08-04 11:05:05 +02:00
Frank 6f7f20f7a8 Merge branch 'FF/Develop' into FF/Fox2 2019-08-02 20:46:59 +02:00
funkyfranky 2533651215 CVW 0.0.4 2019-08-02 16:51:00 +02:00
Frank aa4e5d0e7b Detection fix issue #1173
fix for #1173
2019-06-26 09:05:31 +02:00
funkyfranky aef5f0c11a SET 2019-06-25 16:56:15 +02:00
Frank a43769981d Merge branch 'FF/Develop' into FF/Fox2 2019-06-24 13:59:43 +02:00
funkyfranky b0a67686e3 CVW 2019-06-21 16:24:08 +02:00
funkyfranky 4622affe70 CVW 2019-06-21 08:39:44 +02:00
Frank 6b55f0e5dc CVW 0.0.5 2019-06-20 00:42:04 +02:00
Frank 92a75d488c Update CarrierAirWing.lua 2019-06-19 21:00:30 +02:00
funkyfranky c76703207a CVW 2019-06-19 16:22:04 +02:00
funkyfranky 0418dfaa32 CVW 2019-06-18 16:27:18 +02:00
Frank 15d7c36d8f CVW 2019-06-17 23:50:03 +02:00
Frank 305a738926 Skipper v0.0.5 2019-06-16 22:20:26 +02:00
funkyfranky ba1b42f209 SK 2019-06-14 16:23:55 +02:00
Frank b45b3c9804 Update Skipper.lua 2019-06-13 22:32:55 +02:00
funkyfranky fa048311ca Skipper 2019-06-13 15:55:11 +02:00
Frank 23bffd8c1d SKIPPER v0.0.3 2019-06-12 22:43:13 +02:00
funkyfranky 731517dcf2 AB 1.0.3 2019-06-12 16:30:37 +02:00
Frank 6ac1194746 Skipper v0.0.1
- Added skipper class.
- Other minor improvements.
2019-06-11 22:57:38 +02:00
Frank 9b2ed229b2 Merge branch 'FF/Develop' into FF/Fox2 2019-06-08 23:10:05 +02:00
funkyfranky 8ad430347c Score 2019-06-07 15:46:40 +02:00
funkyfranky 9c344eff6e Score 2019-06-06 15:57:05 +02:00
Frank 557a652f73 Merge branch 'FF/Develop' into FF/Fox2 2019-05-26 12:18:05 +02:00
Frank 1ce7ecf64e Fox file 2019-05-26 12:16:42 +02:00
Frank 9c84e995ac FOX 2019-05-26 11:54:45 +02:00
Frank 93936a07d0 Merge branch 'develop' into FF/Fox2 2019-05-26 11:43:35 +02:00
Frank 7a000b02ce WH 0.9.0
WH: Added AssedLowFuel event.
2019-05-26 00:01:15 +02:00
Frank fbff95ed29 FOX update 2019-05-24 23:08:48 +02:00
Frank 7a79d49659 Update Fox2.lua 2019-05-24 09:24:59 +02:00
Frank 614a1cc906 Fixed zone find 2019-05-23 21:07:47 +02:00
Frank 1e1335e2ed Update Scoring.lua 2019-05-16 21:09:18 +02:00
funkyfranky 70bca0d142 SC 2019-05-15 16:47:38 +02:00
funkyfranky eb3037c913 Sc 2019-05-14 16:42:49 +02:00
Frank 8e92b8045b MISC
FMD: misc
FOX v0.3.0 improvements
RANGE v2.1.1 fixed bugs
SCORING added option to reload csv file
WAREHOUSE v0.7.1 added AssedSpawned FMS event.
2019-05-13 21:57:09 +02:00
funkyfranky b795d2fd09 FMD 2019-05-09 16:27:54 +02:00
Frank a73faca149 Update FlightModelData.lua 2019-05-08 23:13:32 +02:00
Frank 96a7a963e6 Update Radio.lua 2019-05-07 21:25:24 +02:00
funkyfranky e206fcd5d5 RQ 2019-05-07 15:37:20 +02:00
Frank bbc353a861 RANGE 2.1.0
RADIOQUEUE class added.
WAREHOUS fixed bug with speed unit conversion.
2019-05-07 01:10:48 +02:00
funkyfranky ba1857950e RAT2 2019-05-03 16:28:40 +02:00
Frank 43193cf7f6 RANGE 2.0 2019-05-01 17:27:30 +02:00
Frank 43c95b6ab5 RANGE 2.0.0
RANGE
- Converted to FSM.
2019-04-29 20:17:09 +02:00
Frank da44f6ef22 Merge branch 'FF/Develop' into FF/Fox2 2019-04-23 19:21:56 +02:00
Frank 6113455520 Rescuehelo 1.0.6 2019-04-23 19:05:54 +02:00
Frank 1150c81ab9 AIRBOSS v0.9.9
FOX2 fixes
2019-04-19 19:44:06 +02:00
funkyfranky 5aabdb7593 Fox, AB 2019-04-18 16:29:00 +02:00
Frank 0a8f83b0fc Update Fox2.lua 2019-04-17 23:02:02 +02:00
funkyfranky b0adfc6bb5 Fox2 v0.1.1 2019-04-17 16:32:29 +02:00
funkyfranky e959b40805 Fox2 2019-04-16 16:36:33 +02:00
Frank 274771b212 Fox 2019-04-15 23:59:20 +02:00
140 changed files with 285722 additions and 13387 deletions
+19 -17
View File
@@ -26,24 +26,25 @@ init:
# - ps: iex ((new-object net.webclient).DownloadString('https://raw.githubusercontent.com/appveyor/ci/master/scripts/enable-rdp.ps1'))
install:
- cmd:
# Outcomment if lua environment invalidates and needs to be reinstalled, otherwise all will run from the cache.
# - call choco install 7zip.commandline
# - call choco install lua51
# - call choco install luarocks
# - call refreshenv
# - call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
# - cmd: PATH = %PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\bin
# - cmd: set LUA_PATH = %LUA_PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?.lua;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?\init.lua
# - cmd: set LUA_CPATH = %LUA_CPATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\lib\lua\5.1\?.dll
# - call luarocks install luasrcdiet
# - call luarocks install checks
# - call luarocks install luadocumentor
# - call luarocks install luacheck
call choco install 7zip.commandline
call choco install lua51
call choco install luarocks
call refreshenv
call "C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC\vcvarsall.bat"
cmd: PATH = %PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\bin
cmd: set LUA_PATH = %LUA_PATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?.lua;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\share\lua\5.1\?\init.lua
cmd: set LUA_CPATH = %LUA_CPATH%;C:\ProgramData\chocolatey\lib\luarocks\luarocks-2.4.3-win32\systree\lib\lua\5.1\?.dll
call luarocks install luasrcdiet
call luarocks install checks
call luarocks install luadocumentor
call luarocks install luacheck
#cache:
# - C:\ProgramData\chocolatey\lib
# - C:\ProgramData\chocolatey\bin
cache:
C:\ProgramData\chocolatey\lib
C:\ProgramData\chocolatey\bin
@@ -51,8 +52,9 @@ build_script:
- ps: |
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
echo "Hello World!"
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'qts80b5kpq0ooj4x6vvw'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
@@ -65,7 +67,7 @@ build_script:
if( $env:appveyor_repo_branch -eq 'master' -or $env:appveyor_repo_branch -eq 'develop' )
{
$apiUrl = 'https://ci.appveyor.com/api'
$token = 'qts80b5kpq0ooj4x6vvw'
$token = 'v2.6hcv3ige78kg3yvg4ge8'
$headers = @{
"Authorization" = "Bearer $token"
"Content-type" = "application/json"
+9
View File
@@ -18,6 +18,8 @@ local.properties
# External tool builders
.externalToolBuilders/
# AppVeyor
.appveyor/
# CDT-specific
.cproject
@@ -26,6 +28,13 @@ local.properties
.buildpath
#####################
## Visual Studio Code
#####################
*.code-workspace
.vscode/
#################
## Visual Studio
#################
+54
View File
@@ -0,0 +1,54 @@
ignore = {
"011", -- A syntax error.
"021", -- An invalid inline option.
"022", -- An unpaired inline push directive.
"023", -- An unpaired inline pop directive.
"111", -- Setting an undefined global variable.
"112", -- Mutating an undefined global variable.
"113", -- Accessing an undefined global variable.
"121", -- Setting a read-only global variable.
"122", -- Setting a read-only field of a global variable.
"131", -- Unused implicitly defined global variable.
"142", -- Setting an undefined field of a global variable.
"143", -- Accessing an undefined field of a global variable.
"211", -- Unused local variable.
"212", -- Unused argument.
"213", -- Unused loop variable.
"221", -- Local variable is accessed but never set.
"231", -- Local variable is set but never accessed.
"232", -- An argument is set but never accessed.
"233", -- Loop variable is set but never accessed.
"241", -- Local variable is mutated but never accessed.
"311", -- Value assigned to a local variable is unused.
"312", -- Value of an argument is unused.
"313", -- Value of a loop variable is unused.
"314", -- Value of a field in a table literal is unused.
"321", -- Accessing uninitialized local variable.
"331", -- Value assigned to a local variable is mutated but never accessed.
"341", -- Mutating uninitialized local variable.
"411", -- Redefining a local variable.
"412", -- Redefining an argument.
"413", -- Redefining a loop variable.
"421", -- Shadowing a local variable.
"422", -- Shadowing an argument.
"423", -- Shadowing a loop variable.
"431", -- Shadowing an upvalue.
"432", -- Shadowing an upvalue argument.
"433", -- Shadowing an upvalue loop variable.
"511", -- Unreachable code.
"512", -- Loop can be executed at most once.
"521", -- Unused label.
"531", -- Left-hand side of an assignment is too short.
"532", -- Left-hand side of an assignment is too long.
"541", -- An empty do end block.
"542", -- An empty if branch.
"551", -- An empty statement.
"561", -- Cyclomatic complexity of a function is too high.
"571", -- A numeric for loop goes from #(expr) down to 1 or less without negative step.
"611", -- A line consists of nothing but whitespace.
"612", -- A line contains trailing whitespace.
"613", -- Trailing whitespace in a string.
"614", -- Trailing whitespace in a comment.
"621", -- Inconsistent indentation (SPACE followed by TAB).
"631", -- Line is too long.
}
@@ -0,0 +1,24 @@
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
+1 -1
View File
@@ -143,7 +143,7 @@ end
-- @return #AI_A2A_CAP
function AI_A2A_CAP:New( AICap, PatrolZone, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolMinSpeed, PatrolMaxSpeed, EngageMinSpeed, EngageMaxSpeed, PatrolAltType )
return self:New2( AICap, EngageMinSpeed, EngageMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, PatrolAltType )
return self:New2( AICap, EngageMinSpeed, EngageMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType, PatrolZone, PatrolMinSpeed, PatrolMaxSpeed, PatrolFloorAltitude, PatrolCeilingAltitude, PatrolAltType )
end
@@ -658,7 +658,9 @@ do -- AI_A2A_DISPATCHER
-- of the race track will randomly selected between 90 (West to East) and 180 (North to South) degrees.
-- After a random duration between 10 and 20 minutes, the flight will get a new random orbit location.
--
-- Note that all parameters except the squadron name are optional. If not specified, default values are taken. Speed and altitude are taken from the
-- Note that all parameters except the squadron name are optional. If not specified, default values are taken. Speed and altitude are taken from the CAP command used earlier on, e.g.
--
-- A2ADispatcher:SetSquadronCap( "Mineralnye", CAPZoneEast, 4000, 10000, 500, 600, 800, 900 )
--
-- Also note that the center of the race track pattern is chosen randomly within the patrol zone and can be close the the boarder of the zone. Hence, it cannot be guaranteed that the
-- whole pattern lies within the patrol zone.
@@ -882,8 +884,9 @@ do -- AI_A2A_DISPATCHER
--- Enumerator for spawns at airbases
-- @type AI_A2A_DISPATCHER.Takeoff
-- @extends Wrapper.Group#GROUP.Takeoff
--- @field #AI_A2A_DISPATCHER.Takeoff Takeoff
---
-- @field #AI_A2A_DISPATCHER.Takeoff Takeoff
AI_A2A_DISPATCHER.Takeoff = GROUP.Takeoff
--- Defnes Landing location.
@@ -929,6 +932,8 @@ do -- AI_A2A_DISPATCHER
self.DefenderTasks = {} -- The Defenders Tasks.
self.DefenderDefault = {} -- The Defender Default Settings over all Squadrons.
self.SetSendPlayerMessages = false --#boolean Flash messages to player
-- TODO: Check detection through radar.
self.Detection:FilterCategories( { Unit.Category.AIRPLANE, Unit.Category.HELICOPTER } )
--self.Detection:InitDetectRadar( true )
@@ -949,7 +954,6 @@ do -- AI_A2A_DISPATCHER
self:SetDefaultCapTimeInterval( 180, 600 ) -- Between 180 and 600 seconds.
self:SetDefaultCapLimit( 1 ) -- Maximum one CAP per squadron.
self:AddTransition( "Started", "Assign", "Started" )
--- OnAfter Transition Handler for Event Assign.
@@ -1707,7 +1711,7 @@ do -- AI_A2A_DISPATCHER
end
--- Set the Squadron visible before startup of the dispatcher.
--- [DEPRECATED - Might create problems launching planes] 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.
-- @param #AI_A2A_DISPATCHER self
@@ -2356,6 +2360,12 @@ do -- AI_A2A_DISPATCHER
return self
end
--- Set flashing player messages on or off
-- @param #AI_A2A_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false)
function AI_A2A_DISPATCHER:SetSendMessages( onoff )
self.SetSendPlayerMessages = onoff
end
--- Sets flights to take-off in the air, as part of the defense system.
-- @param #AI_A2A_DISPATCHER self
@@ -2919,9 +2929,13 @@ do -- AI_A2A_DISPATCHER
-- @return #AI_A2A_DISPATCHER.Squadron Squadron The squadron.
function AI_A2A_DISPATCHER:GetSquadronFromDefender( Defender )
self.Defenders = self.Defenders or {}
local DefenderName = Defender:GetName()
self:F( { DefenderName = DefenderName } )
return self.Defenders[ DefenderName ]
if Defender ~= nil then
local DefenderName = Defender:GetName()
self:F( { DefenderName = DefenderName } )
return self.Defenders[ DefenderName ]
else
return nil
end
end
@@ -3035,7 +3049,20 @@ do -- AI_A2A_DISPATCHER
for FriendlyDistance, AIFriendly in UTILS.spairs( DefenderFriendlies or {} ) do
-- We only allow to ENGAGE targets as long as the Units on both sides are balanced.
if AttackerCount > DefenderCount then
local Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
--self:I("***** AI_A2A_DISPATCHER:CountDefendersToBeEngaged() *****\nThis is supposed to be a UNIT:")
if AIFriendly then
local classname = AIFriendly.ClassName or "No Class Name"
local unitname = AIFriendly.IdentifiableName or "No Unit Name"
--self:I("Class Name: " .. classname)
--self:I("Unit Name: " .. unitname)
--self:I({AIFriendly})
end
local Friendly = nil
if AIFriendly and AIFriendly:IsAlive() then
--self:I("AIFriendly alive, getting GROUP")
Friendly = AIFriendly:GetGroup() -- Wrapper.Group#GROUP
end
if Friendly and Friendly:IsAlive() then
-- Ok, so we have a friendly near the potential target.
-- Now we need to check if the AIGroup has a Task.
@@ -3240,7 +3267,9 @@ do -- AI_A2A_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " Wheels up.", DefenderGroup )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " Wheels up.", DefenderGroup )
end
AI_A2A_Fsm:__Patrol( 2 ) -- Start Patrolling
end
end
@@ -3252,10 +3281,10 @@ do -- AI_A2A_DISPATCHER
self:GetParent(self).onafterPatrolRoute( self, DefenderGroup, From, Event, To )
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", patrolling.", DefenderGroup )
if Squadron and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", patrolling.", DefenderGroup )
end
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
@@ -3271,7 +3300,7 @@ do -- AI_A2A_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
if Squadron and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " returning to base.", DefenderGroup )
end
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
@@ -3459,10 +3488,10 @@ do -- AI_A2A_DISPATCHER
local DefenderTarget = Dispatcher:GetDefenderTaskTarget( DefenderGroup )
if DefenderTarget then
if Squadron.Language == "EN" then
if Squadron.Language == "EN" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " wheels up.", DefenderGroup )
elseif Squadron.Language == "RU" then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " колеса вверх.", DefenderGroup )
elseif Squadron.Language == "RU" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " колёса вверх.", DefenderGroup )
end
--Fsm:__Engage( 2, DefenderTarget.Set ) -- Engage on the TargetSetUnit
Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
@@ -3480,11 +3509,11 @@ do -- AI_A2A_DISPATCHER
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
if Squadron.Language == "EN" then
if Squadron.Language == "EN" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", intercepting bogeys at " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
elseif Squadron.Language == "RU" then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", перехват самолетов в " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
elseif Squadron.Language == "DE" then
elseif Squadron.Language == "RU" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", перехватывая боги в " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
elseif Squadron.Language == "DE" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", Eindringlinge abfangen bei" .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
end
end
@@ -3502,10 +3531,10 @@ do -- AI_A2A_DISPATCHER
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
if Squadron.Language == "EN" then
if Squadron.Language == "EN" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", engaging bogeys at " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
elseif Squadron.Language == "RU" then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", захватывающие самолеты в " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
elseif Squadron.Language == "RU" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", задействуя боги в " .. Coordinate:ToStringA2A( DefenderGroup, nil, Squadron.Language ), DefenderGroup )
end
end
self:GetParent( Fsm ).onafterEngage( self, DefenderGroup, From, Event, To, AttackSetUnit )
@@ -3520,10 +3549,10 @@ do -- AI_A2A_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
if Squadron.Language == "EN" then
if Squadron.Language == "EN" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " returning to base.", DefenderGroup )
elseif Squadron.Language == "RU" then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", возвращаясь на базу.", DefenderGroup )
elseif Squadron.Language == "RU" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", возвращение на базу.", DefenderGroup )
end
end
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
@@ -3551,10 +3580,10 @@ do -- AI_A2A_DISPATCHER
local Dispatcher = self:GetDispatcher() -- #AI_A2A_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron.Language == "EN" then
if Squadron.Language == "EN" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. " landing at base.", DefenderGroup )
elseif Squadron.Language == "RU" then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", захватывающие самолеты в посадка на базу.", DefenderGroup )
elseif Squadron.Language == "RU" and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", посадка на базу.", DefenderGroup )
end
if Action and Action == "Destroy" then
@@ -3947,6 +3976,30 @@ do
function AI_A2A_DISPATCHER:SchedulerCAP( SquadronName )
self:CAP( SquadronName )
end
--- Add resources to a Squadron
-- @param #AI_A2A_DISPATCHER self
-- @param #string Squadron The squadron name.
-- @param #number Amount Number of resources to add.
function AI_A2A_DISPATCHER:AddToSquadron(Squadron,Amount)
local Squadron = self:GetSquadron(Squadron)
if Squadron.ResourceCount then
Squadron.ResourceCount = Squadron.ResourceCount + Amount
end
self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
end
--- Remove resources from a Squadron
-- @param #AI_A2A_DISPATCHER self
-- @param #string Squadron The squadron name.
-- @param #number Amount Number of resources to remove.
function AI_A2A_DISPATCHER:RemoveFromSquadron(Squadron,Amount)
local Squadron = self:GetSquadron(Squadron)
if Squadron.ResourceCount then
Squadron.ResourceCount = Squadron.ResourceCount - Amount
end
self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
end
end
@@ -4523,5 +4576,5 @@ do
return self
end
end
@@ -431,7 +431,7 @@ do -- AI_A2G_DISPATCHER
--
-- ### 2.2. The **Defense Reactivity**.
--
-- There are 5 levels that can be configured to tweak the defense reactivity. As explained above, the threat to a defense coordinate is
-- There are three levels that can be configured to tweak the defense reactivity. As explained above, the threat to a defense coordinate is
-- also determined by the distance of the enemy ground target to the defense coordinate.
-- If you want to have a **low** defense reactivity, that is, the probability that an A2G defense will engage to the enemy ground target, then
-- use the @{#AI_A2G_DISPATCHER.SetDefenseReactivityLow}() method. For medium and high reactivity, use the methods
@@ -999,7 +999,9 @@ do -- AI_A2G_DISPATCHER
-- self.Detection:InitDetectRadar( false )
-- self.Detection:InitDetectVisual( true )
-- self.Detection:SetRefreshTimeInterval( 30 )
self.SetSendPlayerMessages = false --flash messages to players
self:SetDefenseRadius()
self:SetDefenseLimit( nil )
self:SetDefenseApproach( AI_A2G_DISPATCHER.DefenseApproach.Random )
@@ -3699,7 +3701,9 @@ do -- AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", wheels up.", DefenderGroup )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", wheels up.", DefenderGroup )
end
AI_A2G_Fsm:Patrol() -- Engage on the TargetSetUnit
end
end
@@ -3711,7 +3715,7 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
if Squadron then
if Squadron and self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", patrolling.", DefenderGroup )
end
@@ -3730,8 +3734,9 @@ do -- AI_A2G_DISPATCHER
if Squadron and AttackSetUnit:Count() > 0 then
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", moving on to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", moving on to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
end
end
end
@@ -3745,8 +3750,9 @@ do -- AI_A2G_DISPATCHER
local FirstUnit = AttackSetUnit:GetFirst()
if FirstUnit then
local Coordinate = FirstUnit:GetCoordinate()
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
end
end
end
@@ -3757,8 +3763,9 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", returning to base.", DefenderGroup )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", returning to base.", DefenderGroup )
end
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
end
@@ -3770,7 +3777,9 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", lost control." )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", lost control." )
end
if DefenderGroup:IsAboveRunway() then
Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
DefenderGroup:Destroy()
@@ -3785,8 +3794,9 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", landing at base.", DefenderGroup )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", landing at base.", DefenderGroup )
end
if Action and Action == "Destroy" then
Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
DefenderGroup:Destroy()
@@ -3842,7 +3852,9 @@ do -- AI_A2G_DISPATCHER
self:F( { DefenderTarget = DefenderTarget } )
if DefenderTarget then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", wheels up.", DefenderGroup )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", wheels up.", DefenderGroup )
end
AI_A2G_Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
end
end
@@ -3857,8 +3869,9 @@ do -- AI_A2G_DISPATCHER
if Squadron then
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", on route to ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
end
end
self:GetParent(self).onafterEngageRoute( self, DefenderGroup, From, Event, To, AttackSetUnit )
end
@@ -3873,8 +3886,9 @@ do -- AI_A2G_DISPATCHER
local FirstUnit = AttackSetUnit:GetFirst()
if FirstUnit then
local Coordinate = FirstUnit:GetCoordinate()
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", engaging ground target at " .. Coordinate:ToStringA2G( DefenderGroup ), DefenderGroup )
end
end
end
@@ -3884,8 +3898,9 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", returning to base.", DefenderGroup )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", returning to base.", DefenderGroup )
end
self:GetParent(self).onafterRTB( self, DefenderGroup, From, Event, To )
Dispatcher:ClearDefenderTaskTarget( DefenderGroup )
@@ -3899,8 +3914,9 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = AI_A2G_Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
--Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " lost control." )
end
if DefenderGroup:IsAboveRunway() then
Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
DefenderGroup:Destroy()
@@ -3915,8 +3931,9 @@ do -- AI_A2G_DISPATCHER
local DefenderName = DefenderGroup:GetCallsign()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( DefenderGroup )
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", landing at base.", DefenderGroup )
if self.SetSendPlayerMessages then
Dispatcher:MessageToPlayers( Squadron, DefenderName .. ", landing at base.", DefenderGroup )
end
if Action and Action == "Destroy" then
Dispatcher:RemoveDefenderFromSquadron( Squadron, DefenderGroup )
DefenderGroup:Destroy()
@@ -3956,7 +3973,7 @@ do -- AI_A2G_DISPATCHER
local EvaluateDistance = AttackCoordinate:Get2DDistance( DefenseCoordinate )
-- Now check if this coordinate is not in a danger zone, meaning, that the attack line is not crossing other coordinates.
-- (y1 y2)x + (x2 x1)y + (x1y2 x2y1) = 0
-- (y1 - y2)x + (x2 - x1)y + (x1y2 - x2y1) = 0
local c1 = DefenseCoordinate
local c2 = AttackCoordinate
@@ -4017,7 +4034,7 @@ do -- AI_A2G_DISPATCHER
for DefenderID, DefenderGroup in pairs( DefenderFriendlies or {} ) do
-- Here we check if the defenders have a defense line to the attackers.
-- If the attackers are behind enemy lines or too close to an other defense line; then don´t engage.
-- If the attackers are behind enemy lines or too close to an other defense line; then don't engage.
local DefenseCoordinate = DefenderGroup:GetCoordinate()
local HasDefenseLine = self:HasDefenseLine( DefenseCoordinate, DetectedItem )
@@ -4320,7 +4337,7 @@ do -- AI_A2G_DISPATCHER
-- Show tactical situation
local ThreatLevel = DetectedItem.Set:CalculateThreatLevelA2G()
Report:Add( string.format( " - %1s%s ( %04s ): ( #%02d - %-4s ) %s" , ( DetectedItem.IsDetected == true ) and "!" or " ", DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:Count(), DetectedItem.Type or " --- ", string.rep( "", ThreatLevel ) ) )
Report:Add( string.format( " - %1s%s ( %04s ): ( #%02d - %-4s ) %s" , ( DetectedItem.IsDetected == true ) and "!" or " ", DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:Count(), DetectedItem.Type or " --- ", string.rep( "", ThreatLevel ) ) )
for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do
local Defender = Defender -- Wrapper.Group#GROUP
if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then
@@ -4537,7 +4554,7 @@ do -- AI_A2G_DISPATCHER
if self.TacticalDisplay then
-- Show tactical situation
local ThreatLevel = DetectedItem.Set:CalculateThreatLevelA2G()
Report:Add( string.format( " - %1s%s ( %4s ): ( #%d - %4s ) %s" , ( DetectedItem.IsDetected == true ) and "!" or " ", DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:Count(), DetectedItem.Type or " --- ", string.rep( "", ThreatLevel ) ) )
Report:Add( string.format( " - %1s%s ( %4s ): ( #%d - %4s ) %s" , ( DetectedItem.IsDetected == true ) and "!" or " ", DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:Count(), DetectedItem.Type or " --- ", string.rep( "", ThreatLevel ) ) )
for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do
local Defender = Defender -- Wrapper.Group#GROUP
if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then
@@ -4706,6 +4723,35 @@ do
local PatrolTaskType = PatrolTaskTypes[math.random(1,3)]
self:Patrol( SquadronName, PatrolTaskType )
end
--- Set flashing player messages on or off
-- @param #AI_A2G_DISPATCHER self
-- @param #boolean onoff Set messages on (true) or off (false)
function AI_A2G_DISPATCHER:SetSendMessages( onoff )
self.SetSendPlayerMessages = onoff
end
end
--- Add resources to a Squadron
-- @param #AI_A2G_DISPATCHER self
-- @param #string Squadron The squadron name.
-- @param #number Amount Number of resources to add.
function AI_A2G_DISPATCHER:AddToSquadron(Squadron,Amount)
local Squadron = self:GetSquadron(Squadron)
if Squadron.ResourceCount then
Squadron.ResourceCount = Squadron.ResourceCount + Amount
end
self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
end
--- Remove resources from a Squadron
-- @param #AI_A2G_DISPATCHER self
-- @param #string Squadron The squadron name.
-- @param #number Amount Number of resources to remove.
function AI_A2G_DISPATCHER:RemoveFromSquadron(Squadron,Amount)
local Squadron = self:GetSquadron(Squadron)
if Squadron.ResourceCount then
Squadron.ResourceCount = Squadron.ResourceCount - Amount
end
self:T({Squadron = Squadron.Name,SquadronResourceCount = Squadron.ResourceCount})
end
+16 -9
View File
@@ -585,29 +585,36 @@ function AI_AIR:onafterRTB( AIGroup, From, Event, To )
if AIGroup and AIGroup:IsAlive() then
self:I( "Group " .. AIGroup:GetName() .. " ... RTB! ( " .. self:GetState() .. " )" )
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()
if not self.RTBMinSpeed and not self.RTBMaxSpeed then
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
local ToTargetCoord2 = COORDINATE:NewFromVec3( ToTargetVec3 )
if not self.RTBMinSpeed or not self.RTBMaxSpeed then
local RTBSpeedMax = AIGroup:GetSpeedMax()
self:SetRTBSpeed( RTBSpeedMax * 0.25, RTBSpeedMax * 0.25 )
self:SetRTBSpeed( RTBSpeedMax * 0.5, RTBSpeedMax * 0.6 )
end
local RTBSpeed = math.random( self.RTBMinSpeed, self.RTBMaxSpeed )
local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord ) )
--local ToAirbaseAngle = FromCoord:GetAngleDegrees( FromCoord:GetDirectionVec3( ToTargetCoord2 ) )
local Distance = FromCoord:Get2DDistance( ToTargetCoord )
local Distance = FromCoord:Get2DDistance( ToTargetCoord2 )
local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
--local ToAirbaseCoord = FromCoord:Translate( 5000, ToAirbaseAngle )
local ToAirbaseCoord = ToTargetCoord2
if Distance < 5000 then
self:I( "RTB and near the airbase!" )
self:Home()
+9 -3
View File
@@ -418,6 +418,7 @@ end
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Set#SET_UNIT AttackSetUnit Unit set to be attacked.
function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, AttackSetUnit )
self:I( { DefenderGroup, From, Event, To, AttackSetUnit } )
@@ -425,7 +426,7 @@ function AI_AIR_ENGAGE:onafterEngageRoute( DefenderGroup, From, Event, To, Attac
self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
local AttackCount = AttackSetUnit:Count()
local AttackCount = AttackSetUnit:CountAlive()
if AttackCount > 0 then
@@ -510,6 +511,7 @@ end
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Core.Set#SET_UNIT AttackSetUnit Set of units to be attacked.
function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetUnit )
self:F( { DefenderGroup, From, Event, To, AttackSetUnit} )
@@ -517,8 +519,8 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
self.AttackSetUnit = AttackSetUnit -- Kept in memory in case of resume from refuel in air!
local AttackCount = AttackSetUnit:Count()
self:I({AttackCount = AttackCount})
local AttackCount = AttackSetUnit:CountAlive()
self:T({AttackCount = AttackCount})
if AttackCount > 0 then
@@ -531,6 +533,10 @@ function AI_AIR_ENGAGE:onafterEngage( DefenderGroup, From, Event, To, AttackSetU
DefenderCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetCoord = AttackSetUnit:GetFirst():GetPointVec3()
if not TargetCoord then
self:Return()
return
end
TargetCoord:SetY( EngageAltitude ) -- Ground targets don't have an altitude.
local TargetDistance = DefenderCoord:Get2DDistance( TargetCoord )
+2 -2
View File
@@ -515,8 +515,8 @@ function AI_BAI_ZONE:onafterEngage( Controllable, From, Event, To,
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
--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(
+4 -2
View File
@@ -428,8 +428,10 @@ function AI_CAP_ZONE:onafterEngage( Controllable, From, Event, To )
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
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(
+2 -2
View File
@@ -459,8 +459,8 @@ function AI_CAS_ZONE:onafterEngage( Controllable, From, Event, To,
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
--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(
+18 -17
View File
@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
--- **AI** - Models the intelligent transportation of infantry and other cargo.
--
-- ===
--
@@ -35,10 +35,9 @@ AI_CARGO = {
--- Creates a new AI_CARGO object.
-- @param #AI_CARGO self
-- @param Wrapper.Group#GROUP Carrier
-- @param Core.Set#SET_CARGO CargoSet
-- @param #number CombatRadius
-- @return #AI_CARGO
-- @param Wrapper.Group#GROUP Carrier Cargo carrier group.
-- @param Core.Set#SET_CARGO CargoSet Set of cargo(s) to transport.
-- @return #AI_CARGO self
function AI_CARGO:New( Carrier, CargoSet )
local self = BASE:Inherit( self, FSM_CONTROLLABLE:New( Carrier ) ) -- #AI_CARGO
@@ -48,18 +47,21 @@ function AI_CARGO:New( Carrier, CargoSet )
self:SetStartState( "Unloaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
-- Board
self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
self:AddTransition( "*", "Load", "*" )
self:AddTransition( "*", "Reload", "*" )
self:AddTransition( "*", "Board", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "PickedUp", "Loaded" )
self:AddTransition( "*", "Load", "Boarding" )
self:AddTransition( { "Boarding", "Loaded" }, "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
-- Unload
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Unload", "*" )
self:AddTransition( "*", "Unboard", "*" )
self:AddTransition( "*", "Unloaded", "Unloaded" )
self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
--- Pickup Handler OnBefore for AI_CARGO
-- @function [parent=#AI_CARGO] OnBeforePickup
@@ -580,4 +582,3 @@ function AI_CARGO:onafterDeployed( Carrier, From, Event, To, DeployZone, Defend
end
end
+87 -16
View File
@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
--- **AI** - Models the intelligent transportation of cargo using ground vehicles.
--
-- ===
--
@@ -98,7 +98,8 @@ function AI_CARGO_APC:New( APC, CargoSet, CombatRadius )
self:AddTransition( "*", "Guard", "Unloaded" )
self:AddTransition( "*", "Home", "*" )
self:AddTransition( "*", "Reload", "Boarding" )
self:AddTransition( "*", "Deployed", "*" )
self:AddTransition( "*", "PickedUp", "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:SetCombatRadius( CombatRadius )
@@ -157,6 +158,45 @@ function AI_CARGO_APC:SetCarrier( CargoCarrier )
return self
end
--- Set whether or not the carrier will use roads to *pickup* and *deploy* the cargo.
-- @param #AI_CARGO_APC self
-- @param #boolean Offroad If true, carrier will not use roads. If `nil` or `false` the carrier will use roads when available.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_APC self
function AI_CARGO_APC:SetOffRoad(Offroad, Formation)
self:SetPickupOffRoad(Offroad, Formation)
self:SetDeployOffRoad(Offroad, Formation)
return self
end
--- Set whether the carrier will *not* use roads to *pickup* the cargo.
-- @param #AI_CARGO_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_APC self
function AI_CARGO_APC:SetPickupOffRoad(Offroad, Formation)
self.pickupOffroad=Offroad
self.pickupFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end
--- Set whether the carrier will *not* use roads to *deploy* the cargo.
-- @param #AI_CARGO_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_APC self
function AI_CARGO_APC:SetDeployOffRoad(Offroad, Formation)
self.deployOffroad=Offroad
self.deployFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end
--- Find a free Carrier within a radius.
-- @param #AI_CARGO_APC self
@@ -350,10 +390,13 @@ function AI_CARGO_APC:onafterFollow( APC, From, Event, To )
end
--- @param #AI_CARGO_APC
-- @param Wrapper.Group#GROUP APC
function AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
--- Pickup task function. Triggers Load event.
-- @param Wrapper.Group#GROUP APC The cargo carrier group.
-- @param #AI_CARGO_APC sel `AI_CARGO_APC` class.
-- @param Core.Point#COORDINATE Coordinate. The coordinate (not used).
-- @param #number Speed Speed (not used).
-- @param Core.Zone#ZONE PickupZone Pickup zone.
function AI_CARGO_APC._Pickup(APC, self, Coordinate, Speed, PickupZone)
APC:F( { "AI_CARGO_APC._Pickup:", APC:GetName() } )
@@ -362,8 +405,12 @@ function AI_CARGO_APC._Pickup( APC, self, Coordinate, Speed, PickupZone )
end
end
function AI_CARGO_APC._Deploy( APC, self, Coordinate, DeployZone )
--- Deploy task function. Triggers Unload event.
-- @param Wrapper.Group#GROUP APC The cargo carrier group.
-- @param #AI_CARGO_APC self `AI_CARGO_APC` class.
-- @param Core.Point#COORDINATE Coordinate. The coordinate (not used).
-- @param Core.Zone#ZONE DeployZone Deploy zone.
function AI_CARGO_APC._Deploy(APC, self, Coordinate, DeployZone)
APC:F( { "AI_CARGO_APC._Deploy:", APC } )
@@ -392,12 +439,20 @@ function AI_CARGO_APC:onafterPickup( APC, From, Event, To, Coordinate, Speed, He
self.RoutePickup = true
local _speed=Speed or APC:GetSpeedMax()*0.5
-- Route on road.
local Waypoints = {}
if self.pickupOffroad then
Waypoints[1]=APC:GetCoordinate():WaypointGround(Speed, self.pickupFormation)
Waypoints[2]=Coordinate:WaypointGround(_speed, self.pickupFormation, DCSTasks)
else
Waypoints=APC:TaskGroundOnRoad(Coordinate, _speed, ENUMS.Formation.Vehicle.OffRoad, true)
end
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Pickup", self, Coordinate, Speed, PickupZone )
self:F({Waypoints = Waypoints})
local Waypoint = Waypoints[#Waypoints]
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
@@ -428,18 +483,34 @@ function AI_CARGO_APC:onafterDeploy( APC, From, Event, To, Coordinate, Speed, He
self.RouteDeploy = true
local _speed=Speed or APC:GetSpeedMax()*0.5
local Waypoints = APC:TaskGroundOnRoad( Coordinate, _speed, "Line abreast", true )
-- Set speed in km/h.
local speedmax=APC:GetSpeedMax()
local _speed=Speed or speedmax*0.5
_speed=math.min(_speed, speedmax)
-- Route on road.
local Waypoints = {}
if self.deployOffroad then
Waypoints[1]=APC:GetCoordinate():WaypointGround(Speed, self.deployFormation)
Waypoints[2]=Coordinate:WaypointGround(_speed, self.deployFormation, DCSTasks)
else
Waypoints=APC:TaskGroundOnRoad(Coordinate, _speed, ENUMS.Formation.Vehicle.OffRoad, true)
end
-- Task function
local TaskFunction = APC:TaskFunction( "AI_CARGO_APC._Deploy", self, Coordinate, DeployZone )
self:F({Waypoints = Waypoints})
-- Last waypoint
local Waypoint = Waypoints[#Waypoints]
APC:SetTaskWaypoint( Waypoint, TaskFunction ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
-- Set task function
APC:SetTaskWaypoint(Waypoint, TaskFunction) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
-- Route group
APC:Route( Waypoints, 1 ) -- Move after a random seconds to the Route. See the Route method for details.
-- Call parent function.
self:GetParent( self, AI_CARGO_APC ).onafterDeploy( self, APC, From, Event, To, Coordinate, Speed, Height, DeployZone )
end
@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
--- **AI** - Models the intelligent transportation of cargo using airplanes.
--
-- ===
--
@@ -408,9 +408,6 @@ function AI_CARGO_AIRPLANE:onafterUnload( Airplane, From, Event, To, DeployZone
end
--- Route the airplane from one airport or it's current position to another airbase.
-- @param #AI_CARGO_AIRPLANE self
-- @param Wrapper.Group#GROUP Airplane Airplane group to be routed.
@@ -438,14 +435,10 @@ function AI_CARGO_AIRPLANE:Route( Airplane, Airbase, Speed, Height, Uncontrolled
-- To point.
local AirbasePointVec2 = Airbase:GetPointVec2()
local ToWaypoint = AirbasePointVec2:WaypointAir(
POINT_VEC3.RoutePointAltType.BARO,
"Land",
"Landing",
Speed or Airplane:GetSpeedMax()*0.8
)
ToWaypoint["airdromeId"] = Airbase:GetID()
ToWaypoint["speed_locked"] = true
local ToWaypoint = AirbasePointVec2:WaypointAir(POINT_VEC3.RoutePointAltType.BARO, "Land", "Landing", Speed or Airplane:GetSpeedMax()*0.8, true, Airbase)
--ToWaypoint["airdromeId"] = Airbase:GetID()
--ToWaypoint["speed_locked"] = true
-- If self.Airbase~=nil then group is currently at an airbase, where it should be respawned.
@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry and other cargo.
--- **AI** - Models the intelligent transportation of infantry and other cargo.
--
-- ## Features:
--
@@ -1104,7 +1104,7 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
-- The Pickup sequence ...
-- Check if this Carrier need to go and Pickup something...
-- So, if the cargo bay is not full yet with cargo to be loaded ...
self:I( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
self:T( { Carrier = CarrierGroupName, IsRelocating = AI_Cargo:IsRelocating(), IsTransporting = AI_Cargo:IsTransporting() } )
if AI_Cargo:IsRelocating() == false and AI_Cargo:IsTransporting() == false then
-- ok, so there is a free Carrier
-- now find the first cargo that is Unloaded
@@ -1,4 +1,4 @@
--- **AI** -- (2.4) - Models the intelligent transportation of infantry and other cargo using APCs.
--- **AI** - Models the intelligent transportation of infantry and other cargo using APCs.
--
-- ## Features:
--
@@ -181,25 +181,36 @@ function AI_CARGO_DISPATCHER_APC:New( APCSet, CargoSet, PickupZoneSet, DeployZon
return self
end
--- AI cargo
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param Wrapper.Group#GROUP APC The APC carrier.
-- @param Core.Set#SET_CARGO CargoSet Cargo set.
-- @return AI.AI_Cargo_APC#AI_CARGO_DISPATCHER_APC AI cargo APC object.
function AI_CARGO_DISPATCHER_APC:AICargo( APC, CargoSet )
return AI_CARGO_APC:New( APC, CargoSet, self.CombatRadius )
local aicargoapc=AI_CARGO_APC:New(APC, CargoSet, self.CombatRadius)
aicargoapc:SetDeployOffRoad(self.deployOffroad, self.deployFormation)
aicargoapc:SetPickupOffRoad(self.pickupOffroad, self.pickupFormation)
return aicargoapc
end
--- Enable/Disable unboarding of cargo (infantry) when enemies are nearby (to help defend the carrier).
-- This is only valid for APCs and trucks etc, thus ground vehicles.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby.
-- When the combat radius is 0, no defense will happen of the carrier.
-- When the combat radius is 0 (default), no defense will happen of the carrier.
-- When the combat radius is not provided, no defense will happen!
-- @return #AI_CARGO_DISPATCHER_APC
-- @usage
--
-- -- Disembark the infantry when the carrier is under attack.
-- AICargoDispatcher:SetCombatRadius( true )
-- AICargoDispatcher:SetCombatRadius( 500 )
--
-- -- Keep the cargo in the carrier when the carrier is under attack.
-- AICargoDispatcher:SetCombatRadius( false )
-- AICargoDispatcher:SetCombatRadius( 0 )
function AI_CARGO_DISPATCHER_APC:SetCombatRadius( CombatRadius )
self.CombatRadius = CombatRadius or 0
@@ -207,3 +218,41 @@ function AI_CARGO_DISPATCHER_APC:SetCombatRadius( CombatRadius )
return self
end
--- Set whether the carrier will *not* use roads to *pickup* and *deploy* the cargo.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_DISPATCHER_APC self
function AI_CARGO_DISPATCHER_APC:SetOffRoad(Offroad, Formation)
self:SetPickupOffRoad(Offroad, Formation)
self:SetDeployOffRoad(Offroad, Formation)
return self
end
--- Set whether the carrier will *not* use roads to *pickup* the cargo.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_DISPATCHER_APC self
function AI_CARGO_DISPATCHER_APC:SetPickupOffRoad(Offroad, Formation)
self.pickupOffroad=Offroad
self.pickupFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end
--- Set whether the carrier will *not* use roads to *deploy* the cargo.
-- @param #AI_CARGO_DISPATCHER_APC self
-- @param #boolean Offroad If true, carrier will not use roads.
-- @param #number Formation Offroad formation used. Default is `ENUMS.Formation.Vehicle.Offroad`.
-- @return #AI_CARGO_DISPATCHER_APC self
function AI_CARGO_DISPATCHER_APC:SetDeployOffRoad(Offroad, Formation)
self.deployOffroad=Offroad
self.deployFormation=Formation or ENUMS.Formation.Vehicle.OffRoad
return self
end
@@ -174,8 +174,8 @@ function AI_CARGO_DISPATCHER_HELICOPTER:New( HelicopterSet, CargoSet, PickupZone
self:SetPickupSpeed( 350, 150 )
self:SetDeploySpeed( 350, 150 )
self:SetPickupRadius( 0, 0 )
self:SetDeployRadius( 0, 0 )
self:SetPickupRadius( 40, 12 )
self:SetDeployRadius( 40, 12 )
self:SetPickupHeight( 500, 200 )
self:SetDeployHeight( 500, 200 )
@@ -186,6 +186,9 @@ end
function AI_CARGO_DISPATCHER_HELICOPTER:AICargo( Helicopter, CargoSet )
return AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
local dispatcher = AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
dispatcher:SetLandingSpeedAndHeight(27, 6)
return dispatcher
end
@@ -0,0 +1,193 @@
--- **AI** -- (2.5.1) - Models the intelligent transportation of infantry and other cargo using Ships
--
-- ## Features:
--
-- * Transport cargo to various deploy zones using naval vehicles.
-- * Various @{Cargo.Cargo#CARGO} types can be transported, including infantry, vehicles, and crates.
-- * Define a deploy zone of various types to determine the destination of the cargo.
-- * Ships will follow shipping lanes as defined in the Mission Editor.
-- * Multiple ships can transport multiple cargo as a single group.
--
-- ===
--
-- ## Test Missions:
--
-- NEED TO DO
--
-- ===
--
-- ### Author: **acrojason** (derived from AI_Cargo_Dispatcher_APC by FlightControl)
--
-- ===
--
-- @module AI.AI_Cargo_Dispatcher_Ship
-- @image AI_Cargo_Dispatcher.JPG
--- @type AI_CARGO_DISPATCHER_SHIP
-- @extends AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER
--- A dynamic cargo transportation capability for AI groups.
--
-- Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.
--
-- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.
--
-- ## Note! In order to fully understand the mechanisms of the AI_CARGO_DISPATCHER_SHIP class, it is recommended that you first consult and READ the documentation of the @{AI.AI_Cargo_Dispatcher} module!!!
--
-- 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.
-- 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.
--
-- ---
--
-- # 2) AI_CARGO_DISPATCHER_SHIP is a Finite State Machine.
--
-- This section must be read as follows... Each of the rows indicate a state transition, triggered through an event, and with an ending state of the event was executed.
-- The first column is the **From** state, the second column the **Event**, and the third column the **To** state.
--
-- So, each of the rows have the following structure.
--
-- * **From** => **Event** => **To**
--
-- Important to know is that an event can only be executed if the **current state** is the **From** state.
-- This, when an **Event** that is being triggered has a **From** state that is equal to the **Current** state of the state machine, the event will be executed,
-- and the resulting state will be the **To** state.
--
-- These are the different possible state transitions of this state machine implementation:
--
-- * Idle => Start => Monitoring
-- * Monitoring => Monitor => Monitoring
-- * Monitoring => Stop => Idle
--
-- * Monitoring => Pickup => Monitoring
-- * Monitoring => Load => Monitoring
-- * Monitoring => Loading => Monitoring
-- * Monitoring => Loaded => Monitoring
-- * Monitoring => PickedUp => Monitoring
-- * Monitoring => Deploy => Monitoring
-- * Monitoring => Unload => Monitoring
-- * Monitoring => Unloaded => Monitoring
-- * Monitoring => Deployed => Monitoring
-- * Monitoring => Home => Monitoring
--
--
-- ## 2.1) AI_CARGO_DISPATCHER States.
--
-- * **Monitoring**: The process is dispatching.
-- * **Idle**: The process is idle.
--
-- ## 2.2) AI_CARGO_DISPATCHER Events.
--
-- * **Start**: Start the transport process.
-- * **Stop**: Stop the transport process.
-- * **Monitor**: Monitor and take action.
--
-- * **Pickup**: Pickup cargo.
-- * **Load**: Load the cargo.
-- * **Loading**: The dispatcher is coordinating the loading of a cargo.
-- * **Loaded**: Flag that the cargo is loaded.
-- * **PickedUp**: The dispatcher has loaded all requested cargo into the CarrierGroup.
-- * **Deploy**: Deploy cargo to a location.
-- * **Unload**: Unload the cargo.
-- * **Unloaded**: Flag that the cargo is unloaded.
-- * **Deployed**: All cargo is unloaded from the carriers in the group.
-- * **Home**: A Carrier is going home.
--
-- ## 2.3) Enhance your mission scripts with **Tailored** Event Handling!
--
-- Within your mission, you can capture these events when triggered, and tailor the events with your own code!
-- Check out the @{AI.AI_Cargo_Dispatcher#AI_CARGO_DISPATCHER} class at chapter 3 for details on the different event handlers that are available and how to use them.
--
-- **There are a lot of templates available that allows you to quickly setup an event handler for a specific event type!**
--
-- ---
--
-- # 3) Set the pickup parameters.
--
-- Several parameters can be set to pickup cargo:
--
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetPickupRadius}(): Sets or randomizes the pickup location for the Ship around the cargo coordinate in a radius defined an outer and optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetPickupSpeed}(): Set the speed or randomizes the speed in km/h to pickup the cargo.
--
-- # 4) Set the deploy parameters.
--
-- Several parameters can be set to deploy cargo:
--
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetDeployRadius}(): Sets or randomizes the deploy location for the Ship around the cargo coordinate in a radius defined an outer and an optional inner radius.
-- * @{#AI_CARGO_DISPATCHER_SHIP.SetDeploySpeed}(): Set the speed or randomizes the speed in km/h to deploy the cargo.
--
-- # 5) Set the home zone when there isn't any more cargo to pickup.
--
-- A home zone can be specified to where the Ship will move when there isn't any cargo left for pickup.
-- 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.
--
-- ===
--
-- @field #AI_CARGO_DISPATCHER_SHIP
AI_CARGO_DISPATCHER_SHIP = {
ClassName = "AI_CARGO_DISPATCHER_SHIP"
}
--- Creates a new AI_CARGO_DISPATCHER_SHIP object.
-- @param #AI_CARGO_DISPATCHER_SHIP self
-- @param Core.Set#SET_GROUP ShipSet The set of @{Wrapper.Group#GROUP} objects of Ships that will transport the cargo
-- @param Core.Set#SET_CARGO CargoSet The set of @{Cargo.Cargo#CARGO} objects, which can be CARGO_GROUP, CARGO_CRATE, or CARGO_SLINGLOAD objects.
-- @param Core.Set#SET_ZONE PickupZoneSet The set of pickup zones which are used to determine from where the cargo can be picked up by the Ship.
-- @param Core.Set#SET_ZONE DeployZoneSet The set of deploy zones which determine where the cargo will be deployed by the Ship.
-- @param #table ShippingLane Table containing list of Shipping Lanes to be used
-- @return #AI_CARGO_DISPATCHER_SHIP
-- @usage
--
-- -- An AI dispatcher object for a naval group, moving cargo from pickup zones to deploy zones via a predetermined Shipping Lane
--
-- local SetCargoInfantry = SET_CARGO:New():FilterTypes( "Infantry" ):FilterStart()
-- local SetShip = SET_GROUP:New():FilterPrefixes( "Ship" ):FilterStart()
-- local SetPickupZones = SET_ZONE:New():FilterPrefixes( "Pickup" ):FilterStart()
-- local SetDeployZones = SET_ZONE:New():FilterPrefixes( "Deploy" ):FilterStart()
-- NEED MORE THOUGHT - ShippingLane is part of Warehouse.......
-- local ShippingLane = GROUP:New():FilterPrefixes( "ShippingLane" ):FilterStart()
--
-- AICargoDispatcherShip = AI_CARGO_DISPATCHER_SHIP:New( SetShip, SetCargoInfantry, SetPickupZones, SetDeployZones, ShippingLane )
-- AICargoDispatcherShip:Start()
--
function AI_CARGO_DISPATCHER_SHIP:New( ShipSet, CargoSet, PickupZoneSet, DeployZoneSet, ShippingLane )
local self = BASE:Inherit( self, AI_CARGO_DISPATCHER:New( ShipSet, CargoSet, PickupZoneSet, DeployZoneSet ) )
self:SetPickupSpeed( 60, 10 )
self:SetDeploySpeed( 60, 10 )
self:SetPickupRadius( 500, 6000 )
self:SetDeployRadius( 500, 6000 )
self:SetPickupHeight( 0, 0 )
self:SetDeployHeight( 0, 0 )
self:SetShippingLane( ShippingLane )
self:SetMonitorTimeInterval( 600 )
return self
end
function AI_CARGO_DISPATCHER_SHIP:SetShippingLane( ShippingLane )
self.ShippingLane = ShippingLane
return self
end
function AI_CARGO_DISPATCHER_SHIP:AICargo( Ship, CargoSet )
return AI_CARGO_SHIP:New( Ship, CargoSet, 0, self.ShippingLane )
end
+138 -107
View File
@@ -1,4 +1,4 @@
--- **AI** -- (R2.4) - Models the intelligent transportation of infantry (cargo).
--- **AI** - Models the intelligent transportation of cargo using helicopters.
--
-- ===
--
@@ -33,7 +33,7 @@
--
-- ## Infantry health.
--
-- When infantry is unboarded from the APCs, the infantry is actually respawned into the battlefield.
-- When infantry is unboarded from the helicopters, the infantry is actually respawned into the battlefield.
-- As a result, the unboarding infantry is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of new spawned units as a parameter.
-- However, infantry that was destroyed when unboarded, won't be respawned again. Destroyed is destroyed.
@@ -64,25 +64,24 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self.Zone = ZONE_GROUP:New( Helicopter:GetName(), Helicopter, 300 )
self:SetStartState( "Unloaded" )
-- Boarding
self:AddTransition( "Unloaded", "Pickup", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Load", "*" )
self:AddTransition( "*", "Loaded", "Loaded" )
self:AddTransition( "Loaded", "PickedUp", "Loaded" )
self:AddTransition( "Unloaded", "Pickup", "*" )
self:AddTransition( "Loaded", "Deploy", "*" )
-- Unboarding
self:AddTransition( "Loaded", "Deploy", "*" )
self:AddTransition( "*", "Queue", "*" )
self:AddTransition( "*", "Orbit" , "*" )
self:AddTransition( "*", "Destroyed", "*" )
self:AddTransition( "*", "Unload", "*" )
self:AddTransition( "*", "Unloaded", "Unloaded" )
self:AddTransition( "Unloaded", "Deployed", "Unloaded" )
self:AddTransition( { "Unloaded", "Loading" }, "Load", "Boarding" )
self:AddTransition( "Boarding", "Board", "Boarding" )
self:AddTransition( "Boarding", "Loaded", "Boarding" )
self:AddTransition( "Boarding", "PickedUp", "Loaded" )
self:AddTransition( "Loaded", "Unload", "Unboarding" )
self:AddTransition( "Unboarding", "Unboard", "Unboarding" )
self:AddTransition( "Unboarding", "Unloaded", "Unboarding" )
self:AddTransition( "Unboarding", "Deployed", "Unloaded" )
self:AddTransition( "*", "Landed", "*" )
self:AddTransition( "*", "Queue", "*" )
self:AddTransition( "*", "Orbit" , "*" )
-- RTB
self:AddTransition( "*", "Home" , "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
--- Pickup Handler OnBefore for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnBeforePickup
@@ -100,13 +99,31 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- PickedUp Handler OnAfter for AI_CARGO_HELICOPTER - Cargo set has been picked up, ready to deploy
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterPickedUp
-- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter The helicopter #GROUP object
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Wrapper.Unit#UNIT Unit The helicopter #UNIT object
--- Unloaded Handler OnAfter for AI_CARGO_HELICOPTER - Cargo unloaded, carrier is empty
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterUnloaded
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo The #CARGO_GROUP object.
-- @param Wrapper.Unit#UNIT Unit The helicopter #UNIT object
--- Pickup Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Pickup
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Pickup Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Pickup
@@ -122,7 +139,7 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate Place at which cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @return #boolean
--- Deploy Handler OnAfter for AI_CARGO_HELICOPTER
@@ -132,21 +149,42 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deployed Handler OnAfter for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] OnAfterDeployed
-- @param #AI_CARGO_HELICOPTER self
-- @param #string From
-- @param #string Event
-- @param #string To
--- Deploy Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Deploy
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Deploy Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Deploy
-- @param #number Delay Delay in seconds.
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
--- Home Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] Home
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height (optional) Height the Helicopter should be flying at.
--- Home Asynchronous Trigger for AI_CARGO_HELICOPTER
-- @function [parent=#AI_CARGO_HELICOPTER] __Home
-- @param #number Delay Delay in seconds.
-- @param #AI_CARGO_HELICOPTER self
-- @param Core.Point#COORDINATE Coordinate Place to which the helicopter will go.
-- @param #number Speed (optional) Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height (optional) Height the Helicopter should be flying at.
-- We need to capture the Crash events for the helicopters.
-- The helicopter reference is used in the semaphore AI_CARGO_QUEUE.
@@ -173,6 +211,9 @@ function AI_CARGO_HELICOPTER:New( Helicopter, CargoSet )
self:SetCarrier( Helicopter )
self.landingspeed = 15 -- kph
self.landingheight = 5.5 -- meter
return self
end
@@ -221,6 +262,25 @@ function AI_CARGO_HELICOPTER:SetCarrier( Helicopter )
return self
end
--- Set landingspeed and -height for helicopter landings. Adjust after tracing if your helis get stuck after landing.
-- @param #AI_CARGO_HELICOPTER self
-- @param #number speed Landing speed in kph(!), e.g. 15
-- @param #number height Landing height in meters(!), e.g. 5.5
-- @return #AI_CARGO_HELICOPTER self
-- @usage If your choppers get stuck, add tracing to your script to determine if they hit the right parameters like so:
--
-- BASE:TraceOn()
-- BASE:TraceClass("AI_CARGO_HELICOPTER")
--
-- Watch the DCS.log for entries stating `Helicopter:<name>, Height = Helicopter:<number>, Velocity = Helicopter:<number>`
-- Adjust if necessary.
function AI_CARGO_HELICOPTER:SetLandingSpeedAndHeight(speed, height)
local _speed = speed or 15
local _height = height or 5.5
self.landingheight = _height
self.landingspeed = _speed
return self
end
--- @param #AI_CARGO_HELICOPTER self
-- @param Wrapper.Group#GROUP Helicopter
@@ -228,7 +288,7 @@ end
-- @param Event
-- @param To
function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
self:F({From, Event, To})
Helicopter:F( { Name = Helicopter:GetName() } )
if Helicopter and Helicopter:IsAlive() then
@@ -237,13 +297,13 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
-- 1 - When the helo lands normally on the ground.
-- 2 - when the helo is hit and goes RTB or even when it is destroyed.
-- For point 2, this is an issue, the infantry may not unload in this case!
-- So we check if the helo is on the ground, and velocity< 5.
-- So we check if the helo is on the ground, and velocity< 15.
-- Only then the infantry can unload (and load too, for consistency)!
self:F( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
self:T( { Helicopter:GetName(), Height = Helicopter:GetHeight( true ), Velocity = Helicopter:GetVelocityKMH() } )
if self.RoutePickup == true then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
--self:Load( Helicopter:GetPointVec2() )
self:Load( self.PickupZone )
self.RoutePickup = false
@@ -251,7 +311,7 @@ function AI_CARGO_HELICOPTER:onafterLanded( Helicopter, From, Event, To )
end
if self.RouteDeploy == true then
if Helicopter:GetHeight( true ) <= 5 and Helicopter:GetVelocityKMH() < 10 then
if Helicopter:GetHeight( true ) <= self.landingheight then --and Helicopter:GetVelocityKMH() < self.landingspeed then
self:Unload( self.DeployZone )
self.RouteDeploy = false
end
@@ -269,7 +329,7 @@ end
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordinate, Speed, DeployZone )
self:F({From, Event, To, Coordinate, Speed, DeployZone})
local HelicopterInZone = false
if Helicopter and Helicopter:IsAlive() == true then
@@ -308,7 +368,11 @@ function AI_CARGO_HELICOPTER:onafterQueue( Helicopter, From, Event, To, Coordina
-- true
-- )
-- Route[#Route+1] = WaypointFrom
local CoordinateTo = Coordinate
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
@@ -348,28 +412,17 @@ end
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Speed
function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordinate )
self:F({From, Event, To, Coordinate})
if Helicopter and Helicopter:IsAlive() then
local Route = {}
-- local CoordinateFrom = Helicopter:GetCoordinate()
-- local WaypointFrom = CoordinateFrom:WaypointAir(
-- "RADIO",
-- POINT_VEC3.RoutePointType.TurningPoint,
-- POINT_VEC3.RoutePointAction.TurningPoint,
-- Speed,
-- true
-- )
-- Route[#Route+1] = WaypointFrom
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
50,
true
)
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, 50, true)
Route[#Route+1] = WaypointTo
local Tasks = {}
@@ -379,7 +432,7 @@ function AI_CARGO_HELICOPTER:onafterOrbit( Helicopter, From, Event, To, Coordina
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
Helicopter:Route(Route, 0)
end
end
@@ -395,7 +448,7 @@ end
-- @param #boolean Deployed Cargo is deployed.
-- @return #boolean True if all cargo has been unloaded.
function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, DeployZone )
self:F( { Helicopter, From, Event, To, DeployZone = DeployZone } )
self:F( { From, Event, To, DeployZone = DeployZone } )
self:Orbit( Helicopter:GetCoordinate(), 50 )
@@ -408,7 +461,6 @@ function AI_CARGO_HELICOPTER:onafterDeployed( Helicopter, From, Event, To, Deplo
self:GetParent( self, AI_CARGO_HELICOPTER ).onafterDeployed( self, Helicopter, From, Event, To, DeployZone )
end
--- On after Pickup event.
@@ -418,11 +470,12 @@ end
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Pickup place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the pickup coordinate. This parameter is ignored for APCs.
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil, if there wasn't any PickupZoneSet provided.
function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordinate, Speed, Height, PickupZone )
self:F({Coordinate, Speed, Height, PickupZone })
if Helicopter and Helicopter:IsAlive() ~= nil then
Helicopter:Activate()
@@ -436,25 +489,16 @@ function AI_CARGO_HELICOPTER:onafterPickup( Helicopter, From, Event, To, Coordin
--- Calculate the target route point.
local CoordinateFrom = Helicopter:GetCoordinate()
local CoordinateTo = Coordinate
--- Create a route point of type air.
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
--- Create a route point of type air.
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint,_speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointTo
@@ -495,10 +539,10 @@ end
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Place at which the cargo is deployed.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the deploy coordinate.
function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordinate, Speed, Height, DeployZone )
self:F({From, Event, To, Coordinate, Speed, Height, DeployZone})
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteDeploy = true
@@ -514,25 +558,17 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointFrom
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
_speed,
true
)
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + 50 -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, _speed, true)
Route[#Route+1] = WaypointTo
Route[#Route+1] = WaypointTo
@@ -542,7 +578,9 @@ function AI_CARGO_HELICOPTER:onafterDeploy( Helicopter, From, Event, To, Coordin
local Tasks = {}
-- The _Deploy function does not exist.
Tasks[#Tasks+1] = Helicopter:TaskFunction( "AI_CARGO_HELICOPTER._Deploy", self, Coordinate, DeployZone )
Tasks[#Tasks+1] = Helicopter:TaskOrbitCircle( math.random( 30, 100 ), _speed, CoordinateTo:GetRandomCoordinateInRadius( 800, 500 ) )
--Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
@@ -566,11 +604,12 @@ end
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Home place.
-- @param #number Speed Speed in km/h to drive to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Speed Speed in km/h to fly to the pickup coordinate. Default is 50% of max possible speed the unit can go.
-- @param #number Height Height in meters to move to the home coordinate.
-- @param Core.Zone#ZONE HomeZone The zone wherein the carrier will return when all cargo has been transported. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinate, Speed, Height, HomeZone )
self:F({From, Event, To, Coordinate, Speed, Height})
if Helicopter and Helicopter:IsAlive() ~= nil then
self.RouteHome = true
@@ -579,30 +618,23 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
--- Calculate the target route point.
Coordinate.y = Height
--Coordinate.y = Height
Height = Height or 50
Speed = Speed or Helicopter:GetSpeedMax()*0.5
--- Create a route point of type air.
local CoordinateFrom = Helicopter:GetCoordinate()
local WaypointFrom = CoordinateFrom:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
Speed ,
true
)
local WaypointFrom = CoordinateFrom:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointFrom
--- Create a route point of type air.
local CoordinateTo = Coordinate
local WaypointTo = CoordinateTo:WaypointAir(
"RADIO",
POINT_VEC3.RoutePointType.TurningPoint,
POINT_VEC3.RoutePointAction.TurningPoint,
Speed ,
true
)
local CoordinateTo = Coordinate
local landheight = CoordinateTo:GetLandHeight() -- get target height
CoordinateTo.y = landheight + Height -- flight height should be 50m above ground
local WaypointTo = CoordinateTo:WaypointAir("RADIO", POINT_VEC3.RoutePointType.TurningPoint, POINT_VEC3.RoutePointAction.TurningPoint, Speed, true)
Route[#Route+1] = WaypointTo
@@ -613,12 +645,11 @@ function AI_CARGO_HELICOPTER:onafterHome( Helicopter, From, Event, To, Coordinat
Tasks[#Tasks+1] = Helicopter:TaskLandAtVec2( CoordinateTo:GetVec2() )
Route[#Route].task = Helicopter:TaskCombo( Tasks )
Route[#Route+1] = WaypointTo
-- Now route the helicopter
Helicopter:Route( Route, 0 )
Helicopter:Route(Route, 0)
end
end
@@ -0,0 +1,397 @@
--- **AI** -- (R2.5.1) - Models the intelligent transportation of infantry and other cargo.
--
-- ===
--
-- ### Author: **acrojason** (derived from AI_Cargo_APC by FlightControl)
--
-- ===
--
-- @module AI.AI_Cargo_Ship
-- @image AI_Cargo_Dispatcher.JPG
--- @type AI_CARGO_SHIP
-- @extends AI.AI_Cargo#AI_CARGO
--- Brings a dynamic cargo handling capability for an AI naval group.
--
-- Naval ships can be utilized to transport cargo around the map following naval shipping lanes.
-- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo.
-- Please consult the @{Cargo.Cargo} module for more information.
--
-- ## Cargo loading.
--
-- The module will automatically load cargo when the Ship is within boarding or loading radius.
-- The boarding or loading radius is specified when the cargo is created in the simulation and depends on the type of
-- cargo and the specified boarding radius.
--
-- ## Defending the Ship when enemies are nearby
-- This is not supported for naval cargo because most tanks don't float. Protect your transports...
--
-- ## Infantry or cargo **health**.
-- When cargo is unboarded from the Ship, the cargo is actually respawned into the battlefield.
-- As a result, the unboarding cargo is very _healthy_ every time it unboards.
-- This is due to the limitation of the DCS simulator, which is not able to specify the health of newly spawned units as a parameter.
-- However, cargo that was destroyed when unboarded and following the Ship won't be respawned again (this is likely not a thing for
-- naval cargo due to the lack of support for defending the Ship mentioned above). Destroyed is destroyed.
-- As a result, there is some additional strength that is gained when an unboarding action happens, but in terms of simulation balance
-- this has marginal impact on the overall battlefield simulation. Given the relatively short duration of DCS missions and the somewhat
-- lengthy naval transport times, most units entering the Ship as cargo will be freshly en route to an amphibious landing or transporting
-- between warehouses.
--
-- ## Control the Ships on the map.
--
-- Currently, naval transports can only be controlled via scripts due to their reliance upon predefined Shipping Lanes created in the Mission
-- Editor. An interesting future enhancement could leverage new pathfinding functionality for ships in the Ops module.
--
-- ## 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
-- 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
-- coordinate. The Ship will follow the Shipping Lane to ensure consistent cargo transportation within the simulation environment.
--
--
-- @field #AI_CARGO_SHIP
AI_CARGO_SHIP = {
ClassName = "AI_CARGO_SHIP",
Coordinate = nil -- Core.Point#COORDINATE
}
--- Creates a new AI_CARGO_SHIP object.
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP Ship The carrier Ship group
-- @param Core.Set#SET_CARGO CargoSet The set of cargo to be transported
-- @param #number CombatRadius Provide the combat radius to defend the carrier by unboarding the cargo when enemies are nearby. When CombatRadius is 0, no defense will occur.
-- @param #table ShippingLane Table containing list of Shipping Lanes to be used
-- @return #AI_CARGO_SHIP
function AI_CARGO_SHIP:New( Ship, CargoSet, CombatRadius, ShippingLane )
local self = BASE:Inherit( self, AI_CARGO:New( Ship, CargoSet ) ) -- #AI_CARGO_SHIP
self:AddTransition( "*", "Monitor", "*" )
self:AddTransition( "*", "Destroyed", "Destroyed" )
self:AddTransition( "*", "Home", "*" )
self:SetCombatRadius( 0 ) -- Don't want to deploy cargo in middle of water to defend Ship, so set CombatRadius to 0
self:SetShippingLane ( ShippingLane )
self:SetCarrier( Ship )
return self
end
--- Set the Carrier
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP CargoCarrier
-- @return #AI_CARGO_SHIP
function AI_CARGO_SHIP:SetCarrier( CargoCarrier )
self.CargoCarrier = CargoCarrier -- Wrapper.Group#GROUIP
self.CargoCarrier:SetState( self.CargoCarrier, "AI_CARGO_SHIP", self )
CargoCarrier:HandleEvent( EVENTS.Dead )
function CargoCarrier:OnEventDead( EventData )
self:F({"dead"})
local AICargoTroops = self:GetState( self, "AI_CARGO_SHIP" )
self:F({AICargoTroops=AICargoTroops})
if AICargoTroops then
self:F({})
if not AICargoTroops:Is( "Loaded" ) then
-- Better hope they can swim!
AICargoTroops:Destroyed()
end
end
end
self.Zone = ZONE_UNIT:New( self.CargoCarrier:GetName() .. "-Zone", self.CargoCarrier, self.CombatRadius )
self.Coalition = self.CargoCarrier:GetCoalition()
self:SetControllable( CargoCarrier )
return self
end
--- FInd a free Carrier within a radius
-- @param #AI_CARGO_SHIP self
-- @param Core.Point#COORDINATE Coordinate
-- @param #number Radius
-- @return Wrapper.Group#GROUP NewCarrier
function AI_CARGO_SHIP:FindCarrier( Coordinate, Radius )
local CoordinateZone = ZONE_RADIUS:New( "Zone", Coordinate:GetVec2(), Radius )
CoordinateZone:Scan( { Object.Category.UNIT } )
for _, DCSUnit in pairs( CoordinateZone:GetScannedUnits() ) do
local NearUnit = UNIT:Find( DCSUnit )
self:F({NearUnit=NearUnit})
if not NearUnit:GetState( NearUnit, "AI_CARGO_SHIP" ) then
local Attributes = NearUnit:GetDesc()
self:F({Desc=Attributes})
if NearUnit:HasAttributes( "Trucks" ) then
return NearUnit:GetGroup()
end
end
end
return nil
end
function AI_CARGO_SHIP:SetShippingLane( ShippingLane )
self.ShippingLane = ShippingLane
return self
end
function AI_CARGO_SHIP:SetCombatRadius( CombatRadius )
self.CombatRadius = CombatRadius or 0
return self
end
--- Follow Infantry to the Carrier
-- @param #AI_CARGO_SHIP self
-- @param #AI_CARGO_SHIP Me
-- @param Wrapper.Unit#UNIT ShipUnit
-- @param Cargo.CargoGroup#CARGO_GROUP Cargo
-- @return #AI_CARGO_SHIP
function AI_CARGO_SHIP:FollowToCarrier( Me, ShipUnit, CargoGroup )
local InfantryGroup = CargoGroup:GetGroup()
self:F( { self=self:GetClassNameAndID(), InfantryGroup = InfantryGroup:GetName() } )
if ShipUnit:IsAlive() then
-- Check if the Cargo is near the CargoCarrier
if InfantryGroup:IsPartlyInZone( ZONE_UNIT:New( "Radius", ShipUnit, 1000 ) ) then
-- Cargo does not need to navigate to Carrier
Me:Guard()
else
self:F( { InfantryGroup = InfantryGroup:GetName() } )
if InfantryGroup:IsAlive() then
self:F( { InfantryGroup = InfantryGroup:GetName() } )
local Waypoints = {}
-- Calculate new route
local FromCoord = InfantryGroup:GetCoordinate()
local FromGround = FromCoord:WaypointGround( 10, "Diamond" )
self:F({FromGround=FromGround})
table.insert( Waypoints, FromGround )
local ToCoord = ShipUnit:GetCoordinate():GetRandomCoordinateInRadius( 10, 5 )
local ToGround = ToCoord:WaypointGround( 10, "Diamond" )
self:F({ToGround=ToGround})
table.insert( Waypoints, ToGround )
local TaskRoute = InfantryGroup:TaskFunction( "AI_CARGO_SHIP.FollowToCarrier", Me, ShipUnit, CargoGroup )
self:F({Waypoints=Waypoints})
local Waypoint = Waypoints[#Waypoints]
InfantryGroup:SetTaskWaypoint( Waypoint, TaskRoute ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone
InfantryGroup:Route( Waypoints, 1 ) -- Move after a random number of seconds to the Route. See Route method for details
end
end
end
end
function AI_CARGO_SHIP:onafterMonitor( Ship, From, Event, To )
self:F( { Ship, From, Event, To, IsTransporting = self:IsTransporting() } )
if self.CombatRadius > 0 then
-- We really shouldn't find ourselves in here for Ships since the CombatRadius should always be 0.
-- This is to avoid Unloading the Ship in the middle of the sea.
if Ship and Ship:IsAlive() then
if self.CarrierCoordinate then
if self:IsTransporting() == true then
local Coordinate = Ship:GetCoordinate()
if self:Is( "Unloaded" ) or self:Is( "Loaded" ) then
self.Zone:Scan( { Object.Category.UNIT } )
if self.Zone:IsAllInZoneOfCoalition( self.Coalition ) then
if self:Is( "Unloaded" ) then
-- There are no enemies within combat radius. Reload the CargoCarrier.
self:Reload()
end
else
if self:Is( "Loaded" ) then
-- There are enemies within combat radius. Unload the CargoCarrier.
self:__Unload( 1, nil, true ) -- The 2nd parameter is true, which means that the unload is for defending the carrier, not to deploy!
else
if self:Is( "Unloaded" ) then
--self:Follow()
end
self:F( "I am here" .. self:GetCurrentState() )
if self:Is( "Following" ) then
for Cargo, ShipUnit in pairs( self.Carrier_Cargo ) do
local Cargo = Cargo -- Cargo.Cargo#CARGO
local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
if Cargo:IsAlive() then
if not Cargo:IsNear( ShipUnit, 40 ) then
ShipUnit:RouteStop()
self.CarrierStopped = true
else
if self.CarrierStopped then
if Cargo:IsNear( ShipUnit, 25 ) then
ShipUnit:RouteResume()
self.CarrierStopped = nil
end
end
end
end
end
end
end
end
end
end
end
self.CarrierCoordinate = Ship:GetCoordinate()
end
self:__Monitor( -5 )
end
end
--- Check if cargo ship is alive and trigger Load event
-- @param Wrapper.Group#Group Ship
-- @param #AI_CARGO_SHIP self
function AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
Ship:F( { "AI_CARGO_Ship._Pickup:", Ship:GetName() } )
if Ship:IsAlive() then
self:Load( PickupZone )
end
end
--- Check if cargo ship is alive and trigger Unload event. Good time to remind people that Lua is case sensitive and Unload != UnLoad
-- @param Wrapper.Group#GROUP Ship
-- @param #AI_CARGO_SHIP self
function AI_CARGO_SHIP._Deploy( Ship, self, Coordinate, DeployZone )
Ship:F( { "AI_CARGO_Ship._Deploy:", Ship } )
if Ship:IsAlive() then
self:Unload( DeployZone )
end
end
--- on after Pickup event.
-- @param AI_CARGO_SHIP Ship
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate of the pickup point
-- @param #number Speed Speed in km/h to sail to the pickup coordinate. Default is 50% of max speed for the unit
-- @param #number Height Altitude in meters to move to the pickup coordinate. This parameter is ignored for Ships
-- @param Core.Zone#ZONE PickupZone (optional) The zone where the cargo will be picked up. The PickupZone can be nil if there was no PickupZoneSet provided
function AI_CARGO_SHIP:onafterPickup( Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
if Ship and Ship:IsAlive() then
AI_CARGO_SHIP._Pickup( Ship, self, Coordinate, Speed, PickupZone )
self:GetParent( self, AI_CARGO_SHIP ).onafterPickup( self, Ship, From, Event, To, Coordinate, Speed, Height, PickupZone )
end
end
--- On after Deploy event.
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP SHIP
-- @param From
-- @param Event
-- @param To
-- @param Core.Point#COORDINATE Coordinate Coordinate of the deploy point
-- @param #number Speed Speed in km/h to sail to the deploy coordinate. Default is 50% of max speed for the unit
-- @param #number Height Altitude in meters to move to the deploy coordinate. This parameter is ignored for Ships
-- @param Core.Zone#ZONE DeployZone The zone where the cargo will be deployed.
function AI_CARGO_SHIP:onafterDeploy( Ship, From, Event, To, Coordinate, Speed, Height, DeployZone )
if Ship and Ship:IsAlive() then
Speed = Speed or Ship:GetSpeedMax()*0.8
local lane = self.ShippingLane
if lane then
local Waypoints = {}
for i=1, #lane do
local coord = lane[i]
local Waypoint = coord:WaypointGround(_speed)
table.insert(Waypoints, Waypoint)
end
local TaskFunction = Ship:TaskFunction( "AI_CARGO_SHIP._Deploy", self, Coordinate, DeployZone )
local Waypoint = Waypoints[#Waypoints]
Ship:SetTaskWaypoint( Waypoint, TaskFunction )
Ship:Route(Waypoints, 1)
self:GetParent( self, AI_CARGO_SHIP ).onafterDeploy( self, Ship, From, Event, To, Coordinate, Speed, Height, DeployZone )
else
self:E(self.lid.."ERROR: No shipping lane defined for Naval Transport!")
end
end
end
--- On after Unload event.
-- @param #AI_CARGO_SHIP self
-- @param Wrapper.Group#GROUP Ship
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Zone#ZONE DeployZone The zone wherein the cargo is deployed. This can be any zone type, like a ZONE, ZONE_GROUP, ZONE_AIRBASE.
function AI_CARGO_SHIP:onafterUnload( Ship, From, Event, To, DeployZone, Defend )
self:F( { Ship, From, Event, To, DeployZone, Defend = Defend } )
local UnboardInterval = 5
local UnboardDelay = 5
if Ship and Ship:IsAlive() then
for _, ShipUnit in pairs( Ship:GetUnits() ) do
local ShipUnit = ShipUnit -- Wrapper.Unit#UNIT
Ship:RouteStop()
for _, Cargo in pairs( ShipUnit:GetCargo() ) do
self:F( { Cargo = Cargo:GetName(), Isloaded = Cargo:IsLoaded() } )
if Cargo:IsLoaded() then
local unboardCoord = DeployZone:GetRandomPointVec2()
Cargo:__UnBoard( UnboardDelay, unboardCoord, 1000)
UnboardDelay = UnboardDelay + Cargo:GetCount() * UnboardInterval
self:__Unboard( UnboardDelay, Cargo, ShipUnit, DeployZone, Defend )
if not Defend == true then
Cargo:SetDeployed( true )
end
end
end
end
end
end
function AI_CARGO_SHIP:onafterHome( Ship, From, Event, To, Coordinate, Speed, Height, HomeZone )
if Ship and Ship:IsAlive() then
self.RouteHome = true
Speed = Speed or Ship:GetSpeedMax()*0.8
local lane = self.ShippingLane
if lane then
local Waypoints = {}
-- Need to find a more generalized way to do this instead of reversing the shipping lane.
-- This only works if the Source/Dest route waypoints are numbered 1..n and not n..1
for i=#lane, 1, -1 do
local coord = lane[i]
local Waypoint = coord:WaypointGround(_speed)
table.insert(Waypoints, Waypoint)
end
local Waypoint = Waypoints[#Waypoints]
Ship:Route(Waypoints, 1)
else
self:E(self.lid.."ERROR: No shipping lane defined for Naval Transport!")
end
end
end
+2 -2
View File
@@ -1140,8 +1140,8 @@ end
-- @param DCS#Vec3 CV2 Vec3
function AI_FORMATION:FollowMe(FollowGroup, ClientUnit, CT1, CV1, CT2, CV2)
if FollowGroup:GetState( FollowGroup, "Mode" ) == self.__Enum.Mode.Formation then
if FollowGroup:GetState( FollowGroup, "Mode" ) == self.__Enum.Mode.Formation and not self:Is("Stopped") then
self:T({Mode=FollowGroup:GetState( FollowGroup, "Mode" )})
FollowGroup:OptionROTEvadeFire()
+12 -9
View File
@@ -725,8 +725,8 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
return
end
if self.Controllable:IsAlive() then
local life = self.Controllable:GetLife() or 0
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.
@@ -743,8 +743,9 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
if self.Controllable:InAir() == false then
self:T( "Not in the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
if not CurrentVec2 then return 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 ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -758,8 +759,9 @@ function AI_PATROL_ZONE:onafterRoute( Controllable, From, Event, To )
else
self:T( "In the air, finding route path within PatrolZone" )
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
if not CurrentVec2 then return 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 ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -870,9 +872,10 @@ function AI_PATROL_ZONE:onafterRTB()
--- Calculate the current route point.
local CurrentVec2 = self.Controllable:GetVec2()
--TODO: Create GetAltitude function for GROUP, and delete GetUnit(1).
local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
if not CurrentVec2 then return end
--DONE: Create GetAltitude function for GROUP, and delete GetUnit(1).
--local CurrentAltitude = self.Controllable:GetUnit(1):GetAltitude()
local CurrentAltitude = self.Controllable:GetAltitude()
local CurrentPointVec3 = POINT_VEC3:New( CurrentVec2.x, CurrentAltitude, CurrentVec2.y )
local ToPatrolZoneSpeed = self.PatrolMaxSpeed
local CurrentRoutePoint = CurrentPointVec3:WaypointAir(
@@ -190,7 +190,7 @@ do -- ACT_ROUTE
self:F( { ZoneName = ZoneName } )
local Zone = Zone -- Core.Zone#ZONE
local ZoneCoord = Zone:GetCoordinate()
local ZoneDistance = ZoneCoord:Get2DDistance( self.Coordinate )
local ZoneDistance = ZoneCoord:Get2DDistance( Coordinate )
self:F( { ShortestDistance, ShortestReferenceName } )
if ShortestDistance == 0 or ZoneDistance < ShortestDistance then
ShortestDistance = ZoneDistance
+16 -13
View File
@@ -1,4 +1,4 @@
--- **Core** -- Management of CARGO logistics, that can be transported from and to transportation carriers.
--- **Cargo** - Management of CARGO logistics, that can be transported from and to transportation carriers.
--
-- ===
--
@@ -1066,18 +1066,26 @@ do -- CARGO_REPRESENTABLE
--- CARGO_REPRESENTABLE Constructor.
-- @param #CARGO_REPRESENTABLE self
-- @param #string Type
-- @param #string Name
-- @param #number LoadRadius (optional)
-- @param #number NearRadius (optional)
-- @param Wrapper.Positionable#POSITIONABLE CargoObject The cargo object.
-- @param #string Type Type name
-- @param #string Name Name.
-- @param #number LoadRadius (optional) Radius in meters.
-- @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 } )
local Desc = CargoObject:GetDesc()
self:I( { Desc = Desc } )
-- 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
Weight = 210
@@ -1086,13 +1094,8 @@ do -- CARGO_REPRESENTABLE
end
end
-- Set weight.
self:SetWeight( Weight )
-- local Box = CargoUnit:GetBoundingBox()
-- local VolumeUnit = ( Box.max.x - Box.min.x ) * ( Box.max.y - Box.min.y ) * ( Box.max.z - Box.min.z )
-- self:I( { VolumeUnit = VolumeUnit, WeightUnit = WeightUnit } )
--self:SetVolume( VolumeUnit )
return self
end
+11 -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 @{Wrapper.Group} object.
--
-- ===
--
@@ -56,6 +56,8 @@ do -- CARGO_GROUP
-- @param #number NearRadius (optional) Once the units are within this radius of the carrier, they are actually loaded, i.e. disappear from the scene.
-- @return #CARGO_GROUP Cargo group object.
function CARGO_GROUP:New( CargoGroup, Type, Name, LoadRadius, NearRadius )
-- Inherit CAROG_REPORTABLE
local self = BASE:Inherit( self, CARGO_REPORTABLE:New( Type, Name, 0, LoadRadius, NearRadius ) ) -- #CARGO_GROUP
self:F( { Type, Name, LoadRadius } )
@@ -76,6 +78,9 @@ do -- CARGO_GROUP
local GroupName = CargoGroup:GetName()
self.CargoName = Name
self.CargoTemplate = UTILS.DeepCopy( _DATABASE:GetGroupTemplate( GroupName ) )
-- Deactivate late activation.
self.CargoTemplate.lateActivation=false
self.GroupTemplate = UTILS.DeepCopy( self.CargoTemplate )
self.GroupTemplate.name = self.CargoName .. "#CARGO"
@@ -481,7 +486,7 @@ do -- CARGO_GROUP
-- @param #string Event
-- @param #string From
-- @param #string To
-- @param Core.Point#POINT_VEC2
-- @param Core.Point#POINT_VEC2 ToPointVec2
function CARGO_GROUP:onafterUnLoad( From, Event, To, ToPointVec2, ... )
--self:F( { From, Event, To, ToPointVec2 } )
@@ -491,7 +496,10 @@ do -- CARGO_GROUP
self.CargoSet:ForEach(
function( Cargo )
--Cargo:UnLoad( ToPointVec2 )
local RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
local RandomVec2=nil
if ToPointVec2 then
RandomVec2=ToPointVec2:GetRandomPointVec2InRadius(20, 10)
end
Cargo:UnBoard( RandomVec2 )
end
)
+15 -7
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 @{Wrapper.Unit} object.
--
-- ===
--
@@ -46,14 +46,17 @@ do -- CARGO_UNIT
-- @param #number NearRadius (optional)
-- @return #CARGO_UNIT
function CARGO_UNIT:New( CargoUnit, Type, Name, LoadRadius, NearRadius )
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, LoadRadius, NearRadius ) ) -- #CARGO_UNIT
self:I( { Type, Name, LoadRadius, NearRadius } )
self:T( CargoUnit )
-- Inherit CARGO_REPRESENTABLE.
local self = BASE:Inherit( self, CARGO_REPRESENTABLE:New( CargoUnit, Type, Name, LoadRadius, NearRadius ) ) -- #CARGO_UNIT
-- Debug info.
self:T({Type=Type, Name=Name, LoadRadius=LoadRadius, NearRadius=NearRadius})
-- Set cargo object.
self.CargoObject = CargoUnit
self:T( self.ClassName )
-- Set event prio.
self:SetEventPriority( 5 )
return self
@@ -100,7 +103,12 @@ do -- CARGO_UNIT
-- Respawn the group...
if self.CargoObject then
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
if CargoCarrier:IsShip() then
-- If CargoCarrier is a ship, we don't want to spawn the units in the water next to the boat. Use destination coord instead.
self.CargoObject:ReSpawnAt( ToPointVec2, CargoDeployHeading )
else
self.CargoObject:ReSpawnAt( FromPointVec2, CargoDeployHeading )
end
self:F( { "CargoUnits:", self.CargoObject:GetGroup():GetName() } )
self.CargoCarrier = nil
+943
View File
@@ -0,0 +1,943 @@
--- **Core** - A* Pathfinding.
--
-- **Main Features:**
--
-- * Find path from A to B.
-- * Pre-defined as well as custom valid neighbour functions.
-- * Pre-defined as well as custom cost functions.
-- * Easy rectangular grid setup.
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Core.Astar
-- @image CORE_Astar.png
--- ASTAR class.
-- @type ASTAR
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table nodes Table of nodes.
-- @field #number counter Node counter.
-- @field #number Nnodes Number of nodes.
-- @field #number nvalid Number of nvalid calls.
-- @field #number nvalidcache Number of cached valid evals.
-- @field #number ncost Number of cost evaluations.
-- @field #number ncostcache Number of cached cost evals.
-- @field #ASTAR.Node startNode Start node.
-- @field #ASTAR.Node endNode End node.
-- @field Core.Point#COORDINATE startCoord Start coordinate.
-- @field Core.Point#COORDINATE endCoord End coordinate.
-- @field #function ValidNeighbourFunc Function to check if a node is valid.
-- @field #table ValidNeighbourArg Optional arguments passed to the valid neighbour function.
-- @field #function CostFunc Function to calculate the heuristic "cost" to go from one node to another.
-- @field #table CostArg Optional arguments passed to the cost function.
-- @extends Core.Base#BASE
--- *When nothing goes right... Go left!*
--
-- ===
--
-- # The ASTAR Concept
--
-- Pathfinding algorithm.
--
--
-- # Start and Goal
--
-- The first thing we need to define is obviously the place where we want to start and where we want to go eventually.
--
-- ## Start
--
-- The start
--
-- ## Goal
--
--
-- # Nodes
--
-- ## Rectangular Grid
--
-- A rectangular grid can be created using the @{#ASTAR.CreateGrid}(*ValidSurfaceTypes, BoxHY, SpaceX, deltaX, deltaY, MarkGrid*), where
--
-- * *ValidSurfaceTypes* is a table of valid surface types. By default all surface types are valid.
-- * *BoxXY* is the width of the grid perpendicular the the line between start and end node. Default is 40,000 meters (40 km).
-- * *SpaceX* is the additional space behind the start and end nodes. Default is 20,000 meters (20 km).
-- * *deltaX* is the grid spacing between nodes in the direction of start and end node. Default is 2,000 meters (2 km).
-- * *deltaY* is the grid spacing perpendicular to the direction of start and end node. Default is the same as *deltaX*.
-- * *MarkGrid* If set to *true*, this places marker on the F10 map on each grid node. Note that this can stall DCS if too many nodes are created.
--
-- ## Valid Surfaces
--
-- Certain unit types can only travel on certain surfaces types, for example
--
-- * Naval units can only travel on water (that also excludes shallow water in DCS currently),
-- * Ground units can only traval on land.
--
-- By restricting the surface type in the grid construction, we also reduce the number of nodes, which makes the algorithm more efficient.
--
-- ## Box Width (BoxHY)
--
-- The box width needs to be large enough to capture all paths you want to consider.
--
-- ## Space in X
--
-- The space in X value is important if the algorithm needs to to backwards from the start node or needs to extend even further than the end node.
--
-- ## Grid Spacing
--
-- The grid spacing is an important factor as it determines the number of nodes and hence the performance of the algorithm. It should be as large as possible.
-- However, if the value is too large, the algorithm might fail to get a valid path.
--
-- A good estimate of the grid spacing is to set it to be smaller (~ half the size) of the smallest gap you need to path.
--
-- # Valid Neighbours
--
-- The A* algorithm needs to know if a transition from one node to another is allowed or not. By default, hopping from one node to another is always possible.
--
-- ## Line of Sight
--
-- For naval
--
--
-- # Heuristic Cost
--
-- In order to determine the optimal path, the pathfinding algorithm needs to know, how costly it is to go from one node to another.
-- Often, this can simply be determined by the distance between two nodes. Therefore, the default cost function is set to be the 2D distance between two nodes.
--
--
-- # Calculate the Path
--
-- Finally, we have to calculate the path. This is done by the @{ASTAR.GetPath}(*ExcludeStart, ExcludeEnd*) function. This function returns a table of nodes, which
-- describe the optimal path from the start node to the end node.
--
-- By default, the start and end node are include in the table that is returned.
--
-- Note that a valid path must not always exist. So you should check if the function returns *nil*.
--
-- Common reasons that a path cannot be found are:
--
-- * The grid is too small ==> increase grid size, e.g. *BoxHY* and/or *SpaceX* if you use a rectangular grid.
-- * The grid spacing is too large ==> decrease *deltaX* and/or *deltaY*
-- * There simply is no valid path ==> you are screwed :(
--
--
-- # Examples
--
-- ## Strait of Hormuz
--
-- Carrier Group finds its way through the Stait of Hormuz.
--
-- ##
--
--
--
-- @field #ASTAR
ASTAR = {
ClassName = "ASTAR",
Debug = nil,
lid = nil,
nodes = {},
counter = 1,
Nnodes = 0,
ncost = 0,
ncostcache = 0,
nvalid = 0,
nvalidcache = 0,
}
--- Node data.
-- @type ASTAR.Node
-- @field #number id Node id.
-- @field Core.Point#COORDINATE coordinate Coordinate of the node.
-- @field #number surfacetype Surface type.
-- @field #table valid Cached valid/invalid nodes.
-- @field #table cost Cached cost.
--- ASTAR infinity.
-- @field #number INF
ASTAR.INF=1/0
--- ASTAR class version.
-- @field #string version
ASTAR.version="0.4.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add more valid neighbour functions.
-- TODO: Write docs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new ASTAR object.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:New()
-- Inherit everything from INTEL class.
local self=BASE:Inherit(self, BASE:New()) --#ASTAR
self.lid="ASTAR | "
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set coordinate from where to start.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate Start coordinate.
-- @return #ASTAR self
function ASTAR:SetStartCoordinate(Coordinate)
self.startCoord=Coordinate
return self
end
--- Set coordinate where you want to go.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate end coordinate.
-- @return #ASTAR self
function ASTAR:SetEndCoordinate(Coordinate)
self.endCoord=Coordinate
return self
end
--- Create a node from a given coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate The coordinate where to create the node.
-- @return #ASTAR.Node The node.
function ASTAR:GetNodeFromCoordinate(Coordinate)
local node={} --#ASTAR.Node
node.coordinate=Coordinate
node.surfacetype=Coordinate:GetSurfaceType()
node.id=self.counter
node.valid={}
node.cost={}
self.counter=self.counter+1
return node
end
--- Add a node to the table of grid nodes.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added.
-- @return #ASTAR self
function ASTAR:AddNode(Node)
self.nodes[Node.id]=Node
self.Nnodes=self.Nnodes+1
return self
end
--- Add a node to the table of grid nodes specifying its coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate The coordinate where the node is created.
-- @return #ASTAR.Node The node.
function ASTAR:AddNodeFromCoordinate(Coordinate)
local node=self:GetNodeFromCoordinate(Coordinate)
self:AddNode(node)
return node
end
--- Check if the coordinate of a node has is at a valid surface type.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added.
-- @param #table SurfaceTypes Surface types, for example `{land.SurfaceType.WATER}`. By default all surface types are valid.
-- @return #boolean If true, surface type of node is valid.
function ASTAR:CheckValidSurfaceType(Node, SurfaceTypes)
if SurfaceTypes then
if type(SurfaceTypes)~="table" then
SurfaceTypes={SurfaceTypes}
end
for _,surface in pairs(SurfaceTypes) do
if surface==Node.surfacetype then
return true
end
end
return false
else
return true
end
end
--- Add a function to determine if a neighbour of a node is valid.
-- @param #ASTAR self
-- @param #function NeighbourFunction Function that needs to return *true* for a neighbour to be valid.
-- @param ... Condition function arguments if any.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourFunction(NeighbourFunction, ...)
self.ValidNeighbourFunc=NeighbourFunction
self.ValidNeighbourArg={}
if arg then
self.ValidNeighbourArg=arg
end
return self
end
--- Set valid neighbours to require line of sight between two nodes.
-- @param #ASTAR self
-- @param #number CorridorWidth Width of LoS corridor in meters.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourLoS(CorridorWidth)
self:SetValidNeighbourFunction(ASTAR.LoS, CorridorWidth)
return self
end
--- Set valid neighbours to be in a certain distance.
-- @param #ASTAR self
-- @param #number MaxDistance Max distance between nodes in meters. Default is 2000 m.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourDistance(MaxDistance)
self:SetValidNeighbourFunction(ASTAR.DistMax, MaxDistance)
return self
end
--- Set valid neighbours to be in a certain distance.
-- @param #ASTAR self
-- @param #number MaxDistance Max distance between nodes in meters. Default is 2000 m.
-- @return #ASTAR self
function ASTAR:SetValidNeighbourRoad(MaxDistance)
self:SetValidNeighbourFunction(ASTAR.Road, MaxDistance)
return self
end
--- Set the function which calculates the "cost" to go from one to another node.
-- The first to arguments of this function are always the two nodes under consideration. But you can add optional arguments.
-- Very often the distance between nodes is a good measure for the cost.
-- @param #ASTAR self
-- @param #function CostFunction Function that returns the "cost".
-- @param ... Condition function arguments if any.
-- @return #ASTAR self
function ASTAR:SetCostFunction(CostFunction, ...)
self.CostFunc=CostFunction
self.CostArg={}
if arg then
self.CostArg=arg
end
return self
end
--- Set heuristic cost to go from one node to another to be their 2D distance.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:SetCostDist2D()
self:SetCostFunction(ASTAR.Dist2D)
return self
end
--- Set heuristic cost to go from one node to another to be their 3D distance.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:SetCostDist3D()
self:SetCostFunction(ASTAR.Dist3D)
return self
end
--- Set heuristic cost to go from one node to another to be their 3D distance.
-- @param #ASTAR self
-- @return #ASTAR self
function ASTAR:SetCostRoad()
self:SetCostFunction(ASTAR)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Grid functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a rectangular grid of nodes between star and end coordinate.
-- The coordinate system is oriented along the line between start and end point.
-- @param #ASTAR self
-- @param #table ValidSurfaceTypes Valid surface types. By default is all surfaces are allowed.
-- @param #number BoxHY Box "height" in meters along the y-coordinate. Default 40000 meters (40 km).
-- @param #number SpaceX Additional space in meters before start and after end coordinate. Default 10000 meters (10 km).
-- @param #number deltaX Increment in the direction of start to end coordinate in meters. Default 2000 meters.
-- @param #number deltaY Increment perpendicular to the direction of start to end coordinate in meters. Default is same as deltaX.
-- @param #boolean MarkGrid If true, create F10 map markers at grid nodes.
-- @return #ASTAR self
function ASTAR:CreateGrid(ValidSurfaceTypes, BoxHY, SpaceX, deltaX, deltaY, MarkGrid)
-- Note that internally
-- x coordinate is z: x-->z Line from start to end
-- y coordinate is x: y-->x Perpendicular
-- Grid length and width.
local Dz=SpaceX or 10000
local Dx=BoxHY and BoxHY/2 or 20000
-- Increments.
local dz=deltaX or 2000
local dx=deltaY or dz
-- Heading from start to end coordinate.
local angle=self.startCoord:HeadingTo(self.endCoord)
--Distance between start and end.
local dist=self.startCoord:Get2DDistance(self.endCoord)+2*Dz
-- Origin of map. Needed to translate back to wanted position.
local co=COORDINATE:New(0, 0, 0)
local do1=co:Get2DDistance(self.startCoord)
local ho1=co:HeadingTo(self.startCoord)
-- Start of grid.
local xmin=-Dx
local zmin=-Dz
-- Number of grid points.
local nz=dist/dz+1
local nx=2*Dx/dx+1
-- Debug info.
local text=string.format("Building grid with nx=%d ny=%d => total=%d nodes", nx, nz, nx*nz)
self:T(self.lid..text)
-- Loop over x and z coordinate to create a 2D grid.
for i=1,nx do
-- x coordinate perpendicular to z.
local x=xmin+dx*(i-1)
for j=1,nz do
-- z coordinate connecting start and end.
local z=zmin+dz*(j-1)
-- Rotate 2D.
local vec3=UTILS.Rotate2D({x=x, y=0, z=z}, angle)
-- Coordinate of the node.
local c=COORDINATE:New(vec3.z, vec3.y, vec3.x):Translate(do1, ho1, true)
-- Create a node at this coordinate.
local node=self:GetNodeFromCoordinate(c)
-- Check if node has valid surface type.
if self:CheckValidSurfaceType(node, ValidSurfaceTypes) then
if MarkGrid then
c:MarkToAll(string.format("i=%d, j=%d surface=%d", i, j, node.surfacetype))
end
-- Add node to grid.
self:AddNode(node)
end
end
end
-- Debug info.
local text=string.format("Done building grid!")
self:T2(self.lid..text)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Valid neighbour functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Function to check if two nodes have line of sight (LoS).
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @param #number corridor (Optional) Width of corridor in meters.
-- @return #boolean If true, two nodes have LoS.
function ASTAR.LoS(nodeA, nodeB, corridor)
local offset=1
local dx=corridor and corridor/2 or nil
local dy=dx
local cA=nodeA.coordinate:GetVec3()
local cB=nodeB.coordinate:GetVec3()
cA.y=offset
cB.y=offset
local los=land.isVisible(cA, cB)
if los and corridor then
-- Heading from A to B.
local heading=nodeA.coordinate:HeadingTo(nodeB.coordinate)
local Ap=UTILS.VecTranslate(cA, dx, heading+90)
local Bp=UTILS.VecTranslate(cB, dx, heading+90)
los=land.isVisible(Ap, Bp)
if los then
local Am=UTILS.VecTranslate(cA, dx, heading-90)
local Bm=UTILS.VecTranslate(cB, dx, heading-90)
los=land.isVisible(Am, Bm)
end
end
return los
end
--- Function to check if two nodes have a road connection.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #boolean If true, two nodes are connected via a road.
function ASTAR.Road(nodeA, nodeB)
local path=land.findPathOnRoads("roads", nodeA.coordinate.x, nodeA.coordinate.z, nodeB.coordinate.x, nodeB.coordinate.z)
if path then
return true
else
return false
end
end
--- Function to check if distance between two nodes is less than a threshold distance.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @param #number distmax Max distance in meters. Default is 2000 m.
-- @return #boolean If true, distance between the two nodes is below threshold.
function ASTAR.DistMax(nodeA, nodeB, distmax)
distmax=distmax or 2000
local dist=nodeA.coordinate:Get2DDistance(nodeB.coordinate)
return dist<=distmax
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Heuristic cost functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Heuristic cost is given by the 2D distance between the nodes.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes.
function ASTAR.Dist2D(nodeA, nodeB)
local dist=nodeA.coordinate:Get2DDistance(nodeB)
return dist
end
--- Heuristic cost is given by the 3D distance between the nodes.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes.
function ASTAR.Dist3D(nodeA, nodeB)
local dist=nodeA.coordinate:Get3DDistance(nodeB.coordinate)
return dist
end
--- Heuristic cost is given by the distance between the nodes on road.
-- @param #ASTAR.Node nodeA First node.
-- @param #ASTAR.Node nodeB Other node.
-- @return #number Distance between the two nodes.
function ASTAR.DistRoad(nodeA, nodeB)
-- Get the path.
local path=land.findPathOnRoads("roads", nodeA.coordinate.x, nodeA.coordinate.z, nodeB.coordinate.x, nodeB.coordinate.z)
if path then
local dist=0
for i=2,#path do
local b=path[i] --DCS#Vec2
local a=path[i-1] --DCS#Vec2
dist=dist+UTILS.VecDist2D(a,b)
end
return dist
end
return math.huge
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Find the closest node from a given coordinate.
-- @param #ASTAR self
-- @param Core.Point#COORDINATE Coordinate.
-- @return #ASTAR.Node Cloest node to the coordinate.
-- @return #number Distance to closest node in meters.
function ASTAR:FindClosestNode(Coordinate)
local distMin=math.huge
local closeNode=nil
for _,_node in pairs(self.nodes) do
local node=_node --#ASTAR.Node
local dist=node.coordinate:Get2DDistance(Coordinate)
if dist<distMin then
distMin=dist
closeNode=node
end
end
return closeNode, distMin
end
--- Find the start node.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self
function ASTAR:FindStartNode()
local node, dist=self:FindClosestNode(self.startCoord)
self.startNode=node
if dist>1000 then
self:T(self.lid.."Adding start node to node grid!")
self:AddNode(node)
end
return self
end
--- Add a node.
-- @param #ASTAR self
-- @param #ASTAR.Node Node The node to be added to the nodes table.
-- @return #ASTAR self
function ASTAR:FindEndNode()
local node, dist=self:FindClosestNode(self.endCoord)
self.endNode=node
if dist>1000 then
self:T(self.lid.."Adding end node to node grid!")
self:AddNode(node)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Main A* pathfinding function
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- A* pathfinding function. This seaches the path along nodes between start and end nodes/coordinates.
-- @param #ASTAR self
-- @param #boolean ExcludeStartNode If *true*, do not include start node in found path. Default is to include it.
-- @param #boolean ExcludeEndNode If *true*, do not include end node in found path. Default is to include it.
-- @return #table Table of nodes from start to finish.
function ASTAR:GetPath(ExcludeStartNode, ExcludeEndNode)
self:FindStartNode()
self:FindEndNode()
local nodes=self.nodes
local start=self.startNode
local goal=self.endNode
-- Sets.
local openset = {}
local closedset = {}
local came_from = {}
local g_score = {}
local f_score = {}
openset[start.id]=true
local Nopen=1
-- Initial scores.
g_score[start.id]=0
f_score[start.id]=g_score[start.id]+self:_HeuristicCost(start, goal)
-- Set start time.
local T0=timer.getAbsTime()
-- Debug message.
local text=string.format("Starting A* pathfinding with %d Nodes", self.Nnodes)
self:T(self.lid..text)
local Tstart=UTILS.GetOSTime()
-- Loop while we still have an open set.
while Nopen > 0 do
-- Get current node.
local current=self:_LowestFscore(openset, f_score)
-- Check if we are at the end node.
if current.id==goal.id then
local path=self:_UnwindPath({}, came_from, goal)
if not ExcludeEndNode then
table.insert(path, goal)
end
if ExcludeStartNode then
table.remove(path, 1)
end
local Tstop=UTILS.GetOSTime()
local dT=nil
if Tstart and Tstop then
dT=Tstop-Tstart
end
-- Debug message.
local text=string.format("Found path with %d nodes (%d total)", #path, self.Nnodes)
if dT then
text=text..string.format(", OS Time %.6f sec", dT)
end
text=text..string.format(", Nvalid=%d [%d cached]", self.nvalid, self.nvalidcache)
text=text..string.format(", Ncost=%d [%d cached]", self.ncost, self.ncostcache)
self:T(self.lid..text)
return path
end
-- Move Node from open to closed set.
openset[current.id]=nil
Nopen=Nopen-1
closedset[current.id]=true
-- Get neighbour nodes.
local neighbors=self:_NeighbourNodes(current, nodes)
-- Loop over neighbours.
for _,neighbor in pairs(neighbors) do
if self:_NotIn(closedset, neighbor.id) then
local tentative_g_score=g_score[current.id]+self:_DistNodes(current, neighbor)
if self:_NotIn(openset, neighbor.id) or tentative_g_score < g_score[neighbor.id] then
came_from[neighbor]=current
g_score[neighbor.id]=tentative_g_score
f_score[neighbor.id]=g_score[neighbor.id]+self:_HeuristicCost(neighbor, goal)
if self:_NotIn(openset, neighbor.id) then
-- Add to open set.
openset[neighbor.id]=true
Nopen=Nopen+1
end
end
end
end
end
-- Debug message.
local text=string.format("WARNING: Could NOT find valid path!")
self:E(self.lid..text)
MESSAGE:New(text, 60, "ASTAR"):ToAllIf(self.Debug)
return nil -- no valid path
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- A* pathfinding helper functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Heuristic "cost" function to go from node A to node B. Default is the distance between the nodes.
-- @param #ASTAR self
-- @param #ASTAR.Node nodeA Node A.
-- @param #ASTAR.Node nodeB Node B.
-- @return #number "Cost" to go from node A to node B.
function ASTAR:_HeuristicCost(nodeA, nodeB)
-- Counter.
self.ncost=self.ncost+1
-- Get chached cost if available.
local cost=nodeA.cost[nodeB.id]
if cost~=nil then
self.ncostcache=self.ncostcache+1
return cost
end
local cost=nil
if self.CostFunc then
cost=self.CostFunc(nodeA, nodeB, unpack(self.CostArg))
else
cost=self:_DistNodes(nodeA, nodeB)
end
nodeA.cost[nodeB.id]=cost
nodeB.cost[nodeA.id]=cost -- Symmetric problem.
return cost
end
--- Check if going from a node to a neighbour is possible.
-- @param #ASTAR self
-- @param #ASTAR.Node node A node.
-- @param #ASTAR.Node neighbor Neighbour node.
-- @return #boolean If true, transition between nodes is possible.
function ASTAR:_IsValidNeighbour(node, neighbor)
-- Counter.
self.nvalid=self.nvalid+1
local valid=node.valid[neighbor.id]
if valid~=nil then
--env.info(string.format("Node %d has valid=%s neighbour %d", node.id, tostring(valid), neighbor.id))
self.nvalidcache=self.nvalidcache+1
return valid
end
local valid=nil
if self.ValidNeighbourFunc then
valid=self.ValidNeighbourFunc(node, neighbor, unpack(self.ValidNeighbourArg))
else
valid=true
end
node.valid[neighbor.id]=valid
neighbor.valid[node.id]=valid -- Symmetric problem.
return valid
end
--- Calculate 2D distance between two nodes.
-- @param #ASTAR self
-- @param #ASTAR.Node nodeA Node A.
-- @param #ASTAR.Node nodeB Node B.
-- @return #number Distance between nodes in meters.
function ASTAR:_DistNodes(nodeA, nodeB)
return nodeA.coordinate:Get2DDistance(nodeB.coordinate)
end
--- Function that calculates the lowest F score.
-- @param #ASTAR self
-- @param #table set The set of nodes IDs.
-- @param #number f_score F score.
-- @return #ASTAR.Node Best node.
function ASTAR:_LowestFscore(set, f_score)
local lowest, bestNode = ASTAR.INF, nil
for nid,node in pairs(set) do
local score=f_score[nid]
if score<lowest then
lowest, bestNode = score, nid
end
end
return self.nodes[bestNode]
end
--- Function to get valid neighbours of a node.
-- @param #ASTAR self
-- @param #ASTAR.Node theNode The node.
-- @param #table nodes Possible neighbours.
-- @param #table Valid neighbour nodes.
function ASTAR:_NeighbourNodes(theNode, nodes)
local neighbors = {}
for _,node in pairs(nodes) do
if theNode.id~=node.id then
local isvalid=self:_IsValidNeighbour(theNode, node)
if isvalid then
table.insert(neighbors, node)
end
end
end
return neighbors
end
--- Function to check if a node is not in a set.
-- @param #ASTAR self
-- @param #table set Set of nodes.
-- @param #ASTAR.Node theNode The node to check.
-- @return #boolean If true, the node is not in the set.
function ASTAR:_NotIn(set, theNode)
return set[theNode]==nil
end
--- Unwind path function.
-- @param #ASTAR self
-- @param #table flat_path Flat path.
-- @param #table map Map.
-- @param #ASTAR.Node current_node The current node.
-- @return #table Unwinded path.
function ASTAR:_UnwindPath( flat_path, map, current_node )
if map [current_node] then
table.insert (flat_path, 1, map[current_node])
return self:_UnwindPath(flat_path, map, map[current_node])
else
return flat_path
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+146 -30
View File
@@ -234,7 +234,8 @@ FORMATION = {
-- @param #BASE self
-- @return #BASE
function BASE:New()
local self = routines.utils.deepCopy( self ) -- Create a new self instance
--local self = routines.utils.deepCopy( self ) -- Create a new self instance
local self = UTILS.DeepCopy(self)
_ClassID = _ClassID + 1
self.ClassID = _ClassID
@@ -472,14 +473,16 @@ do -- Event Handling
return self
end
-- Event handling function prototypes
-- Event handling function prototypes - Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
--- Occurs whenever any unit in a mission fires a weapon. But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventShot
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs whenever an object is hit by a weapon.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit object the fired the weapon
-- weapon: Weapon object that hit the target
-- target: The Object that was hit.
@@ -488,6 +491,7 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft takes off from an airbase, farp, or ship.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that tookoff
-- place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
-- @function [parent=#BASE] OnEventTakeoff
@@ -495,6 +499,7 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft lands at an airbase, farp or ship
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that has landed
-- place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
-- @function [parent=#BASE] OnEventLand
@@ -502,101 +507,118 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft crashes into the ground and is completely destroyed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that has crashed
-- @function [parent=#BASE] OnEventCrash
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a pilot ejects from an aircraft
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that has ejected
-- @function [parent=#BASE] OnEventEjection
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft connects with a tanker and begins taking on fuel.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that is receiving fuel.
-- @function [parent=#BASE] OnEventRefueling
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an object is dead.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that is dead.
-- @function [parent=#BASE] OnEventDead
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an object is completely destroyed.
-- initiator : The unit that is was destroyed.
--- Occurs when an Event for an object is triggered.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that triggered the event.
-- @function [parent=#BASE] OnEvent
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when the pilot of an aircraft is killed. Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that the pilot has died in.
-- @function [parent=#BASE] OnEventPilotDead
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a ground unit captures either an airbase or a farp.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that captured the base
-- place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
-- @function [parent=#BASE] OnEventBaseCaptured
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mission starts
--- Occurs when a mission starts
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventMissionStart
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mission ends
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventMissionEnd
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when an aircraft is finished taking fuel.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that was receiving fuel.
-- @function [parent=#BASE] OnEventRefuelingStop
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any object is spawned into the mission.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that was spawned
-- @function [parent=#BASE] OnEventBirth
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any system fails on a human controlled aircraft.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that had the failure
-- @function [parent=#BASE] OnEventHumanFailure
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft starts its engines.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that is starting its engines.
-- @function [parent=#BASE] OnEventEngineStartup
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any aircraft shuts down its engines.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that is stopping its engines.
-- @function [parent=#BASE] OnEventEngineShutdown
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any player assumes direct control of a unit.
--- Occurs when any player assumes direct control of a unit. Note - not Mulitplayer safe. Use PlayerEnterAircraft.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that is being taken control of.
-- @function [parent=#BASE] OnEventPlayerEnterUnit
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any player relieves control of a unit to the AI.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that the player left.
-- @function [parent=#BASE] OnEventPlayerLeaveUnit
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any unit begins firing a weapon that has a high rate of fire. Most common with aircraft cannons (GAU-8), autocannons, and machine guns.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that is doing the shooting.
-- target: The unit that is being targeted.
-- @function [parent=#BASE] OnEventShootingStart
@@ -604,24 +626,28 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when any unit stops firing its weapon. Event will always correspond with a shooting start event.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- initiator : The unit that was doing the shooting.
-- @function [parent=#BASE] OnEventShootingEnd
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a new mark was added.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- MarkID: ID of the mark.
-- @function [parent=#BASE] OnEventMarkAdded
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mark was removed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- MarkID: ID of the mark.
-- @function [parent=#BASE] OnEventMarkRemoved
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a mark text was changed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- MarkID: ID of the mark.
-- @function [parent=#BASE] OnEventMarkChange
-- @param #BASE self
@@ -638,11 +664,13 @@ do -- Event Handling
--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventScore
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs on the death of a unit. Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
--
-- * initiator: The unit that killed the target
-- * target: Target Object
@@ -654,11 +682,13 @@ do -- Event Handling
--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventScore
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when the game thinks an object is destroyed.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
--
-- * initiator: The unit that is was destroyed.
--
@@ -667,6 +697,7 @@ do -- Event Handling
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
--
-- * initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
-- * place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
@@ -676,6 +707,51 @@ do -- Event Handling
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Paratrooper landing.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventParatrooperLanding
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Discard chair after ejection.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventDiscardChairAfterEjection
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Weapon add. Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventParatrooperLanding
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Trigger zone.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventTriggerZone
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Landing quality mark.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventLandingQualityMark
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- BDA.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- @function [parent=#BASE] OnEventBDA
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
--- Occurs when a player enters a slot and takes control of an aircraft.
-- Have a look at the class @{Core.EVENT#EVENT} as these are just the prototypes.
-- **NOTE**: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event.
-- initiator : The unit that is being taken control of.
-- @function [parent=#BASE] OnEventPlayerEnterAircraft
-- @param #BASE self
-- @param Core.Event#EVENTDATA EventData The EventData structure.
end
@@ -717,17 +793,34 @@ function BASE:CreateEventCrash( EventTime, Initiator )
world.onEvent( Event )
end
--- Creation of a Crash Event.
-- @param #BASE self
-- @param DCS#Time EventTime The time stamp of the event.
-- @param DCS#Object Initiator The initiating object of the event.
function BASE:CreateEventUnitLost(EventTime, Initiator)
self:F( { EventTime, Initiator } )
local Event = {
id = world.event.S_EVENT_UNIT_LOST,
time = EventTime,
initiator = Initiator,
}
world.onEvent( Event )
end
--- Creation of a Dead Event.
-- @param #BASE self
-- @param DCS#Time EventTime The time stamp of the event.
-- @param DCS#Object Initiator The initiating object of the event.
function BASE:CreateEventDead( EventTime, Initiator )
self:F( { EventTime, Initiator } )
function BASE:CreateEventDead( EventTime, Initiator, IniObjectCategory )
self:F( { EventTime, Initiator, IniObjectCategory } )
local Event = {
id = world.event.S_EVENT_DEAD,
time = EventTime,
initiator = Initiator,
IniObjectCategory = IniObjectCategory,
}
world.onEvent( Event )
@@ -765,31 +858,47 @@ function BASE:CreateEventTakeoff( EventTime, Initiator )
world.onEvent( Event )
end
-- TODO: Complete DCS#Event structure.
--- Creation of a `S_EVENT_PLAYER_ENTER_AIRCRAFT` event.
-- @param #BASE self
-- @param Wrapper.Unit#UNIT PlayerUnit The aircraft unit the player entered.
function BASE:CreateEventPlayerEnterAircraft( PlayerUnit )
self:F( { PlayerUnit } )
local Event = {
id = EVENTS.PlayerEnterAircraft,
time = timer.getTime(),
initiator = PlayerUnit:GetDCSObject()
}
world.onEvent(Event)
end
--- The main event handling function... This function captures all events generated for the class.
-- @param #BASE self
-- @param DCS#Event event
function BASE:onEvent(event)
--self:F( { BaseEventCodes[event.id], event } )
if self then
for EventID, EventObject in pairs( self.Events ) do
for EventID, EventObject in pairs(self.Events) do
if EventObject.EventEnabled then
--env.info( 'onEvent Table EventObject.Self = ' .. tostring(EventObject.Self) )
--env.info( 'onEvent event.id = ' .. tostring(event.id) )
--env.info( 'onEvent EventObject.Event = ' .. tostring(EventObject.Event) )
if event.id == EventObject.Event then
if self == EventObject.Self then
if event.initiator and event.initiator:isExist() then
event.IniUnitName = event.initiator:getName()
end
if event.target and event.target:isExist() then
event.TgtUnitName = event.target:getName()
end
--self:T( { BaseEventCodes[event.id], event } )
--EventObject.EventFunction( self, event )
end
end
end
end
end
@@ -802,20 +911,22 @@ do -- Scheduling
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
-- @param #table ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @return #number The ScheduleID of the planned schedule.
-- @return #string The Schedule ID of the planned schedule.
function BASE:ScheduleOnce( Start, SchedulerFunction, ... )
self:F2( { Start } )
self:T3( { ... } )
-- Object name.
local ObjectName = "-"
ObjectName = self.ClassName .. self.ClassID
-- Debug info.
self:F3( { "ScheduleOnce: ", ObjectName, Start } )
if not self.Scheduler then
self.Scheduler = SCHEDULER:New( self )
end
-- FF this was wrong!
--[[
local ScheduleID = _SCHEDULEDISPATCHER:AddSchedule(
self,
SchedulerFunction,
@@ -825,6 +936,10 @@ do -- Scheduling
nil,
nil
)
]]
-- NOTE: MasterObject (first parameter) needs to be nil or it will be the first argument passed to the SchedulerFunction!
local ScheduleID = self.Scheduler:Schedule(nil, SchedulerFunction, {...}, Start)
self._.Schedules[#self._.Schedules+1] = ScheduleID
@@ -839,7 +954,7 @@ do -- Scheduling
-- @param #number Stop Specifies the amount of seconds when the scheduler will be stopped.
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
-- @param #table ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @return #number The ScheduleID of the planned schedule.
-- @return #string The Schedule ID of the planned schedule.
function BASE:ScheduleRepeat( Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ... )
self:F2( { Start } )
self:T3( { ... } )
@@ -853,8 +968,9 @@ do -- Scheduling
self.Scheduler = SCHEDULER:New( self )
end
local ScheduleID = self.Scheduler:Schedule(
self,
-- NOTE: MasterObject (first parameter) should(!) be nil as it will be the first argument passed to the SchedulerFunction!
local ScheduleID = self.Scheduler:Schedule(
nil,
SchedulerFunction,
{ ... },
Start,
@@ -871,13 +987,13 @@ do -- Scheduling
--- Stops the Schedule.
-- @param #BASE self
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
function BASE:ScheduleStop( SchedulerFunction )
-- @param #string SchedulerID (Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
function BASE:ScheduleStop( SchedulerID )
self:F3( { "ScheduleStop:" } )
if self.Scheduler then
_SCHEDULEDISPATCHER:Stop( self.Scheduler, self._.Schedules[SchedulerFunction] )
--_SCHEDULEDISPATCHER:Stop( self.Scheduler, self._.Schedules[SchedulerFunction] )
_SCHEDULEDISPATCHER:Stop(self.Scheduler, SchedulerID)
end
end
@@ -1021,7 +1137,7 @@ end
--- Set tracing for a class
-- @param #BASE self
-- @param #string Class
-- @param #string Class Class name.
function BASE:TraceClass( Class )
_TraceClass[Class] = true
_TraceClassMethod[Class] = {}
@@ -1030,8 +1146,8 @@ end
--- Set tracing for a specific method of class
-- @param #BASE self
-- @param #string Class
-- @param #string Method
-- @param #string Class Class name.
-- @param #string Method Method.
function BASE:TraceClassMethod( Class, Method )
if not _TraceClassMethod[Class] then
_TraceClassMethod[Class] = {}
+451
View File
@@ -0,0 +1,451 @@
--- **Core** - TACAN and other beacons.
--
-- ===
--
-- ## Features:
--
-- * Provide beacon functionality to assist pilots.
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Core.Beacon
-- @image Core_Radio.JPG
--- *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.
--
-- ## AA 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.
--
-- ## 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.
--
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
Positionable = nil,
name = nil,
}
--- Beacon types supported by DCS.
-- @type BEACON.Type
-- @field #number NULL
-- @field #number VOR
-- @field #number DME
-- @field #number VOR_DME
-- @field #number TACAN TACtical Air Navigation system.
-- @field #number VORTAC
-- @field #number RSBN
-- @field #number BROADCAST_STATION
-- @field #number HOMER
-- @field #number AIRPORT_HOMER
-- @field #number AIRPORT_HOMER_WITH_MARKER
-- @field #number ILS_FAR_HOMER
-- @field #number ILS_NEAR_HOMER
-- @field #number ILS_LOCALIZER
-- @field #number ILS_GLIDESLOPE
-- @field #number PRMG_LOCALIZER
-- @field #number PRMG_GLIDESLOPE
-- @field #number ICLS Same as ICLS glideslope.
-- @field #number ICLS_LOCALIZER
-- @field #number ICLS_GLIDESLOPE
-- @field #number NAUTICAL_HOMER
BEACON.Type={
NULL = 0,
VOR = 1,
DME = 2,
VOR_DME = 3,
TACAN = 4,
VORTAC = 5,
RSBN = 128,
BROADCAST_STATION = 1024,
HOMER = 8,
AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136,
ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16424,
ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896,
PRMG_LOCALIZER = 33024,
PRMG_GLIDESLOPE = 33280,
ICLS = 131584, --leaving this in here but it is the same as ICLS_GLIDESLOPE
ICLS_LOCALIZER = 131328,
ICLS_GLIDESLOPE = 131584,
NAUTICAL_HOMER = 65536,
}
--- Beacon systems supported by DCS. https://wiki.hoggitworld.com/view/DCS_command_activateBeacon
-- @type BEACON.System
-- @field #number PAR_10 ?
-- @field #number RSBN_5 Russian VOR/DME system.
-- @field #number TACAN TACtical Air Navigation system on ground.
-- @field #number TACAN_TANKER_X TACtical Air Navigation system for tankers on X band.
-- @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 PRGM_LOCALIZER PRGM localizer.
-- @field #number PRGM_GLIDESLOPE PRGM glideslope.
-- @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 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,
TACAN_TANKER_X = 4,
TACAN_TANKER_Y = 5,
VOR = 6,
ILS_LOCALIZER = 7,
ILS_GLIDESLOPE = 8,
PRMG_LOCALIZER = 9,
PRMG_GLIDESLOPE = 10,
BROADCAST_STATION = 11,
VORTAC = 12,
TACAN_AA_MODE_X = 13,
TACAN_AA_MODE_Y = 14,
VORDME = 15,
ICLS_LOCALIZER = 16,
ICLS_GLIDESLOPE = 17,
}
--- 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.
-- @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
self.name=Positionable:GetName()
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".
-- @param #string Mode TACAN mode, i.e. the "Y" part in "10Y".
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #boolean Bearing If true, beacon provides bearing information. If false (or nil), only distance information is available.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- 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.
if Mode=="X" then
--self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y!", self.Positionable})
System=BEACON.System.TACAN_TANKER_X
else
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.
if Duration then
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates an ICLS BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
-- @param #BEACON self
-- @param #number Channel ICLS channel.
-- @param #string Callsign The Message 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: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
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.
-- @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
-- @param #boolean Bearing Can the BEACON be homed on ?
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- 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
System = BEACON.System.TACAN_TANKER_Y
else
System = BEACON.System.TACAN_AA_MODE_Y
end
if IsValid then -- Starts the BEACON
self:T2({"AA TACAN BEACON started !"})
self.Positionable:SetCommand({
id = "ActivateBeacon",
params = {
type = BEACON.Type.TACAN,
system = System,
callsign = Message,
AA = true,
frequency = Frequency,
bearing = Bearing,
modeChannel = "Y",
}
})
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New(nil,
function()
self:StopAATACAN()
end, {}, BeaconDuration)
end
end
return self
end
--- Stops the AA TACAN BEACON
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopAATACAN()
self:F()
if not self.Positionable then
self:E({"Start the beacon first before stoping it !"})
else
self.Positionable:SetCommand({
id = 'DeactivateBeacon',
params = {
}
})
end
end
--- Activates a general pupose 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 :
-- * **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
-- * ARK9 -> 150-1300KHz
-- * **Huey**
-- * AN/ARC-131 -> 30-76 Mhz FM
-- @param #BEACON self
-- @param #string FileName The name of the audio file
-- @param #number Frequency in MHz
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
-- @param #number Power in W
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a beacon for a unit in distress.
-- -- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131)
-- -- The beacon they use is battery-powered, and only lasts for 5 min
-- local UnitInDistress = UNIT:FindByName("Unit1")
-- local UnitBeacon = UnitInDistress:GetBeacon()
--
-- -- Set the beacon and start it
-- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)
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
if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName
end
IsValid = true
end
end
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()
self:StopRadioBeacon()
end, {}, BeaconDuration)
end
end
end
--- Stops the AA TACAN BEACON
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopRadioBeacon()
self:F()
-- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission(tostring(self.ID))
return self
end
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
-- @param #BEACON self
-- @param #number TACANChannel
-- @param #string TACANMode
-- @return #number Frequecy
-- @return #nil if parameters are invalid
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
self:F3({TACANChannel, TACANMode})
if type(TACANChannel) ~= "number" then
if TACANMode ~= "X" and TACANMode ~= "Y" then
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
A = 1088
end
else -- 'X'
if TACANChannel < 64 then
A = 962
end
end
return (A + TACANChannel - B) * 1000000
end
+392 -119
View File
@@ -24,7 +24,7 @@
-- ===
--
-- ### Author: **FlightControl**
-- ### Contributions:
-- ### Contributions: **funkyfranky**
--
-- ===
--
@@ -33,6 +33,9 @@
--- @type DATABASE
-- @field #string ClassName Name of the class.
-- @field #table Templates Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
-- @field #table CLIENTS Clients.
-- @extends Core.Base#BASE
--- Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
@@ -121,13 +124,12 @@ function DATABASE:New()
self:HandleEvent( EVENTS.Dead, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.Crash, self._EventOnDeadOrCrash )
self:HandleEvent( EVENTS.RemoveUnit, self._EventOnDeadOrCrash )
--self:HandleEvent( EVENTS.UnitLost, self._EventOnDeadOrCrash ) -- DCS 2.7.1 for Aerial units no dead event ATM
self:HandleEvent( EVENTS.Hit, self.AccountHits )
self:HandleEvent( EVENTS.NewCargo )
self:HandleEvent( EVENTS.DeleteCargo )
self:HandleEvent( EVENTS.NewZone )
self:HandleEvent( EVENTS.DeleteZone )
-- Follow alive players and clients
--self:HandleEvent( EVENTS.PlayerEnterUnit, self._EventOnPlayerEnterUnit ) -- This is not working anymore!, handling this through the birth event.
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._EventOnPlayerLeaveUnit )
@@ -136,41 +138,10 @@ function DATABASE:New()
self:_RegisterClients()
self:_RegisterStatics()
--self:_RegisterPlayers()
self:_RegisterAirbases()
--self:_RegisterAirbases()
self.UNITS_Position = 0
--- @param #DATABASE self
local function CheckPlayers( self )
local CoalitionsData = { AlivePlayersRed = coalition.getPlayers( coalition.side.RED ), AlivePlayersBlue = coalition.getPlayers( coalition.side.BLUE ), AlivePlayersNeutral = coalition.getPlayers( coalition.side.NEUTRAL )}
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
--self:E( { "CoalitionData:", CoalitionData } )
for UnitId, UnitData in pairs( CoalitionData ) do
if UnitData and UnitData:isExist() then
local UnitName = UnitData:getName()
local PlayerName = UnitData:getPlayerName()
local PlayerUnit = UNIT:Find( UnitData )
--self:T( { "UnitData:", UnitData, UnitName, PlayerName, PlayerUnit } )
if PlayerName and PlayerName ~= "" then
if self.PLAYERS[PlayerName] == nil or self.PLAYERS[PlayerName] ~= UnitName then
--self:E( { "Add player for unit:", UnitName, PlayerName } )
self:AddPlayer( UnitName, PlayerName )
--_EVENTDISPATCHER:CreateEventPlayerEnterUnit( PlayerUnit )
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( PlayerUnit )
end
end
end
end
end
end
--self:E( "Scheduling" )
--PlayerCheckSchedule = SCHEDULER:New( nil, CheckPlayers, { self }, 1, 1 )
return self
end
@@ -187,14 +158,16 @@ end
--- Adds a Unit based on the Unit Name in the DATABASE.
-- @param #DATABASE self
-- @param #string DCSUnitName Unit name.
-- @return Wrapper.Unit#UNIT The added unit.
function DATABASE:AddUnit( DCSUnitName )
if not self.UNITS[DCSUnitName] then
if not self.UNITS[DCSUnitName] then
-- Debug info.
self:T( { "Add UNIT:", DCSUnitName } )
local UnitRegister = UNIT:Register( DCSUnitName )
self.UNITS[DCSUnitName] = UNIT:Register( DCSUnitName )
table.insert( self.UNITS_Index, DCSUnitName )
-- Register unit
self.UNITS[DCSUnitName]=UNIT:Register(DCSUnitName)
end
return self.UNITS[DCSUnitName]
@@ -204,12 +177,13 @@ end
--- Deletes a Unit from the DATABASE based on the Unit Name.
-- @param #DATABASE self
function DATABASE:DeleteUnit( DCSUnitName )
self.UNITS[DCSUnitName] = nil
end
--- Adds a Static based on the Static Name in the DATABASE.
-- @param #DATABASE self
-- @param #string DCSStaticName Name of the static.
-- @return Wrapper.Static#STATIC The static object.
function DATABASE:AddStatic( DCSStaticName )
if not self.STATICS[DCSStaticName] then
@@ -224,8 +198,7 @@ end
--- Deletes a Static from the DATABASE based on the Static Name.
-- @param #DATABASE self
function DATABASE:DeleteStatic( DCSStaticName )
--self.STATICS[DCSStaticName] = nil
self.STATICS[DCSStaticName] = nil
end
--- Finds a STATIC based on the StaticName.
@@ -255,7 +228,15 @@ end
function DATABASE:AddAirbase( AirbaseName )
if not self.AIRBASES[AirbaseName] then
self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
-- Register airbase.
local airbase = AIRBASE:Register( AirbaseName ) --Wrapper.Airbase#AIRBASE
-- Add to airbase.
self.AIRBASES[AirbaseName]=airbase
-- Debug info
self:I(string.format("Adding airbase %s (ID=%d): %s with %d parking spots", tostring(airbase.AirbaseName), airbase.AirbaseID, airbase.AirbaseCategoryName, tonumber(#airbase.parking)))
end
return self.AIRBASES[AirbaseName]
@@ -319,24 +300,81 @@ do -- Zones
-- @return #DATABASE self
function DATABASE:_RegisterZones()
for ZoneID, ZoneData in pairs( env.mission.triggers.zones ) do
for ZoneID, ZoneData in pairs(env.mission.triggers.zones) do
local ZoneName = ZoneData.name
self:I( { "Register ZONE:", Name = ZoneName } )
local Zone = ZONE:New( ZoneName )
self.ZONENAMES[ZoneName] = ZoneName
self:AddZone( ZoneName, Zone )
-- Color
local color=ZoneData.color or {1, 0, 0, 0.15}
-- Create new Zone
local Zone=nil --Core.Zone#ZONE_BASE
if ZoneData.type==0 then
---
-- Circular zone
---
self:I(string.format("Register ZONE: %s (Circular)", ZoneName))
Zone=ZONE:New(ZoneName)
else
---
-- Quad-point zone
---
self:I(string.format("Register ZONE: %s (Polygon, Quad)", ZoneName))
Zone=ZONE_POLYGON_BASE:New(ZoneName, ZoneData.verticies)
--for i,vec2 in pairs(ZoneData.verticies) do
-- local coord=COORDINATE:NewFromVec2(vec2)
-- coord:MarkToAll(string.format("%s Point %d", ZoneName, i))
--end
end
if Zone then
-- Store color of zone.
Zone.Color=color
-- Store zone ID.
Zone.ZoneID=ZoneData.zoneId
-- Store in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone.
self:AddZone(ZoneName, Zone)
end
end
-- Polygon zones defined by late activated groups.
for ZoneGroupName, ZoneGroup in pairs( self.GROUPS ) do
if ZoneGroupName:match("#ZONE_POLYGON") then
local ZoneName1 = ZoneGroupName:match("(.*)#ZONE_POLYGON")
local ZoneName2 = ZoneGroupName:match(".*#ZONE_POLYGON(.*)")
local ZoneName = ZoneName1 .. ( ZoneName2 or "" )
self:I( { "Register ZONE_POLYGON:", Name = ZoneName } )
-- Debug output
self:I(string.format("Register ZONE: %s (Polygon)", ZoneName))
-- Create a new polygon zone.
local Zone_Polygon = ZONE_POLYGON:New( ZoneName, ZoneGroup )
-- Set color.
Zone_Polygon:SetColor({1, 0, 0}, 0.15)
-- Store name in DB.
self.ZONENAMES[ZoneName] = ZoneName
-- Add zone to DB.
self:AddZone( ZoneName, Zone_Polygon )
end
end
@@ -432,7 +470,6 @@ do -- cargo
local Groups = UTILS.DeepCopy( self.GROUPS ) -- This is a very important statement. CARGO_GROUP:New creates a new _DATABASE.GROUP entry, which will confuse the loop. I searched 4 hours on this to find the bug!
for CargoGroupName, CargoGroup in pairs( Groups ) do
self:I( { Cargo = CargoGroupName } )
if self:IsCargo( CargoGroupName ) then
local CargoInfo = CargoGroupName:match("#CARGO(.*)")
local CargoParam = CargoInfo and CargoInfo:match( "%((.*)%)")
@@ -489,6 +526,8 @@ end
--- Adds a CLIENT based on the ClientName in the DATABASE.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client unit.
-- @return Wrapper.Client#CLIENT The client object.
function DATABASE:AddClient( ClientName )
if not self.CLIENTS[ClientName] then
@@ -626,6 +665,9 @@ function DATABASE:Spawn( SpawnTemplate )
end
--- Set a status to a Group within the Database, this to check crossing events for example.
-- @param #DATABASE self
-- @param #string GroupName Group name.
-- @param #string Status Status.
function DATABASE:SetStatusGroup( GroupName, Status )
self:F2( Status )
@@ -633,8 +675,11 @@ function DATABASE:SetStatusGroup( GroupName, Status )
end
--- Get a status to a Group within the Database, this to check crossing events for example.
-- @param #DATABASE self
-- @param #string GroupName Group name.
-- @return #string Status or an empty string "".
function DATABASE:GetStatusGroup( GroupName )
self:F2( Status )
self:F2( GroupName )
if self.Templates.Groups[GroupName] then
return self.Templates.Groups[GroupName].Status
@@ -648,7 +693,8 @@ end
-- @param #table GroupTemplate
-- @param DCS#coalition.side CoalitionSide The coalition.side of the object.
-- @param DCS#Object.Category CategoryID The Object.category of the object.
-- @param DCS#country.id CountryID the country.id of the object
-- @param DCS#country.id CountryID the country ID of the object.
-- @param #string GroupName (Optional) The name of the group. Default is `GroupTemplate.name`.
-- @return #DATABASE self
function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName )
@@ -704,6 +750,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
UnitNames[#UnitNames+1] = self.Templates.Units[UnitTemplate.name].UnitName
end
-- Debug info.
self:T( { Group = self.Templates.Groups[GroupTemplateName].GroupName,
Coalition = self.Templates.Groups[GroupTemplateName].CoalitionID,
Category = self.Templates.Groups[GroupTemplateName].CategoryID,
@@ -713,6 +760,10 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
)
end
--- Get group template.
-- @param #DATABASE self
-- @param #string GroupName Group name.
-- @return #table Group template table.
function DATABASE:GetGroupTemplate( GroupName )
local GroupTemplate = self.Templates.Groups[GroupName].Template
GroupTemplate.SpawnCoalitionID = self.Templates.Groups[GroupName].CoalitionID
@@ -723,13 +774,18 @@ end
--- Private method that registers new Static Templates within the DATABASE Object.
-- @param #DATABASE self
-- @param #table StaticTemplate
-- @param #table StaticTemplate Template table.
-- @param #number CoalitionID Coalition ID.
-- @param #number CategoryID Category ID.
-- @param #number CountryID Country ID.
-- @return #DATABASE self
function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, CategoryID, CountryID )
local StaticTemplate = UTILS.DeepCopy( StaticTemplate )
local StaticTemplateName = env.getValueDictByKey(StaticTemplate.name)
local StaticTemplateGroupName = env.getValueDictByKey(StaticTemplate.name)
local StaticTemplateName=StaticTemplate.units[1].name
self.Templates.Statics[StaticTemplateName] = self.Templates.Statics[StaticTemplateName] or {}
@@ -737,14 +793,15 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
StaticTemplate.CoalitionID = CoalitionID
StaticTemplate.CountryID = CountryID
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateName
self.Templates.Statics[StaticTemplateName].StaticName = StaticTemplateGroupName
self.Templates.Statics[StaticTemplateName].GroupTemplate = StaticTemplate
self.Templates.Statics[StaticTemplateName].UnitTemplate = StaticTemplate.units[1]
self.Templates.Statics[StaticTemplateName].CategoryID = CategoryID
self.Templates.Statics[StaticTemplateName].CoalitionID = CoalitionID
self.Templates.Statics[StaticTemplateName].CountryID = CountryID
self:I( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
-- Debug info.
self:T( { Static = self.Templates.Statics[StaticTemplateName].StaticName,
Coalition = self.Templates.Statics[StaticTemplateName].CoalitionID,
Category = self.Templates.Statics[StaticTemplateName].CategoryID,
Country = self.Templates.Statics[StaticTemplateName].CountryID
@@ -753,48 +810,115 @@ function DATABASE:_RegisterStaticTemplate( StaticTemplate, CoalitionID, Category
self:AddStatic( StaticTemplateName )
return self
end
--- @param #DATABASE self
--- Get static group template.
-- @param #DATABASE self
-- @param #string StaticName Name of the static.
-- @return #table Static template table.
function DATABASE:GetStaticGroupTemplate( StaticName )
local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
if self.Templates.Statics[StaticName] then
local StaticTemplate = self.Templates.Statics[StaticName].GroupTemplate
return StaticTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
else
self:E("ERROR: Static group template does NOT exist for static "..tostring(StaticName))
return nil
end
end
--- @param #DATABASE self
--- Get static unit template.
-- @param #DATABASE self
-- @param #string StaticName Name of the static.
-- @return #table Static template table.
function DATABASE:GetStaticUnitTemplate( StaticName )
local UnitTemplate = self.Templates.Statics[StaticName].UnitTemplate
return UnitTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
if self.Templates.Statics[StaticName] then
local UnitTemplate = self.Templates.Statics[StaticName].UnitTemplate
return UnitTemplate, self.Templates.Statics[StaticName].CoalitionID, self.Templates.Statics[StaticName].CategoryID, self.Templates.Statics[StaticName].CountryID
else
self:E("ERROR: Static unit template does NOT exist for static "..tostring(StaticName))
return nil
end
end
--- Get group name from unit name.
-- @param #DATABASE self
-- @param #string UnitName Name of the unit.
-- @return #string Group name.
function DATABASE:GetGroupNameFromUnitName( UnitName )
return self.Templates.Units[UnitName].GroupName
if self.Templates.Units[UnitName] then
return self.Templates.Units[UnitName].GroupName
else
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName))
return nil
end
end
--- Get group template from unit name.
-- @param #DATABASE self
-- @param #string UnitName Name of the unit.
-- @return #table Group template.
function DATABASE:GetGroupTemplateFromUnitName( UnitName )
return self.Templates.Units[UnitName].GroupTemplate
if self.Templates.Units[UnitName] then
return self.Templates.Units[UnitName].GroupTemplate
else
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName))
return nil
end
end
--- Get group template from unit name.
-- @param #DATABASE self
-- @param #string UnitName Name of the unit.
-- @return #table Group template.
function DATABASE:GetUnitTemplateFromUnitName( UnitName )
if self.Templates.Units[UnitName] then
return self.Templates.Units[UnitName]
else
self:E("ERROR: Unit template does not exist for unit "..tostring(UnitName))
return nil
end
end
--- Get coalition ID from client name.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client.
-- @return #number Coalition ID.
function DATABASE:GetCoalitionFromClientTemplate( ClientName )
return self.Templates.ClientsByName[ClientName].CoalitionID
end
--- Get category ID from client name.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client.
-- @return #number Category ID.
function DATABASE:GetCategoryFromClientTemplate( ClientName )
return self.Templates.ClientsByName[ClientName].CategoryID
end
--- Get country ID from client name.
-- @param #DATABASE self
-- @param #string ClientName Name of the Client.
-- @return #number Country ID.
function DATABASE:GetCountryFromClientTemplate( ClientName )
return self.Templates.ClientsByName[ClientName].CountryID
end
--- Airbase
--- Get coalition ID from airbase name.
-- @param #DATABASE self
-- @param #string AirbaseName Name of the airbase.
-- @return #number Coalition ID.
function DATABASE:GetCoalitionFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCoalition()
end
--- Get category from airbase name.
-- @param #DATABASE self
-- @param #string AirbaseName Name of the airbase.
-- @return #number Category.
function DATABASE:GetCategoryFromAirbase( AirbaseName )
return self.AIRBASES[AirbaseName]:GetCategory()
end
@@ -831,33 +955,38 @@ end
function DATABASE:_RegisterGroupsAndUnits()
local CoalitionsData = { GroupsRed = coalition.getGroups( coalition.side.RED ), GroupsBlue = coalition.getGroups( coalition.side.BLUE ), GroupsNeutral = coalition.getGroups( coalition.side.NEUTRAL ) }
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSGroupId, DCSGroup in pairs( CoalitionData ) do
if DCSGroup:isExist() then
-- Group name.
local DCSGroupName = DCSGroup:getName()
self:I( { "Register Group:", DCSGroupName } )
-- Add group.
self:I(string.format("Register Group: %s", tostring(DCSGroupName)))
self:AddGroup( DCSGroupName )
-- Loop over units in group.
for DCSUnitId, DCSUnit in pairs( DCSGroup:getUnits() ) do
-- Get unit name.
local DCSUnitName = DCSUnit:getName()
self:I( { "Register Unit:", DCSUnitName } )
-- Add unit.
self:I(string.format("Register Unit: %s", tostring(DCSUnitName)))
self:AddUnit( DCSUnitName )
end
else
self:E( { "Group does not exist: ", DCSGroup } )
self:E({"Group does not exist: ", DCSGroup})
end
end
end
self:T("Groups:")
for GroupName, Group in pairs( self.GROUPS ) do
self:T( { "Group:", GroupName } )
end
return self
end
@@ -867,7 +996,7 @@ end
function DATABASE:_RegisterClients()
for ClientName, ClientTemplate in pairs( self.Templates.ClientsByName ) do
self:T( { "Register Client:", ClientName } )
self:I(string.format("Register Client: %s", tostring(ClientName)))
self:AddClient( ClientName )
end
@@ -877,15 +1006,15 @@ end
--- @param #DATABASE self
function DATABASE:_RegisterStatics()
local CoalitionsData = { GroupsRed = coalition.getStaticObjects( coalition.side.RED ), GroupsBlue = coalition.getStaticObjects( coalition.side.BLUE ) }
self:I( { Statics = CoalitionsData } )
local CoalitionsData={GroupsRed=coalition.getStaticObjects(coalition.side.RED), GroupsBlue=coalition.getStaticObjects(coalition.side.BLUE), GroupsNeutral=coalition.getStaticObjects(coalition.side.NEUTRAL)}
for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
for DCSStaticId, DCSStatic in pairs( CoalitionData ) do
if DCSStatic:isExist() then
local DCSStaticName = DCSStatic:getName()
self:T( { "Register Static:", DCSStaticName } )
self:I(string.format("Register Static: %s", tostring(DCSStaticName)))
self:AddStatic( DCSStaticName )
else
self:E( { "Static does not exist: ", DCSStatic } )
@@ -902,7 +1031,7 @@ end
function DATABASE:_RegisterAirbases()
for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
-- Get the airbase name.
local DCSAirbaseName = DCSAirbase:getName()
@@ -912,9 +1041,24 @@ function DATABASE:_RegisterAirbases()
-- Add and register airbase.
local airbase=self:AddAirbase( DCSAirbaseName )
-- Unique ID.
local airbaseUID=airbase:GetID(true)
-- Debug output.
self:I(string.format("Register Airbase: %s, getID=%d, GetID=%d (unique=%d)", DCSAirbaseName, DCSAirbase:getID(), airbase:GetID(), airbase:GetID(true)))
local text=string.format("Register %s: %s (ID=%d UID=%d), parking=%d [", AIRBASE.CategoryName[airbase.category], tostring(DCSAirbaseName), airbaseID, airbaseUID, 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])
end
end
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
@@ -930,36 +1074,74 @@ function DATABASE:_EventOnBirth( Event )
self:F( { Event } )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 3 then
self:AddStatic( Event.IniDCSUnitName )
else
if Event.IniObjectCategory == 1 then
self:AddUnit( Event.IniDCSUnitName )
self:AddGroup( Event.IniDCSGroupName )
-- Add airbase if it was spawned later in the mission.
local DCSAirbase = Airbase.getByName(Event.IniDCSUnitName)
if DCSAirbase then
self:I(string.format("Adding airbase %s", tostring(Event.IniDCSUnitName)))
self:AddAirbase(Event.IniDCSUnitName)
end
end
end
if Event.IniObjectCategory == 1 then
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
Event.IniGroup = self:FindGroup( Event.IniDCSGroupName )
-- Client
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
if client then
-- TODO: create event ClientAlive
end
-- Get player name.
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName then
self:I( { "Player Joined:", PlayerName } )
self:AddClient( Event.IniDCSUnitName )
-- Debug info.
self:I(string.format("Player '%s' joint unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already.
if not client then
client=self:AddClient(Event.IniDCSUnitName)
end
-- Add player.
client:AddPlayer(PlayerName)
-- Add player.
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniUnitName, PlayerName )
end
-- Player settings.
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
--MENU_INDEX:Refresh( Event.IniGroup )
Settings:SetPlayerMenu(Event.IniUnit)
-- Create an event.
self:CreateEventPlayerEnterAircraft(Event.IniUnit)
end
end
end
end
@@ -967,22 +1149,69 @@ end
-- @param #DATABASE self
-- @param Core.Event#EVENTDATA Event
function DATABASE:_EventOnDeadOrCrash( Event )
self:F2( { Event } )
if Event.IniDCSUnit then
local name=Event.IniDCSUnitName
if Event.IniObjectCategory == 3 then
---
-- STATICS
---
if self.STATICS[Event.IniDCSUnitName] then
self:DeleteStatic( Event.IniDCSUnitName )
end
else
if Event.IniObjectCategory == 1 then
if self.UNITS[Event.IniDCSUnitName] then
self:DeleteUnit( Event.IniDCSUnitName )
---
-- Maybe a UNIT?
---
-- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then
self:T("STATIC Event for UNIT "..tostring(Event.IniDCSUnitName))
local DCSUnit = _DATABASE:FindUnit( Event.IniDCSUnitName )
self:T({DCSUnit})
if DCSUnit then
--self:I("Creating DEAD Event for UNIT "..tostring(Event.IniDCSUnitName))
--DCSUnit:Destroy(true)
return
end
end
else
if Event.IniObjectCategory == 1 then
---
-- UNITS
---
-- Delete unit.
if self.UNITS[Event.IniDCSUnitName] then
self:DeleteUnit(Event.IniDCSUnitName)
end
-- Remove client players.
local client=self.CLIENTS[name] --Wrapper.Client#CLIENT
if client then
client:RemovePlayers()
end
end
end
-- Add airbase if it was spawned later in the mission.
local airbase=self.AIRBASES[Event.IniDCSUnitName] --Wrapper.Airbase#AIRBASE
if airbase and (airbase:IsHelipad() or airbase:IsShip()) then
self:DeleteAirbase(Event.IniDCSUnitName)
end
end
-- Account destroys.
self:AccountDestroys( Event )
end
@@ -995,15 +1224,31 @@ function DATABASE:_EventOnPlayerEnterUnit( Event )
if Event.IniDCSUnit then
if Event.IniObjectCategory == 1 then
-- Add unit.
self:AddUnit( Event.IniDCSUnitName )
-- Ini unit.
Event.IniUnit = self:FindUnit( Event.IniDCSUnitName )
-- Add group.
self:AddGroup( Event.IniDCSGroupName )
-- Get player unit.
local PlayerName = Event.IniDCSUnit:getPlayerName()
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
if PlayerName then
if not self.PLAYERS[PlayerName] then
self:AddPlayer( Event.IniDCSUnitName, PlayerName )
end
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
else
self:E("ERROR: getPlayerName() returned nil for event PlayerEnterUnit")
end
local Settings = SETTINGS:Set( PlayerName )
Settings:SetPlayerMenu( Event.IniUnit )
end
end
end
@@ -1016,13 +1261,30 @@ function DATABASE:_EventOnPlayerLeaveUnit( Event )
self:F2( { Event } )
if Event.IniUnit then
if Event.IniObjectCategory == 1 then
-- Try to get the player name. This can be buggy for multicrew aircraft!
local PlayerName = Event.IniUnit:GetPlayerName()
if PlayerName and self.PLAYERS[PlayerName] then
self:I( { "Player Left:", PlayerName } )
if PlayerName then --and self.PLAYERS[PlayerName] then
-- Debug info.
self:I(string.format("Player '%s' left unit %s", tostring(PlayerName), tostring(Event.IniUnitName)))
-- Remove player menu.
local Settings = SETTINGS:Set( PlayerName )
Settings:RemovePlayerMenu( Event.IniUnit )
self:DeletePlayer( Event.IniUnit, PlayerName )
Settings:RemovePlayerMenu(Event.IniUnit)
-- Delete player.
self:DeletePlayer(Event.IniUnit, PlayerName)
-- Client stuff.
local client=self.CLIENTS[Event.IniDCSUnitName] --Wrapper.Client#CLIENT
if client then
client:RemovePlayer(PlayerName)
end
end
end
end
@@ -1249,19 +1511,19 @@ function DATABASE:SetPlayerSettings( PlayerName, Settings )
self.PLAYERSETTINGS[PlayerName] = Settings
end
--- Add a flight group to the data base.
--- Add an OPS group (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) to the data base.
-- @param #DATABASE self
-- @param Ops.FlightGroup#FLIGHTGROUP flightgroup
function DATABASE:AddFlightGroup(flightgroup)
self:I({NewFlightGroup=flightgroup.groupname})
self.FLIGHTGROUPS[flightgroup.groupname]=flightgroup
-- @param Ops.OpsGroup#OPSGROUP opsgroup The OPS group added to the DB.
function DATABASE:AddOpsGroup(opsgroup)
--env.info("Adding OPSGROUP "..tostring(opsgroup.groupname))
self.FLIGHTGROUPS[opsgroup.groupname]=opsgroup
end
--- Get a flight group from the data base.
--- Get an OPS group (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) from the data base.
-- @param #DATABASE self
-- @param #string groupname Group name of the flight group. Can also be passed as GROUP object.
-- @return Ops.FlightGroup#FLIGHTGROUP Flight group object.
function DATABASE:GetFlightGroup(groupname)
-- @param #string groupname Group name of the group. Can also be passed as GROUP object.
-- @return Ops.OpsGroup#OPSGROUP OPS group object.
function DATABASE:GetOpsGroup(groupname)
-- Get group and group name.
if type(groupname)=="string" then
@@ -1269,6 +1531,23 @@ function DATABASE:GetFlightGroup(groupname)
groupname=groupname:GetName()
end
--env.info("Getting OPSGROUP "..tostring(groupname))
return self.FLIGHTGROUPS[groupname]
end
--- Find an OPSGROUP (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) in the data base.
-- @param #DATABASE self
-- @param #string groupname Group name of the group. Can also be passed as GROUP object.
-- @return Ops.OpsGroup#OPSGROUP OPS group object.
function DATABASE:FindOpsGroup(groupname)
-- Get group and group name.
if type(groupname)=="string" then
else
groupname=groupname:GetName()
end
--env.info("Getting OPSGROUP "..tostring(groupname))
return self.FLIGHTGROUPS[groupname]
end
@@ -1355,19 +1634,13 @@ function DATABASE:_RegisterTemplates()
for group_num, Template in pairs(obj_type_data.group) do
if obj_type_name ~= "static" and Template and Template.units and type(Template.units) == 'table' then --making sure again- this is a valid group
self:_RegisterGroupTemplate(
Template,
CoalitionSide,
_DATABASECategory[string.lower(CategoryName)],
CountryID
)
self:_RegisterGroupTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
else
self:_RegisterStaticTemplate(
Template,
CoalitionSide,
_DATABASECategory[string.lower(CategoryName)],
CountryID
)
self:_RegisterStaticTemplate(Template, CoalitionSide, _DATABASECategory[string.lower(CategoryName)], CountryID)
end --if GroupTemplate and GroupTemplate.units then
end --for group_num, GroupTemplate in pairs(obj_type_data.group) do
end --if ((type(obj_type_data) == 'table') and obj_type_data.group and (type(obj_type_data.group) == 'table') and (#obj_type_data.group > 0)) then
File diff suppressed because it is too large Load Diff
+18 -18
View File
@@ -410,7 +410,7 @@ do -- FSM
Transition.To = To
-- Debug message.
self:T2( Transition )
--self:T3( Transition )
self._Transitions[Transition] = Transition
self:_eventmap( self.Events, Transition )
@@ -432,7 +432,7 @@ do -- FSM
-- @param #table ReturnEvents A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
-- @return Core.Fsm#FSM_PROCESS The SubFSM.
function FSM:AddProcess( From, Event, Process, ReturnEvents )
self:T( { From, Event } )
--self:T3( { From, Event } )
local Sub = {}
Sub.From = From
@@ -533,14 +533,14 @@ do -- FSM
Process._Scores[State].ScoreText = ScoreText
Process._Scores[State].Score = Score
self:T( Process._Scores )
--self:T3( Process._Scores )
return Process
end
--- Returns a table with the scores defined.
-- @param #FSM self
-- @param #table Scores.
-- @return #table Scores.
function FSM:GetScores()
return self._Scores or {}
end
@@ -576,7 +576,7 @@ do -- FSM
self[__Event] = self[__Event] or self:_delayed_transition(Event)
-- Debug message.
self:T2( "Added methods: " .. Event .. ", " .. __Event )
--self:T3( "Added methods: " .. Event .. ", " .. __Event )
Events[Event] = self.Events[Event] or { map = {} }
self:_add_to_map( Events[Event].map, EventStructure )
@@ -791,7 +791,7 @@ do -- FSM
return function( self, DelaySeconds, ... )
-- Debug.
self:T2( "Delayed Event: " .. EventName )
self:T3( "Delayed Event: " .. EventName )
local CallID = 0
if DelaySeconds ~= nil then
@@ -809,23 +809,23 @@ do -- FSM
self._EventSchedules[EventName] = CallID
-- Debug output.
self:T2(string.format("NEGATIVE Event %s delayed by %.1f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
self:T2(string.format("NEGATIVE Event %s delayed by %.3f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
else
self:T2(string.format("NEGATIVE Event %s delayed by %.1f sec CANCELLED as we already have such an event in the queue.", EventName, DelaySeconds))
self:T2(string.format("NEGATIVE Event %s delayed by %.3f sec CANCELLED as we already have such an event in the queue.", EventName, DelaySeconds))
-- reschedule
end
else
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
self:T2(string.format("Event %s delayed by %.1f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
self:T2(string.format("Event %s delayed by %.3f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
end
else
error( "FSM: An asynchronous event trigger requires a DelaySeconds parameter!!! This can be positive or negative! Sorry, but will not process this." )
end
-- Debug.
self:T2( { CallID = CallID } )
--self:T3( { CallID = CallID } )
end
end
@@ -846,7 +846,7 @@ do -- FSM
function FSM:_gosub( ParentFrom, ParentEvent )
local fsmtable = {}
if self.subs[ParentFrom] and self.subs[ParentFrom][ParentEvent] then
self:T( { ParentFrom, ParentEvent, self.subs[ParentFrom], self.subs[ParentFrom][ParentEvent] } )
--self:T3( { ParentFrom, ParentEvent, self.subs[ParentFrom], self.subs[ParentFrom][ParentEvent] } )
return self.subs[ParentFrom][ParentEvent]
else
return {}
@@ -893,7 +893,7 @@ do -- FSM
end
end
self:T3( { Map, Event } )
--self:T3( { Map, Event } )
end
--- Get current state.
@@ -913,7 +913,7 @@ do -- FSM
--- Check if FSM is in state.
-- @param #FSM self
-- @param #string State State name.
-- @param #boolean If true, FSM is in this state.
-- @return #boolean If true, FSM is in this state.
function FSM:Is( State )
return self.current == State
end
@@ -921,7 +921,7 @@ do -- FSM
--- Check if FSM is in state.
-- @param #FSM self
-- @param #string State State name.
-- @param #boolean If true, FSM is in this state.
-- @return #boolean If true, FSM is in this state.
function FSM:is(state)
return self.current == state
end
@@ -1150,7 +1150,7 @@ do -- FSM_PROCESS
-- @param #FSM_PROCESS self
-- @return #FSM_PROCESS
function FSM_PROCESS:Copy( Controllable, Task )
self:T( { self:GetClassNameAndID() } )
--self:T3( { self:GetClassNameAndID() } )
local NewFsm = self:New( Controllable, Task ) -- Core.Fsm#FSM_PROCESS
@@ -1176,13 +1176,13 @@ do -- FSM_PROCESS
-- Copy End States
for EndStateID, EndState in pairs( self:GetEndStates() ) do
self:T( EndState )
--self:T3( EndState )
NewFsm:AddEndState( EndState )
end
-- Copy the score tables
for ScoreID, Score in pairs( self:GetScores() ) do
self:T( Score )
--self:T3( Score )
NewFsm:AddScore( ScoreID, Score.ScoreText, Score.Score )
end
@@ -1431,7 +1431,7 @@ do -- FSM_SET
-- @param #FSM_SET self
-- @return Core.Set#SET_BASE
function FSM_SET:Get()
return self.Controllable
return self.Set
end
function FSM_SET:_call_handler( step, trigger, params, EventName )
@@ -0,0 +1,251 @@
--- **Core** - MarkerOps_Base.
--
-- **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.
--
-- ===
--
-- ### Author: **Applevangelist**
--
-- Date: 5 May 2021
--
-- ===
---
-- @module Core.MarkerOps_Base
-- @image MOOSE_Core.JPG
--------------------------------------------------------------------------
-- MARKEROPS_BASE Class Definition.
--------------------------------------------------------------------------
--- MARKEROPS_BASE class.
-- @type MARKEROPS_BASE
-- @field #string ClassName Name of the class.
-- @field #string Tag Tag to identify commands.
-- @field #table Keywords Table of keywords to recognize.
-- @field #string version Version of #MARKEROPS_BASE.
-- @extends Core.Fsm#FSM
--- *Fiat lux.* -- Latin proverb.
--
-- ===
--
-- # The MARKEROPS_BASE Concept
--
-- This class enable scripting text-based actions from markers.
--
-- @field #MARKEROPS_BASE
MARKEROPS_BASE = {
ClassName = "MARKEROPS",
Tag = "mytag",
Keywords = {},
version = "0.0.1",
debug = false,
}
--- 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.
-- @return #MARKEROPS_BASE self
function MARKEROPS_BASE:New(Tagname,Keywords)
-- Inherit FSM
local self=BASE:Inherit(self, FSM:New()) -- #MARKEROPS_BASE
-- Set some string id for output to DCS.log file.
self.lid=string.format("MARKEROPS_BASE %s | ", tostring(self.version))
self.Tag = Tagname or "mytag"-- #string
self.Keywords = Keywords or {} -- #table - might want to use lua regex here, too
self.debug = false
-----------------------
--- FSM Transitions ---
-----------------------
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start the FSM.
self:AddTransition("*", "MarkAdded", "*") -- Start the FSM.
self:AddTransition("*", "MarkChanged", "*") -- Start the FSM.
self:AddTransition("*", "MarkDeleted", "*") -- Start the FSM.
self:AddTransition("Running", "Stop", "Stopped") -- Stop the FSM.
self:HandleEvent(EVENTS.MarkAdded, self.OnEventMark)
self:HandleEvent(EVENTS.MarkChange, self.OnEventMark)
self:HandleEvent(EVENTS.MarkRemoved, self.OnEventMark)
-- start
self:I(self.lid..string.format("started for %s",self.Tag))
self:__Start(1)
return self
-------------------
-- PSEUDO Functions
-------------------
--- On after "MarkAdded" event. Triggered when a Marker is added to the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkAdded
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
--- On after "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkChanged
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
--- On after "MarkDeleted" event. Triggered when a Marker is deleted from the F10 map.
-- @function [parent=#MARKEROPS_BASE] OnAfterMarkDeleted
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
--- "Stop" trigger. Used to stop the function an unhandle events
-- @function [parent=#MARKEROPS_BASE] Stop
end
--- (internal) Handle events.
-- @param #MARKEROPS self
-- @param Core.Event#EVENTDATA Event
function MARKEROPS_BASE:OnEventMark(Event)
self:T({Event})
if Event == nil or Event.idx == nil then
self:E("Skipping onEvent. Event or Event.idx unknown.")
return true
end
--position
local vec3={y=Event.pos.y, x=Event.pos.x, z=Event.pos.z}
local coord=COORDINATE:NewFromVec3(vec3)
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
-- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then
self:T({event="S_EVENT_MARK_ADDED", carrier=self.groupname, vec3=Event.pos})
-- Handle event
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord)
end
end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
self:T({event="S_EVENT_MARK_CHANGE", carrier=self.groupname, vec3=Event.pos})
-- Handle event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord)
end
end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then
self:T({event="S_EVENT_MARK_REMOVED", carrier=self.groupname, vec3=Event.pos})
-- Hande event.
local Eventtext = tostring(Event.text)
if Eventtext~=nil then
if self:_MatchTag(Eventtext) then
self:MarkDeleted()
end
end
end
end
--- (internal) Match tag.
-- @param #MARKEROPS 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
end
return matches
end
--- (internal) Match keywords table.
-- @param #MARKEROPS self
-- @param #string Eventtext Text added to the marker.
-- @return #table
function MARKEROPS_BASE:_MatchKeywords(Eventtext)
local matchtable = {}
local keytable = self.Keywords
for _index,_word in pairs (keytable) do
if string.find(string.lower(Eventtext),string.lower(_word))then
table.insert(matchtable,_word)
end
end
return matchtable
end
--- On before "MarkAdded" event. Triggered when a Marker is added to the F10 map.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkAdded(From,Event,To,Text,Keywords,Coord)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end
--- On before "MarkChanged" event. Triggered when a Marker is changed on the F10 map.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
-- @param #string Text The text on the marker
-- @param #table Keywords Table of matching keywords found in the Event text
-- @param Core.Point#COORDINATE Coord Coordinate of the marker.
function MARKEROPS_BASE:onbeforeMarkChanged(From,Event,To,Text,Keywords,Coord)
self:T({self.lid,From,Event,To,Text,Keywords,Coord:ToStringLLDDM()})
end
--- On before "MarkDeleted" event. Triggered when a Marker is removed from the F10 map.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
function MARKEROPS_BASE:onbeforeMarkDeleted(From,Event,To)
self:T({self.lid,From,Event,To})
end
--- On enter "Stopped" event. Unsubscribe events.
-- @param #MARKEROPS_BASE self
-- @param #string From The From state
-- @param #string Event The Event called
-- @param #string To The To state
function MARKEROPS_BASE:onenterStopped(From,Event,To)
self:T({self.lid,From,Event,To})
-- unsubscribe from events
self:UnHandleEvent(EVENTS.MarkAdded)
self:UnHandleEvent(EVENTS.MarkChange)
self:UnHandleEvent(EVENTS.MarkRemoved)
end
--------------------------------------------------------------------------
-- MARKEROPS_BASE Class Definition End.
--------------------------------------------------------------------------
+36 -167
View File
@@ -14,7 +14,7 @@
-- * Only create or delete menus when required, and keep existing menus persistent.
-- * Update menu structures.
-- * Refresh menu structures intelligently, based on a time stamp of updates.
-- - Delete obscolete menus.
-- - Delete obsolete menus.
-- - Create new one where required.
-- - Don't touch the existing ones.
-- * Provide a variable amount of parameters to menus.
@@ -23,7 +23,7 @@
-- * Provide a great tool to manage menus in your code.
--
-- DCS Menus can be managed using the MENU classes.
-- The advantage of using MENU classes is that it hides the complexity of dealing with menu management in more advanced scanerios where you need to
-- The advantage of using MENU classes is that it hides the complexity of dealing with menu management in more advanced scenarios where you need to
-- set menus and later remove them, and later set them again. You'll find while using use normal DCS scripting functions, that setting and removing
-- menus is not a easy feat if you have complex menu hierarchies defined.
-- Using the MOOSE menu classes, the removal and refreshing of menus are nicely being handled within these classes, and becomes much more easy.
@@ -53,7 +53,6 @@
-- @module Core.Menu
-- @image Core_Menu.JPG
MENU_INDEX = {}
MENU_INDEX.MenuMission = {}
MENU_INDEX.MenuMission.Menus = {}
@@ -64,10 +63,7 @@ MENU_INDEX.Coalition[coalition.side.RED] = {}
MENU_INDEX.Coalition[coalition.side.RED].Menus = {}
MENU_INDEX.Group = {}
function MENU_INDEX:ParentPath( ParentMenu, MenuText )
local Path = ParentMenu and "@" .. table.concat( ParentMenu.MenuPath or {}, "@" ) or ""
if ParentMenu then
if ParentMenu:IsInstanceOf( "MENU_GROUP" ) or ParentMenu:IsInstanceOf( "MENU_GROUP_COMMAND" ) then
@@ -95,20 +91,16 @@ function MENU_INDEX:ParentPath( ParentMenu, MenuText )
Path = Path .. "@" .. MenuText
return Path
end
function MENU_INDEX:PrepareMission()
self.MenuMission.Menus = self.MenuMission.Menus or {}
end
function MENU_INDEX:PrepareCoalition( CoalitionSide )
self.Coalition[CoalitionSide] = self.Coalition[CoalitionSide] or {}
self.Coalition[CoalitionSide].Menus = self.Coalition[CoalitionSide].Menus or {}
end
---
-- @param Wrapper.Group#GROUP Group
function MENU_INDEX:PrepareGroup( Group )
@@ -119,42 +111,26 @@ function MENU_INDEX:PrepareGroup( Group )
end
end
function MENU_INDEX:HasMissionMenu( Path )
return self.MenuMission.Menus[Path]
end
function MENU_INDEX:SetMissionMenu( Path, Menu )
self.MenuMission.Menus[Path] = Menu
end
function MENU_INDEX:ClearMissionMenu( Path )
self.MenuMission.Menus[Path] = nil
end
function MENU_INDEX:HasCoalitionMenu( Coalition, Path )
return self.Coalition[Coalition].Menus[Path]
end
function MENU_INDEX:SetCoalitionMenu( Coalition, Path, Menu )
self.Coalition[Coalition].Menus[Path] = Menu
end
function MENU_INDEX:ClearCoalitionMenu( Coalition, Path )
self.Coalition[Coalition].Menus[Path] = nil
end
function MENU_INDEX:HasGroupMenu( Group, Path )
if Group and Group:IsAlive() then
local MenuGroupName = Group:GetName()
@@ -162,53 +138,36 @@ function MENU_INDEX:HasGroupMenu( Group, Path )
end
return nil
end
function MENU_INDEX:SetGroupMenu( Group, Path, Menu )
local MenuGroupName = Group:GetName()
Group:F({MenuGroupName=MenuGroupName,Path=Path})
self.Group[MenuGroupName].Menus[Path] = Menu
end
function MENU_INDEX:ClearGroupMenu( Group, Path )
local MenuGroupName = Group:GetName()
self.Group[MenuGroupName].Menus[Path] = nil
end
function MENU_INDEX:Refresh( Group )
for MenuID, Menu in pairs( self.MenuMission.Menus ) do
Menu:Refresh()
end
for MenuID, Menu in pairs( self.Coalition[coalition.side.BLUE].Menus ) do
Menu:Refresh()
end
for MenuID, Menu in pairs( self.Coalition[coalition.side.RED].Menus ) do
Menu:Refresh()
end
local GroupName = Group:GetName()
for MenuID, Menu in pairs( self.Group[GroupName].Menus ) do
Menu:Refresh()
end
return self
end
do -- MENU_BASE
--- @type MENU_BASE
-- @extends Base#BASE
-- @extends Core.Base#BASE
--- Defines the main MENU class where other MENU classes are derived from.
-- This is an abstract class, so don't use it.
-- @field #MENU_BASE
@@ -216,10 +175,10 @@ do -- MENU_BASE
ClassName = "MENU_BASE",
MenuPath = nil,
MenuText = "",
MenuParentPath = nil
MenuParentPath = nil,
}
--- Consructor
--- Constructor
-- @param #MENU_BASE
-- @return #MENU_BASE
function MENU_BASE:New( MenuText, ParentMenu )
@@ -228,27 +187,25 @@ do -- MENU_BASE
if ParentMenu ~= nil then
MenuParentPath = ParentMenu.MenuPath
end
local self = BASE:Inherit( self, BASE:New() )
local self = BASE:Inherit( self, BASE:New() )
self.MenuPath = nil
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self.MenuParentPath = MenuParentPath
self.Path = ( self.ParentMenu and "@" .. table.concat( self.MenuParentPath or {}, "@" ) or "" ) .. "@" .. self.MenuText
self.MenuPath = nil
self.MenuText = MenuText
self.ParentMenu = ParentMenu
self.MenuParentPath = MenuParentPath
self.Path = ( self.ParentMenu and "@" .. table.concat( self.MenuParentPath or {}, "@" ) or "" ) .. "@" .. self.MenuText
self.Menus = {}
self.MenuCount = 0
self.MenuStamp = timer.getTime()
self.MenuRemoveParent = false
if self.ParentMenu then
self.ParentMenu.Menus = self.ParentMenu.Menus or {}
self.ParentMenu.Menus[MenuText] = self
end
return self
return self
end
function MENU_BASE:SetParentMenu( MenuText, Menu )
if self.ParentMenu then
self.ParentMenu.Menus = self.ParentMenu.Menus or {}
@@ -256,7 +213,6 @@ do -- MENU_BASE
self.ParentMenu.MenuCount = self.ParentMenu.MenuCount + 1
end
end
function MENU_BASE:ClearParentMenu( MenuText )
if self.ParentMenu and self.ParentMenu.Menus[MenuText] then
self.ParentMenu.Menus[MenuText] = nil
@@ -266,7 +222,6 @@ do -- MENU_BASE
end
end
end
--- Sets a @{Menu} to remove automatically the parent menu when the menu removed is the last child menu of that parent @{Menu}.
-- @param #MENU_BASE self
-- @param #boolean RemoveParent If true, the parent menu is automatically removed when this menu is the last child menu of that parent @{Menu}.
@@ -276,7 +231,6 @@ do -- MENU_BASE
self.MenuRemoveParent = RemoveParent
return self
end
--- Gets a @{Menu} from a parent @{Menu}
-- @param #MENU_BASE self
@@ -285,7 +239,6 @@ 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
@@ -323,9 +276,7 @@ do -- MENU_BASE
end
end
do -- MENU_COMMAND_BASE
--- @type MENU_COMMAND_BASE
-- @field #function MenuCallHandler
-- @extends Core.Menu#MENU_BASE
@@ -346,8 +297,7 @@ do -- MENU_COMMAND_BASE
-- @return #MENU_COMMAND_BASE
function MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments )
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) -- #MENU_COMMAND_BASE
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) ) -- #MENU_COMMAND_BASE
-- When a menu function goes into error, DCS displays an obscure menu message.
-- This error handler catches the menu error and displays the full call stack.
local ErrorHandler = function( errmsg )
@@ -367,7 +317,7 @@ do -- MENU_COMMAND_BASE
local Status, Result = xpcall( MenuFunction, ErrorHandler )
end
return self
return self
end
--- This sets the new command function of a menu,
@@ -380,7 +330,6 @@ do -- MENU_COMMAND_BASE
self.CommandMenuFunction = CommandMenuFunction
return self
end
--- This sets the new command arguments of a menu,
-- so that if a menu is regenerated, or if command arguments change,
-- that the arguments set for the menu are loosely coupled with the menu itself!!!
@@ -391,35 +340,30 @@ do -- MENU_COMMAND_BASE
self.CommandMenuArguments = CommandMenuArguments
return self
end
end
do -- MENU_MISSION
--- @type MENU_MISSION
-- @extends Core.Menu#MENU_BASE
--- Manages the main menus for a complete mission.
--
-- You can add menus with the @{#MENU_MISSION.New} method, which constructs a MENU_MISSION object and returns you the object reference.
-- Using this object reference, you can then remove ALL the menus and submenus underlying automatically with @{#MENU_MISSION.Remove}.
-- @field #MENU_MISSION
MENU_MISSION = {
ClassName = "MENU_MISSION"
ClassName = "MENU_MISSION",
}
--- MENU_MISSION constructor. Creates a new MENU_MISSION object and creates the menu for a complete mission file.
-- @param #MENU_MISSION self
-- @param #string MenuText The text for the menu.
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the parent menu of DCS world (under F10 other).
-- @return #MENU_MISSION
function MENU_MISSION:New( MenuText, ParentMenu )
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu then
return MissionMenu
else
@@ -432,17 +376,15 @@ do -- MENU_MISSION
end
end
--- Refreshes a radio item for a mission
-- @param #MENU_MISSION self
-- @return #MENU_MISSION
function MENU_MISSION:Refresh()
do
missionCommands.removeItem( self.MenuPath )
self.MenuPath = missionCommands.addSubMenu( self.MenuText, self.MenuParentPath )
end
return self
end
--- Removes the sub menus recursively of this MENU_MISSION. Note that the main menu is kept!
@@ -466,7 +408,6 @@ do -- MENU_MISSION
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu == self then
self:RemoveSubMenus()
if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -487,10 +428,7 @@ do -- MENU_MISSION
return self
end
end
do -- MENU_MISSION_COMMAND
--- @type MENU_MISSION_COMMAND
@@ -503,7 +441,7 @@ do -- MENU_MISSION_COMMAND
--
-- @field #MENU_MISSION_COMMAND
MENU_MISSION_COMMAND = {
ClassName = "MENU_MISSION_COMMAND"
ClassName = "MENU_MISSION_COMMAND",
}
--- MENU_MISSION constructor. Creates a new radio command item for a complete mission file, which can invoke a function with parameters.
@@ -518,7 +456,6 @@ do -- MENU_MISSION_COMMAND
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu then
MissionMenu:SetCommandMenuFunction( CommandMenuFunction )
MissionMenu:SetCommandMenuArguments( arg )
@@ -532,17 +469,15 @@ do -- MENU_MISSION_COMMAND
return self
end
end
--- Refreshes a radio item for a mission
-- @param #MENU_MISSION_COMMAND self
-- @return #MENU_MISSION_COMMAND
function MENU_MISSION_COMMAND:Refresh()
do
missionCommands.removeItem( self.MenuPath )
missionCommands.addCommand( self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end
return self
end
--- Removes a radio command item for a coalition
@@ -553,7 +488,6 @@ do -- MENU_MISSION_COMMAND
MENU_INDEX:PrepareMission()
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local MissionMenu = MENU_INDEX:HasMissionMenu( Path )
if MissionMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -572,13 +506,8 @@ do -- MENU_MISSION_COMMAND
return self
end
end
do -- MENU_COALITION
--- @type MENU_COALITION
-- @extends Core.Menu#MENU_BASE
@@ -634,18 +563,15 @@ do -- MENU_COALITION
-- @param #MENU_COALITION self
-- @param DCS#coalition.side Coalition The coalition owning the menu.
-- @param #string MenuText The text for the menu.
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).
-- @param #table ParentMenu The parent menu. This parameter can be ignored if you want the menu to be located at the parent menu of DCS world (under F10 other).
-- @return #MENU_COALITION self
function MENU_COALITION:New( Coalition, MenuText, ParentMenu )
MENU_INDEX:PrepareCoalition( Coalition )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path )
if CoalitionMenu then
return CoalitionMenu
else
local self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetCoalitionMenu( Coalition, Path, self )
@@ -656,17 +582,15 @@ do -- MENU_COALITION
return self
end
end
--- Refreshes a radio item for a coalition
-- @param #MENU_COALITION self
-- @return #MENU_COALITION
function MENU_COALITION:Refresh()
do
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
missionCommands.addSubMenuForCoalition( self.Coalition, self.MenuText, self.MenuParentPath )
end
return self
end
--- Removes the sub menus recursively of this MENU_COALITION. Note that the main menu is kept!
@@ -689,7 +613,6 @@ do -- MENU_COALITION
MENU_INDEX:PrepareCoalition( self.Coalition )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path )
if CoalitionMenu == self then
self:RemoveSubMenus()
if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -709,11 +632,7 @@ do -- MENU_COALITION
return self
end
end
do -- MENU_COALITION_COMMAND
--- @type MENU_COALITION_COMMAND
@@ -742,7 +661,6 @@ do -- MENU_COALITION_COMMAND
MENU_INDEX:PrepareCoalition( Coalition )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( Coalition, Path )
if CoalitionMenu then
CoalitionMenu:SetCommandMenuFunction( CommandMenuFunction )
CoalitionMenu:SetCommandMenuArguments( arg )
@@ -757,20 +675,17 @@ do -- MENU_COALITION_COMMAND
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a radio item for a coalition
-- @param #MENU_COALITION_COMMAND self
-- @return #MENU_COALITION_COMMAND
function MENU_COALITION_COMMAND:Refresh()
do
missionCommands.removeItemForCoalition( self.Coalition, self.MenuPath )
missionCommands.addCommandForCoalition( self.Coalition, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end
return self
end
--- Removes a radio command item for a coalition
@@ -781,7 +696,6 @@ do -- MENU_COALITION_COMMAND
MENU_INDEX:PrepareCoalition( self.Coalition )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local CoalitionMenu = MENU_INDEX:HasCoalitionMenu( self.Coalition, Path )
if CoalitionMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -800,20 +714,16 @@ do -- MENU_COALITION_COMMAND
return self
end
end
--- MENU_GROUP
do
-- This local variable is used to cache the menus registered under groups.
-- Menus don't dissapear when groups for players are destroyed and restarted.
-- Menus don't disappear when groups for players are destroyed and restarted.
-- So every menu for a client created must be tracked so that program logic accidentally does not create.
-- the same menus twice during initialization logic.
-- These menu classes are handling this logic with this variable.
local _MENUGROUPS = {}
--- @type MENU_GROUP
-- @extends Core.Menu#MENU_BASE
@@ -889,16 +799,13 @@ do
MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then
return GroupMenu
else
self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group
self.GroupID = Group:GetID()
self.MenuPath = missionCommands.addSubMenuForGroup( self.GroupID, MenuText, self.MenuParentPath )
self:SetParentMenu( self.MenuText, self )
@@ -906,12 +813,10 @@ do
end
end
--- Refreshes a new radio item for a group and submenus
-- @param #MENU_GROUP self
-- @return #MENU_GROUP
function MENU_GROUP:Refresh()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
@@ -920,7 +825,8 @@ do
Menu:Refresh()
end
end
return self
end
--- Removes the sub menus recursively of this MENU_GROUP.
@@ -929,7 +835,6 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #MENU_GROUP self
function MENU_GROUP:RemoveSubMenus( MenuStamp, MenuTag )
for MenuText, Menu in pairs( self.Menus or {} ) do
Menu:Remove( MenuStamp, MenuTag )
end
@@ -938,18 +843,15 @@ do
end
--- Removes the main menu and sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP self
-- @param MenuStamp
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then
self:RemoveSubMenus( MenuStamp, MenuTag )
if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -993,18 +895,15 @@ do
-- @param CommandMenuArgument An argument for the function.
-- @return #MENU_GROUP_COMMAND
function MENU_GROUP_COMMAND:New( Group, MenuText, ParentMenu, CommandMenuFunction, ... )
MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then
GroupMenu:SetCommandMenuFunction( CommandMenuFunction )
GroupMenu:SetCommandMenuArguments( arg )
return GroupMenu
else
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group
@@ -1015,19 +914,17 @@ do
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a radio item for a group
-- @param #MENU_GROUP_COMMAND self
-- @return #MENU_GROUP_COMMAND
function MENU_GROUP_COMMAND:Refresh()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end
return self
end
--- Removes a menu structure for a group.
@@ -1036,11 +933,9 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP_COMMAND:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -1059,13 +954,9 @@ do
return self
end
end
--- MENU_GROUP_DELAYED
do
--- @type MENU_GROUP_DELAYED
-- @extends Core.Menu#MENU_BASE
@@ -1093,16 +984,13 @@ do
MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then
return GroupMenu
else
self = BASE:Inherit( self, MENU_BASE:New( MenuText, ParentMenu ) )
MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group
self.GroupID = Group:GetID()
if self.MenuParentPath then
self.MenuPath = UTILS.DeepCopy( self.MenuParentPath )
else
@@ -1116,12 +1004,10 @@ do
end
--- Refreshes a new radio item for a group and submenus
-- @param #MENU_GROUP_DELAYED self
-- @return #MENU_GROUP_DELAYED
function MENU_GROUP_DELAYED:Set()
do
if not self.MenuSet then
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
@@ -1132,15 +1018,12 @@ do
Menu:Set()
end
end
end
--- Refreshes a new radio item for a group and submenus
-- @param #MENU_GROUP_DELAYED self
-- @return #MENU_GROUP_DELAYED
function MENU_GROUP_DELAYED:Refresh()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addSubMenuForGroup( self.GroupID, self.MenuText, self.MenuParentPath )
@@ -1149,7 +1032,8 @@ do
Menu:Refresh()
end
end
return self
end
--- Removes the sub menus recursively of this MENU_GROUP_DELAYED.
@@ -1158,7 +1042,6 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #MENU_GROUP_DELAYED self
function MENU_GROUP_DELAYED:RemoveSubMenus( MenuStamp, MenuTag )
for MenuText, Menu in pairs( self.Menus or {} ) do
Menu:Remove( MenuStamp, MenuTag )
end
@@ -1167,18 +1050,15 @@ do
end
--- Removes the main menu and sub menus recursively of this MENU_GROUP.
-- @param #MENU_GROUP_DELAYED self
-- @param MenuStamp
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP_DELAYED:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then
self:RemoveSubMenus( MenuStamp, MenuTag )
if not MenuStamp or self.MenuStamp ~= MenuStamp then
@@ -1223,18 +1103,15 @@ do
-- @param CommandMenuArgument An argument for the function.
-- @return #MENU_GROUP_COMMAND_DELAYED
function MENU_GROUP_COMMAND_DELAYED:New( Group, MenuText, ParentMenu, CommandMenuFunction, ... )
MENU_INDEX:PrepareGroup( Group )
local Path = MENU_INDEX:ParentPath( ParentMenu, MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( Group, Path )
if GroupMenu then
GroupMenu:SetCommandMenuFunction( CommandMenuFunction )
GroupMenu:SetCommandMenuArguments( arg )
return GroupMenu
else
self = BASE:Inherit( self, MENU_COMMAND_BASE:New( MenuText, ParentMenu, CommandMenuFunction, arg ) )
MENU_INDEX:SetGroupMenu( Group, Path, self )
self.Group = Group
@@ -1250,33 +1127,29 @@ do
self:SetParentMenu( self.MenuText, self )
return self
end
end
--- Refreshes a radio item for a group
-- @param #MENU_GROUP_COMMAND_DELAYED self
-- @return #MENU_GROUP_COMMAND_DELAYED
function MENU_GROUP_COMMAND_DELAYED:Set()
do
if not self.MenuSet then
self.MenuPath = missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
self.MenuSet = true
end
end
end
--- Refreshes a radio item for a group
-- @param #MENU_GROUP_COMMAND_DELAYED self
-- @return #MENU_GROUP_COMMAND_DELAYED
function MENU_GROUP_COMMAND_DELAYED:Refresh()
do
missionCommands.removeItemForGroup( self.GroupID, self.MenuPath )
missionCommands.addCommandForGroup( self.GroupID, self.MenuText, self.MenuParentPath, self.MenuCallHandler )
end
return self
end
--- Removes a menu structure for a group.
@@ -1285,11 +1158,9 @@ do
-- @param MenuTag A Tag or Key to filter the menus to be refreshed with the Tag set.
-- @return #nil
function MENU_GROUP_COMMAND_DELAYED:Remove( MenuStamp, MenuTag )
MENU_INDEX:PrepareGroup( self.Group )
local Path = MENU_INDEX:ParentPath( self.ParentMenu, self.MenuText )
local GroupMenu = MENU_INDEX:HasGroupMenu( self.Group, Path )
if GroupMenu == self then
if not MenuStamp or self.MenuStamp ~= MenuStamp then
if ( not MenuTag ) or ( MenuTag and self.MenuTag and MenuTag == self.MenuTag ) then
@@ -1308,6 +1179,4 @@ do
return self
end
end
+32 -2
View File
@@ -10,6 +10,7 @@
-- * Send message to all players.
-- * Send messages to a coalition.
-- * Send messages to a specific group.
-- * Send messages to a specific unit or client.
--
-- ===
--
@@ -35,6 +36,7 @@
--
-- * To a @{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}().
@@ -199,11 +201,14 @@ function MESSAGE:ToClient( Client, Settings )
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
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$",""), self.MessageDuration , self.ClearScreen)
--trigger.action.outTextForGroup( ClientGroupID, self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration , self.ClearScreen)
end
end
@@ -233,6 +238,31 @@ function MESSAGE:ToGroup( Group, Settings )
return self
end
--- Sends a MESSAGE to a Unit.
-- @param #MESSAGE self
-- @param Wrapper.Unit#UNIT Unit to which the message is displayed.
-- @return #MESSAGE Message object.
function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName )
if Unit then
if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
self.MessageDuration = Settings:GetMessageTime( self.MessageType )
self.MessageCategory = "" -- self.MessageType .. ": "
end
if self.MessageDuration ~= 0 then
self:T( self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$","") .. " / " .. self.MessageDuration )
trigger.action.outTextForUnit( Unit:GetID(), self.MessageCategory .. self.MessageText:gsub("\n$",""):gsub("\n$",""), self.MessageDuration, self.ClearScreen )
end
end
return self
end
--- Sends a MESSAGE to the Blue coalition.
-- @param #MESSAGE self
-- @return #MESSAGE
File diff suppressed because it is too large Load Diff
-832
View File
@@ -1,832 +0,0 @@
--- **Core** - Is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions.
--
-- ===
--
-- ## Features:
--
-- * Provide radio functionality to broadcast radio transmissions.
-- * Provide beacon functionality to assist pilots.
--
-- The Radio contains 2 classes : RADIO and BEACON
--
-- What are radio communications in DCS?
--
-- * Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM),
-- * They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**.
--
-- How to supply DCS my own Sound Files?
--
-- * Your sound files need to be encoded in **.ogg** or .wav,
-- * Your sound files should be **as tiny as possible**. It is suggested you encode in .ogg with low bitrate and sampling settings,
-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
-- * For simplicity sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
--
-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or by any other @{Wrapper.Positionable#POSITIONABLE}
--
-- * If the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, DCS will set the power of the transmission automatically,
-- * If the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped.
--
-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft,
-- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below).
-- If an FC3 aircraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. The same is true for TACAN beacons. If your aircraft isn't compatible,
-- you won't hear/be able to use the TACAN beacon informations.
--
-- ===
--
-- ### Authors: Hugues "Grey_Echo" Bousquet, funkyfranky
--
-- @module Core.Radio
-- @image Core_Radio.JPG
--- Models the radio capability.
--
-- ## RADIO usage
--
-- There are 3 steps to a successful radio transmission.
--
-- * First, you need to **"add a @{#RADIO} object** to your @{Wrapper.Positionable#POSITIONABLE}. This is done using the @{Wrapper.Positionable#POSITIONABLE.GetRadio}() function,
-- * Then, you will **set the relevant parameters** to the transmission (see below),
-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{RADIO.Broadcast}() function.
--
-- Methods to set relevant parameters for both a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP} or any other @{Wrapper.Positionable#POSITIONABLE}
--
-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"),
-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission.
-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission.
-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a @{#BEACON} instead...
--
-- Additional Methods to set relevant parameters if the transmitter is a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}
--
-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration,
-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call
--
-- Additional Methods to set relevant parameters if the transmitter is any other @{Wrapper.Positionable#POSITIONABLE}
--
-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts
-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call
--
-- What is this power thing?
--
-- * If your transmission is sent by a @{Wrapper.Positionable#POSITIONABLE} other than a @{Wrapper.Unit#UNIT} or a @{Wrapper.Group#GROUP}, you can set the power of the antenna,
-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit,
-- * If the player gets **too far** from the transmitter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**,
-- * This an automated DCS calculation you have no say on,
-- * For reference, a standard VOR station has a 100 W antenna, a standard AA TACAN has a 120 W antenna, and civilian ATC's antenna usually range between 300 and 500 W,
-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
--
-- @type RADIO
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will transmit the radio calls.
-- @field #string FileName Name of the sound file played.
-- @field #number Frequency Frequency of the transmission in Hz.
-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM).
-- @field #string Subtitle Subtitle of the transmission.
-- @field #number SubtitleDuration Duration of the Subtitle in seconds.
-- @field #number Power Power of the antenna is Watts.
-- @field #boolean Loop Transmission is repeated (default true).
-- @field #string alias Name of the radio transmitter.
-- @extends Core.Base#BASE
RADIO = {
ClassName = "RADIO",
FileName = "",
Frequency = 0,
Modulation = radio.modulation.AM,
Subtitle = "",
SubtitleDuration = 0,
Power = 100,
Loop = false,
alias=nil,
}
--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast.
-- If you want to create a RADIO, you probably should use @{Wrapper.Positionable#POSITIONABLE.GetRadio}() instead.
-- @param #RADIO self
-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities.
-- @return #RADIO The RADIO object or #nil if Positionable is invalid.
function RADIO:New(Positionable)
-- Inherit base
local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO
self:F(Positionable)
if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid
self.Positionable = Positionable
return self
end
self:E({error="The passed positionable is invalid, no RADIO created!", positionable=Positionable})
return nil
end
--- Set alias of the transmitter.
-- @param #RADIO self
-- @param #string alias Name of the radio transmitter.
-- @return #RADIO self
function RADIO:SetAlias(alias)
self.alias=tostring(alias)
return self
end
--- Get alias of the transmitter.
-- @param #RADIO self
-- @return #string Name of the transmitter.
function RADIO:GetAlias()
return tostring(self.alias)
end
--- Set the file name for the radio transmission.
-- @param #RADIO self
-- @param #string FileName File name of the sound file (i.e. "Noise.ogg")
-- @return #RADIO self
function RADIO:SetFileName(FileName)
self:F2(FileName)
if type(FileName) == "string" then
if FileName:find(".ogg") or FileName:find(".wav") then
if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName
end
self.FileName = FileName
return self
end
end
self:E({"File name invalid. Maybe something wrong with the extension?", FileName})
return self
end
--- Set the frequency for the radio transmission.
-- If the transmitting positionable is a unit or group, this also set the command "SetFrequency" with the defined frequency and modulation.
-- @param #RADIO self
-- @param #number Frequency Frequency in MHz. Ranges allowed for radio transmissions in DCS : 30-87.995 / 108-173.995 / 225-399.975MHz.
-- @return #RADIO self
function RADIO:SetFrequency(Frequency)
self:F2(Frequency)
if type(Frequency) == "number" then
-- If frequency is in range
if (Frequency >= 30 and Frequency <= 87.995) or (Frequency >= 108 and Frequency <= 173.995) or (Frequency >= 225 and Frequency <= 399.975) then
-- Convert frequency from MHz to Hz
self.Frequency = Frequency * 1000000
-- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
local commandSetFrequency={
id = "SetFrequency",
params = {
frequency = self.Frequency,
modulation = self.Modulation,
}
}
self:T2(commandSetFrequency)
self.Positionable:SetCommand(commandSetFrequency)
end
return self
end
end
self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", Frequency})
return self
end
--- Set AM or FM modulation of the radio transmitter.
-- @param #RADIO self
-- @param #number Modulation Modulation is either radio.modulation.AM or radio.modulation.FM.
-- @return #RADIO self
function RADIO:SetModulation(Modulation)
self:F2(Modulation)
if type(Modulation) == "number" then
if Modulation == radio.modulation.AM or Modulation == radio.modulation.FM then --TODO Maybe make this future proof if ED decides to add an other modulation ?
self.Modulation = Modulation
return self
end
end
self:E({"Modulation is invalid. Use DCS's enum radio.modulation. Modulation unchanged.", self.Modulation})
return self
end
--- Check validity of the power passed and sets RADIO.Power
-- @param #RADIO self
-- @param #number Power Power in W.
-- @return #RADIO self
function RADIO:SetPower(Power)
self:F2(Power)
if type(Power) == "number" then
self.Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that
else
self:E({"Power is invalid. Power unchanged.", self.Power})
end
return self
end
--- Set message looping on or off.
-- @param #RADIO self
-- @param #boolean Loop If true, message is repeated indefinitely.
-- @return #RADIO self
function RADIO:SetLoop(Loop)
self:F2(Loop)
if type(Loop) == "boolean" then
self.Loop = Loop
return self
end
self:E({"Loop is invalid. Loop unchanged.", self.Loop})
return self
end
--- Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration
-- Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration
-- @param #RADIO self
-- @param #string Subtitle
-- @param #number SubtitleDuration in s
-- @return #RADIO self
-- @usage
-- -- create the broadcaster and attaches it a RADIO
-- local MyUnit = UNIT:FindByName("MyUnit")
-- local MyUnitRadio = MyUnit:GetRadio()
--
-- -- add a subtitle for the next transmission, which will be up for 10s
-- MyUnitRadio:SetSubtitle("My Subtitle, 10)
function RADIO:SetSubtitle(Subtitle, SubtitleDuration)
self:F2({Subtitle, SubtitleDuration})
if type(Subtitle) == "string" then
self.Subtitle = Subtitle
else
self.Subtitle = ""
self:E({"Subtitle is invalid. Subtitle reset.", self.Subtitle})
end
if type(SubtitleDuration) == "number" then
self.SubtitleDuration = SubtitleDuration
else
self.SubtitleDuration = 0
self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration})
end
return self
end
--- Create a new transmission, that is to say, populate the RADIO with relevant data
-- In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP,
-- but it will work with a UNIT or a GROUP anyway.
-- Only the #RADIO and the Filename are mandatory
-- @param #RADIO self
-- @param #string FileName Name of the sound file that will be transmitted.
-- @param #number Frequency Frequency in MHz.
-- @param #number Modulation Modulation of frequency, which is either radio.modulation.AM or radio.modulation.FM.
-- @param #number Power Power in W.
-- @return #RADIO self
function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop)
self:F({FileName, Frequency, Modulation, Power})
self:SetFileName(FileName)
if Frequency then self:SetFrequency(Frequency) end
if Modulation then self:SetModulation(Modulation) end
if Power then self:SetPower(Power) end
if Loop then self:SetLoop(Loop) end
return self
end
--- Create a new transmission, that is to say, populate the RADIO with relevant data
-- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP,
-- but it will work for any @{Wrapper.Positionable#POSITIONABLE}.
-- Only the RADIO and the Filename are mandatory.
-- @param #RADIO self
-- @param #string FileName Name of sound file.
-- @param #string Subtitle Subtitle to be displayed with sound file.
-- @param #number SubtitleDuration Duration of subtitle display in seconds.
-- @param #number Frequency Frequency in MHz.
-- @param #number Modulation Modulation which can be either radio.modulation.AM or radio.modulation.FM
-- @param #boolean Loop If true, loop message.
-- @return #RADIO self
function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop)
self:F({FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop})
-- Set file name.
self:SetFileName(FileName)
-- Set modulation AM/FM.
if Modulation then
self:SetModulation(Modulation)
end
-- Set frequency.
if Frequency then
self:SetFrequency(Frequency)
end
-- Set subtitle.
if Subtitle then
self:SetSubtitle(Subtitle, SubtitleDuration or 0)
end
-- Set Looping.
if Loop then
self:SetLoop(Loop)
end
return self
end
--- Broadcast the transmission.
-- * The Radio has to be populated with the new transmission before broadcasting.
-- * Please use RADIO setters or either @{#RADIO.NewGenericTransmission} or @{#RADIO.NewUnitTransmission}
-- * This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE
-- * If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission()
-- * If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command
-- * If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored.
-- * If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration are ignored
-- @param #RADIO self
-- @param #boolean viatrigger Use trigger.action.radioTransmission() in any case, i.e. also for UNITS and GROUPS.
-- @return #RADIO self
function RADIO:Broadcast(viatrigger)
self:F({viatrigger=viatrigger})
-- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system.
if (self.Positionable.ClassName=="UNIT" or self.Positionable.ClassName=="GROUP") and (not viatrigger) then
self:T("Broadcasting from a UNIT or a GROUP")
local commandTransmitMessage={
id = "TransmitMessage",
params = {
file = self.FileName,
duration = self.SubtitleDuration,
subtitle = self.Subtitle,
loop = self.Loop,
}}
self:T3(commandTransmitMessage)
self.Positionable:SetCommand(commandTransmitMessage)
else
-- If the POSITIONABLE is anything else, we revert to the general singleton function
-- I need to give it a unique name, so that the transmission can be stopped later. I use the class ID
self:T("Broadcasting from a POSITIONABLE")
trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, self.Loop, self.Frequency, self.Power, tostring(self.ID))
end
return self
end
--- Stops a transmission
-- This function is especially usefull to stop the broadcast of looped transmissions
-- @param #RADIO self
-- @return #RADIO self
function RADIO:StopBroadcast()
self:F()
-- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command
if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then
local commandStopTransmission={id="StopTransmission", params={}}
self.Positionable:SetCommand(commandStopTransmission)
else
-- Else, we use the appropriate singleton funciton
trigger.action.stopRadioTransmission(tostring(self.ID))
end
return self
end
--- 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.
--
-- ## AA 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.
--
-- ## 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.
--
-- @type BEACON
-- @field #string ClassName Name of the class "BEACON".
-- @field Wrapper.Controllable#CONTROLLABLE Positionable The @{#CONTROLLABLE} that will receive radio capabilities.
-- @extends Core.Base#BASE
BEACON = {
ClassName = "BEACON",
Positionable = nil,
name=nil,
}
--- Beacon types supported by DCS.
-- @type BEACON.Type
-- @field #number NULL
-- @field #number VOR
-- @field #number DME
-- @field #number VOR_DME
-- @field #number TACAN TACtical Air Navigation system.
-- @field #number VORTAC
-- @field #number RSBN
-- @field #number BROADCAST_STATION
-- @field #number HOMER
-- @field #number AIRPORT_HOMER
-- @field #number AIRPORT_HOMER_WITH_MARKER
-- @field #number ILS_FAR_HOMER
-- @field #number ILS_NEAR_HOMER
-- @field #number ILS_LOCALIZER
-- @field #number ILS_GLIDESLOPE
-- @field #number PRMG_LOCALIZER
-- @field #number PRMG_GLIDESLOPE
-- @field #number ICLS Same as ICLS glideslope.
-- @field #number ICLS_LOCALIZER
-- @field #number ICLS_GLIDESLOPE
-- @field #number NAUTICAL_HOMER
BEACON.Type={
NULL = 0,
VOR = 1,
DME = 2,
VOR_DME = 3,
TACAN = 4,
VORTAC = 5,
RSBN = 128,
BROADCAST_STATION = 1024,
HOMER = 8,
AIRPORT_HOMER = 4104,
AIRPORT_HOMER_WITH_MARKER = 4136,
ILS_FAR_HOMER = 16408,
ILS_NEAR_HOMER = 16424,
ILS_LOCALIZER = 16640,
ILS_GLIDESLOPE = 16896,
PRMG_LOCALIZER = 33024,
PRMG_GLIDESLOPE = 33280,
ICLS = 131584, --leaving this in here but it is the same as ICLS_GLIDESLOPE
ICLS_LOCALIZER = 131328,
ICLS_GLIDESLOPE = 131584,
NAUTICAL_HOMER = 65536,
}
--- Beacon systems supported by DCS. https://wiki.hoggitworld.com/view/DCS_command_activateBeacon
-- @type BEACON.System
-- @field #number PAR_10 ?
-- @field #number RSBN_5 Russian VOR/DME system.
-- @field #number TACAN TACtical Air Navigation system on ground.
-- @field #number TACAN_TANKER_X TACtical Air Navigation system for tankers on X band.
-- @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 PRGM_LOCALIZER PRGM localizer.
-- @field #number PRGM_GLIDESLOPE PRGM glideslope.
-- @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 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,
TACAN_TANKER_X = 4,
TACAN_TANKER_Y = 5,
VOR = 6,
ILS_LOCALIZER = 7,
ILS_GLIDESLOPE = 8,
PRMG_LOCALIZER = 9,
PRMG_GLIDESLOPE = 10,
BROADCAST_STATION = 11,
VORTAC = 12,
TACAN_AA_MODE_X = 13,
TACAN_AA_MODE_Y = 14,
VORDME = 15,
ICLS_LOCALIZER = 16,
ICLS_GLIDESLOPE = 17,
}
--- 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.
-- @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
self.name=Positionable:GetName()
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".
-- @param #string Mode TACAN mode, i.e. the "Y" part in "10Y".
-- @param #string Message The Message that is going to be coded in Morse and broadcasted by the beacon.
-- @param #boolean Bearing If true, beacon provides bearing information. If false (or nil), only distance information is available.
-- @param #number Duration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- 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})
-- 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.
if Mode~="Y" then
self:E({"WARNING: The POSITIONABLE you want to attach the AA Tacan Beacon is an aircraft: Mode should Y !The BEACON is not emitting.", self.Positionable})
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.
if Duration then
self.Positionable:DeactivateBeacon(Duration)
end
return self
end
--- Activates an ICLS BEACON. The unit the BEACON is attached to should be an aircraft carrier supporting this system.
-- @param #BEACON self
-- @param #number Channel ICLS channel.
-- @param #string Callsign The Message 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: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
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.
-- @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
-- @param #boolean Bearing Can the BEACON be homed on ?
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a TACAN Beacon for a tanker
-- local myUnit = UNIT:FindByName("MyUnit")
-- local myBeacon = myUnit:GetBeacon() -- Creates the beacon
--
-- 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
System = 5
else
System = 14
end
if IsValid then -- Starts the BEACON
self:T2({"AA TACAN BEACON started !"})
self.Positionable:SetCommand({
id = "ActivateBeacon",
params = {
type = 4,
system = System,
callsign = Message,
frequency = Frequency,
}
})
if BeaconDuration then -- Schedule the stop of the BEACON if asked by the MD
SCHEDULER:New(nil,
function()
self:StopAATACAN()
end, {}, BeaconDuration)
end
end
return self
end
--- Stops the AA TACAN BEACON
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopAATACAN()
self:F()
if not self.Positionable then
self:E({"Start the beacon first before stoping it !"})
else
self.Positionable:SetCommand({
id = 'DeactivateBeacon',
params = {
}
})
end
end
--- Activates a general pupose 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 :
-- * **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
-- * ARK9 -> 150-1300KHz
-- * **Huey**
-- * AN/ARC-131 -> 30-76 Mhz FM
-- @param #BEACON self
-- @param #string FileName The name of the audio file
-- @param #number Frequency in MHz
-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM
-- @param #number Power in W
-- @param #number BeaconDuration How long will the beacon last in seconds. Omit for forever.
-- @return #BEACON self
-- @usage
-- -- Let's create a beacon for a unit in distress.
-- -- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131)
-- -- The beacon they use is battery-powered, and only lasts for 5 min
-- local UnitInDistress = UNIT:FindByName("Unit1")
-- local UnitBeacon = UnitInDistress:GetBeacon()
--
-- -- Set the beacon and start it
-- UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)
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
if not FileName:find("l10n/DEFAULT/") then
FileName = "l10n/DEFAULT/" .. FileName
end
IsValid = true
end
end
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()
self:StopRadioBeacon()
end, {}, BeaconDuration)
end
end
end
--- Stops the AA TACAN BEACON
-- @param #BEACON self
-- @return #BEACON self
function BEACON:StopRadioBeacon()
self:F()
-- The unique name of the transmission is the class ID
trigger.action.stopRadioTransmission(tostring(self.ID))
return self
end
--- Converts a TACAN Channel/Mode couple into a frequency in Hz
-- @param #BEACON self
-- @param #number TACANChannel
-- @param #string TACANMode
-- @return #number Frequecy
-- @return #nil if parameters are invalid
function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
self:F3({TACANChannel, TACANMode})
if type(TACANChannel) ~= "number" then
if TACANMode ~= "X" and TACANMode ~= "Y" then
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
A = 1088
end
else -- 'X'
if TACANChannel < 64 then
A = 962
end
end
return (A + TACANChannel - B) * 1000000
end
@@ -109,9 +109,11 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
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) } )
else
--env.info("FF Persistent Scheduler")
self.PersistentSchedulers[CallID] = Scheduler
self:F3( { CallID = CallID, PersistentScheduler = self.PersistentSchedulers[CallID] } )
end
@@ -122,7 +124,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
self.Schedule[Scheduler][CallID].Function = ScheduleFunction
self.Schedule[Scheduler][CallID].Arguments = ScheduleArguments
self.Schedule[Scheduler][CallID].StartTime = timer.getTime() + ( Start or 0 )
self.Schedule[Scheduler][CallID].Start = Start + 0.1
self.Schedule[Scheduler][CallID].Start = Start + 0.001
self.Schedule[Scheduler][CallID].Repeat = Repeat or 0
self.Schedule[Scheduler][CallID].Randomize = Randomize or 0
self.Schedule[Scheduler][CallID].Stop = Stop
@@ -219,6 +221,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
if ShowTrace then
SchedulerObject:T( Prefix .. Name .. ":" .. Line .. " (" .. Source .. ")" )
end
-- The master object is passed as first parameter. A few :Schedule() calls in MOOSE expect this currently. But in principle it should be removed.
return ScheduleFunction( SchedulerObject, unpack( ScheduleArguments ) )
end
Status, Result = xpcall( Timer, ErrorHandler )
@@ -317,7 +320,7 @@ end
--- Stop dispatcher.
-- @param #SCHEDULEDISPATCHER self
-- @param Core.Scheduler#SCHEDULER Scheduler Scheduler object.
-- @param #table CallID Call ID.
-- @param #string CallID (Optional) Scheduler Call ID. If nil, all pending schedules are stopped recursively.
function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
self:F2( { Stop = CallID, Scheduler = Scheduler } )
+2 -2
View File
@@ -238,7 +238,7 @@ end
-- @param #number Stop Time interval in seconds after which the scheduler will be stoppe.
-- @param #number TraceLevel Trace level [0,3]. Default 3.
-- @param Core.Fsm#FSM Fsm Finite state model.
-- @return #table The ScheduleID of the planned schedule.
-- @return #string The Schedule ID of the planned schedule.
function SCHEDULER:Schedule( MasterObject, SchedulerFunction, SchedulerArguments, Start, Repeat, RandomizeFactor, Stop, TraceLevel, Fsm )
self:F2( { Start, Repeat, RandomizeFactor, Stop } )
self:T3( { SchedulerArguments } )
@@ -273,7 +273,7 @@ end
--- (Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided.
-- @param #SCHEDULER self
-- @param #string ScheduleID (Optional) The ScheduleID of the planned (repeating) schedule.
-- @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)))
File diff suppressed because it is too large Load Diff
+17 -1
View File
@@ -236,6 +236,7 @@ do -- SETTINGS
--- SETTINGS constructor.
-- @param #SETTINGS self
-- @param #string PlayerName (Optional) Set settings for this player.
-- @return #SETTINGS
function SETTINGS:Set( PlayerName )
@@ -252,6 +253,7 @@ do -- SETTINGS
self:SetMessageTime( MESSAGE.Type.Overview, 60 )
self:SetMessageTime( MESSAGE.Type.Update, 15 )
self:SetEraModern()
self:SetLocale("en")
return self
else
local Settings = _DATABASE:GetPlayerSettings( PlayerName )
@@ -283,7 +285,21 @@ do -- SETTINGS
function SETTINGS:SetMetric()
self.Metric = true
end
--- Sets the SETTINGS default text locale.
-- @param #SETTINGS self
-- @param #string Locale
function SETTINGS:SetLocale(Locale)
self.Locale = Locale or "en"
end
--- Gets the SETTINGS text locale.
-- @param #SETTINGS self
-- @return #string
function SETTINGS:GetLocale()
return self.Locale or _SETTINGS:GetLocale()
end
--- Gets if the SETTINGS is metric.
-- @param #SETTINGS self
-- @return #boolean true if metric.
+75 -49
View File
@@ -1718,27 +1718,29 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
self:T(string.format("Group %s is spawned on farp/ship/runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName()))
nfree=SpawnAirbase:GetFreeParkingSpotsNumber(termtype, true)
spots=SpawnAirbase:GetFreeParkingSpotsTable(termtype, true)
--[[
elseif Parkingdata~=nil then
-- Parking data explicitly set by user as input parameter.
nfree=#Parkingdata
spots=Parkingdata
]]
else
if ishelo then
if termtype==nil then
-- Helo is spawned. Try exclusive helo spots first.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterOnly))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
if nfree<nunits then
-- Not enough helo ports. Let's try also other terminal types.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterUsable))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
-- No terminal type specified. We try all spots except shelters.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), termtype))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
@@ -1747,29 +1749,30 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
if isbomber or istransport or istanker or isawacs then
-- First we fill the potentially bigger spots.
self:T(string.format("Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenBig))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
if nfree<nunits then
-- Now we try the smaller ones.
self:T(string.format("Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenMedOrBig))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
self:T(string.format("Fighter group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.FighterAircraft))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
-- Terminal type explicitly given.
self:T(string.format("Plane group %s is at %s using terminal type %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), tostring(termtype)))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
end
end
-- Get parking data.
-- Debug: Get parking data.
--[[
local parkingdata=SpawnAirbase:GetParkingSpotsTable(termtype)
self:T(string.format("Parking at %s, terminal type %s:", SpawnAirbase:GetName(), tostring(termtype)))
for _,_spot in pairs(parkingdata) do
@@ -1777,6 +1780,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT
SpawnAirbase:GetName(), _spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy))
end
self:T(string.format("%s at %s: free parking spots = %d - number of units = %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), nfree, nunits))
]]
-- Set this to true if not enough spots are available for emergency air start.
local _notenough=false
@@ -2144,27 +2148,29 @@ function SPAWN:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, SpawnIndex
self:T(string.format("Group %s is spawned on farp/ship/runway %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName()))
nfree=SpawnAirbase:GetFreeParkingSpotsNumber(termtype, true)
spots=SpawnAirbase:GetFreeParkingSpotsTable(termtype, true)
--[[
elseif Parkingdata~=nil then
-- Parking data explicitly set by user as input parameter.
nfree=#Parkingdata
spots=Parkingdata
]]
else
if ishelo then
if termtype==nil then
-- Helo is spawned. Try exclusive helo spots first.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterOnly))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterOnly, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
if nfree<nunits then
-- Not enough helo ports. Let's try also other terminal types.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.HelicopterUsable))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.HelicopterUsable, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
-- No terminal type specified. We try all spots except shelters.
self:T(string.format("Helo group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), termtype))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
@@ -2176,29 +2182,30 @@ function SPAWN:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, SpawnIndex
if isbomber or istransport then
-- First we fill the potentially bigger spots.
self:T(string.format("Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenBig))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
if nfree<nunits then
-- Now we try the smaller ones.
self:T(string.format("Transport/bomber group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.OpenMedOrBig))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.OpenMedOrBig, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
self:T(string.format("Fighter group %s is at %s using terminal type %d.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), AIRBASE.TerminalType.FighterAircraft))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, AIRBASE.TerminalType.FighterAircraft, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
else
-- Terminal type explicitly given.
self:T(string.format("Plane group %s is at %s using terminal type %s.", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), tostring(termtype)))
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits)
spots=SpawnAirbase:FindFreeParkingSpotForAircraft(TemplateGroup, termtype, scanradius, scanunits, scanstatics, scanscenery, verysafe, nunits, Parkingdata)
nfree=#spots
end
end
end
-- Get parking data.
-- Debug: Get parking data.
--[[
local parkingdata=SpawnAirbase:GetParkingSpotsTable(termtype)
self:T2(string.format("Parking at %s, terminal type %s:", SpawnAirbase:GetName(), tostring(termtype)))
for _,_spot in pairs(parkingdata) do
@@ -2206,6 +2213,7 @@ function SPAWN:ParkAircraft( SpawnAirbase, TerminalType, Parkingdata, SpawnIndex
SpawnAirbase:GetName(), _spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy))
end
self:T(string.format("%s at %s: free parking spots = %d - number of units = %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), nfree, nunits))
]]
-- Set this to true if not enough spots are available for emergency air start.
local _notenough=false
@@ -2415,8 +2423,7 @@ end
-- @param #SPAWN self
-- @param DCS#Vec3 Vec3 The Vec3 coordinates where to spawn the group.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
function SPAWN:SpawnFromVec3( Vec3, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, Vec3, SpawnIndex } )
@@ -2485,8 +2492,7 @@ end
-- @param #SPAWN self
-- @param Core.Point#Coordinate Coordinate The Coordinate coordinates where to spawn the group.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
function SPAWN:SpawnFromCoordinate( Coordinate, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
@@ -2502,8 +2508,7 @@ end
-- @param #SPAWN self
-- @param Core.Point#POINT_VEC3 PointVec3 The PointVec3 coordinates where to spawn the group.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
-- @usage
--
-- local SpawnPointVec3 = ZONE:New( ZoneName ):GetPointVec3( 2000 ) -- Get the center of the ZONE object at 2000 meters from the ground.
@@ -2527,8 +2532,7 @@ end
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
-- @usage
--
-- local SpawnVec2 = ZONE:New( ZoneName ):GetVec2()
@@ -2561,8 +2565,7 @@ end
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
-- @usage
--
-- local SpawnPointVec2 = ZONE:New( ZoneName ):GetPointVec2()
@@ -2618,8 +2621,7 @@ end
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil Nothing was spawned.
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
-- @usage
--
-- local SpawnStatic = STATIC:FindByName( StaticName )
@@ -2650,8 +2652,7 @@ end
-- @param #number MinHeight (optional) The minimum height to spawn an airborne group into the zone.
-- @param #number MaxHeight (optional) The maximum height to spawn an airborne group into the zone.
-- @param #number SpawnIndex (optional) The index which group to spawn within the given zone.
-- @return Wrapper.Group#GROUP that was spawned.
-- @return #nil when nothing was spawned.
-- @return Wrapper.Group#GROUP that was spawned or #nil if nothing was spawned.
-- @usage
--
-- local SpawnZone = ZONE:New( ZoneName )
@@ -2846,18 +2847,37 @@ end
-- The method will search for a #-mark, and will return the text before the #-mark.
-- It will return nil of no prefix was found.
-- @param #SPAWN self
-- @param DCS#UNIT DCSUnit The @{DCSUnit} to be searched.
-- @return #string The prefix
-- @return #nil Nothing found
-- @param Wrapper.Group#GROUP SpawnGroup The GROUP object.
-- @return #string The prefix or #nil if nothing was found.
function SPAWN:_GetPrefixFromGroup( SpawnGroup )
self:F3( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnGroup } )
local GroupName = SpawnGroup:GetName()
if GroupName then
local SpawnPrefix = string.match( GroupName, ".*#" )
local SpawnPrefix=self:_GetPrefixFromGroupName(GroupName)
return SpawnPrefix
end
return nil
end
--- Return the prefix of a spawned group.
-- The method will search for a `#`-mark, and will return the text before the `#`-mark. It will return nil of no prefix was found.
-- @param #SPAWN self
-- @param #string SpawnGroupName The name of the spawned group.
-- @return #string The prefix or #nil if nothing was found.
function SPAWN:_GetPrefixFromGroupName(SpawnGroupName)
if SpawnGroupName then
local SpawnPrefix=string.match(SpawnGroupName, ".*#")
if SpawnPrefix then
SpawnPrefix = SpawnPrefix:sub( 1, -2 )
SpawnPrefix = SpawnPrefix:sub(1, -2)
end
return SpawnPrefix
end
@@ -3271,19 +3291,25 @@ end
-- @param Core.Event#EVENTDATA EventData
function SPAWN:_OnDeadOrCrash( EventData )
self:F( self.SpawnTemplatePrefix )
local SpawnGroup = EventData.IniGroup
if SpawnGroup then
local EventPrefix = self:_GetPrefixFromGroup( SpawnGroup )
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
local unit=UNIT:FindByName(EventData.IniUnitName)
if unit then
local EventPrefix = self:_GetPrefixFromGroupName(unit.GroupName)
if EventPrefix then -- EventPrefix can be nil if no # is found, which means, no spawnable group!
self:T( { "Dead event: " .. EventPrefix } )
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
self.AliveUnits = self.AliveUnits - 1
self:T( "Alive Units: " .. self.AliveUnits )
end
if EventPrefix == self.SpawnTemplatePrefix or ( self.SpawnAliasPrefix and EventPrefix == self.SpawnAliasPrefix ) then
self.AliveUnits = self.AliveUnits - 1
self:T( "Alive Units: " .. self.AliveUnits )
end
end
end
end
end
--- Will detect AIR Units taking off... When the event takes place, the spawned Group is registered as airborne...
@@ -3400,8 +3426,8 @@ function SPAWN:_SpawnCleanUpScheduler()
if Stamp.Vec2 then
if SpawnUnit:InAir() == false and SpawnUnit:GetVelocityKMH() < 1 then
local NewVec2 = SpawnUnit:GetVec2()
if Stamp.Vec2.x == NewVec2.x and Stamp.Vec2.y == NewVec2.y then
-- If the plane is not moving, and is on the ground, assign it with a timestamp...
if (Stamp.Vec2.x == NewVec2.x and Stamp.Vec2.y == NewVec2.y) or (SpawnUnit:GetLife() <= 1) then
-- If the plane is not moving or dead , and is on the ground, assign it with a timestamp...
if Stamp.Time + self.SpawnCleanUpInterval < timer.getTime() then
self:T( { "CleanUp Scheduler:", "ReSpawning:", SpawnGroup:GetName() } )
self:ReSpawn( SpawnCursor )
@@ -3419,7 +3445,7 @@ function SPAWN:_SpawnCleanUpScheduler()
else
if SpawnUnit:InAir() == false then
Stamp.Vec2 = SpawnUnit:GetVec2()
if SpawnUnit:GetVelocityKMH() < 1 then
if (SpawnUnit:GetVelocityKMH() < 1) then
Stamp.Time = timer.getTime()
end
else
+86 -30
View File
@@ -46,14 +46,14 @@
-- @field #number InitOffsetAngle Link offset angle in degrees.
-- @field #number InitStaticHeading Heading of the static.
-- @field #string InitStaticLivery Livery for aircraft.
-- @field #string InitStaticShape Shape of teh static.
-- @field #string InitStaticShape Shape of the static.
-- @field #string InitStaticType Type of the static.
-- @field #string InitStaticCategory Categrory of the static.
-- @field #string InitStaticName Name of the static.
-- @field Core.Point#COORDINATE InitStaticCoordinate Coordinate where to spawn the static.
-- @field #boolean InitDead Set static to be dead if true.
-- @field #boolean InitCargo If true, static can act as cargo.
-- @field #number InitCargoMass Mass of cargo in kg.
-- @field #boolean InitStaticDead Set static to be dead if true.
-- @field #boolean InitStaticCargo If true, static can act as cargo.
-- @field #number InitStaticCargoMass Mass of cargo in kg.
-- @extends Core.Base#BASE
@@ -138,24 +138,24 @@ SPAWNSTATIC = {
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local self = BASE:Inherit( self, BASE:New() ) -- #SPAWNSTATIC
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
local TemplateStatic, CoalitionID, CategoryID, CountryID = _DATABASE:GetStaticGroupTemplate(SpawnTemplateName)
if TemplateStatic then
self.SpawnTemplatePrefix = SpawnTemplateName
self.TemplateStaticUnit = UTILS.DeepCopy(TemplateStatic.units[1])
self.CountryID = SpawnCountryID or CountryID
self.CategoryID = CategoryID
self.CoalitionID = CoalitionID
self.SpawnIndex = 0
else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end
self:SetEventPriority( 5 )
return self
return self
end
--- Creates the main object to spawn a @{Static} given a template table.
@@ -241,12 +241,26 @@ function SPAWNSTATIC:InitShape(StaticShape)
return self
end
--- Initialize parameters for spawning FARPs.
-- @param #SPAWNSTATIC self
-- @param #number CallsignID Callsign ID. Default 1 (="London").
-- @param #number Frequency Frequency in MHz. Default 127.5 MHz.
-- @param #number Modulation Modulation 0=AM, 1=FM.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation)
self.InitFarp=true
self.InitFarpCallsignID=CallsignID or 1
self.InitFarpFreq=Frequency or 127.5
self.InitFarpModu=Modulation or 0
return self
end
--- Initialize cargo mass.
-- @param #SPAWNSTATIC self
-- @param #number Mass Mass of the cargo in kg.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCargoMass(Mass)
self.InitCargoMass=Mass
self.InitStaticCargoMass=Mass
return self
end
@@ -255,7 +269,16 @@ end
-- @param #boolean IsCargo If true, this static can act as cargo.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitCargo(IsCargo)
self.InitCargo=IsCargo
self.InitStaticCargo=IsCargo
return self
end
--- Initialize as dead.
-- @param #SPAWNSTATIC self
-- @param #boolean IsCargo If true, this static is dead.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitDead(IsDead)
self.InitStaticDead=IsDead
return self
end
@@ -403,12 +426,16 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template.livery_id=self.InitStaticLivery
end
if self.InitDead~=nil then
Template.dead=self.InitDead
if self.InitStaticDead~=nil then
Template.dead=self.InitStaticDead
end
if self.InitCargo~=nil then
Template.isCargo=self.InitCargo
if self.InitStaticCargo~=nil then
Template.canCargo=self.InitStaticCargo
end
if self.InitStaticCargoMass~=nil then
Template.mass=self.InitStaticCargoMass
end
if self.InitLinkUnit then
@@ -420,22 +447,51 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
Template.offsets.angle=self.InitOffsetAngle and math.rad(self.InitOffsetAngle) or 0
end
if self.InitFarp then
Template.heliport_callsign_id = self.InitFarpCallsignID
Template.heliport_frequency = self.InitFarpFreq
Template.heliport_modulation = self.InitFarpModu
Template.unitId=nil
end
-- Increase spawn index counter.
self.SpawnIndex = self.SpawnIndex + 1
-- Name of the spawned static.
Template.name = self.InitStaticName or string.format("%s#%05d", self.SpawnTemplatePrefix, self.SpawnIndex)
-- Register the new static.
--_DATABASE:_RegisterStaticTemplate(Template, self.CoalitionID, self.CategoryID, CountryID)
_DATABASE:AddStatic(Template.name)
-- Add and register the new static.
local mystatic=_DATABASE:AddStatic(Template.name)
-- Debug output.
self:T(Template)
-- Add static to the game.
local Static=coalition.addStaticObject(CountryID, Template)
local Static=nil
if self.InitFarp then
return _DATABASE:FindStatic(Static:getName())
local TemplateGroup={}
TemplateGroup.units={}
TemplateGroup.units[1]=Template
TemplateGroup.visible=true
TemplateGroup.hidden=false
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
self:T("Spawning FARP")
self:T({Template=Template})
self:T({TemplateGroup=TemplateGroup})
-- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup)
else
self:T("Spawning Static")
self:T2({Template=Template})
Static=coalition.addStaticObject(CountryID, Template)
end
return mystatic
end
@@ -0,0 +1,202 @@
--- **Core** - TEXTANDSOUND (MOOSE gettext) system
--
-- ===
--
-- ## Main Features:
--
-- * A GetText for Moose
-- * Build a set of localized text entries, alongside their sounds and subtitles
-- * Aimed at class developers to offer localizable language support
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/).
--
-- ===
--
-- ### Author: **applevangelist**
-- ## Date: April 2022
--
-- ===
--
-- @module Core.TextAndSound
-- @image MOOSE.JPG
--- Text and Sound class.
-- @type TEXTANDSOUND
-- @field #string ClassName Name of this class.
-- @field #string version Versioning.
-- @field #string lid LID for log entries.
-- @field #string locale Default locale of this object.
-- @field #table entries Table of entries.
-- @field #string textclass Name of the class the texts belong to.
-- @extends Core.Base#BASE
---
--
-- @field #TEXTANDSOUND
TEXTANDSOUND = {
ClassName = "TEXTANDSOUND",
version = "0.0.1",
lid = "",
locale = "en",
entries = {},
textclass = "",
}
--- Text and Sound entry.
-- @type TEXTANDSOUND.Entry
-- @field #string Classname Name of the class this entry is for.
-- @field #string Locale Locale of this entry, defaults to "en".
-- @field #table Data The list of entries.
--- Text and Sound data
-- @type TEXTANDSOUND.Data
-- @field #string ID ID of this entry for retrieval.
-- @field #string Text Text of this entry.
-- @field #string Soundfile (optional) Soundfile File name of the corresponding sound file.
-- @field #number Soundlength (optional) Length of the sound file in seconds.
-- @field #string Subtitle (optional) Subtitle for the sound file.
--- Instantiate a new object
-- @param #TEXTANDSOUND self
-- @param #string ClassName Name of the class this instance is providing texts for.
-- @param #string Defaultlocale (Optional) Default locale of this instance, defaults to "en".
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:New(ClassName,Defaultlocale)
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New())
-- Set some string id for output to DCS.log file.
self.lid=string.format("%s (%s) | ", self.ClassName, self.version)
self.locale = Defaultlocale or (_SETTINGS:GetLocale() or "en")
self.textclass = ClassName or "none"
self.entries = {}
local initentry = {} -- #TEXTANDSOUND.Entry
initentry.Classname = ClassName
initentry.Data = {}
initentry.Locale = self.locale
self.entries[self.locale] = initentry
self:I(self.lid .. "Instantiated.")
self:T({self.entries[self.locale]})
return self
end
--- Add an entry
-- @param #TEXTANDSOUND self
-- @param #string Locale Locale to set for this entry, e.g. "de".
-- @param #string ID Unique(!) ID of this entry under this locale (i.e. use the same ID to get localized text for the entry in another language).
-- @param #string Text Text for this entry.
-- @param #string Soundfile (Optional) Sound file name for this entry.
-- @param #number Soundlength (Optional) Length of the sound file in seconds.
-- @param #string Subtitle (Optional) Subtitle to be used alongside the sound file.
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:AddEntry(Locale,ID,Text,Soundfile,Soundlength,Subtitle)
self:T(self.lid .. "AddEntry")
local locale = Locale or self.locale
local dataentry = {} -- #TEXTANDSOUND.Data
dataentry.ID = ID or "1"
dataentry.Text = Text or "none"
dataentry.Soundfile = Soundfile
dataentry.Soundlength = Soundlength or 0
dataentry.Subtitle = Subtitle
if not self.entries[locale] then
local initentry = {} -- #TEXTANDSOUND.Entry
initentry.Classname = self.textclass -- class name entry
initentry.Data = {} -- data array
initentry.Locale = locale -- default locale
self.entries[locale] = initentry
end
self.entries[locale].Data[ID] = dataentry
self:T({self.entries[locale].Data})
return self
end
--- Get an entry
-- @param #TEXTANDSOUND self
-- @param #string ID The unique ID of the data to be retrieved.
-- @param #string Locale (Optional) The locale of the text to be retrieved - defauls to default locale set with `New()`.
-- @return #string Text Text or nil if not found and no fallback.
-- @return #string Soundfile Filename or nil if not found and no fallback.
-- @return #string Soundlength Length of the sound or 0 if not found and no fallback.
-- @return #string Subtitle Text for subtitle or nil if not found and no fallback.
function TEXTANDSOUND:GetEntry(ID,Locale)
self:T(self.lid .. "GetEntry")
local locale = Locale or self.locale
if not self.entries[locale] then
-- fall back to default "en"
locale = self.locale
end
local Text,Soundfile,Soundlength,Subtitle = nil, nil, 0, nil
if self.entries[locale] then
if self.entries[locale].Data then
local data = self.entries[locale].Data[ID] -- #TEXTANDSOUND.Data
if data then
Text = data.Text
Soundfile = data.Soundfile
Soundlength = data.Soundlength
Subtitle = data.Subtitle
elseif self.entries[self.locale].Data[ID] then
-- no matching entry, try default
local data = self.entries[self.locale].Data[ID]
Text = data.Text
Soundfile = data.Soundfile
Soundlength = data.Soundlength
Subtitle = data.Subtitle
end
end
else
return nil, nil, 0, nil
end
return Text,Soundfile,Soundlength,Subtitle
end
--- Get the default locale of this object
-- @param #TEXTANDSOUND self
-- @return #string locale
function TEXTANDSOUND:GetDefaultLocale()
self:T(self.lid .. "GetDefaultLocale")
return self.locale
end
--- Set default locale of this object
-- @param #TEXTANDSOUND self
-- @param #string locale
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:SetDefaultLocale(locale)
self:T(self.lid .. "SetDefaultLocale")
self.locale = locale or "en"
return self
end
--- Check if a locale exists
-- @param #TEXTANDSOUND self
-- @return #boolean outcome
function TEXTANDSOUND:HasLocale(Locale)
self:T(self.lid .. "HasLocale")
return self.entries[Locale] and true or false
end
--- Flush all entries to the log
-- @param #TEXTANDSOUND self
-- @return #TEXTANDSOUND self
function TEXTANDSOUND:FlushToLog()
self:I(self.lid .. "Flushing entries:")
local text = string.format("Textclass: %s | Default Locale: %s",self.textclass, self.locale)
for _,_entry in pairs(self.entries) do
local entry = _entry -- #TEXTANDSOUND.Entry
local text = string.format("Textclassname: %s | Locale: %s",entry.Classname, entry.Locale)
self:I(text)
for _ID,_data in pairs(entry.Data) do
local data = _data -- #TEXTANDSOUND.Data
local text = string.format("ID: %s\nText: %s\nSoundfile: %s With length: %d\nSubtitle: %s",tostring(_ID), data.Text or "none",data.Soundfile or "none",data.Soundlength or 0,data.Subtitle or "none")
self:I(text)
end
end
return self
end
----------------------------------------------------------------
-- End TextAndSound
----------------------------------------------------------------
+37 -20
View File
@@ -11,7 +11,7 @@
--
-- ### Author: **funkyfranky**
-- @module Core.Timer
-- @image CORE_Timer.png
-- @image Core_Scheduler.JPG
--- TIMER class.
@@ -19,6 +19,7 @@
-- @field #string ClassName Name of the class.
-- @field #string lid Class id string for output to DCS log file.
-- @field #number tid Timer ID returned by the DCS API function.
-- @field #number uid Unique ID of the timer.
-- @field #function func Timer function.
-- @field #table para Parameters passed to the timer function.
-- @field #number Tstart Relative start time in seconds.
@@ -26,17 +27,16 @@
-- @field #number dT Time interval between function calls in seconds.
-- @field #number ncalls Counter of function calls.
-- @field #number ncallsMax Max number of function calls. If reached, timer is stopped.
-- @field #boolean isrunning If `true`, timer is running. Else it was not started yet or was stopped.
-- @extends Core.Base#BASE
--- *Better three hours too soon than a minute too late.* William Shakespeare
--- *Better three hours too soon than a minute too late.* - William Shakespeare
--
-- ===
--
-- ![Banner Image](..\Presentations\Timer\TIMER_Main.jpg)
--
-- # The TIMER Concept
--
-- The TIMER class is the little sister of the SCHEDULER class. It does the same thing but is a bit easier to use and has less overhead. It should be sufficient in many cases.
-- The TIMER class is the little sister of the @{Core.Scheduler#SCHEDULER} class. It does the same thing but is a bit easier to use and has less overhead. It should be sufficient in many cases.
--
-- It provides an easy interface to the DCS [timer.scheduleFunction](https://wiki.hoggitworld.com/view/DCS_func_scheduleFunction).
--
@@ -62,20 +62,20 @@
--
-- Note that
--
-- * if *Tstart* is not specified (*nil*), the first function call happens immediately.
-- * if *Tstart* is not specified (*nil*), the first function call happens immediately, i.e. after one millisecond.
-- * if *dT* is not specified (*nil*), the function is called only once.
-- * if *Duration* is not specified (*nil*), the timer runs forever or until stopped manually or until the max function calls are reached (see below).
--
-- For example,
--
-- mytimer:Start(3) -- Will call the function once after 3 seconds.
-- mytimer:Start(nil, 0.5) -- Will call right now and then every 0.5 sec until all eternaty.
-- mytimer:Start(nil, 0.5) -- Will call right now and then every 0.5 sec until all eternity.
-- mytimer:Start(nil, 2.0, 20) -- Will call right now and then every 2.0 sec for 20 sec.
-- mytimer:Start(1.0, nil, 10) -- Does not make sense as the function is only called once anyway.
--
-- ## Stopping the Timer
--
-- The timer can be stopped manually by the @{#TIMER.Start}(*Delay*) function
-- The timer can be stopped manually by the @{#TIMER.Stop}(*Delay*) function
--
-- mytimer:Stop()
--
@@ -105,19 +105,17 @@ TIMER = {
--- Timer ID.
_TIMERID=0
--- Timer data base.
--_TIMERDB={}
--- TIMER class version.
-- @field #string version
TIMER.version="0.1.0"
TIMER.version="0.1.2"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot.
-- TODO: Write docs.
-- TODO: Randomization.
-- TODO: Pause/unpause.
-- DONE: Write docs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
@@ -142,6 +140,9 @@ function TIMER:New(Function, ...)
-- Number of function calls.
self.ncalls=0
-- Not running yet.
self.isrunning=false
-- Increase counter
_TIMERID=_TIMERID+1
@@ -151,9 +152,6 @@ function TIMER:New(Function, ...)
-- Log id.
self.lid=string.format("TIMER UID=%d | ", self.uid)
-- Add to DB.
--_TIMERDB[self.uid]=self
return self
end
@@ -185,6 +183,9 @@ function TIMER:Start(Tstart, dT, Duration)
-- Set log id.
self.lid=string.format("TIMER UID=%d/%d | ", self.uid, self.tid)
-- Is now running.
self.isrunning=true
-- Debug info.
self:T(self.lid..string.format("Starting Timer in %.3f sec, dT=%s, Tstop=%s", self.Tstart-Tnow, tostring(self.dT), tostring(self.Tstop)))
@@ -209,9 +210,9 @@ function TIMER:Stop(Delay)
self:T(self.lid..string.format("Stopping timer by removing timer function after %d calls!", self.ncalls))
timer.removeFunction(self.tid)
-- Remove DB entry.
--_TIMERDB[self.uid]=nil
-- Not running any more.
self.isrunning=false
end
end
@@ -228,6 +229,22 @@ function TIMER:SetMaxFunctionCalls(Nmax)
return self
end
--- Set time interval. Can also be set when the timer is already running and is applied after the next function call.
-- @param #TIMER self
-- @param #number dT Time interval in seconds.
-- @return #TIMER self
function TIMER:SetTimeInterval(dT)
self.dT=dT
return self
end
--- Check if the timer has been started and was not stopped.
-- @param #TIMER self
-- @return #boolean If `true`, the timer is running.
function TIMER:IsRunning()
return self.isrunning
end
--- Call timer function.
-- @param #TIMER self
-- @param #number time DCS model time in seconds.
File diff suppressed because it is too large Load Diff
+108 -3
View File
@@ -295,6 +295,17 @@ do -- country
-- @field QATAR
-- @field OMAN
-- @field UNITED_ARAB_EMIRATES
-- @field SOUTH_AFRICA
-- @field CUBA
-- @field PORTUGAL
-- @field GDR
-- @field LEBANON
-- @field CJTF_BLUE
-- @field CJTF_RED
-- @field UN_PEACEKEEPERS
-- @field Argentinia
-- @field Cyprus
-- @field Slovenia
country = {} --#country
@@ -460,6 +471,22 @@ do -- Types
--@field #boolean lateActivated
--@field #boolean uncontrolled
--- DCS template data structure.
-- @type Template
-- @field #boolean uncontrolled Aircraft is uncontrolled.
-- @field #boolean lateActivation Group is late activated.
-- @field #number x 2D Position on x-axis in meters.
-- @field #number y 2D Position on y-axis in meters.
-- @field #table units Unit list.
--
--- Unit data structure.
--@type Template.Unit
--@field #string name Name of the unit.
--@field #number x
--@field #number y
--@field #number alt
end --
@@ -476,8 +503,9 @@ do -- Object
-- @field UNIT
-- @field WEAPON
-- @field STATIC
-- @field SCENERY
-- @field BASE
-- @field SCENERY
-- @field CARGO
--- @type Object.Desc
-- @extends #Desc
@@ -487,6 +515,10 @@ do -- Object
--- @function [parent=#Object] isExist
-- @param #Object self
-- @return #boolean
--- @function [parent=#Object] isActive
-- @param #Object self
-- @return #boolean
--- @function [parent=#Object] destroy
-- @param #Object self
@@ -736,7 +768,66 @@ do -- Airbase
end -- Airbase
do -- Spot
--- [DCS Class Spot](https://wiki.hoggitworld.com/view/DCS_Class_Spot)
-- Represents a spot from laser or IR-pointer.
-- @type Spot
-- @field #Spot.Category Category enum that stores spot categories.
--- Enum that stores spot categories.
-- @type Spot.Category
-- @field #string INFRA_RED
-- @field #string LASER
--- Creates a laser ray emanating from the given object to a point in 3d space.
-- @function [parent=#Spot] createLaser
-- @param DCS#Object Source The source object of the laser.
-- @param DCS#Vec3 LocalRef An optional 3D offset for the source.
-- @param DCS#Vec3 Vec3 Target coordinate where the ray is pointing at.
-- @param #number LaserCode Any 4 digit number between 1111 and 1788.
-- @return #Spot
--- Creates an infrared ray emanating from the given object to a point in 3d space. Can be seen with night vision goggles.
-- @function [parent=#Spot] createInfraRed
-- @param DCS#Object Source Source position of the IR ray.
-- @param DCS#Vec3 LocalRef An optional 3D offset for the source.
-- @param DCS#Vec3 Vec3 Target coordinate where the ray is pointing at.
-- @return #Spot
--- Returns a vec3 table of the x, y, and z coordinates for the position of the given object in 3D space. Coordinates are dependent on the position of the maps origin.
-- @function [parent=#Spot] getPoint
-- @param #Spot self
-- @return DCS#Vec3 Point in 3D, where the beam is pointing at.
--- Sets the destination point from which the source of the spot is drawn toward.
-- @function [parent=#Spot] setPoint
-- @param #Spot self
-- @param DCS#Vec3 Vec3 Point in 3D, where the beam is pointing at.
--- Returns the number that is used to define the laser code for which laser designation can track.
-- @function [parent=#Spot] getCode
-- @param #Spot self
-- @return #number Code The laser code used.
--- Sets the number that is used to define the laser code for which laser designation can track.
-- @function [parent=#Spot] setCode
-- @param #Spot self
-- @param #number Code The laser code. Default value is 1688.
--- Destroys the spot.
-- @function [parent=#Spot] destroy
-- @param #Spot self
--- Gets the category of the spot (laser or IR).
-- @function [parent=#Spot] getCategory
-- @param #Spot self
-- @return #string Category.
Spot = {} --#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.
@@ -1060,6 +1151,11 @@ do -- Unit
-- @function [parent=#Unit] getAmmo
-- @param #Unit self
-- @return #Unit.Ammo
--- Returns the number of infantry that can be embark onto the aircraft. Only returns a value if run on airplanes or helicopters. Returns nil if run on ground or ship units.
-- @function [parent=#Unit] getDescentCapacity
-- @param #Unit self
-- @return #number Number of soldiers that embark.
--- Returns the unit sensors.
-- @function [parent=#Unit] getSensors
@@ -1093,6 +1189,10 @@ do -- Unit
-- @param #Unit self
-- @return #Unit.Desc
--- GROUND - Switch on/off radar emissions
-- @function [parent=#Unit] enableEmission
-- @param #Unit self
-- @param #boolean switch
Unit = {} --#Unit
@@ -1163,7 +1263,7 @@ do -- Group
-- @param #Group self
-- @return #number
--- Returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed. Initial size limits the unitNumber parameter for Group.getUnit() function.
--- Returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed; Initial size limits the unitNumber parameter for Group.getUnit() function.
-- @function [parent=#Group] getInitialSize
-- @param #Group self
-- @return #number
@@ -1178,6 +1278,11 @@ do -- Group
-- @param #Group self
-- @return #Controller
--- GROUND - Switch on/off radar emissions
-- @function [parent=#Group] enableEmission
-- @param #Group self
-- @param #boolean switch
Group = {} --#Group
end -- Group
@@ -1393,4 +1498,4 @@ do -- AI
AI = {} --#AI
end -- AI
end -- AI
@@ -0,0 +1,980 @@
--- **Functional** - AI CSAR system
--
-- ## Main Features:
--
-- * Send out helicopters to downed pilots
-- * Rescues players and AI alike
-- * Coalition specific
-- * Starting from a FARP or Airbase
-- * Dedicated MASH zone
-- * Some FSM functions to include in your mission scripts
-- * Limit number of available helos
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/CSR-001%20-%20Basics).
--
-- ===
--
-- ### Author: **applevangelist**
-- Last Update April 2022
--
-- ===
-- @module Functional.AICSAR
-- @image MOOSE.JPG
--- AI CSAR class.
-- @type AICSAR
-- @field #string ClassName Name of this class.
-- @field #string version Versioning.
-- @field #string lid LID for log entries.
-- @field #number coalition Colition side.
-- @field #string template Template for pilot.
-- @field #string helotemplate Template for CSAR helo.
-- @field #string alias Alias Name.
-- @field Wrapper.Airbase#AIRBASE farp FARP object from where to start.
-- @field Core.Zone#ZONE farpzone MASH zone to drop rescued pilots.
-- @field #number maxdistance Max distance to go for a rescue.
-- @field #table pilotqueue Queue of pilots to rescue.
-- @field #number pilotindex Table index to bind pilot to helo.
-- @field #table helos Table of Ops.FlightGroup#FLIGHTGROUP objects
-- @field #boolean verbose Switch more output.
-- @field #number rescuezoneradius Radius around downed pilot for the helo to land in.
-- @field #table rescued Track number of rescued pilot.
-- @field #boolean autoonoff Only send a helo when no human heli pilots are available.
-- @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)
-- @extends Core.Fsm#FSM
--- *I once donated a pint of my finest red corpuscles to the great American Red Cross and the doctor opined my blood was very helpful; contained so much alcohol they could use it to sterilize their instruments.*
-- W.C.Fields
--
-- ===
--
-- # AICSAR Concept
--
-- For an AI or human pilot landing with a parachute, a rescue mission will be spawned. The helicopter will fly to the pilot, pick him or her up,
-- and fly back to a designated MASH (medical) zone, drop the pilot and then return to base.
-- Operational maxdistance can be set as well as the landing radius around the downed pilot.
-- Keep in mind that AI helicopters cannot hover-load at the time of writing, so rescue operations over water or in the mountains might not
-- work.
-- Optionally, if you have a CSAR operation with human pilots in your mission, you can set AICSAR to ignore missions when human helicopter
-- pilots are around.
--
-- ## Setup
--
-- Setup is a one-liner:
--
-- -- @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 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"))
--
-- ## Options are
--
-- my_aicsar.maxdistance -- maximum operational distance in meters. Defaults to 50NM or 92.6km
-- 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.helonumber -- number of helos available (default: 3)
--
-- ## Radio 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:
--
-- Defaults are:
--
-- 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 ", -- note that this will be appended with the position
-- PILOTKIA = "Pilot KIA!",
-- HELODOWN = "CSAR Helo Down!",
-- PILOTRESCUED = "Pilot rescued!",
-- PILOTINHELO = "Pilot picked up!",
-- },
-- }
--
-- Correspondingly, sound file names are defined as these defaults:
--
-- AICSAR.RadioMessages = {
-- EN = {
-- INITIALOK = "initialok.ogg",
-- INITIALNOTOK = "initialnotok.ogg",
-- PILOTDOWN = "pilotdown.ogg",
-- PILOTKIA = "pilotkia.ogg",
-- HELODOWN = "helodown.ogg",
-- PILOTRESCUED = "pilotrescued.ogg",
-- PILOTINHELO = "pilotinhelo.ogg",
-- },
-- }
--
-- and these default transmission lengths in seconds:
--
-- AICSAR.RadioLength = {
-- EN = {
-- INITIALOK = 4.1,
-- INITIALNOTOK = 4.6,
-- PILOTDOWN = 2.6,
-- PILOTKIA = 1.1,
-- HELODOWN = 2.1,
-- PILOTRESCUED = 3.5,
-- PILOTINHELO = 2.6,
-- },
-- }
--
-- 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.
--
-- To customize or localize your texts and sounds, you can take e.g. the following approach to add a German language version:
--
-- -- parameters are: locale, ID, text, soundfilename, duration
-- my_aicsar.gettext:AddEntry("de","INITIALOK","Copy, Pilot, wir hören Sie. Bleiben Sie, wo Sie sind, ein Hubschrauber sammelt Sie auf!","okneu.ogg",5.0)
-- my_aicsar.locale = "de" -- plays and shows the defined German language texts and sound. Fallback is "en", if something is undefined.
--
-- 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)
--
-- or
--
-- my_aicsar:SetDCSRadio(true,300,radio.modulation.AM,GROUP:FindByName("FARP-Radio"))
--
-- See the function documentation for parameter details.
--
-- ===
---
--
-- @field #AICSAR
AICSAR = {
ClassName = "AICSAR",
version = "0.0.8",
lid = "",
coalition = coalition.side.BLUE,
template = "",
helotemplate = "",
alias = "",
farp = nil,
farpzone = nil,
maxdistance = UTILS.NMToMeters(50),
pilotqueue = {},
pilotindex = 0,
helos = {},
verbose = true,
rescuezoneradius = 200,
rescued = {},
autoonoff = true,
playerset = nil,
Messages = {},
SRS = nil,
SRSRadio = false,
SRSFrequency = 243,
SRSPath = "\\",
SRSModulation = radio.modulation.AM,
SRSSoundPath = nil, -- defaults to "l10n/DEFAULT/", i.e. add messages via "Sount to..." in the ME
SRSPort = 5002,
DCSRadio = false,
DCSFrequency = 243,
DCSModulation = radio.modulation.AM,
DCSRadioGroup = nil,
limithelos = true,
helonumber = 3,
gettext = nil,
locale ="en", -- default text language
}
-- TODO Messages
--- Messages enum
-- @field Messages
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 ",
PILOTKIA = "Pilot KIA!",
HELODOWN = "CSAR Helo Down!",
PILOTRESCUED = "Pilot rescued!",
PILOTINHELO = "Pilot picked up!",
},
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: ",
PILOTKIA = "Pilot gefallen!",
HELODOWN = "CSAR Hubschrauber verloren!",
PILOTRESCUED = "Pilot gerettet!",
PILOTINHELO = "Pilot an Bord geholt!",
},
}
-- TODO Radio Messages
--- Radio Messages enum for ogg files
-- @field RadioMessages
AICSAR.RadioMessages = {
EN = {
INITIALOK = "initialok.ogg", -- 4.1 secs
INITIALNOTOK = "initialnotok.ogg", -- 4.6 secs
PILOTDOWN = "pilotdown.ogg", -- 2.6 secs
PILOTKIA = "pilotkia.ogg", -- 1.1 sec
HELODOWN = "helodown.ogg", -- 2.1 secs
PILOTRESCUED = "pilotrescued.ogg", -- 3.5 secs
PILOTINHELO = "pilotinhelo.ogg", -- 2.6 secs
},
}
-- TODO Radio Messages
--- Radio Messages enum for ogg files length in secs
-- @field RadioLength
AICSAR.RadioLength = {
EN = {
INITIALOK = 4.1,
INITIALNOTOK = 4.6,
PILOTDOWN = 2.6,
PILOTKIA = 1.1,
HELODOWN = 2.1,
PILOTRESCUED = 3.5,
PILOTINHELO = 2.6,
},
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Function to create a new AICSAR object
-- @param #AICSAR self
-- @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 Wrapper.Airbase#AIRBASE FARP FARP object or Airbase from where to start.
-- @param Core.Zone#ZONE MASHZone Zone where to drop pilots after rescue.
-- @return #AICSAR self
function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New())
--set Coalition
if Coalition and type(Coalition)=="string" then
if Coalition=="blue" then
self.coalition=coalition.side.BLUE
self.coalitiontxt = Coalition
elseif Coalition=="red" then
self.coalition=coalition.side.RED
self.coalitiontxt = Coalition
elseif Coalition=="neutral" then
self.coalition=coalition.side.NEUTRAL
self.coalitiontxt = Coalition
else
self:E("ERROR: Unknown coalition in AICSAR!")
end
else
self.coalition = Coalition
self.coalitiontxt = string.lower(UTILS.GetCoalitionName(self.coalition))
end
-- Set alias.
if Alias then
self.alias=tostring(Alias)
else
self.alias="Red Cross"
if self.coalition then
if self.coalition==coalition.side.RED then
self.alias="IFRC"
elseif self.coalition==coalition.side.BLUE then
self.alias="CSAR"
end
end
end
self.template = Pilottemplate
self.helotemplate = Helotemplate
self.farp = FARP
self.farpzone = MASHZone
self.playerset = SET_CLIENT:New():FilterActive(true):FilterCategories("helicopter"):FilterStart()
-- Radio
self.SRS = nil
self.SRSRadio = false
self.SRSFrequency = 243
self.SRSPath = "\\"
self.SRSModulation = radio.modulation.AM
self.SRSSoundPath = nil -- defaults to "l10n/DEFAULT/", i.e. add messages via "Sound to..." in the ME
self.SRSPort = 5002
-- DCS Radio - add messages via "Sound to..." in the ME
self.DCSRadio = false
self.DCSFrequency = 243
self.DCSModulation = radio.modulation.AM
self.DCSRadioGroup = nil
self.DCSRadioQueue = nil
self.MGRS_Accuracy = 2
-- limit number of available helos at the same time
self.limithelos = true
self.helonumber = 3
-- localization
self:InitLocalization()
-- 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")
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
self:AddTransition("*", "Status", "*") -- CSAR status update.
self:AddTransition("*", "PilotDown", "*") -- Pilot down
self:AddTransition("*", "PilotPickedUp", "*") -- Pilot in helo
self:AddTransition("*", "PilotRescued", "*") -- Pilot Rescued
self:AddTransition("*", "PilotKIA", "*") -- Pilot dead
self:AddTransition("*", "HeloDown", "*") -- Helo dead
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
self:HandleEvent(EVENTS.LandingAfterEjection)
self:__Start(math.random(2,5))
local text = string.format("%sAICSAR Version %s Starting",self.lid,self.version)
self:I(text)
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Status".
-- @function [parent=#AICSAR] Status
-- @param #AICSAR self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#AICSAR] __Status
-- @param #AICSAR self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop".
-- @function [parent=#AICSAR] Stop
-- @param #AICSAR self
--- Triggers the FSM event "Stop" after a delay.
-- @function [parent=#AICSAR] __Stop
-- @param #AICSAR self
-- @param #number delay Delay in seconds.
--- On after "PilotDown" event.
-- @function [parent=#AICSAR] OnAfterPilotDown
-- @param #AICSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Core.Point#COORDINATE Coordinate Location of the pilot.
-- @param #boolean InReach True if in maxdistance else false.
--- On after "PilotPickedUp" event.
-- @function [parent=#AICSAR] OnAfterPilotPickedUp
-- @param #AICSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.FlightGroup#FLIGHTGROUP Helo
-- @param #table CargoTable of Ops.OpsGroup#OPSGROUP Cargo objects
-- @param #number Index
--- On after "PilotRescued" event.
-- @function [parent=#AICSAR] OnAfterPilotRescued
-- @param #AICSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On after "PilotKIA" event.
-- @function [parent=#AICSAR] OnAfterPilotKIA
-- @param #AICSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- On after "HeloDown" event.
-- @function [parent=#AICSAR] OnAfterHeloDown
-- @param #AICSAR self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.FlightGroup#FLIGHTGROUP Helo
-- @param #number Index
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- [Internal] Create the Moose TextAndSoundEntries
-- @param #AICSAR self
-- @return #AICSAR self
function AICSAR:InitLocalization()
self:T(self.lid .. "InitLocalization")
-- English standard localization
self.gettext=TEXTANDSOUND:New(self.ClassName, "en")
self.gettext:AddEntry("en","INITIALOK",AICSAR.Messages.EN.INITIALOK,AICSAR.RadioMessages.EN.INITIALOK,AICSAR.RadioLength.INITIALOK)
self.gettext:AddEntry("en","INITIALNOTOK",AICSAR.Messages.EN.INITIALNOTOK,AICSAR.RadioMessages.EN.INITIALNOTOK,AICSAR.RadioLength.EN.INITIALNOTOK)
self.gettext:AddEntry("en","HELODOWN",AICSAR.Messages.EN.HELODOWN,AICSAR.RadioMessages.EN.HELODOWN,AICSAR.RadioLength.EN.HELODOWN)
self.gettext:AddEntry("en","PILOTDOWN",AICSAR.Messages.EN.PILOTDOWN,AICSAR.RadioMessages.EN.PILOTDOWN,AICSAR.RadioLength.EN.PILOTDOWN)
self.gettext:AddEntry("en","PILOTINHELO",AICSAR.Messages.EN.PILOTINHELO,AICSAR.RadioMessages.EN.PILOTINHELO,AICSAR.RadioLength.EN.PILOTINHELO)
self.gettext:AddEntry("en","PILOTKIA",AICSAR.Messages.EN.PILOTKIA,AICSAR.RadioMessages.EN.PILOTKIA,AICSAR.RadioLength.EN.PILOTKIA)
self.gettext:AddEntry("en","PILOTRESCUED",AICSAR.Messages.EN.PILOTRESCUED,AICSAR.RadioMessages.EN.PILOTRESCUED,AICSAR.RadioLength.EN.PILOTRESCUED)
-- German localization - we keep the sound files English
self.gettext:AddEntry("de","INITIALOK",AICSAR.Messages.DE.INITIALOK,AICSAR.RadioMessages.EN.INITIALOK,AICSAR.RadioLength.INITIALOK)
self.gettext:AddEntry("de","INITIALNOTOK",AICSAR.Messages.DE.INITIALNOTOK,AICSAR.RadioMessages.EN.INITIALNOTOK,AICSAR.RadioLength.EN.INITIALNOTOK)
self.gettext:AddEntry("de","HELODOWN",AICSAR.Messages.DE.HELODOWN,AICSAR.RadioMessages.EN.HELODOWN,AICSAR.RadioLength.EN.HELODOWN)
self.gettext:AddEntry("de","PILOTDOWN",AICSAR.Messages.DE.PILOTDOWN,AICSAR.RadioMessages.EN.PILOTDOWN,AICSAR.RadioLength.EN.PILOTDOWN)
self.gettext:AddEntry("de","PILOTINHELO",AICSAR.Messages.DE.PILOTINHELO,AICSAR.RadioMessages.EN.PILOTINHELO,AICSAR.RadioLength.EN.PILOTINHELO)
self.gettext:AddEntry("de","PILOTKIA",AICSAR.Messages.DE.PILOTKIA,AICSAR.RadioMessages.EN.PILOTKIA,AICSAR.RadioLength.EN.PILOTKIA)
self.gettext:AddEntry("de","PILOTRESCUED",AICSAR.Messages.DE.PILOTRESCUED,AICSAR.RadioMessages.EN.PILOTRESCUED,AICSAR.RadioLength.EN.PILOTRESCUED)
self.locale = "en"
return self
end
--- [User] Switch sound output on and use SRS
-- @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 Defaults to 243 (guard)
-- @param #number Modulation Radio modulation. Defaults to radio.modulation.AM
-- @param #string SoundPath Where to find the audio files. Defaults to nil, i.e. add messages via "Sound to..." in the Mission Editor.
-- @param #number Port Port of the SRS, defaults to 5002.
-- @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.SRSFrequency = Frequency or 243
self.SRSPath = Path or "c:\\"
self.SRSModulation = Modulation or radio.modulation.AM
local soundpath = os.getenv('TMP') .. "\\DCS\\Mission\\l10n\\DEFAULT" -- defaults to "l10n/DEFAULT/", i.e. add messages by "Sound to..." in the ME
self.SRSSoundPath = SoundPath or soundpath
self.SRSPort = Port or 5002
if OnOff then
self.SRS = MSRS:New(Path,Frequency,Modulation)
self.SRS:SetPort(self.SRSPort)
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).
-- @param #number Frequency Defaults to 243 (guard).
-- @param #number Modulation Radio modulation. Defaults to radio.modulation.AM.
-- @param Wrapper.Group#GROUP Group The group to use as sending station.
-- @return #AICSAR self
function AICSAR:SetDCSRadio(OnOff,Frequency,Modulation,Group)
self:T(self.lid .. "SetDCSRadio")
self:T(self.lid .. "SetDCSRadio to "..tostring(OnOff))
self.DCSRadio = OnOff and true
self.DCSFrequency = Frequency or 243
self.DCSModulation = Modulation or radio.modulation.AM
self.DCSRadioGroup = Group
if self.DCSRadio then
self.DCSRadioQueue = RADIOQUEUE:New(Frequency,Modulation,"AI-CSAR")
self.DCSRadioQueue:Start(5,5)
self.DCSRadioQueue:SetRadioPower(1000)
self.DCSRadioQueue:SetSenderCoordinate(Group:GetCoordinate())
else
if self.DCSRadioQueue then
self.DCSRadioQueue:Stop()
end
end
return self
end
--- [Internal] Sound output via non-SRS Radio. Add message files (.ogg) via "Sound to..." in the ME.
-- @param #AICSAR self
-- @param #string Soundfile Name of the soundfile
-- @param #number Duration Duration of the sound
-- @param #string Subtitle Text to display
-- @return #AICSAR self
function AICSAR:DCSRadioBroadcast(Soundfile,Duration,Subtitle)
self:T(self.lid .. "DCSRadioBroadcast")
local radioqueue = self.DCSRadioQueue -- Sound.RadioQueue#RADIOQUEUE
radioqueue:NewTransmission(Soundfile,Duration,nil,2,nil,Subtitle,10)
return self
end
--- [Internal] Catch the landing after ejection and spawn a pilot in situ.
-- @param #AICSAR self
-- @param Core.Event#EVENTDATA EventData
-- @return #AICSAR self
function AICSAR:OnEventLandingAfterEjection(EventData)
self:T(self.lid .. "OnEventLandingAfterEjection ID=" .. EventData.id)
-- autorescue on off?
if self.autoonoff then
if self.playerset:CountAlive() > 0 then
return self
end
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 = ""
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)
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)
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)
Unit.destroy(_event.initiator) -- shagrat remove static Pilot model
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] Get FlightGroup
-- @param #AICSAR self
-- @return Ops.FlightGroup#FLIGHTGROUP The FlightGroup
function AICSAR:_GetFlight()
self:T(self.lid .. "_GetFlight")
-- Helo Carrier.
local newhelo = SPAWN:NewWithAlias(self.helotemplate,self.helotemplate..math.random(1,10000))
:InitDelayOff()
:InitUnControlled(true)
:Spawn()
local nhelo=FLIGHTGROUP:New(newhelo)
nhelo:SetHomebase(self.farp)
nhelo:Activate()
return nhelo
end
--- [Internal] Create a new rescue mission
-- @param #AICSAR self
-- @param Wrapper.Group#GROUP Pilot The pilot to be rescued.
-- @param #number Index Index number of this pilot
-- @return #AICSAR self
function AICSAR:_InitMission(Pilot,Index)
self:T(self.lid .. "_InitMission")
local pickupzone = ZONE_GROUP:New(Pilot:GetName(),Pilot,self.rescuezoneradius)
--local pilotset = SET_GROUP:New()
--pilotset:AddGroup(Pilot)
-- Cargo transport assignment.
local opstransport=OPSTRANSPORT:New(Pilot, pickupzone, self.farpzone)
local helo = self:_GetFlight()
-- inject reservation
helo.AICSARReserved = true
-- Cargo transport assignment to first Huey group.
helo:AddOpsTransport(opstransport)
-- callback functions
local function AICPickedUp(Helo,Cargo,Index)
self:__PilotPickedUp(2,Helo,Cargo,Index)
end
local function AICHeloDead(Helo,Index)
self:__HeloDown(2,Helo,Index)
end
function helo:OnAfterLoadingDone(From,Event,To)
AICPickedUp(helo,helo:GetCargoGroups(),Index)
end
function helo:OnAfterDead(From,Event,To)
AICHeloDead(helo,Index)
end
self.helos[Index] = helo
return self
end
--- [Internal] Check if pilot arrived in rescue zone (MASH)
-- @param #AICSAR self
-- @param Wrapper.Group#GROUP Pilot The pilot to be rescued.
-- @return #boolean outcome
function AICSAR:_CheckInMashZone(Pilot)
self:T(self.lid .. "_CheckQueue")
if Pilot:IsInZone(self.farpzone) then
return true
else
return false
end
end
--- [Internal] Check helo queue
-- @param #AICSAR self
-- @return #AICSAR self
function AICSAR:_CheckHelos()
self:T(self.lid .. "_CheckHelos")
for _index,_helo in pairs(self.helos) do
local helo = _helo -- Ops.FlightGroup#FLIGHTGROUP
if helo and helo.ClassName == "FLIGHTGROUP" then
local state = helo:GetState()
local name = helo:GetName()
self:T("Helo group "..name.." in state "..state)
if state == "Arrived" then
helo:__Stop(5)
self.helos[_index] = nil
end
else
self.helos[_index] = nil
end
end
return self
end
--- [Internal] Count helos queue
-- @param #AICSAR self
-- @return #number Number of helos on mission
function AICSAR:_CountHelos()
self:T(self.lid .. "_CountHelos")
local count = 0
for _index,_helo in pairs(self.helos) do
count = count + 1
end
return count
end
--- [Internal] Check pilot queue for next mission
-- @param #AICSAR self
-- @return #AICSAR self
function AICSAR:_CheckQueue()
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 helocount = self:_CountHelos()
--self:T("Looking at " .. classname .. " " .. name)
-- find one w/o mission
if _pilot and _pilot.ClassName and _pilot.ClassName == "GROUP" then
local flightgroup = self.helos[_index] -- Ops.FlightGroup#FLIGHTGROUP
-- rescued?
if self:_CheckInMashZone(_pilot) then
self:T("Pilot" .. _pilot.GroupName .. " rescued!")
_pilot:Destroy(false)
self.pilotqueue[_index] = nil
self.rescued[_index] = true
self:__PilotRescued(2)
if flightgroup then
flightgroup.AICSARReserved = false
end
end -- end rescued
-- has no mission assigned?
if not _pilot.AICSAR then
-- helo available?
if self.limithelos and helocount >= self.helonumber then
-- none free
break
end -- end limit
_pilot.AICSAR = {}
_pilot.AICSAR.Status = "Initiated"
_pilot.AICSAR.Boarded = false
self:_InitMission(_pilot,_index)
break
else
-- update status from OPSGROUP
if flightgroup then
local state = flightgroup:GetState()
_pilot.AICSAR.Status = state
end
--self:T("Flight for " .. _pilot.GroupName .. " in state " .. state)
end -- end has mission
end -- end if pilot
end -- end loop
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- [Internal] onafterStart
-- @param #AICSAR self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AICSAR self
function AICSAR:onafterStart(From, Event, To)
self:T({From, Event, To})
self:__Status(3)
return self
end
--- [Internal] onafterStatus
-- @param #AICSAR self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AICSAR self
function AICSAR:onafterStatus(From, Event, To)
self:T({From, Event, To})
self:_CheckQueue()
self:_CheckHelos()
self:__Status(30)
return self
end
--- [Internal] onafterStop
-- @param #AICSAR self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AICSAR self
function AICSAR:onafterStop(From, Event, To)
self:T({From, Event, To})
self:UnHandleEvent(EVENTS.LandingAfterEjection)
if self.DCSRadioQueue then
self.DCSRadioQueue:Stop()
end
return self
end
--- [Internal] onafterPilotDown
-- @param #AICSAR self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Core.Point#COORDINATE Coordinate Location of the pilot.
-- @param #boolean InReach True if in maxdistance else false.
-- @return #AICSAR self
function AICSAR:onafterPilotDown(From, Event, To, Coordinate, InReach)
self:T({From, Event, To})
local CoordinateText = Coordinate:ToStringMGRS()
local inreach = tostring(InReach)
--local text = string.format("Pilot down at %s. In reach = %s",CoordinateText,inreach)
if InReach then
local text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("INITIALOK",self.locale)
--local text = AICSAR.Messages.EN.INITIALOK
self:T(text)
if self.verbose then
MESSAGE:New(text,15,"AICSAR"):ToCoalition(self.coalition)
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)
end
else
local text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("INITIALNOTOK",self.locale)
--local text = AICSAR.Messages.EN.INITIALNOTOK
self:T(text)
if self.verbose then
MESSAGE:New(text,15,"AICSAR"):ToCoalition(self.coalition)
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)
end
end
return self
end
--- [Internal] onafterPilotKIA
-- @param #AICSAR self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AICSAR self
function AICSAR:onafterPilotKIA(From, Event, To)
self:T({From, Event, To})
local text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTKIA",self.locale)
if self.verbose then
MESSAGE:New(text,15,"AICSAR"):ToCoalition(self.coalition)
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)
end
return self
end
--- [Internal] onafterHeloDown
-- @param #AICSAR self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.FlightGroup#FLIGHTGROUP Helo
-- @param #number Index
-- @return #AICSAR self
function AICSAR:onafterHeloDown(From, Event, To, Helo, Index)
self:T({From, Event, To})
local text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("HELODOWN",self.locale)
if self.verbose then
MESSAGE:New(text,15,"AICSAR"):ToCoalition(self.coalition)
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)
end
local findex = 0
local fhname = Helo:GetName()
-- find index of Helo
if Index and Index > 0 then
findex=Index
else
for _index, _helo in pairs(self.helos) do
local helo = _helo -- Ops.FlightGroup#FLIGHTGROUP
local hname = helo:GetName()
if fhname == hname then
findex = _index
break
end
end
end
-- find pilot
if findex > 0 and not self.rescued[findex] then
local pilot = self.pilotqueue[findex]
self.helos[findex] = nil
if pilot.AICSAR.Boarded then
self:T("Helo Down: Found DEAD Pilot ID " .. findex .. " with name " .. pilot:GetName())
-- pilot also dead
self:__PilotKIA(2)
self.pilotqueue[findex] = nil
else
-- initiate new mission
self:T("Helo Down: Found ALIVE Pilot ID " .. findex .. " with name " .. pilot:GetName())
self:_InitMission(pilot,findex)
end
end
return self
end
--- [Internal] onafterPilotRescued
-- @param #AICSAR self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @return #AICSAR self
function AICSAR:onafterPilotRescued(From, Event, To)
self:T({From, Event, To})
local text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTRESCUED",self.locale)
if self.verbose then
MESSAGE:New(text,15,"AICSAR"):ToCoalition(self.coalition)
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)
end
return self
end
--- [Internal] onafterPilotPickedUp
-- @param #AICSAR self
-- @param #string From
-- @param #string Event
-- @param #string To
-- @param Ops.FlightGroup#FLIGHTGROUP Helo
-- @param #table CargoTable of Ops.OpsGroup#OPSGROUP Cargo objects
-- @param #number Index
-- @return #AICSAR self
function AICSAR:onafterPilotPickedUp(From, Event, To, Helo, CargoTable, Index)
self:T({From, Event, To})
local text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTINHELO",self.locale)
if self.verbose then
MESSAGE:New(text,15,"AICSAR"):ToCoalition(self.coalition)
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)
end
local findex = 0
local fhname = Helo:GetName()
if Index and Index > 0 then
findex = Index
else
-- find index of Helo
for _index, _helo in pairs(self.helos) do
local helo = _helo -- Ops.FlightGroup#FLIGHTGROUP
local hname = helo:GetName()
if fhname == hname then
findex = _index
break
end
end
end
-- find pilot
if findex > 0 then
local pilot = self.pilotqueue[findex]
self:T("Boarded: Found Pilot ID " .. findex .. " with name " .. pilot:GetName())
pilot.AICSAR.Boarded = true -- mark as boarded
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- END AICSAR
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -59,7 +59,13 @@ function ATC_GROUND:New( Airbases, AirbaseList )
for AirbaseID, Airbase in pairs( self.Airbases ) do
Airbase.ZoneBoundary = _DATABASE:FindAirbase( AirbaseID ):GetZone()
-- Specified ZoneBoundary is used if setted or Airbase radius by default
if Airbase.ZoneBoundary then
Airbase.ZoneBoundary = ZONE_POLYGON_BASE:New( "Boundary " .. AirbaseID, Airbase.ZoneBoundary )
else
Airbase.ZoneBoundary = _DATABASE:FindAirbase( AirbaseID ):GetZone()
end
Airbase.ZoneRunways = {}
for PointsRunwayID, PointsRunway in pairs( Airbase.PointsRunways ) do
Airbase.ZoneRunways[PointsRunwayID] = ZONE_POLYGON_BASE:New( "Runway " .. PointsRunwayID, PointsRunway )
@@ -1053,7 +1059,7 @@ end
-- * `AIRBASE.Nevada.Lincoln_County`
-- * `AIRBASE.Nevada.McCarran_International_Airport`
-- * `AIRBASE.Nevada.Mesquite`
-- * `AIRBASE.Nevada.Mina_Airport_3Q0`
-- * `AIRBASE.Nevada.Mina_Airport`
-- * `AIRBASE.Nevada.Nellis_AFB`
-- * `AIRBASE.Nevada.North_Las_Vegas`
-- * `AIRBASE.Nevada.Pahute_Mesa_Airstrip`
@@ -1288,7 +1294,7 @@ ATC_GROUND_NEVADA = {
},
},
},
[AIRBASE.Nevada.Mina_Airport_3Q0] = {
[AIRBASE.Nevada.Mina_Airport] = {
PointsRunways = {
[1] = {
[1] = {["y"]=-290054.57371429,["x"]=-160930.02228572,},
@@ -3263,5 +3269,310 @@ function ATC_GROUND_PERSIANGULF:Start( RepeatScanSeconds )
end
--- @type ATC_GROUND_MARIANAISLANDS
-- @extends #ATC_GROUND
--- # ATC\_GROUND\_MARIANA, extends @{#ATC_GROUND}
--
-- The ATC\_GROUND\_MARIANA class monitors the speed of the airplanes at the airbase during taxi.
-- The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.
--
-- ---
--
-- ![Banner Image](..\Presentations\ATC_GROUND\Dia1.JPG)
--
-- ---
--
-- The default maximum speed for the airbases at Persian Gulf is **50 km/h**. Warnings are given if this speed limit is trespassed.
-- Players will be immediately kicked when driving faster than **150 km/h** on the taxi way.
--
-- The ATC\_GROUND\_MARIANA class monitors the speed of the airplanes at the airbase during taxi.
-- The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.
--
-- The pilot will receive 3 times a warning during speeding. After the 3rd warning, if the pilot is still driving
-- faster than the maximum allowed speed, the pilot will be kicked.
--
-- Different airbases have different maximum speeds, according safety regulations.
--
-- # Airbases monitored
--
-- The following airbases are monitored at the Mariana Island region.
-- Use the @{Wrapper.Airbase#AIRBASE.MarianaIslands} enumeration to select the airbases to be monitored.
--
-- * AIRBASE.MarianaIslands.Rota_Intl
-- * AIRBASE.MarianaIslands.Andersen_AFB
-- * AIRBASE.MarianaIslands.Antonio_B_Won_Pat_Intl
-- * AIRBASE.MarianaIslands.Saipan_Intl
-- * AIRBASE.MarianaIslands.Tinian_Intl
-- * AIRBASE.MarianaIslands.Olf_Orote
--
-- # Installation
--
-- ## In Single Player Missions
--
-- ATC\_GROUND is fully functional in single player.
--
-- ## In Multi Player Missions
--
-- ATC\_GROUND is functional in multi player, however ...
--
-- Due to a bug in DCS since release 1.5, the despawning of clients are not anymore working in multi player.
-- To **work around this problem**, a much better solution has been made, using the **slot blocker** script designed
-- by Ciribob.
--
-- With the help of __Ciribob__, this script has been extended to also kick client players while in flight.
-- ATC\_GROUND is communicating with this modified script to kick players!
--
-- Install the file **SimpleSlotBlockGameGUI.lua** on the server, following the installation instructions described by Ciribob.
--
-- [Simple Slot Blocker from Ciribob & FlightControl](https://github.com/ciribob/DCS-SimpleSlotBlock)
--
-- # Script it!
--
-- ## 1. ATC_GROUND_MARIANAISLANDS Constructor
--
-- Creates a new ATC_GROUND_MARIANAISLANDS object that will monitor pilots taxiing behaviour.
--
-- -- This creates a new ATC_GROUND_MARIANAISLANDS object.
--
-- -- Monitor for these clients the airbases.
-- AirbasePoliceCaucasus = ATC_GROUND_MARIANAISLANDS:New()
--
-- ATC_Ground = ATC_GROUND_MARIANAISLANDS:New(
-- { AIRBASE.MarianaIslands.Andersen_AFB,
-- AIRBASE.MarianaIslands.Saipan_Intl
-- }
-- )
--
--
-- ## 2. Set various options
--
-- There are various methods that you can use to tweak the behaviour of the ATC\_GROUND classes.
--
-- ### 2.1 Speed limit at an airbase.
--
-- * @{#ATC_GROUND.SetKickSpeed}(): Set the speed limit allowed at an airbase in meters per second.
-- * @{#ATC_GROUND.SetKickSpeedKmph}(): Set the speed limit allowed at an airbase in kilometers per hour.
-- * @{#ATC_GROUND.SetKickSpeedMiph}(): Set the speed limit allowed at an airbase in miles per hour.
--
-- ### 2.2 Prevent Takeoff at an airbase. Players will be kicked immediately.
--
-- * @{#ATC_GROUND.SetMaximumKickSpeed}(): Set the maximum speed allowed at an airbase in meters per second.
-- * @{#ATC_GROUND.SetMaximumKickSpeedKmph}(): Set the maximum speed allowed at an airbase in kilometers per hour.
-- * @{#ATC_GROUND.SetMaximumKickSpeedMiph}(): Set the maximum speed allowed at an airbase in miles per hour.
--
---- @field #ATC_GROUND_MARIANAISLANDS
ATC_GROUND_MARIANAISLANDS = {
ClassName = "ATC_GROUND_MARIANAISLANDS",
Airbases = {
[AIRBASE.MarianaIslands.Andersen_AFB] = {
ZoneBoundary = {
[1]={["y"]=16534.138036037,["x"]=11357.42159178,},
[2]={["y"]=16193.406442738,["x"]=12080.012957533,},
[3]={["y"]=13846.966851869,["x"]=12017.348398727,},
[4]={["y"]=13085.815989171,["x"]=11686.317876875,},
[5]={["y"]=13157.991797443,["x"]=11307.826209991,},
[6]={["y"]=12055.725179065,["x"]=10795.955695916,},
[7]={["y"]=12762.455491112,["x"]=8890.9830441032,},
[8]={["y"]=15955.829493693,["x"]=10333.527220132,},
[9]={["y"]=16537.500532414,["x"]=11302.009499603,},
},
PointsRunways = {
[1]={
[1]={["y"]=12586.683049611,["x"]=10224.374497932,},
[2]={["y"]=16191.720475696,["x"]=11791.299100017,},
[3]={["y"]=16126.93956642,["x"]=11938.855615591,},
[4]={["y"]=12520.758127164,["x"]=10385.177131701,},
[5]={["y"]=12584.654720512,["x"]=10227.416991581,},
},
[2]={
[1]={["y"]=12663.030391743,["x"]=9661.9623015306,},
[2]={["y"]=16478.347303358,["x"]=11328.665745976,},
[3]={["y"]=16405.4731048,["x"]=11479.11570429,},
[4]={["y"]=12597.277684174,["x"]=9817.9733769647,},
[5]={["y"]=12661.894752524,["x"]=9674.4462086962,},
},
},
},
[AIRBASE.MarianaIslands.Antonio_B_Won_Pat_Intl] = {
ZoneBoundary = {
[1]={["y"]=2288.5182403943,["x"]=1469.0170841716,},
[2]={["y"]=1126.2025877996,["x"]=1174.37135631,},
[3]={["y"]=-2015.6461924287,["x"]=-484.62000718931,},
[4]={["y"]=-2102.1292389114,["x"]=-988.03393750566,},
[5]={["y"]=476.03853524366,["x"]=-1220.1783269883,},
[6]={["y"]=2059.2220058047,["x"]=78.889693514402,},
[7]={["y"]=1898.1396965104,["x"]=705.67531284795,},
[8]={["y"]=2760.1768681934,["x"]=1026.0681119777,},
[9]={["y"]=2317.2278959994,["x"]=1460.8143254273,},
},
PointsRunways = {
[1]={
[1]={["y"]=-1872.6620108821,["x"]=-924.3572605835,},
[2]={["y"]=1763.4754603305,["x"]=735.35988877983,},
[3]={["y"]=1700.6941677961,["x"]=866.32615476157,},
[4]={["y"]=-1934.0078007732,["x"]=-779.8149298453,},
[5]={["y"]=-1875.0113982627,["x"]=-914.95971106094,},
},
[2]={
[1]={["y"]=-1512.9403660377,["x"]=-1005.5903386188,},
[2]={["y"]=1577.9055714735,["x"]=413.22750176368,},
[3]={["y"]=1523.1182807849,["x"]=543.89726442232,},
[4]={["y"]=-1572.5102998047,["x"]=-867.04004322806,},
[5]={["y"]=-1514.2790162347,["x"]=-1003.5823633233,},
},
},
},
[AIRBASE.MarianaIslands.Rota_Intl] = {
ZoneBoundary = {
[1]={["y"]=47237.615412849,["x"]=76048.890408862,},
[2]={["y"]=49938.030053628,["x"]=75921.721582932,},
[3]={["y"]=49931.24873272,["x"]=75735.184004851,},
[4]={["y"]=49295.999227075,["x"]=75754.716414519,},
[5]={["y"]=49286.963307515,["x"]=75510.037806569,},
[6]={["y"]=48774.280745707,["x"]=75513.331990155,},
[7]={["y"]=48785.021396773,["x"]=75795.691662161,},
[8]={["y"]=47232.749278491,["x"]=75839.239059146,},
[9]={["y"]=47236.687866223,["x"]=76042.706764692,},
},
PointsRunways = {
[1]={
[1]={["y"]=49741.295228062,["x"]=75901.50955922,},
[2]={["y"]=49739.033213305,["x"]=75768.333440425,},
[3]={["y"]=47448.460520408,["x"]=75857.400271466,},
[4]={["y"]=47452.270177742,["x"]=75999.965448133,},
[5]={["y"]=49738.502011054,["x"]=75905.338915708,},
},
},
},
[AIRBASE.MarianaIslands.Saipan_Intl] = {
ZoneBoundary = {
[1]={["y"]=100489.08491445,["x"]=179799.05158855,},
[2]={["y"]=100869.73415313,["x"]=179948.98719903,},
[3]={["y"]=101364.78967515,["x"]=180831.98517043,},
[4]={["y"]=101563.85713359,["x"]=180885.21496237,},
[5]={["y"]=101733.92591034,["x"]=180457.73296886,},
[6]={["y"]=103340.30228775,["x"]=180990.08362622,},
[7]={["y"]=103459.55080438,["x"]=180453.77747027,},
[8]={["y"]=100406.63048095,["x"]=179266.60983762,},
[9]={["y"]=100225.55027532,["x"]=179423.9380961,},
[10]={["y"]=100477.48558937,["x"]=179791.9827288,},
},
PointsRunways = {
[1]={
[1]={["y"]=103170.38882002,["x"]=180654.56630524,},
[2]={["y"]=103235.37868835,["x"]=180497.25368418,},
[3]={["y"]=100564.72969504,["x"]=179435.41443498,},
[4]={["y"]=100509.30718722,["x"]=179584.65394733,},
[5]={["y"]=103163.53918905,["x"]=180651.82645285,},
},
[2]={
[1]={["y"]=103048.83223261,["x"]=180819.94107128,},
[2]={["y"]=103087.60579257,["x"]=180720.06315265,},
[3]={["y"]=101037.52694966,["x"]=179899.50061624,},
[4]={["y"]=100994.61708907,["x"]=180009.33151758,},
[5]={["y"]=103043.26643227,["x"]=180820.40488798,},
},
},
},
[AIRBASE.MarianaIslands.Tinian_Intl] = {
ZoneBoundary = {
[1]={["y"]=88393.477575413,["x"]=166704.16076438,},
[2]={["y"]=91581.732441809,["x"]=167402.54409276,},
[3]={["y"]=91533.451647402,["x"]=166826.23670062,},
[4]={["y"]=90827.604136952,["x"]=166699.75590414,},
[5]={["y"]=90894.853975623,["x"]=166375.37836304,},
[6]={["y"]=89995.027922869,["x"]=166224.92495935,},
[7]={["y"]=88937.62899352,["x"]=166244.48573911,},
[8]={["y"]=88408.916178231,["x"]=166480.39896864,},
[9]={["y"]=88387.745481732,["x"]=166685.82715656,},
},
PointsRunways = {
[1]={
[1]={["y"]=91329.480937912,["x"]=167204.44064529,},
[2]={["y"]=91363.95475433,["x"]=167038.15603429,},
[3]={["y"]=88585.849307337,["x"]=166520.3807647,},
[4]={["y"]=88554.422227212,["x"]=166686.49505251,},
[5]={["y"]=91318.8152578,["x"]=167203.31794212,},
},
},
},
},
}
--- Creates a new ATC_GROUND_MARIANAISLANDS object.
-- @param #ATC_GROUND_MARIANAISLANDS self
-- @param AirbaseNames A list {} of airbase names (Use AIRBASE.MarianaIslands enumerator).
-- @return #ATC_GROUND_MARIANAISLANDS self
function ATC_GROUND_MARIANAISLANDS:New( AirbaseNames )
-- Inherits from BASE
local self = BASE:Inherit( self, ATC_GROUND:New( self.Airbases, AirbaseNames ) )
self:SetKickSpeedKmph( 50 )
self:SetMaximumKickSpeedKmph( 150 )
-- -- Andersen
-- local AndersenBoundary = GROUP:FindByName( "Andersen Boundary" )
-- self.Airbases[AIRBASE.MarianaIslands.Andersen_AFB].ZoneBoundary = ZONE_POLYGON:New( "Andersen Boundary", AndersenBoundary ):SmokeZone(SMOKECOLOR.White):Flush()
--
-- local AndersenRunway1 = GROUP:FindByName( "Andersen Runway 1" )
-- self.Airbases[AIRBASE.MarianaIslands.Andersen_AFB].ZoneRunways[1] = ZONE_POLYGON:New( "Andersen Runway 1", AndersenRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush()
--
-- local AndersenRunway2 = GROUP:FindByName( "Andersen Runway 2" )
-- self.Airbases[AIRBASE.MarianaIslands.Andersen_AFB].ZoneRunways[2] = ZONE_POLYGON:New( "Andersen Runway 2", AndersenRunway2 ):SmokeZone(SMOKECOLOR.Red):Flush()
--
--
-- -- Antonio_B_Won_Pat_International_Airport
-- local AntonioBoundary = GROUP:FindByName( "Antonio Boundary" )
-- self.Airbases[AIRBASE.MarianaIslands.Antonio_B_Won_Pat_Intl].ZoneBoundary = ZONE_POLYGON:New( "Antonio Boundary", AntonioBoundary ):SmokeZone(SMOKECOLOR.White):Flush()
--
-- local AntonioRunway1 = GROUP:FindByName( "Antonio Runway 1" )
-- self.Airbases[AIRBASE.MarianaIslands.Antonio_B_Won_Pat_Intl].ZoneRunways[1] = ZONE_POLYGON:New( "Antonio Runway 1", AntonioRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush()
--
-- local AntonioRunway2 = GROUP:FindByName( "Antonio Runway 2" )
-- self.Airbases[AIRBASE.MarianaIslands.Antonio_B_Won_Pat_Intl].ZoneRunways[2] = ZONE_POLYGON:New( "Antonio Runway 2", AntonioRunway2 ):SmokeZone(SMOKECOLOR.Red):Flush()
--
--
-- -- Rota_International_Airport
-- local RotaBoundary = GROUP:FindByName( "Rota Boundary" )
-- self.Airbases[AIRBASE.MarianaIslands.Rota_Intl].ZoneBoundary = ZONE_POLYGON:New( "Rota Boundary", RotaBoundary ):SmokeZone(SMOKECOLOR.White):Flush()
--
-- local RotaRunway1 = GROUP:FindByName( "Rota Runway 1" )
-- self.Airbases[AIRBASE.MarianaIslands.Rota_Intl].ZoneRunways[1] = ZONE_POLYGON:New( "Rota Runway 1", RotaRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush()
--
--
-- -- Saipan_International_Airport
-- local SaipanBoundary = GROUP:FindByName( "Saipan Boundary" )
-- self.Airbases[AIRBASE.MarianaIslands.Saipan_Intl].ZoneBoundary = ZONE_POLYGON:New( "Saipan Boundary", SaipanBoundary ):SmokeZone(SMOKECOLOR.White):Flush()
--
-- local SaipanRunway1 = GROUP:FindByName( "Saipan Runway 1" )
-- self.Airbases[AIRBASE.MarianaIslands.Saipan_Intl].ZoneRunways[1] = ZONE_POLYGON:New( "Saipan Runway 1", SaipanRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush()
--
-- local SaipanRunway2 = GROUP:FindByName( "Saipan Runway 2" )
-- self.Airbases[AIRBASE.MarianaIslands.Saipan_Intl].ZoneRunways[2] = ZONE_POLYGON:New( "Saipan Runway 2", SaipanRunway2 ):SmokeZone(SMOKECOLOR.Red):Flush()
--
--
-- -- Tinian_International_Airport
-- local TinianBoundary = GROUP:FindByName( "Tinian Boundary" )
-- self.Airbases[AIRBASE.MarianaIslands.Tinian_Intl].ZoneBoundary = ZONE_POLYGON:New( "Tinian Boundary", TinianBoundary ):SmokeZone(SMOKECOLOR.White):Flush()
--
-- local TinianRunway1 = GROUP:FindByName( "Tinian Runway 1" )
-- self.Airbases[AIRBASE.MarianaIslands.Tinian_Intl].ZoneRunways[1] = ZONE_POLYGON:New( "Tinian Runway 1", TinianRunway1 ):SmokeZone(SMOKECOLOR.Red):Flush()
return self
end
--- Start SCHEDULER for ATC_GROUND_MARIANAISLANDS object.
-- @param #ATC_GROUND_MARIANAISLANDS self
-- @param RepeatScanSeconds Time in second for defining occurency of alerts.
-- @return nothing
function ATC_GROUND_MARIANAISLANDS:Start( RepeatScanSeconds )
RepeatScanSeconds = RepeatScanSeconds or 0.05
self.AirbaseMonitor = SCHEDULER:New( self, self._AirbaseMonitor, { self }, 0, 2, RepeatScanSeconds )
end
@@ -693,7 +693,7 @@ ARTY.db={
--- Arty script version.
-- @field #string version
ARTY.version="1.1.8"
ARTY.version="1.2.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -1146,12 +1146,11 @@ end
-- @param alias (Optional) Alias name the group will be calling itself when sending messages. Default is the group name.
-- @return #ARTY ARTY object or nil if group does not exist or is not a ground or naval group.
function ARTY:NewFromCargoGroup(cargogroup, alias)
BASE:F2({cargogroup=cargogroup, alias=alias})
if cargogroup then
BASE:T(self.lid..string.format("ARTY script version %s. Added CARGO group %s.", ARTY.version, cargogroup:GetName()))
BASE:T(string.format("ARTY script version %s. Added CARGO group %s.", ARTY.version, cargogroup:GetName()))
else
BASE:E(self.lid.."ERROR: Requested ARTY CARGO GROUP does not exist! (Has to be a MOOSE CARGO(!) group.)")
BASE:E("ERROR: Requested ARTY CARGO GROUP does not exist! (Has to be a MOOSE CARGO(!) group.)")
return nil
end
@@ -2766,38 +2765,32 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
self:_EventFromTo("onafterStatus", Event, From, To)
-- Get ammo.
local ntot, nshells, nrockets, nmissiles=self:GetAmmo()
local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- We have a cargo group ==> check if group was loaded into a carrier.
if self.iscargo and self.cargogroup then
if self.cargogroup:IsLoaded() and not self:is("InTransit") then
-- Group is now InTransit state. Current target is canceled.
self:T(self.lid..string.format("Group %s has been loaded into a carrier and is now transported.", self.alias))
self:Loaded()
elseif self.cargogroup:IsUnLoaded() then
-- Group has been unloaded and is combat ready again.
self:T(self.lid..string.format("Group %s has been unloaded from the carrier.", self.alias))
self:UnLoaded()
end
end
-- FSM state.
local fsmstate=self:GetState()
self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, ntot, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
if self.Controllable and self.Controllable:IsAlive() then
-- We have a cargo group ==> check if group was loaded into a carrier.
if self.cargogroup then
if self.cargogroup:IsLoaded() and not self:is("InTransit") then
-- Group is now InTransit state. Current target is canceled.
self:T(self.lid..string.format("Group %s has been loaded into a carrier and is now transported.", self.alias))
self:Loaded()
elseif self.cargogroup:IsUnLoaded() then
-- Group has been unloaded and is combat ready again.
self:T(self.lid..string.format("Group %s has been unloaded from the carrier.", self.alias))
self:UnLoaded()
end
end
-- Debug current status info.
if self.Debug then
self:_StatusReport()
end
-- Group is being transported as cargo ==> skip everything and check again in 5 seconds.
if self:is("InTransit") then
self:__Status(-5)
return
end
-- Group on the move.
if self:is("Moving") then
self:T2(self.lid..string.format("%s: Moving", Controllable:GetName()))
@@ -2884,7 +2877,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
end
-- Get ammo.
local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
--local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
-- Check if we have a target in the queue for which weapons are still available.
local gotsome=false
@@ -2914,9 +2907,23 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
-- Call status again in ~10 sec.
self:__Status(self.StatusInterval)
elseif self.iscargo then
-- We have a cargo group ==> check if group was loaded into a carrier.
if self.cargogroup and self.cargogroup:IsAlive() then
-- Group is being transported as cargo ==> skip everything and check again in 5 seconds.
if self:is("InTransit") then
self:__Status(-5)
end
end
else
self:E(self.lid..string.format("Arty group %s is not alive!", self.groupname))
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -0,0 +1,961 @@
--- **Functional** - Autolase targets in the field.
--
-- ===
--
-- **AUOTLASE** - Autolase targets in the field.
--
-- ===
--
-- ## Missions:
--
-- ### [Autolase](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/)
--
-- ===
--
-- **Main Features:**
--
-- * Detect and lase contacts automatically
-- * Targets are lased by threat priority order
-- * Use FSM events to link functionality into your scripts
-- * Easy setup
--
-- ===
--
--- Spot on!
--
-- ===
--
-- # 1 Autolase concept
--
-- * Detect and lase contacts automatically
-- * Targets are lased by threat priority order
-- * Use FSM events to link functionality into your scripts
-- * Set laser codes and smoke colors per Recce unit
-- * Easy set-up
--
-- # 2 Basic usage
--
-- ## 2.2 Set up a group of Recce Units:
--
-- local FoxSet = SET_GROUP:New():FilterPrefixes("Recce"):FilterCoalitions("blue"):FilterStart()
--
-- ## 2.3 (Optional) Set up a group of pilots, this will drive who sees the F10 menu entry:
--
-- local Pilotset = SET_CLIENT:New():FilterCoalitions("blue"):FilterActive(true):FilterStart()
--
-- ## 2.4 Set up and start Autolase:
--
-- local autolaser = AUTOLASE:New(FoxSet,coalition.side.BLUE,"Wolfpack",Pilotset)
--
-- ## 2.5 Example - Using a fixed laser code and color for a specific Recce unit:
--
-- local recce = SPAWN:New("Reaper")
-- :InitDelayOff()
-- :OnSpawnGroup(
-- function (group)
-- local unit = group:GetUnit(1)
-- local name = unit:GetName()
-- autolaser:SetRecceLaserCode(name,1688)
-- autolaser:SetRecceSmokeColor(name,SMOKECOLOR.Red)
-- end
-- )
-- :InitCleanUp(60)
-- :InitLimit(1,0)
-- :SpawnScheduled(30,0.5)
--
-- ## 2.6 Example - Inform pilots about events:
--
-- autolaser:SetNotifyPilots(true) -- defaults to true, also shown if debug == true
-- -- Note - message are shown to pilots in the #SET_CLIENT only if using the pilotset option, else to the coalition.
--
--
-- ### Author: **applevangelist**
-- @module Functional.Autolase
-- @image Designation.JPG
--
-- Date: 24 Oct 2021
--
--- Class AUTOLASE
-- @type AUTOLASE
-- @field #string ClassName
-- @field #string lid
-- @field #number verbose
-- @field #string alias
-- @field #boolean debug
-- @field #string version
-- @extends Ops.Intel#INTEL
---
-- @field #AUTOLASE
AUTOLASE = {
ClassName = "AUTOLASE",
lid = "",
verbose = 0,
alias = "",
debug = false,
}
--- Laser spot info
-- @type AUTOLASE.LaserSpot
-- @field Core.Spot#SPOT laserspot
-- @field Wrapper.Unit#UNIT lasedunit
-- @field Wrapper.Unit#UNIT lasingunit
-- @field #number lasercode
-- @field #string location
-- @field #number timestamp
-- @field #string unitname
-- @field #string reccename
-- @field #string unittype
--- AUTOLASE class version.
-- @field #string version
AUTOLASE.version = "0.0.11"
-------------------------------------------------------------------
-- Begin Functional.Autolase.lua
-------------------------------------------------------------------
--- Constructor for a new Autolase instance.
-- @param #AUTOLASE self
-- @param Core.Set#SET_GROUP RecceSet Set of detecting and lasing units
-- @param #number Coalition Coalition side. Can also be passed as a string "red", "blue" or "neutral".
-- @param #string Alias (Optional) An alias how this object is called in the logs etc.
-- @param Core.Set#SET_CLIENT PilotSet (Optional) Set of clients for precision bombing, steering menu creation. Leave nil for a coalition-wide F10 entry and display.
-- @return #AUTOLASE self
function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
BASE:T({RecceSet, Coalition, Alias, PilotSet})
-- Inherit everything from BASE class.
local self=BASE:Inherit(self, BASE:New()) -- #AUTOLASE
if Coalition and type(Coalition)=="string" then
if Coalition=="blue" then
self.coalition=coalition.side.BLUE
elseif Coalition=="red" then
self.coalition=coalition.side.RED
elseif Coalition=="neutral" then
self.coalition=coalition.side.NEUTRAL
else
self:E("ERROR: Unknown coalition in AUTOLASE!")
end
end
-- Set alias.
if Alias then
self.alias=tostring(Alias)
else
self.alias="Lion"
if self.coalition then
if self.coalition==coalition.side.RED then
self.alias="Wolf"
elseif self.coalition==coalition.side.BLUE then
self.alias="Fox"
end
end
end
-- inherit from INTEL
local self=BASE:Inherit(self, INTEL:New(RecceSet, Coalition, Alias)) -- #AUTOLASE
self.RecceSet = RecceSet
self.DetectVisual = true
self.DetectOptical = true
self.DetectRadar = true
self.DetectIRST = true
self.DetectRWR = true
self.DetectDLINK = true
self.LaserCodes = UTILS.GenerateLaserCodes()
self.LaseDistance = 5000
self.LaseDuration = 300
self.GroupsByThreat = {}
self.UnitsByThreat = {}
self.RecceNames = {}
self.RecceLaserCode = {}
self.RecceSmokeColor = {}
self.RecceUnitNames= {}
self.maxlasing = 4
self.CurrentLasing = {}
self.lasingindex = 0
self.deadunitnotes = {}
self.usepilotset = false
self.reporttimeshort = 10
self.reporttimelong = 30
self.smoketargets = false
self.smokecolor = SMOKECOLOR.Red
self.notifypilots = true
self.targetsperrecce = {}
self.RecceUnits = {}
self.forcecooldown = true
self.cooldowntime = 60
self.useSRS = false
self.SRSPath = ""
self.SRSFreq = 251
self.SRSMod = radio.modulation.AM
-- 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")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "Monitor", "*") -- Start FSM
self:AddTransition("*", "Lasing", "*") -- Lasing target
self:AddTransition("*", "TargetLost", "*") -- Lost target
self:AddTransition("*", "TargetDestroyed", "*") -- Target destroyed
self:AddTransition("*", "RecceKIA", "*") -- Recce KIA
self:AddTransition("*", "LaserTimeout", "*") -- Laser timed out
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
self.usepilotset = true
self.pilotset = PilotSet
self:HandleEvent(EVENTS.PlayerEnterAircraft)
self:SetPilotMenu()
end
self:SetClusterAnalysis(false, false)
self:__Start(2)
self:__Monitor(math.random(5,10))
return self
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Monitor".
-- @function [parent=#AUTOLASE] Status
-- @param #AUTOLASE self
--- Triggers the FSM event "Monitor" after a delay.
-- @function [parent=#AUTOLASE] __Status
-- @param #AUTOLASE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Cancel".
-- @function [parent=#AUTOLASE] Cancel
-- @param #AUTOLASE self
--- Triggers the FSM event "Cancel" after a delay.
-- @function [parent=#AUTOLASE] __Cancel
-- @param #AUTOLASE self
-- @param #number delay Delay in seconds.
--- On After "RecceKIA" event.
-- @function [parent=#AUTOLASE] OnAfterRecceKIA
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @param #string RecceName The lost Recce
--- On After "TargetDestroyed" event.
-- @function [parent=#AUTOLASE] OnAfterTargetDestroyed
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @param #string UnitName The destroyed unit\'s name
-- @param #string RecceName The Recce name lasing
--- On After "TargetLost" event.
-- @function [parent=#AUTOLASE] OnAfterTargetLost
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @param #string UnitName The lost unit\'s name
-- @param #string RecceName The Recce name lasing
--- On After "LaserTimeout" event.
-- @function [parent=#AUTOLASE] OnAfterLaserTimeout
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @param #string UnitName The lost unit\'s name
-- @param #string RecceName The Recce name lasing
--- On After "Lasing" event.
-- @function [parent=#AUTOLASE] OnAfterLasing
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @param Functional.Autolase#AUTOLASE.LaserSpot LaserSpot The LaserSpot data table
end
-------------------------------------------------------------------
-- Helper Functions
-------------------------------------------------------------------
--- (Internal) Function to set pilot menu.
-- @param #AUTOLASE self
-- @return #AUTOLASE self
function AUTOLASE:SetPilotMenu()
if self.usepilotset then
local pilottable = self.pilotset:GetSetObjects() or {}
for _,_unit in pairs (pilottable) do
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)
lasemenu:Refresh()
end
end
end
return self
end
--- (Internal) Event function for new pilots.
-- @param #AUTOLASE self
-- @param Core.Event#EVENTDATA EventData
-- @return #AUTOLASE self
function AUTOLASE:OnEventPlayerEnterAircraft(EventData)
self:SetPilotMenu()
return self
end
--- (Internal) Function to get a laser code by recce name
-- @param #AUTOLASE self
-- @param #string RecceName Unit(!) name of the Recce
-- @return #AUTOLASE self
function AUTOLASE:GetLaserCode(RecceName)
local code = 1688
if self.RecceLaserCode[RecceName] == nil then
code = self.LaserCodes[math.random(#self.LaserCodes)]
self.RecceLaserCode[RecceName] = code
else
code = self.RecceLaserCode[RecceName]
end
return code
end
--- (Internal) Function to get a smoke color by recce name
-- @param #AUTOLASE self
-- @param #string RecceName Unit(!) name of the Recce
-- @return #AUTOLASE self
function AUTOLASE:GetSmokeColor(RecceName)
local color = self.smokecolor
if self.RecceSmokeColor[RecceName] == nil then
self.RecceSmokeColor[RecceName] = color
else
color = self.RecceSmokeColor[RecceName]
end
return color
end
--- (User) Function enable sending messages via SRS.
-- @param #AUTOLASE self
-- @param #boolean OnOff Switch usage on and off
-- @param #string Path Path to SRS directory, e.g. C:\\Program Files\\DCS-SimpleRadio-Standalon
-- @param #number Frequency Frequency to send, e.g. 243
-- @param #number Modulation Modulation i.e. radio.modulation.AM or radio.modulation.FM
-- @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
return self
end
--- (User) Function set max lasing targets
-- @param #AUTOLASE self
-- @param #number Number Max number of targets to lase at once
-- @return #AUTOLASE self
function AUTOLASE:SetMaxLasingTargets(Number)
self.maxlasing = Number or 4
return self
end
--- (Internal) Function set notify pilots on events
-- @param #AUTOLASE self
-- @param #boolean OnOff Switch messaging on (true) or off (false)
-- @return #AUTOLASE self
function AUTOLASE:SetNotifyPilots(OnOff)
self.notifypilots = OnOff and true
return self
end
--- (User) Function to set a specific code to a Recce.
-- @param #AUTOLASE self
-- @param #string RecceName (Unit!) Name of the Recce
-- @param #number Code The lase code
-- @return #AUTOLASE self
function AUTOLASE:SetRecceLaserCode(RecceName, Code)
local code = Code or 1688
self.RecceLaserCode[RecceName] = code
return self
end
--- (User) Function to set a specific smoke color for a Recce.
-- @param #AUTOLASE self
-- @param #string RecceName (Unit!) Name of the Recce
-- @param #number Color The color, e.g. SMOKECOLOR.Red, SMOKECOLOR.Green etc
-- @return #AUTOLASE self
function AUTOLASE:SetRecceSmokeColor(RecceName, Color)
local color = Color or self.smokecolor
self.RecceSmokeColor[RecceName] = color
return self
end
--- (User) Function to force laser cooldown and cool down time
-- @param #AUTOLASE self
-- @param #boolean OnOff Switch cool down on (true) or off (false) - defaults to true
-- @param #number Seconds Number of seconds for cooldown - dafaults to 60 seconds
-- @return #AUTOLASE self
function AUTOLASE:SetLaserCoolDown(OnOff, Seconds)
self.forcecooldown = OnOff and true
self.cooldowntime = Seconds or 60
return self
end
--- (User) Function to set message show times.
-- @param #AUTOLASE self
-- @param #number long Longer show time
-- @param #number short Shorter show time
-- @return #AUTOLASE self
function AUTOLASE:SetReportingTimes(long, short)
self.reporttimeshort = short or 10
self.reporttimelong = long or 30
return self
end
--- (User) Function to set lasing distance in meters and duration in seconds
-- @param #AUTOLASE self
-- @param #number Distance (Max) distance for lasing in meters - default 5000 meters
-- @param #number Duration (Max) duration for lasing in seconds - default 300 secs
-- @return #AUTOLASE self
function AUTOLASE:SetLasingParameters(Distance, Duration)
self.LaseDistance = Distance or 5000
self.LaseDuration = Duration or 300
return self
end
--- (User) Function to set smoking of targets.
-- @param #AUTOLASE self
-- @param #boolean OnOff Switch smoking on or off
-- @param #number Color Smokecolor, e.g. SMOKECOLOR.Red
-- @return #AUTOLASE self
function AUTOLASE:SetSmokeTargets(OnOff,Color)
self.smoketargets = OnOff
self.smokecolor = Color or SMOKECOLOR.Red
return self
end
--- (Internal) Function to calculate line of sight.
-- @param #AUTOLASE self
-- @param Wrapper.Unit#UNIT Unit
-- @return #number LOS Line of sight in meters
function AUTOLASE:GetLosFromUnit(Unit)
local lasedistance = self.LaseDistance
local unitheight = Unit:GetHeight()
local coord = Unit:GetCoordinate()
local landheight = coord:GetLandHeight()
local asl = unitheight - landheight
if asl > 100 then
local absquare = lasedistance^2+asl^2
lasedistance = math.sqrt(absquare)
end
return lasedistance
end
--- (Internal) Function to check on lased targets.
-- @param #AUTOLASE self
-- @return #AUTOLASE self
function AUTOLASE:CleanCurrentLasing()
local lasingtable = self.CurrentLasing
local newtable = {}
local newreccecount = {}
local lasing = 0
for _ind,_entry in pairs(lasingtable) do
local entry = _entry -- #AUTOLASE.LaserSpot
if not newreccecount[entry.reccename] then
newreccecount[entry.reccename] = 0
end
end
for _,_recce in pairs (self.RecceSet:GetSetObjects()) do
local recce = _recce --Wrapper.Group#GROUP
if recce and recce:IsAlive() then
local unit = recce:GetUnit(1)
local name = unit:GetName()
if not self.RecceUnits[name] then
self.RecceUnits[name] = { name=name, unit=unit, cooldown = false, timestamp = timer.getAbsTime() }
end
end
end
for _ind,_entry in pairs(lasingtable) do
local entry = _entry -- #AUTOLASE.LaserSpot
local valid = 0
local reccedead = false
local unitdead = false
local lostsight = false
local timeout = false
local Tnow = timer.getAbsTime()
-- check recce dead
local recce = entry.lasingunit
if recce and recce:IsAlive() then
valid = valid + 1
else
reccedead = true
self:__RecceKIA(2,entry.reccename)
end
-- check entry dead
local unit = entry.lasedunit
if unit and unit:IsAlive() == true then
valid = valid + 1
else
unitdead = true
if not self.deadunitnotes[entry.unitname] then
self.deadunitnotes[entry.unitname] = true
self:__TargetDestroyed(2,entry.unitname,entry.reccename)
end
end
-- check entry out of sight
if not reccedead and not unitdead then
if self:CanLase(recce,unit) then
valid = valid + 1
else
lostsight = true
entry.laserspot:LaseOff()
self:__TargetLost(2,entry.unitname,entry.reccename)
end
end
-- check timed out
local timestamp = entry.timestamp
if Tnow - timestamp < self.LaseDuration and not lostsight then
valid = valid + 1
else
timeout = true
entry.laserspot:LaseOff()
self.RecceUnits[entry.reccename].cooldown = true
self.RecceUnits[entry.reccename].timestamp = timer.getAbsTime()
if not lostsight then
self:__LaserTimeout(2,entry.unitname,entry.reccename)
end
end
if valid == 4 then
self.lasingindex = self.lasingindex + 1
newtable[self.lasingindex] = entry
newreccecount[entry.reccename] = newreccecount[entry.reccename] + 1
lasing = lasing + 1
end
end
self.CurrentLasing = newtable
self.targetsperrecce = newreccecount
return lasing
end
--- (Internal) Function to show status.
-- @param #AUTOLASE self
-- @param Wrapper.Group#GROUP Group (Optional) show to a certain group
-- @return #AUTOLASE self
function AUTOLASE:ShowStatus(Group)
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)
report:Add(string.format("Recce %s has code %d",name,code))
end
end
local lines = 0
for _ind,_entry in pairs(self.CurrentLasing) do
local entry = _entry -- #AUTOLASE.LaserSpot
local reccename = entry.reccename
local typename = entry.unittype
local code = entry.lasercode
local locationstring = entry.location
local text = string.format("%s lasing %s code %d\nat %s",reccename,typename,code,locationstring)
report:Add(text)
lines = lines + 1
end
if lines == 0 then
report:Add("No targets!")
end
local reporttime = self.reporttimelong
if lines == 0 then reporttime = self.reporttimeshort end
if 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)
end
return self
end
--- (Internal) Function to show messages.
-- @param #AUTOLASE self
-- @param #string Message The message to be sent
-- @param #number Duration Duration in seconds
-- @return #AUTOLASE self
function AUTOLASE:NotifyPilots(Message,Duration)
if self.usepilotset then
local pilotset = self.pilotset:GetSetObjects() --#table
for _,_pilot in pairs(pilotset) do
local pilot = _pilot -- Wrapper.Unit#UNIT
if pilot and pilot:IsAlive() then
local Group = pilot:GetGroup()
local m = MESSAGE:New(Message,Duration,"Autolase"):ToGroup(Group)
end
end
elseif not self.debug then
local m = MESSAGE:New(Message,Duration,"Autolase"):ToCoalition(self.coalition)
else
local m = MESSAGE:New(Message,Duration,"Autolase"):ToAll()
end
if self.debug then self:I(Message) end
return self
end
--- (User) Send messages via SRS.
-- @param #AUTOLASE self
-- @param #string Message The (short!) message to be sent, e.g. "Lasing target!"
-- @return #AUTOLASE self
-- @usage Step 1 - set up the radio basics **once** with
-- my_autolase:SetUsingSRS(true,"C:\\path\\SRS-Folder",251,radio.modulation.AM)
-- Step 2 - send a message, e.g.
-- function my_autolase:OnAfterLasing(From, Event, To, LaserSpot)
-- my_autolase:NotifyPilotsWithSRS("Reaper lasing new target!")
-- 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)
end
if self.debug then self:I(Message) end
return self
end
--- (Internal) Function to check if a unit is already lased.
-- @param #AUTOLASE self
-- @param #string unitname Name of the unit to check
-- @return #boolean outcome True or false
function AUTOLASE:CheckIsLased(unitname)
local outcome = false
for _,_laserspot in pairs(self.CurrentLasing) do
local spot = _laserspot -- #AUTOLASE.LaserSpot
if spot.unitname == unitname then
outcome = true
break
end
end
return outcome
end
--- (Internal) Function to check if a unit can be lased.
-- @param #AUTOLASE self
-- @param Wrapper.Unit#UNIT Recce The Recce #UNIT
-- @param Wrapper.Unit#UNIT Unit The lased #UNIT
-- @return #boolean outcome True or false
function AUTOLASE:CanLase(Recce,Unit)
local canlase = false
-- cooldown?
if Recce and Recce:IsAlive() == true then
local name = Recce:GetName()
local cooldown = self.RecceUnits[name].cooldown and self.forcecooldown
if cooldown then
local Tdiff = timer.getAbsTime() - self.RecceUnits[name].timestamp
if Tdiff < self.cooldowntime then
return false
else
self.RecceUnits[name].cooldown = false
end
end
-- calculate LOS
local reccecoord = Recce:GetCoordinate()
local unitcoord = Unit:GetCoordinate()
local islos = reccecoord:IsLOS(unitcoord,2.5)
-- calculate distance
local distance = math.floor(reccecoord:Get3DDistance(unitcoord))
local lasedistance = self:GetLosFromUnit(Recce)
if distance <= lasedistance and islos then
canlase = true
end
end
return canlase
end
-------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------
--- (Internal) FSM Function for monitoring
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @return #AUTOLASE self
function AUTOLASE:onbeforeMonitor(From, Event, To)
self:T({From, Event, To})
-- Check if group has detected any units.
self:UpdateIntel()
return self
end
--- (Internal) FSM Function for monitoring
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @return #AUTOLASE self
function AUTOLASE:onafterMonitor(From, Event, To)
self:T({From, Event, To})
-- Housekeeping
local countlases = self:CleanCurrentLasing()
self:SetPilotMenu()
local detecteditems = self.Contacts or {} -- #table of Ops.Intelligence#INTEL.Contact
local groupsbythreat = {}
local report = REPORT:New("Detections")
local lines = 0
for _,_contact in pairs(detecteditems) do
local contact = _contact -- Ops.Intelligence#INTEL.Contact
local grp = contact.group
local coord = contact.position
local reccename = contact.recce or "none"
local reccegrp = UNIT:FindByName(reccename)
if reccegrp then
local reccecoord = reccegrp:GetCoordinate()
local distance = math.floor(reccecoord:Get3DDistance(coord))
local text = string.format("%s of %s | Distance %d km | Threatlevel %d",contact.attribute, contact.groupname, math.floor(distance/1000), contact.threatlevel)
report:Add(text)
self:T(text)
if self.debug then self:I(text) end
lines = lines + 1
-- sort out groups beyond sight
local lasedistance = self:GetLosFromUnit(reccegrp)
if grp:IsGround() and lasedistance >= distance then
table.insert(groupsbythreat,{contact.group,contact.threatlevel})
self.RecceNames[contact.groupname] = contact.recce
end
end
end
self.GroupsByThreat = groupsbythreat
if self.verbose > 2 and lines > 0 then
local m=MESSAGE:New(report:Text(),self.reporttimeshort,"Autolase"):ToAll()
end
table.sort(self.GroupsByThreat, function(a,b)
local aNum = a[2] -- Coin value of a
local bNum = b[2] -- Coin value of b
return aNum > bNum -- Return their comparisons, < for ascending, > for descending
end)
-- build table of Units
local unitsbythreat = {}
for _,_entry in pairs(self.GroupsByThreat) do
local group = _entry[1] -- Wrapper.Group#GROUP
if group and group:IsAlive() then
local units = group:GetUnits()
local reccename = self.RecceNames[group:GetName()]
for _,_unit in pairs(units) do
local unit = _unit -- Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
local threat = unit:GetThreatLevel()
local coord = unit:GetCoordinate()
if threat > 0 then
local unitname = unit:GetName()
table.insert(unitsbythreat,{unit,threat})
self.RecceUnitNames[unitname] = reccename
end
end
end
end
end
self.UnitsByThreat = unitsbythreat
table.sort(self.UnitsByThreat, function(a,b)
local aNum = a[2] -- Coin value of a
local bNum = b[2] -- Coin value of b
return aNum > bNum -- Return their comparisons, < for ascending, > for descending
end)
local unitreport = REPORT:New("Detected Units")
local lines = 0
for _,_entry in pairs(self.UnitsByThreat) do
local threat = _entry[2]
local unit = _entry[1]
local unitname = unit:GetName()
local text = string.format("Unit %s | Threatlevel %d | Detected by %s",unitname,threat,self.RecceUnitNames[unitname])
unitreport:Add(text)
lines = lines + 1
self:T(text)
if self.debug then self:I(text) end
end
if self.verbose > 2 and lines > 0 then
local m=MESSAGE:New(unitreport:Text(),self.reporttimeshort,"Autolase"):ToAll()
end
for _,_detectingunit in pairs(self.RecceUnits) do
local reccename = _detectingunit.name
local recce = _detectingunit.unit
local reccecount = self.targetsperrecce[reccename] or 0
local targets = 0
for _,_entry in pairs(self.UnitsByThreat) do
local unit = _entry[1] -- Wrapper.Unit#UNIT
local unitname = unit:GetName()
local canlase = self:CanLase(recce,unit)
if targets+reccecount < self.maxlasing and not self:CheckIsLased(unitname) and unit:IsAlive() and canlase then
targets = targets + 1
local code = self:GetLaserCode(reccename)
local spot = SPOT:New(recce)
spot:LaseOn(unit,code,self.LaseDuration)
local locationstring = unit:GetCoordinate():ToStringLLDDM()
local laserspot = { -- #AUTOLASE.LaserSpot
laserspot = spot,
lasedunit = unit,
lasingunit = recce,
lasercode = code,
location = locationstring,
timestamp = timer.getAbsTime(),
unitname = unitname,
reccename = reccename,
unittype = unit:GetTypeName(),
}
if self.smoketargets then
local coord = unit:GetCoordinate()
local color = self:GetSmokeColor(reccename)
coord:Smoke(color)
end
self.lasingindex = self.lasingindex + 1
self.CurrentLasing[self.lasingindex] = laserspot
self:__Lasing(2,laserspot)
end
end
end
self:__Monitor(-30)
return self
end
--- (Internal) FSM Function onbeforeRecceKIA
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @param #string RecceName The lost Recce
-- @return #AUTOLASE self
function AUTOLASE:onbeforeRecceKIA(From,Event,To,RecceName)
self:T({From, Event, To, RecceName})
if self.notifypilots or self.debug then
local text = string.format("Recce %s KIA!",RecceName)
self:NotifyPilots(text,self.reporttimeshort)
end
return self
end
--- (Internal) FSM Function onbeforeTargetDestroyed
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @param #string UnitName The destroyed unit\'s name
-- @param #string RecceName The Recce name lasing
-- @return #AUTOLASE self
function AUTOLASE:onbeforeTargetDestroyed(From,Event,To,UnitName,RecceName)
self:T({From, Event, To, UnitName, RecceName})
if self.notifypilots or self.debug then
local text = string.format("Unit %s destroyed! Good job!",UnitName)
self:NotifyPilots(text,self.reporttimeshort)
end
return self
end
--- (Internal) FSM Function onbeforeTargetLost
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @param #string UnitName The lost unit\'s name
-- @param #string RecceName The Recce name lasing
-- @return #AUTOLASE self
function AUTOLASE:onbeforeTargetLost(From,Event,To,UnitName,RecceName)
self:T({From, Event, To, UnitName,RecceName})
if self.notifypilots or self.debug then
local text = string.format("%s lost sight of unit %s.",RecceName,UnitName)
self:NotifyPilots(text,self.reporttimeshort)
end
return self
end
--- (Internal) FSM Function onbeforeLaserTimeout
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @param #string UnitName The lost unit\'s name
-- @param #string RecceName The Recce name lasing
-- @return #AUTOLASE self
function AUTOLASE:onbeforeLaserTimeout(From,Event,To,UnitName,RecceName)
self:T({From, Event, To, UnitName,RecceName})
if self.notifypilots or self.debug then
local text = string.format("%s laser timeout on unit %s.",RecceName,UnitName)
self:NotifyPilots(text,self.reporttimeshort)
end
return self
end
--- (Internal) FSM Function onbeforeLasing
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @param Functional.Autolase#AUTOLASE.LaserSpot LaserSpot The LaserSpot data table
-- @return #AUTOLASE self
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)
self:NotifyPilots(text,self.reporttimeshort+5)
end
return self
end
--- (Internal) FSM Function onbeforeCancel
-- @param #AUTOLASE self
-- @param #string From The from state
-- @param #string Event The event
-- @param #string To The to state
-- @return #AUTOLASE self
function AUTOLASE:onbeforeCancel(From,Event,To)
self:UnHandleEvent(EVENTS.PlayerEnterAircraft)
self:__Stop(2)
return self
end
-------------------------------------------------------------------
-- End Functional.Autolase.lua
-------------------------------------------------------------------
@@ -1001,7 +1001,13 @@ do -- DESIGNATE
local ID = self.Detection:GetDetectedItemID( DetectedItem )
local MenuText = ID --.. ", " .. Coord:ToStringA2G( AttackGroup )
MenuText = string.format( "(%3s) %s", Designating, MenuText )
-- Use injected MenuName from TaskA2GDispatcher if using same Detection Object
if DetectedItem.DesignateMenuName then
MenuText = string.format( "(%3s) %s", Designating, DetectedItem.DesignateMenuName )
else
MenuText = string.format( "(%3s) %s", Designating, MenuText )
end
local DetectedMenu = MENU_GROUP_DELAYED:New( AttackGroup, MenuText, MenuDesignate ):SetTime( MenuTime ):SetTag( self.DesignateName )
-- Build the Lasing menu.
@@ -599,7 +599,7 @@ do -- DETECTION_BASE
-- @param #string From The From State string.
-- @param #string Event The Event string.
-- @param #string To The To State string.
-- @param Wrapper.Group#GROUP DetectionGroup The Group detecting.
-- @param Wrapper.Group#GROUP Detection The Group detecting.
-- @param #number DetectionTimeStamp Time stamp of detection event.
function DETECTION_BASE:onafterDetection( From, Event, To, Detection, DetectionTimeStamp )
@@ -670,7 +670,7 @@ do -- DETECTION_BASE
local DetectedObjectVec3 = DetectedObject:getPoint()
local DetectedObjectVec2 = { x = DetectedObjectVec3.x, y = DetectedObjectVec3.z }
local DetectionGroupVec3 = Detection:GetVec3()
local DetectionGroupVec3 = Detection:GetVec3() or {x=0,y=0,z=0}
local DetectionGroupVec2 = { x = DetectionGroupVec3.x, y = DetectionGroupVec3.z }
local Distance = ( ( DetectedObjectVec3.x - DetectionGroupVec3.x )^2 +
@@ -714,7 +714,7 @@ do -- DETECTION_BASE
if self.RejectZones then
for RejectZoneID, RejectZone in pairs( self.RejectZones ) do
local RejectZone = RejectZone -- Core.Zone#ZONE_BASE
if RejectZone:IsPointVec2InZone( DetectedObjectVec2 ) == true then
if RejectZone:IsVec2InZone( DetectedObjectVec2 ) == true then
DetectionAccepted = false
end
end
@@ -759,7 +759,7 @@ do -- DETECTION_BASE
local ZoneProbability = ZoneData[2] -- #number
ZoneProbability = ZoneProbability * 30 / 300
if ZoneObject:IsPointVec2InZone( DetectedObjectVec2 ) == true then
if ZoneObject:IsVec2InZone( DetectedObjectVec2 ) == true then
local Probability = math.random() -- Selects a number between 0 and 1
--self:T( { Probability, ZoneProbability } )
if Probability > ZoneProbability then
@@ -2485,13 +2485,13 @@ do -- DETECTION_AREAS
-- ## 4.1) Retrieve the Detected Unit Sets and Detected Zones
--
-- The methods to manage the DetectedItems[].Set(s) are implemented in @{Functional.Detection#DECTECTION_BASE} and
-- the methods to manage the DetectedItems[].Zone(s) is implemented in @{Functional.Detection#DETECTION_AREAS}.
-- the methods to manage the DetectedItems[].Zone(s) are implemented in @{Functional.Detection#DETECTION_AREAS}.
--
-- Retrieve the DetectedItems[].Set with the method @{Functional.Detection#DETECTION_BASE.GetDetectedSet}(). A @{Core.Set#SET_UNIT} object will be returned.
--
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_BASE.GetDetectionZone}() with a given index.
-- Retrieve the formed @{Zone@ZONE_UNIT}s as a result of the grouping the detected units within the DetectionZoneRange, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZones}().
-- To understand the amount of zones created, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneCount}().
-- If you want to obtain a specific zone from the DetectedZones, use the method @{Functional.Detection#DETECTION_AREAS.GetDetectionZoneByID}() with a given index.
--
-- ## 4.4) Flare or Smoke detected units
--
@@ -2535,7 +2535,49 @@ do -- DETECTION_AREAS
return self
end
--- Retrieve set of detected zones.
-- @param #DETECTION_AREAS self
-- @return Core.Set#SET_ZONE The @{Set} of ZONE_UNIT objects detected.
function DETECTION_AREAS:GetDetectionZones()
local zoneset = SET_ZONE:New()
for _ID,_Item in pairs (self.DetectedItems) do
local item = _Item -- #DETECTION_BASE.DetectedItem
if item.Zone then
zoneset:AddZone(item.Zone)
end
end
return zoneset
end
--- Retrieve a specific zone by its ID (number)
-- @param #DETECTION_AREAS self
-- @param #number ID
-- @return Core.Zone#ZONE_UNIT The zone or nil if it does not exist
function DETECTION_AREAS:GetDetectionZoneByID(ID)
local zone = nil
for _ID,_Item in pairs (self.DetectedItems) do
local item = _Item -- #DETECTION_BASE.DetectedItem
if item.ID == ID then
zone = item.Zone
break
end
end
return zone
end
--- Retrieve number of detected zones.
-- @param #DETECTION_AREAS self
-- @return #number The number of zones.
function DETECTION_AREAS:GetDetectionZoneCount()
local zoneset = 0
for _ID,_Item in pairs (self.DetectedItems) do
if _Item.Zone then
zoneset = zoneset + 1
end
end
return zoneset
end
--- Report summary of a detected item using a given numeric index.
-- @param #DETECTION_AREAS self
-- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem.
@@ -0,0 +1,730 @@
--- **Functional** - (R2.5) - Monitor and export flight model data.
--
-- Record flight data and export it to a csv file.
--
-- ## Recorded Data:
--
-- * Time,
-- * Altitude,
-- * Temperature,
-- * Pressure,
-- * Velocity (total and x,y,z components),
-- * Acceleration (total and x,y,z components),
-- * AoA,
-- * Pitch and pitch rate,
-- * Roll and roll rate,
-- * Yaw and yaw rate,
-- * Turn rate.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Functional.FMData
-- @image Functional_Rat2.png
--- FMD class.
-- @type FMD
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table players Player table.
-- @field #table menuadded Table of units where the F10 radio menu was added.
-- @field #string savepath Path to save data files.
-- @extends Core.Fsm#FSM
--- Be sure!
--
-- ===
--
-- ![Banner Image](..\Presentations\FMD\FMD_Main.png)
--
-- # The FMD Concept
--
-- This class can be used to record flight data such as velocity, acceleration, pitch, roll, yaw and turn rates. The output is written to a csv file for later analysis.
--
-- # Usage
--
-- The script is very easy to use. It only requires the line
--
-- fmd=FMD:New()
--
-- This will automatically start the FMD script.
--
-- Each player will get an entry "FMD" in the F-10 radio menu. There he can start or stop the data recording.
--
-- **IMPORTANT**
-- Due to a DCS bug, it is necessary that (in single player mode), player/clients have to **hit ESC twice** before entering an aircraft client slot.
-- Otherwise, the script will not load and now menus will be created for the player.
--
-- # Output
--
-- After the data recording is completed, the data is written to a csv file. The file name starts with **FMD** and contains the employed airframe plus a running number.
--
-- However, one must desanitize the **io** and **lfs** lines the DCS root directory. Otherwise, DCS will not allow data to be written to file.
--
-- @field #FMD
FMD = {
ClassName = "FMD",
Debug = false,
lid = nil,
players = {},
menuadded = {},
savepath = nil,
}
--- Player data table.
-- @type FMD.PlayerData
-- @field Core.Scheduler#SCHEDULER scheduler Scheduler
-- @field Wrapper.Unit#UNIT unit Player unit.
-- @field #string unitname Name of the unit.
-- @field Wrapper.Client#CLIENT client Player client.
-- @field #string actype Aircraft type.
-- @field #string name Player name.
-- @field #number dt Time step for data recording in seconds. Default 0.01 sec ==> 100 data points per second!
-- @field #number rd Recording duration in seconds.
-- @field #boolean recording If true, recording started.
-- @field #table data Data table.
-- @field #number SID Scheduler ID.
--- Data point table.
-- @type FMD.DataPoint
-- @field #number time Abs mission time.
-- @field #number T Temperature in degrees Celsius.
-- @field #number P Pressure.
-- @field #number Alt Altitude ASL in meters.
-- @field #number AoA Angle of Attack in degrees.
-- @field #number Pitch Pitch angle in degrees.
-- @field #number Roll Roll angle in degrees.
-- @field #number Yaw Yaw angle in degrees.
-- @field #number Climbrate Climb rate in m/s.
-- @field #number Vtot Total velocity in m/s.
-- @field DCS#Vec3 v Velocity vector. Components x,y,z in m/s.
-- @field DCS#Vec3 o Orientation vector. Components x,y,z in meters.
-- @field #number omega Angle velocity in m/s.
-- @field #number Hdg Heading in degrees.
-- @field #number Atot Total acceleration m/s^2.
-- @field DCS#Vec3 a Acceleration vector.
-- @field #number DRoll Roll speed in degrees/second.
-- @field #number DPitch Pitch speed in degrees/second.
-- @field #number DYaw Yaw speed in degrees/second.
--- Main group level radio menu: F10 Other/FMD.
-- @field #table MenuF10
FMD.MenuF10={}
--- FMD mission level F10 root menu.
-- @field #table MenuF10Root
FMD.MenuF10Root=nil
--- FMD script version.
-- @field #string version
FMD.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FMD class object.
-- @param #FMD self
-- @return #FMD self.
function FMD:New()
-- Inherit everthing from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #FMD
-- Start State.
self:SetStartState("Stopped")
-- Log string.
self.lid="FMD | "
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start FMD script.
self:AddTransition("*", "Status", "*") -- Start FMD script.
-- Start FMD.
self:Start()
return self
end
--- On after Start event.
-- @param #FMD self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FMD:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting Flight Model Data script version %s", FMD.version)
self:I(self.lid..text)
-- Handle events.
self:HandleEvent(EVENTS.Birth)
end
--- On after Stop event.
-- @param #FMD self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FMD:onafterStop(From, Event, To)
-- Short info.
local text=string.format("Stopping Flight Model Data script version %s", FMD.version)
self:I(self.lid..text)
-- Handle events.
self:UnHandleEvent(EVENTS.Birth)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Event Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- FMD event handler for event birth.
-- @param #FMD self
-- @param Core.Event#EVENTDATA EventData
function FMD:OnEventBirth(EventData)
self:F3({eventbirth = EventData})
local _unitName=EventData.IniUnitName
local _unit, _playername=self:_GetPlayerUnitAndName(_unitName)
self:T2(self.lid.."BIRTH: unit = "..tostring(EventData.IniUnitName))
self:T2(self.lid.."BIRTH: group = "..tostring(EventData.IniGroupName))
self:T2(self.lid.."BIRTH: player = "..tostring(_playername))
if _unit and _playername then
local _uid=_unit:GetID()
local _group=_unit:GetGroup()
local _callsign=_unit:GetCallsign()
-- Debug output.
local text=string.format("Pilot %s, callsign %s entered unit %s of group %s.", _playername, _callsign, _unitName, _group:GetName())
self:T(self.lid..text)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Add Menu commands.
self:_AddF10Commands(_unitName)
-- Player data.
self.players[_playername]={}
local player=self.players[_playername] --#FMD.PlayerData
player.scheduler=SCHEDULER:New()
player.unit=_unit
player.unitname=_unitName
player.name=_playername
player.client=CLIENT:FindByName(_unitName, nil, true)
player.actype=_unit:GetTypeName()
player.dt=0.01
player.rd=30
player.recording=false
player.data={}
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Data Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get data of unit.
-- @param #FMD self
-- @param Wrapper.Unit#UNIT unit
-- @return #FMD.DataPoint Datapoint.
function FMD:_GetDataPoint(unit)
if unit and unit:IsAlive() then
-- Current coordinate.
local coord=unit:GetCoordinate()
local dp={} --#FMD.DataPoint
dp.a={}
dp.Alt=coord.y
dp.AoA=unit:GetAoA()
dp.Atot=nil
dp.P=coord:GetPressure()
dp.Pitch=unit:GetPitch()
dp.Roll=unit:GetRoll()
dp.time=timer.getAbsTime()
dp.T=coord:GetTemperature()
dp.v=unit:GetVelocityVec3()
dp.Vtot=UTILS.VecNorm(dp.v)
dp.Yaw=unit:GetYaw()
dp.o=unit:GetOrientationX()
dp.Hdg=unit:GetHeading()
return dp
else
return nil
end
end
--- Get data of unit.
-- @param #FMD self
-- @param #FMD.PlayerData playerData Player data.
-- @return #FMD.DataPoint Datapoint.
function FMD:_Derivative(playerData)
local function numderiv(fpm,fpp,h)
return 0.5*(fpp-fpm)/h
end
local datapoints=playerData.data
--local dt=playerData.dt
for i=2,#datapoints-1 do
local dpm=datapoints[i-1] --#FMD.DataPoint
local dpp=datapoints[i+1] --#FMD.DataPoint
local dpi=datapoints[i] --#FMD.DataPoint
-- Time step.
local dt=0.5*(dpp.time-dpm.time)
dpi.Atot=numderiv(dpm.Vtot, dpp.Vtot, dt)
dpi.a.x=numderiv(dpm.v.x, dpp.v.x, dt)
dpi.a.y=numderiv(dpm.v.y, dpp.v.y, dt)
dpi.a.z=numderiv(dpm.v.z, dpp.v.z, dt)
dpi.DPitch=numderiv(dpm.Pitch, dpp.Pitch, dt)
--dpi.DRoll=numderiv(dpm.Roll, dpp.Roll, dt)
dpi.DYaw=numderiv(dpm.Yaw, dpp.Yaw, dt)
-- Roll shortcuts.
local r1=dpm.Roll
local r2=dpp.Roll
-- Put roll in [0,360)
if (r1<0) then
r1=r1+360
end
if (r2<0) then
r2=r2+360
end
-- Handle case where 360 deg periodicity strikes.
if r1<90 and r2>270 then
r1=r1+360
end
if r1>270 and r2<90 then
r2=r2+360
end
--
dpi.DRoll=numderiv(r1, r2, dt)
local ang=UTILS.VecAngle(dpm.o, dpp.o)
dpi.omega=numderiv(0, ang, dt)
end
end
--- Record data
-- @param #FMD self
-- @param #FMD.PlayerData playerData Player data table.
function FMD:_RecordData(playerData)
-- Check if we are recording already.
if not playerData.recording then
-- Inform player.
local text=string.format("Data recording starts for %.1f sec.", playerData.rd)
MESSAGE:New(text, 3, "FMD"):ToClient(playerData.client)
-- Activate recording switch.
playerData.recording=true
end
-- Check if unit is alive.
if playerData.unit and playerData.unit:IsAlive() then
-- Get data point.
local dp=self:_GetDataPoint(playerData.unit)
-- Add data point to player table.
table.insert(playerData.data, dp)
else
-- Stop recording if player unit is not alive.
self:_StopRecording(playerData.unitname)
end
end
--- Save data.
-- @param #FMD self
-- @param #FMD.PlayerData playerData Player data table.
function FMD:_SaveData(playerData)
-- Nothing to save.
if playerData==nil or #playerData.data==0 or not io then
return
end
--- Function that saves data to file
local function _savefile(filename, data)
local f = assert(io.open(filename, "wb"))
f:write(data)
f:close()
end
-- Set path or default.
local path=self.savepath
if lfs then
path=path or lfs.writedir()
end
-- Create unused file name.
local filename=nil
for i=1,9999 do
-- Create file name.
filename=string.format("FMD-%s_%s-%04d.csv", playerData.name, playerData.actype, i)
-- Set path.
if path~=nil then
filename=path.."\\"..filename
end
-- Check if file exists.
local _exists=UTILS.FileExists(filename)
if not _exists then
break
end
end
-- Info
local text=string.format("Saving player %s flight data to file %s", playerData.name, filename)
self:I(self.lid..text)
-- Header line
local data="#Time,Altitude,Temperature,Pressure,Vtot,Vx,Vy,Vz,Atot,ax,ay,az,AoA,Pitch,dPitch/dt,Roll,dRoll/dt,Yaw,dYaw/dt,Turn Rate\n"
local g0=playerData.data[1] --#FMD.DataPoint
local T0=g0.time
-- Calculate derivatives.
self:_Derivative(playerData)
for i=2,#playerData.data-1 do
local dp=playerData.data[i] --#FMD.DataPoint
-- Conversion m/s == Mach.
local ms2mach=0.00291545
local t=(dp.time-T0) or 0
local a=dp.Alt or 0
local b=dp.T or 0
local c=dp.P or 0
local d=dp.Vtot or 0
local e=dp.v.x or 0
local f=dp.v.y or 0
local g=dp.v.z or 0
local h=dp.Atot or 0
local i=dp.a.x or 0
local j=dp.a.y or 0
local k=dp.a.z or 0
local l=dp.AoA or 0
local m=dp.Pitch or 0
local n=dp.DPitch or 0
local roll=dp.Roll or 0
if roll<0 then
roll=roll+360
end
local o=roll --dp.Roll or 0
local p=dp.DRoll or 0
local q=dp.Yaw or 0
local r=dp.DYaw or 0
local s=dp.omega or 0
-- Debug output.
self:T3(t)
self:T3(a)
self:T3(b)
self:T3(c)
self:T3(d)
self:T3(e)
self:T3(f)
self:T3(g)
self:T3(h)
self:T3(i)
self:T3(j)
self:T3(k)
self:T3(l)
self:T3(m)
self:T3(n)
self:T3(o)
self:T3(p)
self:T3(q)
self:T3(r)
self:T3(s)
-- t a b c d e f g h i j k l m n o p q r s
data=data..string.format("%.2f,%.2f,%.2f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f,%.3f\n",
t, a, b, c, d, e, f, g, h, i, j, k, l, m, n, o, p, q, r, s)
end
-- Save file.
_savefile(filename, data)
-- Clear data.
playerData.data={}
end
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- RADIO MENU Functions
-----------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add menu commands for player.
-- @param #FMD self
-- @param #string _unitName Name of player unit.
function FMD:_AddF10Commands(_unitName)
self:F(_unitName)
-- Get player unit and name.
local _unit, playername = self:_GetPlayerUnitAndName(_unitName)
-- Check for player unit.
if _unit and playername then
-- Get group and ID.
local group=_unit:GetGroup()
local gid=group:GetID()
if group and gid then
if not self.menuadded[gid] then
-- Enable switch so we don't do this twice.
self.menuadded[gid]=true
-- Set menu root path.
local _rootPath=nil
if FMD.MenuF10Root then
------------------------
-- MISSON LEVEL MENUE --
------------------------
-- F10/FMD/...
_rootPath=FMD.MenuF10Root
else
------------------------
-- GROUP LEVEL MENUES --
------------------------
-- Main F10 menu: F10/FMD/
if FMD.MenuF10[gid]==nil then
FMD.MenuF10[gid]=missionCommands.addSubMenuForGroup(gid, "FMD")
end
-- F10/FMD/...
_rootPath=FMD.MenuF10[gid]
end
--------------------------------
-- F10/F<X> FMD/F1 Time Interval
--------------------------------
local _timePath=missionCommands.addSubMenuForGroup(gid, "Time Interval", _rootPath)
-- F10/FMD/F1 Time Interval/
missionCommands.addCommandForGroup(gid, "Delta t=0.01 s", _timePath, self._SetTimeInterval, self, _unitName, 0.01)
missionCommands.addCommandForGroup(gid, "Delta t=0.1 s", _timePath, self._SetTimeInterval, self, _unitName, 0.1)
missionCommands.addCommandForGroup(gid, "Delta t=1.0 s", _timePath, self._SetTimeInterval, self, _unitName, 1.0)
missionCommands.addCommandForGroup(gid, "Delta t=10 s", _timePath, self._SetTimeInterval, self, _unitName, 10.0)
missionCommands.addCommandForGroup(gid, "Delta t=30 s", _timePath, self._SetTimeInterval, self, _unitName, 30.0)
missionCommands.addCommandForGroup(gid, "Delta t=60 s", _timePath, self._SetTimeInterval, self, _unitName, 60.0)
-------------------------------
-- F10/F<X> FMD/F1 Rec Duration
-------------------------------
local _durPath=missionCommands.addSubMenuForGroup(gid, "Rec Duration", _rootPath)
-- F10/FMD/F1 Rec Duration/
missionCommands.addCommandForGroup(gid, "T=10 s", _durPath, self._SetRecDuration, self, _unitName, 10)
missionCommands.addCommandForGroup(gid, "T=30 s", _durPath, self._SetRecDuration, self, _unitName, 30)
missionCommands.addCommandForGroup(gid, "T=60 s", _durPath, self._SetRecDuration, self, _unitName, 60)
missionCommands.addCommandForGroup(gid, "T=5 min", _durPath, self._SetRecDuration, self, _unitName, 5*60)
missionCommands.addCommandForGroup(gid, "T=10 min", _durPath, self._SetRecDuration, self, _unitName, 10*60)
--------------------------------
-- F10/F<X> FMD/
--------------------------------
-- F10/FMD/Start Recording
missionCommands.addCommandForGroup(gid, "Start Recording", _rootPath, self._StartRecording, self, _unitName) -- F1
missionCommands.addCommandForGroup(gid, "Stop Recording", _rootPath, self._StopRecording, self, _unitName) -- F2
end
end
end
end
--- Set recording duration.
-- @param #FMD self
-- @param #string _unitName Name of player unit.
-- @param #number rd Recording duration in sec.
function FMD:_SetRecDuration(_unitName, rd)
-- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
-- Check if we have a unit which is a player.
if _unit and _playername then
local playerData=self.players[_playername] --#FMD.PlayerData
if playerData then
-- Set dt.
playerData.rd=rd
-- Inform player.
local text=string.format("Data recording duration set to %.1f sec.", playerData.rd)
MESSAGE:New(text, 10, "FMD"):ToClient(playerData.client)
end
end
end
--- Set time interval for data recording.
-- @param #FMD self
-- @param #string _unitName Name of player unit.
-- @param #number dt Time interval in seconds.
function FMD:_SetTimeInterval(_unitName, dt)
-- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
-- Check if we have a unit which is a player.
if _unit and _playername then
local playerData=self.players[_playername] --#FMD.PlayerData
if playerData then
-- Set dt.
playerData.dt=dt
-- Inform player.
local text=string.format("Data recording time interval set to %.3f sec.", playerData.dt)
MESSAGE:New(text, 10, "FMD"):ToClient(playerData.client)
end
end
end
--- Start data recording.
-- @param #FMD self
-- @param #string _unitName Name of player unit.
function FMD:_StartRecording(_unitName)
-- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
-- Check if we have a unit which is a player.
if _unit and _playername then
local playerData=self.players[_playername] --#FMD.PlayerData
if playerData then
-- Delay before recording starts.
local delay=3
-- Inform player.
local text=string.format("Data recording will be started in %d seconds with %.3f sec timestep for %.1f sec.", delay, playerData.dt, playerData.rd)
MESSAGE:New(text, 3, "FMD"):ToClient(playerData.client)
-- Start scheduler.
playerData.SID=playerData.scheduler:Schedule(nil, self._RecordData, {self, playerData}, delay, playerData.dt, 0.0)
-- Stop scheduler once.
playerData.scheduler:ScheduleOnce(playerData.rd+delay, self._StopRecording, self,_unitName)
end
end
end
--- Stop data recording.
-- @param #FMD self
-- @param #string _unitName Name of player unit.
function FMD:_StopRecording(_unitName)
-- Get player unit and name.
local _unit, _playername = self:_GetPlayerUnitAndName(_unitName)
-- Check if we have a unit which is a player.
if _unit and _playername then
local playerData=self.players[_playername] --#FMD.PlayerData
if playerData then
local ndata=#playerData.data
-- Inform player.
local text=string.format("Data recording stopped. Data points recorded: %d", ndata)
MESSAGE:New(text, 10, "FMD"):ToClient(playerData.client)
-- No recording switch.
playerData.recording=false
-- Stop scheduler.
playerData.scheduler:Stop(playerData.SID)
-- Save data.
self:_SaveData(playerData)
end
end
end
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
-- @param #FMD self
-- @param #string _unitName Name of the player unit.
-- @return Wrapper.Unit#UNIT Unit of player or nil.
-- @return #string Name of the player or nil.
function FMD:_GetPlayerUnitAndName(_unitName)
self:F2(_unitName)
if _unitName ~= nil then
-- Get DCS unit from its name.
local DCSunit=Unit.getByName(_unitName)
if DCSunit then
local playername=DCSunit:getPlayerName()
local unit=UNIT:Find(DCSunit)
self:T2({DCSunit=DCSunit, unit=unit, playername=playername})
if DCSunit and unit and playername then
return unit, playername
end
end
end
-- Return nil if we could not find a player.
return nil,nil
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
+4 -6
View File
@@ -23,7 +23,6 @@
-- @module Functional.FOX
-- @image Functional_FOX.png
--- FOX class.
-- @type FOX
-- @field #string ClassName Name of the class.
@@ -47,8 +46,7 @@
-- @field #number dt10 Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec.
-- @field #number dt05 Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec.
-- @field #number dt01 Time step [sec] for missile position updates if distance to target > 1 km and < 5 km. Default 0.1 sec.
-- @field #number dt00 Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
-- @field #boolean
-- @field #number dt00 Time step [sec] for missile position updates if distance to target < 1 km. Default 0.01 sec.
-- @extends Core.Fsm#FSM
--- Fox 3!
@@ -1707,8 +1705,8 @@ end
--- Returns the unit of a player and the player name. If the unit does not belong to a player, nil is returned.
-- @param #FOX self
-- @param DCS#Weapon weapon The weapon.
-- @return #number Notching heading right, i.e. missile heading +90
-- @return #number Notching heading left, i.e. missile heading -90.
-- @return #number Notching heading right, i.e. missile heading +90°.
-- @return #number Notching heading left, i.e. missile heading -90°.
function FOX:_GetNotchingHeadings(weapon)
if weapon then
@@ -1813,4 +1811,4 @@ end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
File diff suppressed because it is too large Load Diff
@@ -1,28 +1,28 @@
--- **Functional** -- Train missile defence and deflection.
--
--
-- ===
--
-- ## Features:
--
--
-- * Track the missiles fired at you and other players, providing bearing and range information of the missiles towards the airplanes.
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range
-- * Provide alerts of missile launches, including detailed information of the units launching, including bearing, range
-- * Provide alerts when a missile would have killed your aircraft.
-- * Provide alerts when the missile self destructs.
-- * Enable / Disable and Configure the Missile Trainer using the various menu options.
--
--
-- ===
--
--
-- ## Missions:
--
--
-- [MIT - Missile Trainer](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/MIT%20-%20Missile%20Trainer)
--
--
-- ===
--
--
-- Uses the MOOSE messaging system to be alerted of any missiles fired, and when a missile would hit your aircraft,
-- the class will destroy the missile within a certain range, to avoid damage to your aircraft.
--
--
-- When running a mission where the missile trainer is used, the following radio menu structure ( 'Radio Menu' -> 'Other (F10)' -> 'MissileTrainer' ) options are available for the players:
--
--
-- * **Messages**: Menu to configure all messages.
-- * **Messages On**: Show all messages.
-- * **Messages Off**: Disable all messages.
@@ -45,23 +45,23 @@
-- * **Range Off**: Disable range information when a missile is fired to a target.
-- * **Bearing On**: Shows bearing information when a missile is fired to a target.
-- * **Bearing Off**: Disable bearing information when a missile is fired to a target.
-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
-- * **Distance**: Menu to configure the distance when a missile needs to be destroyed when near to a player, during tracking. This will improve/influence hit calculation accuracy, but has the risk of damaging the aircraft when the missile reaches the aircraft before the distance is measured.
-- * **50 meter**: Destroys the missile when the distance to the aircraft is below or equal to 50 meter.
-- * **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.
--
--
-- ===
--
--
-- ### Authors: **FlightControl**
--
--
-- ### Contributions:
--
-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
--
-- * **Stuka (Danny)**: Who you can search on the Eagle Dynamics Forums. Working together with Danny has resulted in the MISSILETRAINER class.
-- Danny has shared his ideas and together we made a design.
-- Together with the **476 virtual team**, we tested the MISSILETRAINER class, and got much positive feedback!
-- * **132nd Squadron**: Testing and optimizing the logic.
--
--
-- ===
--
-- @module Functional.MissileTrainer
@@ -76,7 +76,7 @@
---
--
-- # Constructor:
--
--
-- Create a new MISSILETRAINER object with the @{#MISSILETRAINER.New} method:
--
-- * @{#MISSILETRAINER.New}: Creates a new MISSILETRAINER object taking the maximum distance to your aircraft to evaluate when a missile needs to be destroyed.
@@ -84,7 +84,7 @@
-- MISSILETRAINER will collect each unit declared in the mission with a skill level "Client" and "Player", and will monitor the missiles shot at those.
--
-- # Initialization:
--
--
-- 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.
@@ -97,8 +97,8 @@
-- * @{#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.
--
-- @field #MISSILETRAINER
--
-- @field #MISSILETRAINER
MISSILETRAINER = {
ClassName = "MISSILETRAINER",
TrackingMissiles = {},
@@ -167,7 +167,7 @@ end
-- When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
-- @param #MISSILETRAINER self
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
-- @param #string Briefing (Optional) Will show a text to the players when starting their mission. Can be used for briefing purposes.
-- @return #MISSILETRAINER
function MISSILETRAINER:New( Distance, Briefing )
local self = BASE:Inherit( self, BASE:New() )
@@ -194,8 +194,8 @@ function MISSILETRAINER:New( Distance, Briefing )
-- self:F( "ForEach:" .. Client.UnitName )
-- Client:Alive( self._Alive, self )
-- end
--
self.DBClients:ForEachClient(
--
self.DBClients:ForEachClient(
function( Client )
self:F( "ForEach:" .. Client.UnitName )
Client:Alive( self._Alive, self )
@@ -207,9 +207,9 @@ function MISSILETRAINER:New( Distance, Briefing )
-- self.DB:ForEachClient(
-- --- @param Wrapper.Client#CLIENT Client
-- function( Client )
--
--
-- ... actions ...
--
--
-- end
-- )
@@ -225,7 +225,7 @@ function MISSILETRAINER:New( Distance, Briefing )
self.DetailsRangeOnOff = true
self.DetailsBearingOnOff = true
self.MenusOnOff = true
self.TrackingMissiles = {}
@@ -293,7 +293,7 @@ end
--- Increases, decreases the missile tracking message display frequency with the provided time interval in seconds.
-- The default frequency is a 3 second interval, so the Tracking Frequency parameter specifies the increase or decrease from the default 3 seconds or the last frequency update.
-- @param #MISSILETRAINER self
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
-- @param #number TrackingFrequency Provide a negative or positive value in seconds to incraese or decrease the display frequency.
-- @return #MISSILETRAINER self
function MISSILETRAINER:InitTrackingFrequency( TrackingFrequency )
self:F( TrackingFrequency )
@@ -478,30 +478,30 @@ function MISSILETRAINER:OnEventShot( EVentData )
if TrainerTargetDCSUnit then
local TrainerTargetDCSUnitName = Unit.getName( TrainerTargetDCSUnit )
local TrainerTargetSkill = _DATABASE.Templates.Units[TrainerTargetDCSUnitName].Template.skill
self:T(TrainerTargetDCSUnitName )
local Client = self.DBClients:FindClient( TrainerTargetDCSUnitName )
if Client then
local TrainerSourceUnit = UNIT:Find( TrainerSourceDCSUnit )
local TrainerTargetUnit = UNIT:Find( TrainerTargetDCSUnit )
if self.MessagesOnOff == true and self.AlertsLaunchesOnOff == true then
local Message = MESSAGE:New(
string.format( "%s launched a %s",
TrainerSourceUnit:GetTypeName(),
TrainerWeaponName
) .. self:_AddRange( Client, TrainerWeapon ) .. self:_AddBearing( Client, TrainerWeapon ), 5, "Launch Alert" )
if self.AlertsToAll then
Message:ToAll()
else
Message:ToClient( Client )
end
end
local ClientID = Client:GetID()
self:T( ClientID )
local MissileData = {}
@@ -579,52 +579,52 @@ function MISSILETRAINER:_TrackMissiles()
end
-- ALERTS PART
-- Loop for all Player Clients to check the alerts and deletion of missiles.
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
if Client and Client:IsAlive() then
for MissileDataID, MissileData in pairs( ClientData.MissileData ) do
self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
local PositionMissile = TrainerWeapon:getPosition().p
local TargetVec3 = Client:GetVec3()
local Distance = ( ( PositionMissile.x - TargetVec3.x )^2 +
( PositionMissile.y - TargetVec3.y )^2 +
( PositionMissile.z - TargetVec3.z )^2
) ^ 0.5 / 1000
if Distance <= self.Distance then
-- Hit alert
TrainerWeapon:destroy()
if self.MessagesOnOff == true and self.AlertsHitsOnOff == true then
self:T( "killed" )
local Message = MESSAGE:New(
string.format( "%s launched by %s killed %s",
TrainerWeapon:getTypeName(),
TrainerSourceUnit:GetTypeName(),
TrainerTargetUnit:GetPlayerName()
), 15, "Hit Alert" )
if self.AlertsToAll == true then
Message:ToAll()
else
Message:ToClient( Client )
end
MissileData = nil
table.remove( ClientData.MissileData, MissileDataID )
self:T(ClientData.MissileData)
@@ -639,7 +639,7 @@ function MISSILETRAINER:_TrackMissiles()
TrainerWeaponTypeName,
TrainerSourceUnit:GetTypeName()
), 5, "Tracking" )
if self.AlertsToAll == true then
Message:ToAll()
else
@@ -660,41 +660,41 @@ function MISSILETRAINER:_TrackMissiles()
if ShowMessages == true and self.MessagesOnOff == true and self.TrackingOnOff == true then -- Only do this when tracking information needs to be displayed.
-- TRACKING PART
-- For the current client, the missile range and bearing details are displayed To the Player Client.
-- For the other clients, the missile range and bearing details are displayed To the other Player Clients.
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
-- To achieve this, a cross loop is done for each Player Client <-> Other Player Client missile information.
-- Main Player Client loop
for ClientDataID, ClientData in pairs( self.TrackingMissiles ) do
local Client = ClientData.Client
--self:T2( { Client:GetName() } )
ClientData.MessageToClient = ""
ClientData.MessageToAll = ""
-- Other Players Client loop
for TrackingDataID, TrackingData in pairs( self.TrackingMissiles ) do
for MissileDataID, MissileData in pairs( TrackingData.MissileData ) do
--self:T3( MissileDataID )
local TrainerSourceUnit = MissileData.TrainerSourceUnit
local TrainerWeapon = MissileData.TrainerWeapon
local TrainerTargetUnit = MissileData.TrainerTargetUnit
local TrainerWeaponTypeName = MissileData.TrainerWeaponTypeName
local TrainerWeaponLaunched = MissileData.TrainerWeaponLaunched
if Client and Client:IsAlive() and TrainerSourceUnit and TrainerSourceUnit:IsAlive() and TrainerWeapon and TrainerWeapon:isExist() and TrainerTargetUnit and TrainerTargetUnit:IsAlive() then
if ShowMessages == true then
local TrackingTo
TrackingTo = string.format( " -> %s",
TrainerWeaponTypeName
)
if ClientDataID == TrackingDataID then
if ClientData.MessageToClient == "" then
ClientData.MessageToClient = "Missiles to You:\n"
@@ -712,7 +712,7 @@ function MISSILETRAINER:_TrackMissiles()
end
end
end
-- Once the Player Client and the Other Player Client tracking messages are prepared, show them.
if ClientData.MessageToClient ~= "" or ClientData.MessageToAll ~= "" then
local Message = MESSAGE:New( ClientData.MessageToClient .. ClientData.MessageToAll, 1, "Tracking" ):ToClient( Client )
@@ -742,7 +742,7 @@ function PSEUDOATC:ReportWeather(GID, UID, position, location)
local T=position:GetTemperature()
-- Correct unit system.
local _T=string.format('%d°F', UTILS.CelciusToFarenheit(T))
local _T=string.format('%d°F', UTILS.CelsiusToFahrenheit(T))
if settings:IsMetric() then
_T=string.format('%d°C', T)
end
File diff suppressed because it is too large Load Diff
+855
View File
@@ -0,0 +1,855 @@
--- **Ops** - (R2.5) - Random Air Traffic.
--
--
--
-- RAT2 creates random air traffic on the map.
--
--
--
-- **Main Features:**
--
-- * It's very random.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Functional.Rat2
-- @image Functional_Rat2.png
--- RAT2 class.
-- @type RAT2
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #table Qcraft Table of rat crafts.
-- @extends Core.Fsm#FSM
--- Be surprised!
--
-- ===
--
-- ![Banner Image](..\Presentations\RAT2\RAT2_Main.png)
--
-- # The RAT2 Concept
--
--
--
-- @field #RAT2
RAT2 = {
ClassName = "RAT2",
Debug = false,
lid = nil,
Qcraft = {},
}
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new RAT2 class object.
-- @param #RAT2 self
-- @return #RAT2 self.
function RAT2:New()
-- Inherit everthing from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #RAT2
-- Start State.
self:SetStartState("Stopped")
self.lid="RAT2 | "
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Load", "Stopped") -- Load player scores from file.
self:AddTransition("Stopped", "Start", "Running") -- Start RAT2 script.
self:AddTransition("*", "Status", "*") -- Start RAT2 script.
self:AddTransition("*", "Spawned", "*") -- A group was spawned.
return self
end
--- Create a new RAT2 class object.
-- @param #RAT2 self
-- @param #RATAC ratcraft The aircraft to add.
-- @return #RAT2 self.
function RAT2:AddAircraft(ratcraft)
-- Add ratcraft to spawn queue.
table.insert(self.Qcraft, ratcraft)
return self
end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status Functions
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start random air traffic.
-- @param #RAT2 self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function RAT2:onafterStart(From, Event, To)
self:__Status(-1)
end
--- Check spawn queue and spawn aircraft if necessary.
-- @param #RAT2 self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function RAT2:onafterStatus(From, Event, To)
self:I(string.format("RAT status %s", self:GetState()))
-- Check queue of aircraft to spawn.
self:_CheckQueueSpawn()
self:__Status(-10)
end
--- Check spawn queue and spawn aircraft if necessary.
-- @param #RAT2 self
function RAT2:_CheckQueueSpawn()
self:I(string.format("Checking flights"))
-- Loop over all ratcraft.
for i,_ratcraft in pairs(self.Qcraft) do
local ratcraft=_ratcraft --Functional.RatCraft#RATCRAFT
-- Get number of alive groups.
local Nalive=ratcraft:_GetAliveGroups()
for _,_flight in pairs(ratcraft.flights) do
local flight=_flight --Ops.FlightGroup#FLIGHTGROUP
self:I(string.format("Checking flight group %s in status %s", flight.groupname, flight:GetState()))
if flight:IsInUtero() or flight:IsArrived() or flight:IsDead() then
self:I(string.format("Try Spawning new flight group %s in status %s", flight.groupname, flight:GetState()))
-- Get departure and parking.
local departure, parking=ratcraft:GetDeparture()
-- Get destination depending on departure.
local destination=ratcraft:GetDestination(departure)
if departure and destination and parking then
self:I(string.format("Spawning new flight group %s in status %s", flight.groupname, flight:GetState()))
-- Try to spawn a ratcraft group.
local group=self:_SpawnRatcraft(ratcraft, flight, departure, destination, parking)
-- Remove queue item and break loop.
if group then
-- We add a little delay
self:__Spawned(0.1, group, flight, ratcraft)
break
end -- if group
end -- if departure
end -- if spawn flight
end -- for flights
end -- for ratcraft
end
--- Check spawn queue and spawn aircraft if necessary.
-- @param #RAT2 self
function RAT2:_CheckArrived()
for _,_ratcraft in pairs(self.Qcraft) do
local ratcraft=_ratcraft --Functional.RatCraft#RATCRAFT
for _,_flight in pairs(ratcraft.flights) do
local flight=_flight --Ops.FlightGroup#FLIGHTGROUP
if flight:IsArrived() then
-- Destroy group and create a remove unit event.
flight.group:Destroy(nil)
end
end
end
end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM functions
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Function called after a RAT group was spawned.
-- @param #RAT2 self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Group#GROUP group The spawned group.
-- @param Ops.FlightGroup#FLIGHTGROUP flight The flight group.
-- @param Functional.RatCraft#RATCRAFT ratcraft The ratcraft object.
function RAT2:onafterSpawned(From, Event, To, group, flight, ratcraft)
group:SmokeGreen()
end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Spawn functions
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Spawn an aircraft asset (plane or helo) at the airbase associated with the warehouse.
-- @param #RAT2 self
-- @param Functional.RatCraft#RATCRAFT ratcraft Ratcraft to spawn.
-- @param Ops.FlightGroup#FLIGHTGROUP flight Flight group.
-- @param Functional.RatCraft#RATCRAFT.Departure departure Departure.
-- @param Functional.RatCraft#RATCRAFT.Departure destination Destination.
-- @param #table parking Parking data for this group.
-- @return Wrapper.Group#GROUP The spawned group or nil if the group could not be spawned.
function RAT2:_SpawnRatcraft(ratcraft, flight, departure, destination, parking)
-- Prepare the spawn template.
local template=self:_SpawnAssetPrepareTemplate(ratcraft, flight.groupname)
-- Get flight path if the group goes to another warehouse by itself.
template.route.points=self:_GetFlightplan(ratcraft, AIRBASE:FindByName(departure.name), AIRBASE:FindByName(destination.name))
local airbase=AIRBASE:FindByName(departure.name) --self:_GetAirbase(departure)
-- Get airbase ID and category.
local AirbaseID = airbase:GetID()
local AirbaseCategory = airbase:GetAirbaseCategory()
-- Check enough parking spots.
if AirbaseCategory==Airbase.Category.HELIPAD or AirbaseCategory==Airbase.Category.SHIP then
--TODO Figure out what's necessary in this case.
else
if #parking<#template.units then
local text=string.format("ERROR: Not enough parking! Free parking = %d < %d aircraft to be spawned.", #parking, #template.units)
self:_DebugMessage(text)
return nil
end
end
-- Position the units.
for i=1,#template.units do
-- Unit template.
local unit = template.units[i]
if AirbaseCategory == Airbase.Category.HELIPAD or AirbaseCategory == Airbase.Category.SHIP then
-- Helipads we take the position of the airbase location, since the exact location of the spawn point does not make sense.
local coord=airbase:GetCoordinate()
unit.x=coord.x
unit.y=coord.z
unit.alt=coord.y
unit.parking_id = nil
unit.parking = nil
else
local coord=parking[i].Coordinate --Core.Point#COORDINATE
local terminal=parking[i].TerminalID --#number
if self.Debug then
coord:MarkToAll(string.format("Spawnplace unit %s terminal %d.", unit.name, terminal))
end
unit.x=coord.x
unit.y=coord.z
unit.alt=coord.y
unit.parking_id = nil
unit.parking = terminal
end
if destination.parking then
local spot=destination.parking[i] --Wrapper.Airbase#AIRBASE.ParkingSpot
unit.parking_landing=spot.TerminalID
end
if ratcraft.livery==nil and #ratcraft.liveries>0 then
ratcraft.livery=ratcraft.liveries[math.random(#ratcraft.liveries)]
end
-- Set livery.
if ratcraft.livery then
unit.livery_id = ratcraft.livery
end
-- Set skill.
if ratcraft.skill then
unit.skill= ratcraft.skill
end
end
-- And template position.
template.x = template.units[1].x
template.y = template.units[1].y
-- Uncontrolled spawning.
template.uncontrolled=ratcraft.uncontrolled
-- Debug info.
self:T2({airtemplate=template})
-- Spawn group.
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
return group
end
--- Prepare a spawn template for the asset. Deep copy of asset template, adjusting template and unit names, nillifying group and unit ids.
-- @param #RAT2 self
-- @param Functional.RatCraft#RATCRAFT ratcraft Aircraft that will be spawned.
-- @param #string groupname Name for the group to be spawned.
-- @return #table Prepared new spawn template.
function RAT2:_SpawnAssetPrepareTemplate(ratcraft, groupname)
-- Create an own copy of the template!
local template=UTILS.DeepCopy(ratcraft.template)
-- Set unique name.
template.name=groupname
-- Set current(!) coalition and country.
template.CoalitionID=ratcraft.coalition
template.CountryID=ratcraft.country
-- Nillify the group ID.
template.groupId=nil
-- No late activation.
template.lateActivation=false
-- Set and empty route.
template.route = {}
template.route.routeRelativeTOT=true
template.route.points = {}
-- Handle units.
for i=1,#template.units do
-- Unit template.
local unit=template.units[i]
-- Nillify the unit ID.
unit.unitId=nil
-- Set unit name: <alias>-01, <alias>-02, ...
unit.name=string.format("%s-%02d", template.name , i)
end
return template
end
--@param #RCRAFT.Attribute _attribute Generlized attribute of unit.
--- Get the proper terminal type based on generalized attribute of the group.
--@param #RAT2 self
--@param #number _category Airbase category.
--@return Wrapper.Airbase#AIRBASE.TerminalType Terminal type for this group.
function RAT2:_GetTerminal(_attribute, _category)
-- Default terminal is "large".
local _terminal=AIRBASE.TerminalType.OpenBig
if _attribute==RCRAFT.Attribute.FIGHTER then
-- Fighter ==> small.
_terminal=AIRBASE.TerminalType.FighterAircraft
elseif _attribute==RCRAFT.Attribute.BOMBER or _attribute==RCRAFT.Attribute.TRANSPORTPLANE or _attribute==RCRAFT.Attribute.TANKER or _attribute==RCRAFT.Attribute.AWACS then
-- Bigger aircraft.
_terminal=AIRBASE.TerminalType.OpenBig
elseif _attribute==RCRAFT.Attribute.TRANSPORTHELO or _attribute==RCRAFT.Attribute.ATTACKHELO then
-- Helicopter.
_terminal=AIRBASE.TerminalType.HelicopterUsable
else
--_terminal=AIRBASE.TerminalType.OpenMedOrBig
end
-- For ships, we allow medium spots for all fixed wing aircraft. There are smaller tankers and AWACS aircraft that can use a carrier.
if _category==Airbase.Category.SHIP then
if not (_attribute==RCRAFT.Attribute.TRANSPORTHELO or _attribute==RCRAFT.Attribute.ATTACKHELO) then
_terminal=AIRBASE.TerminalType.OpenMedOrBig
end
end
return _terminal
end
--- Seach unoccupied parking spots at the airbase for a list of assets. For each asset group a list of parking spots is returned.
-- During the search also the not yet spawned asset aircraft are considered.
-- If not enough spots for all asset units could be found, the routine returns nil!
-- @param #RAT2 self
-- @param Wrapper.Airbase#AIRBASE airbase The airbase where we search for parking spots.
-- @param Functional.RatCraft#RATCRAFT ratcraft Ratcraft.
-- @return #table Table of coordinates and terminal IDs of free parking spots. Each table entry has the elements .Coordinate and .TerminalID.
function RAT2:_FindParking(airbase, ratcraft)
-- Init default
local scanradius=50
local scanunits=true
local scanstatics=true
local scanscenery=false
local verysafe=false
-- Function calculating the overlap of two (square) objects.
local function _overlap(l1,l2,dist)
local safedist=(l1/2+l2/2)*1.05 -- 5% safety margine added to safe distance!
local safe = (dist > safedist)
self:T3(string.format("l1=%.1f l2=%.1f s=%.1f d=%.1f ==> safe=%s", l1,l2,safedist,dist,tostring(safe)))
return safe
end
-- Get parking spot data table. This contains all free and "non-free" spots.
local parkingdata=airbase:GetParkingSpotsTable()
-- List of obstacles.
local obstacles={}
-- Loop over all parking spots and get the currently present obstacles.
-- How long does this take on very large airbases, i.e. those with hundereds of parking spots? Seems to be okay!
for _,parkingspot in pairs(parkingdata) do
-- Coordinate of the parking spot.
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
local _termid=parkingspot.TerminalID
-- Scan a radius of 100 meters around the spot.
local _,_,_,_units,_statics,_sceneries=_spot:ScanObjects(scanradius, scanunits, scanstatics, scanscenery)
-- Check all units.
for _,_unit in pairs(_units) do
local unit=_unit --Wrapper.Unit#UNIT
local _coord=unit:GetCoordinate()
local _size=self:_GetObjectSize(unit:GetDCSObject())
local _name=unit:GetName()
table.insert(obstacles, {coord=_coord, size=_size, name=_name, type="unit"})
end
-- Check all statics.
for _,static in pairs(_statics) do
local _vec3=static:getPoint()
local _coord=COORDINATE:NewFromVec3(_vec3)
local _name=static:getName()
local _size=self:_GetObjectSize(static)
table.insert(obstacles, {coord=_coord, size=_size, name=_name, type="static"})
end
-- Check all scenery.
for _,scenery in pairs(_sceneries) do
local _vec3=scenery:getPoint()
local _coord=COORDINATE:NewFromVec3(_vec3)
local _name=scenery:getTypeName()
local _size=self:_GetObjectSize(scenery)
table.insert(obstacles,{coord=_coord, size=_size, name=_name, type="scenery"})
end
-- TODO check clients. Clients cannot be spawned. So we can loop over them.
end
-- Parking data for all assets.
local parking={}
-- Get terminal type of this asset
local terminaltype=self:_GetTerminal(ratcraft.attribute, airbase:GetAirbaseCategory())
local Nunits=#ratcraft.templategroup:GetUnits()
-- Loop over all units - each one needs a spot.
for i=1,Nunits do
-- Loop over all parking spots.
local gotit=false
for _,_parkingspot in pairs(parkingdata) do
local parkingspot=_parkingspot --Wrapper.Airbase#AIRBASE.ParkingSpot
-- Check correct terminal type for asset. We don't want helos in shelters etc.
if AIRBASE._CheckTerminalType(parkingspot.TerminalType, terminaltype) then
-- Coordinate of the parking spot.
local _spot=parkingspot.Coordinate -- Core.Point#COORDINATE
local _termid=parkingspot.TerminalID
local _toac=parkingspot.TOAC
--env.info(string.format("FF asset=%s (id=%d): needs terminal type=%d, id=%d, #obstacles=%d", _asset.templatename, _asset.uid, terminaltype, _termid, #obstacles))
local free=true
local problem=nil
-- Safe parking using TO_AC from DCS result.
if self.safeparking and _toac then
free=false
self:T("Parking spot %d is occupied by other aircraft taking off or landing.", _termid)
end
-- Loop over all obstacles.
for _,obstacle in pairs(obstacles) do
-- Check if aircraft overlaps with any obstacle.
local dist=_spot:Get2DDistance(obstacle.coord)
local safe=_overlap(ratcraft.size, obstacle.size, dist)
-- Spot is blocked.
if not safe then
--env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is NOT SAFE", _asset.templatename, _asset.uid, _termid, dist))
free=false
problem=obstacle
problem.dist=dist
break
else
--env.info(string.format("FF asset=%s (id=%d): spot id=%d dist=%.1fm is SAFE", _asset.templatename, _asset.uid, _termid, dist))
end
end
-- Check if spot is free
if free then
-- Add parkingspot for this asset unit.
table.insert(parking, parkingspot)
self:T(self.lid..string.format("Parking spot #%d is free for ratcraft unit id=%d!", _termid, i))
-- Add the unit as obstacle so that this spot will not be available for the next unit.
table.insert(obstacles, {coord=_spot, size=ratcraft.size, name=ratcraft.templatename, type="ratcraft"})
-- Break loop over parking spots.
gotit=true
break
else
-- Debug output for occupied spots.
self:T(self.lid..string.format("Parking spot #%d is occupied or not big enough!", _termid))
if self.Debug then
local coord=problem.coord --Core.Point#COORDINATE
local text=string.format("Obstacle blocking spot #%d is %s type %s with size=%.1f m and distance=%.1f m.", _termid, problem.name, problem.type, problem.size, problem.dist)
coord:MarkToAll(string.format(text))
end
end
end -- check terminal type
end -- loop over parking spots
-- No parking spot for at least one unit :(
if not gotit then
self:T(self.lid..string.format("WARNING: No free parking spot for ratcraft unit i=%d", i))
return nil
end
end -- loop over units
return parking
end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Flightplan functions
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Calculate the maximum height an aircraft can reach for the given parameters.
-- @param #RAT2 self
-- @param #number D Total distance in meters from Departure to holding point at destination.
-- @param #number alphaC Climb angle in rad.
-- @param #number alphaD Descent angle in rad.
-- @param #number Hdep AGL altitude of departure point.
-- @param #number Hdest AGL altitude of destination point.
-- @param #number Deltahhold Relative altitude of holding point above destination.
-- @return #number Maximum height the aircraft can reach.
function RAT2:_GetMaxHeight(D, alphaC, alphaD, Hdep, Hdest, Deltahhold)
local Hhold=Hdest+Deltahhold
local hdest=Hdest-Hdep
local hhold=hdest+Deltahhold
local Dp=math.sqrt(D^2 + hhold^2)
local alphaS=math.atan(hdest/D) -- slope angle
local alphaH=math.atan(hhold/D) -- angle to holding point (could be necative!)
local alphaCp=alphaC-alphaH -- climb angle with slope
local alphaDp=alphaD+alphaH -- descent angle with slope
-- ASA triangle.
local gammap=math.pi-alphaCp-alphaDp
local sCp=Dp*math.sin(alphaDp)/math.sin(gammap)
local sDp=Dp*math.sin(alphaCp)/math.sin(gammap)
-- Max height from departure.
local hmax=sCp*math.sin(alphaC)
return hmax
end
--- Make a flight plan from a departure to a destination airport.
-- @param #RAT2 self
-- @param Functional.RatCraft#RATCRAFT ratcraft Ratcraft object.
-- @param Wrapper.Airbase#AIRBASE departure Departure airbase.
-- @param Wrapper.Airbase#AIRBASE destination Destination airbase.
-- @return #table Table of flightplan waypoints.
-- @return #table Table of flightplan coordinates.
function RAT2:_GetFlightplan(ratcraft, departure, destination)
-- Parameters
local Vmax=ratcraft.speedmax
local Range=ratcraft.range
local category=ratcraft.category
local ceiling=ratcraft.DCSdesc.Hmax
local Vymax=ratcraft.DCSdesc.VyMax
-- Max cruise speed 90% of max speed.
local VxCruiseMax=0.90*Vmax
-- Min cruise speed 70% of max cruise or 600 km/h whichever is lower.
local VxCruiseMin = math.min(VxCruiseMax*0.75, 750)
-- Cruise speed (randomized). Expectation value at midpoint between min and max.
local VxCruise = UTILS.RandomGaussian((VxCruiseMax-VxCruiseMin)/2+VxCruiseMin, (VxCruiseMax-VxCruiseMax)/4, VxCruiseMin, VxCruiseMax)
-- Climb speed 90% ov Vmax but max 720 km/h.
local VxClimb = math.min(Vmax*0.90, 720)
-- Descent speed 60% of Vmax but max 500 km/h.
local VxDescent = math.min(Vmax*0.60, 500)
-- Holding speed is 90% of descent speed.
local VxHolding = VxDescent*0.9
-- Final leg is 90% of holding speed.
local VxFinal = VxHolding*0.9
-- Reasonably civil climb speed Vy=1500 ft/min = 7.6 m/s but max aircraft specific climb rate.
local VyClimb=math.min(7.6, Vymax)
-- Climb angle in rad.
local AlphaClimb=math.rad(4)
-- Descent angle in rad. Moderate 4 degrees.
local AlphaDescent=math.rad(4)
-- Expected cruise level (peak of Gaussian distribution)
local FLcruise_expect=150*RAT.unit.FL2m
if category==Group.Category.HELICOPTER then
FLcruise_expect=1000 -- 1000 m ASL
end
-------------------------
--- DEPARTURE AIRPORT ---
-------------------------
-- Coordinates of departure point.
local Pdeparture=departure:GetCoordinate()
-- Height ASL of departure point.
local H_departure=Pdeparture.y
---------------------------
--- DESTINATION AIRPORT ---
---------------------------
-- Position of destination airport.
local Pdestination=destination:GetCoordinate()
-- Height ASL of destination airport/zone.
local H_destination=Pdestination.y
-----------------------------
--- DESCENT/HOLDING POINT ---
-----------------------------
-- Get a random point between 5 and 10 km away from the destination.
local Rhmin=5000
local Rhmax=10000
-- For helos we set a distance between 500 to 1000 m.
if category==Group.Category.HELICOPTER then
Rhmin=500
Rhmax=1000
end
-- Coordinates of the holding point. y is the land height at that point.
local Pholding=Pdestination:GetRandomCoordinateInRadius(Rhmax, Rhmin)
-- Distance from holding point to final destination (not used).
local d_holding=Pholding:Get2DDistance(Pdestination)
-- AGL height of holding point.
local H_holding=Pholding.y
---------------
--- GENERAL ---
---------------
-- We go directly to the holding point not the destination airport. From there, planes are guided by DCS to final approach.
local heading=Pdeparture:HeadingTo(Pholding)
local d_total=Pdeparture:Get2DDistance(Pholding)
------------------------------
--- Holding Point Altitude ---
------------------------------
-- Holding point altitude. For planes between 1600 and 2400 m AGL. For helos 160 to 240 m AGL.
local h_holding=1200
if category==Group.Category.HELICOPTER then
h_holding=150
end
h_holding=UTILS.Randomize(h_holding, 0.2)
-- Max holding altitude.
local DeltaholdingMax=self:_GetMaxHeight(d_total, AlphaClimb, AlphaDescent, H_departure, H_holding, 0)
if h_holding>DeltaholdingMax then
h_holding=math.abs(DeltaholdingMax)
end
-- This is the height ASL of the holding point we want to fly to.
local Hh_holding=H_holding+h_holding
---------------------------
--- Max Flight Altitude ---
---------------------------
-- Get max flight altitude relative to H_departure.
local h_max=self:_GetMaxHeight(d_total, AlphaClimb, AlphaDescent, H_departure, H_holding, h_holding)
-- Max flight level ASL aircraft can reach for given angles and distance.
local FLmax = h_max+H_departure
--CRUISE
-- Min cruise alt is just above holding point at destination or departure height, whatever is larger.
local FLmin=math.max(H_departure, Hh_holding)
-- Ensure that FLmax not above its service ceiling.
FLmax=math.min(FLmax, ceiling)
-- If the route is very short we set FLmin a bit lower than FLmax.
if FLmin>FLmax then
FLmin=FLmax
end
-- Expected cruise altitude - peak of gaussian distribution.
if FLcruise_expect<FLmin then
FLcruise_expect=FLmin
end
if FLcruise_expect>FLmax then
FLcruise_expect=FLmax
end
-- Set cruise altitude. Selected from Gaussian distribution but limited to FLmin and FLmax.
local FLcruise=UTILS.RandomGaussian(FLcruise_expect, math.abs(FLmax-FLmin)/4, FLmin, FLmax)
-- Climb and descent heights.
local h_climb = FLcruise - H_departure
local h_descent = FLcruise - Hh_holding
-- Get distances.
local d_climb = h_climb/math.tan(AlphaClimb)
local d_descent = h_descent/math.tan(AlphaDescent)
local d_cruise = d_total-d_climb-d_descent
-- Debug.
local text=string.format("Flight plan:\n")
text=text..string.format("Vx max = %.2f km/h\n", Vmax)
text=text..string.format("Vx climb = %.2f km/h\n", VxClimb*3.6)
text=text..string.format("Vx cruise = %.2f km/h\n", VxCruise*3.6)
text=text..string.format("Vx descent = %.2f km/h\n", VxDescent*3.6)
text=text..string.format("Vx holding = %.2f km/h\n", VxHolding*3.6)
text=text..string.format("Vx final = %.2f km/h\n", VxFinal*3.6)
text=text..string.format("Vy max = %.2f m/s\n", Vymax)
text=text..string.format("Vy climb = %.2f m/s\n", VyClimb)
text=text..string.format("Alpha Climb = %.2f Deg\n", math.deg(AlphaClimb))
text=text..string.format("Alpha Descent = %.2f Deg\n", math.deg(AlphaDescent))
text=text..string.format("Dist climb = %.3f km\n", d_climb/1000)
text=text..string.format("Dist cruise = %.3f km\n", d_cruise/1000)
text=text..string.format("Dist descent = %.3f km\n", d_descent/1000)
text=text..string.format("Dist total = %.3f km\n", d_total/1000)
text=text..string.format("h_climb = %.3f km\n", h_climb/1000)
text=text..string.format("h_desc = %.3f km\n", h_descent/1000)
text=text..string.format("h_holding = %.3f km\n", h_holding/1000)
text=text..string.format("h_max = %.3f km\n", h_max/1000)
text=text..string.format("FL min = %.3f km\n", FLmin/1000)
text=text..string.format("FL expect = %.3f km\n", FLcruise_expect/1000)
text=text..string.format("FL cruise * = %.3f km\n", FLcruise/1000)
text=text..string.format("FL max = %.3f km\n", FLmax/1000)
text=text..string.format("Ceiling = %.3f km\n", ceiling/1000)
text=text..string.format("Max range = %.3f km\n", Range/1000)
self:T(self.lid..text)
-- Ensure that cruise distance is positve. Can be slightly negative in special cases. And we don't want to turn back.
if d_cruise<0 then
d_cruise=100
end
------------------------
--- Create Waypoints ---
------------------------
-- Waypoints and coordinates
local wp={}
local c={}
--- Departure/Take-off
c[#c+1]=Pdeparture
wp[#wp+1]=Pdeparture:WaypointAir("RADIO", COORDINATE.WaypointType.TakeOffParking, COORDINATE.WaypointAction.FromParkingArea, VxClimb, true, departure, nil, "Departure")
--- Begin of Cruise
local Pcruise=Pdeparture:Translate(d_climb, heading)
Pcruise.y=FLcruise
c[#c+1]=Pcruise
wp[#wp+1]=Pcruise:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxCruise, true, nil, nil, "Cruise")
--- Descent
local Pdescent=Pcruise:Translate(d_cruise, heading)
Pdescent.y=FLcruise
c[#c+1]=Pdescent
wp[#wp+1]=Pdescent:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxDescent, true, nil, nil, "Descent")
--- Holding point
Pholding.y=H_holding+h_holding
c[#c+1]=Pholding
wp[#wp+1]=Pholding:WaypointAir("BARO", COORDINATE.WaypointType.TurningPoint, COORDINATE.WaypointAction.TurningPoint, VxHolding, true, nil, nil, "Holding")
--- Final destination.
c[#c+1]=Pdestination
wp[#wp+1]=Pdestination:WaypointAir("RADIO", COORDINATE.WaypointType.Land, COORDINATE.WaypointAction.Landing, VxFinal, true, destination, nil, "Final Destination")
-- Mark points at waypoints for debugging.
if self.Debug or true then
for i,coord in pairs(c) do
local coord=coord --Core.Point#COORDINATE
local dist=0
if i>1 then
dist=coord:Get2DDistance(c[i-1])
end
coord:MarkToAll(string.format("Waypoint %i, distance = %.2f km",i, dist/1000))
end
end
return wp,c
end
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,596 @@
--- **Functional** - (R2.5) - Random Air Traffic.
--
--
--
-- RATCRAFT creates random air traffic on the map.
--
--
--
-- **Main Features:**
--
-- * It's very random.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Functional.RatCraft
-- @image Functional_Rat2.png
--- RATCRAFT
--
-- @type RATCRAFT
-- @field #string ClassName Name of the class.
-- @field #boolean Debugmode Debug mode. Messages to all about status.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string templatename Name of the group template.
-- @field #string alias Alias for spawn prefix. Default template group name.
-- @field #table template Table of the group template.
-- @field Wrapper.Group#GROUP templategroup Template group.
-- @field #number coalition Coalition side.
-- @field #number country Country number.
-- @field #string actype Aircraft type name.
-- @field #number category Category (plane=X, helo=Y).
-- @field #string attribute Generalized attribute.
-- @field #number ceiling Max altitude in meters of the aircraft group.
-- @field #number speedmax Max speed in km/h of the aircraft group.
-- @field #number sizex Size X-axis in meters.
-- @field #number sizez Size Z-axis in meters.
-- @field #number size Max size (X, Z) in meters.
-- @field #table liveries Table of liveries.
-- @field #string livery Current livery.
-- @field #string skill Skill of group.
-- @field #string onboard Onboard number. This should better be on UNIT level!
-- @field #table departures Defined departures.
-- @field #table departure Current departure airbase or zone.
-- @field #table destinations Defined destinations.
-- @field #table destination Current destination.
-- @field #boolean commute If true, commute between to airbases/zones.
-- @field #boolean journey If true, continue journey from the current destination.
-- @field #string takeoff Takeoff type cold, hot, air.
-- @field #string landing Landing type.
-- @field #table flights Table of flight groups.
-- @field #number Nspawn Number of max spawned aircraft groups.
-- @field #number Nunits Number of units in group.
-- @extends Core.Fsm#FSM
RATCRAFT = {
ClassName = "RATCRAFT",
Debugmode = false,
lid = nil,
templatename = nil,
alias = nil,
template = nil,
templategroup = nil,
coalition = nil,
country = nil,
actype = nil,
category = nil,
attribute = nil,
ceiling = nil,
speedmax = nil,
sizex = nil,
sizez = nil,
size = nil,
liveries = {},
livery = nil,
skill = nil,
onboard = nil,
departures = {},
destinations = {},
departure = nil,
destination = nil,
commute = nil,
journey = nil,
takeoff = nil,
landing = nil,
flights = {},
Nspawn = 2,
Nunits = nil,
}
--- Generalized asset attributes. Can be used to request assets with certain general characteristics. See [DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes) on hoggit.
-- @type RATCRAFT.Attribute
-- @field #string TRANSPORTPLANE Airplane with transport capability. This can be used to transport other assets.
-- @field #string AWACS Airborne Early Warning and Control System.
-- @field #string FIGHTER Fighter, interceptor, ... airplane.
-- @field #string BOMBER Aircraft which can be used for strategic bombing.
-- @field #string TANKER Airplane which can refuel other aircraft.
-- @field #string TRANSPORTHELO Helicopter with transport capability. This can be used to transport other assets.
-- @field #string ATTACKHELO Attack helicopter.
-- @field #string UAV Unpiloted Aerial Vehicle, e.g. drones.
RATCRAFT.Attribute = {
TRANSPORTPLANE="TransportPlane",
AWACS="AWACS",
FIGHTER="Fighter",
BOMBER="Bomber",
TANKER="Tanker",
TRANSPORTHELO="TransportHelo",
ATTACKHELO="AttackHelo",
UAV="UAV",
OTHER="Other",
}
--- Departure/destination type, i.e. airbase or zone.
-- @type RATCRAFT.DeType
-- @field #string AIRBASE Departure/destination is an airbase.
-- @field #string ZONE Departure/destination is a zone.
RATCRAFT.DeType={
AIRBASE="Airbase",
ZONE="Zone",
}
--- Departure/destination parameters.
-- @type RATCRAFT.Departure
-- @field #string name Name of the departure/destination airbase/zone.
-- @field #string type Type of the departure/destination, i.e. an airbase or a zone.
-- @field #table parking Number of parking spot IDs for the aircraft.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: helos
-- TODO: despawn when arrived
-- TODO: zones as departures
-- TODO: zones as destinations
-- TODO: monitor if stationary
-- TODO: commute
-- TODO: continue journey
-- TODO: return zone
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new RATCRAFT class object from a template group defined in the mission editor.
-- @param #RATCRAFT self
-- @param #string groupname Name of the **late activated** template group.
-- @param #number nspawn Number of groups to spawn. Default 1.
-- @param #string alias (Optional) Alias for the group name used as spawn name prefix. Default is the group name.
-- @return #RATCRAFT self
function RATCRAFT:New(groupname, nspawn, alias)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) --#RATCRAFT
-- Defaults
self.Nspawn=nspawn or 1
self.alias=alias or groupname
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Load", "Stopped") -- Load ratcraft from file.
self:AddTransition("Stopped", "Start", "Running") -- Start RAT2 script.
self:AddTransition("Running", "Pause", "Paused") -- Pause spawning RATCRAFT.
self:AddTransition("Paused", "Unpause", "Running") -- UnPause spawning RATCRAFT.
-- Initialize aircraft parameters.
self:_Init(groupname)
self:Start()
return self
end
--- Init aircraft parameters.
-- @param #RATCRAFT self
-- @param #string groupname Name of the template group.
-- @return #RATCRAFT self
function RATCRAFT:_Init(groupname)
self.templatename=groupname
self.templategroup=GROUP:FindByName(groupname)
self.template=self.templategroup:GetTemplate()
self.speedmax=self.templategroup:GetSpeedMax()
self.range=1000000
self.DCSdesc=self.templategroup:GetDCSDesc(1)
self.coalition=self.templategroup:GetCoalition()
self.country=self.templategroup:GetUnit(1):GetCountry()
self.category=self.templategroup:GetUnit(1):GetCategory()
self.Nunits=#self.templategroup:GetUnits()
-- aircraft dimensions
self.sizex=self.DCSdesc.box.max.x
self.sizey=self.DCSdesc.box.max.y
self.sizez=self.DCSdesc.box.max.z
self.size =math.max(self.sizex, self.sizez)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add adeparture airbase for the aircraft.
-- @param #RATCRAFT self
-- @param #string airbasename Departure airbase name.
-- @param #table parking (Optional) Table of parking spot IDs. At least the number of units in the group must be given.
-- @return #RATCRAFT self
function RATCRAFT:AddDepartureAirbase(airbasename, parking)
local departure={} --#RATCRAFT.Departure
local spots=nil
if parking then
if type(parking)=="number" then
parking={parking}
end
-- Convert parking IDs to complete parking data.
spots={}
local airbase=AIRBASE:FindByName(airbasename)
for _,TerminalID in pairs(parking) do
local spot=airbase:GetParkingSpotData(TerminalID)
if spot then
self:I(string.format("Add in parking spot %d", spot.TerminalID))
table.insert(spots, spot)
end
end
end
departure.name=airbasename
departure.type=RATCRAFT.DeType.AIRBASE
departure.parking=spots
table.insert(self.departures, departure)
return self
end
--- Add destination airbase for the aircraft and optionally specific parking spot IDs to be used by this group.
-- @param #RATCRAFT self
-- @param #string airbasename Destination airbase name.
-- @param #table parking (Optional) Table of parking spot IDs. At least the number of units in the group must be given.
-- @return #RATCRAFT self
function RATCRAFT:AddDestinationAirbase(airbasename, parking)
local destination={} --#RATCRAFT.Departure
-- Convert parking IDs to complete parking data.
local spots=nil
if parking then
if type(parking)=="number" then
parking={parking}
end
spots={}
local airbase=AIRBASE:FindByName(airbasename)
for _,TerminalID in pairs(parking) do
local spot=airbase:GetParkingSpotData(TerminalID)
if spot then
table.insert(spots, spot)
end
end
end
destination.name=airbasename
destination.type=RATCRAFT.DeType.AIRBASE
destination.parking=spots
table.insert(self.destinations, destination)
return self
end
--- Add a departure for the aircraft.
-- @param #RATCRAFT self
-- @param Core.Zone#ZONE zone Zone.
-- @return #RATCRAFT self
function RATCRAFT:AddDepartureZone(zone)
local departure={} --#RATCRAFT.Departure
departure.type={}
table.insert(self.departures, zone)
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a departure for the aircraft.
-- @param #RATCRAFT self
function RATCRAFT:onafterStart()
-- Create flight groups.
for i=1,self.Nspawn do
-- Group name.
local groupname=string.format("%s-%02d", self.alias, i)
-- New flight group.
local flightgroup=FLIGHTGROUP:New(groupname)
-- Add flight to tabloe.
table.insert(self.flights, flightgroup)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Departure Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get departure.
-- @param #RATCRAFT self
-- @return #RATCRAFT.Departure
-- @return #table Parking data table.
function RATCRAFT:GetDeparture()
-- TODO: for commute/continue, set departure to current airbase/zone. Get same parking spot.
local departures=UTILS.DeepCopy(self.departures)
-- Try each departure in random order.
for i=1,#departures do
-- Roll dice.
local r=math.random(#departures)
-- Get random departure
local departure=departures[r] --#RATCRAFT.Departure
-- Check if airbase or zone.
if departure.type==RATCRAFT.DeType.AIRBASE then
---
-- Airbase
---
-- Departure airbase.
local airbase=AIRBASE:FindByName(departure.name)
if airbase then
-- Template group.
local group=self.templategroup --Wrapper.Group#GROUP
-- Get number of free parking spots.
--local parking=airbase:FindFreeParkingSpotForAircraft(group)
local parking=self:GetParkingDeparture(departure)
-- Check if parking is sufficient.
if parking and #parking>=self.Nunits then
self:I(string.format("Returning departure %s", departure.name))
return departure, parking
else
self:I(string.format("Removing departure %s", departure.name))
-- Remove from table so it does not get selected again.
table.remove(departures, r)
end
else
self:E("ERROR: Could not find departure airbase!")
end
else
---
-- Zone
---
-- Departure airbase.
local zone=ZONE:New(departure.name)
if zone then
-- TODO: check if in range.
return departure
else
self:E("ERROR: Could not find departure zone!")
end
end
end
end
--- Get parking at departure.
-- @param #RATCRAFT self
-- @param #RATCRAFT.Departure departure The chosen departure.
-- @return #table Parking data table or nil if not enough spots.
function RATCRAFT:GetParkingDeparture(departure)
if departure.type==RATCRAFT.DeType.AIRBASE then
local airbase=AIRBASE:FindByName(departure.name)
if airbase then
local parkingdata=airbase:GetParkingSpotsTable()
if departure.parking then
---
-- User specified parking spots
---
-- Check if free?
local parking={}
for _,_spot in pairs(parkingdata) do
local spot=_spot --Wrapper.Airbase#AIRBASE.ParkingSpot
self:I(string.format("Checking spot %d", spot.TerminalID))
-- Check if spot if free?
if spot.Free then
self:I(string.format("Spot %d is FREE", spot.TerminalID))
-- Check if spot is in user table?
for _,_park in pairs(departure.parking) do
local park=_park --Wrapper.Airbase#AIRBASE.ParkingSpot
if park.TerminalID==spot.TerminalID then
self:I(string.format("Adding spot %d to parking", spot.TerminalID))
table.insert(parking, spot)
end
end
end
end
-- Only return data if sufficient spots available.
if #parking>=self.Nunits then
self:I(string.format("Found valid parking for %d spots", #parking))
return parking
end
else
---
-- Choose parking from what is free
---
local parking={}
for _,_spot in pairs(parkingdata) do
local spot=_spot --Wrapper.Airbase#AIRBASE.ParkingSpot
if spot.Free then
table.insert(parking, spot)
end
if #parking>=self.Nunits then
return parking
end
end
end
end
end
self:I(string.format("Could not find valid parking data"))
return nil
end
--- Get destination.
-- @param #RATCRAFT self
-- @param #RATCRAFT.Departure departure The chosen departure.
-- @return #RATCRAFT.Departure
function RATCRAFT:GetDestination(departure)
if departure==nil then
return nil
end
-- TODO: for commute, switch departure and destination.
-- Create copy of all destinations.
local destinations=UTILS.DeepCopy(self.destinations)
-- Try each destination in random order.
for i=1,#destinations do
-- Roll dice.
local r=math.random(#destinations)
-- Get random departure
local destination=destinations[r] --#RATCRAFT.Departure
-- Check if airbase or zone.
if destination.type==RATCRAFT.DeType.AIRBASE then
---
-- Airbase
---
-- Get airbase.
local airbase=AIRBASE:FindByName(destination.name)
local depart=AIRBASE:FindByName(departure.name)
if airbase then
-- TODO: check
-- coalition, terminal type, distance
-- Distance between departure and destination.
local distance=depart:GetCoordinate():Get2DDistance(airbase:GetCoordinate())
if distance then
self:I(string.format("Returning destination %s", destination.name))
return destination
else
self:I(string.format("Removing destination %s", destination.name))
-- Remove from table so it does not get selected again.
table.remove(destinations, r)
end
else
self:E("ERROR: Could not find airbase!")
end
else
---
-- Zone
---
-- Departure airbase.
local zone=ZONE:New(destination.name)
if zone then
-- TODO: check if in range.
return destination
else
self:E("ERROR: Could not find destination zone!")
end
end
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get number of alive groups
-- @param #RATCRAFT self
-- @return #number N live.
function RATCRAFT:_GetAliveGroups()
local n=0
for _,_flight in pairs(self.flights) do
local flight=_flight --Ops.FlightGroup#FLIGHTGROUP
if not flight:IsDead() then
n=n+1
end
end
return n
end
@@ -0,0 +1,757 @@
--- **Functional** - (R2.5) - Simple and Persistent Player Scoring.
--
--
-- Score!
--
--
-- ## Main Features:
--
-- * Good stuff.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Functional.SimpleScore
-- @image Functional_SimpleScore.png
--- SCORE class.
-- @type SCORE
-- @field #string ClassName Name of the class.
-- @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.
-- @field #boolean menudisabled If true, F10 menu for players is disabled.
-- @field #table playerscores Player score table.
-- @extends Core.Fsm#FSM
--- Goooooaaaallllll!
--
-- ===
--
-- ![Banner Image](..\Presentations\SCORE\SCORE_Main.png)
--
-- # The Scoring Concept
--
-- Score
--
-- # Basic Script
--
-- -- Create a new score object.
-- score=SCORE:New()
--
-- -- Start score.
-- SCORE:Start()
--
-- # Training Zones
--
-- Players are only protected if they are inside one of the training zones.
--
-- -- Create a new missile trainer object.
-- SCORE=SCORE:New()
--
-- -- Add training zones.
-- SCORE:AddSafeZone(ZONE:New("Training Zone Alpha")
-- SCORE:AddSafeZone(ZONE:New("Training Zone Bravo")
--
-- -- Start missile trainer.
-- SCORE:Start()
--
--
-- Todo!
--
--
-- @field #SCORE
SCORE = {
ClassName = "SCORE",
Debug = false,
lid = nil,
menuadded = {},
menudisabled = nil,
playerscores = nil,
}
--- Player data table holding all important parameters of each player.
-- @type SCORE.PlayerData
-- @field Wrapper.Unit#UNIT unit Aircraft of the player.
-- @field #string unitname Name of the unit.
-- @field Wrapper.Client#CLIENT client Client object of player.
-- @field #string callsign Callsign of player.
-- @field Wrapper.Group#GROUP group Aircraft group of player.
-- @field #string groupname Name of the the player aircraft group.
-- @field #string name Player name.
-- @field #number coalition Coalition number of player.
-- @field #table hit Table of hit units.
--- Hit unit data.
-- @type SCORE.HitData
-- @field #string unitname Name of the hit unit.
-- @field #string category Category of hit unit.
-- @field #number score Score
-- @field #boolean friendly If true, unit is friendly.
-- @field #boolean destroyed If true, unit was destroyed.
--- Create a new SCORE class object.
-- @param #SCORE self
-- @return #SCORE self.
function SCORE:New()
self.lid="SCORE | "
-- Inherit everthing from FSM class.
local self=BASE:Inherit(self, FSM:New()) -- #SCORE
-- Defaults:
self:SetDefaultMissileDestruction(true)
self:SetDefaultLaunchAlerts(true)
self:SetDefaultLaunchMarks(true)
self:SetExplosionPower()
-- Start State.
self:SetStartState("Stopped")
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("Stopped", "Start", "Running") -- Start SCORE script.
self:AddTransition("*", "Status", "*") -- Status update.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the SCORE. Initializes parameters and starts event handlers.
-- @function [parent=#SCORE] Start
-- @param #SCORE self
--- Triggers the FSM event "Start" after a delay. Starts the SCORE. Initializes parameters and starts event handlers.
-- @function [parent=#SCORE] __Start
-- @param #SCORE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the SCORE and all its event handlers.
-- @param #SCORE self
--- Triggers the FSM event "Stop" after a delay. Stops the SCORE and all its event handlers.
-- @function [parent=#SCORE] __Stop
-- @param #SCORE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Status".
-- @function [parent=#SCORE] Status
-- @param #SCORE self
--- Triggers the FSM event "Status" after a delay.
-- @function [parent=#SCORE] __Status
-- @param #SCORE self
-- @param #number delay Delay in seconds.
return self
end
--- On after Start event. Starts the missile trainer and adds event handlers.
-- @param #SCORE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function SCORE:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting SCORE v%s", SCORE.version)
env.info(text)
-- Init player scores table.
self.playerscores={}
-- Event handlers
self:HandleEvent(EVENTS.Dead, self._EventDeadOrCrash)
self:HandleEvent(EVENTS.Crash, self._EventDeadOrCrash)
self:HandleEvent(EVENTS.Hit, self._EventHit)
self:HandleEvent(EVENTS.Birth)
self:HandleEvent(EVENTS.PlayerLeaveUnit)
-- Handle events:
self:HandleEvent(EVENTS.Birth)
self:HandleEvent(EVENTS.Shot)
if self.Debug then
self:TraceClass(self.ClassName)
self:TraceLevel(2)
end
self:__Status(-10)
end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Event Functions
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- SCORE event handler for event birth.
-- @param #SCORE self
-- @param Core.Event#EVENTDATA EventData
function SCORE:OnEventBirth(EventData)
self:F3({eventbirth = EventData})
-- Nil checks.
if EventData==nil then
self:E(self.lid.."ERROR: EventData=nil in event BIRTH!")
self:E(EventData)
return
end
if EventData.IniUnit==nil then
self:E(self.lid.."ERROR: EventData.IniUnit=nil in event BIRTH!")
self:E(EventData)
return
end
-- Player unit and name.
local _unitName=EventData.IniUnitName
local playerunit, playername=self:_GetPlayerUnitAndName(_unitName)
-- Debug info.
self:T(self.lid.."BIRTH: unit = "..tostring(EventData.IniUnitName))
self:T(self.lid.."BIRTH: group = "..tostring(EventData.IniGroupName))
self:T(self.lid.."BIRTH: player = "..tostring(playername))
-- Check if player entered.
if playerunit and playername then
local _uid=playerunit:GetID()
local _group=playerunit:GetGroup()
local _callsign=playerunit:GetCallsign()
-- Debug output.
local text=string.format("Pilot %s, callsign %s entered unit %s of group %s.", playername, _callsign, _unitName, _group:GetName())
self:T(self.lid..text)
MESSAGE:New(text, 5):ToAllIf(self.Debug)
-- Add F10 radio menu for player.
if not self.menudisabled then
SCHEDULER:New(nil, self._AddF10Commands, {self,_unitName}, 0.1)
end
-- Player data.
local playerData={} --#SCORE.PlayerData
-- Player unit, client and callsign.
playerData.unit = playerunit
playerData.unitname = _unitName
playerData.group = _group
playerData.groupname = _group:GetName()
playerData.name = playername
playerData.callsign = playerData.unit:GetCallsign()
playerData.client = CLIENT:FindByName(_unitName, nil, true)
playerData.coalition = _group:GetCoalition()
playerData.hit = playerData.hit or {}
-- Init player data.
self.players[playername]=playerData
end
end
--- Handles the OnHit event for the scoring.
-- @param #SCORE self
-- @param Core.Event#EVENTDATA Event
function SCORE:_EventOnHit(Event)
self:F( { Event } )
local InitUnit = nil
local InitUNIT = nil
local InitUnitName = ""
local InitGroup = nil
local InitGroupName = ""
local InitPlayerName = nil
local InitCoalition = nil
local InitCategory = nil
local InitType = nil
local InitUnitCoalition = nil
local InitUnitCategory = nil
local InitUnitType = nil
local TargetUnit = nil
local TargetUNIT = nil
local TargetUnitName = ""
local TargetGroup = nil
local TargetGroupName = ""
local TargetPlayerName = nil
local TargetCoalition = nil
local TargetCategory = nil
local TargetType = nil
local TargetUnitCoalition = nil
local TargetUnitCategory = nil
local TargetUnitType = nil
if Event.IniDCSUnit then
InitUnit = Event.IniDCSUnit
InitUNIT = Event.IniUnit
InitUnitName = Event.IniDCSUnitName
InitGroup = Event.IniDCSGroup
InitGroupName = Event.IniDCSGroupName
InitPlayerName = Event.IniPlayerName
InitCoalition = Event.IniCoalition
InitCategory = Event.IniCategory
InitType = Event.IniTypeName
InitUnitCoalition = _SCORINGCoalition[InitCoalition]
InitUnitCategory = _SCORINGCategory[InitCategory]
InitUnitType = InitType
self:T( { InitUnitName, InitGroupName, InitPlayerName, InitCoalition, InitCategory, InitType , InitUnitCoalition, InitUnitCategory, InitUnitType } )
end
if Event.TgtDCSUnit then
TargetUnit = Event.TgtDCSUnit
TargetUNIT = Event.TgtUnit
TargetUnitName = Event.TgtDCSUnitName
TargetGroup = Event.TgtDCSGroup
TargetGroupName = Event.TgtDCSGroupName
TargetPlayerName = Event.TgtPlayerName
TargetCoalition = Event.TgtCoalition
TargetCategory = Event.TgtCategory
TargetType = Event.TgtTypeName
TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
TargetUnitCategory = _SCORINGCategory[TargetCategory]
TargetUnitType = TargetType
end
-- Current time.
local Tnow=timer.getTime()
if InitPlayerName~=nil then -- It is a player that is hitting something
self:T("Hitting Something")
-- What is he hitting?
if TargetCategory then
-- A target got hit, score it.
-- Player contains the score data from self.Players[InitPlayerName]
local player=self.Players[InitPlayerName] --#SCORE.PlayerData
-- Hit table.
player.hit[TargetUnitName]=player.hit[TargetUnitName] or {}
local hit=player.hit[TargetUnitName] --#SCORE.HitData
hit.score = hit.score or 0
hit.penalty = hit.penalty or 0
hit.timeStamp = hit.timeStamp or 0
hit.unit = hit.unit or TargetUNIT
hit.threatLevel, hit.threatType = hit.unit:GetThreatLevel()
-- Only grant hit scores if there was more than one second between the last hit.
if Tnow-hit.timeStamp>1 then
-- Update timestamp
hit.timeStamp = Tnow
if TargetPlayerName~=nil then
-- It is a player hitting another player ...
hit.otherplayer=true
end
local Score = 0
if InitCoalition then -- A coalition object was hit.
if InitCoalition == TargetCoalition then
------------------
-- Hit Friendly --
------------------
hit.friendly=true
player.penalty = player.penalty-10
hit.penalty=hit.penalty-10
-- Check if target was another player.
if TargetPlayerName~=nil then -- It is a player hitting another player ...
else
end
-- Write penalty to CSV file.
--self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_PENALTY", 1, -10, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else
----------------
-- Hit Enemey --
----------------
hit.friendly=true
player.score=player.score+1
hit.score=hit.score+1
--hit.scoreHit = hit.ScoreHit + 1
-- Check if it was a player.
if TargetPlayerName~=nil then -- It is a player hitting another player ...
else
end
-- Write score to CSV file. Score 1 PT.
end
else -- A scenery object was hit.
end
end
end
end
end
--- Track DEAD or CRASH events for the scoring.
-- @param #SCORING self
-- @param Core.Event#EVENTDATA Event
function SCORING:_EventOnDeadOrCrash( Event )
self:F( { Event } )
local TargetUnit = nil
local TargetGroup = nil
local TargetUnitName = ""
local TargetGroupName = ""
local TargetPlayerName = ""
local TargetCoalition = nil
local TargetCategory = nil
local TargetType = nil
local TargetUnitCoalition = nil
local TargetUnitCategory = nil
local TargetUnitType = nil
if Event.IniDCSUnit then
TargetUnit = Event.IniUnit
TargetUnitName = Event.IniDCSUnitName
TargetGroup = Event.IniDCSGroup
TargetGroupName = Event.IniDCSGroupName
TargetPlayerName = Event.IniPlayerName
TargetCoalition = Event.IniCoalition
TargetCategory = Event.IniCategory
TargetType = Event.IniTypeName
TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
TargetUnitCategory = _SCORINGCategory[TargetCategory]
TargetUnitType = TargetType
self:T( { TargetUnitName, TargetGroupName, TargetPlayerName, TargetCoalition, TargetCategory, TargetType } )
end
-- Player contains the score and reference data for the player.
for PlayerName, _player in pairs(self.Players) do
local player=_player --#SCORE.PlayerData
if player and player.unit and player.unit:IsAlive() then
self:T( "Something got destroyed" )
-- Some variables
local InitUnitName = Player.UnitName
local InitUnitType = Player.UnitType
local InitCoalition = Player.UnitCoalition
local InitCategory = Player.UnitCategory
local InitUnitCoalition = _SCORINGCoalition[InitCoalition]
local InitUnitCategory = _SCORINGCategory[InitCategory]
self:T( { InitUnitName, InitUnitType, InitUnitCoalition, InitCoalition, InitUnitCategory, InitCategory } )
local Destroyed = false
local hit=player.hit[TargetUnitName] --#SCORE.HitData
-- What is the player destroying?
if hit and hit.timeStamp~=0 then -- Was there a hit for this unit for this player before registered?
local TargetThreatLevel = hit.threatLevel
local TargetThreatType = hit.threatType
Player.Destroy[TargetCategory] = Player.Destroy[TargetCategory] or {}
Player.Destroy[TargetCategory][TargetType] = Player.Destroy[TargetCategory][TargetType] or {}
local destroy={} --#SCORE.DestroyData
-- PlayerDestroy contains the destroy score data per category and target type of the player.
local TargetDestroy = Player.Destroy[TargetCategory][TargetType]
TargetDestroy.Score = TargetDestroy.Score or 0
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy or 0
TargetDestroy.Penalty = TargetDestroy.Penalty or 0
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy or 0
if TargetCoalition then
if InitCoalition == TargetCoalition then
---
-- Hit Friendly
---
local ThreatLevelTarget = TargetThreatLevel
local ThreatTypeTarget = TargetThreatType
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
local ThreatPenalty = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyPenalty / 10 )
self:F( { ThreatLevel = ThreatPenalty, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
Player.Penalty = Player.Penalty + ThreatPenalty
TargetDestroy.Penalty = TargetDestroy.Penalty + ThreatPenalty
TargetDestroy.PenaltyDestroy = TargetDestroy.PenaltyDestroy + 1
if Player.HitPlayers[TargetPlayerName] then
-- A player destroyed another friendly player.
else
-- A player destroyed another friendly target.
end
-- Write CSV penalty.
Destroyed = true
--self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_PENALTY", 1, ThreatPenalty, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
else
---
-- Hit Enemy
---
local ThreatLevelTarget = TargetThreatLevel
local ThreatTypeTarget = TargetThreatType
local ThreatLevelPlayer = Player.ThreatLevel / 10 + 1
local ThreatScore = math.ceil( ( ThreatLevelTarget / ThreatLevelPlayer ) * self.ScaleDestroyScore / 10 )
self:F( { ThreatLevel = ThreatScore, ThreatLevelTarget = ThreatLevelTarget, ThreatTypeTarget = ThreatTypeTarget, ThreatLevelPlayer = ThreatLevelPlayer } )
Player.Score = Player.Score + ThreatScore
TargetDestroy.Score = TargetDestroy.Score + ThreatScore
TargetDestroy.ScoreDestroy = TargetDestroy.ScoreDestroy + 1
if Player.HitPlayers[TargetPlayerName] then
-- A player destroyed another enemy player.
else
-- A player destroyed another enemy target.
end
-- Write CSV.
Destroyed = true
--self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, ThreatScore, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
local UnitName = TargetUnit:GetName()
-- Scoring for special objects.
local Score = self.ScoringObjects[UnitName]
if Score then
Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE
:NewType( self.DisplayMessagePrefix .. "Special target '" .. TargetUnitCategory .. " ( " .. ThreatTypeTarget .. " ) " .. " destroyed! " ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information
)
:ToAllIf( self:IfMessagesScore() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesScore() and self:IfMessagesToCoalition() )
-- Write CSV file.
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true
end
-- Check if there are Zones where the destruction happened.
for ZoneName, ScoreZoneData in pairs(self.ScoringZones) do
self:F( { ScoringZone = ScoreZoneData } )
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
local Score = ScoreZoneData.Score
-- Check if target is in zone.
if ScoreZone:IsVec2InZone( TargetUnit:GetVec2() ) then
Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score
MESSAGE
:NewType( self.DisplayMessagePrefix .. "Target destroyed in zone '" .. ScoreZone:GetName() .. "'." ..
"Player '" .. PlayerName .. "' receives an extra " .. Score .. " points! " ..
"Total: " .. Player.Score - Player.Penalty,
MESSAGE.Type.Information )
:ToAllIf( self:IfMessagesZone() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesZone() and self:IfMessagesToCoalition() )
-- Write CSV.
self:ScoreCSV( PlayerName, TargetPlayerName, "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
Destroyed = true
end
end
end
else
---
-- Scenery Destroyed
---
-- Check if there are Zones where the destruction happened.
for ZoneName, ScoreZoneData in pairs(self.ScoringZones) do
local ScoreZone = ScoreZoneData.ScoreZone -- Core.Zone#ZONE_BASE
local Score = ScoreZoneData.Score
if ScoreZone:IsVec2InZone(TargetUnit:GetVec2()) then
Player.Score = Player.Score + Score
TargetDestroy.Score = TargetDestroy.Score + Score
-- Player destroyed scenery in scoring zone.
--Write CSV.
Destroyed = true
--self:ScoreCSV( PlayerName, "", "DESTROY_SCORE", 1, Score, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, "", "Scenery", TargetUnitType )
end
end
end
-- Delete now the hit cache if the target was destroyed.
-- Otherwise points will be granted every time a target gets killed by the players that hit that target.
-- This is only relevant for player to player destroys.
if Destroyed then
Player.Hit[TargetCategory][TargetUnitName].TimeStamp = 0
end
end
end
end
end
--- On before "Save" event. Checks if io and lfs are available.
-- @param #SCORE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path (Optional) Path where the file is saved. Default is the DCS root installation folder or your "Saved Games\\DCS" folder if the lfs module is desanitized.
-- @param #string filename (Optional) File name for saving the player grades. Default is "SCORE-<ALIAS>_LSOgrades.csv".
function SCORE:onbeforeSave(From, Event, To, path, filename)
-- Check io module is available.
if not io then
self:E(self.lid.."ERROR: io not desanitized. Can't save player grades.")
return false
end
-- Check default path.
if path==nil and not lfs then
self:E(self.lid.."WARNING: lfs not desanitized. Results will be saved in DCS installation root directory rather than your \"Saved Games/DCS\" folder.")
end
return true
end
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "Save" event. Player data is saved to file.
-- @param #SCORE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #string path Path where the file is saved. If nil, file is saved in the DCS root installtion directory or your "Saved Games" folder if lfs was desanitized.
-- @param #string filename (Optional) File name for saving the player grades. Default is "SCORE-<ALIAS>_LSOgrades.csv".
function SCORE:onafterSave(From, Event, To, path, filename)
--- Function that saves data to file
local function _savefile(filename, data)
local f = io.open(filename, "wb")
if f then
f:write(data)
f:close()
end
end
-- Set path or default.
if lfs then
path=path or lfs.writedir()
end
-- Set file name.
filename=filename or string.format("Score.csv")
-- Set path.
if path~=nil then
filename=path.."\\"..filename
end
-- Header line
local scores="Name,Pass,Points Final,Points Pass,Grade,Details,Wire,Tgroove,Case,Wind,Modex,Airframe,Carrier Type,Carrier Name,Theatre,Mission Time,Mission Date,OS Date\n"
local scores="Name,Player Unit,Player Coalition,Player Category,Score Type,Target Category,Target Name, Target Coalition,Target Player,Target Score,Mission Date, Mission Time, OS Date"
-- Loop over all players.
local n=0
for playername,grades in pairs(self.playerscores) do
-- Loop over player grades table.
for i,_grade in pairs(grades) do
local grade=_grade --#SCORE.LSOgrade
-- Check some stuff that could be nil.
local wire="n/a"
if grade.wire and grade.wire<=4 then
wire=tostring(grade.wire)
end
local Tgroove="n/a"
if grade.Tgroove and grade.Tgroove<=360 and grade.case<3 then
Tgroove=tostring(UTILS.Round(grade.Tgroove, 1))
end
local finalscore="n/a"
if grade.finalscore then
finalscore=tostring(UTILS.Round(grade.finalscore, 1))
end
-- Compile grade line.
scores=scores..string.format("%s,%d,%s,%.1f,%s,%s,%s,%s,%d,%s,%s,%s,%s,%s,%s,%s,%s,%s\n",
playername, i, finalscore, grade.points, grade.grade, grade.details, wire, Tgroove, grade.case,
grade.wind, grade.modex, grade.airframe, grade.carriertype, grade.carriername, grade.theatre, grade.mitime, grade.midate, grade.osdate)
n=n+1
end
end
-- Info
local text=string.format("Saving %d player LSO grades to file %s", n, filename)
self:I(self.lid..text)
-- Save file.
_savefile(filename, scores)
end
+33 -16
View File
@@ -284,9 +284,11 @@ function SCORING:New( GameName )
-- Default fratricide penalty level (maximum penalty that can be assigned to a player before he gets kicked).
self:SetFratricide( self.ScaleDestroyPenalty * 3 )
self.penaltyonfratricide = true
-- Default penalty when a player changes coalition.
self:SetCoalitionChangePenalty( self.ScaleDestroyPenalty )
self.penaltyoncoalitionchange = true
self:SetDisplayMessagePrefix()
@@ -582,6 +584,23 @@ function SCORING:SetFratricide( Fratricide )
return self
end
--- Decide if fratricide is leading to penalties (true) or not (false)
-- @param #SCORING self
-- @param #boolean OnOff Switch for Fratricide
-- @return #SCORING
function SCORING:SwitchFratricide( OnOff )
self.penaltyonfratricide = OnOff
return self
end
--- Decide if a change of coalition is leading to penalties (true) or not (false)
-- @param #SCORING self
-- @param #boolean OnOff Switch for Coalition Changes.
-- @return #SCORING
function SCORING:SwitchTreason( OnOff )
self.penaltyoncoalitionchange = OnOff
return self
end
--- When a player changes the coalition, he can receive a penalty score.
-- Use the method @{#SCORING.SetCoalitionChangePenalty}() to define the penalty when a player changes coalition.
@@ -647,14 +666,15 @@ function SCORING:_AddPlayerFromUnit( UnitData )
if not self.Players[PlayerName].UnitCoalition then
self.Players[PlayerName].UnitCoalition = UnitCoalition
else
if self.Players[PlayerName].UnitCoalition ~= UnitCoalition then
self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + 50
-- TODO: switch for coalition changes, make penalty alterable
if self.Players[PlayerName].UnitCoalition ~= UnitCoalition and self.penaltyoncoalitionchange then
self.Players[PlayerName].Penalty = self.Players[PlayerName].Penalty + self.CoalitionChangePenalty or 50
self.Players[PlayerName].PenaltyCoalition = self.Players[PlayerName].PenaltyCoalition + 1
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' changed coalition from " .. _SCORINGCoalition[self.Players[PlayerName].UnitCoalition] .. " to " .. _SCORINGCoalition[UnitCoalition] ..
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). 50 Penalty points added.",
"(changed " .. self.Players[PlayerName].PenaltyCoalition .. " times the coalition). ".. self.CoalitionChangePenalty .."Penalty points added.",
MESSAGE.Type.Information
):ToAll()
self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -50, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType,
self:ScoreCSV( PlayerName, "", "COALITION_PENALTY", 1, -1*self.CoalitionChangePenalty, self.Players[PlayerName].UnitName, _SCORINGCoalition[self.Players[PlayerName].UnitCoalition], _SCORINGCategory[self.Players[PlayerName].UnitCategory], self.Players[PlayerName].UnitType,
UnitName, _SCORINGCoalition[UnitCoalition], _SCORINGCategory[UnitCategory], UnitData:GetTypeName() )
end
end
@@ -666,10 +686,9 @@ function SCORING:_AddPlayerFromUnit( UnitData )
self.Players[PlayerName].UNIT = UnitData
self.Players[PlayerName].ThreatLevel = UnitThreatLevel
self.Players[PlayerName].ThreatType = UnitThreatType
-- TODO: DCS bug concerning Units with skill level client don't get destroyed in multi player. This logic is deactivated until this bug gets fixed.
--[[
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 then
-- TODO: make fratricide switchable
if self.Players[PlayerName].Penalty > self.Fratricide * 0.50 and self.penaltyonfratricide then
if self.Players[PlayerName].PenaltyWarning < 1 then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "': WARNING! If you continue to commit FRATRICIDE and have a PENALTY score higher than " .. self.Fratricide .. ", you will be COURT MARTIALED and DISMISSED from this mission! \nYour total penalty is: " .. self.Players[PlayerName].Penalty,
MESSAGE.Type.Information
@@ -678,14 +697,12 @@ function SCORING:_AddPlayerFromUnit( UnitData )
end
end
if self.Players[PlayerName].Penalty > self.Fratricide then
if self.Players[PlayerName].Penalty > self.Fratricide and self.penaltyonfratricide then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. PlayerName .. "' committed FRATRICIDE, he will be COURT MARTIALED and is DISMISSED from this mission!",
MESSAGE.Type.Information
):ToAll()
UnitData:GetGroup():Destroy()
end
--]]
end
end
@@ -1125,9 +1142,9 @@ function SCORING:_EventOnHit( Event )
if InitCoalition then -- A coalition object was hit, probably a static.
if InitCoalition == TargetCoalition then
-- TODO: Penalty according scale
Player.Penalty = Player.Penalty + 10
PlayerHit.Penalty = PlayerHit.Penalty + 10
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1
Player.Penalty = Player.Penalty + 10 --* self.ScaleDestroyPenalty
PlayerHit.Penalty = PlayerHit.Penalty + 10 --* self.ScaleDestroyPenalty
PlayerHit.PenaltyHit = PlayerHit.PenaltyHit + 1 * self.ScaleDestroyPenalty
MESSAGE
:NewType( self.DisplayMessagePrefix .. "Player '" .. Event.WeaponPlayerName .. "' hit friendly target " ..
@@ -1687,7 +1704,7 @@ function SCORING:ReportScoreGroupDetailed( PlayerGroup )
self:F( { ReportMissions, ScoreMissions, PenaltyMissions } )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
PlayerMessage =
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )%s%s%s%s%s",
@@ -1743,7 +1760,7 @@ function SCORING:ReportScoreAllSummary( PlayerGroup )
self:F( { ReportMissions, ScoreMissions, PenaltyMissions } )
local PlayerScore = ScoreHits + ScoreDestroys + ScoreCoalitionChanges + ScoreGoals + ScoreMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + ScoreGoals + PenaltyMissions
local PlayerPenalty = PenaltyHits + PenaltyDestroys + PenaltyCoalitionChanges + PenaltyGoals + PenaltyMissions
PlayerMessage =
string.format( "Player '%s' Score = %d ( %d Score, -%d Penalties )",
+482 -163
View File
@@ -1,201 +1,520 @@
--- **Functional** -- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
--
-- ===
--
--
-- ## Features:
--
--
-- * When SAM sites are being fired upon, the SAMs will take evasive action will reposition themselves when possible.
-- * When SAM sites are being fired upon, the SAMs will take defensive action by shutting down their radars.
--
-- * SEAD calculates the time it takes for a HARM to reach the target - and will attempt to minimize the shut-down time.
-- * Detection and evasion of shots has a random component based on the skill level of the SAM groups.
--
-- ===
--
--
-- ## Missions:
--
--
-- [SEV - SEAD Evasion](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SEV%20-%20SEAD%20Evasion)
--
--
-- ===
--
-- ### Authors: **FlightControl**
--
--
-- ### Authors: **FlightControl**, **applevangelist**
--
-- Last Update: Feb 2022
--
-- ===
--
--
-- @module Functional.Sead
-- @image SEAD.JPG
--- @type SEAD
---
-- @type SEAD
-- @extends Core.Base#BASE
--- Make SAM sites execute evasive and defensive behaviour when being fired upon.
--
--
-- This class is very easy to use. Just setup a SEAD object by using @{#SEAD.New}() and SAMs will evade and take defensive action when being fired upon.
-- Once a HARM attack is detected, SEAD will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
-- vehicles around (*if* they are drivable, that is). There's a component of randomness in detection and evasion, which is based on the
-- skill set of the SAM set (the higher the skill, the more likely). When a missile is fired from far away, the SAM will stay active for a
-- period of time to stay defensive, before it takes evasive actions.
--
-- # Constructor:
--
--
-- Use the @{#SEAD.New}() constructor to create a new SEAD object.
--
--
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
--
--
-- @field #SEAD
SEAD = {
ClassName = "SEAD",
TargetSkill = {
Average = { Evade = 50, DelayOff = { 10, 25 }, DelayOn = { 10, 30 } } ,
Good = { Evade = 30, DelayOff = { 8, 20 }, DelayOn = { 20, 40 } } ,
High = { Evade = 15, DelayOff = { 5, 17 }, DelayOn = { 30, 50 } } ,
Excellent = { Evade = 10, DelayOff = { 3, 10 }, DelayOn = { 30, 60 } }
},
SEADGroupPrefixes = {}
ClassName = "SEAD",
TargetSkill = {
Average = { Evade = 30, DelayOn = { 40, 60 } } ,
Good = { Evade = 20, DelayOn = { 30, 50 } } ,
High = { Evade = 15, DelayOn = { 20, 40 } } ,
Excellent = { Evade = 10, DelayOn = { 10, 30 } }
},
SEADGroupPrefixes = {},
SuppressedGroups = {},
EngagementRange = 75, -- default 75% engagement range Feature Request #1355
Padding = 10,
CallBack = nil,
UseCallBack = false,
debug = false,
}
--- Missile enumerators
-- @field Harms
SEAD.Harms = {
["AGM_88"] = "AGM_88",
["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
["ALARM"] = "ALARM",
["LD-10"] = "LD-10",
["X_58"] = "X_58",
["X_28"] = "X_28",
["X_25"] = "X_25",
["X_31"] = "X_31",
["Kh25"] = "Kh25",
["BGM_109"] = "BGM_109",
["AGM_154"] = "AGM_154",
["HY-2"] = "HY-2",
}
--- Missile enumerators - from DCS ME and Wikipedia
-- @field HarmData
SEAD.HarmData = {
-- km and mach
["AGM_88"] = { 150, 3},
["AGM_45"] = { 12, 2},
["AGM_122"] = { 16.5, 2.3},
["AGM_84"] = { 280, 0.8},
["ALARM"] = { 45, 2},
["LD-10"] = { 60, 4},
["X_58"] = { 70, 4},
["X_28"] = { 80, 2.5},
["X_25"] = { 25, 0.76},
["X_31"] = {150, 3},
["Kh25"] = {25, 0.8},
["BGM_109"] = {460, 0.705}, --in-game ~465kn
["AGM_154"] = {130, 0.61},
["HY-2"] = {90,1},
}
--- Creates the main object which is handling defensive actions for SA sites or moving SA vehicles.
-- When an anti radiation missile is fired (KH-58, KH-31P, KH-31A, KH-25MPU, HARM missiles), the SA will shut down their radars and will take evasive actions...
-- Chances are big that the missile will miss.
-- @param table{string,...}|string SEADGroupPrefixes which is a table of Prefixes of the SA Groups in the DCSRTE on which evasive actions need to be taken.
-- @return SEAD
-- @param #SEAD self
-- @param #table SEADGroupPrefixes Table of #string entries or single #string, which is a table of Prefixes of the SA Groups in the DCS mission editor on which evasive actions need to be taken.
-- @param #number Padding (Optional) Extra number of seconds to add to radar switch-back-on time
-- @return #SEAD self
-- @usage
-- -- CCCP SEAD Defenses
-- -- Defends the Russian SA installations from SEAD attacks.
-- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } )
function SEAD:New( SEADGroupPrefixes )
function SEAD:New( SEADGroupPrefixes, Padding )
local self = BASE:Inherit( self, BASE:New() )
self:F( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
end
else
self.SEADGroupNames[SEADGroupPrefixes] = SEADGroupPrefixes
end
self:HandleEvent( EVENTS.Shot )
return self
local self = BASE:Inherit( self, FSM:New() )
self:T( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
end
else
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
end
local padding = Padding or 10
if padding < 10 then padding = 10 end
self.Padding = padding
self.UseEmissionsOnOff = true
self.debug = false
self.CallBack = nil
self.UseCallBack = false
self:HandleEvent( EVENTS.Shot, self.HandleEventShot )
-- Start State.
self:SetStartState("Running")
self:AddTransition("*", "ManageEvasion", "*")
self:AddTransition("*", "CalculateHitZone", "*")
self:I("*** SEAD - Started Version 0.4.3")
return self
end
--- Detects if an SA site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @see SEAD
-- @param #SEAD
--- Update the active SEAD Set (while running)
-- @param #SEAD self
-- @param #table SEADGroupPrefixes The prefixes to add, note: can also be a single #string
-- @return #SEAD self
function SEAD:UpdateSet( SEADGroupPrefixes )
self:T( SEADGroupPrefixes )
if type( SEADGroupPrefixes ) == 'table' then
for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do
self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix
end
else
self.SEADGroupPrefixes[SEADGroupPrefixes] = SEADGroupPrefixes
end
return self
end
--- Sets the engagement range of the SAMs. Defaults to 75% to make it more deadly. Feature Request #1355
-- @param #SEAD self
-- @param #number range Set the engagement range in percent, e.g. 55 (default 75)
-- @return #SEAD self
function SEAD:SetEngagementRange(range)
self:T( { range } )
range = range or 75
if range < 0 or range > 100 then
range = 75
end
self.EngagementRange = range
self:T(string.format("*** SEAD - Engagement range set to %s",range))
return self
end
--- Set the padding in seconds, which extends the radar off time calculated by SEAD
-- @param #SEAD self
-- @param #number Padding Extra number of seconds to add for the switch-on (default 10 seconds)
-- @return #SEAD self
function SEAD:SetPadding(Padding)
self:T( { Padding } )
local padding = Padding or 10
if padding < 10 then padding = 10 end
self.Padding = padding
return self
end
--- Set SEAD to use emissions on/off in addition to alarm state.
-- @param #SEAD self
-- @param #boolean Switch True for on, false for off.
-- @return #SEAD self
function SEAD:SwitchEmissions(Switch)
self:T({Switch})
self.UseEmissionsOnOff = Switch
return self
end
--- Add an object to call back when going evasive.
-- @param #SEAD self
-- @param #table Object The object to call. Needs to have object functions as follows:
-- `:SeadSuppressionPlanned(Group, Name, SuppressionStartTime, SuppressionEndTime)`
-- `:SeadSuppressionStart(Group, Name)`,
-- `:SeadSuppressionEnd(Group, Name)`,
-- @return #SEAD self
function SEAD:AddCallBack(Object)
self:T({Class=Object.ClassName})
self.CallBack = Object
self.UseCallBack = true
return self
end
--- (Internal) Check if a known HARM was fired
-- @param #SEAD self
-- @param #string WeaponName
-- @return #boolean Returns true for a match
-- @return #string name Name of hit in table
function SEAD:_CheckHarms(WeaponName)
self:T( { WeaponName } )
local hit = false
local name = ""
for _,_name in pairs (SEAD.Harms) do
if string.find(WeaponName,_name,1,true) then
hit = true
name = _name
break
end
end
return hit, name
end
--- (Internal) Return distance in meters between two coordinates or -1 on error.
-- @param #SEAD self
-- @param Core.Point#COORDINATE _point1 Coordinate one
-- @param Core.Point#COORDINATE _point2 Coordinate two
-- @return #number Distance in meters
function SEAD:_GetDistance(_point1, _point2)
self:T("_GetDistance")
if _point1 and _point2 then
local distance1 = _point1:Get2DDistance(_point2)
local distance2 = _point1:DistanceFromPointVec2(_point2)
--self:T({dist1=distance1, dist2=distance2})
if distance1 and type(distance1) == "number" then
return distance1
elseif distance2 and type(distance2) == "number" then
return distance2
else
self:E("*****Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
else
self:E("******Cannot calculate distance!")
self:E({_point1,_point2})
return -1
end
end
--- (Internal) Calculate hit zone of an AGM-88
-- @param #SEAD self
-- @param #table SEADWeapon DCS.Weapon object
-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
-- @param #number height Height when the missile was fired
-- @param Wrapper.Group#GROUP SEADGroup Attacker group
-- @param #string SEADWeaponName Weapon Name
-- @return #SEAD self
function SEAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup,SEADWeaponName)
self:T("**** Calculating hit zone for " .. (SEADWeaponName or "None"))
if SEADWeapon and SEADWeapon:isExist() then
--local pos = SEADWeapon:getPoint()
-- postion and height
local position = SEADWeapon:getPosition()
local mheight = height
-- heading
local wph = math.atan2(position.x.z, position.x.x)
if wph < 0 then
wph=wph+2*math.pi
end
wph=math.deg(wph)
-- velocity
local wpndata = SEAD.HarmData["AGM_88"]
if string.find(SEADWeaponName,"154",1) then
wpndata = SEAD.HarmData["AGM_154"]
end
local mveloc = math.floor(wpndata[2] * 340.29)
local c1 = (2*mheight*9.81)/(mveloc^2)
local c2 = (mveloc^2) / 9.81
local Ropt = c2 * math.sqrt(c1+1)
if height <= 5000 then
Ropt = Ropt * 0.72
elseif height <= 7500 then
Ropt = Ropt * 0.82
elseif height <= 10000 then
Ropt = Ropt * 0.87
elseif height <= 12500 then
Ropt = Ropt * 0.98
end
-- look at a couple of zones across the trajectory
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph)
if predpos then
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
if self.debug then
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
end
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterZones({targetzone}):FilterOnce()
local tgtcoord = targetzone:GetRandomPointVec2()
--if tgtcoord and tgtcoord.ClassName == "COORDINATE" then
--local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtgrp = seadset:GetRandom()
local _targetgroup = nil
local _targetgroupname = "none"
local _targetskill = "Random"
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:ManageEvasion(_targetskill,_targetgroup,pos0,"AGM_88",SEADGroup, 20)
end
--end
end
end
end
return self
end
--- (Internal) Handle Evasion
-- @param #SEAD self
-- @param #string _targetskill
-- @param Wrapper.Group#GROUP _targetgroup
-- @param Core.Point#COORDINATE SEADPlanePos
-- @param #string SEADWeaponName
-- @param Wrapper.Group#GROUP SEADGroup Attacker Group
-- @param #number timeoffset Offset for tti calc
-- @return #SEAD self
function SEAD:onafterManageEvasion(From,Event,To,_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup,timeoffset)
local timeoffset = timeoffset or 0
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ]
end
--self:T( _targetskill )
if self.TargetSkill[_targetskill] then
local _evade = math.random (1,100) -- random number for chance of evading action
if (_evade > self.TargetSkill[_targetskill].Evade) then
self:T("*** SEAD - Evading")
-- calculate distance of attacker
local _targetpos = _targetgroup:GetCoordinate()
local _distance = self:_GetDistance(SEADPlanePos, _targetpos)
-- weapon speed
local hit, data = self:_CheckHarms(SEADWeaponName)
local wpnspeed = 666 -- ;)
local reach = 10
if hit then
local wpndata = SEAD.HarmData[data]
reach = wpndata[1] * 1,1
local mach = wpndata[2]
wpnspeed = math.floor(mach * 340.29)
end
-- time to impact
local _tti = math.floor(_distance / wpnspeed) - timeoffset -- estimated impact time
if _distance > 0 then
_distance = math.floor(_distance / 1000) -- km
else
_distance = 0
end
self:T( string.format("*** SEAD - target skill %s, distance %dkm, reach %dkm, tti %dsec", _targetskill, _distance,reach,_tti ))
if reach >= _distance then
self:T("*** SEAD - Shot in Reach")
local function SuppressionStart(args)
self:T(string.format("*** SEAD - %s Radar Off & Relocating",args[2]))
local grp = args[1] -- Wrapper.Group#GROUP
local name = args[2] -- #string Group Name
local attacker = args[3] -- Wrapper.Group#GROUP
if self.UseEmissionsOnOff then
grp:EnableEmission(false)
end
grp:OptionAlarmStateGreen() -- needed else we cannot move around
grp:RelocateGroundRandomInRadius(20,300,false,false,"Diamond")
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionStart(grp,name,attacker)
end
end
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
if self.UseEmissionsOnOff then
grp:EnableEmission(true)
end
grp:OptionAlarmStateRed()
grp:OptionEngageRange(self.EngagementRange)
self.SuppressedGroups[name] = false
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionEnd(grp,name)
end
end
-- randomize switch-on time
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
if delay > _tti then delay = delay / 2 end -- speed up
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 _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))
timer.scheduleFunction(SuppressionStart,{_targetgroup,_targetgroupname, SEADGroup},SuppressionStartTime)
timer.scheduleFunction(SuppressionStop,{_targetgroup,_targetgroupname},SuppressionEndTime)
self.SuppressedGroups[_targetgroupname] = true
if self.UseCallBack then
local object = self.CallBack
object:SeadSuppressionPlanned(_targetgroup,_targetgroupname,SuppressionStartTime,SuppressionEndTime, SEADGroup)
end
end
end
end
end
return self
end
--- (Internal) Detects if an SAM site was shot with an anti radiation missile. In this case, take evasive actions based on the skill level set within the ME.
-- @param #SEAD self
-- @param Core.Event#EVENTDATA EventData
function SEAD:OnEventShot( EventData )
self:F( { EventData } )
-- @return #SEAD self
function SEAD:HandleEventShot( EventData )
self:T( { EventData.id } )
local SEADPlane = EventData.IniUnit -- Wrapper.Unit#UNIT
local SEADGroup = EventData.IniGroup -- Wrapper.Group#GROUP
local SEADPlanePos = SEADPlane:GetCoordinate() -- Core.Point#COORDINATE
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
local SEADUnit = EventData.IniDCSUnit
local SEADUnitName = EventData.IniDCSUnitName
local SEADWeapon = EventData.Weapon -- Identify the weapon fired
local SEADWeaponName = EventData.WeaponName -- return weapon type
-- Start of the 2nd loop
self:T( "Missile Launched = " .. SEADWeaponName )
--if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD
if SEADWeaponName == "weapons.missiles.X_58" --Kh-58U anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.Kh25MP_PRGS1VP" --Kh-25MP anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.X_25MP" --Kh-25MPU anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.X_28" --Kh-28 anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.X_31P" --Kh-31P anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_45A" --AGM-45A anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_45" --AGM-45B anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_88" --AGM-88C anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.AGM_122" --AGM-122 Sidearm anti-radiation missiles fired
or
SEADWeaponName == "weapons.missiles.ALARM" --ALARM anti-radiation missiles fired
then
local _evade = math.random (1,100) -- random number for chance of evading action
local _targetMim = EventData.Weapon:getTarget() -- Identify target
local _targetMimname = Unit.getName(_targetMim)
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
local _targetMimgroupName = _targetMimgroup:getName()
local _targetMimcont= _targetMimgroup:getController()
local _targetskill = _DATABASE.Templates.Units[_targetMimname].Template.skill
self:T( self.SEADGroupPrefixes )
self:T( _targetMimgroupName )
local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
if string.find( _targetMimgroupName, SEADGroupPrefix, 1, true ) then
SEADGroupFound = true
self:T( 'Group Found' )
break
end
end
if SEADGroupFound == true then
if _targetskill == "Random" then -- when skill is random, choose a skill
local Skills = { "Average", "Good", "High", "Excellent" }
_targetskill = Skills[ math.random(1,4) ]
end
self:T( _targetskill )
if self.TargetSkill[_targetskill] then
if (_evade > self.TargetSkill[_targetskill].Evade) then
self:T( string.format("Evading, target skill " ..string.format(_targetskill)) )
local _targetMim = Weapon.getTarget(SEADWeapon)
local _targetMimname = Unit.getName(_targetMim)
local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon))
local _targetMimcont= _targetMimgroup:getController()
routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly
local SuppressedGroups1 = {} -- unit suppressed radar off for a random time
local function SuppressionEnd1(id)
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
SuppressedGroups1[id.groupName] = nil
end
local id = {
groupName = _targetMimgroup,
ctrl = _targetMimcont
}
local delay1 = math.random(self.TargetSkill[_targetskill].DelayOff[1], self.TargetSkill[_targetskill].DelayOff[2])
if SuppressedGroups1[id.groupName] == nil then
SuppressedGroups1[id.groupName] = {
SuppressionEndTime1 = timer.getTime() + delay1,
SuppressionEndN1 = SuppressionEndCounter1 --Store instance of SuppressionEnd() scheduled function
}
Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN)
timer.scheduleFunction(SuppressionEnd1, id, SuppressedGroups1[id.groupName].SuppressionEndTime1) --Schedule the SuppressionEnd() function
--trigger.action.outText( string.format("Radar Off " ..string.format(delay1)), 20)
end
local SuppressedGroups = {}
local function SuppressionEnd(id)
id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED)
SuppressedGroups[id.groupName] = nil
end
local id = {
groupName = _targetMimgroup,
ctrl = _targetMimcont
}
local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2])
if SuppressedGroups[id.groupName] == nil then
SuppressedGroups[id.groupName] = {
SuppressionEndTime = timer.getTime() + delay,
SuppressionEndN = SuppressionEndCounter --Store instance of SuppressionEnd() scheduled function
}
timer.scheduleFunction(SuppressionEnd, id, SuppressedGroups[id.groupName].SuppressionEndTime) --Schedule the SuppressionEnd() function
--trigger.action.outText( string.format("Radar On " ..string.format(delay)), 20)
end
end
end
end
end
self:T( "*** SEAD - Missile Launched = " .. SEADWeaponName)
--self:T({ SEADWeapon })
if self:_CheckHarms(SEADWeaponName) then
self:T( '*** SEAD - Weapon Match' )
local _targetskill = "Random"
local _targetgroupname = "none"
local _target = EventData.Weapon:getTarget() -- Identify target
if not _target or self.debug then -- AGM-88 or 154 w/o target data
self:E("***** SEAD - No target data for " .. (SEADWeaponName or "None"))
if string.find(SEADWeaponName,"AGM_88",1,true) or string.find(SEADWeaponName,"AGM_154",1,true) then
self:I("**** Tracking AGM-88/154 with no target data.")
local pos0 = SEADPlane:GetCoordinate()
local fheight = SEADPlane:GetHeight()
self:__CalculateHitZone(20,SEADWeapon,pos0,fheight,SEADGroup,SEADWeaponName)
end
return self
end
local targetcat = _target:getCategory() -- Identify category
local _targetUnit = nil -- Wrapper.Unit#UNIT
local _targetgroup = nil -- Wrapper.Group#GROUP
self:T(string.format("*** Targetcat = %d",targetcat))
if targetcat == Object.Category.UNIT then -- UNIT
self:T("*** Target Category UNIT")
_targetUnit = UNIT:Find(_target) -- Wrapper.Unit#UNIT
if _targetUnit and _targetUnit:IsAlive() then
_targetgroup = _targetUnit:GetGroup()
_targetgroupname = _targetgroup:GetName() -- group name
local _targetUnitName = _targetUnit:GetName()
_targetUnit:GetSkill()
_targetskill = _targetUnit:GetSkill()
end
elseif targetcat == Object.Category.STATIC then
self:T("*** Target Category STATIC")
local seadset = SET_GROUP:New():FilterPrefixes(self.SEADGroupPrefixes):FilterOnce()
local targetpoint = _target:getPoint() or {x=0,y=0,z=0}
local tgtcoord = COORDINATE:NewFromVec3(targetpoint)
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
end
end
-- see if we are shot at
local SEADGroupFound = false
for SEADGroupPrefixID, SEADGroupPrefix in pairs( self.SEADGroupPrefixes ) do
self:T("Target = ".. _targetgroupname .. " | Prefix = " .. SEADGroupPrefix )
if string.find( _targetgroupname, SEADGroupPrefix,1,true ) then
SEADGroupFound = true
self:T( '*** SEAD - Group Match Found' )
break
end
end
if SEADGroupFound == true then -- yes we are being attacked
self:ManageEvasion(_targetskill,_targetgroup,SEADPlanePos,SEADWeaponName,SEADGroup)
end
end
return self
end
@@ -0,0 +1,667 @@
--- **Functional** -- Short Range Air Defense System
--
-- ===
--
-- **SHORAD** - Short Range Air Defense System
-- Controls a network of short range air/missile defense groups.
--
-- ===
--
-- ## Missions:
--
-- ### [SHORAD - Short Range Air Defense](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/master/SRD%20-%20SHORAD%20Defense)
--
-- ===
--
-- ### Author : **applevangelist **
--
-- @module Functional.Shorad
-- @image Functional.Shorad.jpg
--
-- Date: Nov 2021
-------------------------------------------------------------------------
--- **SHORAD** class, extends Core.Base#BASE
-- @type SHORAD
-- @field #string ClassName
-- @field #string name Name of this Shorad
-- @field #boolean debug Set the debug state
-- @field #string Prefixes String to be used to build the @{#Core.Set#SET_GROUP}
-- @field #number Radius Shorad defense radius in meters
-- @field Core.Set#SET_GROUP Groupset The set of Shorad groups
-- @field Core.Set#SET_GROUP Samset The set of SAM groups to defend
-- @field #string Coalition The coalition of this Shorad
-- @field #number ActiveTimer How long a Shorad stays active after wake-up in seconds
-- @field #table ActiveGroups Table for the timer function
-- @field #string lid The log ID for the dcs.log
-- @field #boolean DefendHarms Default true, intercept incoming HARMS
-- @field #boolean DefendMavs Default true, intercept incoming AG-Missiles
-- @field #number DefenseLowProb Default 70, minimum detection limit
-- @field #number DefenseHighProb Default 90, maximim detection limit
-- @field #boolean UseEmOnOff Decide if we are using Emission on/off (default) or AlarmState red/green.
-- @extends Core.Base#BASE
--- *Good friends are worth defending.* Mr Tushman, Wonder (the Movie)
--
-- Simple Class for a more intelligent Short Range Air Defense System
--
-- #SHORAD
-- Moose derived missile intercepting short range defense system.
-- Protects a network of SAM sites. Uses events to switch on the defense groups closest to the enemy.
-- Easily integrated with @{Functional.Mantis#MANTIS} to complete the defensive system setup.
--
-- ## Usage
--
-- Set up a #SET_GROUP for the SAM sites to be protected:
--
-- `local SamSet = SET_GROUP:New():FilterPrefixes("Red SAM"):FilterCoalitions("red"):FilterStart()`
--
-- By default, SHORAD will defense against both HARMs and AG-Missiles with short to medium range. The default defense probability is 70-90%.
-- When a missile is detected, SHORAD will activate defense groups in the given radius around the target for 10 minutes. It will *not* react to friendly fire.
--
-- ### Start a new SHORAD system, parameters are:
--
-- * Name: Name of this SHORAD.
-- * ShoradPrefix: Filter for the Shorad #SET_GROUP.
-- * Samset: The #SET_GROUP of SAM sites to defend.
-- * Radius: Defense radius in meters.
-- * ActiveTimer: Determines how many seconds the systems stay on red alert after wake-up call.
-- * Coalition: Coalition, i.e. "blue", "red", or "neutral".*
--
-- `myshorad = SHORAD:New("RedShorad", "Red SHORAD", SamSet, 25000, 600, "red")`
--
-- ## Customize options
--
-- * SHORAD:SwitchDebug(debug)
-- * SHORAD:SwitchHARMDefense(onoff)
-- * SHORAD:SwitchAGMDefense(onoff)
-- * SHORAD:SetDefenseLimits(low,high)
-- * SHORAD:SetActiveTimer(seconds)
-- * SHORAD:SetDefenseRadius(meters)
--
-- @field #SHORAD
SHORAD = {
ClassName = "SHORAD",
name = "MyShorad",
debug = false,
Prefixes = "",
Radius = 20000,
Groupset = nil,
Samset = nil,
Coalition = nil,
ActiveTimer = 600, --stay on 10 mins
ActiveGroups = {},
lid = "",
DefendHarms = true,
DefendMavs = true,
DefenseLowProb = 70,
DefenseHighProb = 90,
UseEmOnOff = false,
}
-----------------------------------------------------------------------
-- SHORAD System
-----------------------------------------------------------------------
do
-- TODO Complete list?
--- Missile enumerators
-- @field Harms
SHORAD.Harms = {
["AGM_88"] = "AGM_88",
["AGM_45"] = "AGM_45",
["AGM_122"] = "AGM_122",
["AGM_84"] = "AGM_84",
["AGM_45"] = "AGM_45",
["ALARM"] = "ALARM",
["LD-10"] = "LD-10",
["X_58"] = "X_58",
["X_28"] = "X_28",
["X_25"] = "X_25",
["X_31"] = "X_31",
["Kh25"] = "Kh25",
}
--- TODO complete list?
-- @field Mavs
SHORAD.Mavs = {
["AGM"] = "AGM",
["C-701"] = "C-701",
["Kh25"] = "Kh25",
["Kh29"] = "Kh29",
["Kh31"] = "Kh31",
["Kh66"] = "Kh66",
--["BGM_109"] = "BGM_109",
}
--- Instantiates a new SHORAD object
-- @param #SHORAD self
-- @param #string Name Name of this SHORAD
-- @param #string ShoradPrefix Filter for the Shorad #SET_GROUP
-- @param Core.Set#SET_GROUP Samset The #SET_GROUP of SAM sites to defend
-- @param #number Radius Defense radius in meters, used to switch on SHORAD groups **within** this radius
-- @param #number ActiveTimer Determines how many seconds the systems stay on red alert after wake-up call
-- @param #string Coalition Coalition, i.e. "blue", "red", or "neutral"
-- @param #boolean UseEmOnOff Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch)
-- @retunr #SHORAD self
function SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff)
local self = BASE:Inherit( self, FSM:New() )
self:T({Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition})
local GroupSet = SET_GROUP:New():FilterPrefixes(ShoradPrefix):FilterCoalitions(Coalition):FilterCategoryGround():FilterStart()
self.name = Name or "MyShorad"
self.Prefixes = ShoradPrefix or "SAM SHORAD"
self.Radius = Radius or 20000
self.Coalition = Coalition or "blue"
self.Samset = Samset or GroupSet
self.ActiveTimer = ActiveTimer or 600
self.ActiveGroups = {}
self.Groupset = GroupSet
self.DefendHarms = true
self.DefendMavs = true
self.DefenseLowProb = 70 -- probability to detect a missile shot, low margin
self.DefenseHighProb = 90 -- probability to detect a missile shot, high margin
self.UseEmOnOff = UseEmOnOff or false -- Decide if we are using Emission on/off (default) or AlarmState red/green
self:I("*** SHORAD - Started Version 0.3.1")
-- Set the string id for output to DCS.log file.
self.lid=string.format("SHORAD %s | ", self.name)
self:_InitState()
self:HandleEvent(EVENTS.Shot, self.HandleEventShot)
-- Start State.
self:SetStartState("Running")
self:AddTransition("*", "WakeUpShorad", "*")
self:AddTransition("*", "CalculateHitZone", "*")
return self
end
--- Initially set all groups to alarm state GREEN
-- @param #SHORAD self
function SHORAD:_InitState()
self:T(self.lid .. " _InitState")
local table = {}
local set = self.Groupset
self:T({set = set})
local aliveset = set:GetAliveSet() --#table
for _,_group in pairs (aliveset) do
if self.UseEmOnOff then
--_group:SetAIOff()
_group:EnableEmission(false)
_group:OptionAlarmStateRed() --Wrapper.Group#GROUP
else
_group:OptionAlarmStateGreen() --Wrapper.Group#GROUP
end
_group:OptionDisperseOnAttack(30)
end
-- gather entropy
for i=1,100 do
math.random()
end
return self
end
--- Switch debug state on
-- @param #SHORAD self
-- @param #boolean debug Switch debug on (true) or off (false)
function SHORAD:SwitchDebug(onoff)
self:T( { onoff } )
if onoff then
self:SwitchDebugOn()
else
self.SwitchDebugOff()
end
return self
end
--- Switch debug state on
-- @param #SHORAD self
function SHORAD:SwitchDebugOn()
self.debug = true
--tracing
BASE:TraceOn()
BASE:TraceClass("SHORAD")
return self
end
--- Switch debug state off
-- @param #SHORAD self
function SHORAD:SwitchDebugOff()
self.debug = false
BASE:TraceOff()
return self
end
--- Switch defense for HARMs
-- @param #SHORAD self
-- @param #boolean onoff
function SHORAD:SwitchHARMDefense(onoff)
self:T( { onoff } )
local onoff = onoff or true
self.DefendHarms = onoff
return self
end
--- Switch defense for AGMs
-- @param #SHORAD self
-- @param #boolean onoff
function SHORAD:SwitchAGMDefense(onoff)
self:T( { onoff } )
local onoff = onoff or true
self.DefendMavs = onoff
return self
end
--- Set defense probability limits
-- @param #SHORAD self
-- @param #number low Minimum detection limit, integer 1-100
-- @param #number high Maximum detection limit integer 1-100
function SHORAD:SetDefenseLimits(low,high)
self:T( { low, high } )
local low = low or 70
local high = high or 90
if (low < 0) or (low > 100) or (low > high) then
low = 70
end
if (high < 0) or (high > 100) or (high < low ) then
high = 90
end
self.DefenseLowProb = low
self.DefenseHighProb = high
return self
end
--- Set the number of seconds a SHORAD site will stay active
-- @param #SHORAD self
-- @param #number seconds Number of seconds systems stay active
function SHORAD:SetActiveTimer(seconds)
self:T(self.lid .. " SetActiveTimer")
local timer = seconds or 600
if timer < 0 then
timer = 600
end
self.ActiveTimer = timer
return self
end
--- Set the number of meters for the SHORAD defense zone
-- @param #SHORAD self
-- @param #number meters Radius of the defense search zone in meters. #SHORADs in this range around a targeted group will go active
function SHORAD:SetDefenseRadius(meters)
self:T(self.lid .. " SetDefenseRadius")
local radius = meters or 20000
if radius < 0 then
radius = 20000
end
self.Radius = radius
return self
end
--- Set using Emission on/off instead of changing alarm state
-- @param #SHORAD self
-- @param #boolean switch Decide if we are changing alarm state or AI state
function SHORAD:SetUsingEmOnOff(switch)
self:T(self.lid .. " SetUsingEmOnOff")
self.UseEmOnOff = switch or false
return self
end
--- Check if a HARM was fired
-- @param #SHORAD self
-- @param #string WeaponName
-- @return #boolean Returns true for a match
function SHORAD:_CheckHarms(WeaponName)
self:T(self.lid .. " _CheckHarms")
self:T( { WeaponName } )
local hit = false
if self.DefendHarms then
for _,_name in pairs (SHORAD.Harms) do
if string.find(WeaponName,_name,1,true) then hit = true end
end
end
return hit
end
--- Check if an AGM was fired
-- @param #SHORAD self
-- @param #string WeaponName
-- @return #boolean Returns true for a match
function SHORAD:_CheckMavs(WeaponName)
self:T(self.lid .. " _CheckMavs")
self:T( { WeaponName } )
local hit = false
if self.DefendMavs then
for _,_name in pairs (SHORAD.Mavs) do
if string.find(WeaponName,_name,1,true) then hit = true end
end
end
return hit
end
--- Check the coalition of the attacker
-- @param #SHORAD self
-- @param #string Coalition name
-- @return #boolean Returns false for a match
function SHORAD:_CheckCoalition(Coalition)
self:T(self.lid .. " _CheckCoalition")
local owncoalition = self.Coalition
local othercoalition = ""
if Coalition == 0 then
othercoalition = "neutral"
elseif Coalition == 1 then
othercoalition = "red"
else
othercoalition = "blue"
end
self:T({owncoalition = owncoalition, othercoalition = othercoalition})
if owncoalition ~= othercoalition then
return true
else
return false
end
end
--- Check if the missile is aimed at a SHORAD
-- @param #SHORAD self
-- @param #string TargetGroupName Name of the target group
-- @return #boolean Returns true for a match, else false
function SHORAD:_CheckShotAtShorad(TargetGroupName)
self:T(self.lid .. " _CheckShotAtShorad")
local tgtgrp = TargetGroupName
local shorad = self.Groupset
local shoradset = shorad:GetAliveSet() --#table
local returnname = false
for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1, true) then
returnname = true
--_groups:RelocateGroundRandomInRadius(7,100,false,false) -- be a bit evasive
end
end
return returnname
end
--- Check if the missile is aimed at a SAM site
-- @param #SHORAD self
-- @param #string TargetGroupName Name of the target group
-- @return #boolean Returns true for a match, else false
function SHORAD:_CheckShotAtSams(TargetGroupName)
self:T(self.lid .. " _CheckShotAtSams")
local tgtgrp = TargetGroupName
local shorad = self.Samset
--local shoradset = shorad:GetAliveSet() --#table
local shoradset = shorad:GetSet() --#table
local returnname = false
for _,_groups in pairs (shoradset) do
local groupname = _groups:GetName()
if string.find(groupname, tgtgrp, 1, true) then
returnname = true
end
end
return returnname
end
--- Calculate if the missile shot is detected
-- @param #SHORAD self
-- @return #boolean Returns true for a detection, else false
function SHORAD:_ShotIsDetected()
self:T(self.lid .. " _ShotIsDetected")
if self.debug then return true end
local IsDetected = false
local DetectionProb = math.random(self.DefenseLowProb, self.DefenseHighProb) -- reference value
local ActualDetection = math.random(1,100) -- value for this shot
if ActualDetection <= DetectionProb then
IsDetected = true
end
return IsDetected
end
--- Wake up #SHORADs in a zone with diameter Radius for ActiveTimer seconds
-- @param #SHORAD self
-- @param #string TargetGroup Name of the target group used to build the #ZONE
-- @param #number Radius Radius of the #ZONE
-- @param #number ActiveTimer Number of seconds to stay active
-- @param #number TargetCat (optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
-- @usage Use this function to integrate with other systems, example
--
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
-- myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")
-- myshorad:SwitchDebug(true)
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720)
-- mymantis:Start()
function SHORAD:onafterWakeUpShorad(From, Event, To, TargetGroup, Radius, ActiveTimer, TargetCat)
self:T(self.lid .. " WakeUpShorad")
self:T({TargetGroup, Radius, ActiveTimer, TargetCat})
local targetcat = TargetCat or Object.Category.UNIT
local targetgroup = TargetGroup
local targetvec2 = nil
if targetcat == Object.Category.UNIT then
targetvec2 = GROUP:FindByName(targetgroup):GetVec2()
elseif targetcat == Object.Category.STATIC then
targetvec2 = STATIC:FindByName(targetgroup,false):GetVec2()
else
local samset = self.Samset
local sam = samset:GetRandom()
targetvec2 = sam:GetVec2()
end
local targetzone = ZONE_RADIUS:New("Shorad",targetvec2,Radius) -- create a defense zone to check
local groupset = self.Groupset --Core.Set#SET_GROUP
local shoradset = groupset:GetAliveSet() --#table
-- local function to switch off shorad again
local function SleepShorad(group)
local groupname = group:GetName()
self.ActiveGroups[groupname] = nil
if self.UseEmOnOff then
group:EnableEmission(false)
--group:SetAIOff()
else
group:OptionAlarmStateGreen()
end
local text = string.format("Sleeping SHORAD %s", group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
end
-- go through set and find the one(s) to activate
for _,_group in pairs (shoradset) do
if _group:IsAnyInZone(targetzone) then
local text = string.format("Waking up SHORAD %s", _group:GetName())
self:T(text)
local m = MESSAGE:New(text,10,"SHORAD"):ToAllIf(self.debug)
if self.UseEmOnOff then
--_group:SetAIOn()
_group:EnableEmission(true)
end
_group:OptionAlarmStateRed()
local groupname = _group:GetName()
if self.ActiveGroups[groupname] == nil then -- no timer yet for this group
self.ActiveGroups[groupname] = { Timing = ActiveTimer }
local endtime = timer.getTime() + (ActiveTimer * math.random(75,100) / 100 ) -- randomize wakeup a bit
timer.scheduleFunction(SleepShorad, _group, endtime)
end
end
end
return self
end
--- (Internal) Calculate hit zone of an AGM-88
-- @param #SHORAD self
-- @param #table SEADWeapon DCS.Weapon object
-- @param Core.Point#COORDINATE pos0 Position of the plane when it fired
-- @param #number height Height when the missile was fired
-- @param Wrapper.Group#GROUP SEADGroup Attacker group
-- @return #SHORAD self
function SHORAD:onafterCalculateHitZone(From,Event,To,SEADWeapon,pos0,height,SEADGroup)
self:T("**** Calculating hit zone")
if SEADWeapon and SEADWeapon:isExist() then
--local pos = SEADWeapon:getPoint()
-- postion and height
local position = SEADWeapon:getPosition()
local mheight = height
-- heading
local wph = math.atan2(position.x.z, position.x.x)
if wph < 0 then
wph=wph+2*math.pi
end
wph=math.deg(wph)
-- velocity
local wpndata = SEAD.HarmData["AGM_88"]
local mveloc = math.floor(wpndata[2] * 340.29)
local c1 = (2*mheight*9.81)/(mveloc^2)
local c2 = (mveloc^2) / 9.81
local Ropt = c2 * math.sqrt(c1+1)
if height <= 5000 then
Ropt = Ropt * 0.72
elseif height <= 7500 then
Ropt = Ropt * 0.82
elseif height <= 10000 then
Ropt = Ropt * 0.87
elseif height <= 12500 then
Ropt = Ropt * 0.98
end
-- look at a couple of zones across the trajectory
for n=1,3 do
local dist = Ropt - ((n-1)*20000)
local predpos= pos0:Translate(dist,wph)
if predpos then
local targetzone = ZONE_RADIUS:New("Target Zone",predpos:GetVec2(),20000)
if self.debug then
predpos:MarkToAll(string.format("height=%dm | heading=%d | velocity=%ddeg | Ropt=%dm",mheight,wph,mveloc,Ropt),false)
targetzone:DrawZone(coalition.side.BLUE,{0,0,1},0.2,nil,nil,3,true)
end
local seadset = self.Groupset
local tgtcoord = targetzone:GetRandomPointVec2()
local tgtgrp = seadset:FindNearestGroupFromPointVec2(tgtcoord)
local _targetgroup = nil
local _targetgroupname = "none"
local _targetskill = "Random"
if tgtgrp and tgtgrp:IsAlive() then
_targetgroup = tgtgrp
_targetgroupname = tgtgrp:GetName() -- group name
_targetskill = tgtgrp:GetUnit(1):GetSkill()
self:T("*** Found Target = ".. _targetgroupname)
self:WakeUpShorad(_targetgroupname, self.Radius, self.ActiveTimer, Object.Category.UNIT)
end
end
end
end
return self
end
--- Main function - work on the EventData
-- @param #SHORAD self
-- @param Core.Event#EVENTDATA EventData The event details table data set
function SHORAD:HandleEventShot( EventData )
self:T( { EventData } )
self:T(self.lid .. " HandleEventShot")
--local ShootingUnit = EventData.IniDCSUnit
--local ShootingUnitName = EventData.IniDCSUnitName
local ShootingWeapon = EventData.Weapon -- Identify the weapon fired
local ShootingWeaponName = EventData.WeaponName -- return weapon type
-- get firing coalition
local weaponcoalition = EventData.IniGroup:GetCoalition()
-- get detection probability
if self:_CheckCoalition(weaponcoalition) then --avoid overhead on friendly fire
local IsDetected = self:_ShotIsDetected()
-- convert to text
local DetectedText = "false"
if IsDetected then
DetectedText = "true"
end
local text = string.format("%s Missile Launched = %s | Detected probability state is %s", self.lid, ShootingWeaponName, DetectedText)
self:T( text )
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
--
if (self:_CheckHarms(ShootingWeaponName) or self:_CheckMavs(ShootingWeaponName)) and IsDetected then
-- get target data
local targetdata = EventData.Weapon:getTarget() -- Identify target
-- Is there target data?
if not targetdata or self.debug then
if string.find(ShootingWeaponName,"AGM_88",1,true) then
self:I("**** Tracking AGM-88 with no target data.")
local pos0 = EventData.IniUnit:GetCoordinate()
local fheight = EventData.IniUnit:GetHeight()
self:__CalculateHitZone(20,ShootingWeapon,pos0,fheight,EventData.IniGroup)
end
return self
end
local targetcat = targetdata:getCategory() -- Identify category
self:T(string.format("Target Category (3=STATIC, 1=UNIT)= %s",tostring(targetcat)))
self:T({targetdata})
local targetunit = nil
if targetcat == Object.Category.UNIT then -- UNIT
targetunit = UNIT:Find(targetdata)
elseif targetcat == Object.Category.STATIC then -- STATIC
--self:T("Static Target Data")
--self:T({targetdata:isExist()})
--self:T({targetdata:getPoint()})
local tgtcoord = COORDINATE:NewFromVec3(targetdata:getPoint())
--tgtcoord:MarkToAll("Missile Target",true)
local tgtgrp1 = self.Samset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord1 = tgtgrp1:GetCoordinate()
--tgtcoord1:MarkToAll("Close target SAM",true)
local tgtgrp2 = self.Groupset:FindNearestGroupFromPointVec2(tgtcoord)
local tgtcoord2 = tgtgrp2:GetCoordinate()
--tgtcoord2:MarkToAll("Close target SHORAD",true)
local dist1 = tgtcoord:Get2DDistance(tgtcoord1)
local dist2 = tgtcoord:Get2DDistance(tgtcoord2)
if dist1 < dist2 then
targetunit = tgtgrp1
targetcat = Object.Category.UNIT
else
targetunit = tgtgrp2
targetcat = Object.Category.UNIT
end
end
--local targetunitname = Unit.getName(targetdata) -- Unit name
if targetunit and targetunit:IsAlive() then
local targetunitname = targetunit:GetName()
--local targetgroup = Unit.getGroup(Weapon.getTarget(ShootingWeapon)) --targeted group
local targetgroup = nil
local targetgroupname = "none"
if targetcat == Object.Category.UNIT then
if targetunit.ClassName == "UNIT" then
targetgroup = targetunit:GetGroup()
elseif targetunit.ClassName == "GROUP" then
targetgroup = targetunit
end
targetgroupname = targetgroup:GetName() -- group name
elseif targetcat == Object.Category.STATIC then
targetgroup = targetunit
targetgroupname = targetunitname
end
local text = string.format("%s Missile Target = %s", self.lid, tostring(targetgroupname))
self:T( text )
local m = MESSAGE:New(text,10,"Info"):ToAllIf(self.debug)
-- check if we or a SAM site are the target
--local TargetGroup = EventData.TgtGroup -- Wrapper.Group#GROUP
local shotatus = self:_CheckShotAtShorad(targetgroupname) --#boolean
local shotatsams = self:_CheckShotAtSams(targetgroupname) --#boolean
-- if being shot at, find closest SHORADs to activate
if shotatsams or shotatus then
self:T({shotatsams=shotatsams,shotatus=shotatus})
self:WakeUpShorad(targetgroupname, self.Radius, self.ActiveTimer, targetcat)
end
end
end
end
return self
end
--
end
-----------------------------------------------------------------------
-- SHORAD end
-----------------------------------------------------------------------
File diff suppressed because it is too large Load Diff
@@ -715,20 +715,21 @@ do -- ZONE_CAPTURE_COALITION
local UnitHit = EventData.TgtUnit
if UnitHit.ClassName ~= "SCENERY" then
-- Check if unit is inside the capture zone and that it is of the defending coalition.
if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.Coalition then
-- Update last hit time.
self.HitTimeLast=timer.getTime()
-- Only trigger attacked event if not already in state "Attacked".
if self:GetState()~="Attacked" then
self:F2("Hit ==> Attack")
self:Attack()
end
if UnitHit and UnitHit:IsInZone(self) and UnitHit:GetCoalition()==self.Coalition then
-- Update last hit time.
self.HitTimeLast=timer.getTime()
-- Only trigger attacked event if not already in state "Attacked".
if self:GetState()~="Attacked" then
self:F2("Hit ==> Attack")
self:Attack()
end
end
end
end
end
@@ -890,12 +891,14 @@ do -- ZONE_CAPTURE_COALITION
end
-- Status text.
local text=string.format("CAPTURE ZONE %s: Owner=%s (Previous=%s): #blue=%d, #red=%d, Status %s", self:GetZoneName(), self:GetCoalitionName(), UTILS.GetCoalitionName(self:GetPreviousCoalition()), nBlue, nRed, State)
local NewState = self:GetState()
if NewState~=State then
text=text..string.format(" --> %s", NewState)
if false then
local text=string.format("CAPTURE ZONE %s: Owner=%s (Previous=%s): #blue=%d, #red=%d, Status %s", self:GetZoneName(), self:GetCoalitionName(), UTILS.GetCoalitionName(self:GetPreviousCoalition()), nBlue, nRed, State)
local NewState = self:GetState()
if NewState~=State then
text=text..string.format(" --> %s", NewState)
end
self:I(text)
end
self:I(text)
end
+31 -3
View File
@@ -1,5 +1,4 @@
-- The order of the declarations is important here. Don't touch it.
--- GLOBALS: The order of the declarations is important here. Don't touch it.
--- Declare the event dispatcher based on the EVENT class
_EVENTDISPATCHER = EVENT:New() -- Core.Event#EVENT
@@ -10,9 +9,38 @@ _SCHEDULEDISPATCHER = SCHEDULEDISPATCHER:New() -- Core.ScheduleDispatcher#SCHEDU
--- Declare the main database object, which is used internally by the MOOSE classes.
_DATABASE = DATABASE:New() -- Core.Database#DATABASE
--- Settings
_SETTINGS = SETTINGS:Set()
_SETTINGS:SetPlayerMenuOn()
--- Register cargos.
_DATABASE:_RegisterCargos()
_DATABASE:_RegisterZones()
--- Register zones.
_DATABASE:_RegisterZones()
_DATABASE:_RegisterAirbases()
--- Check if os etc is available.
BASE:I("Checking de-sanitization of os, io and lfs:")
local __na=false
if os then
BASE:I("- os available")
else
BASE:I("- os NOT available! Some functions may not work.")
__na=true
end
if io then
BASE:I("- io available")
else
BASE:I("- io NOT available! Some functions may not work.")
__na=true
end
if lfs then
BASE:I("- lfs available")
else
BASE:I("- lfs NOT available! Some functions may not work.")
__na=true
end
if __na then
BASE:I("Check <DCS install folder>/Scripts/MissionScripting.lua and comment out the lines with sanitizeModule(''). Use at your own risk!)")
end
+43 -4
View File
@@ -2,10 +2,13 @@ __Moose.Include( 'Scripts/Moose/Utilities/Enums.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Routines.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Utils.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Profiler.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/Templates.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/STTS.lua' )
__Moose.Include( 'Scripts/Moose/Utilities/FiFo.lua' )
__Moose.Include( 'Scripts/Moose/Core/Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/Beacon.lua' )
__Moose.Include( 'Scripts/Moose/Core/UserFlag.lua' )
__Moose.Include( 'Scripts/Moose/Core/UserSound.lua' )
__Moose.Include( 'Scripts/Moose/Core/Report.lua' )
__Moose.Include( 'Scripts/Moose/Core/Scheduler.lua' )
__Moose.Include( 'Scripts/Moose/Core/ScheduleDispatcher.lua' )
@@ -20,14 +23,14 @@ __Moose.Include( 'Scripts/Moose/Core/Point.lua' )
__Moose.Include( 'Scripts/Moose/Core/Velocity.lua' )
__Moose.Include( 'Scripts/Moose/Core/Message.lua' )
__Moose.Include( 'Scripts/Moose/Core/Fsm.lua' )
__Moose.Include( 'Scripts/Moose/Core/Radio.lua' )
__Moose.Include( 'Scripts/Moose/Core/RadioQueue.lua' )
__Moose.Include( 'Scripts/Moose/Core/RadioSpeech.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spawn.lua' )
__Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' )
__Moose.Include( 'Scripts/Moose/Core/Timer.lua' )
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spot.lua' )
__Moose.Include( 'Scripts/Moose/Core/Astar.lua' )
__Moose.Include( 'Scripts/Moose/Core/MarkerOps_Base.lua' )
__Moose.Include( 'Scripts/Moose/Core/TextAndSound.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Object.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Identifiable.lua' )
@@ -40,6 +43,7 @@ __Moose.Include( 'Scripts/Moose/Wrapper/Static.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Airbase.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Scenery.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/Marker.lua' )
__Moose.Include( 'Scripts/Moose/Wrapper/DCSTask.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/Cargo.lua' )
__Moose.Include( 'Scripts/Moose/Cargo/CargoUnit.lua' )
@@ -67,11 +71,37 @@ __Moose.Include( 'Scripts/Moose/Functional/Suppression.lua' )
__Moose.Include( 'Scripts/Moose/Functional/PseudoATC.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Warehouse.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Fox.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Mantis.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Shorad.lua' )
__Moose.Include( 'Scripts/Moose/Functional/Autolase.lua' )
__Moose.Include( 'Scripts/Moose/Functional/AICSAR.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Airboss.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RecoveryTanker.lua' )
__Moose.Include( 'Scripts/Moose/Ops/RescueHelo.lua' )
__Moose.Include( 'Scripts/Moose/Ops/ATIS.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Auftrag.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Target.lua' )
__Moose.Include( 'Scripts/Moose/Ops/OpsGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/FlightGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/NavyGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/ArmyGroup.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Cohort.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Squadron.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Platoon.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Legion.lua' )
__Moose.Include( 'Scripts/Moose/Ops/AirWing.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Brigade.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Intelligence.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Commander.lua' )
__Moose.Include( 'Scripts/Moose/Ops/OpsTransport.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CSAR.lua' )
__Moose.Include( 'Scripts/Moose/Ops/CTLD.lua' )
__Moose.Include( 'Scripts/Moose/Ops/OpsZone.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Chief.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Flotilla.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Fleet.lua' )
__Moose.Include( 'Scripts/Moose/Ops/Awacs.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Balancer.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Air.lua' )
@@ -98,16 +128,25 @@ __Moose.Include( 'Scripts/Moose/AI/AI_Cargo.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_APC.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Helicopter.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Airplane.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Ship.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_APC.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Helicopter.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Airplane.lua' )
__Moose.Include( 'Scripts/Moose/AI/AI_Cargo_Dispatcher_Ship.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Assign.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Route.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Account.lua' )
__Moose.Include( 'Scripts/Moose/Actions/Act_Assist.lua' )
__Moose.Include( 'Scripts/Moose/Sound/UserSound.lua' )
__Moose.Include( 'Scripts/Moose/Sound/SoundOutput.lua' )
__Moose.Include( 'Scripts/Moose/Sound/Radio.lua' )
__Moose.Include( 'Scripts/Moose/Sound/RadioQueue.lua' )
__Moose.Include( 'Scripts/Moose/Sound/RadioSpeech.lua' )
__Moose.Include( 'Scripts/Moose/Sound/SRS.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/CommandCenter.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Mission.lua' )
__Moose.Include( 'Scripts/Moose/Tasking/Task.lua' )
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--- **Ops** - Brigade Warehouse.
--
-- **Main Features:**
--
-- * Manage platoons
-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
-- * Define rearming zones
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Brigade).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Brigade
-- @image OPS_Brigade_.png
--- BRIGADE class.
-- @type BRIGADE
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field #table rearmingZones Rearming zones. Each element is of type `#BRIGADE.SupplyZone`.
-- @field #table refuellingZones Refuelling zones. Each element is of type `#BRIGADE.SupplyZone`.
-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
-- @extends Ops.Legion#LEGION
--- *I am not afraid of an Army of lions lead by a sheep; I am afraid of sheep lead by a lion* -- Alexander the Great
--
-- ===
--
-- # The BRIGADE Concept
--
-- A BRIGADE consists of one or multiple PLATOONs. These platoons "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
--
-- @field #BRIGADE
BRIGADE = {
ClassName = "BRIGADE",
verbose = 0,
rearmingZones = {},
refuellingZones = {},
}
--- Supply Zone.
-- @type BRIGADE.SupplyZone
-- @field Core.Zone#ZONE zone The zone.
-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
-- @field #boolean markerOn If `true`, marker is on.
-- @field Wrapper.Marker#MARKER marker F10 marker.
--- BRIGADE class version.
-- @field #string version
BRIGADE.version="0.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Spawn when hosting warehouse is a ship or oil rig or gas platform.
-- TODO: Rearming zones.
-- TODO: Retreat zones.
-- DONE: Add weapon range.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new BRIGADE class object.
-- @param #BRIGADE self
-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
-- @param #string BrigadeName Name of the brigade.
-- @return #BRIGADE self
function BRIGADE:New(WarehouseName, BrigadeName)
-- Inherit everything from LEGION class.
local self=BASE:Inherit(self, LEGION:New(WarehouseName, BrigadeName)) -- #BRIGADE
-- Nil check.
if not self then
BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("BRIGADE %s | ", self.alias)
-- Defaults
self:SetRetreatZones()
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "ArmyOnMission", "*") -- An ARMYGROUP was send on a Mission (AUFTRAG).
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the BRIGADE. Initializes parameters and starts event handlers.
-- @function [parent=#BRIGADE] Start
-- @param #BRIGADE self
--- Triggers the FSM event "Start" after a delay. Starts the BRIGADE. Initializes parameters and starts event handlers.
-- @function [parent=#BRIGADE] __Start
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the BRIGADE and all its event handlers.
-- @param #BRIGADE self
--- Triggers the FSM event "Stop" after a delay. Stops the BRIGADE and all its event handlers.
-- @function [parent=#BRIGADE] __Stop
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "ArmyOnMission".
-- @function [parent=#BRIGADE] ArmyOnMission
-- @param #BRIGADE self
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "ArmyOnMission" after a delay.
-- @function [parent=#BRIGADE] __ArmyOnMission
-- @param #BRIGADE self
-- @param #number delay Delay in seconds.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "ArmyOnMission" event.
-- @function [parent=#BRIGADE] OnAfterArmyOnMission
-- @param #BRIGADE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup The ARMYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a platoon to the brigade.
-- @param #BRIGADE self
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
-- @return #BRIGADE self
function BRIGADE:AddPlatoon(Platoon)
-- Add platoon to brigade.
table.insert(self.cohorts, Platoon)
-- Add assets to platoon.
self:AddAssetToPlatoon(Platoon, Platoon.Ngroups)
-- Set brigade of platoon.
Platoon:SetBrigade(self)
-- Start platoon.
if Platoon:IsStopped() then
Platoon:Start()
end
return self
end
--- Add asset group(s) to platoon.
-- @param #BRIGADE self
-- @param Ops.Platoon#PLATOON Platoon The platoon object.
-- @param #number Nassets Number of asset groups to add.
-- @return #BRIGADE self
function BRIGADE:AddAssetToPlatoon(Platoon, Nassets)
if Platoon then
-- Get the template group of the platoon.
local Group=GROUP:FindByName(Platoon.templatename)
if Group then
-- Debug text.
local text=string.format("Adding asset %s to platoon %s", Group:GetName(), Platoon.name)
self:T(self.lid..text)
-- Add assets to airwing warehouse.
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Platoon.skill, Platoon.livery, Platoon.name)
else
self:E(self.lid.."ERROR: Group does not exist!")
end
else
self:E(self.lid.."ERROR: Platoon does not exit!")
end
return self
end
--- Define a set of retreat zones.
-- @param #BRIGADE self
-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
-- @return #BRIGADE self
function BRIGADE:SetRetreatZones(RetreatZoneSet)
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
return self
end
--- Add a retreat zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RetreatZone Retreat zone.
-- @return #BRIGADE self
function BRIGADE:AddRetreatZone(RetreatZone)
self.retreatZones:AddZone(RetreatZone)
return self
end
--- Get retreat zones.
-- @param #BRIGADE self
-- @return Core.Set#SET_ZONE Set of retreat zones.
function BRIGADE:GetRetreatZones()
return self.retreatZones
end
--- Add a rearming zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RearmingZone Rearming zone.
-- @return #BRIGADE.SupplyZone The rearming zone data.
function BRIGADE:AddRearmingZone(RearmingZone)
local rearmingzone={} --#BRIGADE.SupplyZone
rearmingzone.zone=RearmingZone
rearmingzone.mission=nil
rearmingzone.marker=MARKER:New(rearmingzone.zone:GetCoordinate(), "Rearming Zone"):ToCoalition(self:GetCoalition())
table.insert(self.rearmingZones, rearmingzone)
return rearmingzone
end
--- Add a refuelling zone.
-- @param #BRIGADE self
-- @param Core.Zone#ZONE RefuellingZone Refuelling zone.
-- @return #BRIGADE.SupplyZone The refuelling zone data.
function BRIGADE:AddRefuellingZone(RefuellingZone)
local supplyzone={} --#BRIGADE.SupplyZone
supplyzone.zone=RefuellingZone
supplyzone.mission=nil
supplyzone.marker=MARKER:New(supplyzone.zone:GetCoordinate(), "Refuelling Zone"):ToCoalition(self:GetCoalition())
table.insert(self.refuellingZones, supplyzone)
return supplyzone
end
--- Get platoon by name.
-- @param #BRIGADE self
-- @param #string PlatoonName Name of the platoon.
-- @return Ops.Platoon#PLATOON The Platoon object.
function BRIGADE:GetPlatoon(PlatoonName)
local platoon=self:_GetCohort(PlatoonName)
return platoon
end
--- Get platoon of an asset.
-- @param #BRIGADE self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
-- @return Ops.Platoon#PLATOON The platoon object.
function BRIGADE:GetPlatoonOfAsset(Asset)
local platoon=self:GetPlatoon(Asset.squadname)
return platoon
end
--- Remove asset from platoon.
-- @param #BRIGADE self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The platoon asset.
function BRIGADE:RemoveAssetFromPlatoon(Asset)
local platoon=self:GetPlatoonOfAsset(Asset)
if platoon then
platoon:DelAsset(Asset)
end
end
--- [ GROUND ] Function to load back an asset in the field that has been filed before.
-- @param #BRIGADE self
-- @param #string Templatename e.g."1 PzDv LogRg I\_AID-976" - that's the alias (name) of an platoon spawned as `"platoon - alias"_AID-"asset-ID"`
-- @param Core.Point#COORDINATE Position where to spawn the platoon
-- @return #BRIGADE self
-- @usage
-- Prerequisites:
-- Save the assets spawned by BRIGADE/CHIEF regularly (~every 5 mins) into a file, e.g. like this:
--
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- local BlueSaveOps = SET_GROUP:New():FilterCoalitions("blue"):FilterPrefixes("AID"):FilterCategoryGround():FilterOnce()
-- UTILS.SaveSetOfGroups(BlueSaveOps,Path,BlueOpsFilename)
--
-- where Path and Filename are strings, as chosen by you.
-- You can then load back the assets at the start of your next mission run. Be aware that it takes a couple of seconds for the
-- platoon data to arrive in brigade, so make this an action after ~20 seconds, e.g. like so:
--
-- function LoadBackAssets()
-- local Path = FilePath or "C:\\Users\\<yourname>\\Saved Games\\DCS\\Missions\\" -- example path
-- local BlueOpsFilename = BlueFileName or "ExamplePlatoonSave.csv" -- example filename
-- if UTILS.CheckFileExists(Path,BlueOpsFilename) then
-- local loadback = UTILS.LoadSetOfGroups(Path,BlueOpsFilename,false)
-- for _,_platoondata in pairs (loadback) do
-- local groupname = _platoondata.groupname -- #string
-- local coordinate = _platoondata.coordinate -- Core.Point#COORDINATE
-- Your_Brigade:LoadBackAssetInPosition(groupname,coordinate)
-- end
-- end
-- end
--
-- local AssetLoader = TIMER:New(LoadBackAssets)
-- AssetLoader:Start(20)
--
-- The assets loaded back into the mission will be considered for AUFTRAG type missions from CHIEF and BRIGADE.
function BRIGADE:LoadBackAssetInPosition(Templatename,Position)
self:T(self.lid .. "LoadBackAssetInPosition: " .. tostring(Templatename))
-- get Platoon alias from Templatename
local nametbl = UTILS.Split(Templatename,"_")
local name = nametbl[1]
self:T(string.format("*** Target Platoon = %s ***",name))
-- find a matching asset table from BRIGADE
local cohorts = self.cohorts or {}
local thisasset = nil --Functional.Warehouse#WAREHOUSE.Assetitem
local found = false
for _,_cohort in pairs(cohorts) do
local asset = _cohort:GetName()
self:T(string.format("*** Looking at Platoon = %s ***",asset))
if asset == name then
self:T("**** Found Platoon ****")
local cohassets = _cohort.assets or {}
for _,_zug in pairs (cohassets) do
local zug = _zug -- Functional.Warehouse#WAREHOUSE.Assetitem
if zug.assignment == name and zug.requested == false then
self:T("**** Found Asset ****")
found = true
thisasset = zug --Functional.Warehouse#WAREHOUSE.Assetitem
break
end
end
end
end
if found then
-- prep asset
thisasset.rid = thisasset.uid
thisasset.requested = false
thisasset.score=100
thisasset.missionTask="CAS"
thisasset.spawned = true
local template = thisasset.templatename
local alias = thisasset.spawngroupname
-- Spawn group
local spawnasset = SPAWN:NewWithAlias(template,alias)
:InitDelayOff()
:SpawnFromCoordinate(Position)
-- build a new self request
local request = {} --Functional.Warehouse#WAREHOUSE.Pendingitem
request.assignment = name
request.warehouse = self
request.assets = {thisasset}
request.ntransporthome = 0
request.ndelivered = 0
request.ntransport = 0
request.cargoattribute = thisasset.attribute
request.category = thisasset.category
request.cargoassets = {thisasset}
request.assetdesc = WAREHOUSE.Descriptor.ASSETLIST
request.cargocategory = thisasset.category
request.toself = true
request.transporttype = WAREHOUSE.TransportType.SELFPROPELLED
request.assetproblem = {}
request.born = true
request.prio = 50
request.uid = thisasset.uid
request.airbase = nil
request.timestamp = timer.getAbsTime()
request.assetdescval = {thisasset}
request.nasset = 1
request.cargogroupset = SET_GROUP:New()
request.cargogroupset:AddGroup(spawnasset)
request.iscargo = true
-- Call Brigade self
self:__AssetSpawned(2, spawnasset, thisasset, request)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start BRIGADE FSM.
-- @param #BRIGADE self
function BRIGADE:onafterStart(From, Event, To)
-- Start parent Warehouse.
self:GetParent(self, BRIGADE).onafterStart(self, From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting BRIGADE v%s", BRIGADE.version))
end
--- Update status.
-- @param #BRIGADE self
function BRIGADE:onafterStatus(From, Event, To)
-- Status of parent Warehouse.
self:GetParent(self).onafterStatus(self, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
----------------
-- Transport ---
----------------
self:CheckTransportQueue()
--------------
-- Mission ---
--------------
-- Check if any missions should be cancelled.
self:CheckMissionQueue()
---------------------
-- Rearming Zones ---
---------------------
for _,_rearmingzone in pairs(self.rearmingZones) do
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
if (not rearmingzone.mission) or rearmingzone.mission:IsOver() then
rearmingzone.mission=AUFTRAG:NewAMMOSUPPLY(rearmingzone.zone)
self:AddMission(rearmingzone.mission)
end
end
-----------------------
-- Refuelling Zones ---
-----------------------
-- Check refuelling zones.
for _,_supplyzone in pairs(self.refuellingZones) do
local supplyzone=_supplyzone --#BRIGADE.SupplyZone
-- Check if mission is nil or over.
if (not supplyzone.mission) or supplyzone.mission:IsOver() then
supplyzone.mission=AUFTRAG:NewFUELSUPPLY(supplyzone.zone)
self:AddMission(supplyzone.mission)
end
end
-----------
-- Info ---
-----------
-- General info:
if self.verbose>=1 then
-- Count missions not over yet.
local Nmissions=self:CountMissionsInQueue()
-- Asset count.
local Npq, Np, Nq=self:CountAssetsOnMission()
-- Asset string.
local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
-- Output.
local text=string.format("%s: Missions=%d, Platoons=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
self:I(self.lid..text)
end
------------------
-- Mission Info --
------------------
if self.verbose>=2 then
local text=string.format("Missions Total=%d:", #self.missionqueue)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
end
self:I(self.lid..text)
end
--------------------
-- Transport Info --
--------------------
if self.verbose>=2 then
local text=string.format("Transports Total=%d:", #self.transportqueue)
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
end
self:I(self.lid..text)
end
-------------------
-- Platoon Info --
-------------------
if self.verbose>=3 then
local text="Platoons:"
for i,_platoon in pairs(self.cohorts) do
local platoon=_platoon --Ops.Platoon#PLATOON
local callsign=platoon.callsignName and UTILS.GetCallsignName(platoon.callsignName) or "N/A"
local modex=platoon.modex and platoon.modex or -1
local skill=platoon.skill and tostring(platoon.skill) or "N/A"
-- Platoon text.
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", platoon.name, platoon:GetState(), platoon.aircrafttype, platoon:CountAssets(true), #platoon.assets, callsign, modex, skill)
end
self:I(self.lid..text)
end
-------------------
-- Rearming Info --
-------------------
if self.verbose>=4 then
local text="Rearming Zones:"
for i,_rearmingzone in pairs(self.rearmingZones) do
local rearmingzone=_rearmingzone --#BRIGADE.SupplyZone
-- Info text.
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", rearmingzone.zone:GetName(), rearmingzone.mission:GetState(), rearmingzone.mission:CountOpsGroups())
end
self:I(self.lid..text)
end
-------------------
-- Refuelling Info --
-------------------
if self.verbose>=4 then
local text="Refuelling Zones:"
for i,_refuellingzone in pairs(self.refuellingZones) do
local refuellingzone=_refuellingzone --#BRIGADE.SupplyZone
-- Info text.
text=text..string.format("\n* %s: Mission status=%s, suppliers=%d", refuellingzone.zone:GetName(), refuellingzone.mission:GetState(), refuellingzone.mission:CountOpsGroups())
end
self:I(self.lid..text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "ArmyOnMission".
-- @param #BRIGADE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function BRIGADE:onafterArmyOnMission(From, Event, To, ArmyGroup, Mission)
-- Debug info.
self:T(self.lid..string.format("Group %s on %s mission %s", ArmyGroup:GetName(), Mission:GetType(), Mission:GetName()))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- **Ops** - Fleet Warehouse.
--
-- **Main Features:**
--
-- * Manage flotillas
-- * Carry out ARTY and PATROLZONE missions (AUFTRAG)
--
-- ===
--
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/OPS%20-%20Fleet).
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Fleet
-- @image OPS_Fleet.png
--- FLEET class.
-- @type FLEET
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity of output.
-- @field Core.Set#SET_ZONE retreatZones Retreat zone set.
-- @field #boolean pathfinding Set pathfinding on for all spawned navy groups.
-- @extends Ops.Legion#LEGION
--- *A fleet of British ships at war are the best negotiators.* -- Horatio Nelson
--
-- ===
--
-- # The FLEET Concept
--
-- A FLEET consists of one or multiple FLOTILLAs. These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
--
-- # Basic Setup
--
-- A new `FLEET` object can be created with the @{#FLEET.New}(`WarehouseName`, `FleetName`) function, where `WarehouseName` is the name of the static or unit object hosting the fleet
-- and `FleetName` is the name you want to give the fleet. This must be *unique*!
--
-- myFleet=FLEET:New("myWarehouseName", "1st Fleet")
-- myFleet:SetPortZone(ZonePort1stFleet)
-- myFleet:Start()
--
-- A fleet needs a *port zone*, which is set via the @{#FLEET.SetPortZone}(`PortZone`) function. This is the zone where the naval assets are spawned and return to.
--
-- Finally, the fleet needs to be started using the @{#FLEET.Start}() function. If the fleet is not started, it will not process any requests.
--
-- ## Adding Flotillas
--
-- Flotillas can be added via the @{#FLEET.AddFlotilla}(`Flotilla`) function. See @{Ops.Flotilla#FLOTILLA} for how to create a flotilla.
--
-- myFleet:AddFlotilla(FlotillaTiconderoga)
-- myFleet:AddFlotilla(FlotillaPerry)
--
--
--
-- @field #FLEET
FLEET = {
ClassName = "FLEET",
verbose = 0,
pathfinding = false,
}
--- Supply Zone.
-- @type FLEET.SupplyZone
-- @field Core.Zone#ZONE zone The zone.
-- @field Ops.Auftrag#AUFTRAG mission Mission assigned to supply ammo or fuel.
-- @field #boolean markerOn If `true`, marker is on.
-- @field Wrapper.Marker#MARKER marker F10 marker.
--- FLEET class version.
-- @field #string version
FLEET.version="0.0.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Add routes?
-- DONE: Add weapon range.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLEET class object.
-- @param #FLEET self
-- @param #string WarehouseName Name of the warehouse STATIC or UNIT object representing the warehouse.
-- @param #string FleetName Name of the fleet.
-- @return #FLEET self
function FLEET:New(WarehouseName, FleetName)
-- Inherit everything from LEGION class.
local self=BASE:Inherit(self, LEGION:New(WarehouseName, FleetName)) -- #FLEET
-- Nil check.
if not self then
BASE:E(string.format("ERROR: Could not find warehouse %s!", WarehouseName))
return nil
end
-- Set some string id for output to DCS.log file.
self.lid=string.format("FLEET %s | ", self.alias)
-- Defaults
self:SetRetreatZones()
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "NavyOnMission", "*") -- An NAVYGROUP was send on a Mission (AUFTRAG).
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the FLEET. Initializes parameters and starts event handlers.
-- @function [parent=#FLEET] Start
-- @param #FLEET self
--- Triggers the FSM event "Start" after a delay. Starts the FLEET. Initializes parameters and starts event handlers.
-- @function [parent=#FLEET] __Start
-- @param #FLEET self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the FLEET and all its event handlers.
-- @param #FLEET self
--- Triggers the FSM event "Stop" after a delay. Stops the FLEET and all its event handlers.
-- @function [parent=#FLEET] __Stop
-- @param #FLEET self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "NavyOnMission".
-- @function [parent=#FLEET] NavyOnMission
-- @param #FLEET self
-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- Triggers the FSM event "NavyOnMission" after a delay.
-- @function [parent=#FLEET] __NavyOnMission
-- @param #FLEET self
-- @param #number delay Delay in seconds.
-- @param Ops.NavyGroup#NAVYGROUP ArmyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
--- On after "NavyOnMission" event.
-- @function [parent=#FLEET] OnAfterNavyOnMission
-- @param #FLEET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.NavyGroup#NAVYGROUP NavyGroup The NAVYGROUP on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The mission.
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Add a flotilla to the fleet.
-- @param #FLEET self
-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
-- @return #FLEET self
function FLEET:AddFlotilla(Flotilla)
-- Add flotilla to fleet.
table.insert(self.cohorts, Flotilla)
-- Add assets to flotilla.
self:AddAssetToFlotilla(Flotilla, Flotilla.Ngroups)
-- Set fleet of flotilla.
Flotilla:SetFleet(self)
-- Start flotilla.
if Flotilla:IsStopped() then
Flotilla:Start()
end
return self
end
--- Add asset group(s) to flotilla.
-- @param #FLEET self
-- @param Ops.Flotilla#FLOTILLA Flotilla The flotilla object.
-- @param #number Nassets Number of asset groups to add.
-- @return #FLEET self
function FLEET:AddAssetToFlotilla(Flotilla, Nassets)
if Flotilla then
-- Get the template group of the flotilla.
local Group=GROUP:FindByName(Flotilla.templatename)
if Group then
-- Debug text.
local text=string.format("Adding asset %s to flotilla %s", Group:GetName(), Flotilla.name)
self:T(self.lid..text)
-- Add assets to airwing warehouse.
self:AddAsset(Group, Nassets, nil, nil, nil, nil, Flotilla.skill, Flotilla.livery, Flotilla.name)
else
self:E(self.lid.."ERROR: Group does not exist!")
end
else
self:E(self.lid.."ERROR: Flotilla does not exit!")
end
return self
end
--- Set pathfinding for all spawned naval groups.
-- @param #FLEET self
-- @param #boolean Switch If `true`, pathfinding is used.
-- @return #FLEET self
function FLEET:SetPathfinding(Switch)
self.pathfinding=Switch
return self
end
--- Define a set of retreat zones.
-- @param #FLEET self
-- @param Core.Set#SET_ZONE RetreatZoneSet Set of retreat zones.
-- @return #FLEET self
function FLEET:SetRetreatZones(RetreatZoneSet)
self.retreatZones=RetreatZoneSet or SET_ZONE:New()
return self
end
--- Add a retreat zone.
-- @param #FLEET self
-- @param Core.Zone#ZONE RetreatZone Retreat zone.
-- @return #FLEET self
function FLEET:AddRetreatZone(RetreatZone)
self.retreatZones:AddZone(RetreatZone)
return self
end
--- Get retreat zones.
-- @param #FLEET self
-- @return Core.Set#SET_ZONE Set of retreat zones.
function FLEET:GetRetreatZones()
return self.retreatZones
end
--- Get flotilla by name.
-- @param #FLEET self
-- @param #string FlotillaName Name of the flotilla.
-- @return Ops.Flotilla#FLOTILLA The Flotilla object.
function FLEET:GetFlotilla(FlotillaName)
local flotilla=self:_GetCohort(FlotillaName)
return flotilla
end
--- Get flotilla of an asset.
-- @param #FLEET self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
-- @return Ops.Flotilla#FLOTILLA The flotilla object.
function FLEET:GetFlotillaOfAsset(Asset)
local flotilla=self:GetFlotilla(Asset.squadname)
return flotilla
end
--- Remove asset from flotilla.
-- @param #FLEET self
-- @param Functional.Warehouse#WAREHOUSE.Assetitem Asset The flotilla asset.
function FLEET:RemoveAssetFromFlotilla(Asset)
local flotilla=self:GetFlotillaOfAsset(Asset)
if flotilla then
flotilla:DelAsset(Asset)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start FLEET FSM.
-- @param #FLEET self
function FLEET:onafterStart(From, Event, To)
-- Start parent Warehouse.
self:GetParent(self, FLEET).onafterStart(self, From, Event, To)
-- Info.
self:I(self.lid..string.format("Starting FLEET v%s", FLEET.version))
end
--- Update status.
-- @param #FLEET self
function FLEET:onafterStatus(From, Event, To)
-- Status of parent Warehouse.
self:GetParent(self).onafterStatus(self, From, Event, To)
-- FSM state.
local fsmstate=self:GetState()
----------------
-- Transport ---
----------------
self:CheckTransportQueue()
--------------
-- Mission ---
--------------
-- Check if any missions should be cancelled.
self:CheckMissionQueue()
-----------
-- Info ---
-----------
-- General info:
if self.verbose>=1 then
-- Count missions not over yet.
local Nmissions=self:CountMissionsInQueue()
-- Asset count.
local Npq, Np, Nq=self:CountAssetsOnMission()
-- Asset string.
local assets=string.format("%d [OnMission: Total=%d, Active=%d, Queued=%d]", self:CountAssets(), Npq, Np, Nq)
-- Output.
local text=string.format("%s: Missions=%d, Flotillas=%d, Assets=%s", fsmstate, Nmissions, #self.cohorts, assets)
self:I(self.lid..text)
end
------------------
-- Mission Info --
------------------
if self.verbose>=2 then
local text=string.format("Missions Total=%d:", #self.missionqueue)
for i,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG
local prio=string.format("%d/%s", mission.prio, tostring(mission.importance)) ; if mission.urgent then prio=prio.." (!)" end
local assets=string.format("%d/%d", mission:CountOpsGroups(), mission.Nassets or 0)
local target=string.format("%d/%d Damage=%.1f", mission:CountMissionTargets(), mission:GetTargetInitialNumber(), mission:GetTargetDamage())
text=text..string.format("\n[%d] %s %s: Status=%s, Prio=%s, Assets=%s, Targets=%s", i, mission.name, mission.type, mission.status, prio, assets, target)
end
self:I(self.lid..text)
end
--------------------
-- Transport Info --
--------------------
if self.verbose>=2 then
local text=string.format("Transports Total=%d:", #self.transportqueue)
for i,_transport in pairs(self.transportqueue) do
local transport=_transport --Ops.OpsTransport#OPSTRANSPORT
local prio=string.format("%d/%s", transport.prio, tostring(transport.importance)) ; if transport.urgent then prio=prio.." (!)" end
local carriers=string.format("Ncargo=%d/%d, Ncarriers=%d", transport.Ncargo, transport.Ndelivered, transport.Ncarrier)
text=text..string.format("\n[%d] UID=%d: Status=%s, Prio=%s, Cargo: %s", i, transport.uid, transport:GetState(), prio, carriers)
end
self:I(self.lid..text)
end
-------------------
-- Flotilla Info --
-------------------
if self.verbose>=3 then
local text="Flotillas:"
for i,_flotilla in pairs(self.cohorts) do
local flotilla=_flotilla --Ops.Flotilla#FLOTILLA
local callsign=flotilla.callsignName and UTILS.GetCallsignName(flotilla.callsignName) or "N/A"
local modex=flotilla.modex and flotilla.modex or -1
local skill=flotilla.skill and tostring(flotilla.skill) or "N/A"
-- Flotilla text.
text=text..string.format("\n* %s %s: %s*%d/%d, Callsign=%s, Modex=%d, Skill=%s", flotilla.name, flotilla:GetState(), flotilla.aircrafttype, flotilla:CountAssets(true), #flotilla.assets, callsign, modex, skill)
end
self:I(self.lid..text)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after "NavyOnMission".
-- @param #FLEET self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Ops.ArmyGroup#ARMYGROUP ArmyGroup Ops army group on mission.
-- @param Ops.Auftrag#AUFTRAG Mission The requested mission.
function FLEET:onafterNavyOnMission(From, Event, To, NavyGroup, Mission)
-- Debug info.
self:T(self.lid..string.format("Group %s on %s mission %s", NavyGroup:GetName(), Mission:GetType(), Mission:GetName()))
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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+172
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@@ -0,0 +1,172 @@
--- **Ops** - Flotilla is a small naval group belonging to a fleet.
--
-- **Main Features:**
--
-- * Set parameters like livery, skill valid for all flotilla members.
-- * Define mission types, this flotilla can perform (see Ops.Auftrag#AUFTRAG).
-- * Pause/unpause flotilla operations.
--
-- ===
--
-- ### Author: **funkyfranky**
--
-- ===
-- @module Ops.Flotilla
-- @image OPS_Flotilla.png
--- FLOTILLA class.
-- @type FLOTILLA
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field Ops.OpsGroup#OPSGROUP.WeaponData weaponData Weapon data table with key=BitType.
-- @extends Ops.Cohort#COHORT
--- *No captain can do very wrong if he places his ship alongside that of an enemy.* -- Horation Nelson
--
-- ===
--
-- # The FLOTILLA Concept
--
-- A FLOTILLA is an essential part of a FLEET.
--
--
--
-- @field #FLOTILLA
FLOTILLA = {
ClassName = "FLOTILLA",
verbose = 0,
weaponData = {},
}
--- FLOTILLA class version.
-- @field #string version
FLOTILLA.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new FLOTILLA object and start the FSM.
-- @param #FLOTILLA self
-- @param #string TemplateGroupName Name of the template group.
-- @param #number Ngroups Number of asset groups of this flotilla. Default 3.
-- @param #string FlotillaName Name of the flotilla, e.g. "VFA-37".
-- @return #FLOTILLA self
function FLOTILLA:New(TemplateGroupName, Ngroups, FlotillaName)
-- Inherit everything from COHORT class.
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, FlotillaName)) -- #FLOTILLA
-- All flotillas get mission type Nothing.
self:AddMissionCapability(AUFTRAG.Type.NOTHING, 50)
-- Get initial ammo.
self.ammo=self:_CheckAmmo()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Flotilla specific user functions.
--- Set fleet of this flotilla.
-- @param #FLOTILLA self
-- @param Ops.Fleet#FLEET Fleet The fleet.
-- @return #FLOTILLA self
function FLOTILLA:SetFleet(Fleet)
self.legion=Fleet
return self
end
--- Get fleet of this flotilla.
-- @param #FLOTILLA self
-- @return Ops.Fleet#FLEET The fleet.
function FLOTILLA:GetFleet()
return self.legion
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #FLOTILLA self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLOTILLA:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting %s v%s %s", self.ClassName, self.version, self.name)
self:I(self.lid..text)
-- Start the status monitoring.
self:__Status(-1)
end
--- On after "Status" event.
-- @param #FLOTILLA self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function FLOTILLA:onafterStatus(From, Event, To)
if self.verbose>=1 then
-- FSM state.
local fsmstate=self:GetState()
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
local skill=self.skill and tostring(self.skill) or "N/A"
local NassetsTot=#self.assets
local NassetsInS=self:CountAssets(true)
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
if self.legion then
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
end
-- Short info.
local text=string.format("%s [Type=%s, Call=%s, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
fsmstate, self.aircrafttype, callsign, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
self:T(self.lid..text)
-- Weapon data info.
if self.verbose>=3 and self.weaponData then
local text="Weapon Data:"
for bit,_weapondata in pairs(self.weaponData) do
local weapondata=_weapondata --Ops.OpsGroup#OPSGROUP.WeaponData
text=text..string.format("\n- Bit=%s: Rmin=%.1f km, Rmax=%.1f km", bit, weapondata.RangeMin/1000, weapondata.RangeMax/1000)
end
self:I(self.lid..text)
end
-- Check if group has detected any units.
self:_CheckAssetStatus()
end
if not self:IsStopped() then
self:__Status(-60)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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+170
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@@ -0,0 +1,170 @@
--- **Ops** - Brigade Platoon.
--
-- **Main Features:**
--
-- * Set parameters like livery, skill valid for all platoon members.
-- * Define modex and callsigns.
-- * Define mission types, this platoon can perform (see Ops.Auftrag#AUFTRAG).
-- * Pause/unpause platoon operations.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Platoon
-- @image OPS_Platoon.png
--- PLATOON class.
-- @type PLATOON
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field Ops.OpsGroup#OPSGROUP.WeaponData weaponData Weapon data table with key=BitType.
-- @extends Ops.Cohort#COHORT
--- *Some cool cohort quote* -- Known Author
--
-- ===
--
-- # The PLATOON Concept
--
-- A PLATOON is essential part of an BRIGADE.
--
--
--
-- @field #PLATOON
PLATOON = {
ClassName = "PLATOON",
verbose = 0,
weaponData = {},
}
--- PLATOON class version.
-- @field #string version
PLATOON.version="0.1.0"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new PLATOON object and start the FSM.
-- @param #PLATOON self
-- @param #string TemplateGroupName Name of the template group.
-- @param #number Ngroups Number of asset groups of this platoon. Default 3.
-- @param #string PlatoonName Name of the platoon, e.g. "VFA-37".
-- @return #PLATOON self
function PLATOON:New(TemplateGroupName, Ngroups, PlatoonName)
-- Inherit everything from COHORT class.
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, PlatoonName)) -- #PLATOON
-- All platoons get mission type Nothing.
self:AddMissionCapability(AUFTRAG.Type.NOTHING, 50)
-- Get ammo.
self.ammo=self:_CheckAmmo()
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Platoon specific user functions.
--- Set brigade of this platoon.
-- @param #PLATOON self
-- @param Ops.Brigade#BRIGADE Brigade The brigade.
-- @return #PLATOON self
function PLATOON:SetBrigade(Brigade)
self.legion=Brigade
return self
end
--- Get brigade of this platoon.
-- @param #PLATOON self
-- @return Ops.Brigade#BRIGADE The brigade.
function PLATOON:GetBrigade()
return self.legion
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #PLATOON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function PLATOON:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting %s v%s %s", self.ClassName, self.version, self.name)
self:I(self.lid..text)
-- Start the status monitoring.
self:__Status(-1)
end
--- On after "Status" event.
-- @param #PLATOON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function PLATOON:onafterStatus(From, Event, To)
if self.verbose>=1 then
-- FSM state.
local fsmstate=self:GetState()
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
local skill=self.skill and tostring(self.skill) or "N/A"
local NassetsTot=#self.assets
local NassetsInS=self:CountAssets(true)
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
if self.legion then
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
end
-- Short info.
local text=string.format("%s [Type=%s, Call=%s, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
fsmstate, self.aircrafttype, callsign, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
self:T(self.lid..text)
-- Weapon data info.
if self.verbose>=3 and self.weaponData then
local text="Weapon Data:"
for bit,_weapondata in pairs(self.weaponData) do
local weapondata=_weapondata --Ops.OpsGroup#OPSGROUP.WeaponData
text=text..string.format("\n- Bit=%s: Rmin=%.1f km, Rmax=%.1f km", bit, weapondata.RangeMin/1000, weapondata.RangeMax/1000)
end
self:I(self.lid..text)
end
-- Check if group has detected any units.
self:_CheckAssetStatus()
end
if not self:IsStopped() then
self:__Status(-60)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Misc functions.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -31,7 +31,7 @@
-- @field #string tankergroupname Name of the late activated tanker template group.
-- @field Wrapper.Group#GROUP tanker Tanker group.
-- @field Wrapper.Airbase#AIRBASE airbase The home airbase object of the tanker. Normally the aircraft carrier.
-- @field Core.Radio#BEACON beacon Tanker TACAN beacon.
-- @field Core.Beacon#BEACON beacon Tanker TACAN beacon.
-- @field #number TACANchannel TACAN channel. Default 1.
-- @field #string TACANmode TACAN mode, i.e. "X" or "Y". Default "Y". Use only "Y" for AA TACAN stations!
-- @field #string TACANmorse TACAN morse code. Three letters identifying the TACAN station. Default "TKR".
@@ -784,10 +784,11 @@ end
-- @param #RECOVERYTANKER self
-- @param #number channel TACAN channel. Default 1.
-- @param #string morse TACAN morse code identifier. Three letters. Default "TKR".
-- @param #string mode TACAN mode, which can be either "Y" (default) or "X".
-- @return #RECOVERYTANKER self
function RECOVERYTANKER:SetTACAN(channel, morse)
function RECOVERYTANKER:SetTACAN(channel, morse, mode)
self.TACANchannel=channel or 1
self.TACANmode="Y"
self.TACANmode=mode or "Y"
self.TACANmorse=morse or "TKR"
self.TACANon=true
return self
@@ -1625,7 +1626,6 @@ function RECOVERYTANKER:_ActivateTACAN(delay)
if delay and delay>0 then
-- Schedule TACAN activation.
--SCHEDULER:New(nil, self._ActivateTACAN, {self}, delay)
self:ScheduleOnce(delay, RECOVERYTANKER._ActivateTACAN, self)
else
+1 -1
View File
@@ -802,7 +802,7 @@ function RESCUEHELO:_OnEventCrashOrEject(EventData)
-- Debug.
local text=string.format("Unit %s crashed or ejected.", unitname)
MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug)
self:I(self.lid..text)
self:T(self.lid..text)
-- Get coordinate of unit.
local coord=unit:GetCoordinate()
+911
View File
@@ -0,0 +1,911 @@
--- **Ops** - (R2.5) - Manage behavior of the Carrier Strike Group.
--
-- **Main Features:**
--
-- * Nice stuff.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Skipper
-- @image OPS_Skipper.png
--- SKIPPER class.
-- @type SKIPPER
-- @field #string ClassName Name of the class.
-- @field #boolean Debug Debug mode. Messages to all about status.
-- @field #string sid Class id string for output to DCS log file.
-- @field #string carriername The name of the carrier unit.
-- @field Wrapper.Group#GROUP group The carrier strike group.
-- @field #table menu Table of menu items.
-- @field Functional.Warehouse#WAREHOUSE warehouse The warehouse of the carrier.
-- @field Functional.Artillery#ARTY arty The artillery object of the carrier.
-- @field #table intruders Table of intruders, i.e. groups inside the CCA. Each element is of type #SKIPPPER.Intruder.
-- @field Ops.CarrierAirWing#CVW cvw Carrier Air Wing.
-- @extends Ops.Airboss#AIRBOSS
--- Be surprised!
--
-- ===
--
-- ![Banner Image](..\Presentations\SKIPPER\Skipper_Main.jpg)
--
-- # The SKIPPER Concept
--
--
--
-- @field #SKIPPER
SKIPPER = {
ClassName = "SKIPPER",
sid = nil,
carriername = nil,
group = nil,
menu = nil,
warehouse = nil,
arty = nil,
intruders = {},
cvw = nil,
}
--- Intruder.
-- @type SKIPPER.Intruder
-- @field Wrapper.Group#GROUP group Intruder group object.
-- @field #string groupname Name of the intruder group.
-- @field #number time0 Abs. mission time first detected inside CCA.
-- @field #number dist0 Distance first detected inside CCA.
-- @field DCS#Coalition.Side coalition Coalition side.
-- @field #number threadlevel Thread level of intruder.
-- @field #string threadtext Thread text.
-- @field #number category Group category.
-- @field #string categoryname Group category name.
-- @field #string typename Type name of group.
-- @field #table menu The defence menu entries.
--- FlightControl class version.
-- @field #string version
SKIPPER.version="0.0.5"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: A lot!
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new SKIPPER class object for a specific aircraft carrier unit.
-- @param #SKIPPER self
-- @param #string carriername Name of the carrier.
-- @param #string alias Skipper alias.
-- @return #SKIPPER self
function SKIPPER:New(carriername, alias)
-- Inherit everything from FSM class.
--local self=BASE:Inherit(self, FSM:New()) -- #SKIPPER
local self=BASE:Inherit(self, AIRBOSS:New(carriername, alias)) -- #SKIPPER
if not self.carrier then
BASE:E(string.format("ERROR: Could not find carrier %s!", carriername))
return nil
end
--self.alias=alias or carriername
--self:
self.carriername=carriername
self.group=self.carrier:GetGroup()
self.arty=ARTY:New(self.group, carriername, self.alias)
self.warehouse=WAREHOUSE:New(carriername, self.alias)
local skipper=self
--- Function for WAREHOUSE self request events.
function self.warehouse:OnAfterSelfRequest(From,Event,To,groupset,request)
env.info("FF Warehous self request!")
skipper:_SelfRequest(self, groupset, request)
end
-- Set some string id for output to DCS.log file.
self.sid=string.format("SKIPPER %s |", self.carriername)
-- Add FSM transitions.
-- From State --> Event --> To State
self:AddTransition("*", "SkipperStatus", "*") -- Skipper status update.
self:AddTransition("*", "IntruderAlert", "*") -- New intruder detected.
------------------------
--- Pseudo Functions ---
------------------------
--- Triggers the FSM event "Start". Starts the SKIPPER. Initializes parameters and starts event handlers.
-- @function [parent=#SKIPPER] Start
-- @param #SKIPPER self
--- Triggers the FSM event "Start" after a delay. Starts the SKIPPER. Initializes parameters and starts event handlers.
-- @function [parent=#SKIPPER] __Start
-- @param #SKIPPER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "Stop". Stops the SKIPPER and all its event handlers.
-- @param #SKIPPER self
--- Triggers the FSM event "Stop" after a delay. Stops the SKIPPER and all its event handlers.
-- @function [parent=#SKIPPER] __Stop
-- @param #SKIPPER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "SkipperStatus".
-- @function [parent=#SKIPPER] SkipperStatus
-- @param #SKIPPER self
--- Triggers the FSM event "SkipperStatus" after a delay.
-- @function [parent=#SKIPPER] __SkipperStatus
-- @param #SKIPPER self
-- @param #number delay Delay in seconds.
--- Triggers the FSM event "IntruderAlert".
-- @function [parent=#SKIPPER] IntruderAlert
-- @param #SKIPPER self
-- @param #SKIPPER.Intruder Intruder data table.
--- Triggers the FSM delayed event "IntruderAlert".
-- @function [parent=#SKIPPER] __IntruderAlert
-- @param #SKIPPER self
-- @param #number delay Delay in seconds before the function is called.
-- @param #SKIPPER.Intruder Intruder data table.
--- On after "IntruderAlert" event user function. Called when a missile was launched.
-- @function [parent=#SKIPPER] OnAfterIntruderAlert
-- @param #SKIPPER self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #SKIPPER.Intruder Intruder data table.
-- Debug trace.
if true then
self.Debug=true
BASE:TraceOnOff(true)
BASE:TraceClass(self.ClassName)
BASE:TraceLevel(1)
self.arty:GetAmmo(true)
end
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Optimized F10 radio menu for a single carrier. The menu entries will be stored directly under F10 Other/Skipper/ and not F10 Other/Skipper/"Carrier Alias"/.
-- **WARNING**: If you use this with two SKIPPER objects/carriers, the radio menu will be screwed up!
-- @param #SKIPPER self
-- @param #boolean switch If true or nil single menu is enabled. If false, menu is for multiple carriers in the mission.
-- @return #SKIPPER self
function SKIPPER:SetMenuSingleCarrier(switch)
if switch==true or switch==nil then
self.menusingle=true
else
self.menusingle=false
end
return self
end
--- Get carrier coalition.
-- @param #SKIPPER self
-- @return #number Coalition side of carrier.
function SKIPPER:GetCoalition()
return self.carrier:GetCoalition()
end
--- Get carrier coordinate.
-- @param #SKIPPER self
-- @return Core.Point#COORDINATE Carrier coordinate.
function SKIPPER:GetCoordinate()
return self.carrier:GetCoordinate()
end
--- Get WAREHOUSE object associated with the carrier.
-- @param #SKIPPER self
-- @return Functional.Warehouse#WAREHOUSE Warehouse object.
function SKIPPER:GetWarehouseCarrier()
return self.warehouse
end
--- Get ARTY object associated with the carrier strike group.
-- @param #SKIPPER self
-- @return Functional.Artillery#ARTY Arty object.
function SKIPPER:GetArty()
return self.arty
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start SKIPPER FSM. Handle events.
-- @param #SKIPPER self
function SKIPPER:onafterStart(From, Event, To)
-- Start parent airboss.
self:GetParent(self).onafterStart(self, From, Event, To)
-- Info.
self:I(self.sid..string.format("Starting SKIPPER v%s for carrier %s on map %s.", SKIPPER.version, self.carriername, self.theatre))
-- Start ARTY.
self.arty:Start()
-- Start Warehouse.
self.warehouse:Start()
-- Add F10 radio menu.
self:_SetMenuCoalition()
-- Handle events.
self:HandleEvent(EVENTS.Birth)
self:HandleEvent(EVENTS.EngineStartup)
self:HandleEvent(EVENTS.Takeoff)
self:HandleEvent(EVENTS.Land)
self:HandleEvent(EVENTS.EngineShutdown)
self:HandleEvent(EVENTS.Crash)
-- Init status updates.
self:__SkipperStatus(-1)
end
--- Update status.
-- @param #SKIPPER self
function SKIPPER:onafterSkipperStatus(From, Event, To)
local fsmstate=self:GetState()
-- Check zone for flights inbound.
self:_CheckIntruder()
-- Info text.
local text=string.format("State %s", fsmstate)
self:I(self.sid..text)
self:__SkipperStatus(-30)
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- FSM Events
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- CCA Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Scan carrier zone for (new) units.
-- @param #SKIPPER self
function SKIPPER:_CheckIntruder()
-- Carrier position.
local coord=self:GetCoordinate()
-- Scan radius = radius of the CCA.
local RCCZ=self.zoneCCA:GetRadius()
-- Debug info.
self:T(self.sid..string.format("Scanning Carrier Controlled Area. Radius=%.1f NM.", UTILS.MetersToNM(RCCZ)))
-- Scan units in carrier zone.
local _,_,_,unitscan=coord:ScanObjects(RCCZ, true, false, false)
-- Make a table with all groups currently in the CCA zone.
local insideCCA={}
for _,_unit in pairs(unitscan) do
local unit=_unit --Wrapper.Unit#UNIT
-- Necessary conditions to be met:
local airborne=unit:IsAir()
local inzone=unit:IsInZone(self.zoneCCA)
local friendly=self:GetCoalition()==unit:GetCoalition()
-- Check if this an aircraft and that it is airborne and closing in.
if inzone then
local group=unit:GetGroup()
local groupname=group:GetName()
if insideCCA[groupname]==nil and groupname~=self.group:GetName() then
insideCCA[groupname]=group
end
end
end
-- Intruder menu needs update.
local updateintrudermenu=false
-- Find out if any known intruder is not in the CCA any more.
for i=#self.intruders,1,-1 do
local intruder=self.intruders[i] --#SKIPPER.Intruder
-- Loop over current groups in CCA.
local gotit=false
for groupname,_group in pairs(insideCCA) do
local group=_group --Wrapper.Group#GROUP
if groupname==intruder.groupname then
gotit=true
end
end
-- Intruder is gone!
if not gotit then
-- Remove from table.
table.remove(self.intruders, i)
-- Menu update required.
updateintrudermenu=true
end
end
for groupname,_group in pairs(insideCCA) do
local group=_group --Wrapper.Group#GROUP
-- Find out if any known intruder is not in the CCA any more.
local gotit=false
for i=1,#self.intruders do
local intruder=self.intruders[i] --#SKIPPER.Intruder
if groupname==intruder.groupname then
gotit=true
end
end
if not gotit then
-- Create a new intruder table.
local intruder={} --#SKIPPER.Intruder
intruder.coalition=group:GetCoalition()
intruder.group=group
intruder.threadlevel, intruder.threadtext=group:GetUnit(1):GetThreatLevel()
intruder.time0=timer.getAbsTime()
intruder.dist0=self:GetCoordinate():Get2DDistance(group:GetCoordinate())
intruder.groupname=groupname
intruder.typename=group:GetTypeName()
intruder.category=group:GetCategory()
intruder.categoryname=group:GetCategoryName()
-- Add intruder to list.
table.insert(self.intruders, intruder)
-- Trigger alert!
self:IntruderAlert(intruder)
-- Menu update required.
updateintrudermenu=true
end
end
-- Update intruder menu if necessary.
if updateintrudermenu then
self:_SortIntruders()
self:_UpdateIntruderMenu()
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Menu Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Patrol carrier.
-- @param #SKIPPER self
-- @return #SKIPPER self
function SKIPPER:_SetMenuCoalition()
-- Get coalition.
local Coalition=self:GetCoalition()
-- Init menu table.
self.menu=self.menu or {}
-- Init menu coalition table.
self.menu[Coalition]=self.menu[Coalition] or {}
-- Shortcut.
local menu=self.menu[Coalition]
if self.menusingle then
-- F10/Skipper/...
if not menu.Skipper then
menu.Skipper=MENU_COALITION:New(Coalition, "Skipper")
end
else
-- F10/Skipper/<Carrier Alias>/...
if not menu.Root then
menu.Root=MENU_COALITION:New(Coalition, "Skipper")
end
menu.Skipper=MENU_COALITION:New(Coalition, self.alias, menu.Root)
end
------------------
-- Defence Menu --
------------------
menu.SetSpeed = MENU_COALITION:New(Coalition, "Set Speed", menu.Skipper)
menu.SetSpeed_00 = MENU_COALITION_COMMAND:New(Coalition, "Hold Position", menu.SetSpeed, self._SetSpeed, self, 0)
menu.SetSpeed_05 = MENU_COALITION_COMMAND:New(Coalition, "5 knots", menu.SetSpeed, self._SetSpeed, self, 5)
menu.SetSpeed_10 = MENU_COALITION_COMMAND:New(Coalition, "10 knots", menu.SetSpeed, self._SetSpeed, self, 10)
menu.SetSpeed_15 = MENU_COALITION_COMMAND:New(Coalition, "15 knots", menu.SetSpeed, self._SetSpeed, self, 15)
menu.SetSpeed_20 = MENU_COALITION_COMMAND:New(Coalition, "20 knots", menu.SetSpeed, self._SetSpeed, self, 20)
menu.SetSpeed_25 = MENU_COALITION_COMMAND:New(Coalition, "25 knots", menu.SetSpeed, self._SetSpeed, self, 25)
menu.SetSpeed_30 = MENU_COALITION_COMMAND:New(Coalition, "30 knots", menu.SetSpeed, self._SetSpeed, self, 30)
menu.SetSpeed_99 = MENU_COALITION_COMMAND:New(Coalition, "Restore Route", menu.SetSpeed, self.CarrierResume, self)
menu.Recovery=MENU_COALITION:New(Coalition, "Recovery", menu.Skipper)
-- Set wind on deck.
menu.SetWoD = MENU_COALITION:New(Coalition, "Wind on Deck", menu.Recovery)
menu.SetWoD_10 = MENU_COALITION_COMMAND:New(Coalition, "10 knots", menu.SetWoD, self._SetWoD, self, 10)
menu.SetWoD_15 = MENU_COALITION_COMMAND:New(Coalition, "15 knots", menu.SetWoD, self._SetWoD, self, 15)
menu.SetWoD_20 = MENU_COALITION_COMMAND:New(Coalition, "20 knots", menu.SetWoD, self._SetWoD, self, 20)
menu.SetWoD_25 = MENU_COALITION_COMMAND:New(Coalition, "25 knots", menu.SetWoD, self._SetWoD, self, 25)
menu.SetWoD_30 = MENU_COALITION_COMMAND:New(Coalition, "30 knots", menu.SetWoD, self._SetWoD, self, 30)
-- Set Duration.
menu.SetRtime = MENU_COALITION:New(Coalition, "Duration", menu.Recovery)
menu.SetRtime_15 = MENU_COALITION_COMMAND:New(Coalition, "15 min", menu.SetRtime, self._SetRtime, self, 15)
menu.SetRtime_30 = MENU_COALITION_COMMAND:New(Coalition, "30 min", menu.SetRtime, self._SetRtime, self, 30)
menu.SetRtime_45 = MENU_COALITION_COMMAND:New(Coalition, "45 min", menu.SetRtime, self._SetRtime, self, 45)
menu.SetRtime_60 = MENU_COALITION_COMMAND:New(Coalition, "60 min", menu.SetRtime, self._SetRtime, self, 60)
menu.SetRtime_90 = MENU_COALITION_COMMAND:New(Coalition, "90 min", menu.SetRtime, self._SetRtime, self, 90)
-- Start/Stop.
menu.SetUturn = MENU_COALITION_COMMAND:New(Coalition, "U-turn On/Off", menu.Recovery, self._SetUturn, self)
menu.CaseI = MENU_COALITION_COMMAND:New(Coalition, "Start CASE I", menu.Recovery, self._StartCaseX, self, 1)
menu.CaseII = MENU_COALITION_COMMAND:New(Coalition, "Start CASE II", menu.Recovery, self._StartCaseX, self, 2)
menu.CaseIII = MENU_COALITION_COMMAND:New(Coalition, "Start CASE III", menu.Recovery, self._StartCaseX, self, 3)
menu.Rstop = MENU_COALITION_COMMAND:New(Coalition, "Pause/Unpause", menu.Recovery, self._Rpause, self)
menu.Rstop = MENU_COALITION_COMMAND:New(Coalition, "Stop Recovery", menu.Recovery, self._Rstop, self)
------------------
-- Defence Menu --
------------------
menu.Defence = MENU_COALITION:New(Coalition, "Defence", menu.Skipper)
menu.Defence_SetROE = MENU_COALITION:New(Coalition, "Set ROE", menu.Defence)
menu.Defence_SetROE_Hold = MENU_COALITION_COMMAND:New(Coalition, "Weapon Hold", menu.Defence_SetROE, self._SetROE, self, "Hold")
menu.Defence_SetROE_Free = MENU_COALITION_COMMAND:New(Coalition, "Weapon Free", menu.Defence_SetROE, self._SetROE, self, "Free")
menu.Defence_SetROE_Return = MENU_COALITION_COMMAND:New(Coalition, "Return Fire", menu.Defence_SetROE, self._SetROE, self, "Return")
menu.Defence_Intruders = MENU_COALITION:New(Coalition, "Intruders", menu.Defence)
menu.Defence_Ammo = MENU_COALITION_COMMAND:New(Coalition, "Report Ammo", menu.Defence, self.arty.GetAmmo, self.arty, true)
menu.Defence_IntruderR = MENU_COALITION_COMMAND:New(Coalition, "Report Intruders", menu.Defence, self._ListIntruders, self)
menu.Defence_LaunchCAP = MENU_COALITION_COMMAND:New(Coalition, "Lauch CAP", menu.Defence, self.LaunchCAP, self)
--------------------
-- Warehouse Menu --
--------------------
if self.warehouse then
menu.Warehouse=MENU_COALITION:New(Coalition, "Warehouse", menu.Skipper)
menu.Warehouse_Assets = MENU_COALITION_COMMAND:New(Coalition, "Reports On/Off", menu.Warehouse, self.WarehouseReportsToggle, self)
menu.Warehouse_Assets = MENU_COALITION_COMMAND:New(Coalition, "Report Assets", menu.Warehouse, self.ReportWarehouseStock, self)
end
end
--- Warehouse reports on/off.
-- @param #SKIPPER self
function SKIPPER:WarehouseReportsToggle()
self.warehouse.Report=not self.warehouse.Report
MESSAGE:New(string.format("Warehouse reports are now %s", tostring(self.warehouse.Report)), 10, "SKIPPER", true):ToCoalition(self:GetCoalition())
end
--- Report warehouse stock.
-- @param #SKIPPER self
function SKIPPER:ReportWarehouseStock()
local text=self.warehouse:_GetStockAssetsText(false)
MESSAGE:New(text, 10, "SKIPPER", true):ToCoalition(self:GetCoalition())
end
--- Handle self requests from carrier warehouse.
-- @param #SKIPPER self
-- @param Functional.Warehouse#WAREHOUSE warehouse The (carrier) warehouse object.
-- @param Core.Set#SET_GROUP groupset Group set.
-- @param Functional.Warehouse#WAREHOUSE.Pendingitem request Request.
function SKIPPER:_SelfRequest(warehouse, groupset, request)
local assignment=request.assignment
env.info(string.format("FF warehouse self request assignment %s", tostring(assignment)))
end
--- Launch a Intercept flight.
-- @param #SKIPPER self
-- @param #SKIPPER.Intruder intruder Intruder group.
function SKIPPER:LaunchIntercept(intruder)
--local n=self.warehouse:GetNumberOfAssets(WAREHOUSE.Descriptor.ASSIGNMENT, WAREHOUSE.Attribute.AIR_FIGHTER, false)
local n=self.warehouse:GetNumberOfAssets(WAREHOUSE.Descriptor.ASSIGNMENT, "Intercept", false)
if n>0 then
self.warehouse:AddRequest(self.warehouse, WAREHOUSE.Descriptor.ASSIGNMENT, "Intercept", 1, nil, nil, nil, "Intercept")
local capcoord=intruder.group:GetCoordinate()
capcoord:MarkToAll("Intruder coord")
function self.warehouse.OnAfterSelfRequest(warehouse, From, Event, To, Groupset, Request)
local request=Request --Functional.Warehouse#WAREHOUSE.Pendingitem
local groupset=Groupset --Core.Set#SET_GROUP
for _,_group in pairs(groupset:GetSet()) do
local group=_group --Wrapper.Group#GROUP
if request.assignment=="Intercept" then
-- Task orbit.
local tasks={}
for _,unit in pairs(intruder.group:GetUnits()) do
tasks[#tasks+1]=group:TaskAttackUnit(unit)
end
local speed=group:GetSpeedMax()
local altitude=intruder.group:GetAltitude()
-- Create waypoints.
local wp={}
wp[1]=self:GetCoordinate():WaypointAirTakeOffParking()
wp[2]=self:GetCoordinate():SetAltitude(altitude):WaypointAirTurningPoint(COORDINATE.WaypointAltType.BARO, speed, {tasks}, "Attack Intruder")
-- Start uncontrolled group.
group:StartUncontrolled()
--airboss:SetExcludeAI()
-- Route group
group:Route(wp)
end
end
end
else
MESSAGE:New("No INTERCEPT fighters currently available", 5, "SKIPPER"):ToCoalition(self:GetCoalition())
end
end
--- Launch a CAP flight.
-- @param #SKIPPER self
function SKIPPER:LaunchCAP()
--local n=self.warehouse:GetNumberOfAssets(WAREHOUSE.Descriptor.ASSIGNMENT, WAREHOUSE.Attribute.AIR_FIGHTER, false)
local n=self.warehouse:GetNumberOfAssets(WAREHOUSE.Descriptor.ASSIGNMENT, "CAP", false)
if n>0 then
self.warehouse:AddRequest(self.warehouse, WAREHOUSE.Descriptor.ATTRIBUTE, WAREHOUSE.Attribute.AIR_FIGHTER, 1, nil, nil, nil, "CAP")
local capcoord=self.zoneCCA:GetRandomCoordinate(self.zoneCCA:GetRadius()/2)
capcoord:MarkToAll("CAP coord")
function self.warehouse.OnAfterSelfRequest(warehouse, From, Event, To, Groupset, Request)
local request=Request --Functional.Warehouse#WAREHOUSE.Pendingitem
local groupset=Groupset --Core.Set#SET_GROUP
for _,_group in pairs(groupset:GetSet()) do
local group=_group --Wrapper.Group#GROUP
if request.assignment=="CAP" then
local alt=UTILS.FeetToMeters(20000)
-- Task orbit.
local taskOrbit=group:TaskOrbit(capcoord, alt, UTILS.KnotsToMps(400), capcoord:Translate(UTILS.NMToMeters(15), 0))
local wp={}
wp[1]=self:GetCoordinate():WaypointAirTakeOffParking()
wp[2]=self:GetCoordinate():SetAltitude(alt):WaypointAirTurningPoint(COORDINATE.WaypointAltType.BARO, UTILS.KnotsToKmph(350), {taskOrbit}, "CAP")
-- Start uncontrolled group.
group:StartUncontrolled()
--airboss:SetExcludeAI()
-- Route group.
group:Route(wp)
end
end
end
else
MESSAGE:New("No CAP fighters currently available", 5, "SKIPPER"):ToCoalition(self:GetCoalition())
end
end
--- Enage an intruder by ARTY.
-- @param #SKIPPER self
-- @param #SKIPPER.Intruder intruder The intruder data.
-- @param #number weapontype Type of weapon.
function SKIPPER:EngageArty(intruder, weapontype)
weapontype=weapontype or ARTY.WeaponType.Auto
if intruder.group and intruder.group:IsAlive() then
-- Current position.
local coord=intruder.group:GetCoordinate()
if intruder.category==Group.Category.GROUND or intruder.category==Group.Category.TRAIN then
self.arty:AssignTargetCoord(coord, 50, 100, 5, 1, nil, weapontype, intruder.groupname, false)
elseif intruder.category==Group.Category.SHIP then
self.arty:AssignAttackGroup(intruder.group, 50, 100, 5, 1, nil, weapontype, intruder.groupname, false)
elseif intruder.category==Group.Category.AIRPLANE or intruder.category==Group.Category.HELICOPTER then
self.arty:AssignAttackGroup(intruder.group, 50, 100, 5, 1, nil, weapontype, intruder.groupname, false)
end
end
end
--- Sort intruders table.
-- @param #SKIPPER self
function SKIPPER:_SortIntruders()
-- Sort potential section members wrt to distance to lead.
local function _sort(_a,_b)
local a=_a --#SKIPPER.Intruder
local b=_b --#SKIPPER.Intruder
return a.threadlevel>b.threadlevel
end
table.sort(self.intruders, _sort)
end
--- Add sub menu for this intruder.
-- @param #SKIPPER self
-- @param #SKIPPER.Intruder intruder The intruder data.
-- @param #boolean removed If true, an intruder was removed. If false or nil, a new intruder was added.
function SKIPPER:_UpdateIntruderMenu()
for _,_intruder in ipairs(self.intruders) do
local intruder=_intruder --#SKIPPER.Intruder
self:_AddIntruderMenu(intruder)
end
end
--- Add sub menu for this intruder.
-- @param #SKIPPER self
-- @param #SKIPPER.Intruder intruder The intruder data.
function SKIPPER:_AddIntruderMenu(intruder)
local Coalition=self:GetCoalition()
local root=self.menu[Coalition].Defence_Intruders
local menu=MENU_COALITION:New(Coalition, intruder.typename, root)
if intruder.category==Group.Category.GROUND then
MENU_COALITION_COMMAND:New(Coalition, "Engage Shells", menu, self.EngageArty, self, intruder, ARTY.WeaponType.Cannon)
MENU_COALITION_COMMAND:New(Coalition, "Engage Cruise M", menu, self.EngageArty, self, intruder, ARTY.WeaponType.CruiseMissile)
elseif intruder.category==Group.Category.SHIP then
MENU_COALITION_COMMAND:New(Coalition, "Engage", menu, self.EngageArty, self, intruder)
elseif intruder.category==Group.Category.AIRPLANE or intruder.category==Group.Category.HELICOPTER then
MENU_COALITION_COMMAND:New(Coalition, "Engage A2A", menu, self.LaunchIntercept, self, intruder)
end
-- Set menu.
intruder.menu=menu
end
--- Remove sub menu for this intruder.
-- @param #SKIPPER self
-- @param #SKIPPER.Intruder intruder The intruder data.
function SKIPPER:_RemoveIntruderMenu(intruder)
if intruder.menu then
local menu=intruder.menu --Core.Menu#MENU_COALITION
menu:Remove()
intruder.menu=nil
end
end
--- Intruders.
-- @param #SKIPPER self
function SKIPPER:_ListIntruders()
local text="Current Intruders:"
for i,_intruder in pairs(self.intruders) do
local intruder=_intruder --#SKIPPER.Intruder
text=text..string.format("\n[%d] %s*%d, %s [%d/10]", i, intruder.typename, #intruder.group:GetUnits(), intruder.categoryname, intruder.threadlevel)
end
if #self.intruders==0 then
text=text.." none."
end
MESSAGE:New(text, 10, self.ClassName):ToCoalition(self:GetCoalition())
end
--- Start Case X recovery.
-- @param #SKIPPER self
-- @param #number case Recovery case (1,2,3).
function SKIPPER:_StartCaseX(case)
--[[
self.skipperTime=self.skipperTime or 30
self.skipperSpeed=self.skipperSpeed or 25
if self.skipperUturn==nil then
self.skipperUturn=false
end
]]
-- Inform player.
local text=string.format("Case %d recovery will start in 5 min for %d min. Wind on deck %d knots. U-turn=%s.", case, self.skipperTime, self.skipperSpeed, tostring(self.skipperUturn))
if self:IsRecovering() then
text="negative, carrier is already recovering."
MESSAGE:New(string.format(text), 5, self.ClassName):ToCoalition(self:GetCoalition())
return
end
-- Recovery staring in 5 min for 30 min.
local t0=timer.getAbsTime()+5*60
local t9=t0+self.skipperTime*60
local C0=UTILS.SecondsToClock(t0)
local C9=UTILS.SecondsToClock(t9)
-- Carrier will turn into the wind. Wind on deck 25 knots. U-turn on.
self:AddRecoveryWindow(C0, C9, case, 30, true, self.skipperSpeed, self.skipperUturn)
MESSAGE:New(string.format(text), 5, self.ClassName):ToCoalition(self:GetCoalition())
end
--- Toggle recovery U-turn option.
-- @param #SKIPPER self
function SKIPPER:_SetUturn()
self.skipperUturn=not self.skipperUturn
MESSAGE:New(string.format("Recovery U-turn is now %s.", tostring(self.skipperUturn)), 5, self.ClassName):ToCoalition(self:GetCoalition())
end
--- Set manual recovery duration.
-- @param #SKIPPER self
-- @param #number time Duration in minutes.
function SKIPPER:_SetRtime(time)
self.skipperTime=time
MESSAGE:New(string.format("Recovery duration set to %d min.", time), 5, self.ClassName):ToCoalition(self:GetCoalition())
end
--- Set wind on deck for manual recovery start.
-- @param #SKIPPER self
-- @param #number speed Speed in knots.
function SKIPPER:_SetWoD(speed)
self.skipperSpeed=speed
MESSAGE:New(string.format("Wind on Deck set to %d knots.", speed), 5, self.ClassName):ToCoalition(self:GetCoalition())
end
--- Set new speed for all waypoints.
-- @param #SKIPPER self
-- @param #number speed Speed in knots.
function SKIPPER:_SetSpeed(speed)
-- Loop over waypoints.
for n=1,#self.waypoints do
local coord=self.waypoints[n] --Core.Point#COORDINATE
coord.Velocity=UTILS.KnotsToMps(speed)
end
self:_PatrolRoute()
end
--- Set rules of engagement.
-- @param #SKIPPER self
-- @param #string roe "Hold", "Free", "Return".
function SKIPPER:_SetROE(roe)
if roe=="Hold" then
self.group:OptionROEHoldFire()
elseif roe=="Free" then
self.group:OptionROEOpenFire()
elseif roe=="Return" then
self.group:OptionROEReturnFire()
end
MESSAGE:New(string.format("ROE set to %s", roe), 5, self.ClassName):ToCoalition(self:GetCoalition())
end
--- Set alarm state. (Not useful/working for ships.)
-- @param #SKIPPER self
-- @param #string state "Green", "Red", "Auto".
function SKIPPER:_SetALS(state)
if state=="Green" then
self.group:OptionAlarmStateGreen()
elseif state=="Red" then
self.group:OptionAlarmStateRed()
elseif state=="Auto" then
self.group:OptionAlarmStateAuto()
end
MESSAGE:New(string.format("Alarm state set to %s", state), 5, self.ClassName):ToCoalition(self:GetCoalition())
end
--- Function to stop the carrier.
-- @param #SKIPPER self
function SKIPPER:CarrierHold()
env.info("Carrier Hold!")
-- Get current position.
local pos=self.group:GetCoordinate()
-- Create a new waypoint.
local wp=pos:WaypointGround(0)
-- Create new route consisting of only this position ==> Stop!
self.group:Route({wp})
MESSAGE:New(string.format("Carrier is holding current position."), 5, self.ClassName):ToCoalition(self:GetCoalition())
end
--- Function to stop the carrier.
-- @param #SKIPPER self
function SKIPPER:CarrierResume()
env.info("Carrier Resume Route!")
self:_InitWaypoints()
local nextWP,n=self:_GetNextWaypoint()
self:_PatrolRoute(n)
MESSAGE:New(string.format("Carrier is resuming route to waypoint #%d.", n), 5, self.ClassName):ToCoalition(self:GetCoalition())
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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--- **Ops** - Airwing Squadron.
--
-- **Main Features:**
--
-- * Set parameters like livery, skill valid for all squadron members.
-- * Define modex and callsigns.
-- * Define mission types, this squadron can perform (see Ops.Auftrag#AUFTRAG).
-- * Pause/unpause squadron operations.
--
-- ===
--
-- ### Author: **funkyfranky**
-- @module Ops.Squadron
-- @image OPS_Squadron.png
--- SQUADRON class.
-- @type SQUADRON
-- @field #string ClassName Name of the class.
-- @field #number verbose Verbosity level.
-- @field #string lid Class id string for output to DCS log file.
-- @field #string name Name of the squadron.
-- @field #string templatename Name of the template group.
-- @field #string aircrafttype Type of the airframe the squadron is using.
-- @field Wrapper.Group#GROUP templategroup Template group.
-- @field #number ngrouping User defined number of units in the asset group.
-- @field #table assets Squadron assets.
-- @field #table missiontypes Capabilities (mission types and performances) of the squadron.
-- @field #number fuellow Low fuel threshold.
-- @field #boolean fuellowRefuel If `true`, flight tries to refuel at the nearest tanker.
-- @field #number maintenancetime Time in seconds needed for maintenance of a returned flight.
-- @field #number repairtime Time in seconds for each
-- @field #string livery Livery of the squadron.
-- @field #number skill Skill of squadron members.
-- @field #number modex Modex.
-- @field #number modexcounter Counter to incease modex number for assets.
-- @field #string callsignName Callsign name.
-- @field #number callsigncounter Counter to increase callsign names for new assets.
-- @field #number Ngroups Number of asset flight groups this squadron has.
-- @field #number engageRange Mission range in meters.
-- @field #string attribute Generalized attribute of the squadron template group.
-- @field #number tankerSystem For tanker squads, the refuel system used (boom=0 or probpe=1). Default nil.
-- @field #number refuelSystem For refuelable squads, the refuel system used (boom=0 or probe=1). Default nil.
-- @field #table tacanChannel List of TACAN channels available to the squadron.
-- @field #number radioFreq Radio frequency in MHz the squad uses.
-- @field #number radioModu Radio modulation the squad uses.
-- @field #string takeoffType Take of type.
-- @field #table parkingIDs Parking IDs for this squadron.
-- @field #boolean despawnAfterLanding Aircraft are despawned after landing.
-- @field #boolean despawnAfterHolding Aircraft are despawned after holding.
-- @extends Ops.Cohort#COHORT
--- *It is unbelievable what a squadron of twelve aircraft did to tip the balance* -- Adolf Galland
--
-- ===
--
-- # The SQUADRON Concept
--
-- A SQUADRON is essential part of an @{Ops.Airwing#AIRWING} and consists of **one** type of aircraft.
--
--
--
-- @field #SQUADRON
SQUADRON = {
ClassName = "SQUADRON",
verbose = 0,
modex = nil,
modexcounter = 0,
callsignName = nil,
callsigncounter= 11,
tankerSystem = nil,
refuelSystem = nil,
}
--- SQUADRON class version.
-- @field #string version
SQUADRON.version="0.8.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- DONE: Parking spots for squadrons?
-- DONE: Engage radius.
-- DONE: Modex.
-- DONE: Call signs.
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create a new SQUADRON object and start the FSM.
-- @param #SQUADRON self
-- @param #string TemplateGroupName Name of the template group.
-- @param #number Ngroups Number of asset groups of this squadron. Default 3.
-- @param #string SquadronName Name of the squadron, e.g. "VFA-37".
-- @return #SQUADRON self
function SQUADRON:New(TemplateGroupName, Ngroups, SquadronName)
-- Inherit everything from FSM class.
local self=BASE:Inherit(self, COHORT:New(TemplateGroupName, Ngroups, SquadronName)) -- #SQUADRON
-- Everyone can ORBIT.
self:AddMissionCapability(AUFTRAG.Type.ORBIT)
-- Refueling system.
self.refuelSystem=select(2, self.templategroup:GetUnit(1):IsRefuelable())
self.tankerSystem=select(2, self.templategroup:GetUnit(1):IsTanker())
------------------------
--- Pseudo Functions ---
------------------------
-- See COHORT class
return self
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- User functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Set number of units in groups.
-- @param #SQUADRON self
-- @param #number nunits Number of units. Must be >=1 and <=4. Default 2.
-- @return #SQUADRON self
function SQUADRON:SetGrouping(nunits)
self.ngrouping=nunits or 2
if self.ngrouping<1 then self.ngrouping=1 end
if self.ngrouping>4 then self.ngrouping=4 end
return self
end
--- Set valid parking spot IDs. Assets of this squad are only allowed to be spawned at these parking spots. **Note** that the IDs are different from the ones displayed in the mission editor!
-- @param #SQUADRON self
-- @param #table ParkingIDs Table of parking ID numbers or a single `#number`.
-- @return #SQUADRON self
function SQUADRON:SetParkingIDs(ParkingIDs)
if type(ParkingIDs)~="table" then
ParkingIDs={ParkingIDs}
end
self.parkingIDs=ParkingIDs
return self
end
--- Set takeoff type. All assets of this squadron will be spawned with cold (default) or hot engines.
-- Spawning on runways is not supported.
-- @param #SQUADRON self
-- @param #string TakeoffType Take off type: "Cold" (default) or "Hot" with engines on or "Air" for spawning in air.
-- @return #SQUADRON self
function SQUADRON:SetTakeoffType(TakeoffType)
TakeoffType=TakeoffType or "Cold"
if TakeoffType:lower()=="hot" then
self.takeoffType=COORDINATE.WaypointType.TakeOffParkingHot
elseif TakeoffType:lower()=="cold" then
self.takeoffType=COORDINATE.WaypointType.TakeOffParking
elseif TakeoffType:lower()=="air" then
self.takeoffType=COORDINATE.WaypointType.TurningPoint
else
self.takeoffType=COORDINATE.WaypointType.TakeOffParking
end
return self
end
--- Set takeoff type cold (default). All assets of this squadron will be spawned with engines off (cold).
-- @param #SQUADRON self
-- @return #SQUADRON self
function SQUADRON:SetTakeoffCold()
self:SetTakeoffType("Cold")
return self
end
--- Set takeoff type hot. All assets of this squadron will be spawned with engines on (hot).
-- @param #SQUADRON self
-- @return #SQUADRON self
function SQUADRON:SetTakeoffHot()
self:SetTakeoffType("Hot")
return self
end
--- Set takeoff type air. All assets of this squadron will be spawned in air above the airbase.
-- @param #SQUADRON self
-- @return #SQUADRON self
function SQUADRON:SetTakeoffAir()
self:SetTakeoffType("Air")
return self
end
--- Set despawn after landing. Aircraft will be despawned after the landing event.
-- Can help to avoid DCS AI taxiing issues.
-- @param #SQUADRON self
-- @param #boolean Switch If `true` (default), activate despawn after landing.
-- @return #SQUADRON self
function SQUADRON:SetDespawnAfterLanding(Switch)
if Switch then
self.despawnAfterLanding=Switch
else
self.despawnAfterLanding=true
end
return self
end
--- Set despawn after holding. Aircraft will be despawned when they arrive at their holding position at the airbase.
-- Can help to avoid DCS AI taxiing issues.
-- @param #SQUADRON self
-- @param #boolean Switch If `true` (default), activate despawn after holding.
-- @return #SQUADRON self
function SQUADRON:SetDespawnAfterHolding(Switch)
if Switch then
self.despawnAfterHolding=Switch
else
self.despawnAfterHolding=true
end
return self
end
--- Set low fuel threshold.
-- @param #SQUADRON self
-- @param #number LowFuel Low fuel threshold in percent. Default 25.
-- @return #SQUADRON self
function SQUADRON:SetFuelLowThreshold(LowFuel)
self.fuellow=LowFuel or 25
return self
end
--- Set if low fuel threshold is reached, flight tries to refuel at the neares tanker.
-- @param #SQUADRON self
-- @param #boolean switch If true or nil, flight goes for refuelling. If false, turn this off.
-- @return #SQUADRON self
function SQUADRON:SetFuelLowRefuel(switch)
if switch==false then
self.fuellowRefuel=false
else
self.fuellowRefuel=true
end
return self
end
--- Set airwing.
-- @param #SQUADRON self
-- @param Ops.AirWing#AIRWING Airwing The airwing.
-- @return #SQUADRON self
function SQUADRON:SetAirwing(Airwing)
self.legion=Airwing
return self
end
--- Get airwing.
-- @param #SQUADRON self
-- @return Ops.AirWing#AIRWING The airwing.
function SQUADRON:GetAirwing(Airwing)
return self.legion
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Start & Status
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- On after Start event. Starts the FLIGHTGROUP FSM and event handlers.
-- @param #SQUADRON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function SQUADRON:onafterStart(From, Event, To)
-- Short info.
local text=string.format("Starting SQUADRON", self.name)
self:T(self.lid..text)
-- Start the status monitoring.
self:__Status(-1)
end
--- On after "Status" event.
-- @param #SQUADRON self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function SQUADRON:onafterStatus(From, Event, To)
if self.verbose>=1 then
-- FSM state.
local fsmstate=self:GetState()
local callsign=self.callsignName and UTILS.GetCallsignName(self.callsignName) or "N/A"
local modex=self.modex and self.modex or -1
local skill=self.skill and tostring(self.skill) or "N/A"
local NassetsTot=#self.assets
local NassetsInS=self:CountAssets(true)
local NassetsQP=0 ; local NassetsP=0 ; local NassetsQ=0
if self.legion then
NassetsQP, NassetsP, NassetsQ=self.legion:CountAssetsOnMission(nil, self)
end
-- Short info.
local text=string.format("%s [Type=%s, Call=%s, Modex=%d, Skill=%s]: Assets Total=%d, Stock=%d, Mission=%d [Active=%d, Queue=%d]",
fsmstate, self.aircrafttype, callsign, modex, skill, NassetsTot, NassetsInS, NassetsQP, NassetsP, NassetsQ)
self:I(self.lid..text)
-- Check if group has detected any units.
self:_CheckAssetStatus()
end
if not self:IsStopped() then
self:__Status(-60)
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Misc Functions
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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