--- **Utilities** Enumerators. -- -- See the [Simulator Scripting Engine Documentation](https://wiki.hoggitworld.com/view/Simulator_Scripting_Engine_Documentation) on Hoggit for further explanation and examples. -- -- @module ENUMS -- @image MOOSE.JPG --- [DCS Enum world](https://wiki.hoggitworld.com/view/DCS_enum_world) -- @type ENUMS --- The world singleton contains functions centered around two different but extremely useful functions. -- * Events and event handlers are all governed within world. -- * A number of functions to get information about the game world. -- -- See [https://wiki.hoggitworld.com/view/DCS_singleton_world](https://wiki.hoggitworld.com/view/DCS_singleton_world) -- @field #ENUMS ENUMS = {} --- Rules of Engagement. -- @type ENUMS.ROE -- @field #number WeaponFree AI will engage any enemy group it detects. Target prioritization is based based on the threat of the target. -- @field #number OpenFireWeaponFree AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking. -- @field #number OpenFire AI will engage only targets specified in its taskings. -- @field #number ReturnFire AI will only engage threats that shoot first. -- @field #number WeaponHold AI will hold fire under all circumstances. ENUMS.ROE = { WeaponFree=0, OpenFireWeaponFree=1, OpenFire=2, ReturnFire=3, WeaponHold=4, } --- Reaction On Threat. -- @type ENUMS.ROT -- @field #number NoReaction No defensive actions will take place to counter threats. -- @field #number PassiveDefense AI will use jammers and other countermeasures in an attempt to defeat the threat. AI will not attempt a maneuver to defeat a threat. -- @field #number EvadeFire AI will react by performing defensive maneuvers against incoming threats. AI will also use passive defense. -- @field #number BypassAndEscape AI will attempt to avoid enemy threat zones all together. This includes attempting to fly above or around threats. -- @field #number AllowAbortMission If a threat is deemed severe enough the AI will abort its mission and return to base. ENUMS.ROT = { NoReaction=0, PassiveDefense=1, EvadeFire=2, BypassAndEscape=3, AllowAbortMission=4, } --- Weapon types. -- @type ENUMS.WeaponFlag ENUMS.WeaponFlag={ Auto=3221225470, --AnyWeapon (AnyBomb + AnyRocket + AnyMissile + Cannons) AnyAG=2956984318, AnyAA=264241152, AnyUnguided=2952822768, AnyGuided=268402702, LGB=2, TvGB=4, SNSGB=8, HEBomb=16, Penetrator=32, NapalmBomb=64, FAEBomb=128, ClusterBomb=256, Dispencer=512, CandleBomb=1024, ParachuteBomb=2147483648, GuidedBomb=14, -- (LGB + TvGB + SNSGB) AnyUnguidedBomb=2147485680, -- (HeBomb + Penetrator + NapalmBomb + FAEBomb + ClusterBomb + Dispencer + CandleBomb + ParachuteBomb) AnyBomb=2147485694, -- (GuidedBomb + AnyUnguidedBomb) -- Rockets LightRocket=2048, MarkerRocket=4096, CandleRocket=8192, HeavyRocket=16384, AnyRocket=30720 -- (LightRocket + MarkerRocket + CandleRocket + HeavyRocket) } --- Mission tasks. -- @type ENUMS.MissionTask -- @field #string NOTHING No special task. Group can perform the minimal tasks: Orbit, Refuelling, Follow and Aerobatics. -- @field #string AFAC Forward Air Controller Air. Can perform the tasks: Attack Group, Attack Unit, FAC assign group, Bombing, Attack Map Object. -- @field #string ANTISHIPSTRIKE Naval ops. Can perform the tasks: Attack Group, Attack Unit. -- @field #string AWACS AWACS. -- @field #string CAP Combat Air Patrol. -- @field #string CAS Close Air Support. -- @field #string ESCORT Escort another group. -- @field #string FIGHTERSWEEP Fighter sweep. -- @field #string INTERCEPT Intercept. -- @field #string PINPOINTSTRIKE Pinpoint strike. -- @field #string RECONNAISSANCE Reconnaissance mission. -- @field #string REFUELLING Refuelling mission. -- @field #string RUNWAYATTACK Attack the runway of an airdrome. -- @field #string SEAD Suppression of Enemy Air Defenses. -- @field #string TRANSPORT Troop transport. ENUMS.MissionTask={ NOTHING="Nothing", AFAC="AFAC", ANTISHIPSTRIKE="Anti-ship Strike", AWACS="AWACS", CAP="CAP", CAS="CAS", ESCORT="Escort", FIGHTERSWEEP="Fighter Sweep", GROUNDATTACK="Ground Attack", INTERCEPT="Intercept", PINPOINTSTRIKE="Pinpoint Strike", RECONNAISSANCE="Reconnaissance", REFUELING="Refueling", RUNWAYATTACK="Runway Attack", SEAD="SEAD", TRANSPORT="Transport", }