This commit is contained in:
Frank 2020-02-15 23:51:28 +01:00
parent 12ef34acaa
commit 04da941c36
12 changed files with 708 additions and 280 deletions

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@ -730,11 +730,14 @@ do -- FSM
if not self._EventSchedules[EventName] then if not self._EventSchedules[EventName] then
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true ) CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
self._EventSchedules[EventName] = CallID self._EventSchedules[EventName] = CallID
self:T2(string.format("NEGATIVE Event %s delayed by %.1f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
else 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))
-- reschedule -- reschedule
end end
else else
CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true ) 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)))
end end
else else
error( "FSM: An asynchronous event trigger requires a DelaySeconds parameter!!! This can be positive or negative! Sorry, but will not process this." ) error( "FSM: An asynchronous event trigger requires a DelaySeconds parameter!!! This can be positive or negative! Sorry, but will not process this." )

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@ -357,7 +357,7 @@ do -- COORDINATE
-- @return #table Table of DCS static objects found. -- @return #table Table of DCS static objects found.
-- @return #table Table of DCS scenery objects found. -- @return #table Table of DCS scenery objects found.
function COORDINATE:ScanObjects(radius, scanunits, scanstatics, scanscenery) function COORDINATE:ScanObjects(radius, scanunits, scanstatics, scanscenery)
self:F(string.format("Scanning in radius %.1f m.", radius)) self:F(string.format("Scanning in radius %.1f m.", radius or 100))
local SphereSearch = { local SphereSearch = {
id = world.VolumeType.SPHERE, id = world.VolumeType.SPHERE,
@ -437,9 +437,11 @@ do -- COORDINATE
end end
for _,static in pairs(Statics) do for _,static in pairs(Statics) do
self:T(string.format("Scan found static %s", static:getName())) self:T(string.format("Scan found static %s", static:getName()))
_DATABASE:AddStatic(static:getName())
end end
for _,scenery in pairs(Scenery) do for _,scenery in pairs(Scenery) do
self:T(string.format("Scan found scenery %s", scenery:getTypeName())) self:T(string.format("Scan found scenery %s typename=%s", scenery:getName(), scenery:getTypeName()))
SCENERY:Register(scenery:getName(), scenery)
end end
return gotunits, gotstatics, gotscenery, Units, Statics, Scenery return gotunits, gotstatics, gotscenery, Units, Statics, Scenery

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@ -509,14 +509,17 @@ end
-- @param #SPAWN self -- @param #SPAWN self
-- @param #string AirbaseName Name of the airbase. -- @param #string AirbaseName Name of the airbase.
-- @param #number Takeoff (Optional) Takeoff type. Can be SPAWN.Takeoff.Hot (default), SPAWN.Takeoff.Cold or SPAWN.Takeoff.Runway. -- @param #number Takeoff (Optional) Takeoff type. Can be SPAWN.Takeoff.Hot (default), SPAWN.Takeoff.Cold or SPAWN.Takeoff.Runway.
-- @param #number TerminalTyple (Optional) The terminal type.
-- @return #SPAWN self -- @return #SPAWN self
function SPAWN:InitAirbase( AirbaseName, Takeoff ) function SPAWN:InitAirbase( AirbaseName, Takeoff, TerminalType )
self:F( ) self:F( )
self.SpawnInitAirbase=AIRBASE:FindByName(AirbaseName) self.SpawnInitAirbase=AIRBASE:FindByName(AirbaseName)
self.SpawnInitTakeoff=Takeoff or SPAWN.Takeoff.Hot self.SpawnInitTakeoff=Takeoff or SPAWN.Takeoff.Hot
self.SpawnInitTerminalType=TerminalType
return self return self
end end
@ -1133,7 +1136,7 @@ function SPAWN:Spawn()
self:F( { self.SpawnTemplatePrefix, self.SpawnIndex, self.AliveUnits } ) self:F( { self.SpawnTemplatePrefix, self.SpawnIndex, self.AliveUnits } )
if self.SpawnInitAirbase then if self.SpawnInitAirbase then
return self:SpawnAtAirbase(self.SpawnInitAirbase, self.SpawnInitTakeoff) return self:SpawnAtAirbase(self.SpawnInitAirbase, self.SpawnInitTakeoff, nil, self.SpawnInitTerminalType)
else else
return self:SpawnWithIndex( self.SpawnIndex + 1 ) return self:SpawnWithIndex( self.SpawnIndex + 1 )
end end

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@ -19,6 +19,8 @@
do -- UserFlag do -- UserFlag
--- @type USERFLAG --- @type USERFLAG
-- @field #string ClassName Name of the class
-- @field #string UserFlagName Name of the flag.
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@ -31,6 +33,7 @@ do -- UserFlag
-- @field #USERFLAG -- @field #USERFLAG
USERFLAG = { USERFLAG = {
ClassName = "USERFLAG", ClassName = "USERFLAG",
UserFlagName = nil,
} }
--- USERFLAG Constructor. --- USERFLAG Constructor.
@ -46,6 +49,12 @@ do -- UserFlag
return self return self
end end
--- Get the userflag name.
-- @param #USERFLAG self
-- @return #string Name of the user flag.
function USERFLAG:GetName()
return self.UserFlagName
end
--- Set the userflag to a given Number. --- Set the userflag to a given Number.
-- @param #USERFLAG self -- @param #USERFLAG self

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@ -428,6 +428,10 @@ do -- Types
-- @type TaskArray -- @type TaskArray
-- @list <#Task> -- @list <#Task>
---
--@type WaypointAir
--@field #boolean lateActivated
--@field #boolean uncontrolled
end -- end --
@ -1205,6 +1209,7 @@ do -- AI
-- @field TAKEOFF -- @field TAKEOFF
-- @field TAKEOFF_PARKING -- @field TAKEOFF_PARKING
-- @field TURNING_POINT -- @field TURNING_POINT
-- @field TAKEOFF_PARKING_HOT
-- @field LAND -- @field LAND
--- @type AI.Task.TurnMethod --- @type AI.Task.TurnMethod
@ -1242,7 +1247,7 @@ do -- AI
-- @field #AI.Option.Naval.id id -- @field #AI.Option.Naval.id id
-- @field #AI.Option.Naval.val val -- @field #AI.Option.Naval.val val
--TODO: work on formation
--- @type AI.Option.Air.id --- @type AI.Option.Air.id
-- @field NO_OPTION -- @field NO_OPTION
-- @field ROE -- @field ROE
@ -1252,6 +1257,33 @@ do -- AI
-- @field FORMATION -- @field FORMATION
-- @field RTB_ON_BINGO -- @field RTB_ON_BINGO
-- @field SILENCE -- @field SILENCE
-- @field RTB_ON_OUT_OF_AMMO
-- @field ECM_USING
-- @field PROHIBIT_AA
-- @field PROHIBIT_JETT
-- @field PROHIBIT_AB
-- @field PROHIBIT_AG
-- @field MISSILE_ATTACK
-- @field PROHIBIT_WP_PASS_REPORT
--- @type AI.Option.Air.id.FORMATION
-- @field LINE_ABREAST
-- @field TRAIL
-- @field WEDGE
-- @field ECHELON_RIGHT
-- @field ECHELON_LEFT
-- @field FINGER_FOUR
-- @field SPREAD_FOUR
-- @field WW2_BOMBER_ELEMENT
-- @field WW2_BOMBER_ELEMENT_HEIGHT
-- @field WW2_FIGHTER_VIC
-- @field HEL_WEDGE
-- @field HEL_ECHELON
-- @field HEL_FRONT
-- @field HEL_COLUMN
-- @field COMBAT_BOX
-- @field JAVELIN_DOWN
--- @type AI.Option.Air.val --- @type AI.Option.Air.val
-- @field #AI.Option.Air.val.ROE ROE -- @field #AI.Option.Air.val.ROE ROE
@ -1285,11 +1317,26 @@ do -- AI
-- @field WHEN_FLYING_IN_SAM_WEZ -- @field WHEN_FLYING_IN_SAM_WEZ
-- @field WHEN_FLYING_NEAR_ENEMIES -- @field WHEN_FLYING_NEAR_ENEMIES
--- @type AI.Option.Air.val.ECM_USING
-- @field NEVER_USE
-- @field USE_IF_ONLY_LOCK_BY_RADAR
-- @field USE_IF_DETECTED_LOCK_BY_RADAR
-- @field ALWAYS_USE
--- @type AI.Option.Air.val.MISSILE_ATTACK
-- @field MAX_RANGE
-- @field NEZ_RANGE
-- @field HALF_WAY_RMAX_NEZ
-- @field TARGET_THREAT_EST
-- @field RANDOM_RANGE
--- @type AI.Option.Ground.id --- @type AI.Option.Ground.id
-- @field NO_OPTION -- @field NO_OPTION
-- @field ROE @{#AI.Option.Ground.val.ROE} -- @field ROE @{#AI.Option.Ground.val.ROE}
-- @field DISPERSE_ON_ATTACK true or false -- @field DISPERSE_ON_ATTACK true or false
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE} -- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
-- @field ENGAGE_AIR_WEAPONS
--- @type AI.Option.Ground.val --- @type AI.Option.Ground.val
-- @field #AI.Option.Ground.val.ROE ROE -- @field #AI.Option.Ground.val.ROE ROE

View File

@ -516,7 +516,7 @@ RANGE.MenuF10Root=nil
--- Range script version. --- Range script version.
-- @field #string version -- @field #string version
RANGE.version="2.2.1" RANGE.version="2.2.2"
--TODO list: --TODO list:
--TODO: Verbosity level for messages. --TODO: Verbosity level for messages.
@ -754,7 +754,7 @@ function RANGE:onafterStart()
if self.rangecontrolfreq then if self.rangecontrolfreq then
-- Radio queue. -- Radio queue.
self.rangecontrol=RADIOQUEUE:New(self.rangecontrolfreq) self.rangecontrol=RADIOQUEUE:New(self.rangecontrolfreq, nil, self.rangename)
-- Init numbers. -- Init numbers.
self.rangecontrol:SetDigit(0, RANGE.Sound.RC0.filename, RANGE.Sound.RC0.duration, self.soundpath) self.rangecontrol:SetDigit(0, RANGE.Sound.RC0.filename, RANGE.Sound.RC0.duration, self.soundpath)
@ -778,7 +778,7 @@ function RANGE:onafterStart()
if self.instructorfreq then if self.instructorfreq then
-- Radio queue. -- Radio queue.
self.instructor=RADIOQUEUE:New(self.instructorfreq) self.instructor=RADIOQUEUE:New(self.instructorfreq, nil, self.rangename)
-- Init numbers. -- Init numbers.
self.instructor:SetDigit(0, RANGE.Sound.IR0.filename, RANGE.Sound.IR0.duration, self.soundpath) self.instructor:SetDigit(0, RANGE.Sound.IR0.filename, RANGE.Sound.IR0.duration, self.soundpath)
@ -1341,9 +1341,9 @@ function RANGE:AddBombingTargetUnit(unit, goodhitrange, randommove)
-- Debug or error output. -- Debug or error output.
if _isstatic==true then if _isstatic==true then
self:T(self.id..string.format("Adding STATIC bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove))) self:I(self.id..string.format("Adding STATIC bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove)))
elseif _isstatic==false then elseif _isstatic==false then
self:T(self.id..string.format("Adding UNIT bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove))) self:I(self.id..string.format("Adding UNIT bombing target %s with good hit range %d. Random move = %s.", name, goodhitrange, tostring(randommove)))
else else
self:E(self.id..string.format("ERROR! No bombing target with name %s could be found. Carefully check all UNIT and STATIC names defined in the mission editor!", name)) self:E(self.id..string.format("ERROR! No bombing target with name %s could be found. Carefully check all UNIT and STATIC names defined in the mission editor!", name))
end end
@ -2967,10 +2967,10 @@ function RANGE:_AddF10Commands(_unitName)
missionCommands.addCommandForGroup(_gid, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName) missionCommands.addCommandForGroup(_gid, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName)
end end
else else
self:T(self.id.."Could not find group or group ID in AddF10Menu() function. Unit name: ".._unitName) self:E(self.id.."Could not find group or group ID in AddF10Menu() function. Unit name: ".._unitName)
end end
else else
self:T(self.id.."Player unit does not exist in AddF10Menu() function. Unit name: ".._unitName) self:E(self.id.."Player unit does not exist in AddF10Menu() function. Unit name: ".._unitName)
end end
end end

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@ -523,7 +523,7 @@ _ATIS={}
--- ATIS class version. --- ATIS class version.
-- @field #string version -- @field #string version
ATIS.version="0.6.2" ATIS.version="0.6.3"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@ -1143,6 +1143,10 @@ function ATIS:onafterBroadcast(From, Event, To)
local WINDFROM=string.format("%03d", windFrom-magvar) local WINDFROM=string.format("%03d", windFrom-magvar)
local WINDSPEED=string.format("%d", UTILS.MpsToKnots(windSpeed)) local WINDSPEED=string.format("%d", UTILS.MpsToKnots(windSpeed))
if WINDFROM=="000" then
WINDFROM="360"
end
if self.metric then if self.metric then
WINDSPEED=string.format("%d", windSpeed) WINDSPEED=string.format("%d", windSpeed)
end end
@ -1151,27 +1155,7 @@ function ATIS:onafterBroadcast(From, Event, To)
--- Runway --- --- Runway ---
-------------- --------------
-- Get active runway data based on wind direction. local runway, rwyLeft=self:GetActiveRunway()
local runact=self.airbase:GetActiveRunway(self.runwaym2t)
-- Active runway "31".
local runway=self:GetMagneticRunway(windFrom) or runact.idx
-- Left or right in case there are two runways with the same heading.
local rwyLeft=nil
-- Check if user explicitly specified a runway.
if self.activerunway then
-- Get explicit runway heading if specified.
local runwayno=self:GetRunwayWithoutLR(self.activerunway)
if runwayno~="" then
runway=runwayno
end
-- Was "L"eft or "R"ight given?
rwyLeft=self:GetRunwayLR(self.activerunway)
end
------------ ------------
--- Time --- --- Time ---
@ -1772,11 +1756,41 @@ end
-- Misc Functions -- Misc Functions
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Get runway from user supplied magnetic heading. --- Get active runway runway.
-- @param #ATIS self -- @param #ATIS self
-- @return #string Runway magnetic heading divided by ten (and rounded). Eg, "13" for 130°. -- @return #string Active runway, e.g. "31" for 310 deg.
-- @return #boolean Use Left=true, Right=false, or nil.
function ATIS:GetActiveRunway() function ATIS:GetActiveRunway()
local coord=self.airbase:GetCoordinate()
local height=coord:GetLandHeight()
-- Get wind direction and speed in m/s.
local windFrom, windSpeed=coord:GetWind(height+10)
-- Get active runway data based on wind direction.
local runact=self.airbase:GetActiveRunway(self.runwaym2t)
-- Active runway "31".
local runway=self:GetMagneticRunway(windFrom) or runact.idx
-- Left or right in case there are two runways with the same heading.
local rwyLeft=nil
-- Check if user explicitly specified a runway.
if self.activerunway then
-- Get explicit runway heading if specified.
local runwayno=self:GetRunwayWithoutLR(self.activerunway)
if runwayno~="" then
runway=runwayno
end
-- Was "L"eft or "R"ight given?
rwyLeft=self:GetRunwayLR(self.activerunway)
end
return runway, rwyLeft
end end
--- Get runway from user supplied magnetic heading. --- Get runway from user supplied magnetic heading.

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@ -1,3 +1,11 @@
--- **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 DCS
-- @image MOOSE.JPG
ENUMS = {} ENUMS = {}
ENUMS.ROE = { ENUMS.ROE = {
@ -13,3 +21,29 @@ ENUMS.ROT = {
EvadeFire = 3, EvadeFire = 3,
Vertical = 4 Vertical = 4
} }
ENUMS.WeaponFlag={
-- Auto
Auto=1073741822,
-- Bombs
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)
}

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@ -312,6 +312,7 @@ function CONTROLLABLE:ClearTasks()
if DCSControllable then if DCSControllable then
local Controller = self:_GetController() local Controller = self:_GetController()
env.info("FF clearing tasks!")
Controller:resetTask() Controller:resetTask()
return self return self
end end
@ -978,14 +979,14 @@ function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, D
y = Vec2.y, y = Vec2.y,
groupAttack = _groupattack, groupAttack = _groupattack,
expend = WeaponExpend or "Auto", expend = WeaponExpend or "Auto",
attackQtyLimit = false, --AttackQty and true or false, attackQtyLimit = false,
attackQty = AttackQty or 1, attackQty = AttackQty or 1,
directionEnabled = _directionenabled, directionEnabled = _directionenabled,
direction = _direction, direction = _direction,
altitudeEnabled = _altitudeenabled, altitudeEnabled = _altitudeenabled,
altitude = _altitude, altitude = _altitude,
weaponType = WeaponType, weaponType = WeaponType,
--attackType=_attacktype, attackType = _attacktype,
}, },
} }
@ -1030,6 +1031,186 @@ function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, Atta
end end
--- (AIR) Delivering weapon via CarpetBombing (all bombers in formation release at same time) at the point on the ground.
-- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 2D-coordinates of the point to deliver weapon at.
-- @param #boolean GroupAttack (optional) If true, all units in the group will attack the Unit when found.
-- @param DCS#AI.Task.WeaponExpend WeaponExpend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
-- @param #number AttackQty (optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
-- @param DCS#Azimuth Direction (optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
-- @param #number Altitude (optional) The altitude from where to attack.
-- @param #number WeaponType (optional) The WeaponType.
-- @param #number CarpetLength (optional) default to 500 m.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskCarpetBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, CarpetLength)
self:F2( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, CarpetLength } )
local _groupattack=false
if GroupAttack then
_groupattack=GroupAttack
end
local _direction=0
local _directionenabled=false
if Direction then
_direction=math.rad(Direction)
_directionenabled=true
end
local _altitude=0
local _altitudeenabled=false
if Altitude then
_altitude=Altitude
_altitudeenabled=true
end
-- default to 500m
local _carpetLength = 500
if CarpetLength then
_carpetLength = CarpetLength
end
local _weaponexpend = "Auto"
if WeaponExpend then
_weaponexpend = WeaponExpend
end
-- Build Task Structure
local DCSTask
DCSTask = {
id = 'CarpetBombing',
params = {
attackType = "Carpet",
point = Vec2,
x = Vec2.x,
y = Vec2.y,
groupAttack = _groupattack,
carpetLength = _carpetLength,
weaponType = WeaponType,
expend = "All",
attackQtyLimit = false, --AttackQty and true or false,
attackQty = AttackQty or 1,
directionEnabled = _directionenabled,
direction = _direction,
altitudeEnabled = _altitudeenabled,
altitude = _altitude
}
}
return DCSTask
end
--- (AIR) Following another airborne controllable.
-- The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders.
-- Used to support CarpetBombing Task
-- @param #CONTROLLABLE self
-- @param #CONTROLLABLE FollowControllable The controllable to be followed.
-- @param DCS#Vec3 Vec3 Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
-- @param #number LastWaypointIndex Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskFollowBigFormation(FollowControllable, Vec3, LastWaypointIndex )
local DCSTask = {
id = 'FollowBigFormation',
params = {
groupId = FollowControllable:GetID(),
pos = Vec3,
lastWptIndexFlag = LastWaypointIndex and true or false,
lastWptIndex = LastWaypointIndex
}
}
return DCSTask
end
--- (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.
-- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 The point where to wait. Needs to have x and y components.
-- @param Core.Set#SET_GROUP GroupSetForEmparking Set of groups to embark.
-- @param #number Duration (Optional) The maximum duration in seconds to wait until all groups have embarked.
-- @param Core.Set#SET_GROUP (Optional) DistributionGroupSet Set of groups identifying the groups needing to board specific helicopters.
-- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskEmbarking(Vec2, GroupSetForEmbarking, Duration, DistributionGroupSet)
-- Table of group IDs for embarking.
local g4e={}
if GroupSetForEmbarking then
for _,_group in pairs(GroupSetForEmbarking:GetSet()) do
local group=_group --Wrapper.Group#GROUP
table.insert(g4e, group:GetID())
end
else
self:E("ERROR: No groups for embarking specified!")
return nil
end
local DCSTask = {
id = 'Embarking',
params = {
Vec2 = Vec2,
x = Vec2.x,
y = Vec2.y,
groupsForEmbarking = g4e,
durationFlag = Duration and true or false,
duration = Duration,
distributionFlag = DistributionGroupSet and true or false,
distribution = Distribution,
}
}
self:T3( { DCSTask } )
return DCSTask
end
--- (AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.
-- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 The point where to wait.
-- @param #number Duration The duration in seconds to wait.
-- @param #CONTROLLABLE EmbarkingControllable The controllable to be embarked.
-- @return DCS#Task The DCS task structure
function CONTROLLABLE:TaskDisembarking(Vec2, Duration, EmbarkingControllable)
-- Table of group IDs for embarking.
local g4e={}
if GroupSetForEmbarking then
for _,_group in pairs(GroupSetForEmbarking:GetSet()) do
local group=_group --Wrapper.Group#GROUP
table.insert(g4e, group:GetID())
end
else
self:E("ERROR: No groups for embarking specified!")
return nil
end
local DCSTask = {
id = 'Disembarking',
params = {
point = Vec2,
x = Vec2.x,
y = Vec2.y,
duration = Duration,
groupsForEmbarking = { EmbarkingControllable:GetID() },
durationFlag = durationflag,
distributionFlag = false,
distribution = {},
}
}
return DCSTask
end
----
--- (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed. --- (AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Vec2 Point The point to hold the position. -- @param DCS#Vec2 Point The point to hold the position.
@ -1039,39 +1220,20 @@ end
function CONTROLLABLE:TaskOrbitCircleAtVec2( Point, Altitude, Speed ) function CONTROLLABLE:TaskOrbitCircleAtVec2( Point, Altitude, Speed )
self:F2( { self.ControllableName, Point, Altitude, Speed } ) self:F2( { self.ControllableName, Point, Altitude, Speed } )
-- pattern = enum AI.Task.OribtPattern,
-- point = Vec2,
-- point2 = Vec2,
-- speed = Distance,
-- altitude = Distance
local LandHeight = land.getHeight( Point ) local LandHeight = land.getHeight( Point )
self:T3( { LandHeight } ) self:T3( { LandHeight } )
local DCSTask = { id = 'Orbit', local DCSTask = {
params = { pattern = AI.Task.OrbitPattern.CIRCLE, id = 'Orbit',
params = {
pattern = AI.Task.OrbitPattern.CIRCLE,
point = Point, point = Point,
speed = Speed, speed = Speed,
altitude = Altitude + LandHeight altitude = Altitude + LandHeight
} }
} }
-- local AITask = { id = 'ControlledTask',
-- params = { task = { id = 'Orbit',
-- params = { pattern = AI.Task.OrbitPattern.CIRCLE,
-- point = Point,
-- speed = Speed,
-- altitude = Altitude + LandHeight
-- }
-- },
-- stopCondition = { duration = Duration
-- }
-- }
-- }
-- )
return DCSTask return DCSTask
end end
@ -1111,7 +1273,7 @@ end
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param #number Altitude The altitude [m] to hold the position. -- @param #number Altitude The altitude [m] to hold the position.
-- @param #number Speed The speed [m/s] flying when holding the position. -- @param #number Speed The speed [m/s] flying when holding the position.
-- @param Core.Point#COORDINATE Coordinate (optional) The coordinate where to orbit. If the coordinate is not given, then the current position of the controllable is used. -- @param Core.Point#COORDINATE Coordinate (Optional) The coordinate where to orbit. If the coordinate is not given, then the current position of the controllable is used.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:TaskOrbitCircle( Altitude, Speed, Coordinate ) function CONTROLLABLE:TaskOrbitCircle( Altitude, Speed, Coordinate )
self:F2( { self.ControllableName, Altitude, Speed } ) self:F2( { self.ControllableName, Altitude, Speed } )
@ -1139,10 +1301,6 @@ function CONTROLLABLE:TaskHoldPosition()
end end
--- (AIR) Delivering weapon on the runway. See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_bombingRunway) --- (AIR) Delivering weapon on the runway. See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_bombingRunway)
-- --
-- Make sure the aircraft has the following role: -- Make sure the aircraft has the following role:
@ -1165,36 +1323,18 @@ end
function CONTROLLABLE:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack) function CONTROLLABLE:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack)
self:F2( { self.ControllableName, Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack } ) self:F2( { self.ControllableName, Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack } )
-- BombingRunway = { local DCSTask = {
-- id = 'BombingRunway', id = 'BombingRunway',
-- params = {
-- runwayId = AirdromeId,
-- weaponType = number,
-- expend = enum AI.Task.WeaponExpend,
-- attackQty = number,
-- direction = Azimuth,
-- groupAttack = boolean,
-- }
-- }
-- Defaults.
WeaponType=WeaponType or 2147485694
WeaponExpend=WeaponExpend or AI.Task.WeaponExpend.ALL
AttackQty=AttackQty or 1
local DCSTask
DCSTask = { id = 'BombingRunway',
params = { params = {
runwayId = Airbase:GetID(), runwayId = Airbase:GetID(),
weaponType = WeaponType, weaponType = WeaponType or ENUMS.WeaponFlag.AnyBomb,
expend = WeaponExpend, expend = WeaponExpend or AI.Task.WeaponExpend.ALL,
attackQty = AttackQty, attackQty = AttackQty or 1,
direction = Direction, direction = Direction and math.rad(Direction) or nil,
groupAttack = GroupAttack, groupAttack = GroupAttack,
}, },
}, }
self:T3( { DCSTask } )
return DCSTask return DCSTask
end end
@ -1203,16 +1343,9 @@ end
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return DCS#Task The DCS task structure. -- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskRefueling() function CONTROLLABLE:TaskRefueling()
self:F2( { self.ControllableName } )
-- Refueling = {
-- id = 'Refueling',
-- params = {}
-- }
local DCSTask={id='Refueling', params={}} local DCSTask={id='Refueling', params={}}
self:T3( { DCSTask } )
return DCSTask return DCSTask
end end
@ -1222,37 +1355,16 @@ end
-- @param DCS#Vec2 Point The point where to land. -- @param DCS#Vec2 Point The point where to land.
-- @param #number Duration The duration in seconds to stay on the ground. -- @param #number Duration The duration in seconds to stay on the ground.
-- @return #CONTROLLABLE self -- @return #CONTROLLABLE self
function CONTROLLABLE:TaskLandAtVec2( Point, Duration ) function CONTROLLABLE:TaskLandAtVec2(Vec2, Duration)
self:F2( { self.ControllableName, Point, Duration } )
-- Land = { local DCSTask = {
-- id= 'Land', id = 'Land',
-- params = {
-- point = Vec2,
-- durationFlag = boolean,
-- duration = Time
-- }
-- }
local DCSTask
if Duration and Duration > 0 then
DCSTask = { id = 'Land',
params = { params = {
point = Point, point = Vec2,
durationFlag = true, durationFlag = Duration and true or false,
duration = Duration, duration = Duration,
}, },
} }
else
DCSTask = { id = 'Land',
params = {
point = Point,
durationFlag = false,
},
}
end
self:T3( DCSTask )
return DCSTask return DCSTask
end end
@ -1423,21 +1535,7 @@ end
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @return DCS#Task The DCS task structure. -- @return DCS#Task The DCS task structure.
function CONTROLLABLE:TaskHold() function CONTROLLABLE:TaskHold()
self:F2( { self.ControllableName } ) local DCSTask = {id = 'Hold', params = {}}
-- Hold = {
-- id = 'Hold',
-- params = {
-- }
-- }
local DCSTask
DCSTask = { id = 'Hold',
params = {
}
}
self:T3( { DCSTask } )
return DCSTask return DCSTask
end end
@ -1456,18 +1554,8 @@ end
function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink ) function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink )
self:F2( { self.ControllableName, AttackGroup, WeaponType, Designation, Datalink } ) self:F2( { self.ControllableName, AttackGroup, WeaponType, Designation, Datalink } )
-- FAC_AttackGroup = { local DCSTask = {
-- id = 'FAC_AttackGroup', id = 'FAC_AttackGroup',
-- params = {
-- groupId = Group.ID,
-- weaponType = number,
-- designation = enum AI.Task.Designation,
-- datalink = boolean
-- }
-- }
local DCSTask
DCSTask = { id = 'FAC_AttackGroup',
params = { params = {
groupId = AttackGroup:GetID(), groupId = AttackGroup:GetID(),
weaponType = WeaponType, weaponType = WeaponType,
@ -1486,26 +1574,18 @@ end
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Distance Distance Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored. -- @param DCS#Distance Distance Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored.
-- @param DCS#AttributeNameArray TargetTypes Array of target categories allowed to engage. -- @param DCS#AttributeNameArray TargetTypes Array of target categories allowed to engage.
-- @param #number Priority All enroute tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. -- @param #number Priority All enroute tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.
-- @return DCS#Task The DCS task structure. -- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskEngageTargets( Distance, TargetTypes, Priority ) function CONTROLLABLE:EnRouteTaskEngageTargets( Distance, TargetTypes, Priority )
self:F2( { self.ControllableName, Distance, TargetTypes, Priority } ) self:F2( { self.ControllableName, Distance, TargetTypes, Priority } )
-- EngageTargets ={ local DCSTask = {
-- id = 'EngageTargets', id = 'EngageTargets',
-- params = {
-- maxDist = Distance,
-- targetTypes = array of AttributeName,
-- priority = number
-- }
-- }
local DCSTask
DCSTask = { id = 'EngageTargets',
params = { params = {
maxDistEnabled = Distance and true or false,
maxDist = Distance, maxDist = Distance,
targetTypes = TargetTypes, targetTypes = TargetTypes or {"Air"},
priority = Priority priority = Priority or 0,
} }
} }
@ -1519,29 +1599,19 @@ end
-- @param #CONTROLLABLE self -- @param #CONTROLLABLE self
-- @param DCS#Vec2 Vec2 2D-coordinates of the zone. -- @param DCS#Vec2 Vec2 2D-coordinates of the zone.
-- @param DCS#Distance Radius Radius of the zone. -- @param DCS#Distance Radius Radius of the zone.
-- @param DCS#AttributeNameArray TargetTypes Array of target categories allowed to engage. -- @param DCS#AttributeNameArray (Optional) TargetTypes Array of target categories allowed to engage. Default {"Air"}.
-- @param #number Priority All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. -- @param #number Priority (Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.
-- @return DCS#Task The DCS task structure. -- @return DCS#Task The DCS task structure.
function CONTROLLABLE:EnRouteTaskEngageTargetsInZone( Vec2, Radius, TargetTypes, Priority ) function CONTROLLABLE:EnRouteTaskEngageTargetsInZone( Vec2, Radius, TargetTypes, Priority )
self:F2( { self.ControllableName, Vec2, Radius, TargetTypes, Priority } ) self:F2( { self.ControllableName, Vec2, Radius, TargetTypes, Priority } )
-- EngageTargetsInZone = { local DCSTask = {
-- id = 'EngageTargetsInZone', id = 'EngageTargetsInZone',
-- params = {
-- point = Vec2,
-- zoneRadius = Distance,
-- targetTypes = array of AttributeName,
-- priority = number
-- }
-- }
local DCSTask
DCSTask = { id = 'EngageTargetsInZone',
params = { params = {
point = Vec2, point = Vec2,
zoneRadius = Radius, zoneRadius = Radius,
targetTypes = TargetTypes, targetTypes = TargetTypes or {"Air"},
priority = Priority priority = Priority or 0
} }
} }
@ -1670,17 +1740,7 @@ end
function CONTROLLABLE:EnRouteTaskAWACS( ) function CONTROLLABLE:EnRouteTaskAWACS( )
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
-- AWACS = { local DCSTask = {id = 'AWACS', params = {}}
-- id = 'AWACS',
-- params = {
-- }
-- }
local DCSTask
DCSTask = { id = 'AWACS',
params = {
}
}
self:T3( { DCSTask } ) self:T3( { DCSTask } )
return DCSTask return DCSTask
@ -1693,17 +1753,7 @@ end
function CONTROLLABLE:EnRouteTaskTanker( ) function CONTROLLABLE:EnRouteTaskTanker( )
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
-- Tanker = { local DCSTask = {id = 'Tanker', params = {}}
-- id = 'Tanker',
-- params = {
-- }
-- }
local DCSTask
DCSTask = { id = 'Tanker',
params = {
}
}
self:T3( { DCSTask } ) self:T3( { DCSTask } )
return DCSTask return DCSTask
@ -1718,17 +1768,7 @@ end
function CONTROLLABLE:EnRouteTaskEWR( ) function CONTROLLABLE:EnRouteTaskEWR( )
self:F2( { self.ControllableName } ) self:F2( { self.ControllableName } )
-- EWR = { local DCSTask = {id = 'EWR', params = {}}
-- id = 'EWR',
-- params = {
-- }
-- }
local DCSTask
DCSTask = { id = 'EWR',
params = {
}
}
self:T3( { DCSTask } ) self:T3( { DCSTask } )
return DCSTask return DCSTask

View File

@ -173,6 +173,62 @@ GROUPTEMPLATE.Takeoff = {
[GROUP.Takeoff.Cold] = { "TakeOffParking", "From Parking Area" } [GROUP.Takeoff.Cold] = { "TakeOffParking", "From Parking Area" }
} }
--- Generalized group attributes. See [DCS attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes) on hoggit.
-- @type GROUP.Attribute
-- @field #string AIR_TRANSPORTPLANE Airplane with transport capability. This can be used to transport other assets.
-- @field #string AIR_AWACS Airborne Early Warning and Control System.
-- @field #string AIR_FIGHTER Fighter, interceptor, ... airplane.
-- @field #string AIR_BOMBER Aircraft which can be used for strategic bombing.
-- @field #string AIR_TANKER Airplane which can refuel other aircraft.
-- @field #string AIR_TRANSPORTHELO Helicopter with transport capability. This can be used to transport other assets.
-- @field #string AIR_ATTACKHELO Attack helicopter.
-- @field #string AIR_UAV Unpiloted Aerial Vehicle, e.g. drones.
-- @field #string AIR_OTHER Any airborne unit that does not fall into any other airborne category.
-- @field #string GROUND_APC Infantry carriers, in particular Amoured Personell Carrier. This can be used to transport other assets.
-- @field #string GROUND_TRUCK Unarmed ground vehicles, which has the DCS "Truck" attribute.
-- @field #string GROUND_INFANTRY Ground infantry assets.
-- @field #string GROUND_ARTILLERY Artillery assets.
-- @field #string GROUND_TANK Tanks (modern or old).
-- @field #string GROUND_TRAIN Trains. Not that trains are **not** yet properly implemented in DCS and cannot be used currently.
-- @field #string GROUND_EWR Early Warning Radar.
-- @field #string GROUND_AAA Anti-Aircraft Artillery.
-- @field #string GROUND_SAM Surface-to-Air Missile system or components.
-- @field #string GROUND_OTHER Any ground unit that does not fall into any other ground category.
-- @field #string NAVAL_AIRCRAFTCARRIER Aircraft carrier.
-- @field #string NAVAL_WARSHIP War ship, i.e. cruisers, destroyers, firgates and corvettes.
-- @field #string NAVAL_ARMEDSHIP Any armed ship that is not an aircraft carrier, a cruiser, destroyer, firgatte or corvette.
-- @field #string NAVAL_UNARMEDSHIP Any unarmed naval vessel.
-- @field #string NAVAL_OTHER Any naval unit that does not fall into any other naval category.
-- @field #string OTHER_UNKNOWN Anything that does not fall into any other category.
GROUP.Attribute = {
AIR_TRANSPORTPLANE="Air_TransportPlane",
AIR_AWACS="Air_AWACS",
AIR_FIGHTER="Air_Fighter",
AIR_BOMBER="Air_Bomber",
AIR_TANKER="Air_Tanker",
AIR_TRANSPORTHELO="Air_TransportHelo",
AIR_ATTACKHELO="Air_AttackHelo",
AIR_UAV="Air_UAV",
AIR_OTHER="Air_OtherAir",
GROUND_APC="Ground_APC",
GROUND_TRUCK="Ground_Truck",
GROUND_INFANTRY="Ground_Infantry",
GROUND_ARTILLERY="Ground_Artillery",
GROUND_TANK="Ground_Tank",
GROUND_TRAIN="Ground_Train",
GROUND_EWR="Ground_EWR",
GROUND_AAA="Ground_AAA",
GROUND_SAM="Ground_SAM",
GROUND_OTHER="Ground_OtherGround",
NAVAL_AIRCRAFTCARRIER="Naval_AircraftCarrier",
NAVAL_WARSHIP="Naval_WarShip",
NAVAL_ARMEDSHIP="Naval_ArmedShip",
NAVAL_UNARMEDSHIP="Naval_UnarmedShip",
NAVAL_OTHER="Naval_OtherNaval",
OTHER_UNKNOWN="Other_Unknown",
}
--- Create a new GROUP from a given GroupTemplate as a parameter. --- Create a new GROUP from a given GroupTemplate as a parameter.
-- Note that the GroupTemplate is NOT spawned into the mission. -- Note that the GroupTemplate is NOT spawned into the mission.
-- It is merely added to the @{Core.Database}. -- It is merely added to the @{Core.Database}.
@ -810,7 +866,7 @@ end
function GROUP:Activate() function GROUP:Activate()
self:F2( { self.GroupName } ) self:F2( { self.GroupName } )
trigger.action.activateGroup( self:GetDCSObject() ) trigger.action.activateGroup( self:GetDCSObject() )
return self:GetDCSObject() return self
end end
@ -1678,7 +1734,7 @@ function GROUP:Respawn( Template, Reset )
self:F(GroupUnit:GetName()) self:F(GroupUnit:GetName())
if GroupUnit:IsAlive() then if GroupUnit:IsAlive() then
self:F("Alive") self:I("FF Alive")
-- Get unit position vector. -- Get unit position vector.
local GroupUnitVec3 = GroupUnit:GetVec3() local GroupUnitVec3 = GroupUnit:GetVec3()
@ -1722,7 +1778,7 @@ function GROUP:Respawn( Template, Reset )
end end
end end
else -- Reset=false or nil elseif Reset==false then -- Reset=false or nil
-- Loop over template units. -- Loop over template units.
for UnitID, TemplateUnitData in pairs( Template.units ) do for UnitID, TemplateUnitData in pairs( Template.units ) do
@ -1764,6 +1820,29 @@ function GROUP:Respawn( Template, Reset )
self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } ) self:F( { UnitID, Template.units[UnitID], Template.units[UnitID] } )
end end
else
local units=self:GetUnits()
-- Loop over template units.
for UnitID, Unit in pairs(Template.units) do
for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT
if unit:GetName()==Unit.name then
local coord=unit:GetCoordinate()
local heading=unit:GetHeading()
Unit.x=coord.x
Unit.y=coord.z
Unit.alt=coord.y
Unit.heading=math.rad(heading)
Unit.psi=-Unit.heading
end
end
end
end end
end end
@ -2091,6 +2170,117 @@ function GROUP:GetDCSDesc(n)
return nil return nil
end end
--- Get the generalized attribute of a self.
-- Note that for a heterogenious self, the attribute is determined from the attribute of the first unit!
-- @param #GROUP self
-- @return #string Generalized attribute of the self.
function GROUP:GetAttribute()
-- Default
local attribute=GROUP.Attribute.OTHER_UNKNOWN --#GROUP.Attribute
if self then
-----------
--- Air ---
-----------
-- Planes
local transportplane=self:HasAttribute("Transports") and self:HasAttribute("Planes")
local awacs=self:HasAttribute("AWACS")
local fighter=self:HasAttribute("Fighters") or self:HasAttribute("Interceptors") or self:HasAttribute("Multirole fighters") or (self:HasAttribute("Bombers") and not self:HasAttribute("Strategic bombers"))
local bomber=self:HasAttribute("Strategic bombers")
local tanker=self:HasAttribute("Tankers")
local uav=self:HasAttribute("UAVs")
-- Helicopters
local transporthelo=self:HasAttribute("Transport helicopters")
local attackhelicopter=self:HasAttribute("Attack helicopters")
--------------
--- Ground ---
--------------
-- Ground
local apc=self:HasAttribute("Infantry carriers")
local truck=self:HasAttribute("Trucks") and self:GetCategory()==Group.Category.GROUND
local infantry=self:HasAttribute("Infantry")
local artillery=self:HasAttribute("Artillery")
local tank=self:HasAttribute("Old Tanks") or self:HasAttribute("Modern Tanks")
local aaa=self:HasAttribute("AAA")
local ewr=self:HasAttribute("EWR")
local sam=self:HasAttribute("SAM elements") and (not self:HasAttribute("AAA"))
-- Train
local train=self:GetCategory()==Group.Category.TRAIN
-------------
--- Naval ---
-------------
-- Ships
local aircraftcarrier=self:HasAttribute("Aircraft Carriers")
local warship=self:HasAttribute("Heavy armed ships")
local armedship=self:HasAttribute("Armed ships")
local unarmedship=self:HasAttribute("Unarmed ships")
-- Define attribute. Order is important.
if transportplane then
attribute=GROUP.Attribute.AIR_TRANSPORTPLANE
elseif awacs then
attribute=GROUP.Attribute.AIR_AWACS
elseif fighter then
attribute=GROUP.Attribute.AIR_FIGHTER
elseif bomber then
attribute=GROUP.Attribute.AIR_BOMBER
elseif tanker then
attribute=GROUP.Attribute.AIR_TANKER
elseif transporthelo then
attribute=GROUP.Attribute.AIR_TRANSPORTHELO
elseif attackhelicopter then
attribute=GROUP.Attribute.AIR_ATTACKHELO
elseif uav then
attribute=GROUP.Attribute.AIR_UAV
elseif apc then
attribute=GROUP.Attribute.GROUND_APC
elseif infantry then
attribute=GROUP.Attribute.GROUND_INFANTRY
elseif artillery then
attribute=GROUP.Attribute.GROUND_ARTILLERY
elseif tank then
attribute=GROUP.Attribute.GROUND_TANK
elseif aaa then
attribute=GROUP.Attribute.GROUND_AAA
elseif ewr then
attribute=GROUP.Attribute.GROUND_EWR
elseif sam then
attribute=GROUP.Attribute.GROUND_SAM
elseif truck then
attribute=GROUP.Attribute.GROUND_TRUCK
elseif train then
attribute=GROUP.Attribute.GROUND_TRAIN
elseif aircraftcarrier then
attribute=GROUP.Attribute.NAVAL_AIRCRAFTCARRIER
elseif warship then
attribute=GROUP.Attribute.NAVAL_WARSHIP
elseif armedship then
attribute=GROUP.Attribute.NAVAL_ARMEDSHIP
elseif unarmedship then
attribute=GROUP.Attribute.NAVAL_UNARMEDSHIP
else
if self:IsGround() then
attribute=GROUP.Attribute.GROUND_OTHER
elseif self:IsShip() then
attribute=GROUP.Attribute.NAVAL_OTHER
elseif self:IsAir() then
attribute=GROUP.Attribute.AIR_OTHER
else
attribute=GROUP.Attribute.OTHER_UNKNOWN
end
end
end
return attribute
end
do -- Route methods do -- Route methods
--- (AIR) Return the Group to an @{Wrapper.Airbase#AIRBASE}. --- (AIR) Return the Group to an @{Wrapper.Airbase#AIRBASE}.

View File

@ -31,6 +31,11 @@ SCENERY = {
} }
--- Register scenery object as POSITIONABLE.
--@param #SCENERY self
--@param #string SceneryName Scenery name.
--@param #DCS.Object SceneryObject DCS scenery object.
--@return #SCENERY Scenery object.
function SCENERY:Register( SceneryName, SceneryObject ) function SCENERY:Register( SceneryName, SceneryObject )
local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) ) local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) )
self.SceneryName = SceneryName self.SceneryName = SceneryName
@ -38,11 +43,17 @@ function SCENERY:Register( SceneryName, SceneryObject )
return self return self
end end
--- Register scenery object as POSITIONABLE.
--@param #SCENERY self
--@return #DCS.Object DCS scenery object.
function SCENERY:GetDCSObject() function SCENERY:GetDCSObject()
return self.SceneryObject return self.SceneryObject
end end
--- Register scenery object as POSITIONABLE.
--@param #SCENERY self
--@return #number Threat level 0.
--@return #string "Scenery".
function SCENERY:GetThreatLevel() function SCENERY:GetThreatLevel()
return 0, "Scenery" return 0, "Scenery"
end end

View File

@ -478,8 +478,7 @@ end
--- Returns the Unit's ammunition. --- Returns the Unit's ammunition.
-- @param #UNIT self -- @param #UNIT self
-- @return DCS#Unit.Ammo -- @return DCS#Unit.Ammo Table with ammuntion of the unit (or nil). This can be a complex table!
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetAmmo() function UNIT:GetAmmo()
self:F2( self.UnitName ) self:F2( self.UnitName )
@ -664,8 +663,7 @@ end
--- Returns relative amount of fuel (from 0.0 to 1.0) the UNIT has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0. --- Returns relative amount of fuel (from 0.0 to 1.0) the UNIT has in its internal tanks. If there are additional fuel tanks the value may be greater than 1.0.
-- @param #UNIT self -- @param #UNIT self
-- @return #number The relative amount of fuel (from 0.0 to 1.0). -- @return #number The relative amount of fuel (from 0.0 to 1.0) or *nil* if the DCS Unit is not existing or alive.
-- @return #nil The DCS Unit is not existing or alive.
function UNIT:GetFuel() function UNIT:GetFuel()
self:F3( self.UnitName ) self:F3( self.UnitName )
@ -1207,3 +1205,80 @@ do -- Detection
end end
end end
--- Get the unit table from a unit's template.
-- @param #UNIT self
-- @return #table Table of the unit template (deep copy) or #nil.
function UNIT:GetTemplate()
local group=self:GetGroup()
local name=self:GetName()
if group then
local template=group:GetTemplate()
if template then
for _,unit in pairs(template.units) do
if unit.name==name then
return UTILS.DeepCopy(unit)
end
end
end
end
return nil
end
--- Get the payload table from a unit's template.
-- The payload table has elements:
--
-- * pylons
-- * fuel
-- * chaff
-- * gun
--
-- @param #UNIT self
-- @return #table Payload table (deep copy) or #nil.
function UNIT:GetTemplatePayload()
local unit=self:GetTemplate()
if unit then
return unit.payload
end
return nil
end
--- Get the pylons table from a unit's template. This can be a complex table depending on the weapons the unit is carrying.
-- @param #UNIT self
-- @return #table Table of pylons (deepcopy) or #nil.
function UNIT:GetTemplatePylons()
local payload=self:GetTemplatePayload()
if payload then
return payload.pylons
end
return nil
end
--- Get the fuel of the unit from its template.
-- @param #UNIT self
-- @return #number Fuel of unit in kg.
function UNIT:GetTemplateFuel()
local payload=self:GetTemplatePayload()
if payload then
return payload.fuel
end
return nil
end