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Merge pull request #1275 from FlightControl-Master/FF/Develop
Ff/develop
This commit is contained in:
commit
0c32c35c27
@ -626,6 +626,55 @@ do -- Event Handling
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Unknown precisely what creates this event, likely tied into newer damage model. Will update this page when new information become available.
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--
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-- * initiator: The unit that had the failure.
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--
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-- @function [parent=#BASE] OnEventDetailedFailure
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
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-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
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-- @function [parent=#BASE] OnEventScore
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- 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.
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--
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-- * initiator: The unit that killed the target
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-- * target: Target Object
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-- * weapon: Weapon Object
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--
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-- @function [parent=#BASE] OnEventKill
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when any modification to the "Score" as seen on the debrief menu would occur.
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-- There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
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-- @function [parent=#BASE] OnEventScore
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- Occurs when the game thinks an object is destroyed.
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--
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-- * initiator: The unit that is was destroyed.
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--
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-- @function [parent=#BASE] OnEventUnitLost
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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--- 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.
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--
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-- * initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
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-- * place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
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-- * subplace: is always 0 for unknown reasons.
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--
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-- @function [parent=#BASE] OnEventLandingAfterEjection
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-- @param #BASE self
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-- @param Core.Event#EVENTDATA EventData The EventData structure.
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end
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@ -247,12 +247,15 @@ end
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--- Adds a Airbase based on the Airbase Name in the DATABASE.
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-- @param #DATABASE self
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-- @param #string AirbaseName The name of the airbase
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-- @param #string AirbaseName The name of the airbase.
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-- @return Wrapper.Airbase#AIRBASE Airbase object.
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function DATABASE:AddAirbase( AirbaseName )
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if not self.AIRBASES[AirbaseName] then
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self.AIRBASES[AirbaseName] = AIRBASE:Register( AirbaseName )
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end
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return self.AIRBASES[AirbaseName]
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end
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@ -893,6 +896,7 @@ end
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--- @param #DATABASE self
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function DATABASE:_RegisterAirbases()
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--[[
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local CoalitionsData = { AirbasesRed = coalition.getAirbases( coalition.side.RED ), AirbasesBlue = coalition.getAirbases( coalition.side.BLUE ), AirbasesNeutral = coalition.getAirbases( coalition.side.NEUTRAL ) }
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for CoalitionId, CoalitionData in pairs( CoalitionsData ) do
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for DCSAirbaseId, DCSAirbase in pairs( CoalitionData ) do
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@ -903,6 +907,18 @@ function DATABASE:_RegisterAirbases()
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self:AddAirbase( DCSAirbaseName )
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end
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end
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]]
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for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
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local DCSAirbaseName = DCSAirbase:getName()
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-- This gives the incorrect value to be inserted into the airdromeID for DCS 2.5.6!
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local airbaseID=DCSAirbase:getID()
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local airbase=self:AddAirbase( DCSAirbaseName )
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self:I(string.format("Register Airbase: %s, getID=%d, GetID=%d (unique=%d)", DCSAirbaseName, DCSAirbase:getID(), airbase:GetID(), airbase:GetID(true)))
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end
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return self
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end
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@ -221,9 +221,11 @@ EVENTS = {
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PlayerComment = world.event.S_EVENT_PLAYER_COMMENT,
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ShootingStart = world.event.S_EVENT_SHOOTING_START,
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ShootingEnd = world.event.S_EVENT_SHOOTING_END,
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-- Added with DCS 2.5.1
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MarkAdded = world.event.S_EVENT_MARK_ADDED,
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MarkChange = world.event.S_EVENT_MARK_CHANGE,
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MarkRemoved = world.event.S_EVENT_MARK_REMOVED,
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-- Moose Events
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NewCargo = world.event.S_EVENT_NEW_CARGO,
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DeleteCargo = world.event.S_EVENT_DELETE_CARGO,
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NewZone = world.event.S_EVENT_NEW_ZONE,
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@ -231,6 +233,12 @@ EVENTS = {
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NewZoneGoal = world.event.S_EVENT_NEW_ZONE_GOAL,
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DeleteZoneGoal = world.event.S_EVENT_DELETE_ZONE_GOAL,
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RemoveUnit = world.event.S_EVENT_REMOVE_UNIT,
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-- Added with DCS 2.5.6
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DetailedFailure = world.event.S_EVENT_DETAILED_FAILURE or -1, --We set this to -1 for backward compatibility to DCS 2.5.5 and earlier
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Kill = world.event.S_EVENT_KILL or -1,
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Score = world.event.S_EVENT_SCORE or -1,
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UnitLost = world.event.S_EVENT_UNIT_LOST or -1,
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LandingAfterEjection = world.event.S_EVENT_LANDING_AFTER_EJECTION or -1,
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}
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--- The Event structure
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@ -481,6 +489,32 @@ local _EVENTMETA = {
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Event = "OnEventRemoveUnit",
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Text = "S_EVENT_REMOVE_UNIT"
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},
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-- Added with DCS 2.5.6
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[EVENTS.DetailedFailure] = {
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Order = 1,
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Event = "OnEventDetailedFailure",
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Text = "S_EVENT_DETAILED_FAILURE"
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},
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[EVENTS.Kill] = {
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Order = 1,
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Event = "OnEventKill",
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Text = "S_EVENT_KILL"
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},
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[EVENTS.Score] = {
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Order = 1,
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Event = "OnEventScore",
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Text = "S_EVENT_SCORE"
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},
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[EVENTS.UnitLost] = {
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Order = 1,
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Event = "OnEventUnitLost",
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Text = "S_EVENT_UNIT_LOST"
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},
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[EVENTS.LandingAfterEjection] = {
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Order = 1,
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Event = "OnEventLandingAfterEjection",
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Text = "S_EVENT_LANDING_AFTER_EJECTION"
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},
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}
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@ -881,9 +915,11 @@ function EVENT:onEvent( Event )
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end
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-- Get event meta data.
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local EventMeta = _EVENTMETA[Event.id]
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--self:E( { EventMeta.Text, Event } ) -- Activate the see all incoming events ...
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-- Check if this is a known event?
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if EventMeta then
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if self and
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self.Events and
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@ -1010,9 +1046,14 @@ function EVENT:onEvent( Event )
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-- Place should be given for takeoff and landing events as well as base captured. It should be a DCS airbase.
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if Event.place then
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if Event.id==EVENTS.LandingAfterEjection then
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-- Place is here the UNIT of which the pilot ejected.
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Event.Place=UNIT:Find(Event.place)
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else
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Event.Place=AIRBASE:Find(Event.place)
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Event.PlaceName=Event.Place:GetName()
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end
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end
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-- Mark points.
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if Event.idx then
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@ -1212,6 +1253,9 @@ function EVENT:onEvent( Event )
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else
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self:T( { EventMeta.Text, Event } )
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end
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else
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self:E(string.format("WARNING: Could not get EVENTMETA data for event ID=%d! Is this an unknown/new DCS event?", tostring(Event.id)))
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end
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Event = nil
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end
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@ -730,11 +730,14 @@ do -- FSM
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if not self._EventSchedules[EventName] then
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CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
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self._EventSchedules[EventName] = CallID
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self:T2(string.format("NEGATIVE Event %s delayed by %.1f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
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else
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self:T2(string.format("NEGATIVE Event %s delayed by %.1f sec CANCELLED as we already have such an event in the queue.", EventName, DelaySeconds))
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-- reschedule
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end
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else
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CallID = self.CallScheduler:Schedule( self, self._handler, { EventName, ... }, DelaySeconds or 1, nil, nil, nil, 4, true )
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self:T2(string.format("Event %s delayed by %.1f sec SCHEDULED with CallID=%s", EventName, DelaySeconds, tostring(CallID)))
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end
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else
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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
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-- @return #table Table of DCS static objects found.
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-- @return #table Table of DCS scenery objects found.
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function COORDINATE:ScanObjects(radius, scanunits, scanstatics, scanscenery)
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self:F(string.format("Scanning in radius %.1f m.", radius))
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self:F(string.format("Scanning in radius %.1f m.", radius or 100))
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local SphereSearch = {
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id = world.VolumeType.SPHERE,
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@ -437,9 +437,11 @@ do -- COORDINATE
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end
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for _,static in pairs(Statics) do
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self:T(string.format("Scan found static %s", static:getName()))
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_DATABASE:AddStatic(static:getName())
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end
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for _,scenery in pairs(Scenery) do
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self:T(string.format("Scan found scenery %s", scenery:getTypeName()))
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self:T(string.format("Scan found scenery %s typename=%s", scenery:getName(), scenery:getTypeName()))
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SCENERY:Register(scenery:getName(), scenery)
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end
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return gotunits, gotstatics, gotscenery, Units, Statics, Scenery
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@ -1213,34 +1215,64 @@ do -- COORDINATE
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--- Build an ground type route point.
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-- @param #COORDINATE self
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-- @param #number Speed (optional) Speed in km/h. The default speed is 20 km/h.
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-- @param #string Formation (optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".
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-- @param #table DCSTasks A table of DCS tasks that are executed at the waypoints. Mind the curly brackets {}!
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-- @param #number Speed (Optional) Speed in km/h. The default speed is 20 km/h.
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-- @param #string Formation (Optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".
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-- @param #table DCSTasks (Optional) A table of DCS tasks that are executed at the waypoints. Mind the curly brackets {}!
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-- @return #table The route point.
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function COORDINATE:WaypointGround( Speed, Formation, DCSTasks )
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self:F2( { Formation, Speed } )
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self:F2( { Speed, Formation, DCSTasks } )
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local RoutePoint = {}
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RoutePoint.x = self.x
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RoutePoint.y = self.z
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RoutePoint.action = Formation or ""
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--RoutePoint.formation_template = Formation and "" or nil
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RoutePoint.alt = self:GetLandHeight()+1 -- self.y
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RoutePoint.alt_type = COORDINATE.WaypointAltType.BARO
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RoutePoint.action = Formation or "Off Road"
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RoutePoint.formation_template=""
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RoutePoint.ETA=0
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RoutePoint.ETA_locked=true
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RoutePoint.speed = ( Speed or 20 ) / 3.6
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RoutePoint.speed_locked = true
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-- ["task"] =
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-- {
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-- ["id"] = "ComboTask",
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-- ["params"] =
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-- {
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-- ["tasks"] =
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-- {
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-- }, -- end of ["tasks"]
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-- }, -- end of ["params"]
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-- }, -- end of ["task"]
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RoutePoint.task = {}
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RoutePoint.task.id = "ComboTask"
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RoutePoint.task.params = {}
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RoutePoint.task.params.tasks = DCSTasks or {}
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return RoutePoint
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end
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--- Build route waypoint point for Naval units.
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-- @param #COORDINATE self
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-- @param #number Speed (Optional) Speed in km/h. The default speed is 20 km/h.
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-- @param #string Depth (Optional) Dive depth in meters. Only for submarines. Default is COORDINATE.y component.
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-- @param #table DCSTasks (Optional) A table of DCS tasks that are executed at the waypoints. Mind the curly brackets {}!
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-- @return #table The route point.
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function COORDINATE:WaypointNaval( Speed, Depth, DCSTasks )
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self:F2( { Speed, Depth, DCSTasks } )
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local RoutePoint = {}
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RoutePoint.x = self.x
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RoutePoint.y = self.z
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RoutePoint.alt = Depth or self.y -- Depth is for submarines only. Ships should have alt=0.
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RoutePoint.alt_type = "BARO"
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RoutePoint.type = "Turning Point"
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RoutePoint.action = "Turning Point"
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RoutePoint.formation_template = ""
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RoutePoint.ETA=0
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RoutePoint.ETA_locked=true
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RoutePoint.speed = ( Speed or 20 ) / 3.6
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RoutePoint.speed_locked = true
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RoutePoint.task = {}
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RoutePoint.task.id = "ComboTask"
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@ -509,14 +509,17 @@ end
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-- @param #SPAWN self
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-- @param #string AirbaseName Name of the airbase.
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-- @param #number Takeoff (Optional) Takeoff type. Can be SPAWN.Takeoff.Hot (default), SPAWN.Takeoff.Cold or SPAWN.Takeoff.Runway.
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-- @param #number TerminalTyple (Optional) The terminal type.
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-- @return #SPAWN self
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function SPAWN:InitAirbase( AirbaseName, Takeoff )
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function SPAWN:InitAirbase( AirbaseName, Takeoff, TerminalType )
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self:F( )
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self.SpawnInitAirbase=AIRBASE:FindByName(AirbaseName)
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self.SpawnInitTakeoff=Takeoff or SPAWN.Takeoff.Hot
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self.SpawnInitTerminalType=TerminalType
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return self
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end
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@ -1133,7 +1136,7 @@ function SPAWN:Spawn()
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self:F( { self.SpawnTemplatePrefix, self.SpawnIndex, self.AliveUnits } )
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if self.SpawnInitAirbase then
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return self:SpawnAtAirbase(self.SpawnInitAirbase, self.SpawnInitTakeoff)
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return self:SpawnAtAirbase(self.SpawnInitAirbase, self.SpawnInitTakeoff, nil, self.SpawnInitTerminalType)
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else
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return self:SpawnWithIndex( self.SpawnIndex + 1 )
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end
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@ -19,6 +19,8 @@
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do -- UserFlag
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--- @type USERFLAG
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-- @field #string ClassName Name of the class
|
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-- @field #string UserFlagName Name of the flag.
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-- @extends Core.Base#BASE
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@ -31,6 +33,7 @@ do -- UserFlag
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-- @field #USERFLAG
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USERFLAG = {
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ClassName = "USERFLAG",
|
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UserFlagName = nil,
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}
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--- USERFLAG Constructor.
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@ -46,6 +49,12 @@ do -- UserFlag
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return self
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end
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--- Get the userflag name.
|
||||
-- @param #USERFLAG self
|
||||
-- @return #string Name of the user flag.
|
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function USERFLAG:GetName()
|
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return self.UserFlagName
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end
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|
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--- Set the userflag to a given Number.
|
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-- @param #USERFLAG self
|
||||
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@ -428,6 +428,10 @@ do -- Types
|
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-- @type TaskArray
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-- @list <#Task>
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---
|
||||
--@type WaypointAir
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--@field #boolean lateActivated
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--@field #boolean uncontrolled
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end --
|
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@ -1205,6 +1209,7 @@ do -- AI
|
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-- @field TAKEOFF
|
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-- @field TAKEOFF_PARKING
|
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-- @field TURNING_POINT
|
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-- @field TAKEOFF_PARKING_HOT
|
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-- @field LAND
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||||
--- @type AI.Task.TurnMethod
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@ -1242,7 +1247,7 @@ do -- AI
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-- @field #AI.Option.Naval.id id
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-- @field #AI.Option.Naval.val val
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||||
|
||||
--TODO: work on formation
|
||||
|
||||
--- @type AI.Option.Air.id
|
||||
-- @field NO_OPTION
|
||||
-- @field ROE
|
||||
@ -1252,6 +1257,33 @@ do -- AI
|
||||
-- @field FORMATION
|
||||
-- @field RTB_ON_BINGO
|
||||
-- @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
|
||||
-- @field #AI.Option.Air.val.ROE ROE
|
||||
@ -1285,11 +1317,26 @@ do -- AI
|
||||
-- @field WHEN_FLYING_IN_SAM_WEZ
|
||||
-- @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
|
||||
-- @field NO_OPTION
|
||||
-- @field ROE @{#AI.Option.Ground.val.ROE}
|
||||
-- @field DISPERSE_ON_ATTACK true or false
|
||||
-- @field ALARM_STATE @{#AI.Option.Ground.val.ALARM_STATE}
|
||||
-- @field ENGAGE_AIR_WEAPONS
|
||||
|
||||
--- @type AI.Option.Ground.val
|
||||
-- @field #AI.Option.Ground.val.ROE ROE
|
||||
|
||||
@ -516,7 +516,7 @@ RANGE.MenuF10Root=nil
|
||||
|
||||
--- Range script version.
|
||||
-- @field #string version
|
||||
RANGE.version="2.2.1"
|
||||
RANGE.version="2.2.2"
|
||||
|
||||
--TODO list:
|
||||
--TODO: Verbosity level for messages.
|
||||
@ -754,7 +754,7 @@ function RANGE:onafterStart()
|
||||
if self.rangecontrolfreq then
|
||||
|
||||
-- Radio queue.
|
||||
self.rangecontrol=RADIOQUEUE:New(self.rangecontrolfreq)
|
||||
self.rangecontrol=RADIOQUEUE:New(self.rangecontrolfreq, nil, self.rangename)
|
||||
|
||||
-- Init numbers.
|
||||
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
|
||||
|
||||
-- Radio queue.
|
||||
self.instructor=RADIOQUEUE:New(self.instructorfreq)
|
||||
self.instructor=RADIOQUEUE:New(self.instructorfreq, nil, self.rangename)
|
||||
|
||||
-- Init numbers.
|
||||
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.
|
||||
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
|
||||
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
|
||||
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
|
||||
@ -2967,10 +2967,10 @@ function RANGE:_AddF10Commands(_unitName)
|
||||
missionCommands.addCommandForGroup(_gid, "Strafe Pits", _infoPath, self._DisplayStrafePits, self, _unitName)
|
||||
end
|
||||
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
|
||||
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
|
||||
|
||||
@ -523,7 +523,7 @@ _ATIS={}
|
||||
|
||||
--- ATIS class version.
|
||||
-- @field #string version
|
||||
ATIS.version="0.6.2"
|
||||
ATIS.version="0.6.3"
|
||||
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
-- TODO list
|
||||
@ -1143,6 +1143,10 @@ function ATIS:onafterBroadcast(From, Event, To)
|
||||
local WINDFROM=string.format("%03d", windFrom-magvar)
|
||||
local WINDSPEED=string.format("%d", UTILS.MpsToKnots(windSpeed))
|
||||
|
||||
if WINDFROM=="000" then
|
||||
WINDFROM="360"
|
||||
end
|
||||
|
||||
if self.metric then
|
||||
WINDSPEED=string.format("%d", windSpeed)
|
||||
end
|
||||
@ -1151,27 +1155,7 @@ function ATIS:onafterBroadcast(From, Event, To)
|
||||
--- Runway ---
|
||||
--------------
|
||||
|
||||
-- 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
|
||||
local runway, rwyLeft=self:GetActiveRunway()
|
||||
|
||||
------------
|
||||
--- Time ---
|
||||
@ -1772,11 +1756,41 @@ end
|
||||
-- Misc Functions
|
||||
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
|
||||
|
||||
--- Get runway from user supplied magnetic heading.
|
||||
--- Get active runway runway.
|
||||
-- @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()
|
||||
|
||||
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
|
||||
|
||||
--- Get runway from user supplied magnetic heading.
|
||||
|
||||
@ -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.ROE = {
|
||||
@ -13,3 +21,29 @@ ENUMS.ROT = {
|
||||
EvadeFire = 3,
|
||||
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)
|
||||
}
|
||||
@ -342,8 +342,9 @@ AIRBASE.TerminalType = {
|
||||
-- @return Wrapper.Airbase#AIRBASE
|
||||
function AIRBASE:Register( AirbaseName )
|
||||
|
||||
local self = BASE:Inherit( self, POSITIONABLE:New( AirbaseName ) )
|
||||
local self = BASE:Inherit( self, POSITIONABLE:New( AirbaseName ) ) --#AIRBASE
|
||||
self.AirbaseName = AirbaseName
|
||||
self.AirbaseID = self:GetID(true)
|
||||
self.AirbaseZone = ZONE_RADIUS:New( AirbaseName, self:GetVec2(), 2500 )
|
||||
return self
|
||||
end
|
||||
@ -380,7 +381,7 @@ function AIRBASE:FindByID(id)
|
||||
for name,_airbase in pairs(_DATABASE.AIRBASES) do
|
||||
local airbase=_airbase --#AIRBASE
|
||||
|
||||
local aid=tonumber(airbase:GetID())
|
||||
local aid=tonumber(airbase:GetID(true))
|
||||
|
||||
if aid==id then
|
||||
return airbase
|
||||
@ -430,6 +431,54 @@ function AIRBASE.GetAllAirbases(coalition, category)
|
||||
return airbases
|
||||
end
|
||||
|
||||
--- Get ID of the airbase.
|
||||
-- @param #AIRBASE self
|
||||
-- @param #boolean unique (Optional) If true, ships will get a negative sign as the unit ID might be the same as an airbase ID. Default off!
|
||||
-- @return #number The airbase ID.
|
||||
function AIRBASE:GetID(unique)
|
||||
|
||||
if self.AirbaseID then
|
||||
|
||||
return unique and self.AirbaseID or math.abs(self.AirbaseID)
|
||||
|
||||
else
|
||||
|
||||
for DCSAirbaseId, DCSAirbase in pairs(world.getAirbases()) do
|
||||
|
||||
-- Get the airbase name.
|
||||
local AirbaseName = DCSAirbase:getName()
|
||||
|
||||
-- This gives the incorrect value to be inserted into the airdromeID for DCS 2.5.6!
|
||||
local airbaseID=tonumber(DCSAirbase:getID())
|
||||
|
||||
-- No way AFIK to get the DCS version. So we check if the event exists. That should tell us if we are on DCS 2.5.6 or prior to that.
|
||||
if world.event.S_EVENT_KILL and world.event.S_EVENT_KILL>0 and self:GetAirbaseCategory()==Airbase.Category.AIRDROME then
|
||||
|
||||
-- We have to take the key value of this loop!
|
||||
airbaseID=DCSAirbaseId
|
||||
|
||||
-- Now another quirk: for Caucasus, we need to add 11 to the key value to get the correct ID. See https://forums.eagle.ru/showpost.php?p=4210774&postcount=11
|
||||
if UTILS.GetDCSMap()==DCSMAP.Caucasus then
|
||||
airbaseID=airbaseID+11
|
||||
end
|
||||
end
|
||||
|
||||
if AirbaseName==self.AirbaseName then
|
||||
if self:GetAirbaseCategory()==Airbase.Category.SHIP then
|
||||
-- Ships get a negative sign as their unit number might be the same as the ID of another airbase.
|
||||
return unique and -airbaseID or airbaseID
|
||||
else
|
||||
return airbaseID
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return nil
|
||||
end
|
||||
|
||||
|
||||
--- Returns a table of parking data for a given airbase. If the optional parameter *available* is true only available parking will be returned, otherwise all parking at the base is returned. Term types have the following enumerated values:
|
||||
--
|
||||
|
||||
@ -312,6 +312,7 @@ function CONTROLLABLE:ClearTasks()
|
||||
|
||||
if DCSControllable then
|
||||
local Controller = self:_GetController()
|
||||
env.info("FF clearing tasks!")
|
||||
Controller:resetTask()
|
||||
return self
|
||||
end
|
||||
@ -860,34 +861,18 @@ function CONTROLLABLE:TaskAttackGroup( AttackGroup, WeaponType, WeaponExpend, At
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DirectionEnabled = nil
|
||||
if Direction then
|
||||
DirectionEnabled = true
|
||||
else
|
||||
DirectionEnabled = false
|
||||
Direction=0
|
||||
end
|
||||
|
||||
local AltitudeEnabled = nil
|
||||
if Altitude then
|
||||
AltitudeEnabled = true
|
||||
else
|
||||
AltitudeEnabled = false
|
||||
Altitude=0
|
||||
end
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'AttackGroup',
|
||||
local DCSTask = { id = 'AttackGroup',
|
||||
params = {
|
||||
groupId = AttackGroup:GetID(),
|
||||
weaponType = WeaponType,
|
||||
expend = WeaponExpend,
|
||||
weaponType = WeaponType or 1073741822,
|
||||
expend = WeaponExpend or "Auto",
|
||||
attackQtyLimit = AttackQty and true or false,
|
||||
attackQty = AttackQty,
|
||||
directionEnabled = DirectionEnabled,
|
||||
direction = Direction,
|
||||
altitudeEnabled = AltitudeEnabled,
|
||||
directionEnabled = Direction and true or false,
|
||||
direction = Direction and math.rad(Direction) or nil,
|
||||
altitudeEnabled = Altitude and true or false,
|
||||
altitude = Altitude,
|
||||
attackQtyLimit = AttackQtyLimit,
|
||||
},
|
||||
},
|
||||
|
||||
@ -913,15 +898,15 @@ function CONTROLLABLE:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, Atta
|
||||
id = 'AttackUnit',
|
||||
params = {
|
||||
unitId = AttackUnit:GetID(),
|
||||
groupAttack = GroupAttack or false,
|
||||
groupAttack = GroupAttack and GroupAttack or false,
|
||||
expend = WeaponExpend or "Auto",
|
||||
directionEnabled = Direction and true or false,
|
||||
direction = math.rad(Direction or 0),
|
||||
direction = Direction and math.rad(Direction) or nil,
|
||||
altitudeEnabled = Altitude and true or false,
|
||||
altitude = Altitude or math.max(1000, AttackUnit:GetAltitude()),
|
||||
altitude = Altitude,
|
||||
attackQtyLimit = AttackQty and true or false,
|
||||
attackQty = AttackQty,
|
||||
weaponType = WeaponType
|
||||
weaponType = WeaponType or 1073741822,
|
||||
}
|
||||
}
|
||||
|
||||
@ -945,25 +930,6 @@ end
|
||||
function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb )
|
||||
self:F( { self.ControllableName, Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb } )
|
||||
|
||||
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=5000
|
||||
local _altitudeenabled=false
|
||||
if Altitude then
|
||||
_altitude=Altitude
|
||||
_altitudeenabled=true
|
||||
end
|
||||
|
||||
local _attacktype=nil
|
||||
if Divebomb then
|
||||
_attacktype="Dive"
|
||||
@ -974,18 +940,19 @@ function CONTROLLABLE:TaskBombing( Vec2, GroupAttack, WeaponExpend, AttackQty, D
|
||||
DCSTask = {
|
||||
id = 'Bombing',
|
||||
params = {
|
||||
point = Vec2,
|
||||
x = Vec2.x,
|
||||
y = Vec2.y,
|
||||
groupAttack = _groupattack,
|
||||
groupAttack = GroupAttack and GroupAttack or false,
|
||||
expend = WeaponExpend or "Auto",
|
||||
attackQtyLimit = false, --AttackQty and true or false,
|
||||
attackQty = AttackQty or 1,
|
||||
directionEnabled = _directionenabled,
|
||||
direction = _direction,
|
||||
altitudeEnabled = _altitudeenabled,
|
||||
altitude = _altitude,
|
||||
weaponType = WeaponType,
|
||||
--attackType=_attacktype,
|
||||
attackQtyLimit = AttackQty and true or false,
|
||||
attackQty = AttackQty,
|
||||
directionEnabled = Direction and true or false,
|
||||
direction = Direction and math.rad(Direction) or nil,
|
||||
altitudeEnabled = Altitude and true or false,
|
||||
altitude = Altitude,
|
||||
weaponType = WeaponType or 1073741822,
|
||||
attackType = _attacktype,
|
||||
},
|
||||
}
|
||||
|
||||
@ -997,7 +964,7 @@ end
|
||||
-- @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 DCS#AI.Task.WeaponExpend WeaponExpend (Optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit 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 [meters] from where to attack. Default 30 m.
|
||||
@ -1020,7 +987,7 @@ function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, Atta
|
||||
directionEnabled = Direction and true or false,
|
||||
direction = Direction,
|
||||
altitudeEnabled = Altitude and true or false,
|
||||
altitude = Altitude or 30,
|
||||
altitude = Altitude,
|
||||
weaponType = WeaponType or 1073741822,
|
||||
},
|
||||
},
|
||||
@ -1030,48 +997,140 @@ function CONTROLLABLE:TaskAttackMapObject( Vec2, GroupAttack, WeaponExpend, Atta
|
||||
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 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 } )
|
||||
|
||||
-- Build Task Structure
|
||||
local DCSTask = {
|
||||
id = 'CarpetBombing',
|
||||
params = {
|
||||
attackType = "Carpet",
|
||||
point = Vec2,
|
||||
x = Vec2.x,
|
||||
y = Vec2.y,
|
||||
groupAttack = GroupAttack and GroupAttack or false,
|
||||
carpetLength = CarpetLength or 500,
|
||||
weaponType = WeaponType or ENUMS.WeaponFlag.AnyBomb,
|
||||
expend = WeaponExpend or "All",
|
||||
attackQtyLimit = AttackQty and true or false,
|
||||
attackQty = AttackQty,
|
||||
directionEnabled = Direction and true or false,
|
||||
direction = Direction and math.rad(Direction) or nil,
|
||||
altitudeEnabled = Altitude and true or false,
|
||||
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
|
||||
|
||||
-- Table of group IDs for embarking.
|
||||
local Distribution={}
|
||||
|
||||
if DistributionGroupSet then
|
||||
for _,_group in pairs(DistributionGroupSet:GetSet()) do
|
||||
local group=_group --Wrapper.Group#GROUP
|
||||
table.insert(Distribution, group:GetID())
|
||||
end
|
||||
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) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param DCS#Vec2 Point The point to hold the position.
|
||||
-- @param #number Altitude The altitude [m] to hold the position.
|
||||
-- @param #number Altitude The altitude AGL in meters to hold the position.
|
||||
-- @param #number Speed The speed [m/s] flying when holding the position.
|
||||
-- @return #CONTROLLABLE self
|
||||
function CONTROLLABLE:TaskOrbitCircleAtVec2( 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 )
|
||||
|
||||
self:T3( { LandHeight } )
|
||||
|
||||
local DCSTask = { id = 'Orbit',
|
||||
params = { pattern = AI.Task.OrbitPattern.CIRCLE,
|
||||
local DCSTask = {
|
||||
id = 'Orbit',
|
||||
params = {
|
||||
pattern = AI.Task.OrbitPattern.CIRCLE,
|
||||
point = Point,
|
||||
speed = Speed,
|
||||
altitude = Altitude + LandHeight
|
||||
altitude = Altitude + land.getHeight( Point )
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
-- 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
|
||||
end
|
||||
|
||||
@ -1111,7 +1170,7 @@ end
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param #number Altitude The altitude [m] to hold 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
|
||||
function CONTROLLABLE:TaskOrbitCircle( Altitude, Speed, Coordinate )
|
||||
self:F2( { self.ControllableName, Altitude, Speed } )
|
||||
@ -1139,10 +1198,6 @@ function CONTROLLABLE:TaskHoldPosition()
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--- (AIR) Delivering weapon on the runway. See [hoggit](https://wiki.hoggitworld.com/view/DCS_task_bombingRunway)
|
||||
--
|
||||
-- Make sure the aircraft has the following role:
|
||||
@ -1165,36 +1220,18 @@ end
|
||||
function CONTROLLABLE:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack)
|
||||
self:F2( { self.ControllableName, Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack } )
|
||||
|
||||
-- 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',
|
||||
local DCSTask = {
|
||||
id = 'BombingRunway',
|
||||
params = {
|
||||
runwayId = Airbase:GetID(),
|
||||
weaponType = WeaponType,
|
||||
expend = WeaponExpend,
|
||||
attackQty = AttackQty,
|
||||
direction = Direction,
|
||||
groupAttack = GroupAttack,
|
||||
},
|
||||
weaponType = WeaponType or ENUMS.WeaponFlag.AnyBomb,
|
||||
expend = WeaponExpend or AI.Task.WeaponExpend.ALL,
|
||||
attackQty = AttackQty or 1,
|
||||
direction = Direction and math.rad(Direction) or nil,
|
||||
groupAttack = GroupAttack and GroupAttack or false,
|
||||
},
|
||||
}
|
||||
|
||||
self:T3( { DCSTask } )
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
@ -1203,16 +1240,9 @@ end
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskRefueling()
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
-- Refueling = {
|
||||
-- id = 'Refueling',
|
||||
-- params = {}
|
||||
-- }
|
||||
|
||||
local DCSTask={id='Refueling', params={}}
|
||||
|
||||
self:T3( { DCSTask } )
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
@ -1222,37 +1252,16 @@ end
|
||||
-- @param DCS#Vec2 Point The point where to land.
|
||||
-- @param #number Duration The duration in seconds to stay on the ground.
|
||||
-- @return #CONTROLLABLE self
|
||||
function CONTROLLABLE:TaskLandAtVec2( Point, Duration )
|
||||
self:F2( { self.ControllableName, Point, Duration } )
|
||||
function CONTROLLABLE:TaskLandAtVec2(Vec2, Duration)
|
||||
|
||||
-- Land = {
|
||||
-- id= 'Land',
|
||||
-- params = {
|
||||
-- point = Vec2,
|
||||
-- durationFlag = boolean,
|
||||
-- duration = Time
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
if Duration and Duration > 0 then
|
||||
DCSTask = { id = 'Land',
|
||||
local DCSTask = {
|
||||
id = 'Land',
|
||||
params = {
|
||||
point = Point,
|
||||
durationFlag = true,
|
||||
point = Vec2,
|
||||
durationFlag = Duration and true or false,
|
||||
duration = Duration,
|
||||
},
|
||||
}
|
||||
else
|
||||
DCSTask = { id = 'Land',
|
||||
params = {
|
||||
point = Point,
|
||||
durationFlag = false,
|
||||
},
|
||||
}
|
||||
end
|
||||
|
||||
self:T3( DCSTask )
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
@ -1307,8 +1316,7 @@ function CONTROLLABLE:TaskFollow( FollowControllable, Vec3, LastWaypointIndex )
|
||||
lastWptIndexFlagChangedManually = true
|
||||
end
|
||||
|
||||
local DCSTask
|
||||
DCSTask = {
|
||||
local DCSTask = {
|
||||
id = 'Follow',
|
||||
params = {
|
||||
groupId = FollowControllable:GetID(),
|
||||
@ -1332,7 +1340,7 @@ end
|
||||
-- @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.
|
||||
-- @param #number EngagementDistance Maximal distance from escorted controllable to threat. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.
|
||||
-- @param DCS#AttributeNameArray TargetTypes Array of AttributeName that is contains threat categories allowed to engage.
|
||||
-- @param DCS#AttributeNameArray TargetTypes Array of AttributeName that is contains threat categories allowed to engage. Default {"Air"}.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes )
|
||||
self:F2( { self.ControllableName, FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes } )
|
||||
@ -1349,22 +1357,16 @@ function CONTROLLABLE:TaskEscort( FollowControllable, Vec3, LastWaypointIndex, E
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local LastWaypointIndexFlag = false
|
||||
if LastWaypointIndex then
|
||||
LastWaypointIndexFlag = true
|
||||
end
|
||||
|
||||
TargetTypes=TargetTypes or {}
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'Escort',
|
||||
DCSTask = {
|
||||
id = 'Escort',
|
||||
params = {
|
||||
groupId = FollowControllable:GetID(),
|
||||
pos = Vec3,
|
||||
lastWptIndexFlag = LastWaypointIndexFlag,
|
||||
lastWptIndexFlag = LastWaypointIndex and true or false,
|
||||
lastWptIndex = LastWaypointIndex,
|
||||
engagementDistMax = EngagementDistance,
|
||||
targetTypes = TargetTypes,
|
||||
targetTypes = TargetTypes or {"Air"},
|
||||
},
|
||||
},
|
||||
|
||||
@ -1423,21 +1425,7 @@ end
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:TaskHold()
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
-- Hold = {
|
||||
-- id = 'Hold',
|
||||
-- params = {
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'Hold',
|
||||
params = {
|
||||
}
|
||||
}
|
||||
|
||||
self:T3( { DCSTask } )
|
||||
local DCSTask = {id = 'Hold', params = {}}
|
||||
return DCSTask
|
||||
end
|
||||
|
||||
@ -1456,18 +1444,8 @@ end
|
||||
function CONTROLLABLE:TaskFAC_AttackGroup( AttackGroup, WeaponType, Designation, Datalink )
|
||||
self:F2( { self.ControllableName, AttackGroup, WeaponType, Designation, Datalink } )
|
||||
|
||||
-- FAC_AttackGroup = {
|
||||
-- id = 'FAC_AttackGroup',
|
||||
-- params = {
|
||||
-- groupId = Group.ID,
|
||||
-- weaponType = number,
|
||||
-- designation = enum AI.Task.Designation,
|
||||
-- datalink = boolean
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'FAC_AttackGroup',
|
||||
local DCSTask = {
|
||||
id = 'FAC_AttackGroup',
|
||||
params = {
|
||||
groupId = AttackGroup:GetID(),
|
||||
weaponType = WeaponType,
|
||||
@ -1486,26 +1464,18 @@ end
|
||||
-- @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#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.
|
||||
function CONTROLLABLE:EnRouteTaskEngageTargets( Distance, TargetTypes, Priority )
|
||||
self:F2( { self.ControllableName, Distance, TargetTypes, Priority } )
|
||||
|
||||
-- EngageTargets ={
|
||||
-- id = 'EngageTargets',
|
||||
-- params = {
|
||||
-- maxDist = Distance,
|
||||
-- targetTypes = array of AttributeName,
|
||||
-- priority = number
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'EngageTargets',
|
||||
local DCSTask = {
|
||||
id = 'EngageTargets',
|
||||
params = {
|
||||
maxDistEnabled = Distance and true or false,
|
||||
maxDist = Distance,
|
||||
targetTypes = TargetTypes,
|
||||
priority = Priority
|
||||
targetTypes = TargetTypes or {"Air"},
|
||||
priority = Priority or 0,
|
||||
}
|
||||
}
|
||||
|
||||
@ -1519,29 +1489,19 @@ end
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param DCS#Vec2 Vec2 2D-coordinates of the zone.
|
||||
-- @param DCS#Distance Radius Radius of the zone.
|
||||
-- @param DCS#AttributeNameArray TargetTypes Array of target categories allowed to engage.
|
||||
-- @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 DCS#AttributeNameArray (Optional) TargetTypes Array of target categories allowed to engage. Default {"Air"}.
|
||||
-- @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.
|
||||
function CONTROLLABLE:EnRouteTaskEngageTargetsInZone( Vec2, Radius, TargetTypes, Priority )
|
||||
self:F2( { self.ControllableName, Vec2, Radius, TargetTypes, Priority } )
|
||||
|
||||
-- EngageTargetsInZone = {
|
||||
-- id = 'EngageTargetsInZone',
|
||||
-- params = {
|
||||
-- point = Vec2,
|
||||
-- zoneRadius = Distance,
|
||||
-- targetTypes = array of AttributeName,
|
||||
-- priority = number
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'EngageTargetsInZone',
|
||||
local DCSTask = {
|
||||
id = 'EngageTargetsInZone',
|
||||
params = {
|
||||
point = Vec2,
|
||||
zoneRadius = Radius,
|
||||
targetTypes = TargetTypes,
|
||||
priority = Priority
|
||||
targetTypes = TargetTypes or {"Air"},
|
||||
priority = Priority or 0
|
||||
}
|
||||
}
|
||||
|
||||
@ -1580,29 +1540,19 @@ function CONTROLLABLE:EnRouteTaskEngageGroup( AttackGroup, Priority, WeaponType,
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DirectionEnabled = nil
|
||||
if Direction then
|
||||
DirectionEnabled = true
|
||||
end
|
||||
|
||||
local AltitudeEnabled = nil
|
||||
if Altitude then
|
||||
AltitudeEnabled = true
|
||||
end
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'EngageControllable',
|
||||
local DCSTask = {
|
||||
id = 'EngageControllable',
|
||||
params = {
|
||||
groupId = AttackGroup:GetID(),
|
||||
weaponType = WeaponType,
|
||||
expend = WeaponExpend,
|
||||
attackQty = AttackQty,
|
||||
directionEnabled = DirectionEnabled,
|
||||
expend = WeaponExpend or "Auto",
|
||||
directionEnabled = Direction and true or false,
|
||||
direction = Direction,
|
||||
altitudeEnabled = AltitudeEnabled,
|
||||
altitudeEnabled = Altitude and true or false,
|
||||
altitude = Altitude,
|
||||
attackQtyLimit = AttackQtyLimit,
|
||||
priority = Priority,
|
||||
attackQtyLimit = AttackQty and true or false,
|
||||
attackQty = AttackQty,
|
||||
priority = Priority or 1,
|
||||
},
|
||||
},
|
||||
|
||||
@ -1626,30 +1576,16 @@ end
|
||||
function CONTROLLABLE:EnRouteTaskEngageUnit( EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack )
|
||||
self:F2( { self.ControllableName, EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack } )
|
||||
|
||||
-- EngageUnit = {
|
||||
-- id = 'EngageUnit',
|
||||
-- params = {
|
||||
-- unitId = Unit.ID,
|
||||
-- weaponType = number,
|
||||
-- expend = enum AI.Task.WeaponExpend
|
||||
-- attackQty = number,
|
||||
-- direction = Azimuth,
|
||||
-- attackQtyLimit = boolean,
|
||||
-- controllableAttack = boolean,
|
||||
-- priority = number,
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'EngageUnit',
|
||||
local DCSTask = {
|
||||
id = 'EngageUnit',
|
||||
params = {
|
||||
unitId = EngageUnit:GetID(),
|
||||
priority = Priority or 1,
|
||||
groupAttack = GroupAttack or false,
|
||||
visible = Visible or false,
|
||||
groupAttack = GroupAttack and GroupAttack or false,
|
||||
visible = Visible and Visible or false,
|
||||
expend = WeaponExpend or "Auto",
|
||||
directionEnabled = Direction and true or false,
|
||||
direction = Direction,
|
||||
direction = Direction and math.rad(Direction) or nil,
|
||||
altitudeEnabled = Altitude and true or false,
|
||||
altitude = Altitude,
|
||||
attackQtyLimit = AttackQty and true or false,
|
||||
@ -1670,17 +1606,7 @@ end
|
||||
function CONTROLLABLE:EnRouteTaskAWACS( )
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
-- AWACS = {
|
||||
-- id = 'AWACS',
|
||||
-- params = {
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'AWACS',
|
||||
params = {
|
||||
}
|
||||
}
|
||||
local DCSTask = {id = 'AWACS', params = {}}
|
||||
|
||||
self:T3( { DCSTask } )
|
||||
return DCSTask
|
||||
@ -1693,17 +1619,7 @@ end
|
||||
function CONTROLLABLE:EnRouteTaskTanker( )
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
-- Tanker = {
|
||||
-- id = 'Tanker',
|
||||
-- params = {
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'Tanker',
|
||||
params = {
|
||||
}
|
||||
}
|
||||
local DCSTask = {id = 'Tanker', params = {}}
|
||||
|
||||
self:T3( { DCSTask } )
|
||||
return DCSTask
|
||||
@ -1718,17 +1634,7 @@ end
|
||||
function CONTROLLABLE:EnRouteTaskEWR( )
|
||||
self:F2( { self.ControllableName } )
|
||||
|
||||
-- EWR = {
|
||||
-- id = 'EWR',
|
||||
-- params = {
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'EWR',
|
||||
params = {
|
||||
}
|
||||
}
|
||||
local DCSTask = {id = 'EWR', params = {}}
|
||||
|
||||
self:T3( { DCSTask } )
|
||||
return DCSTask
|
||||
@ -1742,33 +1648,22 @@ end
|
||||
-- If the task is assigned to the controllable lead unit will be a FAC.
|
||||
-- @param #CONTROLLABLE self
|
||||
-- @param Wrapper.Controllable#CONTROLLABLE AttackGroup Target CONTROLLABLE.
|
||||
-- @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 WeaponType Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
|
||||
-- @param DCS#AI.Task.Designation Designation (optional) Designation type.
|
||||
-- @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 is 0.
|
||||
-- @param #number WeaponType (Optional) Bitmask of weapon types those allowed to use. Default is "Auto".
|
||||
-- @param DCS#AI.Task.Designation Designation (Optional) Designation type.
|
||||
-- @param #boolean Datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
|
||||
-- @return DCS#Task The DCS task structure.
|
||||
function CONTROLLABLE:EnRouteTaskFAC_EngageGroup( AttackGroup, Priority, WeaponType, Designation, Datalink )
|
||||
self:F2( { self.ControllableName, AttackGroup, WeaponType, Priority, Designation, Datalink } )
|
||||
|
||||
-- FAC_EngageControllable = {
|
||||
-- id = 'FAC_EngageControllable',
|
||||
-- params = {
|
||||
-- groupId = Group.ID,
|
||||
-- weaponType = number,
|
||||
-- designation = enum AI.Task.Designation,
|
||||
-- datalink = boolean,
|
||||
-- priority = number,
|
||||
-- }
|
||||
-- }
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'FAC_EngageControllable',
|
||||
local DCSTask = {
|
||||
id = 'FAC_EngageControllable',
|
||||
params = {
|
||||
groupId = AttackGroup:GetID(),
|
||||
weaponType = WeaponType,
|
||||
weaponType = WeaponType or "Auto",
|
||||
designation = Designation,
|
||||
datalink = Datalink,
|
||||
priority = Priority,
|
||||
datalink = Datalink and Datalink or false,
|
||||
priority = Priority or 0,
|
||||
}
|
||||
}
|
||||
|
||||
@ -1939,8 +1834,11 @@ function CONTROLLABLE:TaskEmbarkToTransport( Point, Radius )
|
||||
self:F2( { self.ControllableName, Point, Radius } )
|
||||
|
||||
local DCSTask --DCS#Task
|
||||
DCSTask = { id = 'EmbarkToTransport',
|
||||
params = { x = Point.x,
|
||||
DCSTask = {
|
||||
id = 'EmbarkToTransport',
|
||||
params = {
|
||||
point = Point,
|
||||
x = Point.x,
|
||||
y = Point.y,
|
||||
zoneRadius = Radius,
|
||||
}
|
||||
@ -2193,8 +2091,13 @@ end
|
||||
function CONTROLLABLE:TaskRoute( Points )
|
||||
self:F2( Points )
|
||||
|
||||
local DCSTask
|
||||
DCSTask = { id = 'Mission', params = { route = { points = Points, }, }, }
|
||||
local DCSTask = {
|
||||
id = 'Mission',
|
||||
params = {
|
||||
airborne = self:IsAir(),
|
||||
route = {points = Points},
|
||||
},
|
||||
}
|
||||
|
||||
self:T3( { DCSTask } )
|
||||
return DCSTask
|
||||
|
||||
@ -173,6 +173,62 @@ GROUPTEMPLATE.Takeoff = {
|
||||
[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.
|
||||
-- Note that the GroupTemplate is NOT spawned into the mission.
|
||||
-- It is merely added to the @{Core.Database}.
|
||||
@ -810,7 +866,7 @@ end
|
||||
function GROUP:Activate()
|
||||
self:F2( { self.GroupName } )
|
||||
trigger.action.activateGroup( self:GetDCSObject() )
|
||||
return self:GetDCSObject()
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
@ -1678,7 +1734,7 @@ function GROUP:Respawn( Template, Reset )
|
||||
self:F(GroupUnit:GetName())
|
||||
|
||||
if GroupUnit:IsAlive() then
|
||||
self:F("Alive")
|
||||
self:I("FF Alive")
|
||||
|
||||
-- Get unit position vector.
|
||||
local GroupUnitVec3 = GroupUnit:GetVec3()
|
||||
@ -1722,7 +1778,7 @@ function GROUP:Respawn( Template, Reset )
|
||||
end
|
||||
end
|
||||
|
||||
else -- Reset=false or nil
|
||||
elseif Reset==false then -- Reset=false or nil
|
||||
|
||||
-- Loop over template units.
|
||||
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] } )
|
||||
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
|
||||
@ -2091,6 +2170,117 @@ function GROUP:GetDCSDesc(n)
|
||||
return nil
|
||||
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
|
||||
|
||||
--- (AIR) Return the Group to an @{Wrapper.Airbase#AIRBASE}.
|
||||
|
||||
@ -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 )
|
||||
local self = BASE:Inherit( self, POSITIONABLE:New( SceneryName ) )
|
||||
self.SceneryName = SceneryName
|
||||
@ -38,11 +43,17 @@ function SCENERY:Register( SceneryName, SceneryObject )
|
||||
return self
|
||||
end
|
||||
|
||||
--- Register scenery object as POSITIONABLE.
|
||||
--@param #SCENERY self
|
||||
--@return #DCS.Object DCS scenery object.
|
||||
function SCENERY:GetDCSObject()
|
||||
return self.SceneryObject
|
||||
end
|
||||
|
||||
--- Register scenery object as POSITIONABLE.
|
||||
--@param #SCENERY self
|
||||
--@return #number Threat level 0.
|
||||
--@return #string "Scenery".
|
||||
function SCENERY:GetThreatLevel()
|
||||
|
||||
return 0, "Scenery"
|
||||
end
|
||||
|
||||
@ -478,8 +478,7 @@ end
|
||||
|
||||
--- Returns the Unit's ammunition.
|
||||
-- @param #UNIT self
|
||||
-- @return DCS#Unit.Ammo
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
-- @return DCS#Unit.Ammo Table with ammuntion of the unit (or nil). This can be a complex table!
|
||||
function UNIT:GetAmmo()
|
||||
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.
|
||||
-- @param #UNIT self
|
||||
-- @return #number The relative amount of fuel (from 0.0 to 1.0).
|
||||
-- @return #nil The DCS Unit is not existing or alive.
|
||||
-- @return #number The relative amount of fuel (from 0.0 to 1.0) or *nil* if the DCS Unit is not existing or alive.
|
||||
function UNIT:GetFuel()
|
||||
self:F3( self.UnitName )
|
||||
|
||||
@ -1207,3 +1205,80 @@ do -- Detection
|
||||
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
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user