Merge branch 'develop' into FF/OpsDev

This commit is contained in:
Frank 2025-10-25 21:18:04 +02:00
commit 0e4eb9a263
114 changed files with 7139 additions and 3239 deletions

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@ -1953,7 +1953,7 @@ local function refct_from_id(id) -- refct = refct_from_id(CTypeID)
unsigned = refct.unsigned, unsigned = refct.unsigned,
size = bit.band(bit.rshift(ctype.info, 16), 127), size = bit.band(bit.rshift(ctype.info, 16), 127),
} }
refct.bool, refct.const, refct.volatile, refct.unsigned = nil refct.bool, refct.const, refct.volatile, refct.unsigned = nil, nil, nil, nil
end end
if CT[4] then -- Merge sibling attributes onto this type. if CT[4] then -- Merge sibling attributes onto this type.

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@ -18,6 +18,8 @@
--- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group} --- The AI_A2A_CAP class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone. -- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG) -- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
-- --
-- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event. -- The AI_A2A_CAP is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_CAP process can be started using the **Start** event.

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@ -33,6 +33,8 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- # QUICK START GUIDE -- # QUICK START GUIDE
-- --
-- There are basically two classes available to model an A2A defense system. -- There are basically two classes available to model an A2A defense system.

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@ -19,6 +19,8 @@
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event. -- The AI_A2A_GCI is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_GCI process can be started using the **Start** event.
-- --
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.

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@ -15,6 +15,8 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}. --- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} or @{Wrapper.Group}.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG) -- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
-- --
-- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event. -- The AI_A2A_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_A2A_PATROL process can be started using the **Start** event.

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@ -16,6 +16,8 @@
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE

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@ -18,6 +18,8 @@
-- --
-- # Developer Note -- # Developer Note
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --

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@ -36,6 +36,8 @@
-- --
-- # QUICK START GUIDE -- # QUICK START GUIDE
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an A2G defense system. -- The following class is available to model an A2G defense system.
-- --
-- AI_A2G_DISPATCHER is the main A2G defense class that models the A2G defense system. -- AI_A2G_DISPATCHER is the main A2G defense class that models the A2G defense system.

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@ -19,6 +19,8 @@
--- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to SEAD intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event. -- The AI_A2G_SEAD is assigned a @{Wrapper.Group} and this must be done before the AI_A2G_SEAD process can be started using the **Start** event.
-- --
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.

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@ -15,6 +15,7 @@
--- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}. --- The AI_AIR class implements the core functions to operate an AI @{Wrapper.Group}.
-- --
-- ![Banner Image](..\Images\deprecated.png)
-- --
-- # 1) AI_AIR constructor -- # 1) AI_AIR constructor
-- --

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@ -36,6 +36,8 @@
-- --
-- # QUICK START GUIDE -- # QUICK START GUIDE
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- The following class is available to model an AIR defense system. -- The following class is available to model an AIR defense system.
-- --
-- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system. -- AI_AIR_DISPATCHER is the main AIR defense class that models the AIR defense system.

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@ -13,12 +13,14 @@
-- @type AI_AIR_ENGAGE --- @type AI_AIR_ENGAGE
-- @extends AI.AI_AIR#AI_AIR -- @extends AI.AI_AIR#AI_AIR
--- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders. --- Implements the core functions to intercept intruders. Use the Engage trigger to intercept intruders.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event. -- The AI_AIR_ENGAGE is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_ENGAGE process can be started using the **Start** event.
-- --
-- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits. -- The AI will fly towards the random 3D point within the patrol zone, using a random speed within the given altitude and speed limits.

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@ -15,6 +15,8 @@
--- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group} --- The AI_AIR_PATROL class implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone. -- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG) -- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
-- --
-- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_PATROL process can be started using the **Start** event. -- The AI_AIR_PATROL is assigned a @{Wrapper.Group} and this must be done before the AI_AIR_PATROL process can be started using the **Start** event.

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@ -13,7 +13,7 @@
-- @type AI_AIR_SQUADRON --- @type AI_AIR_SQUADRON
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@ -21,6 +21,8 @@
-- --
-- # Developer Note -- # Developer Note
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --

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@ -38,6 +38,8 @@
--- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}. --- Implements the core functions to provide BattleGround Air Interdiction in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone. -- The AI_BAI_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
-- --
-- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG) -- ![HoldAndEngage](..\Presentations\AI_BAI\Dia3.JPG)

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@ -33,8 +33,9 @@
-- @field Wrapper.Group#GROUP Test -- @field Wrapper.Group#GROUP Test
-- @extends Core.Fsm#FSM_SET -- @extends Core.Fsm#FSM_SET
--- ![Banner Image](..\Images\deprecated.png)
--- Monitors and manages as many replacement AI groups as there are --
-- Monitors and manages as many replacement AI groups as there are
-- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players. -- CLIENTS in a SET\_CLIENT collection, which are not occupied by human players.
-- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions. -- In other words, use AI_BALANCER to simulate human behaviour by spawning in replacement AI in multi player missions.
-- --

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@ -39,6 +39,8 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group} --- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}
-- and automatically engage any airborne enemies that are within a certain range or within a certain zone. -- and automatically engage any airborne enemies that are within a certain range or within a certain zone.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_CAP\Dia3.JPG) -- ![Process](..\Presentations\AI_CAP\Dia3.JPG)
-- --
-- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event. -- The AI_CAP_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_CAP_ZONE process can be started using the **Start** event.

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@ -38,6 +38,9 @@
-- @extends AI.AI_Patrol#AI_PATROL_ZONE -- @extends AI.AI_Patrol#AI_PATROL_ZONE
--- Implements the core functions to provide Close Air Support in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}. --- Implements the core functions to provide Close Air Support in an Engage @{Core.Zone} by an AIR @{Wrapper.Controllable} or @{Wrapper.Group}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone. -- The AI_CAS_ZONE runs a process. It holds an AI in a Patrol Zone and when the AI is commanded to engage, it will fly to an Engage Zone.
-- --
-- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG) -- ![HoldAndEngage](..\Presentations\AI_CAS\Dia3.JPG)

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@ -9,12 +9,14 @@
-- @module AI.AI_Cargo -- @module AI.AI_Cargo
-- @image Cargo.JPG -- @image Cargo.JPG
-- @type AI_CARGO --- @type AI_CARGO
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
--- Base class for the dynamic cargo handling capability for AI groups. --- Base class for the dynamic cargo handling capability for AI groups.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation. -- Carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework. -- The AI_CARGO module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo. -- CARGO derived objects must be declared within the mission to make the AI_CARGO object recognize the cargo.

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@ -15,6 +15,8 @@
--- Brings a dynamic cargo handling capability for an AI vehicle group. --- Brings a dynamic cargo handling capability for an AI vehicle group.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. -- Armoured Personnel Carriers (APC), Trucks, Jeeps and other ground based carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- --
-- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework. -- The AI_CARGO_APC class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.

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@ -15,6 +15,8 @@
--- Brings a dynamic cargo handling capability for an AI airplane group. --- Brings a dynamic cargo handling capability for an AI airplane group.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases. -- Airplane carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation between airbases.
-- --
-- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework. -- The AI_CARGO_AIRPLANE module uses the @{Cargo.Cargo} capabilities within the MOOSE framework.

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@ -22,6 +22,8 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- # The dispatcher concept. -- # The dispatcher concept.
-- --
-- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. -- Carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.

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@ -36,6 +36,8 @@
--- A dynamic cargo transportation capability for AI groups. --- A dynamic cargo transportation capability for AI groups.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation. -- Armoured Personnel APCs (APC), Trucks, Jeeps and other carrier equipment can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- --
-- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module. -- The AI_CARGO_DISPATCHER_APC module is derived from the AI_CARGO_DISPATCHER module.

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@ -30,6 +30,8 @@
--- Brings a dynamic cargo handling capability for AI groups. --- Brings a dynamic cargo handling capability for AI groups.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation. -- Airplanes can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- --
-- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module. -- The AI_CARGO_DISPATCHER_AIRPLANE module is derived from the AI_CARGO_DISPATCHER module.

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@ -31,6 +31,8 @@
--- A dynamic cargo handling capability for AI helicopter groups. --- A dynamic cargo handling capability for AI helicopter groups.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation. -- Helicopters can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- --
-- --

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@ -29,6 +29,8 @@
--- A dynamic cargo transportation capability for AI groups. --- A dynamic cargo transportation capability for AI groups.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation. -- Naval vessels can be mobilized to semi-intelligently transport cargo within the simulation.
-- --
-- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module. -- The AI_CARGO_DISPATCHER_SHIP module is derived from the AI_CARGO_DISPATCHER module.

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@ -15,6 +15,8 @@
--- Brings a dynamic cargo handling capability for an AI helicopter group. --- Brings a dynamic cargo handling capability for an AI helicopter group.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation. -- Helicopter carriers can be mobilized to intelligently transport infantry and other cargo within the simulation.
-- --
-- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework. -- The AI_CARGO_HELICOPTER class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.

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@ -14,6 +14,8 @@
--- Brings a dynamic cargo handling capability for an AI naval group. --- Brings a dynamic cargo handling capability for an AI naval group.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Naval ships can be utilized to transport cargo around the map following naval shipping lanes. -- Naval ships can be utilized to transport cargo around the map following naval shipping lanes.
-- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework. -- The AI_CARGO_SHIP class uses the @{Cargo.Cargo} capabilities within the MOOSE framework.
-- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo. -- @{Cargo.Cargo} must be declared within the mission or warehouse to make the AI_CARGO_SHIP recognize the cargo.

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@ -25,6 +25,8 @@
-- --
-- Allows you to interact with escorting AI on your flight and take the lead. -- Allows you to interact with escorting AI on your flight and take the lead.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10). -- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
-- --
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes. -- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.

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@ -23,6 +23,8 @@
-- --
-- # Developer Note -- # Developer Note
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --

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@ -21,6 +21,8 @@
--- Models the assignment of AI escorts to player flights upon request using the radio menu. --- Models the assignment of AI escorts to player flights upon request using the radio menu.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- # Developer Note -- # Developer Note
-- --
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE

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@ -25,6 +25,8 @@
-- --
-- Allows you to interact with escorting AI on your flight and take the lead. -- Allows you to interact with escorting AI on your flight and take the lead.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10). -- Each escorting group can be commanded with a complete set of radio commands (radio menu in your flight, and then F10).
-- --
-- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes. -- The radio commands will vary according the category of the group. The richest set of commands are with helicopters and airPlanes.

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@ -41,6 +41,8 @@
--- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader. --- Build large formations, make AI follow a @{Wrapper.Client#CLIENT} (player) leader or a @{Wrapper.Unit#UNIT} (AI) leader.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions. -- AI_FORMATION makes AI @{Wrapper.Group#GROUP}s fly in formation of various compositions.
-- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!! -- The AI_FORMATION class models formations in a different manner than the internal DCS formation logic!!!
-- The purpose of the class is to: -- The purpose of the class is to:

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@ -48,6 +48,8 @@
--- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}. --- Implements the core functions to patrol a @{Core.Zone} by an AI @{Wrapper.Controllable} or @{Wrapper.Group}.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Process](..\Presentations\AI_PATROL\Dia3.JPG) -- ![Process](..\Presentations\AI_PATROL\Dia3.JPG)
-- --
-- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event. -- The AI_PATROL_ZONE is assigned a @{Wrapper.Group} and this must be done before the AI_PATROL_ZONE process can be started using the **Start** event.

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@ -1,6 +1,6 @@
--- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs. --- **Actions** - ACT_ACCOUNT_ classes **account for** (detect, count & report) various DCS events occurring on UNITs.
-- --
-- ![Banner Image](..\Presentations\ACT_ACCOUNT\Dia1.JPG) -- ![Banner Image](..\Images\deprecated.png)
-- --
-- === -- ===
-- --
@ -11,6 +11,8 @@ do -- ACT_ACCOUNT
--- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS} --- # @{#ACT_ACCOUNT} FSM class, extends @{Core.Fsm#FSM_PROCESS}
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## ACT_ACCOUNT state machine: -- ## ACT_ACCOUNT state machine:
-- --
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur. -- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.
@ -133,7 +135,7 @@ do -- ACT_ACCOUNT
-- @param #string Event -- @param #string Event
-- @param #string From -- @param #string From
-- @param #string To -- @param #string To
function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To, Event ) function ACT_ACCOUNT:onafterEvent( ProcessUnit, From, Event, To )
self:__NoMore( 1 ) self:__NoMore( 1 )
end end

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@ -2,6 +2,8 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS} -- # @{#ACT_ASSIGN} FSM template class, extends @{Core.Fsm#FSM_PROCESS}
-- --
-- ## ACT_ASSIGN state machine: -- ## ACT_ASSIGN state machine:

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@ -1,5 +1,6 @@
--- (SP) (MP) (FSM) Route AI or players through waypoints or to zones. --- (SP) (MP) (FSM) Route AI or players through waypoints or to zones.
-- --
-- ![Banner Image](..\Images\deprecated.png)
-- ## ACT_ASSIST state machine: -- ## ACT_ASSIST state machine:
-- --
-- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur. -- This class is a state machine: it manages a process that is triggered by events causing state transitions to occur.

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@ -2,6 +2,8 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS} -- # @{#ACT_ROUTE} FSM class, extends @{Core.Fsm#FSM_PROCESS}
-- --
-- ## ACT_ROUTE state machine: -- ## ACT_ROUTE state machine:

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@ -2,6 +2,8 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) MOOSE Cargo System. -- # 1) MOOSE Cargo System.
-- --
-- #### Those who have used the mission editor, know that the DCS mission editor provides cargo facilities. -- #### Those who have used the mission editor, know that the DCS mission editor provides cargo facilities.

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@ -22,6 +22,9 @@ do -- CARGO_CRATE
-- @type CARGO_CRATE -- @type CARGO_CRATE
-- @extends Cargo.Cargo#CARGO_REPRESENTABLE -- @extends Cargo.Cargo#CARGO_REPRESENTABLE
---
-- ![Banner Image](..\Images\deprecated.png)
--
--- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier. --- Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
-- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers. -- Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO\_CRATE objects to and from carriers.
-- --

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@ -26,6 +26,8 @@ do -- CARGO_GROUP
-- @extends Cargo.Cargo#CARGO_REPORTABLE -- @extends Cargo.Cargo#CARGO_REPORTABLE
--- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator. --- Defines a cargo that is represented by a @{Wrapper.Group} object within the simulator.
--
-- ![Banner Image](..\Images\deprecated.png)
-- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers. -- The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.
-- --
-- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo: -- The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:

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@ -32,6 +32,8 @@ do -- CARGO_SLINGLOAD
-- --
-- # Developer Note -- # Developer Note
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --

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@ -30,6 +30,8 @@ do -- CARGO_UNIT
-- --
-- # Developer Note -- # Developer Note
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --

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@ -974,7 +974,7 @@ do -- Scheduling
-- @param #BASE self -- @param #BASE self
-- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called. -- @param #number Start Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
-- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments. -- @param #function SchedulerFunction The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
-- @param #table ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }. -- @param ... Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
-- @return #string The Schedule ID of the planned schedule. -- @return #string The Schedule ID of the planned schedule.
function BASE:ScheduleOnce( Start, SchedulerFunction, ... ) function BASE:ScheduleOnce( Start, SchedulerFunction, ... )

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@ -20,7 +20,7 @@
-- --
-- @module Core.ClientMenu -- @module Core.ClientMenu
-- @image Core_Menu.JPG -- @image Core_Menu.JPG
-- last change: Jan 2025 -- last change: Sept 2025
-- TODO -- TODO
---------------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------------
@ -417,7 +417,7 @@ end
CLIENTMENUMANAGER = { CLIENTMENUMANAGER = {
ClassName = "CLIENTMENUMANAGER", ClassName = "CLIENTMENUMANAGER",
lid = "", lid = "",
version = "0.1.6", version = "0.1.7",
name = nil, name = nil,
clientset = nil, clientset = nil,
menutree = {}, menutree = {},
@ -806,6 +806,16 @@ function CLIENTMENUMANAGER:ResetMenuComplete()
return self return self
end end
--- Remove the entry and all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove
-- @param Wrapper.Client#CLIENT Client (optional) If given, make this change only for this client.
-- @return #CLIENTMENUMANAGER self
function CLIENTMENUMANAGER:DeleteEntry(Entry,Client)
self:T(self.lid.."DeleteEntry")
return self:DeleteF10Entry(Entry,Client)
end
--- Remove the entry and all entries below the given entry from the client's F10 menus. --- Remove the entry and all entries below the given entry from the client's F10 menus.
-- @param #CLIENTMENUMANAGER self -- @param #CLIENTMENUMANAGER self
-- @param #CLIENTMENU Entry The entry to remove -- @param #CLIENTMENU Entry The entry to remove

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@ -577,13 +577,19 @@ do -- Zones and Pathlines
-- For a rectangular polygon drawing, we have the width (y) and height (x). -- For a rectangular polygon drawing, we have the width (y) and height (x).
local w=objectData.width local w=objectData.width
local h=objectData.height local h=objectData.height
local rotation = UTILS.ToRadian(objectData.angle or 0)
-- Create points from center using with and height (width for y and height for x is a bit confusing, but this is how ED implemented it). local sinRot = math.sin(rotation)
local points={} local cosRot = math.cos(rotation)
points[1]={x=vec2.x-h/2, y=vec2.y+w/2} --Upper left local dx = h / 2
points[2]={x=vec2.x+h/2, y=vec2.y+w/2} --Upper right local dy = w / 2
points[3]={x=vec2.x+h/2, y=vec2.y-w/2} --Lower right
points[4]={x=vec2.x-h/2, y=vec2.y-w/2} --Lower left local points = {
{ x = -dx * cosRot - (-dy * sinRot) + vec2.x, y = -dx * sinRot + (-dy * cosRot) + vec2.y },
{ x = dx * cosRot - (-dy * sinRot) + vec2.x, y = dx * sinRot + (-dy * cosRot) + vec2.y },
{ x = dx * cosRot - (dy * sinRot) + vec2.x, y = dx * sinRot + (dy * cosRot) + vec2.y },
{ x = -dx * cosRot - (dy * sinRot) + vec2.x, y = -dx * sinRot + (dy * cosRot) + vec2.y },
}
--local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY") --local coord=COORDINATE:NewFromVec2(vec2):MarkToAll("MapX, MapY")
@ -872,6 +878,8 @@ end
-- @return Wrapper.Group#GROUP The found GROUP. -- @return Wrapper.Group#GROUP The found GROUP.
function DATABASE:FindGroup( GroupName ) function DATABASE:FindGroup( GroupName )
if type(GroupName) ~= "string" or GroupName == "" then return end
local GroupFound = self.GROUPS[GroupName] local GroupFound = self.GROUPS[GroupName]
if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then
@ -1110,7 +1118,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name) self:E("WARNING: Invalid STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
else else
self.STNS[stn] = UnitTemplate.name self.STNS[stn] = UnitTemplate.name
self:I("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name) self:T("Register STN "..tostring(UnitTemplate.AddPropAircraft.STN_L16).." for ".. UnitTemplate.name)
end end
end end
if UnitTemplate.AddPropAircraft.SADL_TN then if UnitTemplate.AddPropAircraft.SADL_TN then
@ -1119,7 +1127,7 @@ function DATABASE:_RegisterGroupTemplate( GroupTemplate, CoalitionSide, Category
self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name) self:E("WARNING: Invalid SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
else else
self.SADL[sadl] = UnitTemplate.name self.SADL[sadl] = UnitTemplate.name
self:I("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name) self:T("Register SADL "..tostring(UnitTemplate.AddPropAircraft.SADL_TN).." for ".. UnitTemplate.name)
end end
end end
end end
@ -1380,7 +1388,7 @@ function DATABASE:GetCoalitionFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CoalitionID return self.Templates.ClientsByName[ClientName].CoalitionID
end end
self:E("WARNING: Template does not exist for client "..tostring(ClientName)) self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil return nil
end end
@ -1392,7 +1400,7 @@ function DATABASE:GetCategoryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CategoryID return self.Templates.ClientsByName[ClientName].CategoryID
end end
self:E("WARNING: Template does not exist for client "..tostring(ClientName)) self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil return nil
end end
@ -1404,7 +1412,7 @@ function DATABASE:GetCountryFromClientTemplate( ClientName )
if self.Templates.ClientsByName[ClientName] then if self.Templates.ClientsByName[ClientName] then
return self.Templates.ClientsByName[ClientName].CountryID return self.Templates.ClientsByName[ClientName].CountryID
end end
self:E("WARNING: Template does not exist for client "..tostring(ClientName)) self:T("WARNING: Template does not exist for client "..tostring(ClientName))
return nil return nil
end end
@ -1697,7 +1705,7 @@ function DATABASE:_EventOnBirth( Event )
if PlayerName then if PlayerName then
-- Debug info. -- Debug info.
self:I(string.format("Player '%s' joined unit '%s' of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniDCSGroupName))) self:I(string.format("Player '%s' joined unit '%s' (%s) of group '%s'", tostring(PlayerName), tostring(Event.IniDCSUnitName), tostring(Event.IniTypeName), tostring(Event.IniDCSGroupName)))
-- Add client in case it does not exist already. -- Add client in case it does not exist already.
if client == nil or (client and client:CountPlayers() == 0) then if client == nil or (client and client:CountPlayers() == 0) then

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@ -1508,7 +1508,9 @@ function EVENT:onEvent( Event )
else else
if Event.place:isExist() and Object.getCategory(Event.place) ~= Object.Category.SCENERY then if Event.place:isExist() and Object.getCategory(Event.place) ~= Object.Category.SCENERY then
Event.Place=AIRBASE:Find(Event.place) Event.Place=AIRBASE:Find(Event.place)
Event.PlaceName=Event.Place:GetName() if Event.Place then
Event.PlaceName=Event.Place:GetName()
end
end end
end end
end end

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@ -50,7 +50,7 @@ MARKEROPS_BASE = {
ClassName = "MARKEROPS", ClassName = "MARKEROPS",
Tag = "mytag", Tag = "mytag",
Keywords = {}, Keywords = {},
version = "0.1.3", version = "0.1.4",
debug = false, debug = false,
Casesensitive = true, Casesensitive = true,
} }
@ -154,14 +154,7 @@ function MARKEROPS_BASE:OnEventMark(Event)
self:E("Skipping onEvent. Event or Event.idx unknown.") self:E("Skipping onEvent. Event or Event.idx unknown.")
return true return true
end end
--position
local vec3={y=Event.pos.y, x=Event.pos.x, z=Event.pos.z}
local coord=COORDINATE:NewFromVec3(vec3)
if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local coalition = Event.MarkCoalition local coalition = Event.MarkCoalition
-- decision -- decision
if Event.id==world.event.S_EVENT_MARK_ADDED then if Event.id==world.event.S_EVENT_MARK_ADDED then
@ -170,8 +163,14 @@ function MARKEROPS_BASE:OnEventMark(Event)
local Eventtext = tostring(Event.text) local Eventtext = tostring(Event.text)
if Eventtext~=nil then if Eventtext~=nil then
if self:_MatchTag(Eventtext) then if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext) local coord=COORDINATE:NewFromVec3({y=Event.pos.y, x=Event.pos.x, z=Event.pos.z})
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event) if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark added at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkAdded(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
end end
end end
elseif Event.id==world.event.S_EVENT_MARK_CHANGE then elseif Event.id==world.event.S_EVENT_MARK_CHANGE then
@ -180,8 +179,14 @@ function MARKEROPS_BASE:OnEventMark(Event)
local Eventtext = tostring(Event.text) local Eventtext = tostring(Event.text)
if Eventtext~=nil then if Eventtext~=nil then
if self:_MatchTag(Eventtext) then if self:_MatchTag(Eventtext) then
local matchtable = self:_MatchKeywords(Eventtext) local coord=COORDINATE:NewFromVec3({y=Event.pos.y, x=Event.pos.x, z=Event.pos.z})
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event) if self.debug then
local coordtext = coord:ToStringLLDDM()
local text = tostring(Event.text)
local m = MESSAGE:New(string.format("Mark changed at %s with text: %s",coordtext,text),10,"Info",false):ToAll()
end
local matchtable = self:_MatchKeywords(Eventtext)
self:MarkChanged(Eventtext,matchtable,coord,Event.idx,coalition,Event.PlayerName,Event)
end end
end end
elseif Event.id==world.event.S_EVENT_MARK_REMOVED then elseif Event.id==world.event.S_EVENT_MARK_REMOVED then

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@ -206,7 +206,7 @@ end
function MESSAGE:ToGroup( Group, Settings ) function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName ) self:F( Group.GroupName )
if Group then if Group and Group:IsAlive() then
if self.MessageType then if self.MessageType then
local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
@ -231,7 +231,7 @@ end
function MESSAGE:ToUnit( Unit, Settings ) function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName ) self:F( Unit.IdentifiableName )
if Unit then if Unit and Unit:IsAlive() then
if self.MessageType then if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS
@ -452,7 +452,7 @@ end
_MESSAGESRS = {} _MESSAGESRS = {}
--- Set up MESSAGE generally to allow Text-To-Speech via SRS and TTS functions. `SetMSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible. --- Set up MESSAGE generally to allow Text-To-Speech via SRS and TTS functions. `SetMSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #string PathToSRS (optional) Path to SRS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone" or your configuration file setting. -- @param #string PathToSRS (optional) Path to SRS TTS Folder, defaults to "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone\\ExternalAudio" or your configuration file setting.
-- @param #number Port Port (optional) number of SRS, defaults to 5002 or your configuration file setting. -- @param #number Port Port (optional) number of SRS, defaults to 5002 or your configuration file setting.
-- @param #string PathToCredentials (optional) Path to credentials file for Google. -- @param #string PathToCredentials (optional) Path to credentials file for Google.
-- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies. -- @param #number Frequency Frequency in MHz. Can also be given as a #table of frequencies.
@ -468,13 +468,13 @@ _MESSAGESRS = {}
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE) -- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
-- --
function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate,Backend) function MESSAGE.SetMSRS(PathToSRS,Port,PathToCredentials,Frequency,Modulation,Gender,Culture,Voice,Coalition,Volume,Label,Coordinate,Backend)
_MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" _MESSAGESRS.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
_MESSAGESRS.frequency = Frequency or MSRS.frequencies or 243 _MESSAGESRS.frequency = Frequency or MSRS.frequencies or 243
_MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM _MESSAGESRS.modulation = Modulation or MSRS.modulations or radio.modulation.AM
@ -535,7 +535,7 @@ end
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE) -- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRS()
-- --
@ -567,7 +567,7 @@ end
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE) -- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.BLUE)
-- -- later on in your code -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSBlue() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSBlue()
-- --
@ -589,7 +589,7 @@ end
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED) -- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.RED)
-- -- later on in your code -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSRed() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSRed()
-- --
@ -611,7 +611,7 @@ end
-- @usage -- @usage
-- -- Mind the dot here, not using the colon this time around! -- -- Mind the dot here, not using the colon this time around!
-- -- Needed once only -- -- Needed once only
-- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL) -- MESSAGE.SetMSRS("D:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",5012,nil,127,radio.modulation.FM,"female","en-US",nil,coalition.side.NEUTRAL)
-- -- later on in your code -- -- later on in your code
-- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSAll() -- MESSAGE:New("Test message!",15,"SPAWN"):ToSRSAll()
-- --

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@ -25,7 +25,7 @@
do -- COORDINATE do -- COORDINATE
--- --- Coordinate class
-- @type COORDINATE -- @type COORDINATE
-- @field #string ClassName Name of the class -- @field #string ClassName Name of the class
-- @field #number x Component of the 3D vector. -- @field #number x Component of the 3D vector.
@ -59,6 +59,10 @@ do -- COORDINATE
-- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange. -- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange.
-- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white. -- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white.
-- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green. -- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green.
-- * @{#COORDINATE.SetSmokeOffsetDirection}(): To set an offset point direction for smoke.
-- * @{#COORDINATE.SetSmokeOffsetDistance}(): To set an offset point distance for smoke.
-- * @{#COORDINATE.SwitchSmokeOffsetOn}(): To set an offset point for smoke to on.
-- * @{#COORDINATE.SwitchSmokeOffsetOff}(): To set an offset point for smoke to off.
-- --
-- ## 2.2) Flare -- ## 2.2) Flare
-- --
@ -790,7 +794,9 @@ do -- COORDINATE
-- @return DCS#Vec2 Vec2 -- @return DCS#Vec2 Vec2
function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius ) function COORDINATE:GetRandomVec2InRadius( OuterRadius, InnerRadius )
self:F2( { OuterRadius, InnerRadius } ) self:F2( { OuterRadius, InnerRadius } )
math.random()
math.random()
math.random()
local Theta = 2 * math.pi * math.random() local Theta = 2 * math.pi * math.random()
local Radials = math.random() + math.random() local Radials = math.random() + math.random()
if Radials > 1 then if Radials > 1 then
@ -850,6 +856,26 @@ do -- COORDINATE
return land.getHeight( Vec2 ) return land.getHeight( Vec2 )
end end
--- Returns a table of DCS#Vec3 points representing the terrain profile between two points.
-- @param #COORDINATE self
-- @param Destination DCS#Vec3 Ending point of the profile.
-- @return #table DCS#Vec3 table of the profile
function COORDINATE:GetLandProfileVec3(Destination)
return land.profile(self:GetVec3(), Destination)
end
--- Returns a table of #COORDINATE representing the terrain profile between two points.
-- @param #COORDINATE self
-- @param Destination #COORDINATE Ending coordinate of the profile.
-- @return #table #COORDINATE table of the profile
function COORDINATE:GetLandProfileCoordinates(Destination)
local points = self:GetLandProfileVec3(Destination:GetVec3())
local coords = {}
for _, point in ipairs(points) do
table.insert(coords, COORDINATE:NewFromVec3(point))
end
return coords
end
--- Set the heading of the coordinate, if applicable. --- Set the heading of the coordinate, if applicable.
-- @param #COORDINATE self -- @param #COORDINATE self
@ -2135,14 +2161,112 @@ do -- COORDINATE
end end
--- Smokes the point in a color. --- Create colored smoke the point. The smoke we last up to 5 min (DCS limitation) but you can optionally specify a shorter duration or stop it manually.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor -- @param #number SmokeColor Color of smoke, e.g. `SMOKECOLOR.Green` for green smoke.
-- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins) -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
function COORDINATE:Smoke( SmokeColor, name ) -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:F2( { SmokeColor } ) -- @param #string Name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
self.firename = name or "Smoke-"..math.random(1,100000) -- @param #boolean Offset (Optional) If true, offset the smokle a bit.
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename ) -- @param #number Direction (Optional) If Offset is true this is the direction of the offset, 1-359 (degrees). Default random.
-- @param #number Distance (Optional) If Offset is true this is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:Smoke( SmokeColor, Duration, Delay, Name, Offset,Direction,Distance)
self:F2( { SmokeColor, Name, Duration, Delay, Offset } )
SmokeColor=SmokeColor or SMOKECOLOR.Green
if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.Smoke, self, SmokeColor, Duration, 0, Name, Direction,Distance)
else
-- Create a name which is used to stop the smoke manually
self.firename = Name or "Smoke-"..math.random(1,100000)
-- Create smoke
if Offset or self.SmokeOffset then
local Angle = Direction or self:GetSmokeOffsetDirection()
local Distance = Distance or self:GetSmokeOffsetDistance()
local newpos = self:Translate(Distance,Angle,true,false)
local newvec3 = newpos:GetVec3()
trigger.action.smoke( newvec3, SmokeColor, self.firename )
else
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
end
-- Stop smoke
if Duration and Duration>0 then
self:ScheduleOnce(Duration, COORDINATE.StopSmoke, self, self.firename )
end
end
return self
end
--- Get the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Direction in degrees.
function COORDINATE:GetSmokeOffsetDirection()
local direction = self.SmokeOffsetDirection or math.random(1,359)
return direction
end
--- Set the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Direction (Optional) This is the direction of the offset, 1-359 (degrees). Default random.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDirection(Direction)
if self then
self.SmokeOffsetDirection = Direction or math.random(1,359)
return self
else
COORDINATE.SmokeOffsetDirection = Direction or math.random(1,359)
end
end
--- Get the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Distance Distance in meters.
function COORDINATE:GetSmokeOffsetDistance()
local distance = self.SmokeOffsetDistance or math.random(10,20)
return distance
end
--- Set the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Distance (Optional) This is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDistance(Distance)
if self then
self.SmokeOffsetDistance = Distance or math.random(10,20)
return self
else
COORDINATE.SmokeOffsetDistance = Distance or math.random(10,20)
end
end
--- Set the offset on when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOn()
if self then
self.SmokeOffset = true
return self
else
COORDINATE.SmokeOffset = true
end
end
--- Set the offset off when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOff()
if self then
self.SmokeOffset = false
return self
else
COORDINATE.SmokeOffset = false
end
end end
--- Stops smoking the point in a color. --- Stops smoking the point in a color.
@ -2154,49 +2278,83 @@ do -- COORDINATE
--- Smoke the COORDINATE Green. --- Smoke the COORDINATE Green.
-- @param #COORDINATE self -- @param #COORDINATE self
function COORDINATE:SmokeGreen() -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
self:F2() -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:Smoke( SMOKECOLOR.Green ) -- @return #COORDINATE self
function COORDINATE:SmokeGreen(Duration, Delay)
self:Smoke( SMOKECOLOR.Green, Duration, Delay )
return self
end end
--- Smoke the COORDINATE Red. --- Smoke the COORDINATE Red.
-- @param #COORDINATE self -- @param #COORDINATE self
function COORDINATE:SmokeRed() -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
self:F2() -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:Smoke( SMOKECOLOR.Red ) -- @return #COORDINATE self
function COORDINATE:SmokeRed(Duration, Delay)
self:Smoke( SMOKECOLOR.Red, Duration, Delay )
return self
end end
--- Smoke the COORDINATE White. --- Smoke the COORDINATE White.
-- @param #COORDINATE self -- @param #COORDINATE self
function COORDINATE:SmokeWhite() -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
self:F2() -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:Smoke( SMOKECOLOR.White ) -- @return #COORDINATE self
function COORDINATE:SmokeWhite(Duration, Delay)
self:Smoke( SMOKECOLOR.White, Duration, Delay )
return self
end end
--- Smoke the COORDINATE Orange. --- Smoke the COORDINATE Orange.
-- @param #COORDINATE self -- @param #COORDINATE self
function COORDINATE:SmokeOrange() -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
self:F2() -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:Smoke( SMOKECOLOR.Orange ) -- @return #COORDINATE self
function COORDINATE:SmokeOrange(Duration, Delay)
self:Smoke( SMOKECOLOR.Orange, Duration, Delay )
return self
end end
--- Smoke the COORDINATE Blue. --- Smoke the COORDINATE Blue.
-- @param #COORDINATE self -- @param #COORDINATE self
function COORDINATE:SmokeBlue() -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
self:F2() -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:Smoke( SMOKECOLOR.Blue ) -- @return #COORDINATE self
function COORDINATE:SmokeBlue(Duration, Delay)
self:Smoke( SMOKECOLOR.Blue, Duration, Delay )
return self
end end
--- Big smoke and fire at the coordinate. --- Big smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Utilities.Utils#BIGSMOKEPRESET preset Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke). -- @param #number Preset Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke).
-- @param #number density (Optional) Smoke density. Number in [0,...,1]. Default 0.5. -- @param #number Density (Optional) Smoke density. Number in [0,...,1]. Default 0.5.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
function COORDINATE:BigSmokeAndFire( preset, density, name ) -- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
self:F2( { preset=preset, density=density } ) -- @param #string Name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
density=density or 0.5 -- @return #COORDINATE self
self.firename = name or "Fire-"..math.random(1,10000) function COORDINATE:BigSmokeAndFire( Preset, Density, Duration, Delay, Name )
trigger.action.effectSmokeBig( self:GetVec3(), preset, density, self.firename ) self:F2( { preset=Preset, density=Density } )
Preset=Preset or BIGSMOKEPRESET.SmallSmokeAndFire
Density=Density or 0.5
if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.BigSmokeAndFire, self, Preset, Density, Duration, 0, Name)
else
self.firename = Name or "Fire-"..math.random(1,10000)
trigger.action.effectSmokeBig( self:GetVec3(), Preset, Density, self.firename )
-- Stop smoke
if Duration and Duration>0 then
self:ScheduleOnce(Duration, COORDINATE.StopBigSmokeAndFire, self, self.firename )
end
end
return self
end end
--- Stop big smoke and fire at the coordinate. --- Stop big smoke and fire at the coordinate.
@ -2209,82 +2367,98 @@ do -- COORDINATE
--- Small smoke and fire at the coordinate. --- Small smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number Density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
function COORDINATE:BigSmokeAndFireSmall( density, name ) -- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
self:F2( { density=density } ) -- @param #string Name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
density=density or 0.5 -- @return #COORDINATE self
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, density, name) function COORDINATE:BigSmokeAndFireSmall( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, Density, Duration, Delay, Name)
return self
end end
--- Medium smoke and fire at the coordinate. --- Medium smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireMedium( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeAndFireMedium( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, density, name) return self
end end
--- Large smoke and fire at the coordinate. --- Large smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireLarge( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeAndFireLarge( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, density, name) return self
end end
--- Huge smoke and fire at the coordinate. --- Huge smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireHuge( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeAndFireHuge( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, density, name) return self
end end
--- Small smoke at the coordinate. --- Small smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeSmall( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeSmall( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, density, name) return self
end end
--- Medium smoke at the coordinate. --- Medium smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeMedium( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeMedium( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, density, name) return self
end end
--- Large smoke at the coordinate. --- Large smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeLarge( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeLarge( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, density,name) return self
end end
--- Huge smoke at the coordinate. --- Huge smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeHuge( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeHuge( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, density,name) return self
end end
--- Flares the point in a color. --- Flares the point in a color.
@ -2938,8 +3112,10 @@ do -- COORDINATE
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff) local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff) local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
if sunrise == "N/R" then return false end if type(sunrise) == "string" or type(sunset) == "string" then
if sunrise == "N/S" then return true end if sunrise == "N/R" then return false end
if sunset == "N/S" then return true end
end
local time=UTILS.ClockToSeconds(clock) local time=UTILS.ClockToSeconds(clock)
@ -2958,6 +3134,11 @@ do -- COORDINATE
-- Todays sun set in sec. -- Todays sun set in sec.
local sunset=self:GetSunset(true) local sunset=self:GetSunset(true)
if type(sunrise) == "string" or type(sunset) == "string" then
if sunrise == "N/R" then return false end
if sunset == "N/S" then return true end
end
-- Seconds passed since midnight. -- Seconds passed since midnight.
local time=UTILS.SecondsOfToday() local time=UTILS.SecondsOfToday()
@ -3656,6 +3837,25 @@ do -- COORDINATE
return COORDINATE:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) ) return COORDINATE:NewFromVec3( self:GetRandomVec3InRadius( OuterRadius, InnerRadius ) )
end end
--- Search for clear zones in a given area. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #number SearchRadius Radius of the search area.
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of Core.Point#COORDINATE that are clear of map objects within the given PosRadius. nil if no positions are found.
function COORDINATE:GetSimpleZones(SearchRadius, PosRadius, NumPositions)
local clearPositions = UTILS.GetSimpleZones(self:GetVec3(), SearchRadius, PosRadius, NumPositions)
if clearPositions and #clearPositions > 0 then
local coords = {}
for _, pos in pairs(clearPositions) do
local coord = COORDINATE:NewFromVec2(pos)
table.insert(coords, coord)
end
return coords
end
return nil
end
end end
do do

View File

@ -175,7 +175,7 @@ function SCHEDULEDISPATCHER:AddSchedule( Scheduler, ScheduleFunction, ScheduleAr
local Name = Info.name or "?" local Name = Info.name or "?"
local ErrorHandler = function( errmsg ) local ErrorHandler = function( errmsg )
env.info( "Error in timer function: " .. errmsg ) env.info( "Error in timer function: " .. errmsg or "" )
if BASE.Debug ~= nil then if BASE.Debug ~= nil then
env.info( BASE.Debug.traceback() ) env.info( BASE.Debug.traceback() )
end end
@ -326,7 +326,7 @@ function SCHEDULEDISPATCHER:Stop( Scheduler, CallID )
local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData local Schedule = self.Schedule[Scheduler][CallID] -- #SCHEDULEDISPATCHER.ScheduleData
-- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing. -- Only stop when there is a ScheduleID defined for the CallID. So, when the scheduler was stopped before, do nothing.
if Schedule.ScheduleID then if Schedule and Schedule.ScheduleID then
self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) ) self:T( string.format( "SCHEDULEDISPATCHER stopping scheduler CallID=%s, ScheduleID=%s", tostring( CallID ), tostring( Schedule.ScheduleID ) ) )

View File

@ -959,6 +959,25 @@ do -- SET_BASE
return ObjectNames return ObjectNames
end end
--- Get a *new* set table that only contains alive objects.
-- @param #SET_BASE self
-- @return #table Set table of alive objects.
function SET_BASE:GetAliveSet()
--self:F2()
local AliveSet = {}
-- Clean the Set before returning with only the alive Objects.
for ObjectName, Object in pairs( self.Set ) do
if Object then
if Object:IsAlive() then
AliveSet[#AliveSet+1] = Object
end
end
end
return AliveSet or {}
end
end end
do do
@ -1125,25 +1144,25 @@ do
end end
--- Get a *new* set that only contains alive groups. --- Get a *new* set table that only contains alive groups.
-- @param #SET_GROUP self -- @param #SET_GROUP self
-- @return #SET_GROUP Set of alive groups. -- @return #table Set of alive groups.
function SET_GROUP:GetAliveSet() function SET_GROUP:GetAliveSet()
--self:F2() --self:F2()
local AliveSet = SET_GROUP:New() --local AliveSet = SET_GROUP:New()
local AliveSet = {}
-- Clean the Set before returning with only the alive Groups. -- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs( self.Set ) do for GroupName, GroupObject in pairs( self.Set ) do
local GroupObject = GroupObject -- Wrapper.Group#GROUP local GroupObject = GroupObject -- Wrapper.Group#GROUP
if GroupObject then if GroupObject then
if GroupObject:IsAlive() then if GroupObject:IsAlive() then
AliveSet:Add( GroupName, GroupObject ) AliveSet[GroupName] = GroupObject
end end
end end
end end
return AliveSet.Set or {} return AliveSet or {}
end end
--- Returns a report of of unit types. --- Returns a report of of unit types.
@ -2595,7 +2614,7 @@ do -- SET_UNIT
--- Gets the alive set. --- Gets the alive set.
-- @param #SET_UNIT self -- @param #SET_UNIT self
-- @return #table Table of SET objects -- @return #table Table of alive UNIT objects
-- @return #SET_UNIT AliveSet -- @return #SET_UNIT AliveSet
function SET_UNIT:GetAliveSet() function SET_UNIT:GetAliveSet()
@ -2603,10 +2622,8 @@ do -- SET_UNIT
-- Clean the Set before returning with only the alive Groups. -- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs(self.Set) do for GroupName, GroupObject in pairs(self.Set) do
local GroupObject=GroupObject --Wrapper.Client#CLIENT
if GroupObject and GroupObject:IsAlive() then if GroupObject and GroupObject:IsAlive() then
AliveSet:Add(GroupName, GroupObject) AliveSet[GroupName] = GroupObject
end end
end end
@ -4784,18 +4801,16 @@ do -- SET_CLIENT
-- @return #table Table of SET objects -- @return #table Table of SET objects
function SET_CLIENT:GetAliveSet() function SET_CLIENT:GetAliveSet()
local AliveSet = SET_CLIENT:New() local AliveSet = {}
-- Clean the Set before returning with only the alive Groups. -- Clean the Set before returning with only the alive Groups.
for GroupName, GroupObject in pairs(self.Set) do for GroupName, GroupObject in pairs(self.Set) do
local GroupObject=GroupObject --Wrapper.Client#CLIENT
if GroupObject and GroupObject:IsAlive() then if GroupObject and GroupObject:IsAlive() then
AliveSet:Add(GroupName, GroupObject) AliveSet[GroupName] = GroupObject
end end
end end
return AliveSet.Set or {} return AliveSet or {}
end end
--- [User] Add a custom condition function. --- [User] Add a custom condition function.
@ -6676,6 +6691,8 @@ do -- SET_ZONE
-- --
-- -- Stop watching after 1 hour -- -- Stop watching after 1 hour
-- zoneset:__TriggerStop(3600) -- zoneset:__TriggerStop(3600)
-- -- Call :SetPartlyInside() on any zone (or SET_ZONE) if you want GROUPs to count as inside when any of their units enters even if they are far apart.
-- -- Make sure to call :SetPartlyInside() before :Trigger()!.
function SET_ZONE:Trigger(Objects) function SET_ZONE:Trigger(Objects)
--self:I("Added Set_Zone Trigger") --self:I("Added Set_Zone Trigger")
self:AddTransition("*","TriggerStart","TriggerRunning") self:AddTransition("*","TriggerStart","TriggerRunning")
@ -6726,6 +6743,20 @@ do -- SET_ZONE
-- @param Core.Zone#ZONE_BASE Zone The zone left. -- @param Core.Zone#ZONE_BASE Zone The zone left.
end end
--- Toggle “partly-inside” handling for every zone in the set when those zones are used with :Trigger().
-- * Call with no argument or **true** → enable for all.
-- * Call with **false** → disable again (handy if it was enabled before).
-- @param #SET_ZONE self
-- @return #SET_ZONE self
function SET_ZONE:SetPartlyInside(state)
for _,Zone in pairs(self.Set) do
if Zone.SetPartlyInside then
Zone:SetPartlyInside(state)
end
end
return self
end
--- (Internal) Check the assigned objects for being in/out of the zone --- (Internal) Check the assigned objects for being in/out of the zone
-- @param #SET_ZONE self -- @param #SET_ZONE self
-- @param #boolean fromstart If true, do the init of the objects -- @param #boolean fromstart If true, do the init of the objects
@ -6761,8 +6792,13 @@ do -- SET_ZONE
-- has not been tagged previously - wasn't in set! -- has not been tagged previously - wasn't in set!
obj.TriggerInZone[_zone.ZoneName] = false obj.TriggerInZone[_zone.ZoneName] = false
end end
-- is obj in zone? -- is obj in this zone?
local inzone = _zone:IsCoordinateInZone(obj:GetCoordinate()) local inzone
if _zone.PartlyInside and obj.ClassName == "GROUP" then
inzone = obj:IsAnyInZone(_zone) -- TRUE as soon as any unit is inside
else
inzone = _zone:IsCoordinateInZone(obj:GetCoordinate()) -- original centroid test
end
--self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone)) --self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
if inzone and not obj.TriggerInZone[_zone.ZoneName] then if inzone and not obj.TriggerInZone[_zone.ZoneName] then
-- wasn't in zone before -- wasn't in zone before
@ -7829,6 +7865,28 @@ do -- SET_OPSGROUP
return self return self
end end
--- Iterate the SET_OPSGROUP and count how many GROUPs and UNITs are alive.
-- @param #SET_GROUP self
-- @return #number The number of GROUPs alive.
-- @return #number The number of UNITs alive.
function SET_OPSGROUP:CountAlive()
local CountG = 0
local CountU = 0
local Set = self:GetSet()
for GroupID, GroupData in pairs( Set ) do -- For each GROUP in SET_GROUP
if GroupData and GroupData:IsAlive() then
CountG = CountG + 1
-- Count Units.
CountU = CountU + GroupData:GetGroup():CountAliveUnits()
end
end
return CountG, CountU
end
--- Finds an OPSGROUP based on the group name. --- Finds an OPSGROUP based on the group name.
-- @param #SET_OPSGROUP self -- @param #SET_OPSGROUP self
-- @param #string GroupName Name of the group. -- @param #string GroupName Name of the group.

View File

@ -1049,6 +1049,23 @@ function SPAWN:InitSetUnitAbsolutePositions(Positions)
return self return self
end end
--- Uses Disposition and other fallback logic to find better ground positions for ground units.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
-- @param #SPAWN self
-- @param #boolean OnOff Enable/disable the feature.
-- @param #number MaxRadius (Optional) Max radius to search for valid ground locations in meters. Default is double the max radius of the units.
-- @param #number Spacing (Optional) Minimum spacing between units in meters. Default is 5% of the search radius or 5 meters, whichever is larger.
-- @return #SPAWN
function SPAWN:InitValidateAndRepositionGroundUnits(OnOff, MaxRadius, Spacing)
self.SpawnValidateAndRepositionGroundUnits = OnOff
self.SpawnValidateAndRepositionGroundUnitsRadius = MaxRadius
self.SpawnValidateAndRepositionGroundUnitsSpacing = Spacing
return self
end
--- This method is rather complicated to understand. But I'll try to explain. --- This method is rather complicated to understand. But I'll try to explain.
-- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor, -- This method becomes useful when you need to spawn groups with random templates of groups defined within the mission editor,
-- but they will all follow the same Template route and have the same prefix name. -- but they will all follow the same Template route and have the same prefix name.
@ -1830,6 +1847,12 @@ function SPAWN:SpawnWithIndex( SpawnIndex, NoBirth )
SpawnTemplate.hidden=self.SpawnHiddenOnMap SpawnTemplate.hidden=self.SpawnHiddenOnMap
end end
if self.SpawnValidateAndRepositionGroundUnits then
local units = SpawnTemplate.units
local gPos = { x = SpawnTemplate.x, y = SpawnTemplate.y }
UTILS.ValidateAndRepositionGroundUnits(units, gPos, self.SpawnValidateAndRepositionGroundUnitsRadius, self.SpawnValidateAndRepositionGroundUnitsSpacing)
end
-- Set country, coalition and category. -- Set country, coalition and category.
SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID SpawnTemplate.CategoryID = self.SpawnInitCategory or SpawnTemplate.CategoryID
SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID SpawnTemplate.CountryID = self.SpawnInitCountry or SpawnTemplate.CountryID

View File

@ -149,6 +149,7 @@ function SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)
self.CategoryID = CategoryID self.CategoryID = CategoryID
self.CoalitionID = CoalitionID self.CoalitionID = CoalitionID
self.SpawnIndex = 0 self.SpawnIndex = 0
self.StaticCopyFrom = SpawnTemplateName
else else
error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" ) error( "SPAWNSTATIC:New: There is no static declared in the mission editor with SpawnTemplatePrefix = '" .. tostring(SpawnTemplateName) .. "'" )
end end
@ -302,12 +303,16 @@ end
-- @param #number CallsignID Callsign ID. Default 1 (="London"). -- @param #number CallsignID Callsign ID. Default 1 (="London").
-- @param #number Frequency Frequency in MHz. Default 127.5 MHz. -- @param #number Frequency Frequency in MHz. Default 127.5 MHz.
-- @param #number Modulation Modulation 0=AM, 1=FM. -- @param #number Modulation Modulation 0=AM, 1=FM.
-- @param #boolean DynamicSpawns If true, allow Dynamic Spawns
-- @param #boolean DynamicHotStarts If true, and DynamicSpawns is true, then allow Dynamic Spawns with hot starts.
-- @return #SPAWNSTATIC self -- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation) function SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation, DynamicSpawns,DynamicHotStarts)
self.InitFarp=true self.InitFarp=true
self.InitFarpCallsignID=CallsignID or 1 self.InitFarpCallsignID=CallsignID or 1
self.InitFarpFreq=Frequency or 127.5 self.InitFarpFreq=Frequency or 127.5
self.InitFarpModu=Modulation or 0 self.InitFarpModu=Modulation or 0
self.InitFarpDynamicSpawns = DynamicSpawns
self.InitFarpDynamicHotStarts = (DynamicSpawns == true and DynamicHotStarts == true) and true or nil
return self return self
end end
@ -373,6 +378,20 @@ function SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)
return self return self
end end
--- Uses Disposition and other fallback logic to find a better and valid ground spawn position.
--- NOTE: This is not a spawn randomizer.
--- It will try to a find clear ground location avoiding trees, water, roads, runways, map scenery, other statics and other units in the area.
--- Uses the initial position if it's a valid location.
-- @param #SPAWNSTATIC self
-- @param #boolean OnOff Enable/disable the feature.
-- @param #number MaxRadius (Optional) Max radius to search for a valid ground location in meters. Default is 10 times the max radius of the static.
-- @return #SPAWNSTATIC self
function SPAWNSTATIC:InitValidateAndRepositionStatic(OnOff, MaxRadius)
self.ValidateAndRepositionStatic = OnOff
self.ValidateAndRepositionStaticMaxRadius = MaxRadius
return self
end
--- Allows to place a CallFunction hook when a new static spawns. --- Allows to place a CallFunction hook when a new static spawns.
-- The provided method will be called when a new group is spawned, including its given parameters. -- The provided method will be called when a new group is spawned, including its given parameters.
-- The first parameter of the SpawnFunction is the @{Wrapper.Static#STATIC} that was spawned. -- The first parameter of the SpawnFunction is the @{Wrapper.Static#STATIC} that was spawned.
@ -459,7 +478,8 @@ end
function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName) function SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)
-- Spawn the new static at the center of the zone. -- Spawn the new static at the center of the zone.
local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName ) --local Static = self:SpawnFromPointVec2( Zone:GetPointVec2(), Heading, NewName )
local Static = self:SpawnFromCoordinate(Zone:GetCoordinate(), Heading, NewName)
return Static return Static
end end
@ -538,6 +558,14 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
-- Add static to the game. -- Add static to the game.
local Static=nil --DCS#StaticObject local Static=nil --DCS#StaticObject
if self.ValidateAndRepositionStatic then
local validPos = UTILS.ValidateAndRepositionStatic(CountryID, Template.category, Template.type, Template, Template.shape_name, self.ValidateAndRepositionStaticMaxRadius)
if validPos then
Template.x = validPos.x
Template.y = validPos.y
end
end
if self.InitFarp then if self.InitFarp then
local TemplateGroup={} local TemplateGroup={}
@ -550,12 +578,20 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
TemplateGroup.y=Template.y TemplateGroup.y=Template.y
TemplateGroup.name=Template.name TemplateGroup.name=Template.name
if self.InitFarpDynamicSpawns == true then
TemplateGroup.units[1].dynamicSpawn = true
if self.InitFarpDynamicHotStarts == true then
TemplateGroup.units[1].allowHotStart = true
end
end
self:T("Spawning FARP") self:T("Spawning FARP")
self:T({Template=Template}) self:T({Template=Template})
self:T({TemplateGroup=TemplateGroup}) self:T({TemplateGroup=TemplateGroup})
-- ED's dirty way to spawn FARPS. -- ED's dirty way to spawn FARPS.
Static=coalition.addGroup(CountryID, -1, TemplateGroup) Static=coalition.addGroup(CountryID, -1, TemplateGroup)
--Static=coalition.addStaticObject(CountryID, Template)
-- Currently DCS 2.8 does not trigger birth events if FARPS are spawned! -- Currently DCS 2.8 does not trigger birth events if FARPS are spawned!
-- We create such an event. The airbase is registered in Core.Event -- We create such an event. The airbase is registered in Core.Event
@ -595,5 +631,17 @@ function SPAWNSTATIC:_SpawnStatic(Template, CountryID)
self:ScheduleOnce(0.3, self.SpawnFunctionHook, mystatic, unpack(self.SpawnFunctionArguments)) self:ScheduleOnce(0.3, self.SpawnFunctionHook, mystatic, unpack(self.SpawnFunctionArguments))
end end
if self.StaticCopyFrom ~= nil then
mystatic.StaticCopyFrom = self.StaticCopyFrom
end
local TemplateGroup={}
TemplateGroup.units={}
TemplateGroup.units[1]=Template
TemplateGroup.x=Template.x
TemplateGroup.y=Template.y
TemplateGroup.name=Template.name
_DATABASE:_RegisterStaticTemplate( TemplateGroup, self.CoalitionID, self.CategoryID, CountryID )
return mystatic return mystatic
end end

View File

@ -70,6 +70,7 @@
-- @field #table Table of any trigger zone properties from the ME. The key is the Name of the property, and the value is the property's Value. -- @field #table Table of any trigger zone properties from the ME. The key is the Name of the property, and the value is the property's Value.
-- @field #number Surface Type of surface. Only determined at the center of the zone! -- @field #number Surface Type of surface. Only determined at the center of the zone!
-- @field #number Checktime Check every Checktime seconds, used for ZONE:Trigger() -- @field #number Checktime Check every Checktime seconds, used for ZONE:Trigger()
-- @field #boolean PartlyInside When called, a GROUP is considered inside as soon as any of its units enters the zone even if they are far apart.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@ -548,6 +549,19 @@ function ZONE_BASE:GetZoneProbability()
return self.ZoneProbability return self.ZoneProbability
end end
--- Get the coordinate on the radius of the zone nearest to Outsidecoordinate. Useto e.g. find an ingress point.
-- @param #ZONE_BASE self
-- @param Core.Point#COORDINATE Outsidecoordinate The coordinate outside of the zone from where to look.
-- @return Core.Point#COORDINATE CoordinateOnRadius
function ZONE_BASE:FindNearestCoordinateOnRadius(Outsidecoordinate)
local Vec1 = self:GetVec2()
local Radius = self:GetRadius()
local Vec2 = Outsidecoordinate:GetVec2()
local Point = UTILS.FindNearestPointOnCircle(Vec1,Radius,Vec2)
local rc = COORDINATE:NewFromVec2(Point)
return rc
end
--- Get the zone taking into account the randomization probability of a zone to be selected. --- Get the zone taking into account the randomization probability of a zone to be selected.
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @return #ZONE_BASE The zone is selected taking into account the randomization probability factor. -- @return #ZONE_BASE The zone is selected taking into account the randomization probability factor.
@ -613,6 +627,8 @@ end
-- --
-- -- Stop watching the zone after 1 hour -- -- Stop watching the zone after 1 hour
-- triggerzone:__TriggerStop(3600) -- triggerzone:__TriggerStop(3600)
-- -- Call :SetPartlyInside() if you use SET_GROUP to count as inside when any of their units enters even when they are far apart.
-- -- Make sure to call :SetPartlyInside() before :Trigger()!
function ZONE_BASE:Trigger(Objects) function ZONE_BASE:Trigger(Objects)
--self:I("Added Zone Trigger") --self:I("Added Zone Trigger")
self:SetStartState("TriggerStopped") self:SetStartState("TriggerStopped")
@ -681,6 +697,16 @@ function ZONE_BASE:Trigger(Objects)
end end
--- Toggle “partly-inside” handling for this zone. To be used before :Trigger().
-- * Default:* flag is **false** until you call the method.
-- * Call with no argument or with **true** → enable.
-- * Call with **false** → disable again (handy if it was enabled before).
-- @param #ZONE_BASE self
-- @return #ZONE_BASE self
function ZONE_BASE:SetPartlyInside(state)
self.PartlyInside = state or not ( state == false )
return self
end
--- (Internal) Check the assigned objects for being in/out of the zone --- (Internal) Check the assigned objects for being in/out of the zone
-- @param #ZONE_BASE self -- @param #ZONE_BASE self
-- @param #boolean fromstart If true, do the init of the objects -- @param #boolean fromstart If true, do the init of the objects
@ -719,7 +745,12 @@ function ZONE_BASE:_TriggerCheck(fromstart)
obj.TriggerInZone[self.ZoneName] = false obj.TriggerInZone[self.ZoneName] = false
end end
-- is obj in zone? -- is obj in zone?
local inzone = self:IsCoordinateInZone(obj:GetCoordinate()) local inzone
if self.PartlyInside and obj.ClassName == "GROUP" then
inzone = obj:IsAnyInZone(self) -- TRUE if any unit is inside
else
inzone = self:IsCoordinateInZone(obj:GetCoordinate()) -- original barycentre test
end
--self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone)) --self:I("Object "..obj:GetName().." is in zone: "..tostring(inzone))
if inzone and obj.TriggerInZone[self.ZoneName] then if inzone and obj.TriggerInZone[self.ZoneName] then
-- just count -- just count
@ -1163,15 +1194,13 @@ function ZONE_RADIUS:Scan( ObjectCategories, UnitCategories )
local function EvaluateZone( ZoneObject ) local function EvaluateZone( ZoneObject )
--if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5 --if ZoneObject:isExist() then --FF: isExist always returns false for SCENERY objects since DCS 2.2 and still in DCS 2.5
if ZoneObject then if ZoneObject and self:IsVec3InZone(ZoneObject:getPoint()) then
-- Get object category. -- Get object category.
local ObjectCategory = Object.getCategory(ZoneObject) local ObjectCategory = Object.getCategory(ZoneObject)
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
local CoalitionDCSUnit = ZoneObject:getCoalition()
local Include = false local Include = false
if not UnitCategories then if not UnitCategories then
-- Anything found is included. -- Anything found is included.
@ -1523,6 +1552,26 @@ function ZONE_RADIUS:IsVec3InZone( Vec3 )
return InZone return InZone
end end
--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_RADIUS self
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
function ZONE_RADIUS:GetClearZonePositions(PosRadius, NumPositions)
return UTILS.GetClearZonePositions(self, PosRadius, NumPositions)
end
--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_RADIUS self
-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
function ZONE_RADIUS:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions)
end
--- Returns a random Vec2 location within the zone. --- Returns a random Vec2 location within the zone.
-- @param #ZONE_RADIUS self -- @param #ZONE_RADIUS self
-- @param #number inner (Optional) Minimal distance from the center of the zone. Default is 0. -- @param #number inner (Optional) Minimal distance from the center of the zone. Default is 0.
@ -1535,6 +1584,10 @@ function ZONE_RADIUS:GetRandomVec2(inner, outer, surfacetypes)
local _inner = inner or 0 local _inner = inner or 0
local _outer = outer or self:GetRadius() local _outer = outer or self:GetRadius()
math.random()
math.random()
math.random()
if surfacetypes and type(surfacetypes)~="table" then if surfacetypes and type(surfacetypes)~="table" then
surfacetypes={surfacetypes} surfacetypes={surfacetypes}
end end
@ -1895,6 +1948,21 @@ function ZONE_UNIT:New( ZoneName, ZoneUNIT, Radius, Offset)
return self return self
end end
--- Updates the current location from a @{Wrapper.Group}.
-- @param #ZONE_UNIT self
-- @param Wrapper.Group#GROUP Group (optional) Update from this Unit, if nil, update from the UNIT this zone is based on.
-- @return self
function ZONE_UNIT:UpdateFromUnit(Unit)
if Unit and Unit:IsAlive() then
local vec2 = Unit:GetVec2()
self.LastVec2 = vec2
elseif self.ZoneUNIT and self.ZoneUNIT:IsAlive() then
local ZoneVec2 = self.ZoneUNIT:GetVec2()
self.LastVec2 = ZoneVec2
end
return self
end
--- Returns the current location of the @{Wrapper.Unit#UNIT}. --- Returns the current location of the @{Wrapper.Unit#UNIT}.
-- @param #ZONE_UNIT self -- @param #ZONE_UNIT self
@ -2032,6 +2100,22 @@ function ZONE_GROUP:GetVec2()
return ZoneVec2 return ZoneVec2
end end
--- Updates the current location from a @{Wrapper.Group}.
-- @param #ZONE_GROUP self
-- @param Wrapper.Group#GROUP Group (optional) Update from this Group, if nil, update from the GROUP this zone is based on.
-- @return self
function ZONE_GROUP:UpdateFromGroup(Group)
if Group and Group:IsAlive() then
local vec2 = Group:GetVec2()
self.Vec2 = vec2
elseif self._.ZoneGROUP and self._.ZoneGROUP:IsAlive() then
local ZoneVec2 = self._.ZoneGROUP:GetVec2()
self.Vec2 = ZoneVec2
self._.ZoneVec2Cache = ZoneVec2
end
return self
end
--- Returns a random location within the zone of the @{Wrapper.Group}. --- Returns a random location within the zone of the @{Wrapper.Group}.
-- @param #ZONE_GROUP self -- @param #ZONE_GROUP self
-- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location. -- @return DCS#Vec2 The random location of the zone based on the @{Wrapper.Group} location.
@ -2501,6 +2585,26 @@ function ZONE_POLYGON_BASE:Flush()
return self return self
end end
--- Search for clear ground spawn zones within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_POLYGON_BASE self
-- @param #number PosRadius Required clear radius around each position.
-- @param #number NumPositions Number of positions to find.
-- @return #table A table of DCS#Vec2 positions that are clear of map objects within the given PosRadius. nil if no clear positions are found.
function ZONE_POLYGON_BASE:GetClearZonePositions(PosRadius, NumPositions)
return UTILS.GetClearZonePositions(self, PosRadius, NumPositions)
end
--- Search for a random clear ground spawn coordinate within this zone. A powerful and efficient function using Disposition to find clear areas for spawning ground units avoiding trees, water and map scenery.
-- @param #ZONE_POLYGON_BASE self
-- @param #number PosRadius (Optional) Required clear radius around each position. (Default is math.min(Radius/10, 200))
-- @param #number NumPositions (Optional) Number of positions to find. (Default 50)
-- @return Core.Point#COORDINATE A random coordinate for a clear zone. nil if no clear positions are found.
-- @return #number Assigned radius for the found zones. nil if no clear positions are found.
function ZONE_POLYGON_BASE:GetRandomClearZoneCoordinate(PosRadius, NumPositions)
return UTILS.GetRandomClearZoneCoordinate(self, PosRadius, NumPositions)
end
--- Smokes the zone boundaries in a color. --- Smokes the zone boundaries in a color.
-- @param #ZONE_POLYGON_BASE self -- @param #ZONE_POLYGON_BASE self
-- @param #boolean UnBound If true, the tyres will be destroyed. -- @param #boolean UnBound If true, the tyres will be destroyed.
@ -2879,6 +2983,11 @@ end
function ZONE_POLYGON_BASE:GetRandomVec2() function ZONE_POLYGON_BASE:GetRandomVec2()
-- make sure we assign weights to the triangles based on their surface area, otherwise -- make sure we assign weights to the triangles based on their surface area, otherwise
-- we'll be more likely to generate random points in smaller triangles -- we'll be more likely to generate random points in smaller triangles
math.random()
math.random()
math.random()
local weights = {} local weights = {}
for _, triangle in pairs(self._Triangles) do for _, triangle in pairs(self._Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea weights[triangle] = triangle.SurfaceArea / self.SurfaceArea
@ -3218,12 +3327,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
local vectors = self:GetBoundingSquare() local vectors = self:GetBoundingSquare()
local minVec3 = {x=vectors.x1, y=0, z=vectors.y1} local ZoneRadius = UTILS.VecDist2D({x=vectors.x1, y=vectors.y1}, {x=vectors.x2, y=vectors.y2})/2
local maxVec3 = {x=vectors.x2, y=0, z=vectors.y2}
local minmarkcoord = COORDINATE:NewFromVec3(minVec3)
local maxmarkcoord = COORDINATE:NewFromVec3(maxVec3)
local ZoneRadius = minmarkcoord:Get2DDistance(maxmarkcoord)/2
-- self:I("Scan Radius:" ..ZoneRadius) -- self:I("Scan Radius:" ..ZoneRadius)
local CenterVec3 = self:GetCoordinate():GetVec3() local CenterVec3 = self:GetCoordinate():GetVec3()
@ -3247,14 +3351,12 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
local function EvaluateZone( ZoneObject ) local function EvaluateZone( ZoneObject )
if ZoneObject then if ZoneObject and self:IsVec3InZone(ZoneObject:getPoint()) then
local ObjectCategory = Object.getCategory(ZoneObject) local ObjectCategory = Object.getCategory(ZoneObject)
if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then if ( ObjectCategory == Object.Category.UNIT and ZoneObject:isExist() and ZoneObject:isActive() ) or (ObjectCategory == Object.Category.STATIC and ZoneObject:isExist()) then
local CoalitionDCSUnit = ZoneObject:getCoalition()
local Include = false local Include = false
if not UnitCategories then if not UnitCategories then
-- Anything found is included. -- Anything found is included.
@ -3286,7 +3388,7 @@ function ZONE_POLYGON:Scan( ObjectCategories, UnitCategories )
end end
-- trying with box search -- trying with box search
if ObjectCategory == Object.Category.SCENERY and self:IsVec3InZone(ZoneObject:getPoint()) then if ObjectCategory == Object.Category.SCENERY then
local SceneryType = ZoneObject:getTypeName() local SceneryType = ZoneObject:getTypeName()
local SceneryName = ZoneObject:getName() local SceneryName = ZoneObject:getName()
self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {} self.ScanData.Scenery[SceneryType] = self.ScanData.Scenery[SceneryType] or {}

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@ -198,7 +198,7 @@ end -- env
do -- radio do -- radio
---@type radio --@type radio
-- @field #radio.modulation modulation -- @field #radio.modulation modulation
--- ---

View File

@ -22,7 +22,7 @@
-- === -- ===
-- --
-- ### Author: **Applevangelist** -- ### Author: **Applevangelist**
-- Last Update Sept 2023 -- Last Update July 2025
-- --
-- === -- ===
-- @module Functional.AICSAR -- @module Functional.AICSAR
@ -57,6 +57,8 @@
-- @field #number Speed Default speed setting for the helicopter FLIGHTGROUP is 100kn. -- @field #number Speed Default speed setting for the helicopter FLIGHTGROUP is 100kn.
-- @field #boolean UseEventEject In case Event LandingAfterEjection isn't working, use set this to true. -- @field #boolean UseEventEject In case Event LandingAfterEjection isn't working, use set this to true.
-- @field #number Delay In case of UseEventEject wait this long until we spawn a landed pilot. -- @field #number Delay In case of UseEventEject wait this long until we spawn a landed pilot.
-- @field #boolean UseRescueZone If true, use a rescue zone and not the max distance to FARP/MASH
-- @field Core.Zone#ZONE_RADIUS RescueZone Use this zone as operational area for the AICSAR instance.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
@ -153,10 +155,10 @@
-- To set up AICSAR for SRS TTS output, add e.g. the following to your script: -- To set up AICSAR for SRS TTS output, add e.g. the following to your script:
-- --
-- -- setup for google TTS, radio 243 AM, SRS server port 5002 with a google standard-quality voice (google cloud account required) -- -- setup for google TTS, radio 243 AM, SRS server port 5002 with a google standard-quality voice (google cloud account required)
-- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone",243,radio.modulation.AM,5002,MSRS.Voices.Google.Standard.en_US_Standard_D,"en-US","female","C:\\Program Files\\DCS-SimpleRadio-Standalone\\google.json") -- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",243,radio.modulation.AM,5002,MSRS.Voices.Google.Standard.en_US_Standard_D,"en-US","female","C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio\\google.json")
-- --
-- -- alternatively for MS Desktop TTS (voices need to be installed locally first!) -- -- alternatively for MS Desktop TTS (voices need to be installed locally first!)
-- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone",243,radio.modulation.AM,5002,MSRS.Voices.Microsoft.Hazel,"en-GB","female") -- my_aicsar:SetSRSTTSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",243,radio.modulation.AM,5002,MSRS.Voices.Microsoft.Hazel,"en-GB","female")
-- --
-- -- define a different voice for the downed pilot(s) -- -- define a different voice for the downed pilot(s)
-- my_aicsar:SetPilotTTSVoice(MSRS.Voices.Google.Standard.en_AU_Standard_D,"en-AU","male") -- my_aicsar:SetPilotTTSVoice(MSRS.Voices.Google.Standard.en_AU_Standard_D,"en-AU","male")
@ -177,7 +179,7 @@
-- --
-- Switch on radio transmissions via **either** SRS **or** "normal" DCS radio e.g. like so: -- Switch on radio transmissions via **either** SRS **or** "normal" DCS radio e.g. like so:
-- --
-- my_aicsar:SetSRSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone",270,radio.modulation.AM,nil,5002) -- my_aicsar:SetSRSRadio(true,"C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio",270,radio.modulation.AM,nil,5002)
-- --
-- or -- or
-- --
@ -191,7 +193,7 @@
-- @field #AICSAR -- @field #AICSAR
AICSAR = { AICSAR = {
ClassName = "AICSAR", ClassName = "AICSAR",
version = "0.1.16", version = "0.1.18",
lid = "", lid = "",
coalition = coalition.side.BLUE, coalition = coalition.side.BLUE,
template = "", template = "",
@ -236,6 +238,8 @@ AICSAR = {
Altitude = 1500, Altitude = 1500,
UseEventEject = false, UseEventEject = false,
Delay = 100, Delay = 100,
UseRescueZone = false,
RescueZone = nil,
} }
-- TODO Messages -- TODO Messages
@ -304,8 +308,9 @@ AICSAR.RadioLength = {
-- @param #string Helotemplate Helicopter template name. -- @param #string Helotemplate Helicopter template name.
-- @param Wrapper.Airbase#AIRBASE FARP FARP object or Airbase from where to start. -- @param Wrapper.Airbase#AIRBASE FARP FARP object or Airbase from where to start.
-- @param Core.Zone#ZONE MASHZone Zone where to drop pilots after rescue. -- @param Core.Zone#ZONE MASHZone Zone where to drop pilots after rescue.
-- @param #number Helonumber Max number of alive Ai Helos at the same time. Defaults to three.
-- @return #AICSAR self -- @return #AICSAR self
function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone) function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone,Helonumber)
-- Inherit everything from FSM class. -- Inherit everything from FSM class.
local self=BASE:Inherit(self, FSM:New()) local self=BASE:Inherit(self, FSM:New())
@ -373,7 +378,7 @@ function AICSAR:New(Alias,Coalition,Pilottemplate,Helotemplate,FARP,MASHZone)
-- limit number of available helos at the same time -- limit number of available helos at the same time
self.limithelos = true self.limithelos = true
self.helonumber = 3 self.helonumber = Helonumber or 3
-- localization -- localization
self:InitLocalization() self:InitLocalization()
@ -524,10 +529,20 @@ function AICSAR:InitLocalization()
return self return self
end end
--- [User] Use a defined zone as area of operation and not the distance to FARP.
-- @param #AICSAR self
-- @param Core.Zone#ZONE Zone The operational zone to use. Downed pilots in this area will be rescued. Can be any known #ZONE type.
-- @return #AICSAR self
function AICSAR:SetUsingRescueZone(Zone)
self.UseRescueZone = true
self.RescueZone = Zone
return self
end
--- [User] Switch sound output on and use SRS output for sound files. --- [User] Switch sound output on and use SRS output for sound files.
-- @param #AICSAR self -- @param #AICSAR self
-- @param #boolean OnOff Switch on (true) or off (false). -- @param #boolean OnOff Switch on (true) or off (false).
-- @param #string Path Path to your SRS Server Component, e.g. "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone" -- @param #string Path Path to your SRS Server External Audio Component, e.g. "C:\\\\Program Files\\\\DCS-SimpleRadio-Standalone\\\\ExternalAudio"
-- @param #number Frequency Defaults to 243 (guard) -- @param #number Frequency Defaults to 243 (guard)
-- @param #number Modulation Radio modulation. Defaults to radio.modulation.AM -- @param #number Modulation Radio modulation. Defaults to radio.modulation.AM
-- @param #string SoundPath Where to find the audio files. Defaults to nil, i.e. add messages via "Sound to..." in the Mission Editor. -- @param #string SoundPath Where to find the audio files. Defaults to nil, i.e. add messages via "Sound to..." in the Mission Editor.
@ -538,7 +553,7 @@ function AICSAR:SetSRSRadio(OnOff,Path,Frequency,Modulation,SoundPath,Port)
self.SRSRadio = OnOff and true self.SRSRadio = OnOff and true
self.SRSTTSRadio = false self.SRSTTSRadio = false
self.SRSFrequency = Frequency or 243 self.SRSFrequency = Frequency or 243
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
self.SRS:SetLabel("ACSR") self.SRS:SetLabel("ACSR")
self.SRS:SetCoalition(self.coalition) self.SRS:SetCoalition(self.coalition)
self.SRSModulation = Modulation or radio.modulation.AM self.SRSModulation = Modulation or radio.modulation.AM
@ -556,7 +571,7 @@ end
-- See `AICSAR:SetPilotTTSVoice()` and `AICSAR:SetOperatorTTSVoice()` -- See `AICSAR:SetPilotTTSVoice()` and `AICSAR:SetOperatorTTSVoice()`
-- @param #AICSAR self -- @param #AICSAR self
-- @param #boolean OnOff Switch on (true) or off (false). -- @param #boolean OnOff Switch on (true) or off (false).
-- @param #string Path Path to your SRS Server Component, e.g. "E:\\\\Program Files\\\\DCS-SimpleRadio-Standalone" -- @param #string Path Path to your SRS Server Component, e.g. "E:\\\\Program Files\\\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- @param #number Frequency (Optional) Defaults to 243 (guard) -- @param #number Frequency (Optional) Defaults to 243 (guard)
-- @param #number Modulation (Optional) Radio modulation. Defaults to radio.modulation.AM -- @param #number Modulation (Optional) Radio modulation. Defaults to radio.modulation.AM
-- @param #number Port (Optional) Port of the SRS, defaults to 5002. -- @param #number Port (Optional) Port of the SRS, defaults to 5002.
@ -570,7 +585,7 @@ function AICSAR:SetSRSTTSRadio(OnOff,Path,Frequency,Modulation,Port,Voice,Cultur
self.SRSTTSRadio = OnOff and true self.SRSTTSRadio = OnOff and true
self.SRSRadio = false self.SRSRadio = false
self.SRSFrequency = Frequency or 243 self.SRSFrequency = Frequency or 243
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
self.SRSModulation = Modulation or radio.modulation.AM self.SRSModulation = Modulation or radio.modulation.AM
self.SRSPort = Port or MSRS.port or 5002 self.SRSPort = Port or MSRS.port or 5002
if OnOff then if OnOff then
@ -693,7 +708,7 @@ function AICSAR:_EjectEventHandler(EventData)
local _LandingPos = COORDINATE:NewFromVec3(_event.initiator:getPosition().p) local _LandingPos = COORDINATE:NewFromVec3(_event.initiator:getPosition().p)
local _country = _event.initiator:getCountry() local _country = _event.initiator:getCountry()
local _coalition = coalition.getCountryCoalition( _country ) local _coalition = coalition.getCountryCoalition( _country )
local data = UTILS.DeepCopy(EventData) --local data = UTILS.DeepCopy(EventData)
Unit.destroy(_event.initiator) -- shagrat remove static Pilot model Unit.destroy(_event.initiator) -- shagrat remove static Pilot model
self:ScheduleOnce(self.Delay,self._DelayedSpawnPilot,self,_LandingPos,_coalition) self:ScheduleOnce(self.Delay,self._DelayedSpawnPilot,self,_LandingPos,_coalition)
end end
@ -709,6 +724,13 @@ end
function AICSAR:_DelayedSpawnPilot(_LandingPos,_coalition) function AICSAR:_DelayedSpawnPilot(_LandingPos,_coalition)
local distancetofarp = _LandingPos:Get2DDistance(self.farp:GetCoordinate()) local distancetofarp = _LandingPos:Get2DDistance(self.farp:GetCoordinate())
if self.UseRescueZone == true and self.RescueZone ~= nil then
if self.RescueZone:IsCoordinateInZone(_LandingPos) then
distancetofarp = self.maxdistance - 10
else
distancetofarp = self.maxdistance + 10
end
end
-- Mayday Message -- Mayday Message
local Text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTDOWN",self.locale) local Text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTDOWN",self.locale)
local text = "" local text = ""
@ -795,7 +817,13 @@ function AICSAR:_EventHandler(EventData, FromEject)
-- DONE: add distance check -- DONE: add distance check
local distancetofarp = _LandingPos:Get2DDistance(self.farp:GetCoordinate()) local distancetofarp = _LandingPos:Get2DDistance(self.farp:GetCoordinate())
if self.UseRescueZone == true and self.RescueZone ~= nil then
if self.RescueZone:IsCoordinateInZone(_LandingPos) then
distancetofarp = self.maxdistance - 10
else
distancetofarp = self.maxdistance + 10
end
end
-- Mayday Message -- Mayday Message
local Text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTDOWN",self.locale) local Text,Soundfile,Soundlength,Subtitle = self.gettext:GetEntry("PILOTDOWN",self.locale)
local text = "" local text = ""
@ -817,7 +845,6 @@ function AICSAR:_EventHandler(EventData, FromEject)
if _coalition == self.coalition then if _coalition == self.coalition then
if self.verbose then if self.verbose then
MESSAGE:New(msgtxt,15,"AICSAR"):ToCoalition(self.coalition) MESSAGE:New(msgtxt,15,"AICSAR"):ToCoalition(self.coalition)
-- MESSAGE:New(msgtxt,15,"AICSAR"):ToLog()
end end
if self.SRSRadio then if self.SRSRadio then
local sound = SOUNDFILE:New(Soundfile,self.SRSSoundPath,Soundlength) local sound = SOUNDFILE:New(Soundfile,self.SRSSoundPath,Soundlength)
@ -869,6 +896,7 @@ function AICSAR:_GetFlight()
:InitUnControlled(true) :InitUnControlled(true)
:OnSpawnGroup( :OnSpawnGroup(
function(Group) function(Group)
Group:OptionPreferVerticalLanding()
self:__HeloOnDuty(1,Group) self:__HeloOnDuty(1,Group)
end end
) )
@ -892,7 +920,7 @@ function AICSAR:_InitMission(Pilot,Index)
--local pilotset = SET_GROUP:New() --local pilotset = SET_GROUP:New()
--pilotset:AddGroup(Pilot) --pilotset:AddGroup(Pilot)
-- Cargo transport assignment. -- Cargo transport assignment.
local opstransport=OPSTRANSPORT:New(Pilot, pickupzone, self.farpzone) local opstransport=OPSTRANSPORT:New(Pilot, pickupzone, self.farpzone)
--opstransport:SetVerbosity(3) --opstransport:SetVerbosity(3)
@ -934,6 +962,10 @@ function AICSAR:_InitMission(Pilot,Index)
helo:__UnloadingDone(5) helo:__UnloadingDone(5)
end end
function helo:OnAfterLandAtAirbase(From,Event,To,airbase)
helo:Despawn(2)
end
self.helos[Index] = helo self.helos[Index] = helo
return self return self
@ -984,7 +1016,9 @@ function AICSAR:_CheckHelos()
local name = helo:GetName() local name = helo:GetName()
self:T("Helo group "..name.." in state "..state) self:T("Helo group "..name.." in state "..state)
if state == "Arrived" then if state == "Arrived" then
helo:__Stop(5) --helo:__Stop(5)
helo.OnAfterDead = nil
helo:Despawn(35)
self.helos[_index] = nil self.helos[_index] = nil
end end
else else
@ -1025,7 +1059,7 @@ function AICSAR:_CheckQueue(OpsGroup)
if self:_CheckInMashZone(_pilot) then if self:_CheckInMashZone(_pilot) then
self:T("Pilot" .. _pilot.GroupName .. " rescued!") self:T("Pilot" .. _pilot.GroupName .. " rescued!")
if OpsGroup then if OpsGroup then
OpsGroup:Despawn(10) --OpsGroup:Despawn(10)
else else
_pilot:Destroy(true,10) _pilot:Destroy(true,10)
end end

View File

@ -105,7 +105,7 @@ AUTOLASE = {
debug = false, debug = false,
smokemenu = true, smokemenu = true,
RoundingPrecision = 0, RoundingPrecision = 0,
increasegroundawareness = true, increasegroundawareness = false,
MonitorFrequency = 30, MonitorFrequency = 30,
} }
@ -216,7 +216,7 @@ function AUTOLASE:New(RecceSet, Coalition, Alias, PilotSet)
self.smokemenu = true self.smokemenu = true
self.threatmenu = true self.threatmenu = true
self.RoundingPrecision = 0 self.RoundingPrecision = 0
self.increasegroundawareness = true self.increasegroundawareness = false
self.MonitorFrequency = 30 self.MonitorFrequency = 30
self:EnableSmokeMenu({Angle=math.random(0,359),Distance=math.random(10,20)}) self:EnableSmokeMenu({Angle=math.random(0,359),Distance=math.random(10,20)})
@ -493,7 +493,7 @@ end
--- (User) Function enable sending messages via SRS. --- (User) Function enable sending messages via SRS.
-- @param #AUTOLASE self -- @param #AUTOLASE self
-- @param #boolean OnOff Switch usage on and off -- @param #boolean OnOff Switch usage on and off
-- @param #string Path Path to SRS directory, e.g. C:\\Program Files\\DCS-SimpleRadio-Standalone -- @param #string Path Path to SRS TTS directory, e.g. C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio
-- @param #number Frequency Frequency to send, e.g. 243 -- @param #number Frequency Frequency to send, e.g. 243
-- @param #number Modulation Modulation i.e. radio.modulation.AM or radio.modulation.FM -- @param #number Modulation Modulation i.e. radio.modulation.AM or radio.modulation.FM
-- @param #string Label (Optional) Short label to be used on the SRS Client Overlay -- @param #string Label (Optional) Short label to be used on the SRS Client Overlay
@ -508,7 +508,7 @@ end
function AUTOLASE:SetUsingSRS(OnOff,Path,Frequency,Modulation,Label,Gender,Culture,Port,Voice,Volume,PathToGoogleKey) function AUTOLASE:SetUsingSRS(OnOff,Path,Frequency,Modulation,Label,Gender,Culture,Port,Voice,Volume,PathToGoogleKey)
if OnOff then if OnOff then
self.useSRS = true self.useSRS = true
self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" self.SRSPath = Path or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
self.SRSFreq = Frequency or 271 self.SRSFreq = Frequency or 271
self.SRSMod = Modulation or radio.modulation.AM self.SRSMod = Modulation or radio.modulation.AM
self.Gender = Gender or MSRS.gender or "male" self.Gender = Gender or MSRS.gender or "male"
@ -1020,7 +1020,7 @@ function AUTOLASE:_Prescient()
self:T(self.lid.."Checking possibly visible STATICs for Recce "..unit:GetName()) self:T(self.lid.."Checking possibly visible STATICs for Recce "..unit:GetName())
for _,_static in pairs(Statics) do -- DCS static object here for _,_static in pairs(Statics) do -- DCS static object here
local static = STATIC:Find(_static) local static = STATIC:Find(_static)
if static and static:GetCoalition() ~= self.coalition then if static and static:GetCoalition() ~= self.coalition and static:GetCoordinate() then
local IsLOS = position:IsLOS(static:GetCoordinate()) local IsLOS = position:IsLOS(static:GetCoordinate())
if IsLOS then if IsLOS then
unit:KnowUnit(static,true,true) unit:KnowUnit(static,true,true)

View File

@ -22,7 +22,7 @@
-- @module Functional.Mantis -- @module Functional.Mantis
-- @image Functional.Mantis.jpg -- @image Functional.Mantis.jpg
-- --
-- Last Update: Mar 2025 -- Last Update: August 2025
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE --- **MANTIS** class, extends Core.Base#BASE
@ -62,7 +62,9 @@
-- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects. -- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
-- @field #boolean SmokeDecoy If true, smoke short range SAM units as decoy if a plane is in firing range. -- @field #boolean SmokeDecoy If true, smoke short range SAM units as decoy if a plane is in firing range.
-- @field #number SmokeDecoyColor Color to use, defaults to SMOKECOLOR.White -- @field #number SmokeDecoyColor Color to use, defaults to SMOKECOLOR.White
-- @field #number checkcounter Counter for SAM Table refreshes -- @field #number checkcounter Counter for SAM Table refreshes.
-- @field #number DLinkCacheTime Seconds after which cached contacts in DLink will decay.
-- @field #boolean logsamstatus Log SAM status in dcs.log every cycle if true
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@ -74,10 +76,9 @@
-- --
-- * Moose derived Modular, Automatic and Network capable Targeting and Interception System. -- * Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy. -- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy.
-- * **Automatic mode** (default since 0.8) will set-up your SAM site network automatically for you -- * **Automatic mode** (default) will set-up your SAM site network automatically for you.
-- * **Classic mode** behaves like before -- * Leverage evasiveness from SEAD, leverage attack range setting.
-- * Leverage evasiveness from SEAD, leverage attack range setting -- * Automatic setup of SHORAD based on groups of the class "short-range".
-- * Automatic setup of SHORAD based on groups of the class "short-range"
-- --
-- # 0. Base considerations and naming conventions -- # 0. Base considerations and naming conventions
-- --
@ -107,10 +108,15 @@
-- * Patriot -- * Patriot
-- * Rapier -- * Rapier
-- * Roland -- * Roland
-- * IRIS-T SLM
-- * Pantsir S1
-- * TOR M2
-- * C-RAM
-- * Silkworm (though strictly speaking this is a surface to ship missile) -- * Silkworm (though strictly speaking this is a surface to ship missile)
-- * SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-13, SA-15, SA-19 -- * SA-2, SA-3, SA-5, SA-6, SA-7, SA-8, SA-9, SA-10, SA-11, SA-13, SA-15, SA-19
-- * From IDF mod: STUNNER IDFA, TAMIR IDFA (Note all caps!) -- * From IDF mod: STUNNER IDFA, TAMIR IDFA (Note all caps!)
-- * From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2 -- * From HDS (see note on HDS below): SA-2, SA-3, SA-10B, SA-10C, SA-12, SA-17, SA-20A, SA-20B, SA-23, HQ-2, SAMP/T Block 1, SAMP/T Block 1INT, SAMP/T Block2
-- * Other Mods: Nike
-- --
-- * From SMA: RBS98M, RBS70, RBS90, RBS90M, RBS103A, RBS103B, RBS103AM, RBS103BM, Lvkv9040M -- * From SMA: RBS98M, RBS70, RBS90, RBS90M, RBS103A, RBS103B, RBS103AM, RBS103BM, Lvkv9040M
-- **NOTE** If you are using the Swedish Military Assets (SMA), please note that the **group name** for RBS-SAM types also needs to contain the keyword "SMA" -- **NOTE** If you are using the Swedish Military Assets (SMA), please note that the **group name** for RBS-SAM types also needs to contain the keyword "SMA"
@ -124,19 +130,20 @@
-- * SA-2 (with V759 missile, e.g. "Red SAM SA-2 HDS") -- * SA-2 (with V759 missile, e.g. "Red SAM SA-2 HDS")
-- * SA-2 (with HQ-2 launcher, use HQ-2 in the group name, e.g. "Red SAM HQ-2" ) -- * SA-2 (with HQ-2 launcher, use HQ-2 in the group name, e.g. "Red SAM HQ-2" )
-- * SA-3 (with V601P missile, e.g. "Red SAM SA-3 HDS") -- * SA-3 (with V601P missile, e.g. "Red SAM SA-3 HDS")
-- * SA-10B (overlap with other SA-10 types, e.g. "Red SAM SA-10B HDS") -- * SA-10B (overlap with other SA-10 types, e.g. "Red SAM SA-10B HDS" with 5P85CE launcher)
-- * SA-10C (overlap with other SA-10 types, e.g. "Red SAM SA-10C HDS") -- * SA-10C (overlap with other SA-10 types, e.g. "Red SAM SA-10C HDS" with 5P85SE launcher)
-- * SA-12 (launcher dependent range, e.g. "Red SAM SA-12 HDS") -- * SA-12 (launcher dependent range, e.g. "Red SAM SA-12 HDS 2" for the 9A82 variant and "Red SAM SA-12 HDS 1" for the 9A83 variant)
-- * SA-23 (launcher dependent range, e.g. "Red SAM SA-23 HDS") -- * SA-23 (launcher dependent range, e.g. "Red SAM SA-23 HDS 2" for the 9A82ME variant and "Red SAM SA-23 HDS 1" for the 9A83ME variant)
-- * SAMP/T (launcher dependent range, e.g. "Blue SAM SAMPT Block 1 HDS" for Block 1, "Blue SAM SAMPT Block 1INT HDS", "Blue SAM SAMPT Block 2 HDS")
-- --
-- The other HDS types work like the rest of the known SAM systems. -- The other HDS types work like the rest of the known SAM systems.
-- --
-- # 0.1 Set-up in the mission editor -- # 0.1 Set-up in the mission editor
-- --
-- Set up your SAM sites in the mission editor. Name the groups using a systematic approach like above. -- Set up your SAM sites in the mission editor. Name the groups using a systematic approach like above.Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- Set up your EWR system in the mission editor. Name the groups using a systematic approach like above. Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- Search Radars usually have "SR" or "STR" in their names. Use the encyclopedia in the mission editor to inform yourself. -- Search Radars usually have "SR" or "STR" in their names. Use the encyclopedia in the mission editor to inform yourself.
-- Set up your SHORAD systems. They need to be **close** to (i.e. around) the SAM sites to be effective. Use **one** group per SAM location. SA-15 TOR systems offer a good missile defense. -- Set up your SHORAD systems. They need to be **close** to (i.e. around) the SAM sites to be effective. Use **one unit ** per group (multiple groups) for the SAM location.
-- Else, evasive manoevers might club up all defenders in one place. Red SA-15 TOR systems offer a good missile defense.
-- --
-- [optional] Set up your HQ. Can be any group, e.g. a command vehicle. -- [optional] Set up your HQ. Can be any group, e.g. a command vehicle.
-- --
@ -188,7 +195,7 @@
-- --
-- ## 2.1 Auto mode features -- ## 2.1 Auto mode features
-- --
-- ### 2.1.1 You can now add Accept-, Reject- and Conflict-Zones to your setup, e.g. to consider borders or de-militarized zones: -- ### 2.1.1 You can add Accept-, Reject- and Conflict-Zones to your setup, e.g. to consider borders or de-militarized zones:
-- --
-- -- Parameters are tables of Core.Zone#ZONE objects! -- -- Parameters are tables of Core.Zone#ZONE objects!
-- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when -- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when
@ -206,9 +213,6 @@
-- --
-- ### 2.1.4 Advanced features -- ### 2.1.4 Advanced features
-- --
-- -- Option to switch off auto mode **before** you start MANTIS (not recommended)
-- mybluemantis.automode = false
--
-- -- Option to set the scale of the activation range, i.e. don't activate at the fringes of max range, defaults below. -- -- Option to set the scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- -- also see engagerange below. -- -- also see engagerange below.
-- self.radiusscale[MANTIS.SamType.LONG] = 1.1 -- self.radiusscale[MANTIS.SamType.LONG] = 1.1
@ -221,6 +225,12 @@
-- -- For some scenarios, like Cold War, it might be useful not to activate SAMs if friendly aircraft are around to avoid death by friendly fire. -- -- For some scenarios, like Cold War, it might be useful not to activate SAMs if friendly aircraft are around to avoid death by friendly fire.
-- mybluemantis.checkforfriendlies = true -- mybluemantis.checkforfriendlies = true
-- --
-- ### 2.1.6 Shoot & Scoot
--
-- -- Option to make the (driveable) SHORAD units drive around and shuffle positions
-- -- We use a SET_ZONE for that, number of zones to consider defaults to three, Random is true for random coordinates and Formation is e.g. "Vee".
-- mybluemantis:AddScootZones(ZoneSet, Number, Random, Formation)
--
-- # 3. Default settings [both modes unless stated otherwise] -- # 3. Default settings [both modes unless stated otherwise]
-- --
-- By default, the following settings are active: -- By default, the following settings are active:
@ -243,25 +253,7 @@
-- --
-- Use this option if you want to make use of or allow advanced SEAD tactics. -- Use this option if you want to make use of or allow advanced SEAD tactics.
-- --
-- # 5. Integrate SHORAD [classic mode, not necessary in automode, not recommended for manual setup] -- # 5. Integrated SEAD
--
-- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs manually. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
-- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
--
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
-- myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")
-- -- now set up MANTIS
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720)
-- mymantis:Start()
--
-- If you systematically name your SHORAD groups starting with "Blue SHORAD" you'll need exactly **one** SHORAD instance to manage all SHORAD groups.
--
-- (Optionally) you can remove the link later on with
--
-- mymantis:RemoveShorad()
--
-- # 6. Integrated SEAD
-- --
-- MANTIS is using @{Functional.Sead#SEAD} internally to both detect and evade HARM attacks. No extra efforts needed to set this up! -- MANTIS is using @{Functional.Sead#SEAD} internally to both detect and evade HARM attacks. No extra efforts needed to set this up!
-- Once a HARM attack is detected, MANTIS (via SEAD) will shut down the radars of the attacked SAM site and take evasive action by moving the SAM -- Once a HARM attack is detected, MANTIS (via SEAD) will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
@ -288,6 +280,7 @@
MANTIS = { MANTIS = {
ClassName = "MANTIS", ClassName = "MANTIS",
name = "mymantis", name = "mymantis",
version = "0.9.34",
SAM_Templates_Prefix = "", SAM_Templates_Prefix = "",
SAM_Group = nil, SAM_Group = nil,
EWR_Templates_Prefix = "", EWR_Templates_Prefix = "",
@ -336,6 +329,8 @@ MANTIS = {
SmokeDecoy = false, SmokeDecoy = false,
SmokeDecoyColor = SMOKECOLOR.White, SmokeDecoyColor = SMOKECOLOR.White,
checkcounter = 1, checkcounter = 1,
DLinkCacheTime = 120,
logsamstatus = false,
} }
--- Advanced state enumerator --- Advanced state enumerator
@ -374,7 +369,7 @@ MANTIS.radiusscale[MANTIS.SamType.POINT] = 3
MANTIS.SamData = { MANTIS.SamData = {
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km ["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B ["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot" }, ["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot str" },
["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" }, ["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" }, ["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" },
["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" }, ["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" },
@ -382,7 +377,8 @@ MANTIS.SamData = {
["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" }, ["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" },
["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"}, ["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"},
["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" }, ["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Point", Radar="Roland" }, ["Roland"] = { Range=6, Blindspot=0, Height=5, Type="Short", Radar="Roland" },
["Gepard"] = { Range=5, Blindspot=0, Height=4, Type="Point", Radar="Gepard" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" }, ["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" },
["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Strela", Point="true" }, ["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Strela", Point="true" },
["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" }, ["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" },
@ -393,14 +389,21 @@ MANTIS.SamData = {
["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" }, ["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" }, ["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" },
["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" }, ["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
["C-RAM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="HEMTT_C-RAM_Phalanx", Point="true" },
-- units from HDS Mod, multi launcher options is tricky -- units from HDS Mod, multi launcher options is tricky
["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"}, ["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"},
["SA-17"] = { Range=50, Blindspot=3, Height=30, Type="Medium", Radar="SA-17" }, ["SA-17"] = { Range=50, Blindspot=3, Height=50, Type="Medium", Radar="SA-17" },
["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"}, ["SA-20A"] = { Range=150, Blindspot=5, Height=27, Type="Long" , Radar="S-300PMU1"},
["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"}, ["SA-20B"] = { Range=200, Blindspot=4, Height=27, Type="Long" , Radar="S-300PMU2"},
["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" }, ["HQ-2"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" }, ["TAMIR IDFA"] = { Range=20, Blindspot=0.6, Height=12.3, Type="Short", Radar="IRON_DOME_LN" },
["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" }, ["STUNNER IDFA"] = { Range=250, Blindspot=1, Height=45, Type="Long", Radar="DAVID_SLING_LN" },
["NIKE"] = { Range=155, Blindspot=6, Height=30, Type="Long", Radar="HIPAR" },
["Dog Ear"] = { Range=11, Blindspot=0, Height=9, Type="Point", Radar="Dog Ear", Point="true" },
-- CH Added to DCS core 2.9.19.x
["Pantsir S1"] = { Range=20, Blindspot=1.2, Height=15, Type="Point", Radar="PantsirS1" , Point="true" },
["Tor M2"] = { Range=12, Blindspot=1, Height=10, Type="Point", Radar="TorM2", Point="true" },
["IRIS-T SLM"] = { Range=40, Blindspot=0.5, Height=20, Type="Medium", Radar="CH_IRIST_SLM" },
} }
--- SAM data HDS --- SAM data HDS
@ -416,13 +419,17 @@ MANTIS.SamDataHDS = {
-- group name MUST contain HDS to ID launcher type correctly! -- group name MUST contain HDS to ID launcher type correctly!
["SA-2 HDS"] = { Range=56, Blindspot=7, Height=30, Type="Medium", Radar="V759" }, ["SA-2 HDS"] = { Range=56, Blindspot=7, Height=30, Type="Medium", Radar="V759" },
["SA-3 HDS"] = { Range=20, Blindspot=6, Height=30, Type="Short", Radar="V-601P" }, ["SA-3 HDS"] = { Range=20, Blindspot=6, Height=30, Type="Short", Radar="V-601P" },
["SA-10C HDS 2"] = { Range=90, Blindspot=5, Height=25, Type="Long" , Radar="5P85DE ln"}, -- V55RUD ["SA-10B HDS"] = { Range=90, Blindspot=5, Height=25, Type="Long" , Radar="5P85CE ln"}, -- V55RUD
["SA-10C HDS 1"] = { Range=90, Blindspot=5, Height=25, Type="Long" , Radar="5P85CE ln"}, -- V55RUD ["SA-10C HDS"] = { Range=75, Blindspot=5, Height=25, Type="Long" , Radar="5P85SE ln"}, -- V55RUD
["SA-12 HDS 2"] = { Range=100, Blindspot=10, Height=25, Type="Long" , Radar="S-300V 9A82 l"}, ["SA-17 HDS"] = { Range=50, Blindspot=3, Height=50, Type="Medium", Radar="SA-17 " },
["SA-12 HDS 1"] = { Range=75, Blindspot=1, Height=25, Type="Long" , Radar="S-300V 9A83 l"}, ["SA-12 HDS 2"] = { Range=100, Blindspot=13, Height=30, Type="Long" , Radar="S-300V 9A82 l"},
["SA-12 HDS 1"] = { Range=75, Blindspot=6, Height=25, Type="Long" , Radar="S-300V 9A83 l"},
["SA-23 HDS 2"] = { Range=200, Blindspot=5, Height=37, Type="Long", Radar="S-300VM 9A82ME" }, ["SA-23 HDS 2"] = { Range=200, Blindspot=5, Height=37, Type="Long", Radar="S-300VM 9A82ME" },
["SA-23 HDS 1"] = { Range=100, Blindspot=1, Height=50, Type="Long", Radar="S-300VM 9A83ME" }, ["SA-23 HDS 1"] = { Range=100, Blindspot=1, Height=50, Type="Long", Radar="S-300VM 9A83ME" },
["HQ-2 HDS"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" }, ["HQ-2 HDS"] = { Range=50, Blindspot=6, Height=35, Type="Medium", Radar="HQ_2_Guideline_LN" },
["SAMPT Block 1 HDS"] = { Range=120, Blindspot=1, Height=20, Type="long", Radar="SAMPT_MLT_Blk1" }, -- Block 1 Launcher
["SAMPT Block 1INT HDS"] = { Range=150, Blindspot=1, Height=25, Type="long", Radar="SAMPT_MLT_Blk1NT" }, -- Block 1-INT Launcher
["SAMPT Block 2 HDS"] = { Range=200, Blindspot=10, Height=70, Type="long", Radar="SAMPT_MLT_Blk2" }, -- Block 2 Launcher
} }
--- SAM data SMA --- SAM data SMA
@ -462,15 +469,15 @@ MANTIS.SamDataCH = {
-- https://www.currenthill.com/ -- https://www.currenthill.com/
-- group name MUST contain CHM to ID launcher type correctly! -- group name MUST contain CHM to ID launcher type correctly!
["2S38 CHM"] = { Range=6, Blindspot=0.1, Height=4.5, Type="Short", Radar="2S38" }, ["2S38 CHM"] = { Range=6, Blindspot=0.1, Height=4.5, Type="Short", Radar="2S38" },
["PantsirS1 CHM"] = { Range=20, Blindspot=1.2, Height=15, Type="Short", Radar="PantsirS1" }, ["PantsirS1 CHM"] = { Range=20, Blindspot=1.2, Height=15, Type="Point", Radar="PantsirS1", Point="true" },
["PantsirS2 CHM"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" }, ["PantsirS2 CHM"] = { Range=30, Blindspot=1.2, Height=18, Type="Medium", Radar="PantsirS2" },
["PGL-625 CHM"] = { Range=10, Blindspot=1, Height=5, Type="Short", Radar="PGL_625" }, ["PGL-625 CHM"] = { Range=10, Blindspot=1, Height=5, Type="Short", Radar="PGL_625" },
["HQ-17A CHM"] = { Range=15, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" }, ["HQ-17A CHM"] = { Range=15, Blindspot=1.5, Height=10, Type="Short", Radar="HQ17A" },
["M903PAC2 CHM"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" }, ["M903PAC2 CHM"] = { Range=120, Blindspot=3, Height=24.5, Type="Long", Radar="MIM104_M903_PAC2" },
["M903PAC3 CHM"] = { Range=160, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" }, ["M903PAC3 CHM"] = { Range=160, Blindspot=1, Height=40, Type="Long", Radar="MIM104_M903_PAC3" },
["TorM2 CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2" }, ["TorM2 CHM"] = { Range=12, Blindspot=1, Height=10, Type="Point", Radar="TorM2", Point="true" },
["TorM2K CHM"] = { Range=12, Blindspot=1, Height=10, Type="Short", Radar="TorM2K" }, ["TorM2K CHM"] = { Range=12, Blindspot=1, Height=10, Type="Point", Radar="TorM2K", Point="true" },
["TorM2M CHM"] = { Range=16, Blindspot=1, Height=10, Type="Short", Radar="TorM2M" }, ["TorM2M CHM"] = { Range=16, Blindspot=1, Height=10, Type="Point", Radar="TorM2M", Point="true" },
["NASAMS3-AMRAAMER CHM"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" }, ["NASAMS3-AMRAAMER CHM"] = { Range=50, Blindspot=2, Height=35.7, Type="Medium", Radar="CH_NASAMS3_LN_AMRAAM_ER" },
["NASAMS3-AIM9X2 CHM"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" }, ["NASAMS3-AIM9X2 CHM"] = { Range=20, Blindspot=0.2, Height=18, Type="Short", Radar="CH_NASAMS3_LN_AIM9X2" },
["C-RAM CHM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="CH_Centurion_C_RAM", Point="true" }, ["C-RAM CHM"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="CH_Centurion_C_RAM", Point="true" },
@ -625,6 +632,7 @@ do
self.advAwacs = false self.advAwacs = false
end end
self:SetDLinkCacheTime()
-- Set the string id for output to DCS.log file. -- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name) self.lid=string.format("MANTIS %s | ", self.name)
@ -658,6 +666,8 @@ do
table.insert(self.ewr_templates,awacs) table.insert(self.ewr_templates,awacs)
end end
self.logsamstatus = false
self:T({self.ewr_templates}) self:T({self.ewr_templates})
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition) self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition)
@ -687,9 +697,6 @@ do
-- counter for SAM table updates -- counter for SAM table updates
self.checkcounter = 1 self.checkcounter = 1
-- TODO Version
-- @field #string version
self.version="0.9.27"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version)) self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions --- --- FSM Functions ---
@ -886,7 +893,11 @@ do
self.AcceptZones = AcceptZones or {} self.AcceptZones = AcceptZones or {}
self.RejectZones = RejectZones or {} self.RejectZones = RejectZones or {}
self.ConflictZones = ConflictZones or {} self.ConflictZones = ConflictZones or {}
if #self.AcceptZones > 0 or #self.RejectZones > 0 or #self.ConflictZones > 0 then self.AcceptZonesNo = UTILS.TableLength(self.AcceptZones)
self.RejectZonesNo = UTILS.TableLength(self.RejectZones)
self.ConflictZonesNo = UTILS.TableLength(self.ConflictZones)
self:T(string.format("AcceptZonesNo = %d | RejectZonesNo = %d | ConflictZonesNo = %d",self.AcceptZonesNo,self.RejectZonesNo,self.ConflictZonesNo))
if self.AcceptZonesNo > 0 or self.RejectZonesNo > 0 or self.ConflictZonesNo > 0 then
self.usezones = true self.usezones = true
end end
return self return self
@ -1040,6 +1051,16 @@ do
return self return self
end end
--- Function to set how long INTEL DLINK remembers contacts.
-- @param #MANTIS self
-- @param #number seconds Remember this many seconds, at least 5 seconds.
-- @return #MANTIS self
function MANTIS:SetDLinkCacheTime(seconds)
self.DLinkCacheTime = math.abs(seconds or 120)
if self.DLinkCacheTime < 5 then self.DLinkCacheTime = 5 end
return self
end
--- Function to set the detection interval --- Function to set the detection interval
-- @param #MANTIS self -- @param #MANTIS self
-- @param #number interval The interval in seconds -- @param #number interval The interval in seconds
@ -1268,7 +1289,8 @@ do
self:T(self.lid.."_CheckCoordinateInZones") self:T(self.lid.."_CheckCoordinateInZones")
local inzone = false local inzone = false
-- acceptzones -- acceptzones
if #self.AcceptZones > 0 then self:T(string.format("AcceptZonesNo = %d | RejectZonesNo = %d | ConflictZonesNo = %d",self.AcceptZonesNo,self.RejectZonesNo,self.ConflictZonesNo))
if self.AcceptZonesNo > 0 then
for _,_zone in pairs(self.AcceptZones) do for _,_zone in pairs(self.AcceptZones) do
local zone = _zone -- Core.Zone#ZONE local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then if zone:IsCoordinateInZone(coord) then
@ -1279,7 +1301,7 @@ do
end end
end end
-- rejectzones -- rejectzones
if #self.RejectZones > 0 and inzone then -- maybe in accept zone, but check the overlaps if self.RejectZonesNo > 0 then
for _,_zone in pairs(self.RejectZones) do for _,_zone in pairs(self.RejectZones) do
local zone = _zone -- Core.Zone#ZONE local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then if zone:IsCoordinateInZone(coord) then
@ -1290,7 +1312,7 @@ do
end end
end end
-- conflictzones -- conflictzones
if #self.ConflictZones > 0 and not inzone then -- if not already accepted, might be in conflict zones if self.ConflictZonesNo > 0 then
for _,_zone in pairs(self.ConflictZones) do for _,_zone in pairs(self.ConflictZones) do
local zone = _zone -- Core.Zone#ZONE local zone = _zone -- Core.Zone#ZONE
if zone:IsCoordinateInZone(coord) then if zone:IsCoordinateInZone(coord) then
@ -1356,6 +1378,7 @@ do
end end
-- check accept/reject zones -- check accept/reject zones
local zonecheck = true local zonecheck = true
self:T("self.usezones = "..tostring(self.usezones))
if self.usezones then if self.usezones then
-- DONE -- DONE
zonecheck = self:_CheckCoordinateInZones(coord) zonecheck = self:_CheckCoordinateInZones(coord)
@ -1431,7 +1454,9 @@ do
--IntelTwo:SetClusterRadius(5000) --IntelTwo:SetClusterRadius(5000)
IntelTwo:Start() IntelTwo:Start()
local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,300) local CacheTime = self.DLinkCacheTime or 120
local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,CacheTime)
IntelDlink:__Start(1) IntelDlink:__Start(1)
self:SetUsingDLink(IntelDlink) self:SetUsingDLink(IntelDlink)
@ -1493,7 +1518,7 @@ do
elseif chm then elseif chm then
SAMData = self.SamDataCH SAMData = self.SamDataCH
end end
--self:T("Looking to auto-match for "..grpname) --self:I("Looking to auto-match for "..grpname)
for _,_unit in pairs(units) do for _,_unit in pairs(units) do
local unit = _unit -- Wrapper.Unit#UNIT local unit = _unit -- Wrapper.Unit#UNIT
local type = string.lower(unit:GetTypeName()) local type = string.lower(unit:GetTypeName())
@ -1694,7 +1719,9 @@ do
local grpname = group:GetName() local grpname = group:GetName()
local grpcoord = group:GetCoordinate() local grpcoord = group:GetCoordinate()
local grprange, grpheight,type,blind = self:_GetSAMRange(grpname) local grprange, grpheight,type,blind = self:_GetSAMRange(grpname)
local radaralive = group:IsSAM() -- TODO the below might stop working at some point after some hours, needs testing
--local radaralive = group:IsSAM()
local radaralive = true
table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind, type}) -- make the table lighter, as I don't really use the zone here table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind, type}) -- make the table lighter, as I don't really use the zone here
table.insert( SEAD_Grps, grpname ) table.insert( SEAD_Grps, grpname )
if type == MANTIS.SamType.LONG and radaralive then if type == MANTIS.SamType.LONG and radaralive then
@ -1791,7 +1818,7 @@ do
if self.Shorad and self.Shorad.ActiveGroups and self.Shorad.ActiveGroups[name] then if self.Shorad and self.Shorad.ActiveGroups and self.Shorad.ActiveGroups[name] then
activeshorad = true activeshorad = true
end end
if IsInZone and not suppressed and not activeshorad then --check any target in zone and not currently managed by SEAD if IsInZone and (not suppressed) and (not activeshorad) then --check any target in zone and not currently managed by SEAD
if samgroup:IsAlive() then if samgroup:IsAlive() then
-- switch on SAM -- switch on SAM
local switch = false local switch = false
@ -1823,7 +1850,7 @@ do
-- link in to SHORAD if available -- link in to SHORAD if available
-- DONE: Test integration fully -- DONE: Test integration fully
if self.ShoradLink and (Distance < self.ShoradActDistance or Distance < blind ) then -- don't give SHORAD position away too early if self.ShoradLink and (Distance < self.ShoradActDistance or Distance < blind ) then -- don't give SHORAD position away too early
local Shorad = self.Shorad local Shorad = self.Shorad --Functional.Shorad#SHORAD
local radius = self.checkradius local radius = self.checkradius
local ontime = self.ShoradTime local ontime = self.ShoradTime
Shorad:WakeUpShorad(name, radius, ontime) Shorad:WakeUpShorad(name, radius, ontime)
@ -1856,7 +1883,7 @@ do
end --end alive end --end alive
end --end check end --end check
end --for loop end --for loop
if self.debug or self.verbose then if self.debug or self.verbose or self.logsamstatus then
for _,_status in pairs(self.SamStateTracker) do for _,_status in pairs(self.SamStateTracker) do
if _status == "GREEN" then if _status == "GREEN" then
instatusgreen=instatusgreen+1 instatusgreen=instatusgreen+1
@ -1877,8 +1904,9 @@ do
-- @param #MANTIS self -- @param #MANTIS self
-- @param Functional.Detection#DETECTION_AREAS detection Detection object -- @param Functional.Detection#DETECTION_AREAS detection Detection object
-- @param #boolean dlink -- @param #boolean dlink
-- @param #boolean reporttolog
-- @return #MANTIS self -- @return #MANTIS self
function MANTIS:_Check(detection,dlink) function MANTIS:_Check(detection,dlink,reporttolog)
self:T(self.lid .. "Check") self:T(self.lid .. "Check")
--get detected set --get detected set
local detset = detection:GetDetectedItemCoordinates() local detset = detection:GetDetectedItemCoordinates()
@ -1905,7 +1933,8 @@ do
local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxclassic) instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxclassic)
end end
if self.debug or self.verbose then
local function GetReport()
local statusreport = REPORT:New("\nMANTIS Status "..self.name) local statusreport = REPORT:New("\nMANTIS Status "..self.name)
statusreport:Add("+-----------------------------+") statusreport:Add("+-----------------------------+")
statusreport:Add(string.format("+ SAM in RED State: %2d",instatusred)) statusreport:Add(string.format("+ SAM in RED State: %2d",instatusred))
@ -1914,7 +1943,15 @@ do
statusreport:Add(string.format("+ SHORAD active: %2d",activeshorads)) statusreport:Add(string.format("+ SHORAD active: %2d",activeshorads))
end end
statusreport:Add("+-----------------------------+") statusreport:Add("+-----------------------------+")
return statusreport
end
if self.debug or self.verbose then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToAll():ToLog() MESSAGE:New(statusreport:Text(),10):ToAll():ToLog()
elseif reporttolog == true then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToLog()
end end
return self return self
end end
@ -2022,7 +2059,7 @@ do
self:T({From, Event, To}) self:T({From, Event, To})
-- check detection -- check detection
if not self.state2flag then if not self.state2flag then
self:_Check(self.Detection,self.DLink) self:_Check(self.Detection,self.DLink,self.logsamstatus)
end end
local EWRAlive = self:_CheckAnyEWRAlive() local EWRAlive = self:_CheckAnyEWRAlive()
@ -2093,7 +2130,7 @@ do
if self.debug and self.verbose then if self.debug and self.verbose then
self:I(self.lid .. "Status Report") self:I(self.lid .. "Status Report")
for _name,_state in pairs(self.SamStateTracker) do for _name,_state in pairs(self.SamStateTracker) do
self:I(string.format("Site %s\tStatus %s",_name,_state)) self:I(string.format("Site %s | Status %s",_name,_state))
end end
end end
local interval = self.detectinterval * -1 local interval = self.detectinterval * -1

View File

@ -53,6 +53,8 @@
-- --
-- # Developer Note -- # Developer Note
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE. -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE.
-- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality. -- Therefore, this class is considered to be deprecated and superseded by the [Functional.Fox](https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Functional.Fox.html) class, which provides the same functionality.
-- --

View File

@ -603,7 +603,7 @@ RANGE.MenuF10Root = nil
--- Range script version. --- Range script version.
-- @field #string version -- @field #string version
RANGE.version = "2.8.0" RANGE.version = "2.8.1"
-- TODO list: -- TODO list:
-- TODO: Verbosity level for messages. -- TODO: Verbosity level for messages.
@ -2032,10 +2032,10 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
-- Smoke impact point of bomb. -- Smoke impact point of bomb.
if playerData and playerData.smokebombimpact and insidezone then if playerData and playerData.smokebombimpact and insidezone then
if playerData and playerData.delaysmoke then if playerData.delaysmoke then
timer.scheduleFunction( self._DelayedSmoke, { coord = impactcoord, color = playerData.smokecolor }, timer.getTime() + self.TdelaySmoke ) impactcoord:Smoke(playerData.smokecolor, 30, self.TdelaySmoke)
else else
impactcoord:Smoke( playerData.smokecolor ) impactcoord:Smoke(playerData.smokecolor, 30)
end end
end end
@ -2102,7 +2102,12 @@ function RANGE._OnImpact(weapon, self, playerData, attackHdg, attackAlt, attackV
result.attackHdg = attackHdg result.attackHdg = attackHdg
result.attackVel = attackVel result.attackVel = attackVel
result.attackAlt = attackAlt result.attackAlt = attackAlt
result.date=os and os.date() or "n/a" if os and os.date then
result.date=os.date()
else
self:E(self.lid.."os or os.date() not available")
result.date = "n/a"
end
-- Add to table. -- Add to table.
table.insert( _results, result ) table.insert( _results, result )
@ -2635,13 +2640,6 @@ end
-- Display Messages -- Display Messages
----------------------------------------------------------------------------------------------------------------------------------------------------------------------- -----------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Start smoking a coordinate with a delay.
-- @param #table _args Argements passed.
function RANGE._DelayedSmoke( _args )
_args.coord:Smoke(_args.color)
--trigger.action.smoke( _args.coord:GetVec3(), _args.color )
end
--- Display top 10 stafing results of a specific player. --- Display top 10 stafing results of a specific player.
-- @param #RANGE self -- @param #RANGE self
-- @param #string _unitName Name of the player unit. -- @param #string _unitName Name of the player unit.

View File

@ -321,7 +321,9 @@ function SCORING:New( GameName, SavePath, AutoSave )
-- Create the CSV file. -- Create the CSV file.
self.AutoSavePath = SavePath self.AutoSavePath = SavePath
self.AutoSave = AutoSave or true self.AutoSave = AutoSave or true
self:OpenCSV( GameName ) if self.AutoSave == true then
self:OpenCSV( GameName )
end
return self return self
@ -985,6 +987,7 @@ function SCORING:_EventOnHit( Event )
local TargetUnitCoalition = nil local TargetUnitCoalition = nil
local TargetUnitCategory = nil local TargetUnitCategory = nil
local TargetUnitType = nil local TargetUnitType = nil
local TargetIsScenery = false
if Event.IniDCSUnit then if Event.IniDCSUnit then
@ -1025,6 +1028,12 @@ function SCORING:_EventOnHit( Event )
TargetCategory = Event.TgtCategory TargetCategory = Event.TgtCategory
TargetType = Event.TgtTypeName TargetType = Event.TgtTypeName
-- Scenery hit
if (not TargetCategory) and TargetUNIT ~= nil and TargetUnit:IsInstanceOf("SCENERY") then
TargetCategory = Unit.Category.STRUCTURE
TargetIsScenery = true
end
TargetUnitCoalition = _SCORINGCoalition[TargetCoalition] TargetUnitCoalition = _SCORINGCoalition[TargetCoalition]
TargetUnitCategory = _SCORINGCategory[TargetCategory] TargetUnitCategory = _SCORINGCategory[TargetCategory]
TargetUnitType = TargetType TargetUnitType = TargetType
@ -1117,17 +1126,22 @@ function SCORING:_EventOnHit( Event )
MESSAGE.Type.Update ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
else elseif TargetIsScenery ~= true then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " .. MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit enemy target " .. TargetUnitCategory .. " ( " .. TargetType .. " ) " .. PlayerHit.ScoreHit .. " times. " ..
"Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty, "Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
elseif TargetIsScenery == true then
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object." .. " Score: " .. PlayerHit.Score .. ". Score Total:" .. Player.Score - Player.Penalty,
MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
end end
self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType ) self:ScoreCSV( InitPlayerName, TargetPlayerName, "HIT_SCORE", 1, 1, InitUnitName, InitUnitCoalition, InitUnitCategory, InitUnitType, TargetUnitName, TargetUnitCoalition, TargetUnitCategory, TargetUnitType )
end end
else -- A scenery object was hit. else -- A scenery object was hit.
MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit scenery object.", MESSAGE:NewType( self.DisplayMessagePrefix .. "Player '" .. InitPlayerName .. "' hit nothing special.",
MESSAGE.Type.Update ) MESSAGE.Type.Update )
:ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() ) :ToAllIf( self:IfMessagesHit() and self:IfMessagesToAll() )
:ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() ) :ToCoalitionIf( InitCoalition, self:IfMessagesHit() and self:IfMessagesToCoalition() )
@ -1923,7 +1937,7 @@ function SCORING:ScoreCSV( PlayerName, TargetPlayerName, ScoreType, ScoreTimes,
TargetUnitType = TargetUnitType or "" TargetUnitType = TargetUnitType or ""
TargetUnitName = TargetUnitName or "" TargetUnitName = TargetUnitName or ""
if lfs and io and os and self.AutoSave then if lfs and io and os and self.AutoSave == true and self.CSVFile ~= nil then
self.CSVFile:write( self.CSVFile:write(
'"' .. self.GameName .. '"' .. ',' .. '"' .. self.GameName .. '"' .. ',' ..
'"' .. self.RunTime .. '"' .. ',' .. '"' .. self.RunTime .. '"' .. ',' ..

File diff suppressed because it is too large Load Diff

View File

@ -3153,7 +3153,7 @@ end
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @return Core.Point#COORDINATE The coordinate of the warehouse. -- @return Core.Point#COORDINATE The coordinate of the warehouse.
function WAREHOUSE:GetCoordinate() function WAREHOUSE:GetCoordinate()
return self.warehouse:GetCoordinate() return self.warehouse:GetCoord()
end end
--- Get 3D vector of warehouse static. --- Get 3D vector of warehouse static.
@ -4247,6 +4247,16 @@ function WAREHOUSE:_AssetItemInfo(asset)
self:T3({Template=asset.template}) self:T3({Template=asset.template})
end end
--- This function uses Disposition and other fallback logic to find better ground positions for ground units.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
--- Uses UTILS.ValidateAndRepositionGroundUnits.
-- @param #boolean Enabled Enable/disable the feature.
function WAREHOUSE:SetValidateAndRepositionGroundUnits(Enabled)
self.ValidateAndRepositionGroundUnits = Enabled
end
--- On after "NewAsset" event. A new asset has been added to the warehouse stock. --- On after "NewAsset" event. A new asset has been added to the warehouse stock.
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @param #string From From state. -- @param #string From From state.
@ -5965,6 +5975,10 @@ function WAREHOUSE:_SpawnAssetGroundNaval(alias, asset, request, spawnzone, late
template.y = coord.z template.y = coord.z
template.alt = coord.y template.alt = coord.y
if self.ValidateAndRepositionGroundUnits then
UTILS.ValidateAndRepositionGroundUnits(template.units)
end
-- Spawn group. -- Spawn group.
local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP local group=_DATABASE:Spawn(template) --Wrapper.Group#GROUP
@ -6893,7 +6907,7 @@ function WAREHOUSE:_CheckConquered()
for _,_unit in pairs(units) do for _,_unit in pairs(units) do
local unit=_unit --Wrapper.Unit#UNIT local unit=_unit --Wrapper.Unit#UNIT
local distance=coord:Get2DDistance(unit:GetCoordinate()) local distance=coord:Get2DDistance(unit:GetCoord())
-- Filter only alive groud units. Also check distance again, because the scan routine might give some larger distances. -- Filter only alive groud units. Also check distance again, because the scan routine might give some larger distances.
if unit:IsGround() and unit:IsAlive() and distance <= radius then if unit:IsGround() and unit:IsAlive() and distance <= radius then

View File

@ -7,6 +7,8 @@
-- --
-- # Developer Note -- # Developer Note
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE -- Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE
-- Therefore, this class is considered to be deprecated -- Therefore, this class is considered to be deprecated
-- --

View File

@ -116,7 +116,6 @@ __Moose.Include( 'Ops\\Operation.lua' )
__Moose.Include( 'Ops\\FlightControl.lua' ) __Moose.Include( 'Ops\\FlightControl.lua' )
__Moose.Include( 'Ops\\PlayerRecce.lua' ) __Moose.Include( 'Ops\\PlayerRecce.lua' )
__Moose.Include( 'Ops\\EasyGCICAP.lua' ) __Moose.Include( 'Ops\\EasyGCICAP.lua' )
__Moose.Include( 'Ops\\EasyA2G.lua' )
__Moose.Include( 'AI\\AI_Balancer.lua' ) __Moose.Include( 'AI\\AI_Balancer.lua' )
__Moose.Include( 'AI\\AI_Air.lua' ) __Moose.Include( 'AI\\AI_Air.lua' )

View File

@ -2798,7 +2798,7 @@ function ATIS:onafterBroadcast( From, Event, To )
end end
_RUNACT = subtitle _RUNACT = subtitle
alltext = alltext .. ";\n" .. subtitle --alltext = alltext .. ";\n" .. subtitle
-- Runway length. -- Runway length.
if self.rwylength then if self.rwylength then

View File

@ -159,6 +159,8 @@ AIRWING = {
-- @field #number refuelsystem Refueling system type: `0=Unit.RefuelingSystem.BOOM_AND_RECEPTACLE`, `1=Unit.RefuelingSystem.PROBE_AND_DROGUE`. -- @field #number refuelsystem Refueling system type: `0=Unit.RefuelingSystem.BOOM_AND_RECEPTACLE`, `1=Unit.RefuelingSystem.PROBE_AND_DROGUE`.
-- @field #number noccupied Number of flights on this patrol point. -- @field #number noccupied Number of flights on this patrol point.
-- @field Wrapper.Marker#MARKER marker F10 marker. -- @field Wrapper.Marker#MARKER marker F10 marker.
-- @field #boolean IsZonePoint flag for using a (moving) zone as point for patrol etc.
-- @field Core.Zone#ZONE_BASE patrolzone in case Patrol coordinate was handed as zone, store here.
--- Patrol zone. --- Patrol zone.
-- @type AIRWING.PatrolZone -- @type AIRWING.PatrolZone
@ -187,13 +189,14 @@ AIRWING = {
--- AIRWING class version. --- AIRWING class version.
-- @field #string version -- @field #string version
AIRWING.version="0.9.6" AIRWING.version="0.9.7"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Check that airbase has enough parking spots if a request is BIG. -- TODO: Check that airbase has enough parking spots if a request is BIG.
-- DONE: Allow (moving) zones as base for patrol points.
-- DONE: Spawn in air ==> Needs WAREHOUSE update. -- DONE: Spawn in air ==> Needs WAREHOUSE update.
-- DONE: Spawn hot. -- DONE: Spawn hot.
-- DONE: Make special request to transfer squadrons to anther airwing (or warehouse). -- DONE: Make special request to transfer squadrons to anther airwing (or warehouse).
@ -807,13 +810,22 @@ function AIRWING:_PatrolPointMarkerText(point)
end end
--- Update marker of the patrol point. --- Update marker of the patrol point.
-- @param #AIRWING self
-- @param #AIRWING.PatrolData point Patrol point table. -- @param #AIRWING.PatrolData point Patrol point table.
function AIRWING:UpdatePatrolPointMarker(point) function AIRWING:UpdatePatrolPointMarker(point)
if self.markpoints then -- sometimes there's a direct call from #OPSGROUP
if self and self.markpoints then -- sometimes there's a direct call from #OPSGROUP
local text=string.format("%s Occupied=%d\nheading=%03d, leg=%d NM, alt=%d ft, speed=%d kts", local text=string.format("%s Occupied=%d\nheading=%03d, leg=%d NM, alt=%d ft, speed=%d kts",
point.type, point.noccupied, point.heading, point.leg, point.altitude, point.speed) point.type, point.noccupied, point.heading, point.leg, point.altitude, point.speed)
point.marker:UpdateText(text, 1) if point.IsZonePoint and point.IsZonePoint == true and point.patrolzone then
-- update position
local Coordinate = point.patrolzone:GetCoordinate()
point.marker:UpdateCoordinate(Coordinate)
point.marker:UpdateText(text, 1.5)
else
point.marker:UpdateText(text, 1)
end
end end
end end
@ -821,7 +833,7 @@ end
--- Create a new generic patrol point. --- Create a new generic patrol point.
-- @param #AIRWING self -- @param #AIRWING self
-- @param #string Type Patrol point type, e.g. "CAP" or "AWACS". Default "Unknown". -- @param #string Type Patrol point type, e.g. "CAP" or "AWACS". Default "Unknown".
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Default 10-15 NM away from the location of the airwing. -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Default 10-15 NM away from the location of the airwing. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Orbit altitude in feet. Default random between Angels 10 and 20. -- @param #number Altitude Orbit altitude in feet. Default random between Angels 10 and 20.
-- @param #number Heading Heading in degrees. Default random (0, 360] degrees. -- @param #number Heading Heading in degrees. Default random (0, 360] degrees.
-- @param #number LegLength Length of race-track orbit in NM. Default 15 NM. -- @param #number LegLength Length of race-track orbit in NM. Default 15 NM.
@ -830,14 +842,16 @@ end
-- @return #AIRWING.PatrolData Patrol point table. -- @return #AIRWING.PatrolData Patrol point table.
function AIRWING:NewPatrolPoint(Type, Coordinate, Altitude, Speed, Heading, LegLength, RefuelSystem) function AIRWING:NewPatrolPoint(Type, Coordinate, Altitude, Speed, Heading, LegLength, RefuelSystem)
-- Check if a zone was passed instead of a coordinate.
if Coordinate and Coordinate:IsInstanceOf("ZONE_BASE") then
Coordinate=Coordinate:GetCoordinate()
end
local patrolpoint={} --#AIRWING.PatrolData local patrolpoint={} --#AIRWING.PatrolData
patrolpoint.type=Type or "Unknown" patrolpoint.type=Type or "Unknown"
patrolpoint.coord=Coordinate or self:GetCoordinate():Translate(UTILS.NMToMeters(math.random(10, 15)), math.random(360)) patrolpoint.coord=Coordinate or self:GetCoordinate():Translate(UTILS.NMToMeters(math.random(10, 15)), math.random(360))
if Coordinate and Coordinate:IsInstanceOf("ZONE_BASE") then
patrolpoint.IsZonePoint = true
patrolpoint.patrolzone = Coordinate
patrolpoint.coord = patrolpoint.patrolzone:GetCoordinate()
else
patrolpoint.IsZonePoint = false
end
patrolpoint.heading=Heading or math.random(360) patrolpoint.heading=Heading or math.random(360)
patrolpoint.leg=LegLength or 15 patrolpoint.leg=LegLength or 15
patrolpoint.altitude=Altitude or math.random(10,20)*1000 patrolpoint.altitude=Altitude or math.random(10,20)*1000
@ -847,7 +861,7 @@ function AIRWING:NewPatrolPoint(Type, Coordinate, Altitude, Speed, Heading, LegL
if self.markpoints then if self.markpoints then
patrolpoint.marker=MARKER:New(Coordinate, "New Patrol Point"):ToAll() patrolpoint.marker=MARKER:New(Coordinate, "New Patrol Point"):ToAll()
AIRWING.UpdatePatrolPointMarker(patrolpoint) self:UpdatePatrolPointMarker(patrolpoint)
end end
return patrolpoint return patrolpoint
@ -855,7 +869,7 @@ end
--- Add a patrol Point for CAP missions. --- Add a patrol Point for CAP missions.
-- @param #AIRWING self -- @param #AIRWING self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Orbit altitude in feet. -- @param #number Altitude Orbit altitude in feet.
-- @param #number Speed Orbit speed in knots. -- @param #number Speed Orbit speed in knots.
-- @param #number Heading Heading in degrees. -- @param #number Heading Heading in degrees.
@ -872,7 +886,7 @@ end
--- Add a patrol Point for RECON missions. --- Add a patrol Point for RECON missions.
-- @param #AIRWING self -- @param #AIRWING self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Orbit altitude in feet. -- @param #number Altitude Orbit altitude in feet.
-- @param #number Speed Orbit speed in knots. -- @param #number Speed Orbit speed in knots.
-- @param #number Heading Heading in degrees. -- @param #number Heading Heading in degrees.
@ -889,7 +903,7 @@ end
--- Add a patrol Point for TANKER missions. --- Add a patrol Point for TANKER missions.
-- @param #AIRWING self -- @param #AIRWING self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Orbit altitude in feet. -- @param #number Altitude Orbit altitude in feet.
-- @param #number Speed Orbit speed in knots. -- @param #number Speed Orbit speed in knots.
-- @param #number Heading Heading in degrees. -- @param #number Heading Heading in degrees.
@ -907,7 +921,7 @@ end
--- Add a patrol Point for AWACS missions. --- Add a patrol Point for AWACS missions.
-- @param #AIRWING self -- @param #AIRWING self
-- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. -- @param Core.Point#COORDINATE Coordinate Coordinate of the patrol point. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Orbit altitude in feet. -- @param #number Altitude Orbit altitude in feet.
-- @param #number Speed Orbit speed in knots. -- @param #number Speed Orbit speed in knots.
-- @param #number Heading Heading in degrees. -- @param #number Heading Heading in degrees.
@ -974,6 +988,46 @@ function AIRWING:SetTakeoffAir()
return self return self
end end
--- Set the aircraft of the AirWing to land straight in.
-- @param #AIRWING self
-- @return #FLIGHTGROUP self
function AIRWING:SetLandingStraightIn()
self.OptionLandingStraightIn = true
return self
end
--- Set the aircraft of the AirWing to land in pairs for groups > 1 aircraft.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:SetLandingForcePair()
self.OptionLandingForcePair = true
return self
end
--- Set the aircraft of the AirWing to NOT land in pairs.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:SetLandingRestrictPair()
self.OptionLandingRestrictPair = true
return self
end
--- Set the aircraft of the AirWing to land after overhead break.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:SetLandingOverheadBreak()
self.OptionLandingOverheadBreak = true
return self
end
--- [Helicopter] Set the aircraft of the AirWing to prefer vertical takeoff and landing.
-- @param #AIRWING self
-- @return #AIRWING self
function AIRWING:SetOptionPreferVerticalLanding()
self.OptionPreferVerticalLanding = true
return self
end
--- Set despawn after landing. Aircraft will be despawned after the landing event. --- Set despawn after landing. Aircraft will be despawned after the landing event.
-- Can help to avoid DCS AI taxiing issues. -- Can help to avoid DCS AI taxiing issues.
-- @param #AIRWING self -- @param #AIRWING self
@ -1136,6 +1190,10 @@ function AIRWING:_GetPatrolData(PatrolPoints, RefuelSystem)
for _,_patrolpoint in pairs(PatrolPoints) do for _,_patrolpoint in pairs(PatrolPoints) do
local patrolpoint=_patrolpoint --#AIRWING.PatrolData local patrolpoint=_patrolpoint --#AIRWING.PatrolData
if patrolpoint.IsZonePoint and patrolpoint.IsZonePoint == true and patrolpoint.patrolzone then
-- update
patrolpoint.coord = patrolpoint.patrolzone:GetCoordinate()
end
if (RefuelSystem and patrolpoint.refuelsystem and RefuelSystem==patrolpoint.refuelsystem) or RefuelSystem==nil or patrolpoint.refuelsystem==nil then if (RefuelSystem and patrolpoint.refuelsystem and RefuelSystem==patrolpoint.refuelsystem) or RefuelSystem==nil or patrolpoint.refuelsystem==nil then
return patrolpoint return patrolpoint
end end
@ -1195,7 +1253,7 @@ function AIRWING:CheckCAP()
patrol.noccupied=patrol.noccupied+1 patrol.noccupied=patrol.noccupied+1
if self.markpoints then AIRWING.UpdatePatrolPointMarker(patrol) end if self.markpoints then self:UpdatePatrolPointMarker(patrol) end
self:AddMission(missionCAP) self:AddMission(missionCAP)
@ -1247,7 +1305,7 @@ function AIRWING:CheckRECON()
patrol.noccupied=patrol.noccupied+1 patrol.noccupied=patrol.noccupied+1
if self.markpoints then AIRWING.UpdatePatrolPointMarker(patrol) end if self.markpoints then self:UpdatePatrolPointMarker(patrol) end
self:AddMission(missionRECON) self:AddMission(missionRECON)
@ -1292,7 +1350,7 @@ function AIRWING:CheckTANKER()
patrol.noccupied=patrol.noccupied+1 patrol.noccupied=patrol.noccupied+1
if self.markpoints then AIRWING.UpdatePatrolPointMarker(patrol) end if self.markpoints then self:UpdatePatrolPointMarker(patrol) end
self:AddMission(mission) self:AddMission(mission)
@ -1311,7 +1369,7 @@ function AIRWING:CheckTANKER()
patrol.noccupied=patrol.noccupied+1 patrol.noccupied=patrol.noccupied+1
if self.markpoints then AIRWING.UpdatePatrolPointMarker(patrol) end if self.markpoints then self:UpdatePatrolPointMarker(patrol) end
self:AddMission(mission) self:AddMission(mission)
@ -1349,7 +1407,7 @@ function AIRWING:CheckAWACS()
patrol.noccupied=patrol.noccupied+1 patrol.noccupied=patrol.noccupied+1
if self.markpoints then AIRWING.UpdatePatrolPointMarker(patrol) end if self.markpoints then self:UpdatePatrolPointMarker(patrol) end
self:AddMission(mission) self:AddMission(mission)
@ -1465,6 +1523,20 @@ function AIRWING:onafterFlightOnMission(From, Event, To, FlightGroup, Mission)
if self.UseConnectedOpsAwacs and self.ConnectedOpsAwacs then if self.UseConnectedOpsAwacs and self.ConnectedOpsAwacs then
self.ConnectedOpsAwacs:__FlightOnMission(2,FlightGroup,Mission) self.ConnectedOpsAwacs:__FlightOnMission(2,FlightGroup,Mission)
end end
-- Landing Options
if self.OptionLandingForcePair then
FlightGroup:SetOptionLandingForcePair()
elseif self.OptionLandingOverheadBreak then
FlightGroup:SetOptionLandingOverheadBreak()
elseif self.OptionLandingRestrictPair then
FlightGroup:SetOptionLandingRestrictPair()
elseif self.OptionLandingStraightIn then
FlightGroup:SetOptionLandingStraightIn()
end
-- Landing Options Helo
if self.OptionPreferVerticalLanding then
FlightGroup:SetOptionPreferVertical()
end
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

File diff suppressed because it is too large Load Diff

View File

@ -397,6 +397,7 @@ AUFTRAG = {
conditionPush = {}, conditionPush = {},
conditionSuccessSet = false, conditionSuccessSet = false,
conditionFailureSet = false, conditionFailureSet = false,
repeatDelay = 1,
} }
--- Global mission counter. --- Global mission counter.
@ -1320,13 +1321,19 @@ end
-- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`. -- @param #number Altitude Orbit altitude in feet. Default is y component of `Coordinate`.
-- @param #number Speed Orbit indicated airspeed in knots at the set altitude ASL. Default 350 KIAS. -- @param #number Speed Orbit indicated airspeed in knots at the set altitude ASL. Default 350 KIAS.
-- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West). -- @param #number Heading Heading of race-track pattern in degrees. Default 270 (East to West).
-- @param #number Leg Length of race-track in NM. Default 10 NM. -- @param #number Leg Length of race-track in NM. Default 10 NM. Set to 0 for a simple circular orbit.
-- @param #number RefuelSystem Refueling system (0=boom, 1=probe). This info is *only* for AIRWINGs so they launch the right tanker type. -- @param #number RefuelSystem Refueling system (0=boom, 1=probe). This info is *only* for AIRWINGs so they launch the right tanker type.
-- @return #AUFTRAG self -- @return #AUFTRAG self
function AUFTRAG:NewTANKER(Coordinate, Altitude, Speed, Heading, Leg, RefuelSystem) function AUFTRAG:NewTANKER(Coordinate, Altitude, Speed, Heading, Leg, RefuelSystem)
local mission
if Leg == 0 then
mission=AUFTRAG:NewORBIT_CIRCLE(Coordinate,Altitude,Speed)
else
mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate,Altitude,Speed,Heading,Leg)
end
-- Create ORBIT first. -- Create ORBIT first.
local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg) --local mission=AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)
-- Mission type TANKER. -- Mission type TANKER.
mission.type=AUFTRAG.Type.TANKER mission.type=AUFTRAG.Type.TANKER
@ -1428,7 +1435,7 @@ function AUFTRAG:NewCAP(ZoneCAP, Altitude, Speed, Coordinate, Heading, Leg, Targ
mission:_SetLogID() mission:_SetLogID()
-- DCS task parameters: -- DCS task parameters:
mission.engageZone=ZoneCAP mission.engageZone=ZoneCAP or Coordinate
mission.engageTargetTypes=TargetTypes or {"Air"} mission.engageTargetTypes=TargetTypes or {"Air"}
-- Mission options: -- Mission options:
@ -1715,9 +1722,45 @@ function AUFTRAG:NewSEAD(Target, Altitude)
return mission return mission
end end
--- **[AIR]** Create a SEAD in Zone mission.
-- @param #AUFTRAG self
-- @param Core.Zone#ZONE TargetZone The target zone to attack.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #table TargetTypes Table of string of DCS known target types, defaults to {"Air Defence"}. See [DCS Target Attributes](https://wiki.hoggitworld.com/view/DCS_enum_attributes)
-- @param #number Duration Engage this much time when the AUFTRAG starts executing.
-- @return #AUFTRAG self
function AUFTRAG:NewSEADInZone(TargetZone, Altitude, TargetTypes, Duration)
local mission=AUFTRAG:New(AUFTRAG.Type.SEAD)
--mission:_TargetFromObject(TargetZone)
-- DCS Task options:
mission.engageWeaponType=ENUMS.WeaponFlag.Auto
mission.engageWeaponExpend=AI.Task.WeaponExpend.ALL
mission.engageAltitude=UTILS.FeetToMeters(Altitude or 25000)
mission.engageZone = TargetZone
mission.engageTargetTypes = TargetTypes or {"Air Defence"}
-- Mission options:
mission.missionTask=ENUMS.MissionTask.SEAD
mission.missionAltitude=mission.engageAltitude
mission.missionFraction=0.2
mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.EvadeFire
mission.categories={AUFTRAG.Category.AIRCRAFT}
mission.DCStask=mission:GetDCSMissionTask()
mission:SetDuration(Duration or 1800)
return mission
end
--- **[AIR]** Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate. --- **[AIR]** Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate.
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC or TARGET object. -- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 2000 ft. -- @param #number Altitude Engage altitude in feet. Default 2000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options. -- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self -- @return #AUFTRAG self
@ -1749,11 +1792,12 @@ end
--- **[AIR]** Create a BOMBING mission. Flight will drop bombs a specified coordinate. --- **[AIR]** Create a BOMBING mission. Flight will drop bombs a specified coordinate.
-- See [DCS task bombing](https://wiki.hoggitworld.com/view/DCS_task_bombing). -- See [DCS task bombing](https://wiki.hoggitworld.com/view/DCS_task_bombing).
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC or TARGET object. -- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft. -- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options. -- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @param #boolean Divebomb If true, use a dive bombing attack approach.
-- @return #AUFTRAG self -- @return #AUFTRAG self
function AUFTRAG:NewBOMBING(Target, Altitude, EngageWeaponType) function AUFTRAG:NewBOMBING(Target, Altitude, EngageWeaponType, Divebomb)
local mission=AUFTRAG:New(AUFTRAG.Type.BOMBING) local mission=AUFTRAG:New(AUFTRAG.Type.BOMBING)
@ -1770,6 +1814,7 @@ function AUFTRAG:NewBOMBING(Target, Altitude, EngageWeaponType)
mission.missionFraction=0.5 mission.missionFraction=0.5
mission.optionROE=ENUMS.ROE.OpenFire mission.optionROE=ENUMS.ROE.OpenFire
mission.optionROT=ENUMS.ROT.NoReaction -- No reaction is better. mission.optionROT=ENUMS.ROT.NoReaction -- No reaction is better.
mission.optionDivebomb = Divebomb or nil
-- Evaluate result after 5 min. We might need time until the bombs have dropped and targets have been detroyed. -- Evaluate result after 5 min. We might need time until the bombs have dropped and targets have been detroyed.
mission.dTevaluate=5*60 mission.dTevaluate=5*60
@ -2279,8 +2324,9 @@ end
-- @param #number Speed Speed in knots. -- @param #number Speed Speed in knots.
-- @param #number Altitude Altitude in feet. Only for airborne units. Default 2000 feet ASL. -- @param #number Altitude Altitude in feet. Only for airborne units. Default 2000 feet ASL.
-- @param #string Formation Formation used by ground units during patrol. Default "Off Road". -- @param #string Formation Formation used by ground units during patrol. Default "Off Road".
-- @param #number StayInZoneTime Stay this many seconds in the zone when done, only then drive back.
-- @return #AUFTRAG self -- @return #AUFTRAG self
function AUFTRAG:NewCAPTUREZONE(OpsZone, Coalition, Speed, Altitude, Formation) function AUFTRAG:NewCAPTUREZONE(OpsZone, Coalition, Speed, Altitude, Formation, StayInZoneTime)
local mission=AUFTRAG:New(AUFTRAG.Type.CAPTUREZONE) local mission=AUFTRAG:New(AUFTRAG.Type.CAPTUREZONE)
@ -2294,6 +2340,7 @@ function AUFTRAG:NewCAPTUREZONE(OpsZone, Coalition, Speed, Altitude, Formation)
mission.optionROE=ENUMS.ROE.ReturnFire mission.optionROE=ENUMS.ROE.ReturnFire
mission.optionROT=ENUMS.ROT.PassiveDefense mission.optionROT=ENUMS.ROT.PassiveDefense
mission.optionAlarm=ENUMS.AlarmState.Auto mission.optionAlarm=ENUMS.AlarmState.Auto
mission.StayInZoneTime = StayInZoneTime
mission.missionFraction=0.1 mission.missionFraction=0.1
mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil mission.missionSpeed=Speed and UTILS.KnotsToKmph(Speed) or nil
@ -2966,6 +3013,16 @@ function AUFTRAG:SetRepeat(Nrepeat)
return self return self
end end
--- **[LEGION, COMMANDER, CHIEF]** Set the repeat delay in seconds after a mission is successful/failed. Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, FLEET) or higher level.
-- @param #AUFTRAG self
-- @param #number Nrepeat Repeat delay in seconds. Default 1.
-- @return #AUFTRAG self
function AUFTRAG:SetRepeatDelay(RepeatDelay)
self.repeatDelay = RepeatDelay
return self
end
--- **[LEGION, COMMANDER, CHIEF]** Set how many times the mission is repeated if it fails. Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, FLEET) or higher level. --- **[LEGION, COMMANDER, CHIEF]** Set how many times the mission is repeated if it fails. Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, FLEET) or higher level.
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @param #number Nrepeat Number of repeats. Default 0. -- @param #number Nrepeat Number of repeats. Default 0.
@ -3961,6 +4018,23 @@ function AUFTRAG:IsOver()
return over return over
end end
--- Check if mission is repeatable.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is repeatable.
function AUFTRAG:IsRepeatable()
local repeatmeS=self.repeatedSuccess<self.NrepeatSuccess or self.repeated<self.Nrepeat
local repeatmeF=self.repeatedFailure<self.NrepeatFailure or self.repeated<self.Nrepeat
if repeatmeS==true or repeatmeF==true then return true else return false end
return false
end
--- Check if mission is NOT repeatable.
-- @param #AUFTRAG self
-- @return #boolean If true, mission is NOT repeatable.
function AUFTRAG:IsNotRepeatable()
return not self:IsRepeatable()
end
--- Check if mission is NOT over. --- Check if mission is NOT over.
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @return #boolean If true, mission is NOT over yet. -- @return #boolean If true, mission is NOT over yet.
@ -4765,6 +4839,8 @@ end
-- @return #boolean If `true`, all groups are done with the mission. -- @return #boolean If `true`, all groups are done with the mission.
function AUFTRAG:CheckGroupsDone() function AUFTRAG:CheckGroupsDone()
local fsmState = self:GetState()
-- Check status of all OPS groups. -- Check status of all OPS groups.
for groupname,data in pairs(self.groupdata) do for groupname,data in pairs(self.groupdata) do
local groupdata=data --#AUFTRAG.GroupData local groupdata=data --#AUFTRAG.GroupData
@ -4823,6 +4899,11 @@ function AUFTRAG:CheckGroupsDone()
return true return true
end end
if (self:IsStarted() or self:IsExecuting()) and (fsmState == AUFTRAG.Status.STARTED or fsmState == AUFTRAG.Status.EXECUTING) and self:CountOpsGroups()>0 then
self:T(self.lid..string.format("CheckGroupsDone: Mission is STARTED state %s [FSM=%s] and count of alive OPSGROUP > zero. Mission NOT DONE!", self.status, self:GetState()))
return false
end
return true return true
end end
@ -5160,7 +5241,7 @@ function AUFTRAG:onafterSuccess(From, Event, To)
-- Repeat mission. -- Repeat mission.
self:T(self.lid..string.format("Mission SUCCESS! Repeating mission for the %d time (max %d times) ==> Repeat mission!", self.repeated+1, N)) self:T(self.lid..string.format("Mission SUCCESS! Repeating mission for the %d time (max %d times) ==> Repeat mission!", self.repeated+1, N))
self:Repeat() self:__Repeat(self.repeatDelay)
else else
@ -5202,7 +5283,7 @@ function AUFTRAG:onafterFailed(From, Event, To)
-- Repeat mission. -- Repeat mission.
self:T(self.lid..string.format("Mission FAILED! Repeating mission for the %d time (max %d times) ==> Repeat mission!", self.repeated+1, N)) self:T(self.lid..string.format("Mission FAILED! Repeating mission for the %d time (max %d times) ==> Repeat mission!", self.repeated+1, N))
self:Repeat() self:__Repeat(self.repeatDelay)
else else
@ -6108,9 +6189,12 @@ function AUFTRAG:GetDCSMissionTask()
-- BOMBING Mission -- -- BOMBING Mission --
--------------------- ---------------------
local DCStask=CONTROLLABLE.TaskBombing(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, Divebomb) local coords = self.engageTarget:GetCoordinates()
for _, coord in pairs(coords) do
local DCStask = CONTROLLABLE.TaskBombing(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, self.optionDivebomb)
table.insert(DCStasks, DCStask) table.insert(DCStasks, DCStask)
end
elseif self.type==AUFTRAG.Type.STRAFING then elseif self.type==AUFTRAG.Type.STRAFING then
@ -6148,7 +6232,15 @@ function AUFTRAG:GetDCSMissionTask()
-- CAP Mission -- -- CAP Mission --
----------------- -----------------
local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, self.engageZone:GetVec2(), self.engageZone:GetRadius(), self.engageTargetTypes, Priority) local Vec2 = self.engageZone:GetVec2()
local Radius
if self.engageZone:IsInstanceOf("COORDINATE") then
Radius = UTILS.NMToMeters(20)
else
Radius = self.engageZone:GetRadius()
end
local DCStask=CONTROLLABLE.EnRouteTaskEngageTargetsInZone(nil, Vec2, Radius, self.engageTargetTypes, Priority)
table.insert(self.enrouteTasks, DCStask) table.insert(self.enrouteTasks, DCStask)
@ -6303,7 +6395,33 @@ function AUFTRAG:GetDCSMissionTask()
--local DCStask=CONTROLLABLE.EnRouteTaskSEAD(nil, self.TargetType) --local DCStask=CONTROLLABLE.EnRouteTaskSEAD(nil, self.TargetType)
--table.insert(self.enrouteTasks, DCStask) --table.insert(self.enrouteTasks, DCStask)
self:_GetDCSAttackTask(self.engageTarget, DCStasks) if self.engageZone then
--local DCStask=CONTROLLABLE.EnRouteTaskSEAD(nil, self.engageTargetTypes)
--table.insert(self.enrouteTasks, DCStask)
self.engageZone:Scan({Object.Category.UNIT},{Unit.Category.GROUND_UNIT})
local ScanUnitSet = self.engageZone:GetScannedSetUnit()
local SeadUnitSet = SET_UNIT:New()
for _,_unit in pairs (ScanUnitSet.Set) do
local unit = _unit -- Wrapper.Unit#UNTI
if unit and unit:IsAlive() and unit:HasSEAD() then
self:T("Adding UNIT for SEAD: "..unit:GetName())
local task = CONTROLLABLE.TaskAttackUnit(nil,unit,GroupAttack,AI.Task.WeaponExpend.ALL,1,Direction,self.engageAltitude,2956984318)
table.insert(DCStasks, task)
SeadUnitSet:AddUnit(unit)
end
end
self.engageTarget = TARGET:New(SeadUnitSet)
--local OrbitTask = CONTROLLABLE.TaskOrbitCircle(nil,self.engageAltitude,self.missionSpeed,self.engageZone:GetCoordinate())
--local Point = self.engageZone:GetVec2()
--local OrbitTask = CONTROLLABLE.TaskOrbitCircleAtVec2(nil,Point,self.engageAltitude,self.missionSpeed)
--table.insert(DCStasks, OrbitTask)
else
self:_GetDCSAttackTask(self.engageTarget, DCStasks)
end
elseif self.type==AUFTRAG.Type.STRIKE then elseif self.type==AUFTRAG.Type.STRIKE then
@ -6311,9 +6429,12 @@ function AUFTRAG:GetDCSMissionTask()
-- STRIKE Mission -- -- STRIKE Mission --
-------------------- --------------------
local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType) local coords = self.engageTarget:GetCoordinates()
for _, coord in pairs(coords) do
local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask) table.insert(DCStasks, DCStask)
end
elseif self.type==AUFTRAG.Type.TANKER or self.type==AUFTRAG.Type.RECOVERYTANKER then elseif self.type==AUFTRAG.Type.TANKER or self.type==AUFTRAG.Type.RECOVERYTANKER then

View File

@ -17,7 +17,7 @@
-- === -- ===
-- --
-- ### Author: **applevangelist** -- ### Author: **applevangelist**
-- @date Last Update Jan 2025 -- @date Last Update July 2025
-- @module Ops.AWACS -- @module Ops.AWACS
-- @image OPS_AWACS.jpg -- @image OPS_AWACS.jpg
@ -237,7 +237,7 @@ do
-- -- Callsign will be "Focus". We'll be a Angels 30, doing 300 knots, orbit leg to 88deg with a length of 25nm. -- -- Callsign will be "Focus". We'll be a Angels 30, doing 300 knots, orbit leg to 88deg with a length of 25nm.
-- testawacs:SetAwacsDetails(CALLSIGN.AWACS.Focus,1,30,300,88,25) -- testawacs:SetAwacsDetails(CALLSIGN.AWACS.Focus,1,30,300,88,25)
-- -- Set up SRS on port 5010 - change the below to your path and port -- -- Set up SRS on port 5010 - change the below to your path and port
-- testawacs:SetSRS("C:\\Program Files\\DCS-SimpleRadio-Standalone","female","en-GB",5010) -- testawacs:SetSRS("C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio","female","en-GB",5010)
-- -- Add a "red" border we don't want to cross, set up in the mission editor with a late activated helo named "Red Border#ZONE_POLYGON" -- -- Add a "red" border we don't want to cross, set up in the mission editor with a late activated helo named "Red Border#ZONE_POLYGON"
-- testawacs:SetRejectionZone(ZONE:FindByName("Red Border")) -- testawacs:SetRejectionZone(ZONE:FindByName("Red Border"))
-- -- Our CAP flight will have the callsign "Ford", we want 4 AI planes, Time-On-Station is four hours, doing 300 kn IAS. -- -- Our CAP flight will have the callsign "Ford", we want 4 AI planes, Time-On-Station is four hours, doing 300 kn IAS.
@ -255,7 +255,7 @@ do
-- -- The CAP station zone is called "Fremont". We will be on 255 AM. Note the Orbit Zone is given as *nil* in the `New()`-Statement -- -- The CAP station zone is called "Fremont". We will be on 255 AM. Note the Orbit Zone is given as *nil* in the `New()`-Statement
-- local testawacs = AWACS:New("GCI Senaki",AwacsAW,"blue",AIRBASE.Caucasus.Senaki_Kolkhi,nil,ZONE:FindByName("Rock"),"Fremont",255,radio.modulation.AM ) -- local testawacs = AWACS:New("GCI Senaki",AwacsAW,"blue",AIRBASE.Caucasus.Senaki_Kolkhi,nil,ZONE:FindByName("Rock"),"Fremont",255,radio.modulation.AM )
-- -- Set up SRS on port 5010 - change the below to your path and port -- -- Set up SRS on port 5010 - change the below to your path and port
-- testawacs:SetSRS("C:\\Program Files\\DCS-SimpleRadio-Standalone","female","en-GB",5010) -- testawacs:SetSRS("C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio","female","en-GB",5010)
-- -- Add a "red" border we don't want to cross, set up in the mission editor with a late activated helo named "Red Border#ZONE_POLYGON" -- -- Add a "red" border we don't want to cross, set up in the mission editor with a late activated helo named "Red Border#ZONE_POLYGON"
-- testawacs:SetRejectionZone(ZONE:FindByName("Red Border")) -- testawacs:SetRejectionZone(ZONE:FindByName("Red Border"))
-- -- Our CAP flight will have the callsign "Ford", we want 4 AI planes, Time-On-Station is four hours, doing 300 kn IAS. -- -- Our CAP flight will have the callsign "Ford", we want 4 AI planes, Time-On-Station is four hours, doing 300 kn IAS.
@ -509,7 +509,7 @@ do
-- @field #AWACS -- @field #AWACS
AWACS = { AWACS = {
ClassName = "AWACS", -- #string ClassName = "AWACS", -- #string
version = "0.2.71", -- #string version = "0.2.73", -- #string
lid = "", -- #string lid = "", -- #string
coalition = coalition.side.BLUE, -- #number coalition = coalition.side.BLUE, -- #number
coalitiontxt = "blue", -- #string coalitiontxt = "blue", -- #string
@ -1123,7 +1123,7 @@ function AWACS:New(Name,AirWing,Coalition,AirbaseName,AwacsOrbit,OpsZone,Station
self.EscortMissionReplacement = {} self.EscortMissionReplacement = {}
-- SRS -- SRS
self.PathToSRS = "C:\\Program Files\\DCS-SimpleRadio-Standalone" self.PathToSRS = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
self.Gender = "female" self.Gender = "female"
self.Culture = "en-GB" self.Culture = "en-GB"
self.Voice = nil self.Voice = nil
@ -1242,6 +1242,8 @@ function AWACS:New(Name,AirWing,Coalition,AirbaseName,AwacsOrbit,OpsZone,Station
self:AddTransition("*", "Intercept", "*") self:AddTransition("*", "Intercept", "*")
self:AddTransition("*", "InterceptSuccess", "*") self:AddTransition("*", "InterceptSuccess", "*")
self:AddTransition("*", "InterceptFailure", "*") self:AddTransition("*", "InterceptFailure", "*")
self:AddTransition("*", "VIDSuccess", "*")
self:AddTransition("*", "VIDFailure", "*")
self:AddTransition("*", "Stop", "Stopped") -- Stop FSM. self:AddTransition("*", "Stop", "Stopped") -- Stop FSM.
@ -1365,19 +1367,39 @@ function AWACS:New(Name,AirWing,Coalition,AirbaseName,AwacsOrbit,OpsZone,Station
-- @param #string To To state. -- @param #string To To state.
--- On After "InterceptSuccess" event. Intercept successful. --- On After "InterceptSuccess" event. Intercept successful.
-- @function [parent=#AWACS] OnAfterIntercept -- @function [parent=#AWACS] OnAfterInterceptSuccess
-- @param #AWACS self -- @param #AWACS self
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
--- On After "InterceptFailure" event. Intercept failure. --- On After "InterceptFailure" event. Intercept failure.
-- @function [parent=#AWACS] OnAfterIntercept -- @function [parent=#AWACS] OnAfterInterceptFailure
-- @param #AWACS self -- @param #AWACS self
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
--- On After "VIDSuccess" event. Intercept successful.
-- @function [parent=#AWACS] OnAfterVIDSuccess
-- @param #AWACS self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number GID Managed group ID (Player)
-- @param Wrapper.Group#GROUP Group (Player) Group done the VID
-- @param #AWACS.ManagedContact Contact The contact that was VID'd
--- On After "VIDFailure" event. Intercept failure.
-- @function [parent=#AWACS] OnAfterVIDFailure
-- @param #AWACS self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #number GID Managed group ID (Player)
-- @param Wrapper.Group#GROUP Group (Player) Group done the VID
-- @param #AWACS.ManagedContact Contact The contact that was VID'd
return self return self
end end
@ -1574,6 +1596,16 @@ function AWACS:SetLocale(Locale)
return self return self
end end
--- [User] Set own coordinate for BullsEye.
-- @param #AWACS self
-- @param Core.Point#COORDINATE
-- @return #AWACS self
function AWACS:SetBullsCoordinate(Coordinate)
self:T(self.lid.."SetBullsCoordinate")
self.AOCoordinate = Coordinate
return self
end
--- [User] Set the max mission range flights can be away from their home base. --- [User] Set the max mission range flights can be away from their home base.
-- @param #AWACS self -- @param #AWACS self
-- @param #number NM Distance in nautical miles -- @param #number NM Distance in nautical miles
@ -1999,7 +2031,9 @@ function AWACS:SetAdditionalZone(Zone, Draw)
self.BorderZone = Zone self.BorderZone = Zone
if self.debug then if self.debug then
Zone:DrawZone(self.coalition,{1,0.64,0},1,{1,0.64,0},0.2,1,true) Zone:DrawZone(self.coalition,{1,0.64,0},1,{1,0.64,0},0.2,1,true)
MARKER:New(Zone:GetCoordinate(),"Defensive Zone"):ToCoalition(self.coalition) if self.AllowMarkers then
MARKER:New(Zone:GetCoordinate(),"Defensive Zone"):ToCoalition(self.coalition)
end
elseif Draw then elseif Draw then
Zone:DrawZone(self.coalition,{1,0.64,0},1,{1,0.64,0},0.2,1,true) Zone:DrawZone(self.coalition,{1,0.64,0},1,{1,0.64,0},0.2,1,true)
end end
@ -2019,7 +2053,9 @@ function AWACS:SetRejectionZone(Zone,Draw)
--MARKER:New(Zone:GetCoordinate(),"Rejection Zone"):ToAll() --MARKER:New(Zone:GetCoordinate(),"Rejection Zone"):ToAll()
elseif self.debug then elseif self.debug then
Zone:DrawZone(self.coalition,{1,0.64,0},1,{1,0.64,0},0.2,1,true) Zone:DrawZone(self.coalition,{1,0.64,0},1,{1,0.64,0},0.2,1,true)
MARKER:New(Zone:GetCoordinate(),"Rejection Zone"):ToCoalition(self.coalition) if self.AllowMarkers then
MARKER:New(Zone:GetCoordinate(),"Rejection Zone"):ToCoalition(self.coalition)
end
end end
return self return self
end end
@ -2091,7 +2127,7 @@ end
--- [User] Set AWACS SRS TTS details - see @{Sound.SRS} for details. `SetSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible. --- [User] Set AWACS SRS TTS details - see @{Sound.SRS} for details. `SetSRS()` will try to use as many attributes configured with @{Sound.SRS#MSRS.LoadConfigFile}() as possible.
-- @param #AWACS self -- @param #AWACS self
-- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- @param #string Gender Defaults to "male" -- @param #string Gender Defaults to "male"
-- @param #string Culture Defaults to "en-US" -- @param #string Culture Defaults to "en-US"
-- @param #number Port Defaults to 5002 -- @param #number Port Defaults to 5002
@ -2104,7 +2140,7 @@ end
-- @return #AWACS self -- @return #AWACS self
function AWACS:SetSRS(PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey,Backend) function AWACS:SetSRS(PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey,Backend)
self:T(self.lid.."SetSRS") self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
self.Gender = Gender or MSRS.gender or "male" self.Gender = Gender or MSRS.gender or "male"
self.Culture = Culture or MSRS.culture or "en-US" self.Culture = Culture or MSRS.culture or "en-US"
self.Port = Port or MSRS.port or 5002 self.Port = Port or MSRS.port or 5002
@ -3263,12 +3299,14 @@ function AWACS:_VID(Group,Declaration)
local vidpos = self.gettext:GetEntry("VIDPOS",self.locale) local vidpos = self.gettext:GetEntry("VIDPOS",self.locale)
text = string.format(vidpos,Callsign,self.callsigntxt, Declaration) text = string.format(vidpos,Callsign,self.callsigntxt, Declaration)
self:T(text) self:T(text)
self:__VIDSuccess(3,GID,group,cluster)
else else
-- too far away -- too far away
self:T("Contact VID not close enough") self:T("Contact VID not close enough")
local vidneg = self.gettext:GetEntry("VIDNEG",self.locale) local vidneg = self.gettext:GetEntry("VIDNEG",self.locale)
text = string.format(vidneg,Callsign,self.callsigntxt) text = string.format(vidneg,Callsign,self.callsigntxt)
self:T(text) self:T(text)
self:__VIDFailure(3,GID,group,cluster)
end end
self:_NewRadioEntry(text,text,GID,Outcome,true,true,false,true) self:_NewRadioEntry(text,text,GID,Outcome,true,true,false,true)
end end
@ -4070,10 +4108,14 @@ function AWACS:_CreateAnchorStackFromMarker(Name,Coord)
if self.debug then if self.debug then
AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true) AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true)
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM()) local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition) if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
else else
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM()) local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition) if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
end end
self.AnchorStacks:Push(AnchorStackOne,newname) self.AnchorStacks:Push(AnchorStackOne,newname)
@ -4116,10 +4158,14 @@ function AWACS:_CreateAnchorStack()
--self.AnchorStacks:Flush() --self.AnchorStacks:Flush()
AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true) AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true)
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM()) local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition) if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
else else
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM()) local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition) if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
end end
self.AnchorStacks:Push(AnchorStackOne,newname) self.AnchorStacks:Push(AnchorStackOne,newname)
else else
@ -4143,10 +4189,14 @@ function AWACS:_CreateAnchorStack()
if self.debug then if self.debug then
AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true) AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true)
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM()) local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition) if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
else else
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM()) local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition) if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
end end
self.AnchorStacks:Push(AnchorStackOne,newname) self.AnchorStacks:Push(AnchorStackOne,newname)
end end
@ -5078,10 +5128,14 @@ function AWACS:AddCAPAirWing(AirWing,Zone)
if self.debug then if self.debug then
AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true) AnchorStackOne.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true)
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM()) local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition) if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
else else
local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM()) local stationtag = string.format("Station: %s\nCoordinate: %s",newname,self.StationZone:GetCoordinate():ToStringLLDDM())
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition) if self.AllowMarkers then
AnchorStackOne.AnchorMarker=MARKER:New(AnchorStackOne.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
end end
self.AnchorStacks:Push(AnchorStackOne,newname) self.AnchorStacks:Push(AnchorStackOne,newname)
AirWing.HasOwnStation = true AirWing.HasOwnStation = true
@ -5924,23 +5978,35 @@ function AWACS:onafterStart(From, Event, To)
self.OpsZone:DrawZone(self.coalition,{1,0,0},1,{1,0,0},0.2,5,true) self.OpsZone:DrawZone(self.coalition,{1,0,0},1,{1,0,0},0.2,5,true)
local AOCoordString = self.AOCoordinate:ToStringLLDDM() local AOCoordString = self.AOCoordinate:ToStringLLDDM()
local Rocktag = string.format("FEZ: %s\nBulls Coordinate: %s",self.AOName,AOCoordString) local Rocktag = string.format("FEZ: %s\nBulls Coordinate: %s",self.AOName,AOCoordString)
MARKER:New(self.AOCoordinate,Rocktag):ToCoalition(self.coalition) if self.AllowMarkers then
MARKER:New(self.AOCoordinate,Rocktag):ToCoalition(self.coalition)
end
self.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true) self.StationZone:DrawZone(self.coalition,{0,0,1},1,{0,0,1},0.2,5,true)
local stationtag = string.format("Station: %s\nCoordinate: %s",self.StationZoneName,self.StationZone:GetCoordinate():ToStringLLDDM()) local stationtag = string.format("Station: %s\nCoordinate: %s",self.StationZoneName,self.StationZone:GetCoordinate():ToStringLLDDM())
if not self.GCI then if not self.GCI then
MARKER:New(self.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition) if self.AllowMarkers then
MARKER:New(self.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
self.OrbitZone:DrawZone(self.coalition,{0,1,0},1,{0,1,0},0.2,5,true) self.OrbitZone:DrawZone(self.coalition,{0,1,0},1,{0,1,0},0.2,5,true)
MARKER:New(self.OrbitZone:GetCoordinate(),"AIC Orbit Zone"):ToCoalition(self.coalition) if self.AllowMarkers then
MARKER:New(self.OrbitZone:GetCoordinate(),"AIC Orbit Zone"):ToCoalition(self.coalition)
end
end end
else else
local AOCoordString = self.AOCoordinate:ToStringLLDDM() local AOCoordString = self.AOCoordinate:ToStringLLDDM()
local Rocktag = string.format("FEZ: %s\nBulls Coordinate: %s",self.AOName,AOCoordString) local Rocktag = string.format("FEZ: %s\nBulls Coordinate: %s",self.AOName,AOCoordString)
MARKER:New(self.AOCoordinate,Rocktag):ToCoalition(self.coalition) if self.AllowMarkers then
MARKER:New(self.AOCoordinate,Rocktag):ToCoalition(self.coalition)
end
if not self.GCI then if not self.GCI then
MARKER:New(self.OrbitZone:GetCoordinate(),"AIC Orbit Zone"):ToCoalition(self.coalition) if self.AllowMarkers then
MARKER:New(self.OrbitZone:GetCoordinate(),"AIC Orbit Zone"):ToCoalition(self.coalition)
end
end end
local stationtag = string.format("Station: %s\nCoordinate: %s",self.StationZoneName,self.StationZone:GetCoordinate():ToStringLLDDM()) local stationtag = string.format("Station: %s\nCoordinate: %s",self.StationZoneName,self.StationZone:GetCoordinate():ToStringLLDDM())
MARKER:New(self.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition) if self.AllowMarkers then
MARKER:New(self.StationZone:GetCoordinate(),stationtag):ToCoalition(self.coalition)
end
end end
if not self.GCI then if not self.GCI then

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

View File

@ -88,7 +88,7 @@ COHORT = {
--- COHORT class version. --- COHORT class version.
-- @field #string version -- @field #string version
COHORT.version="0.3.6" COHORT.version="0.3.7"
--- Global variable to store the unique(!) cohort names --- Global variable to store the unique(!) cohort names
_COHORTNAMES={} _COHORTNAMES={}
@ -100,6 +100,7 @@ _COHORTNAMES={}
-- DONE: Create FLOTILLA class. -- DONE: Create FLOTILLA class.
-- DONE: Added check for properties. -- DONE: Added check for properties.
-- DONE: Make general so that PLATOON and SQUADRON can inherit this class. -- DONE: Make general so that PLATOON and SQUADRON can inherit this class.
-- DONE: Better setting of call signs.
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Constructor -- Constructor
@ -515,10 +516,12 @@ end
-- @param #COHORT self -- @param #COHORT self
-- @param #number Callsign Callsign from CALLSIGN.Aircraft, e.g. "Chevy" for CALLSIGN.Aircraft.CHEVY. -- @param #number Callsign Callsign from CALLSIGN.Aircraft, e.g. "Chevy" for CALLSIGN.Aircraft.CHEVY.
-- @param #number Index Callsign index, Chevy-**1**. -- @param #number Index Callsign index, Chevy-**1**.
-- @param #string CallsignString (optional) Set this for tasks like TANKER, AWACS or KIOWA and the like, which have special names. E.g. "Darkstar" or "Roughneck".
-- @return #COHORT self -- @return #COHORT self
function COHORT:SetCallsign(Callsign, Index) function COHORT:SetCallsign(Callsign, Index, CallsignString)
self.callsignName=Callsign self.callsignName=Callsign
self.callsignIndex=Index self.callsignIndex=Index
self.callsignClearName=CallsignString
self.callsign={} self.callsign={}
self.callsign.NumberSquad=Callsign self.callsign.NumberSquad=Callsign
self.callsign.NumberGroup=Index self.callsign.NumberGroup=Index
@ -679,7 +682,16 @@ end
function COHORT:GetCallsign(Asset) function COHORT:GetCallsign(Asset)
if self.callsignName then if self.callsignName then
--[[
["callsign"] =
{
[2] = 1,
["name"] = "Darkstar11",
[3] = 1,
[1] = 5,
[4] = "Darkstar11",
}, -- end of ["callsign"]
]]
Asset.callsign={} Asset.callsign={}
for i=1,Asset.nunits do for i=1,Asset.nunits do
@ -695,12 +707,16 @@ function COHORT:GetCallsign(Asset)
else else
self.callsigncounter=self.callsigncounter+1 self.callsigncounter=self.callsigncounter+1
end end
callsign["name"] = self.callsignClearName or UTILS.GetCallsignName(self.callsignName) or "None"
callsign["name"] = string.format("%s%d%d",callsign["name"],callsign[2],callsign[3])
callsign[4] = callsign["name"]
Asset.callsign[i]=callsign Asset.callsign[i]=callsign
self:T3({callsign=callsign}) self:T3({callsign=callsign})
--TODO: there is also a table entry .name, which is a string. --DONE: there is also a table entry .name, which is a string.
--UTILS.PrintTableToLog(callsign)
end end

View File

@ -136,6 +136,7 @@ COMMANDER = {
awacsZones = {}, awacsZones = {},
tankerZones = {}, tankerZones = {},
limitMission = {}, limitMission = {},
maxMissionsAssignPerCycle = 1,
} }
--- COMMANDER class version. --- COMMANDER class version.
@ -1535,6 +1536,8 @@ function COMMANDER:CheckMissionQueue()
end end
end end
local missionsAssigned = 0
-- Loop over missions in queue. -- Loop over missions in queue.
for _,_mission in pairs(self.missionqueue) do for _,_mission in pairs(self.missionqueue) do
local mission=_mission --Ops.Auftrag#AUFTRAG local mission=_mission --Ops.Auftrag#AUFTRAG
@ -1595,8 +1598,11 @@ function COMMANDER:CheckMissionQueue()
LEGION.UnRecruitAssets(assets, mission) LEGION.UnRecruitAssets(assets, mission)
end end
-- Only ONE mission is assigned. missionsAssigned = missionsAssigned + 1
return if missionsAssigned >= (self.maxMissionsAssignPerCycle or 1) then
return
end
end end
else else
@ -1611,6 +1617,16 @@ function COMMANDER:CheckMissionQueue()
end end
--- Set how many missions can be assigned in a single status iteration. (eg. This is useful for persistent missions where you need to load all AUFTRAGs on mission start and then change it back to default)
--- Warning: Increasing this value will increase the number of missions started per iteration and thus may lead to performance issues if too many missions are started at once.
-- @param #COMMANDER self
-- @param #number Number of missions assigned per status iteration. Default is 1.
-- @return #COMMANDER self.
function COMMANDER:SetMaxMissionsAssignPerCycle(MaxMissionsAssignPerCycle)
self.maxMissionsAssignPerCycle = MaxMissionsAssignPerCycle or 1
return self
end
--- Get cohorts. --- Get cohorts.
-- @param #COMMANDER self -- @param #COMMANDER self
-- @param #table Legions Special legions. -- @param #table Legions Special legions.
@ -1671,7 +1687,10 @@ function COMMANDER:_GetCohorts(Legions, Cohorts, Operation)
local legion=_legion --Ops.Legion#LEGION local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational. -- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true local Runway=true
if legion:IsAirwing() then
Runway=legion:IsRunwayOperational() and legion.airbase and legion.airbase:GetCoalition() == legion:GetCoalition()
end
-- Legion has to be running. -- Legion has to be running.
if legion:IsRunning() and Runway then if legion:IsRunning() and Runway then
@ -1704,7 +1723,10 @@ function COMMANDER:_GetCohorts(Legions, Cohorts, Operation)
local legion=_legion --Ops.Legion#LEGION local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational. -- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true local Runway=true
if legion:IsAirwing() then
Runway=legion:IsRunwayOperational() and legion.airbase and legion.airbase:GetCoalition() == legion:GetCoalition()
end
-- Legion has to be running. -- Legion has to be running.
if legion:IsRunning() and Runway then if legion:IsRunning() and Runway then

View File

@ -1,13 +1,18 @@
------------------------------------------------------------------------- -------------------------------------------------------------------------
-- Easy CAP/GCI Class, based on OPS classes -- Easy CAP/GCI Class, based on OPS classes
------------------------------------------------------------------------- -------------------------------------------------------------------------
-- Documentation --
-- ## Documentation:
-- --
-- https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.EasyGCICAP.html -- https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.EasyGCICAP.html
-- --
-- ## Example Missions:
--
-- Demo missions can be found on [github](https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/develop/Ops/EasyGCICAP).
--
------------------------------------------------------------------------- -------------------------------------------------------------------------
-- Date: September 2023 -- Date: September 2023
-- Last Update: July 2024 -- Last Update: Aug 2025
------------------------------------------------------------------------- -------------------------------------------------------------------------
-- --
--- **Ops** - Easy GCI & CAP Manager --- **Ops** - Easy GCI & CAP Manager
@ -70,6 +75,11 @@
-- @field #boolean DespawnAfterLanding -- @field #boolean DespawnAfterLanding
-- @field #boolean DespawnAfterHolding -- @field #boolean DespawnAfterHolding
-- @field #list<Ops.Auftrag#AUFTRAG> ListOfAuftrag -- @field #list<Ops.Auftrag#AUFTRAG> ListOfAuftrag
-- @field #string defaulttakeofftype Take off type
-- @field #number FuelLowThreshold
-- @field #number FuelCriticalThreshold
-- @field #boolean showpatrolpointmarks
-- @field #table EngageTargetTypes
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- *“Airspeed, altitude, and brains. Two are always needed to successfully complete the flight.”* -- Unknown. --- *“Airspeed, altitude, and brains. Two are always needed to successfully complete the flight.”* -- Unknown.
@ -223,7 +233,12 @@ EASYGCICAP = {
ReadyFlightGroups = {}, ReadyFlightGroups = {},
DespawnAfterLanding = false, DespawnAfterLanding = false,
DespawnAfterHolding = true, DespawnAfterHolding = true,
ListOfAuftrag = {} ListOfAuftrag = {},
defaulttakeofftype = "hot",
FuelLowThreshold = 25,
FuelCriticalThreshold = 10,
showpatrolpointmarks = false,
EngageTargetTypes = {"Air"},
} }
--- Internal Squadron data type --- Internal Squadron data type
@ -256,10 +271,11 @@ EASYGCICAP = {
-- @field #number Speed -- @field #number Speed
-- @field #number Heading -- @field #number Heading
-- @field #number LegLength -- @field #number LegLength
-- @field Core.Zone#ZONE_BASE Zone
--- EASYGCICAP class version. --- EASYGCICAP class version.
-- @field #string version -- @field #string version
EASYGCICAP.version="0.1.18" EASYGCICAP.version="0.1.30"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@ -312,6 +328,11 @@ function EASYGCICAP:New(Alias, AirbaseName, Coalition, EWRName)
self.DespawnAfterLanding = false self.DespawnAfterLanding = false
self.DespawnAfterHolding = true self.DespawnAfterHolding = true
self.ListOfAuftrag = {} self.ListOfAuftrag = {}
self.defaulttakeofftype = "hot"
self.FuelLowThreshold = 25
self.FuelCriticalThreshold = 10
self.showpatrolpointmarks = false
self.EngageTargetTypes = {"Air"}
-- Set some string id for output to DCS.log file. -- Set some string id for output to DCS.log file.
self.lid=string.format("EASYGCICAP %s | ", self.alias) self.lid=string.format("EASYGCICAP %s | ", self.alias)
@ -336,6 +357,63 @@ end
-- Functions -- Functions
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- Get a specific managed AirWing by name
-- @param #EASYGCICAP self
-- @param #string AirbaseName Airbase name of the home of this wing.
-- @return Ops.AirWing#AIRWING Airwing or nil if not found
function EASYGCICAP:GetAirwing(AirbaseName)
self:T(self.lid.."GetAirwing")
if self.wings[AirbaseName] then
return self.wings[AirbaseName][1]
end
return nil
end
--- Get a table of all managed AirWings
-- @param #EASYGCICAP self
-- @return #table Table of Ops.AirWing#AIRWING Airwings
function EASYGCICAP:GetAirwingTable()
self:T(self.lid.."GetAirwingTable")
local Wingtable = {}
for _,_object in pairs(self.wings or {}) do
table.insert(Wingtable,_object[1])
end
return Wingtable
end
--- Set "fuel low" threshold for CAP and INTERCEPT flights.
-- @param #EASYGCICAP self
-- @param #number Percent RTB if fuel at this percent. Values: 1..100, defaults to 25.
-- @return #EASYGCICAP self
function EASYGCICAP:SetFuelLow(Percent)
self:T(self.lid.."SetFuelLow")
self.FuelLowThreshold = Percent or 25
return self
end
--- Set markers on the map for Patrol Points.
-- @param #EASYGCICAP self
-- @param #boolean onoff Set to true to switch markers on.
-- @return #EASYGCICAP self
function EASYGCICAP:ShowPatrolPointMarkers(onoff)
if onoff then
self.showpatrolpointmarks = true
else
self.showpatrolpointmarks = false
end
return self
end
--- Set "fuel critical" threshold for CAP and INTERCEPT flights.
-- @param #EASYGCICAP self
-- @param #number Percent RTB if fuel at this percent. Values: 1..100, defaults to 10.
-- @return #EASYGCICAP self
function EASYGCICAP:SetFuelCritical(Percent)
self:T(self.lid.."SetFuelCritical")
self.FuelCriticalThreshold = Percent or 10
return self
end
--- Set CAP formation. --- Set CAP formation.
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @param #number Formation Formation to fly, defaults to ENUMS.Formation.FixedWing.FingerFour.Group -- @param #number Formation Formation to fly, defaults to ENUMS.Formation.FixedWing.FingerFour.Group
@ -356,7 +434,7 @@ function EASYGCICAP:SetTankerAndAWACSInvisible(Switch)
return self return self
end end
--- Count alive missions in our internal stack. --- (internal) Count alive missions in our internal stack.
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @return #number count -- @return #number count
function EASYGCICAP:_CountAliveAuftrags() function EASYGCICAP:_CountAliveAuftrags()
@ -400,6 +478,16 @@ function EASYGCICAP:SetDefaultRepeatOnFailure(Retries)
return self return self
end end
--- Add default take off type for the airwings.
-- @param #EASYGCICAP self
-- @param #string Takeoff Can be "hot", "cold", or "air" - default is "hot".
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultTakeOffType(Takeoff)
self:T(self.lid.."SetDefaultTakeOffType")
self.defaulttakeofftype = Takeoff or "hot"
return self
end
--- Set default CAP Speed in knots --- Set default CAP Speed in knots
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @param #number Speed Speed defaults to 300 -- @param #number Speed Speed defaults to 300
@ -523,6 +611,17 @@ function EASYGCICAP:SetCapStartTimeVariation(Start, End)
return self return self
end end
--- Set which target types CAP flights will prefer to engage, defaults to {"Air"}
-- @param #EASYGCICAP self
-- @param #table types Table of comma separated #string entries, defaults to {"Air"} (everything that flies and is not a weapon). Useful other options are e.g. {"Bombers"}, {"Fighters"},
-- or {"Helicopters"} or combinations like {"Bombers", "Fighters", "UAVs"}. See [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_enum_attributes).
-- @return #EASYGCICAP self
function EASYGCICAP:SetCAPEngageTargetTypes(types)
self.EngageTargetTypes = types or {"Air"}
return self
end
--- Add an AirWing to the manager --- Add an AirWing to the manager
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @param #string Airbasename -- @param #string Airbasename
@ -569,6 +668,13 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local DespawnAfterLanding = self.DespawnAfterLanding local DespawnAfterLanding = self.DespawnAfterLanding
local DespawnAfterHolding = self.DespawnAfterHolding local DespawnAfterHolding = self.DespawnAfterHolding
-- Check STATIC name
local check = STATIC:FindByName(Airbasename,false) or UNIT:FindByName(Airbasename)
if check == nil then
MESSAGE:New(self.lid.."There's no warehouse static on the map (wrong naming?) for airbase "..tostring(Airbasename).."!",30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
-- Create Airwing -- Create Airwing
local CAP_Wing = AIRWING:New(Airbasename,Alias) local CAP_Wing = AIRWING:New(Airbasename,Alias)
CAP_Wing:SetVerbosityLevel(0) CAP_Wing:SetVerbosityLevel(0)
@ -579,6 +685,10 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
CAP_Wing:SetNumberCAP(self.capgrouping) CAP_Wing:SetNumberCAP(self.capgrouping)
CAP_Wing:SetCapCloseRaceTrack(true) CAP_Wing:SetCapCloseRaceTrack(true)
if self.showpatrolpointmarks then
CAP_Wing:ShowPatrolPointMarkers(true)
end
if self.capOptionVaryStartTime then if self.capOptionVaryStartTime then
CAP_Wing:SetCapStartTimeVariation(self.capOptionVaryStartTime,self.capOptionVaryEndTime) CAP_Wing:SetCapStartTimeVariation(self.capOptionVaryStartTime,self.capOptionVaryEndTime)
end end
@ -596,9 +706,8 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
if #self.ManagedREC > 0 then if #self.ManagedREC > 0 then
CAP_Wing:SetNumberRecon(1) CAP_Wing:SetNumberRecon(1)
end end
--local PatrolCoordinateKutaisi = ZONE:New(CapZoneName):GetCoordinate()
--CAP_Wing:AddPatrolPointCAP(PatrolCoordinateKutaisi,self.capalt,UTILS.KnotsToAltKIAS(self.capspeed,self.capalt),self.capdir,self.capleg) CAP_Wing:SetTakeoffType(self.defaulttakeofftype)
CAP_Wing:SetTakeoffHot()
CAP_Wing:SetLowFuelThreshold(0.3) CAP_Wing:SetLowFuelThreshold(0.3)
CAP_Wing.RandomAssetScore = math.random(50,100) CAP_Wing.RandomAssetScore = math.random(50,100)
CAP_Wing:Start() CAP_Wing:Start()
@ -606,6 +715,12 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local Intel = self.Intel local Intel = self.Intel
local TankerInvisible = self.TankerInvisible local TankerInvisible = self.TankerInvisible
local engagerange = self.engagerange
local GoZoneSet = self.GoZoneSet
local NoGoZoneSet = self.NoGoZoneSet
local FuelLow = self.FuelLowThreshold or 25
local FuelCritical = self.FuelCriticalThreshold or 10
local EngageTypes = self.EngageTargetTypes or {"Air"}
function CAP_Wing:onbeforeFlightOnMission(From, Event, To, Flightgroup, Mission) function CAP_Wing:onbeforeFlightOnMission(From, Event, To, Flightgroup, Mission)
local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP
@ -617,10 +732,15 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
flightgroup:SetDestinationbase(AIRBASE:FindByName(Airbasename)) flightgroup:SetDestinationbase(AIRBASE:FindByName(Airbasename))
flightgroup:GetGroup():CommandEPLRS(true,5) flightgroup:GetGroup():CommandEPLRS(true,5)
flightgroup:GetGroup():SetOptionRadarUsingForContinousSearch() flightgroup:GetGroup():SetOptionRadarUsingForContinousSearch()
flightgroup:GetGroup():SetOptionLandingOverheadBreak()
if Mission.type ~= AUFTRAG.Type.TANKER and Mission.type ~= AUFTRAG.Type.AWACS and Mission.type ~= AUFTRAG.Type.RECON then if Mission.type ~= AUFTRAG.Type.TANKER and Mission.type ~= AUFTRAG.Type.AWACS and Mission.type ~= AUFTRAG.Type.RECON then
flightgroup:SetDetection(true) flightgroup:SetDetection(true)
flightgroup:SetEngageDetectedOn(self.engagerange,{"Air"},self.GoZoneSet,self.NoGoZoneSet) flightgroup:SetEngageDetectedOn(engagerange,EngageTypes,GoZoneSet,NoGoZoneSet)
flightgroup:SetOutOfAAMRTB() flightgroup:SetOutOfAAMRTB()
flightgroup:SetFuelLowRTB(true)
flightgroup:SetFuelLowThreshold(FuelLow)
flightgroup:SetFuelCriticalRTB(true)
flightgroup:SetFuelCriticalThreshold(FuelCritical)
if CapFormation then if CapFormation then
flightgroup:GetGroup():SetOption(AI.Option.Air.id.FORMATION,CapFormation) flightgroup:GetGroup():SetOption(AI.Option.Air.id.FORMATION,CapFormation)
end end
@ -659,24 +779,30 @@ end
--- Add a CAP patrol point to a Wing --- Add a CAP patrol point to a Wing
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @param #string AirbaseName Name of the Wing's airbase -- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate. -- @param Core.Point#COORDINATE Coordinate. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Defaults to 25000 feet ASL. -- @param #number Altitude Defaults to 25000 feet ASL.
-- @param #number Speed Defaults to 300 knots TAS. -- @param #number Speed Defaults to 300 knots TAS.
-- @param #number Heading Defaults to 90 degrees (East). -- @param #number Heading Defaults to 90 degrees (East).
-- @param #number LegLength Defaults to 15 NM. -- @param #number LegLength Defaults to 15 NM.
-- @return #EASYGCICAP self -- @return #EASYGCICAP self
function EASYGCICAP:AddPatrolPointCAP(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength) function EASYGCICAP:AddPatrolPointCAP(AirbaseName,Coordinate,Altitude,Speed,Heading,LegLength)
self:T(self.lid.."AddPatrolPointCAP "..Coordinate:ToStringLLDDM()) self:T(self.lid.."AddPatrolPointCAP")--..Coordinate:ToStringLLDDM())
local coordinate = Coordinate
local EntryCAP = {} -- #EASYGCICAP.CapPoint local EntryCAP = {} -- #EASYGCICAP.CapPoint
if Coordinate:IsInstanceOf("ZONE_BASE") then
-- adjust coordinate and get the coordinate from the zone
coordinate = Coordinate:GetCoordinate()
EntryCAP.Zone = Coordinate
end
EntryCAP.AirbaseName = AirbaseName EntryCAP.AirbaseName = AirbaseName
EntryCAP.Coordinate = Coordinate EntryCAP.Coordinate = coordinate
EntryCAP.Altitude = Altitude or 25000 EntryCAP.Altitude = Altitude or 25000
EntryCAP.Speed = Speed or 300 EntryCAP.Speed = Speed or 300
EntryCAP.Heading = Heading or 90 EntryCAP.Heading = Heading or 90
EntryCAP.LegLength = LegLength or 15 EntryCAP.LegLength = LegLength or 15
self.ManagedCP[#self.ManagedCP+1] = EntryCAP self.ManagedCP[#self.ManagedCP+1] = EntryCAP
if self.debug then if self.debug then
local mark = MARKER:New(Coordinate,self.lid.."Patrol Point"):ToAll() local mark = MARKER:New(coordinate,self.lid.."Patrol Point"):ToAll()
end end
return self return self
end end
@ -684,7 +810,7 @@ end
--- Add a RECON patrol point to a Wing --- Add a RECON patrol point to a Wing
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @param #string AirbaseName Name of the Wing's airbase -- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate. -- @param Core.Point#COORDINATE Coordinate. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Defaults to 25000 feet. -- @param #number Altitude Defaults to 25000 feet.
-- @param #number Speed Defaults to 300 knots. -- @param #number Speed Defaults to 300 knots.
-- @param #number Heading Defaults to 90 degrees (East). -- @param #number Heading Defaults to 90 degrees (East).
@ -709,7 +835,7 @@ end
--- Add a TANKER patrol point to a Wing --- Add a TANKER patrol point to a Wing
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @param #string AirbaseName Name of the Wing's airbase -- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate. -- @param Core.Point#COORDINATE Coordinate. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Defaults to 25000 feet. -- @param #number Altitude Defaults to 25000 feet.
-- @param #number Speed Defaults to 300 knots. -- @param #number Speed Defaults to 300 knots.
-- @param #number Heading Defaults to 90 degrees (East). -- @param #number Heading Defaults to 90 degrees (East).
@ -734,7 +860,7 @@ end
--- Add an AWACS patrol point to a Wing --- Add an AWACS patrol point to a Wing
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @param #string AirbaseName Name of the Wing's airbase -- @param #string AirbaseName Name of the Wing's airbase
-- @param Core.Point#COORDINATE Coordinate. -- @param Core.Point#COORDINATE Coordinate. Can be handed as a Core.Zone#ZONE object (e.g. in case you want the point to align with a moving zone).
-- @param #number Altitude Defaults to 25000 feet. -- @param #number Altitude Defaults to 25000 feet.
-- @param #number Speed Defaults to 300 knots. -- @param #number Speed Defaults to 300 knots.
-- @param #number Heading Defaults to 90 degrees (East). -- @param #number Heading Defaults to 90 degrees (East).
@ -763,6 +889,11 @@ function EASYGCICAP:_SetTankerPatrolPoints()
self:T(self.lid.."_SetTankerPatrolPoints") self:T(self.lid.."_SetTankerPatrolPoints")
for _,_data in pairs(self.ManagedTK) do for _,_data in pairs(self.ManagedTK) do
local data = _data --#EASYGCICAP.CapPoint local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create a TANKER point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate local Coordinate = data.Coordinate
local Altitude = data.Altitude local Altitude = data.Altitude
@ -782,6 +913,11 @@ function EASYGCICAP:_SetAwacsPatrolPoints()
self:T(self.lid.."_SetAwacsPatrolPoints") self:T(self.lid.."_SetAwacsPatrolPoints")
for _,_data in pairs(self.ManagedEWR) do for _,_data in pairs(self.ManagedEWR) do
local data = _data --#EASYGCICAP.CapPoint local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create an AWACS point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate local Coordinate = data.Coordinate
local Altitude = data.Altitude local Altitude = data.Altitude
@ -801,13 +937,23 @@ function EASYGCICAP:_SetCAPPatrolPoints()
self:T(self.lid.."_SetCAPPatrolPoints") self:T(self.lid.."_SetCAPPatrolPoints")
for _,_data in pairs(self.ManagedCP) do for _,_data in pairs(self.ManagedCP) do
local data = _data --#EASYGCICAP.CapPoint local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create a CAP point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate local Coordinate = data.Coordinate
local Altitude = data.Altitude local Altitude = data.Altitude
local Speed = data.Speed local Speed = data.Speed
local Heading = data.Heading local Heading = data.Heading
local LegLength = data.LegLength local LegLength = data.LegLength
Wing:AddPatrolPointCAP(Coordinate,Altitude,Speed,Heading,LegLength) local Zone = _data.Zone
if Zone then
Wing:AddPatrolPointCAP(Zone,Altitude,Speed,Heading,LegLength)
else
Wing:AddPatrolPointCAP(Coordinate,Altitude,Speed,Heading,LegLength)
end
end end
return self return self
@ -820,6 +966,11 @@ function EASYGCICAP:_SetReconPatrolPoints()
self:T(self.lid.."_SetReconPatrolPoints") self:T(self.lid.."_SetReconPatrolPoints")
for _,_data in pairs(self.ManagedREC) do for _,_data in pairs(self.ManagedREC) do
local data = _data --#EASYGCICAP.CapPoint local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create a RECON point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate local Coordinate = data.Coordinate
local Altitude = data.Altitude local Altitude = data.Altitude
@ -868,7 +1019,7 @@ end
-- @param #string SquadName Squadron name - must be unique! -- @param #string SquadName Squadron name - must be unique!
-- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi -- @param #string AirbaseName Name of the airbase the airwing resides on, e.g. AIRBASE.Caucasus.Kutaisi
-- @param #number AirFrames Number of available airframes, e.g. 20. -- @param #number AirFrames Number of available airframes, e.g. 20.
-- @param #string Skill(optional) Skill level, e.g. AI.Skill.AVERAGE -- @param #string Skill (optional) Skill level, e.g. AI.Skill.AVERAGE
-- @param #string Modex (optional) Modex to be used,e.g. 402. -- @param #string Modex (optional) Modex to be used,e.g. 402.
-- @param #string Livery (optional) Livery name to be used. -- @param #string Livery (optional) Livery name to be used.
-- @return #EASYGCICAP self -- @return #EASYGCICAP self
@ -1073,7 +1224,9 @@ function EASYGCICAP:_AddTankerSquadron(TemplateName, SquadName, AirbaseName, Air
Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE) Squadron_One:SetSkill(Skill or AI.Skill.AVERAGE)
Squadron_One:SetMissionRange(self.missionrange) Squadron_One:SetMissionRange(self.missionrange)
Squadron_One:SetRadio(Frequency,Modulation) Squadron_One:SetRadio(Frequency,Modulation)
Squadron_One:AddTacanChannel(TACAN,TACAN) if TACAN then
Squadron_One:AddTacanChannel(TACAN,TACAN)
end
local wing = self.wings[AirbaseName][1] -- Ops.Airwing#AIRWING local wing = self.wings[AirbaseName][1] -- Ops.Airwing#AIRWING
@ -1157,19 +1310,19 @@ end
-- @return #boolean assigned -- @return #boolean assigned
-- @return #number leftover -- @return #number leftover
function EASYGCICAP:_TryAssignIntercept(ReadyFlightGroups,InterceptAuftrag,Group,WingSize) function EASYGCICAP:_TryAssignIntercept(ReadyFlightGroups,InterceptAuftrag,Group,WingSize)
self:I("_TryAssignIntercept for size "..WingSize or 1) self:T("_TryAssignIntercept for size "..WingSize or 1)
local assigned = false local assigned = false
local wingsize = WingSize or 1 local wingsize = WingSize or 1
local mindist = 0 local mindist = 0
local disttable = {} local disttable = {}
if Group and Group:IsAlive() then if Group and Group:IsAlive() then
local gcoord = Group:GetCoordinate() or COORDINATE:New(0,0,0) local gcoord = Group:GetCoordinate() or COORDINATE:New(0,0,0)
self:I(self.lid..string.format("Assignment for %s",Group:GetName())) self:T(self.lid..string.format("Assignment for %s",Group:GetName()))
for _name,_FG in pairs(ReadyFlightGroups or {}) do for _name,_FG in pairs(ReadyFlightGroups or {}) do
local FG = _FG -- Ops.FlightGroup#FLIGHTGROUP local FG = _FG -- Ops.FlightGroup#FLIGHTGROUP
local fcoord = FG:GetCoordinate() local fcoord = FG:GetCoordinate()
local dist = math.floor(UTILS.Round(fcoord:Get2DDistance(gcoord)/1000,1)) local dist = math.floor(UTILS.Round(fcoord:Get2DDistance(gcoord)/1000,1))
self:I(self.lid..string.format("FG %s Distance %dkm",_name,dist)) self:T(self.lid..string.format("FG %s Distance %dkm",_name,dist))
disttable[#disttable+1] = { FG=FG, dist=dist} disttable[#disttable+1] = { FG=FG, dist=dist}
if dist>mindist then mindist=dist end if dist>mindist then mindist=dist end
end end
@ -1186,7 +1339,7 @@ function EASYGCICAP:_TryAssignIntercept(ReadyFlightGroups,InterceptAuftrag,Group
local cm = FG:GetMissionCurrent() local cm = FG:GetMissionCurrent()
if cm then cm:Cancel() end if cm then cm:Cancel() end
wingsize = wingsize - 1 wingsize = wingsize - 1
self:I(self.lid..string.format("Assigned to FG %s Distance %dkm",FG:GetName(),_entry.dist)) self:T(self.lid..string.format("Assigned to FG %s Distance %dkm",FG:GetName(),_entry.dist))
if wingsize == 0 then if wingsize == 0 then
assigned = true assigned = true
break break
@ -1216,7 +1369,7 @@ function EASYGCICAP:_AssignIntercept(Cluster)
local conflictzoneset = self.ConflictZoneSet local conflictzoneset = self.ConflictZoneSet
local ReadyFlightGroups = self.ReadyFlightGroups local ReadyFlightGroups = self.ReadyFlightGroups
-- Aircraft? -- Aircraft?
if Cluster.ctype ~= INTEL.Ctype.AIRCRAFT then return end if Cluster.ctype ~= INTEL.Ctype.AIRCRAFT then return end
-- Threatlevel 0..10 -- Threatlevel 0..10
local contact = self.Intel:GetHighestThreatContact(Cluster) local contact = self.Intel:GetHighestThreatContact(Cluster)
@ -1261,6 +1414,10 @@ function EASYGCICAP:_AssignIntercept(Cluster)
local data = _data -- #EASYGCICAP.CapPoint local data = _data -- #EASYGCICAP.CapPoint
local name = data.AirbaseName local name = data.AirbaseName
local zonecoord = data.Coordinate local zonecoord = data.Coordinate
if data.Zone then
-- refresh coordinate in case we have a (moving) zone
zonecoord = data.Zone:GetCoordinate()
end
local airwing = wings[name][1] local airwing = wings[name][1]
local coa = AIRBASE:FindByName(name):GetCoalition() local coa = AIRBASE:FindByName(name):GetCoalition()
local samecoalitionab = coa == self.coalition and true or false local samecoalitionab = coa == self.coalition and true or false
@ -1362,7 +1519,7 @@ function EASYGCICAP:_StartIntel()
end end
------------------------------------------------------------------------- -------------------------------------------------------------------------
-- FSM Functions -- TODO FSM Functions
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- (Internal) FSM Function onafterStart --- (Internal) FSM Function onafterStart
@ -1458,7 +1615,7 @@ function EASYGCICAP:onafterStatus(From,Event,To)
local engage = FG:IsEngaging() local engage = FG:IsEngaging()
local hasmissiles = FG:IsOutOfMissiles() == nil and true or false local hasmissiles = FG:IsOutOfMissiles() == nil and true or false
local ready = hasmissiles and FG:IsFuelGood() and FG:IsAirborne() local ready = hasmissiles and FG:IsFuelGood() and FG:IsAirborne()
--self:I(string.format("Flightgroup %s Engaging = %s Ready = %s",tostring(name),tostring(engage),tostring(ready))) --self:T(string.format("Flightgroup %s Engaging = %s Ready = %s",tostring(name),tostring(engage),tostring(ready)))
if ready then if ready then
self.ReadyFlightGroups[name] = FG self.ReadyFlightGroups[name] = FG
end end
@ -1493,5 +1650,8 @@ end
function EASYGCICAP:onafterStop(From,Event,To) function EASYGCICAP:onafterStop(From,Event,To)
self:T({From,Event,To}) self:T({From,Event,To})
self.Intel:Stop() self.Intel:Stop()
for _,_wing in pairs(self.wings or {}) do
_wing:Stop()
end
return self return self
end end

View File

@ -2587,7 +2587,7 @@ end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- Payer Menu -- Player Menu
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Create player menu. --- Create player menu.

View File

@ -259,7 +259,7 @@ function FLIGHTGROUP:New(group)
local self=BASE:Inherit(self, OPSGROUP:New(group)) -- #FLIGHTGROUP local self=BASE:Inherit(self, OPSGROUP:New(group)) -- #FLIGHTGROUP
-- Set some string id for output to DCS.log file. -- Set some string id for output to DCS.log file.
self.lid=string.format("FLIGHTGROUP %s | ", self.groupname) self.lid=string.format("FLIGHTGROUP %s | ", self.groupname or "N/A")
-- Defaults -- Defaults
self:SetDefaultROE() self:SetDefaultROE()
@ -779,6 +779,61 @@ function FLIGHTGROUP:SetJettisonWeapons(Switch)
return self return self
end end
--- Set the aircraft to land straight in.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOptionLandingStraightIn()
self.OptionLandingStraightIn = true
if self:GetGroup():IsAlive() then
self:GetGroup():SetOptionLandingStraightIn()
end
return self
end
--- Set the aircraft to land in pairs.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOptionLandingForcePair()
self.OptionLandingForcePair = true
if self:GetGroup():IsAlive() then
self:GetGroup():SetOptionLandingForcePair()
end
return self
end
--- Set the aircraft to NOT land in pairs.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOptionLandingRestrictPair()
self.OptionLandingRestrictPair = true
if self:GetGroup():IsAlive() then
self:GetGroup():SetOptionLandingRestrictPair()
end
return self
end
--- Set the aircraft to land after overhead break.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOptionLandingOverheadBreak()
self.OptionLandingOverheadBreak = true
if self:GetGroup():IsAlive() then
self:GetGroup():SetOptionLandingOverheadBreak()
end
return self
end
--- [HELICOPTER] Set the aircraft to prefer takeoff and landing vertically.
-- @param #FLIGHTGROUP self
-- @return #FLIGHTGROUP self
function FLIGHTGROUP:SetOptionPreferVertical()
self.OptionPreferVertical = true
if self:GetGroup():IsAlive() then
self:GetGroup():OptionPreferVerticalLanding()
end
return self
end
--- Set if group is ready for taxi/takeoff if controlled by a `FLIGHTCONTROL`. --- Set if group is ready for taxi/takeoff if controlled by a `FLIGHTCONTROL`.
-- @param #FLIGHTGROUP self -- @param #FLIGHTGROUP self
-- @param #boolean ReadyTO If `true`, flight is ready for takeoff. -- @param #boolean ReadyTO If `true`, flight is ready for takeoff.
@ -2003,6 +2058,9 @@ function FLIGHTGROUP:onafterElementAirborne(From, Event, To, Element)
-- Debug info. -- Debug info.
self:T2(self.lid..string.format("Element airborne %s", Element.name)) self:T2(self.lid..string.format("Element airborne %s", Element.name))
-- Set parking spot to free. Also for FC. This is usually done after taxiing but doing it here in case the group is teleported.
self:_SetElementParkingFree(Element)
-- Set element status. -- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.AIRBORNE) self:_UpdateStatus(Element, OPSGROUP.ElementStatus.AIRBORNE)
@ -3076,7 +3134,7 @@ function FLIGHTGROUP:onbeforeLandAtAirbase(From, Event, To, airbase)
local Tsuspend=nil local Tsuspend=nil
if airbase==nil then if airbase==nil then
self:T(self.lid.."ERROR: Airbase is nil in LandAtAirase() call!") self:T(self.lid.."ERROR: Airbase is nil in LandAtAirbase() call!")
allowed=false allowed=false
end end
@ -4494,6 +4552,11 @@ function FLIGHTGROUP:GetParkingSpot(element, maxdist, airbase)
-- Airbase. -- Airbase.
airbase=airbase or self:GetClosestAirbase() airbase=airbase or self:GetClosestAirbase()
if airbase == nil then
self:T(self.lid.."No airbase found for element "..element.name)
return nil
end
-- Parking table of airbase. -- Parking table of airbase.
local parking=airbase.parking --:GetParkingSpotsTable() local parking=airbase.parking --:GetParkingSpotsTable()
@ -4604,10 +4667,12 @@ function FLIGHTGROUP:GetParking(airbase)
local coords={} local coords={}
for clientname, client in pairs(clients) do for clientname, client in pairs(clients) do
local template=_DATABASE:GetGroupTemplateFromUnitName(clientname) local template=_DATABASE:GetGroupTemplateFromUnitName(clientname)
local units=template.units if template then
for i,unit in pairs(units) do local units=template.units
local coord=COORDINATE:New(unit.x, unit.alt, unit.y) for i,unit in pairs(units) do
coords[unit.name]=coord local coord=COORDINATE:New(unit.x, unit.alt, unit.y)
coords[unit.name]=coord
end
end end
end end
return coords return coords
@ -4964,7 +5029,7 @@ function FLIGHTGROUP:_UpdateMenu(delay)
-- Message to group. -- Message to group.
MESSAGE:New(text, 5):ToGroup(self.group) MESSAGE:New(text, 5):ToGroup(self.group)
self:I(self.lid..text) self:T(self.lid..text)
end end
-- Get current position of player. -- Get current position of player.

View File

@ -2324,7 +2324,7 @@ INTEL_DLINK = {
verbose = 0, verbose = 0,
lid = nil, lid = nil,
alias = nil, alias = nil,
cachetime = 300, cachetime = 120,
interval = 20, interval = 20,
contacts = {}, contacts = {},
clusters = {}, clusters = {},
@ -2333,7 +2333,7 @@ INTEL_DLINK = {
--- Version string --- Version string
-- @field #string version -- @field #string version
INTEL_DLINK.version = "0.0.1" INTEL_DLINK.version = "0.0.2"
--- Function to instantiate a new object --- Function to instantiate a new object
-- @param #INTEL_DLINK self -- @param #INTEL_DLINK self
@ -2384,15 +2384,15 @@ function INTEL_DLINK:New(Intels, Alias, Interval, Cachetime)
self.alias="SPECTRE" self.alias="SPECTRE"
end end
-- Cache time
self.cachetime = Cachetime or 300
-- Interval -- Interval
self.interval = Interval or 20 self.interval = Interval or 20
-- Set some string id for output to DCS.log file. -- Set some string id for output to DCS.log file.
self.lid=string.format("INTEL_DLINK %s | ", self.alias) self.lid=string.format("INTEL_DLINK %s | ", self.alias)
-- Cache time
self:SetDLinkCacheTime(Cachetime or 120)
-- Start State. -- Start State.
self:SetStartState("Stopped") self:SetStartState("Stopped")
@ -2477,6 +2477,16 @@ function INTEL_DLINK:onafterStart(From, Event, To)
return self return self
end end
--- Function to set how long INTEL DLINK remembers contacts.
-- @param #INTEL_DLINK self
-- @param #number seconds Remember this many seconds. Defaults to 180.
-- @return #INTEL_DLINK self
function INTEL_DLINK:SetDLinkCacheTime(seconds)
self.cachetime = math.abs(seconds or 120)
self:I(self.lid.."Caching for "..self.cachetime.." seconds.")
return self
end
--- Function to collect data from the various #INTEL --- Function to collect data from the various #INTEL
-- @param #INTEL_DLINK self -- @param #INTEL_DLINK self
-- @param #string From The From state -- @param #string From The From state

View File

@ -662,6 +662,15 @@ function LEGION:CheckMissionQueue()
if mission:IsNotOver() and mission:IsReadyToCancel() then if mission:IsNotOver() and mission:IsReadyToCancel() then
mission:Cancel() mission:Cancel()
end end
-- Housekeeping
local TNow = timer.getTime()
if mission:IsOver() and mission:IsNotRepeatable() and mission.DeletionTimstamp == nil then
mission.DeletionTimstamp = TNow
end
if mission.DeletionTimstamp ~= nil and TNow - mission.DeletionTimstamp > 1800 then
mission = nil
end
end end
-- Check that runway is operational and that carrier is not recovering. -- Check that runway is operational and that carrier is not recovering.
@ -761,7 +770,7 @@ function LEGION:CheckMissionQueue()
-- Reduce number of reinforcements. -- Reduce number of reinforcements.
if reinforce then if reinforce then
mission.reinforce=mission.reinforce-#assets mission.reinforce=mission.reinforce-#assets
self:I(self.lid..string.format("Reinforced with N=%d Nreinforce=%d", #assets, mission.reinforce)) self:T(self.lid..string.format("Reinforced with N=%d Nreinforce=%d", #assets, mission.reinforce))
end end
return true return true
@ -1823,6 +1832,7 @@ function LEGION:_CreateFlightGroup(asset)
--- ---
opsgroup=ARMYGROUP:New(asset.spawngroupname) opsgroup=ARMYGROUP:New(asset.spawngroupname)
opsgroup:SetValidateAndRepositionGroundUnits(self.ValidateAndRepositionGroundUnits)
elseif self:IsFleet() then elseif self:IsFleet() then
@ -2514,7 +2524,10 @@ function LEGION._GetCohorts(Legions, Cohorts, Operation, OpsQueue)
local legion=_legion --Ops.Legion#LEGION local legion=_legion --Ops.Legion#LEGION
-- Check that runway is operational. -- Check that runway is operational.
local Runway=legion:IsAirwing() and legion:IsRunwayOperational() or true local Runway=true
if legion:IsAirwing() then
Runway=legion:IsRunwayOperational() and legion.airbase and legion.airbase:GetCoalition() == legion:GetCoalition()
end
-- Legion has to be running. -- Legion has to be running.
if legion:IsRunning() and Runway then if legion:IsRunning() and Runway then

View File

@ -4637,7 +4637,12 @@ function OPSGROUP:_UpdateTask(Task, Mission)
self:T(self.lid..string.format("Zone %s captured ==> Task DONE!", zoneCurr:GetName())) self:T(self.lid..string.format("Zone %s captured ==> Task DONE!", zoneCurr:GetName()))
-- Task done. -- Task done.
self:TaskDone(Task) if Task.StayInZoneTime then
local stay = Task.StayInZoneTime
self:__TaskDone(stay,Task)
else
self:TaskDone(Task)
end
else else
-- Current zone NOT captured yet ==> Find Target -- Current zone NOT captured yet ==> Find Target
@ -5595,10 +5600,13 @@ function OPSGROUP:onafterUnpauseMission(From, Event, To)
-- Debug info. -- Debug info.
self:T(self.lid..string.format("Unpausing mission %s [%s]", mission:GetName(), mission:GetType())) self:T(self.lid..string.format("Unpausing mission %s [%s]", mission:GetName(), mission:GetType()))
-- Set state of mission, e.g. for not teleporting again
mission.unpaused=true
-- Start mission. -- Start mission.
self:MissionStart(mission) self:MissionStart(mission)
-- Remove mission from -- Remove mission from pausedmissions queue
for i,mid in pairs(self.pausedmissions) do for i,mid in pairs(self.pausedmissions) do
--self:T(self.lid..string.format("Checking paused mission", mid)) --self:T(self.lid..string.format("Checking paused mission", mid))
if mid==mission.auftragsnummer then if mid==mission.auftragsnummer then
@ -5733,7 +5741,7 @@ function OPSGROUP:onafterMissionDone(From, Event, To, Mission)
-- Decrease patrol data. -- Decrease patrol data.
if Mission.patroldata then if Mission.patroldata then
Mission.patroldata.noccupied=Mission.patroldata.noccupied-1 Mission.patroldata.noccupied=Mission.patroldata.noccupied-1
AIRWING.UpdatePatrolPointMarker(Mission.patroldata) AIRWING.UpdatePatrolPointMarker(self,Mission.patroldata)
end end
-- Switch auto engage detected off. This IGNORES that engage detected had been activated for the group! -- Switch auto engage detected off. This IGNORES that engage detected had been activated for the group!
@ -6238,7 +6246,7 @@ function OPSGROUP:RouteToMission(mission, delay)
end end
-- Check if group is mobile. Note that some immobile units report a speed of 1 m/s = 3.6 km/h. -- Check if group is mobile. Note that some immobile units report a speed of 1 m/s = 3.6 km/h.
if self.speedMax<=3.6 or mission.teleport then if (self.speedMax<=3.6 or mission.teleport) and not mission.unpaused then
-- Teleport to waypoint coordinate. Mission will not be paused. -- Teleport to waypoint coordinate. Mission will not be paused.
self:Teleport(waypointcoord, nil, true) self:Teleport(waypointcoord, nil, true)
@ -7537,7 +7545,7 @@ end
function OPSGROUP:onafterElementDead(From, Event, To, Element) function OPSGROUP:onafterElementDead(From, Event, To, Element)
-- Debug info. -- Debug info.
self:I(self.lid..string.format("Element dead %s at t=%.3f", Element.name, timer.getTime())) self:T(self.lid..string.format("Element dead %s at t=%.3f", Element.name, timer.getTime()))
-- Set element status. -- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.DEAD) self:_UpdateStatus(Element, OPSGROUP.ElementStatus.DEAD)
@ -7850,8 +7858,13 @@ function OPSGROUP:_Spawn(Delay, Template)
-- Debug output. -- Debug output.
self:T2({Template=Template}) self:T2({Template=Template})
if self:IsArmygroup() and self.ValidateAndRepositionGroundUnits then
UTILS.ValidateAndRepositionGroundUnits(Template.units)
end
-- Spawn new group. -- Spawn new group.
self.group=_DATABASE:Spawn(Template) self.group=_DATABASE:Spawn(Template)
self.group:SetValidateAndRepositionGroundUnits(self.ValidateAndRepositionGroundUnits)
--local countryID=self.group:GetCountry() --local countryID=self.group:GetCountry()
--local categoryID=self.group:GetCategory() --local categoryID=self.group:GetCategory()
--local dcsgroup=coalition.addGroup(countryID, categoryID, Template) --local dcsgroup=coalition.addGroup(countryID, categoryID, Template)
@ -8088,7 +8101,7 @@ function OPSGROUP:onafterStop(From, Event, To)
_DATABASE.FLIGHTGROUPS[self.groupname]=nil _DATABASE.FLIGHTGROUPS[self.groupname]=nil
-- Debug output. -- Debug output.
self:I(self.lid.."STOPPED! Unhandled events, cleared scheduler and removed from _DATABASE") self:T(self.lid.."STOPPED! Unhandled events, cleared scheduler and removed from _DATABASE")
end end
--- On after "OutOfAmmo" event. --- On after "OutOfAmmo" event.
@ -13962,6 +13975,15 @@ function OPSGROUP:_GetDetectedTarget()
return targetgroup, targetdist return targetgroup, targetdist
end end
--- This function uses Disposition and other fallback logic to find better ground positions for ground units.
--- NOTE: This is not a spawn randomizer.
--- It will try to find clear ground locations avoiding trees, water, roads, runways, map scenery, statics and other units in the area and modifies the provided positions table.
--- Maintains the original layout and unit positions as close as possible by searching for the next closest valid position to each unit.
--- Uses UTILS.ValidateAndRepositionGroundUnits.
-- @param #boolean Enabled Enable/disable the feature.
function OPSGROUP:SetValidateAndRepositionGroundUnits(Enabled)
self.ValidateAndRepositionGroundUnits = Enabled
end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

View File

@ -53,6 +53,7 @@
-- @field #number threatlevelCapture Threat level necessary to capture a zone. -- @field #number threatlevelCapture Threat level necessary to capture a zone.
-- @field Core.Set#SET_UNIT ScanUnitSet Set of scanned units. -- @field Core.Set#SET_UNIT ScanUnitSet Set of scanned units.
-- @field Core.Set#SET_GROUP ScanGroupSet Set of scanned groups. -- @field Core.Set#SET_GROUP ScanGroupSet Set of scanned groups.
-- @field #number UpdateSeconds Run status every this many seconds.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- *Gentlemen, when the enemy is committed to a mistake we must not interrupt him too soon.* --- Horation Nelson --- *Gentlemen, when the enemy is committed to a mistake we must not interrupt him too soon.* --- Horation Nelson
@ -77,6 +78,7 @@ OPSZONE = {
Tnut = 0, Tnut = 0,
chiefs = {}, chiefs = {},
Missions = {}, Missions = {},
UpdateSeconds = 120,
} }
--- OPSZONE.MISSION --- OPSZONE.MISSION
@ -97,7 +99,7 @@ OPSZONE.ZoneType={
--- OPSZONE class version. --- OPSZONE class version.
-- @field #string version -- @field #string version
OPSZONE.version="0.6.1" OPSZONE.version="0.6.2"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@ -733,7 +735,8 @@ function OPSZONE:onafterStart(From, Event, To)
self.timerStatus=self.timerStatus or TIMER:New(OPSZONE.Status, self) self.timerStatus=self.timerStatus or TIMER:New(OPSZONE.Status, self)
-- Status update. -- Status update.
self.timerStatus:Start(1, 120) local EveryUpdateIn = self.UpdateSeconds or 120
self.timerStatus:Start(1, EveryUpdateIn)
-- Handle base captured event. -- Handle base captured event.
if self.airbase then if self.airbase then

View File

@ -1544,7 +1544,7 @@ end
-- @param #PLAYERRECCE self -- @param #PLAYERRECCE self
-- @param #number Frequency Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations! -- @param #number Frequency Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations!
-- @param #number Modulation Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies! -- @param #number Modulation Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies!
-- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- @param #string Gender (Optional) Defaults to "male" -- @param #string Gender (Optional) Defaults to "male"
-- @param #string Culture (Optional) Defaults to "en-US" -- @param #string Culture (Optional) Defaults to "en-US"
-- @param #number Port (Optional) Defaults to 5002 -- @param #number Port (Optional) Defaults to 5002
@ -1556,7 +1556,7 @@ end
-- @return #PLAYERRECCE self -- @return #PLAYERRECCE self
function PLAYERRECCE:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,Backend) function PLAYERRECCE:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,Backend)
self:T(self.lid.."SetSRS") self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio" --
self.Gender = Gender or MSRS.gender or "male" -- self.Gender = Gender or MSRS.gender or "male" --
self.Culture = Culture or MSRS.culture or "en-US" -- self.Culture = Culture or MSRS.culture or "en-US" --
self.Port = Port or MSRS.port or 5002 -- self.Port = Port or MSRS.port or 5002 --

View File

@ -21,7 +21,7 @@
-- === -- ===
-- @module Ops.PlayerTask -- @module Ops.PlayerTask
-- @image OPS_PlayerTask.jpg -- @image OPS_PlayerTask.jpg
-- @date Last Update Jan 2025 -- @date Last Update May 2025
do do
@ -98,7 +98,7 @@ PLAYERTASK = {
--- PLAYERTASK class version. --- PLAYERTASK class version.
-- @field #string version -- @field #string version
PLAYERTASK.version="0.1.25" PLAYERTASK.version="0.1.28"
--- Generic task condition. --- Generic task condition.
-- @type PLAYERTASK.Condition -- @type PLAYERTASK.Condition
@ -387,6 +387,14 @@ function PLAYERTASK:_CheckCaptureOpsZoneSuccess(OpsZone, CaptureSquadGroupNamePr
return OpsZone:GetOwner() == Coalition and isClientInZone and isCaptureGroupInZone return OpsZone:GetOwner() == Coalition and isClientInZone and isCaptureGroupInZone
end end
--- [User] Override this function in order to implement custom logic if a player can join a task or not.
-- @param #PLAYERTASK self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @return #boolean Outcome True if player can join the task, false if not
function PLAYERTASK:CanJoinTask(Group, Client)
return true
end
--- [Internal] Add a PLAYERTASKCONTROLLER for this task --- [Internal] Add a PLAYERTASKCONTROLLER for this task
-- @param #PLAYERTASK self -- @param #PLAYERTASK self
@ -556,6 +564,7 @@ end
-- @param #PLAYERTASK self -- @param #PLAYERTASK self
-- @param #SET_BASE CaptureSquadGroupNamePrefix The prefix of the group name that needs to capture the zone. -- @param #SET_BASE CaptureSquadGroupNamePrefix The prefix of the group name that needs to capture the zone.
-- @param #number Coalition The coalition that needs to capture the zone. -- @param #number Coalition The coalition that needs to capture the zone.
-- @param #boolean CheckClientInZone If true, a CLIENT assigned to this task also needs to be in the zone for the task to be successful.
-- @return #PLAYERTASK self -- @return #PLAYERTASK self
-- @usage -- @usage
-- -- We can use either STATIC, SET_STATIC, SCENERY or SET_SCENERY as target objects. -- -- We can use either STATIC, SET_STATIC, SCENERY or SET_SCENERY as target objects.
@ -570,20 +579,20 @@ end
-- --
-- -- We set CaptureSquadGroupNamePrefix the group name prefix as set in the ME or the spawn of the group that need to be present at the OpsZone like a capture squad, -- -- We set CaptureSquadGroupNamePrefix the group name prefix as set in the ME or the spawn of the group that need to be present at the OpsZone like a capture squad,
-- -- and set the capturing Coalition in order to trigger a successful task. -- -- and set the capturing Coalition in order to trigger a successful task.
-- mytask:AddOpsZoneCaptureSuccessCondition("capture-squad", coalition.side.BLUE) -- mytask:AddOpsZoneCaptureSuccessCondition("capture-squad", coalition.side.BLUE, false)
-- --
-- playerTaskManager:AddPlayerTaskToQueue(mytask) -- playerTaskManager:AddPlayerTaskToQueue(mytask)
function PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition) function PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone)
local task = self local task = self
task:AddConditionSuccess( task:AddConditionSuccess(
function(target) function(target)
if target:IsInstanceOf("OPSZONE") then if target:IsInstanceOf("OPSZONE") then
return task:_CheckCaptureOpsZoneSuccess(target, CaptureSquadGroupNamePrefix, Coalition, true) return task:_CheckCaptureOpsZoneSuccess(target, CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone or true)
elseif target:IsInstanceOf("SET_OPSZONE") then elseif target:IsInstanceOf("SET_OPSZONE") then
local successes = 0 local successes = 0
local isClientInZone = false local isClientInZone = false
target:ForEachZone(function(opszone) target:ForEachZone(function(opszone)
if task:_CheckCaptureOpsZoneSuccess(opszone, CaptureSquadGroupNamePrefix, Coalition) then if task:_CheckCaptureOpsZoneSuccess(opszone, CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone or true) then
successes = successes + 1 successes = successes + 1
end end
@ -979,6 +988,12 @@ function PLAYERTASK:onafterStatus(From, Event, To)
if status == "Stopped" then return self end if status == "Stopped" then return self end
-- update marker in case target is moving
if self.TargetMarker then
local coordinate = self.Target:GetCoordinate()
self.TargetMarker:UpdateCoordinate(coordinate,0.5)
end
-- Check Target status -- Check Target status
local targetdead = false local targetdead = false
@ -1220,7 +1235,10 @@ function PLAYERTASK:onafterFailed(From, Event, To)
self.TargetMarker:Remove() self.TargetMarker:Remove()
end end
self.FinalState = "Failed" self.FinalState = "Failed"
self:__Done(-1) if self.TaskController then
self.TaskController:__TaskFailed(-1,self)
end
self:__Done(-1.5)
end end
if self.TaskController.Scoring then if self.TaskController.Scoring then
local clients,count = self:GetClientObjects() local clients,count = self:GetClientObjects()
@ -1433,9 +1451,9 @@ do
-- taskmanager:AddRejectZone(ZONE:FindByName("RejectZone")) -- taskmanager:AddRejectZone(ZONE:FindByName("RejectZone"))
-- --
-- -- Set up using SRS for messaging -- -- Set up using SRS for messaging
-- local hereSRSPath = "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- local hereSRSPath = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- local hereSRSPort = 5002 -- local hereSRSPort = 5002
-- -- local hereSRSGoogle = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\yourkey.json" -- -- local hereSRSGoogle = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio\\yourkey.json"
-- taskmanager:SetSRS({130,255},{radio.modulation.AM,radio.modulation.AM},hereSRSPath,"female","en-GB",hereSRSPort,"Microsoft Hazel Desktop",0.7,hereSRSGoogle) -- taskmanager:SetSRS({130,255},{radio.modulation.AM,radio.modulation.AM},hereSRSPath,"female","en-GB",hereSRSPort,"Microsoft Hazel Desktop",0.7,hereSRSGoogle)
-- --
-- -- Controller will announce itself under these broadcast frequencies, handy to use cold-start frequencies here of your aircraft -- -- Controller will announce itself under these broadcast frequencies, handy to use cold-start frequencies here of your aircraft
@ -1902,7 +1920,7 @@ PLAYERTASKCONTROLLER.Messages = {
--- PLAYERTASK class version. --- PLAYERTASK class version.
-- @field #string version -- @field #string version
PLAYERTASKCONTROLLER.version="0.1.69" PLAYERTASKCONTROLLER.version="0.1.70"
--- Create and run a new TASKCONTROLLER instance. --- Create and run a new TASKCONTROLLER instance.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
@ -1944,7 +1962,7 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
self.taskinfomenu = false self.taskinfomenu = false
self.activehasinfomenu = false self.activehasinfomenu = false
self.MenuName = nil self.MenuName = nil
self.menuitemlimit = 5 self.menuitemlimit = 6
self.holdmenutime = 30 self.holdmenutime = 30
self.MarkerReadOnly = false self.MarkerReadOnly = false
@ -2415,7 +2433,7 @@ function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode,Holdi
end end
) )
else else
self:E(self.lid.."No FLIGHTGROUP object passed or FLIGHTGROUP is not alive!") self:E(self.lid.."No OPSGROUP/SET_OPSGROUP object passed or object is not alive!")
end end
else else
self.autolase = nil self.autolase = nil
@ -2574,7 +2592,7 @@ function PLAYERTASKCONTROLLER:SetMenuOptions(InfoMenu,ItemLimit,HoldTime)
if self.activehasinfomenu then if self.activehasinfomenu then
self:EnableTaskInfoMenu() self:EnableTaskInfoMenu()
end end
self.menuitemlimit = ItemLimit or 5 self.menuitemlimit = ItemLimit+1 or 6
self.holdmenutime = HoldTime or 30 self.holdmenutime = HoldTime or 30
return self return self
end end
@ -3479,7 +3497,7 @@ end
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK PlayerTask -- @param Ops.PlayerTask#PLAYERTASK PlayerTask
-- @param #boolean Silent If true, make no "has new task" announcement -- @param #boolean Silent If true, make no "has new task" announcement
-- @param #boolen TaskFilter If true, apply the white/black-list task filters here, also -- @param #boolean TaskFilter If true, apply the white/black-list task filters here, also
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
-- @usage -- @usage
-- Example to create a PLAYERTASK of type CTLD and give Players 10 minutes to complete: -- Example to create a PLAYERTASK of type CTLD and give Players 10 minutes to complete:
@ -3523,6 +3541,16 @@ function PLAYERTASKCONTROLLER:AddPlayerTaskToQueue(PlayerTask,Silent,TaskFilter)
return self return self
end end
--- [User] Override this function in order to implement custom logic if a player can join a task or not.
-- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK Task
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Client#CLIENT Client
-- @return #boolean Outcome True if player can join the task, false if not
function PLAYERTASKCONTROLLER:CanJoinTask(Task, Group, Client)
return true
end
--- [Internal] Join a player to a task --- [Internal] Join a player to a task
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK Task -- @param Ops.PlayerTask#PLAYERTASK Task
@ -3533,6 +3561,15 @@ end
function PLAYERTASKCONTROLLER:_JoinTask(Task, Force, Group, Client) function PLAYERTASKCONTROLLER:_JoinTask(Task, Force, Group, Client)
self:T({Force, Group, Client}) self:T({Force, Group, Client})
self:T(self.lid.."_JoinTask") self:T(self.lid.."_JoinTask")
if not self:CanJoinTask(Task, Group, Client) then
return self
end
if not Task:CanJoinTask(Group, Client) then
return self
end
local force = false local force = false
if type(Force) == "boolean" then if type(Force) == "boolean" then
force = Force force = Force
@ -3703,6 +3740,7 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
else else
CoordText = Coordinate:ToStringA2A(Client,nil,self.ShowMagnetic) CoordText = Coordinate:ToStringA2A(Client,nil,self.ShowMagnetic)
end end
--self:I("CoordText = "..CoordText)
-- Threat Level -- Threat Level
local ThreatLevel = task.Target:GetThreatLevelMax() local ThreatLevel = task.Target:GetThreatLevelMax()
--local ThreatLevelText = "high" --local ThreatLevelText = "high"
@ -3837,7 +3875,8 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
Text = string.gsub(Text,"9","niner") Text = string.gsub(Text,"9","niner")
CoordText = "MGRS;"..Text CoordText = "MGRS;"..Text
if self.PathToGoogleKey then if self.PathToGoogleKey then
CoordText = string.format("<say-as interpret-as='characters'>%s</say-as>",CoordText) --CoordText = string.format("<say-as interpret-as=\'characters\'>%s</say-as>",CoordText)
--doesn't seem to work any longer
end end
--self:I(self.lid.." | ".. CoordText) --self:I(self.lid.." | ".. CoordText)
end end
@ -3855,10 +3894,12 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
CoordText = string.gsub(ttstext," BR, "," Bee, Arr, ") CoordText = string.gsub(ttstext," BR, "," Bee, Arr, ")
end end
elseif task:HasFreetext() then elseif task:HasFreetext() then
-- add tts freetext -- add tts freetext
local brieftxt = self.gettext:GetEntry("BRIEFING",self.locale) local brieftxt = self.gettext:GetEntry("BRIEFING",self.locale)
ttstext = ttstext .. string.format("; %s: ",brieftxt)..task:GetFreetextTTS() ttstext = ttstext .. string.format("; %s: ",brieftxt)..task:GetFreetextTTS()
end end
--self:I("**** TTS Text ****\n"..ttstext.."\n*****")
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,2) self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,2)
end end
else else
@ -4357,7 +4398,7 @@ function PLAYERTASKCONTROLLER:SwitchDetectStatics(OnOff)
return self return self
end end
--- [User] Add accept zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Add an accept zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set. -- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@ -4371,7 +4412,7 @@ function PLAYERTASKCONTROLLER:AddAcceptZone(AcceptZone)
return self return self
end end
--- [User] Add accept SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Add an accept SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE AcceptZoneSet Add a SET_ZONE to the accept zone set. -- @param Core.Set#SET_ZONE AcceptZoneSet Add a SET_ZONE to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@ -4385,7 +4426,7 @@ function PLAYERTASKCONTROLLER:AddAcceptZoneSet(AcceptZoneSet)
return self return self
end end
--- [User] Add reject zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Add a reject zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set. -- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@ -4399,7 +4440,7 @@ function PLAYERTASKCONTROLLER:AddRejectZone(RejectZone)
return self return self
end end
--- [User] Add reject SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Add a reject SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE RejectZoneSet Add a zone to the reject zone set. -- @param Core.Set#SET_ZONE RejectZoneSet Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@ -4413,9 +4454,37 @@ function PLAYERTASKCONTROLLER:AddRejectZoneSet(RejectZoneSet)
return self return self
end end
--- [User] Remove accept zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Add a conflict zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set. -- @param Core.Zone#ZONE ConflictZone Add a zone to the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddConflictZone(ConflictZone)
self:T(self.lid.."AddConflictZone")
if self.Intel then
self.Intel:AddConflictZone(ConflictZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Add a conflict SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE ConflictZoneSet Add a zone to the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddConflictZoneSet(ConflictZoneSet)
self:T(self.lid.."AddConflictZoneSet")
if self.Intel then
self.Intel.conflictzoneset:AddSet(ConflictZoneSet)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Remove an accept zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Remove this zone from the accept zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone) function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
self:T(self.lid.."RemoveAcceptZone") self:T(self.lid.."RemoveAcceptZone")
@ -4427,11 +4496,11 @@ function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
return self return self
end end
--- [User] Remove reject zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Remove a reject zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set. -- @param Core.Zone#ZONE RejectZone Remove this zone from the reject zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveRejectZoneSet(RejectZone) function PLAYERTASKCONTROLLER:RemoveRejectZone(RejectZone)
self:T(self.lid.."RemoveRejectZone") self:T(self.lid.."RemoveRejectZone")
if self.Intel then if self.Intel then
self.Intel:RemoveRejectZone(RejectZone) self.Intel:RemoveRejectZone(RejectZone)
@ -4441,6 +4510,20 @@ function PLAYERTASKCONTROLLER:RemoveRejectZoneSet(RejectZone)
return self return self
end end
--- [User] Remove a conflict zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE ConflictZone Remove this zone from the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveConflictZone(ConflictZone)
self:T(self.lid.."RemoveConflictZone")
if self.Intel then
self.Intel:RemoveConflictZone(ConflictZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Set the top menu name to a custom string. --- [User] Set the top menu name to a custom string.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param #string Name The name to use as the top menu designation. -- @param #string Name The name to use as the top menu designation.
@ -4553,7 +4636,7 @@ end
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param #number Frequency Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations! -- @param #number Frequency Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations!
-- @param #number Modulation Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies! -- @param #number Modulation Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies!
-- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- @param #string PathToSRS Defaults to "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- @param #string Gender (Optional) Defaults to "male" -- @param #string Gender (Optional) Defaults to "male"
-- @param #string Culture (Optional) Defaults to "en-US" -- @param #string Culture (Optional) Defaults to "en-US"
-- @param #number Port (Optional) Defaults to 5002 -- @param #number Port (Optional) Defaults to 5002
@ -4567,7 +4650,7 @@ end
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey,Coordinate,Backend) function PLAYERTASKCONTROLLER:SetSRS(Frequency,Modulation,PathToSRS,Gender,Culture,Port,Voice,Volume,PathToGoogleKey,AccessKey,Coordinate,Backend)
self:T(self.lid.."SetSRS") self:T(self.lid.."SetSRS")
self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" -- self.PathToSRS = PathToSRS or MSRS.path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio" --
self.Gender = Gender or MSRS.gender or "male" -- self.Gender = Gender or MSRS.gender or "male" --
self.Culture = Culture or MSRS.culture or "en-US" -- self.Culture = Culture or MSRS.culture or "en-US" --
self.Port = Port or MSRS.port or 5002 -- self.Port = Port or MSRS.port or 5002 --

View File

@ -1715,6 +1715,26 @@ function TARGET:GetAverageCoordinate()
return nil return nil
end end
--- Get coordinates of all targets. (e.g. for a SET_STATIC)
-- @param #TARGET self
-- @return #table Table with coordinates of all targets.
function TARGET:GetCoordinates()
local coordinates={}
for _,_target in pairs(self.targets) do
local target=_target --#TARGET.Object
local coordinate=self:GetTargetCoordinate(target)
if coordinate then
table.insert(coordinates, coordinate)
end
end
return coordinates
end
--- Get heading of target. --- Get heading of target.
-- @param #TARGET self -- @param #TARGET self
-- @return #number Heading of the target in degrees. -- @return #number Heading of the target in degrees.
@ -1968,6 +1988,21 @@ function TARGET:GetObject(RefCoordinate, Coalitions)
return nil return nil
end end
--- Get all target objects.
-- @param #TARGET self
-- @return #table List of target objects.
function TARGET:GetObjects()
local objects={}
for _,_target in pairs(self.targets) do
local target=_target --#TARGET.Object
table.insert(objects, target.Object)
end
return objects
end
--- Count alive objects. --- Count alive objects.
-- @param #TARGET self -- @param #TARGET self
-- @param #TARGET.Object Target Target objective. -- @param #TARGET.Object Target Target objective.

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@ -72,7 +72,7 @@ end
--- Checks if a point is contained within the circle. --- Checks if a point is contained within the circle.
-- @param #table point The point to check -- @param #table point The point to check
-- @return #bool True if the point is contained, false otherwise -- @return #boolean True if the point is contained, false otherwise
function CIRCLE:ContainsPoint(point) function CIRCLE:ContainsPoint(point)
if ((point.x - self.CenterVec2.x) ^ 2 + (point.y - self.CenterVec2.y) ^ 2) ^ 0.5 <= self.Radius then if ((point.x - self.CenterVec2.x) ^ 2 + (point.y - self.CenterVec2.y) ^ 2) ^ 0.5 <= self.Radius then
return true return true
@ -226,6 +226,11 @@ end
--- Returns a random Vec2 within the circle. --- Returns a random Vec2 within the circle.
-- @return #table The random Vec2 -- @return #table The random Vec2
function CIRCLE:GetRandomVec2() function CIRCLE:GetRandomVec2()
math.random()
math.random()
math.random()
local angle = math.random() * 2 * math.pi local angle = math.random() * 2 * math.pi
local rx = math.random(0, self.Radius) * math.cos(angle) + self.CenterVec2.x local rx = math.random(0, self.Radius) * math.cos(angle) + self.CenterVec2.x
@ -237,6 +242,11 @@ end
--- Returns a random Vec2 on the border of the circle. --- Returns a random Vec2 on the border of the circle.
-- @return #table The random Vec2 -- @return #table The random Vec2
function CIRCLE:GetRandomVec2OnBorder() function CIRCLE:GetRandomVec2OnBorder()
math.random()
math.random()
math.random()
local angle = math.random() * 2 * math.pi local angle = math.random() * 2 * math.pi
local rx = self.Radius * math.cos(angle) + self.CenterVec2.x local rx = self.Radius * math.cos(angle) + self.CenterVec2.x

View File

@ -352,6 +352,7 @@ end
--- Returns a random Vec2 within the polygon. The Vec2 is weighted by the areas of the triangles that make up the polygon. --- Returns a random Vec2 within the polygon. The Vec2 is weighted by the areas of the triangles that make up the polygon.
-- @return #table The random Vec2 -- @return #table The random Vec2
function POLYGON:GetRandomVec2() function POLYGON:GetRandomVec2()
local weights = {} local weights = {}
for _, triangle in pairs(self.Triangles) do for _, triangle in pairs(self.Triangles) do
weights[triangle] = triangle.SurfaceArea / self.SurfaceArea weights[triangle] = triangle.SurfaceArea / self.SurfaceArea

View File

@ -73,6 +73,11 @@ end
-- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it -- @param #table points The points of the triangle, or 3 other points if you're just using the TRIANGLE class without an object of it
-- @return #table The random Vec2 -- @return #table The random Vec2
function TRIANGLE:GetRandomVec2(points) function TRIANGLE:GetRandomVec2(points)
math.random()
math.random()
math.random()
points = points or self.Points points = points or self.Points
local pt = {math.random(), math.random()} local pt = {math.random(), math.random()}
table.sort(pt) table.sort(pt)

View File

@ -443,28 +443,32 @@ MSRS.Voices = {
["en_AU_Standard_B"] = 'en-AU-Standard-B', -- [2] MALE ["en_AU_Standard_B"] = 'en-AU-Standard-B', -- [2] MALE
["en_AU_Standard_C"] = 'en-AU-Standard-C', -- [3] FEMALE ["en_AU_Standard_C"] = 'en-AU-Standard-C', -- [3] FEMALE
["en_AU_Standard_D"] = 'en-AU-Standard-D', -- [4] MALE ["en_AU_Standard_D"] = 'en-AU-Standard-D', -- [4] MALE
["en_IN_Standard_A"] = 'en-IN-Standard-A', -- [5] FEMALE -- IN
["en_IN_Standard_B"] = 'en-IN-Standard-B', -- [6] MALE ["en_IN_Standard_A"] = 'en-IN-Standard-A', -- Female
["en_IN_Standard_C"] = 'en-IN-Standard-C', -- [7] MALE ["en_IN_Standard_B"] = 'en-IN-Standard-B', -- Male
["en_IN_Standard_D"] = 'en-IN-Standard-D', -- [8] FEMALE ["en_IN_Standard_C"] = 'en-IN-Standard-C', -- Male
["en_IN_Standard_D"] = 'en-IN-Standard-D', -- Female
["en_IN_Standard_E"] = 'en-IN-Standard-E', -- Female
["en_IN_Standard_F"] = 'en-IN-Standard-F', -- Male
-- 2025 changes -- 2025 changes
["en_GB_Standard_A"] = 'en-GB-Standard-N', -- [9] FEMALE ["en_GB_Standard_A"] = 'en-GB-Standard-A', -- Female
["en_GB_Standard_B"] = 'en-GB-Standard-O', -- [10] MALE ["en_GB_Standard_B"] = 'en-GB-Standard-B', -- Male
["en_GB_Standard_C"] = 'en-GB-Standard-N', -- [11] FEMALE ["en_GB_Standard_C"] = 'en-GB-Standard-C', -- Female
["en_GB_Standard_D"] = 'en-GB-Standard-O', -- [12] MALE ["en_GB_Standard_D"] = 'en-GB-Standard-D', -- Male
["en_GB_Standard_F"] = 'en-GB-Standard-N', -- [13] FEMALE ["en_GB_Standard_F"] = 'en-GB-Standard-F', -- Female
["en_GB_Standard_O"] = 'en-GB-Standard-O', -- [12] MALE ["en_GB_Standard_N"] = 'en-GB-Standard-N', -- Female
["en_GB_Standard_N"] = 'en-GB-Standard-N', -- [13] FEMALE ["en_GB_Standard_O"] = 'en-GB-Standard-O', -- Male
["en_US_Standard_A"] = 'en-US-Standard-A', -- [14] MALE -- US
["en_US_Standard_B"] = 'en-US-Standard-B', -- [15] MALE ["en_US_Standard_A"] = 'en-US-Standard-A', -- Male
["en_US_Standard_C"] = 'en-US-Standard-C', -- [16] FEMALE ["en_US_Standard_B"] = 'en-US-Standard-B', -- Male
["en_US_Standard_D"] = 'en-US-Standard-D', -- [17] MALE ["en_US_Standard_C"] = 'en-US-Standard-C', -- Female
["en_US_Standard_E"] = 'en-US-Standard-E', -- [18] FEMALE ["en_US_Standard_D"] = 'en-US-Standard-D', -- Male
["en_US_Standard_F"] = 'en-US-Standard-F', -- [19] FEMALE ["en_US_Standard_E"] = 'en-US-Standard-E', -- Female
["en_US_Standard_G"] = 'en-US-Standard-G', -- [20] FEMALE ["en_US_Standard_F"] = 'en-US-Standard-F', -- Female
["en_US_Standard_H"] = 'en-US-Standard-H', -- [21] FEMALE ["en_US_Standard_G"] = 'en-US-Standard-G', -- Female
["en_US_Standard_I"] = 'en-US-Standard-I', -- [22] MALE ["en_US_Standard_H"] = 'en-US-Standard-H', -- Female
["en_US_Standard_J"] = 'en-US-Standard-J', -- [23] MALE ["en_US_Standard_I"] = 'en-US-Standard-I', -- Male
["en_US_Standard_J"] = 'en-US-Standard-J', -- Male
-- 2025 catalog changes -- 2025 catalog changes
["fr_FR_Standard_A"] = "fr-FR-Standard-F", -- Female ["fr_FR_Standard_A"] = "fr-FR-Standard-F", -- Female
["fr_FR_Standard_B"] = "fr-FR-Standard-G", -- Male ["fr_FR_Standard_B"] = "fr-FR-Standard-G", -- Male
@ -474,14 +478,15 @@ MSRS.Voices = {
["fr_FR_Standard_G"] = "fr-FR-Standard-G", -- Male ["fr_FR_Standard_G"] = "fr-FR-Standard-G", -- Male
["fr_FR_Standard_F"] = "fr-FR-Standard-F", -- Female ["fr_FR_Standard_F"] = "fr-FR-Standard-F", -- Female
-- 2025 catalog changes -- 2025 catalog changes
["de_DE_Standard_A"] = "de-DE-Standard-G", -- Female ["de_DE_Standard_A"] = 'de-DE-Standard-A', -- Female
["de_DE_Standard_B"] = "de-DE-Standard-H", -- Male ["de_DE_Standard_B"] = 'de-DE-Standard-B', -- Male
["de_DE_Standard_C"] = "de-DE-Standard-G", -- Female ["de_DE_Standard_C"] = 'de-DE-Standard-C', -- Female
["de_DE_Standard_D"] = "de-DE-Standard-H", -- Male ["de_DE_Standard_D"] = 'de-DE-Standard-D', -- Male
["de_DE_Standard_E"] = "de-DE-Standard-H", -- Male ["de_DE_Standard_E"] = 'de-DE-Standard-E', -- Male
["de_DE_Standard_F"] = "de-DE-Standard-G", -- Female ["de_DE_Standard_F"] = 'de-DE-Standard-F', -- Female
["de_DE_Standard_H"] = "de-DE-Standard-H", -- Male ["de_DE_Standard_G"] = 'de-DE-Standard-G', -- Female
["de_DE_Standard_G"] = "de-DE-Standard-G", -- Female ["de_DE_Standard_H"] = 'de-DE-Standard-H', -- Male
-- ES
["es_ES_Standard_A"] = "es-ES-Standard-E", -- Female ["es_ES_Standard_A"] = "es-ES-Standard-E", -- Female
["es_ES_Standard_B"] = "es-ES-Standard-F", -- Male ["es_ES_Standard_B"] = "es-ES-Standard-F", -- Male
["es_ES_Standard_C"] = "es-ES-Standard-E", -- Female ["es_ES_Standard_C"] = "es-ES-Standard-E", -- Female
@ -497,32 +502,36 @@ MSRS.Voices = {
["it_IT_Standard_F"] = "it-IT-Standard-F", -- Male ["it_IT_Standard_F"] = "it-IT-Standard-F", -- Male
}, },
Wavenet = { Wavenet = {
["en_AU_Wavenet_A"] = 'en-AU-Wavenet-A', -- [1] FEMALE ["en_AU_Wavenet_A"] = 'en-AU-Wavenet-A', -- Female
["en_AU_Wavenet_B"] = 'en-AU-Wavenet-B', -- [2] MALE ["en_AU_Wavenet_B"] = 'en-AU-Wavenet-B', -- Male
["en_AU_Wavenet_C"] = 'en-AU-Wavenet-C', -- [3] FEMALE ["en_AU_Wavenet_C"] = 'en-AU-Wavenet-C', -- Female
["en_AU_Wavenet_D"] = 'en-AU-Wavenet-D', -- [4] MALE ["en_AU_Wavenet_D"] = 'en-AU-Wavenet-D', -- Male
["en_IN_Wavenet_A"] = 'en-IN-Wavenet-A', -- [5] FEMALE -- IN
["en_IN_Wavenet_B"] = 'en-IN-Wavenet-B', -- [6] MALE ["en_IN_Wavenet_A"] = 'en-IN-Wavenet-A', -- Female
["en_IN_Wavenet_C"] = 'en-IN-Wavenet-C', -- [7] MALE ["en_IN_Wavenet_B"] = 'en-IN-Wavenet-B', -- Male
["en_IN_Wavenet_D"] = 'en-IN-Wavenet-D', -- [8] FEMALE ["en_IN_Wavenet_C"] = 'en-IN-Wavenet-C', -- Male
["en_IN_Wavenet_D"] = 'en-IN-Wavenet-D', -- Female
["en_IN_Wavenet_E"] = 'en-IN-Wavenet-E', -- Female
["en_IN_Wavenet_F"] = 'en-IN-Wavenet-F', -- Male
-- 2025 changes -- 2025 changes
["en_GB_Wavenet_A"] = 'en-GB-Wavenet-N', -- [9] FEMALE ["en_GB_Wavenet_A"] = 'en-GB-Wavenet-A', -- [9] FEMALE
["en_GB_Wavenet_B"] = 'en-GB-Wavenet-O', -- [10] MALE ["en_GB_Wavenet_B"] = 'en-GB-Wavenet-B', -- [10] MALE
["en_GB_Wavenet_C"] = 'en-GB-Wavenet-N', -- [11] FEMALE ["en_GB_Wavenet_C"] = 'en-GB-Wavenet-C', -- [11] FEMALE
["en_GB_Wavenet_D"] = 'en-GB-Wavenet-O', -- [12] MALE ["en_GB_Wavenet_D"] = 'en-GB-Wavenet-D', -- [12] MALE
["en_GB_Wavenet_F"] = 'en-GB-Wavenet-N', -- [13] FEMALE ["en_GB_Wavenet_F"] = 'en-GB-Wavenet-F', -- [13] FEMALE
["en_GB_Wavenet_O"] = 'en-GB-Wavenet-O', -- [12] MALE ["en_GB_Wavenet_O"] = 'en-GB-Wavenet-O', -- [12] MALE
["en_GB_Wavenet_N"] = 'en-GB-Wavenet-N', -- [13] FEMALE ["en_GB_Wavenet_N"] = 'en-GB-Wavenet-N', -- [13] FEMALE
["en_US_Wavenet_A"] = 'en-US-Wavenet-N', -- [14] MALE -- US
["en_US_Wavenet_B"] = 'en-US-Wavenet-B', -- [15] MALE ["en_US_Wavenet_A"] = 'en-US-Wavenet-A', -- Male
["en_US_Wavenet_C"] = 'en-US-Wavenet-C', -- [16] FEMALE ["en_US_Wavenet_B"] = 'en-US-Wavenet-B', -- Male
["en_US_Wavenet_D"] = 'en-US-Wavenet-D', -- [17] MALE ["en_US_Wavenet_C"] = 'en-US-Wavenet-C', -- Female
["en_US_Wavenet_E"] = 'en-US-Wavenet-E', -- [18] FEMALE ["en_US_Wavenet_D"] = 'en-US-Wavenet-D', -- Male
["en_US_Wavenet_F"] = 'en-US-Wavenet-F', -- [19] FEMALE ["en_US_Wavenet_E"] = 'en-US-Wavenet-E', -- Female
["en_US_Wavenet_G"] = 'en-US-Wavenet-G', -- [20] FEMALE ["en_US_Wavenet_F"] = 'en-US-Wavenet-F', -- Female
["en_US_Wavenet_H"] = 'en-US-Wavenet-H', -- [21] FEMALE ["en_US_Wavenet_G"] = 'en-US-Wavenet-G', -- Female
["en_US_Wavenet_I"] = 'en-US-Wavenet-I', -- [22] MALE ["en_US_Wavenet_H"] = 'en-US-Wavenet-H', -- Female
["en_US_Wavenet_J"] = 'en-US-Wavenet-J', -- [23] MALE ["en_US_Wavenet_I"] = 'en-US-Wavenet-I', -- Male
["en_US_Wavenet_J"] = 'en-US-Wavenet-J', -- Male
-- 2025 catalog changes -- 2025 catalog changes
["fr_FR_Wavenet_A"] = "fr-FR-Wavenet-F", -- Female ["fr_FR_Wavenet_A"] = "fr-FR-Wavenet-F", -- Female
["fr_FR_Wavenet_B"] = "fr-FR-Wavenet-G", -- Male ["fr_FR_Wavenet_B"] = "fr-FR-Wavenet-G", -- Male
@ -532,14 +541,15 @@ MSRS.Voices = {
["fr_FR_Wavenet_G"] = "fr-FR-Wavenet-G", -- Male ["fr_FR_Wavenet_G"] = "fr-FR-Wavenet-G", -- Male
["fr_FR_Wavenet_F"] = "fr-FR-Wavenet-F", -- Female ["fr_FR_Wavenet_F"] = "fr-FR-Wavenet-F", -- Female
-- 2025 catalog changes -- 2025 catalog changes
["de_DE_Wavenet_A"] = "de-DE-Wavenet-G", -- Female ["de_DE_Wavenet_A"] = 'de-DE-Wavenet-A', -- Female
["de_DE_Wavenet_B"] = "de-DE-Wavenet-H", -- Male ["de_DE_Wavenet_B"] = 'de-DE-Wavenet-B', -- Male
["de_DE_Wavenet_C"] = "de-DE-Wavenet-G", -- Female ["de_DE_Wavenet_C"] = 'de-DE-Wavenet-C', -- Female
["de_DE_Wavenet_D"] = "de-DE-Wavenet-H", -- Male ["de_DE_Wavenet_D"] = 'de-DE-Wavenet-D', -- Male
["de_DE_Wavenet_E"] = "de-DE-Wavenet-H", -- Male ["de_DE_Wavenet_E"] = 'de-DE-Wavenet-E', -- Male
["de_DE_Wavenet_F"] = "de-DE-Wavenet-G", -- Female ["de_DE_Wavenet_F"] = 'de-DE-Wavenet-F', -- Female
["de_DE_Wavenet_H"] = "de-DE-Wavenet-H", -- Male ["de_DE_Wavenet_G"] = 'de-DE-Wavenet-G', -- Female
["de_DE_Wavenet_G"] = "de-DE-Wavenet-G", -- Female ["de_DE_Wavenet_H"] = 'de-DE-Wavenet-H', -- Male
-- ES
["es_ES_Wavenet_B"] = "es-ES-Wavenet-E", -- Male ["es_ES_Wavenet_B"] = "es-ES-Wavenet-E", -- Male
["es_ES_Wavenet_C"] = "es-ES-Wavenet-F", -- Female ["es_ES_Wavenet_C"] = "es-ES-Wavenet-F", -- Female
["es_ES_Wavenet_D"] = "es-ES-Wavenet-E", -- Female ["es_ES_Wavenet_D"] = "es-ES-Wavenet-E", -- Female
@ -553,6 +563,134 @@ MSRS.Voices = {
["it_IT_Wavenet_E"] = "it-IT-Wavenet-E", -- Female ["it_IT_Wavenet_E"] = "it-IT-Wavenet-E", -- Female
["it_IT_Wavenet_F"] = "it-IT-Wavenet-F", -- Male ["it_IT_Wavenet_F"] = "it-IT-Wavenet-F", -- Male
} , } ,
Chirp3HD = {
["en_GB_Chirp3_HD_Aoede"] = 'en-GB-Chirp3-HD-Aoede', -- Female
["en_GB_Chirp3_HD_Charon"] = 'en-GB-Chirp3-HD-Charon', -- Male
["en_GB_Chirp3_HD_Fenrir"] = 'en-GB-Chirp3-HD-Fenrir', -- Male
["en_GB_Chirp3_HD_Kore"] = 'en-GB-Chirp3-HD-Kore', -- Female
["en_GB_Chirp3_HD_Leda"] = 'en-GB-Chirp3-HD-Leda', -- Female
["en_GB_Chirp3_HD_Orus"] = 'en-GB-Chirp3-HD-Orus', -- Male
["en_GB_Chirp3_HD_Puck"] = 'en-GB-Chirp3-HD-Puck', -- Male
["en_GB_Chirp3_HD_Zephyr"] = 'en-GB-Chirp3-HD-Zephyr', -- Female
--["de_DE_Chirp3_HD_Aoede"] = 'de-DE-Chirp3-HD-Aoede', -- Female (Datenfehler im Original)
["en_US_Chirp3_HD_Charon"] = 'en-US-Chirp3-HD-Charon', -- Male
["en_US_Chirp3_HD_Fenrir"] = 'en-US-Chirp3-HD-Fenrir', -- Male
["en_US_Chirp3_HD_Kore"] = 'en-US-Chirp3-HD-Kore', -- Female
["en_US_Chirp3_HD_Leda"] = 'en-US-Chirp3-HD-Leda', -- Female
["en_US_Chirp3_HD_Orus"] = 'en-US-Chirp3-HD-Orus', -- Male
["en_US_Chirp3_HD_Puck"] = 'en-US-Chirp3-HD-Puck', -- Male
--["de_DE_Chirp3_HD_Zephyr"] = 'de-DE-Chirp3-HD-Zephyr', -- Female (Datenfehler im Original)
-- DE
["de_DE_Chirp3_HD_Aoede"] = 'de-DE-Chirp3-HD-Aoede', -- Female
["de_DE_Chirp3_HD_Charon"] = 'de-DE-Chirp3-HD-Charon', -- Male
["de_DE_Chirp3_HD_Fenrir"] = 'de-DE-Chirp3-HD-Fenrir', -- Male
["de_DE_Chirp3_HD_Kore"] = 'de-DE-Chirp3-HD-Kore', -- Female
["de_DE_Chirp3_HD_Leda"] = 'de-DE-Chirp3-HD-Leda', -- Female
["de_DE_Chirp3_HD_Orus"] = 'de-DE-Chirp3-HD-Orus', -- Male
["de_DE_Chirp3_HD_Puck"] = 'de-DE-Chirp3-HD-Puck', -- Male
["de_DE_Chirp3_HD_Zephyr"] = 'de-DE-Chirp3-HD-Zephyr', -- Female
-- AU
["en_AU_Chirp3_HD_Aoede"] = 'en-AU-Chirp3-HD-Aoede', -- Female
["en_AU_Chirp3_HD_Charon"] = 'en-AU-Chirp3-HD-Charon', -- Male
["en_AU_Chirp3_HD_Fenrir"] = 'en-AU-Chirp3-HD-Fenrir', -- Male
["en_AU_Chirp3_HD_Kore"] = 'en-AU-Chirp3-HD-Kore', -- Female
["en_AU_Chirp3_HD_Leda"] = 'en-AU-Chirp3-HD-Leda', -- Female
["en_AU_Chirp3_HD_Orus"] = 'en-AU-Chirp3-HD-Orus', -- Male
["en_AU_Chirp3_HD_Puck"] = 'en-AU-Chirp3-HD-Puck', -- Male
["en_AU_Chirp3_HD_Zephyr"] = 'en-AU-Chirp3-HD-Zephyr', -- Female
-- IN
["en_IN_Chirp3_HD_Aoede"] = 'en-IN-Chirp3-HD-Aoede', -- Female
["en_IN_Chirp3_HD_Charon"] = 'en-IN-Chirp3-HD-Charon', -- Male
["en_IN_Chirp3_HD_Fenrir"] = 'en-IN-Chirp3-HD-Fenrir', -- Male
["en_IN_Chirp3_HD_Kore"] = 'en-IN-Chirp3-HD-Kore', -- Female
["en_IN_Chirp3_HD_Leda"] = 'en-IN-Chirp3-HD-Leda', -- Female
["en_IN_Chirp3_HD_Orus"] = 'en-IN-Chirp3-HD-Orus', -- Male
},
ChirpHD = {
["en_US_Chirp_HD_D"] = 'en-US-Chirp-HD-D', -- Male
["en_US_Chirp_HD_F"] = 'en-US-Chirp-HD-F', -- Female
["en_US_Chirp_HD_O"] = 'en-US-Chirp-HD-O', -- Female
-- DE
["de_DE_Chirp_HD_D"] = 'de-DE-Chirp-HD-D', -- Male
["de_DE_Chirp_HD_F"] = 'de-DE-Chirp-HD-F', -- Female
["de_DE_Chirp_HD_O"] = 'de-DE-Chirp-HD-O', -- Female
-- AU
["en_AU_Chirp_HD_D"] = 'en-AU-Chirp-HD-D', -- Male
["en_AU_Chirp_HD_F"] = 'en-AU-Chirp-HD-F', -- Female
["en_AU_Chirp_HD_O"] = 'en-AU-Chirp-HD-O', -- Female
-- IN
["en_IN_Chirp_HD_D"] = 'en-IN-Chirp-HD-D', -- Male
["en_IN_Chirp_HD_F"] = 'en-IN-Chirp-HD-F', -- Female
["en_IN_Chirp_HD_O"] = 'en-IN-Chirp-HD-O', -- Female
},
},
Neural2 = {
["en_GB_Neural2_A"] = 'en-GB-Neural2-A', -- Female
["en_GB_Neural2_B"] = 'en-GB-Neural2-B', -- Male
["en_GB_Neural2_C"] = 'en-GB-Neural2-C', -- Female
["en_GB_Neural2_D"] = 'en-GB-Neural2-D', -- Male
["en_GB_Neural2_F"] = 'en-GB-Neural2-F', -- Female
["en_GB_Neural2_N"] = 'en-GB-Neural2-N', -- Female
["en_GB_Neural2_O"] = 'en-GB-Neural2-O', -- Male
-- US
["en_US_Neural2_A"] = 'en-US-Neural2-A', -- Male
["en_US_Neural2_C"] = 'en-US-Neural2-C', -- Female
["en_US_Neural2_D"] = 'en-US-Neural2-D', -- Male
["en_US_Neural2_E"] = 'en-US-Neural2-E', -- Female
["en_US_Neural2_F"] = 'en-US-Neural2-F', -- Female
["en_US_Neural2_G"] = 'en-US-Neural2-G', -- Female
["en_US_Neural2_H"] = 'en-US-Neural2-H', -- Female
["en_US_Neural2_I"] = 'en-US-Neural2-I', -- Male
["en_US_Neural2_J"] = 'en-US-Neural2-J', -- Male
-- DE
["de_DE_Neural2_G"] = 'de-DE-Neural2-G', -- Female
["de_DE_Neural2_H"] = 'de-DE-Neural2-H', -- Male
-- AU
["en_AU_Neural2_A"] = 'en-AU-Neural2-A', -- Female
["en_AU_Neural2_B"] = 'en-AU-Neural2-B', -- Male
["en_AU_Neural2_C"] = 'en-AU-Neural2-C', -- Female
["en_AU_Neural2_D"] = 'en-AU-Neural2-D', -- Male
-- IN
["en_IN_Neural2_A"] = 'en-IN-Neural2-A', -- Female
["en_IN_Neural2_B"] = 'en-IN-Neural2-B', -- Male
["en_IN_Neural2_C"] = 'en-IN-Neural2-C', -- Male
["en_IN_Neural2_D"] = 'en-IN-Neural2-D', -- Female
},
News = {
["en_GB_News_G"] = 'en-GB-News-G', -- Female
["en_GB_News_H"] = 'en-GB-News-H', -- Female
["en_GB_News_I"] = 'en-GB-News-I', -- Female
["en_GB_News_J"] = 'en-GB-News-J', -- Male
["en_GB_News_K"] = 'en-GB-News-K', -- Male
["en_GB_News_L"] = 'en-GB-News-L', -- Male
["en_GB_News_M"] = 'en-GB-News-M', -- Male
-- US
["en_US_News_K"] = 'en-US-News-K', -- Female
["en_US_News_L"] = 'en-US-News-L', -- Female
["en_US_News_N"] = 'en-US-News-N', -- Male
-- AU
["en_AU_News_E"] = 'en-AU-News-E', -- Female
["en_AU_News_F"] = 'en-AU-News-F', -- Female
["en_AU_News_G"] = 'en-AU-News-G', -- Male
},
Casual = {
["en_US_Casual_K"] = 'en-US-Casual-K', -- Male
},
Polyglot = {
["en_US_Polyglot_1"] = 'en-US-Polyglot-1', -- Male
["de_DE_Polyglot_1"] = 'de-DE-Polyglot-1', -- Male
["en_AU_Polyglot_1"] = 'en-AU-Polyglot-1', -- Male
},
Studio = {
-- Englisch (UK) - Studio
["en_GB_Studio_B"] = 'en-GB-Studio-B', -- Male
["en_GB_Studio_C"] = 'en-GB-Studio-C', -- Female
-- Englisch (USA) - Studio
["en_US_Studio_O"] = 'en-US-Studio-O', -- Female
["en_US_Studio_Q"] = 'en-US-Studio-Q', -- Male
-- DE
["de_DE_Studio_B"] = 'de-DE-Studio-B', -- Male
["de_DE_Studio_C"] = 'de-DE-Studio-C', -- Female
}, },
} }
@ -632,7 +770,7 @@ end
-- set the path to the exe file via @{#MSRS.SetPath}. -- set the path to the exe file via @{#MSRS.SetPath}.
-- --
-- @param #MSRS self -- @param #MSRS self
-- @param #string Path Path to SRS directory. Default `C:\\Program Files\\DCS-SimpleRadio-Standalone`. -- @param #string Path Path to SRS directory. Default `C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio`.
-- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. Can also be given as a #table of multiple frequencies. -- @param #number Frequency Radio frequency in MHz. Default 143.00 MHz. Can also be given as a #table of multiple frequencies.
-- @param #number Modulation Radio modulation: 0=AM (default), 1=FM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. Can also be given as a #table of multiple modulations. -- @param #number Modulation Radio modulation: 0=AM (default), 1=FM. See `radio.modulation.AM` and `radio.modulation.FM` enumerators. Can also be given as a #table of multiple modulations.
-- @param #string Backend Backend used: `MSRS.Backend.SRSEXE` (default) or `MSRS.Backend.GRPC`. -- @param #string Backend Backend used: `MSRS.Backend.SRSEXE` (default) or `MSRS.Backend.GRPC`.
@ -767,13 +905,13 @@ end
--- Set path to SRS install directory. More precisely, path to where the `DCS-SR-ExternalAudio.exe` is located. --- Set path to SRS install directory. More precisely, path to where the `DCS-SR-ExternalAudio.exe` is located.
-- @param #MSRS self -- @param #MSRS self
-- @param #string Path Path to the directory, where the sound file is located. Default is `C:\\Program Files\\DCS-SimpleRadio-Standalone`. -- @param #string Path Path to the directory, where the sound file is located. Default is `C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio`.
-- @return #MSRS self -- @return #MSRS self
function MSRS:SetPath(Path) function MSRS:SetPath(Path)
self:F( {Path=Path} ) self:F( {Path=Path} )
-- Set path. -- Set path.
self.path=Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" self.path=Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
-- Remove (back)slashes. -- Remove (back)slashes.
local n=1 ; local nmax=1000 local n=1 ; local nmax=1000
@ -1817,7 +1955,7 @@ end
-- --
-- -- Moose MSRS default Config -- -- Moose MSRS default Config
-- MSRS_Config = { -- MSRS_Config = {
-- Path = "C:\\Program Files\\DCS-SimpleRadio-Standalone", -- Path to SRS install directory. -- Path = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio", -- Path to SRS install directory.
-- Port = 5002, -- Port of SRS server. Default 5002. -- Port = 5002, -- Port of SRS server. Default 5002.
-- Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc". -- Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc".
-- Frequency = {127, 243}, -- Default frequences. Must be a table 1..n entries! -- Frequency = {127, 243}, -- Default frequences. Must be a table 1..n entries!
@ -1837,7 +1975,7 @@ end
-- -- Google Cloud -- -- Google Cloud
-- gcloud = { -- gcloud = {
-- voice = "en-GB-Standard-A", -- The Google Cloud voice to use (see https://cloud.google.com/text-to-speech/docs/voices). -- voice = "en-GB-Standard-A", -- The Google Cloud voice to use (see https://cloud.google.com/text-to-speech/docs/voices).
-- credentials="C:\\Program Files\\DCS-SimpleRadio-Standalone\\yourfilename.json", -- Full path to credentials JSON file (only for SRS-TTS.exe backend) -- credentials="C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio\\yourfilename.json", -- Full path to credentials JSON file (only for SRS-TTS.exe backend)
-- key="Your access Key", -- Google API access key (only for DCS-gRPC backend) -- key="Your access Key", -- Google API access key (only for DCS-gRPC backend)
-- }, -- },
-- -- Amazon Web Service -- -- Amazon Web Service
@ -1905,7 +2043,7 @@ function MSRS:LoadConfigFile(Path,Filename)
local Self = self or MSRS --#MSRS local Self = self or MSRS --#MSRS
Self.path = MSRS_Config.Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone" Self.path = MSRS_Config.Path or "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio"
Self.port = MSRS_Config.Port or 5002 Self.port = MSRS_Config.Port or 5002
Self.backend = MSRS_Config.Backend or MSRS.Backend.SRSEXE Self.backend = MSRS_Config.Backend or MSRS.Backend.SRSEXE
Self.frequencies = MSRS_Config.Frequency or {127,243} Self.frequencies = MSRS_Config.Frequency or {127,243}

View File

@ -30,6 +30,8 @@
--- Governs multiple missions, the tasking and the reporting. --- Governs multiple missions, the tasking and the reporting.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Command centers govern missions, communicates the task assignments between human players of the coalition, and manages the menu flow. -- Command centers govern missions, communicates the task assignments between human players of the coalition, and manages the menu flow.
-- It can assign a random task to a player when requested. -- It can assign a random task to a player when requested.
-- The commandcenter provides the facilitites to communicate between human players online, executing a task. -- The commandcenter provides the facilitites to communicate between human players online, executing a task.

View File

@ -5,6 +5,8 @@
-- The @{#DETECTION_MANAGER} class defines the core functions to report detected objects to groups. -- The @{#DETECTION_MANAGER} class defines the core functions to report detected objects to groups.
-- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour. -- Reportings can be done in several manners, and it is up to the derived classes if DETECTION_MANAGER to model the reporting behaviour.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- 1.1) DETECTION_MANAGER constructor: -- 1.1) DETECTION_MANAGER constructor:
-- ----------------------------------- -- -----------------------------------
-- * @{#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance. -- * @{#DETECTION_MANAGER.New}(): Create a new DETECTION_MANAGER instance.

View File

@ -28,6 +28,8 @@
--- Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals. --- Models goals to be achieved and can contain multiple tasks to be executed to achieve the goals.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- A mission contains multiple tasks and can be of different task types. -- A mission contains multiple tasks and can be of different task types.
-- These tasks need to be assigned to human players to be executed. -- These tasks need to be assigned to human players to be executed.
-- --

View File

@ -12,6 +12,8 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- # 1) Tasking from a player perspective. -- # 1) Tasking from a player perspective.
-- --
-- Tasking can be controlled by using the "other" menu in the radio menu of the player group. -- Tasking can be controlled by using the "other" menu in the radio menu of the player group.

View File

@ -18,6 +18,8 @@
--- ---
-- # TASKINFO class, extends @{Core.Base#BASE} -- # TASKINFO class, extends @{Core.Base#BASE}
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## The TASKINFO class implements the methods to contain information and display information of a task. -- ## The TASKINFO class implements the methods to contain information and display information of a task.
-- --
-- # Developer Note -- # Developer Note

View File

@ -20,6 +20,9 @@ do -- TASK_A2A
--- Defines Air To Air tasks for a @{Core.Set} of Target Units, --- Defines Air To Air tasks for a @{Core.Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}. -- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses: -- The TASK_A2A is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
-- --
-- * **None**: Start of the process -- * **None**: Start of the process

View File

@ -31,6 +31,8 @@ do -- TASK_A2A_DISPATCHER
--- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Core.Set} of EWR installation groups. --- Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a @{Core.Set} of EWR installation groups.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG) -- ![Banner Image](..\Presentations\TASK_A2A_DISPATCHER\Dia3.JPG)
-- --
-- The EWR will detect units, will group them, and will dispatch @{Tasking.Task}s to groups. Depending on the type of target detected, different tasks will be dispatched. -- The EWR will detect units, will group them, and will dispatch @{Tasking.Task}s to groups. Depending on the type of target detected, different tasks will be dispatched.

View File

@ -20,6 +20,9 @@ do -- TASK_A2G
--- The TASK_A2G class defines Air To Ground tasks for a @{Core.Set} of Target Units, --- The TASK_A2G class defines Air To Ground tasks for a @{Core.Set} of Target Units,
-- based on the tasking capabilities defined in @{Tasking.Task#TASK}. -- based on the tasking capabilities defined in @{Tasking.Task#TASK}.
--
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses: -- The TASK_A2G is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
-- --
-- * **None**: Start of the process -- * **None**: Start of the process

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@ -34,6 +34,8 @@ do -- TASK_A2G_DISPATCHER
--- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Functional.Detection} object. --- Orchestrates dynamic **A2G Task Dispatching** based on the detection results of a linked @{Functional.Detection} object.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system. -- It uses the Tasking System within the MOOSE framework, which is a multi-player Tasking Orchestration system.
-- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon, -- It provides a truly dynamic battle environment for pilots and ground commanders to engage upon,
-- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**. -- in a true co-operation environment wherein **Multiple Teams** will collaborate in Missions to **achieve a common Mission Goal**.

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@ -10,6 +10,8 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- ## Test Missions: -- ## Test Missions:
-- --
-- Test missions can be located on the main GITHUB site. -- Test missions can be located on the main GITHUB site.
@ -1176,7 +1178,7 @@ do -- TASK_CARGO
end end
---@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green --@param Color Might be SMOKECOLOR.Blue, SMOKECOLOR.Red SMOKECOLOR.Orange, SMOKECOLOR.White or SMOKECOLOR.Green
function TASK_CARGO:SetSmokeColor(SmokeColor) function TASK_CARGO:SetSmokeColor(SmokeColor)
-- Makes sure Coloe is set -- Makes sure Coloe is set
if SmokeColor == nil then if SmokeColor == nil then

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@ -76,6 +76,8 @@ do -- TASK_CAPTURE_DISPATCHER
--- Implements the dynamic dispatching of capture zone tasks. --- Implements the dynamic dispatching of capture zone tasks.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- The **TASK_CAPTURE_DISPATCHER** allows you to setup various tasks for let human -- The **TASK_CAPTURE_DISPATCHER** allows you to setup various tasks for let human
-- players capture zones in a co-operation effort. -- players capture zones in a co-operation effort.
-- --

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