Radio Queue

This commit is contained in:
FlightControl 2019-09-09 08:19:48 +02:00
parent e0075cc9ac
commit 1aedcf1ae4
9 changed files with 667 additions and 482 deletions

View File

@ -1133,7 +1133,7 @@ do -- AI_A2G_DISPATCHER
self.TakeoffScheduleID = self:ScheduleRepeat( 10, 10, 0, nil, self.ResourceTakeoff, self )
self:__Start( 1 )
self:__Start( 1 )
return self
end
@ -3508,15 +3508,16 @@ do -- AI_A2G_DISPATCHER
self:SetDefenderTask( SquadronName, DefenderGroup, DefenseTaskType, Fsm, nil, DefenderGrouping )
function Fsm:onafterTakeoff( Defender, From, Event, To )
self:F({"Defender Birth", Defender:GetName()})
self:F({"Defender Takeoff", Defender:GetName()})
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local DefenderName = Defender:GetCallsign()
local DefenderUnitName = Defender:GetName()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
if Squadron then
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne." )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne.", "Wheels_up.wav", 3, "A2G/", Squadron, Defender )
Fsm:Patrol() -- Engage on the TargetSetUnit
end
end
@ -3526,10 +3527,11 @@ do -- AI_A2G_DISPATCHER
self:GetParent(self).onafterPatrolRoute( self, Defender, From, Event, To )
local DefenderName = Defender:GetCallsign()
local DefenderUnitName = Defender:GetName()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
if Squadron then
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " patrolling." )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " patrolling.", "Patrolling.wav", 3, "A2G/", Squadron, Defender )
end
Dispatcher:ClearDefenderTaskTarget( Defender )
@ -3540,9 +3542,10 @@ do -- AI_A2G_DISPATCHER
self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
local DefenderName = Defender:GetCallsign()
local DefenderUnitName = Defender:GetName()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning." )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning.", "Returning_to_base.wav", 3, "A2G/", Squadron, Defender )
Dispatcher:ClearDefenderTaskTarget( Defender )
end
@ -3568,9 +3571,10 @@ do -- AI_A2G_DISPATCHER
self:GetParent(self).onafterHome( self, Defender, From, Event, To )
local DefenderName = Defender:GetCallsign()
local DefenderUnitName = Defender:GetName()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing." )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing.", "Landing_at_base.wav", 3, "A2G/", Squadron, Defender )
if Action and Action == "Destroy" then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
@ -3620,6 +3624,7 @@ do -- AI_A2G_DISPATCHER
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local DefenderName = Defender:GetCallsign()
local DefenderUnitName = Defender:GetName()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
local DefenderTarget = Dispatcher:GetDefenderTaskTarget( Defender )
@ -3627,16 +3632,16 @@ do -- AI_A2G_DISPATCHER
self:F( { DefenderTarget = DefenderTarget } )
if DefenderTarget then
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne. Engaging!" )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " airborne. Engaging!", "Wheels_up.wav", 3, "A2G/", Squadron, Defender )
Fsm:EngageRoute( DefenderTarget.Set ) -- Engage on the TargetSetUnit
end
end
function Fsm:onafterEngageRoute( Defender, From, Event, To, AttackSetUnit )
self:F({"Engage Route", Defender:GetName()})
self:GetParent(self).onafterEngageRoute( self, Defender, From, Event, To, AttackSetUnit )
local DefenderName = Defender:GetCallsign()
local DefenderUnitName = Defender:GetName()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
@ -3644,8 +3649,9 @@ do -- AI_A2G_DISPATCHER
local FirstUnit = AttackSetUnit:GetFirst()
local Coordinate = FirstUnit:GetCoordinate() -- Core.Point#COORDINATE
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route to ground target at " .. Coordinate:ToStringA2G( Defender ) )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " on route to ground target at " .. Coordinate:ToStringA2G( Defender ), "Moving_on_to_ground_target.wav", 3, "A2G/", Squadron, Defender )
end
self:GetParent(self).onafterEngageRoute( self, Defender, From, Event, To, AttackSetUnit )
end
function Fsm:OnAfterEngage( Defender, From, Event, To, AttackSetUnit )
@ -3653,13 +3659,14 @@ do -- AI_A2G_DISPATCHER
--self:GetParent(self).onafterBirth( self, Defender, From, Event, To )
local DefenderName = Defender:GetCallsign()
local DefenderUnitName = Defender:GetName()
local Dispatcher = Fsm:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
local FirstUnit = AttackSetUnit:GetFirst()
if FirstUnit then
local Coordinate = FirstUnit:GetCoordinate()
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging ground target at " .. Coordinate:ToStringA2G( Defender ) )
Dispatcher:MessageToPlayers( Squadron, "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " engaging ground target at " .. Coordinate:ToStringA2G( Defender ), "Engaging_ground_target.wav", 3, "A2G/", DefenderUnitName )
end
end
@ -3667,9 +3674,10 @@ do -- AI_A2G_DISPATCHER
self:F({"Defender RTB", Defender:GetName()})
local DefenderName = Defender:GetCallsign()
local DefenderUnitName = Defender:GetName()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning." )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " returning.", "Returning_to_base.wav", 3, "A2G/", Squadron, Defender )
self:GetParent(self).onafterRTB( self, Defender, From, Event, To )
@ -3698,9 +3706,10 @@ do -- AI_A2G_DISPATCHER
self:GetParent(self).onafterHome( self, Defender, From, Event, To )
local DefenderName = Defender:GetCallsign()
local DefenderUnitName = Defender:GetName()
local Dispatcher = self:GetDispatcher() -- #AI_A2G_DISPATCHER
local Squadron = Dispatcher:GetSquadronFromDefender( Defender )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing." )
Dispatcher:MessageToPlayers( "Squadron " .. Squadron.Name .. ", " .. DefenderName .. " landing.", "Landing_at_base.wav", 3, "A2G/", Squadron, Defender )
if Action and Action == "Destroy" then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )

View File

@ -3289,6 +3289,9 @@ do
self:Patrol( SquadronName, PatrolTaskType )
end
end

View File

@ -3,6 +3,7 @@
-- ## Features:
-- --
-- * Provides the facilities to trigger escorts when players join flight slots.
-- *
--
-- ===
--

View File

@ -797,470 +797,4 @@ function BEACON:_TACANToFrequency(TACANChannel, TACANMode)
return (A + TACANChannel - B) * 1000000
end
--- Manages radio transmissions.
--
-- @type RADIOQUEUE
-- @field #string ClassName Name of the class "RADIOQUEUE".
-- @field #string lid ID for dcs.log.
-- @field #number frequency The radio frequency in Hz.
-- @field #number modulation The radio modulation. Either radio.modulation.AM or radio.modulation.FM.
-- @field Core.Scheduler#SCHEDULER scheduler The scheduler.
-- @field #string RQid The radio queue scheduler ID.
-- @field #table queue The queue of transmissions.
-- @field #number Tlast Time (abs) when the last transmission finished.
-- @field Core.Point#COORDINATE sendercoord Coordinate from where transmissions are broadcasted.
-- @field #number sendername Name of the sending unit or static.
-- @field Wrapper.Positionable#POSITIONABLE positionable The positionable to broadcast the message.
-- @field #number power Power of radio station in Watts. Default 100 W.
-- @field #table numbers Table of number transmission parameters.
-- @extends Core.Base#BASE
RADIOQUEUE = {
ClassName = "RADIOQUEUE",
lid=nil,
frequency=nil,
modulation=nil,
scheduler=nil,
RQid=nil,
queue={},
Tlast=nil,
sendercoord=nil,
sendername=nil,
positionable=nil,
power=100,
numbers={},
}
--- Radio queue transmission data.
-- @type RADIOQUEUE.Transmission
-- @field #string filename Name of the file to be transmitted.
-- @field #string path Path in miz file where the file is located.
-- @field #number duration Duration in seconds.
-- @field #number Tstarted Mission time (abs) in seconds when the transmission started.
-- @field #boolean isplaying If true, transmission is currently playing.
-- @field #number Tplay Mission time (abs) in seconds when the transmission should be played.
--- Create a new RADIOQUEUE object for a given radio frequency/modulation.
-- @param #RADIOQUEUE self
-- @param #number frequency The radio frequency in MHz.
-- @param #number modulation (Optional) The radio modulation. Default radio.modulation.AM.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:New(frequency, modulation)
-- Inherit base
local self=BASE:Inherit(self, BASE:New()) -- Core.Radio#RADIOQUEUE
self.lid="RADIOQUEUE | "
if frequency==nil then
self:E(self.lid.."ERROR: No frequency specified as first parameter!")
return nil
end
-- Frequency in Hz.
self.frequency=frequency*1000000
-- Modulation.
self.modulation=modulation or radio.modulation.AM
-- Scheduler
self.scheduler=SCHEDULER:New()
return self
end
--- Start the radio queue.
-- @param #RADIOQUEUE self
-- @param #number delay (Optional) Delay in seconds, before the radio queue is started. Default 1 sec.
-- @param #number dt (Optional) Time step in seconds for checking the queue. Default 0.01 sec.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:Start(delay, dt)
delay=delay or 1
dt=dt or 0.01
self:I(self.lid..string.format("Starting RADIOQUEUE in %.1f seconds with interval dt=%.3f seconds.", delay, dt))
self.RQid=self.scheduler:Schedule(self, self._CheckRadioQueue, {}, delay, dt)
return self
end
--- Stop the radio queue. Stop scheduler and delete queue.
-- @param #RADIOQUEUE self
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:Stop()
self:I(self.lid.."Stopping RADIOQUEUE.")
self.scheduler:Stop(self.RQid)
self.queue={}
return self
end
--- Set coordinate from where the transmission is broadcasted.
-- @param #RADIOQUEUE self
-- @param Core.Point#COORDINATE coordinate Coordinate of the sender.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetSenderCoordinate(coordinate)
self.sendercoord=coordinate
return self
end
--- Set name of unit or static from which transmissions are made.
-- @param #RADIOQUEUE self
-- @param #string name Name of the unit or static used for transmissions.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetSenderUnitName(name)
self.sendername=name
return self
end
--- Set parameters of a digit.
-- @param #RADIOQUEUE self
-- @param #number digit The digit 0-9.
-- @param #string filename The name of the sound file.
-- @param #number duration The duration of the sound file in seconds.
-- @param #string path The directory within the miz file where the sound is located. Default "l10n/DEFAULT/".
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetDigit(digit, filename, duration, path)
local transmission={} --#RADIOQUEUE.Transmission
transmission.filename=filename
transmission.duration=duration
transmission.path=path or "l10n/DEFAULT/"
-- Convert digit to string in case it is given as a number.
if type(digit)=="number" then
digit=tostring(digit)
end
-- Set transmission.
self.numbers[digit]=transmission
return self
end
--- Add a transmission to the radio queue.
-- @param #RADIOQUEUE self
-- @param #RADIOQUEUE.Transmission transmission The transmission data table.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:AddTransmission(transmission)
self:F({transmission=transmission})
-- Init.
transmission.isplaying=false
transmission.Tstarted=nil
-- Add to queue.
table.insert(self.queue, transmission)
return self
end
--- Add a transmission to the radio queue.
-- @param #RADIOQUEUE self
-- @param #string filename Name of the sound file. Usually an ogg or wav file type.
-- @param #number duration Duration in seconds the file lasts.
-- @param #number path Directory path inside the miz file where the sound file is located. Default "l10n/DEFAULT/".
-- @param #number tstart Start time (abs) seconds. Default now.
-- @param #number interval Interval in seconds after the last transmission finished.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:NewTransmission(filename, duration, path, tstart, interval)
-- Sanity checks.
if not filename then
self:E(self.lid.."ERROR: No filename specified.")
return nil
end
if type(filename)~="string" then
self:E(self.lid.."ERROR: Filename specified is NOT a string.")
return nil
end
if not duration then
self:E(self.lid.."ERROR: No duration of transmission specified.")
return nil
end
if type(duration)~="number" then
self:E(self.lid.."ERROR: Duration specified is NOT a number.")
return nil
end
local transmission={} --#RADIOQUEUE.Transmission
transmission.filename=filename
transmission.duration=duration
transmission.path=path or "l10n/DEFAULT/"
transmission.Tplay=tstart or timer.getAbsTime()
-- Add transmission to queue.
self:AddTransmission(transmission)
return self
end
--- Convert a number (as string) into a radio transmission.
-- E.g. for board number or headings.
-- @param #RADIOQUEUE self
-- @param #string number Number string, e.g. "032" or "183".
-- @param #number delay Delay before transmission in seconds.
-- @param #number interval Interval between the next call.
-- @return #number Duration of the call in seconds.
function RADIOQUEUE:Number2Transmission(number, delay, interval)
--- Split string into characters.
local function _split(str)
local chars={}
for i=1,#str do
local c=str:sub(i,i)
table.insert(chars, c)
end
return chars
end
-- Split string into characters.
local numbers=_split(number)
local wait=0
for i=1,#numbers do
-- Current number
local n=numbers[i]
-- Radio call.
local transmission=UTILS.DeepCopy(self.numbers[n]) --#RADIOQUEUE.Transmission
transmission.Tplay=timer.getAbsTime()+(delay or 0)
if interval and i==1 then
transmission.interval=interval
end
self:AddTransmission(transmission)
-- Add up duration of the number.
wait=wait+transmission.duration
end
-- Return the total duration of the call.
return wait
end
--- Broadcast radio message.
-- @param #RADIOQUEUE self
-- @param #RADIOQUEUE.Transmission transmission The transmission.
function RADIOQUEUE:Broadcast(transmission)
-- Get unit sending the transmission.
local sender=self:_GetRadioSender()
-- Construct file name.
local filename=string.format("%s%s", transmission.path, transmission.filename)
-- Create subtitle for transmission.
--local subtitle=self:_RadioSubtitle(radio, call, loud)
if sender then
-- Broadcasting from aircraft. Only players tuned in to the right frequency will see the message.
self:T(self.lid..string.format("Broadcasting from aircraft %s", sender:GetName()))
-- Command to set the Frequency for the transmission.
local commandFrequency={
id="SetFrequency",
params={
frequency=self.frequency, -- Frequency in Hz.
modulation=self.modulation,
}}
-- Command to tranmit the call.
local commandTransmit={
id = "TransmitMessage",
params = {
file=filename,
duration=transmission.subduration or 5,
subtitle=transmission.subtitle or "",
loop=false,
}}
-- Set commend for frequency
sender:SetCommand(commandFrequency)
-- Set command for radio transmission.
sender:SetCommand(commandTransmit)
else
-- Broadcasting from carrier. No subtitle possible. Need to send messages to players.
self:T(self.lid..string.format("Broadcasting from carrier via trigger.action.radioTransmission()."))
-- Position from where to transmit.
local vec3=nil
-- Try to get positon from sender unit/static.
if self.sendername then
local coord=self:_GetRadioSenderCoord()
if coord then
vec3=coord:GetVec3()
end
end
-- Try to get fixed positon.
if self.sendercoord and not vec3 then
vec3=self.sendercoord:GetVec3()
end
-- Transmit via trigger.
if vec3 then
trigger.action.radioTransmission(filename, vec3, self.modulation, false, self.frequency, self.power)
end
end
end
--- Check radio queue for transmissions to be broadcasted.
-- @param #RADIOQUEUE self
function RADIOQUEUE:_CheckRadioQueue()
-- Check if queue is empty.
if #self.queue==0 then
return
end
-- Get current abs time.
local time=timer.getAbsTime()
local playing=false
local next=nil --#RADIOQUEUE.Transmission
local remove=nil
for i,_transmission in ipairs(self.queue) do
local transmission=_transmission --#RADIOQUEUE.Transmission
-- Check if transmission time has passed.
if time>=transmission.Tplay then
-- Check if transmission is currently playing.
if transmission.isplaying then
-- Check if transmission is finished.
if time>=transmission.Tstarted+transmission.duration then
-- Transmission over.
transmission.isplaying=false
-- Remove ith element in queue.
remove=i
-- Store time last transmission finished.
self.Tlast=time
else -- still playing
-- Transmission is still playing.
playing=true
end
else -- not playing yet
local Tlast=self.Tlast
if transmission.interval==nil then
-- Not playing ==> this will be next.
if next==nil then
next=transmission
end
else
if Tlast==nil or time-Tlast>=transmission.interval then
next=transmission
else
end
end
-- We got a transmission or one with an interval that is not due yet. No need for anything else.
if next or Tlast then
break
end
end
else
-- Transmission not due yet.
end
end
-- Found a new transmission.
if next~=nil and not playing then
self:Broadcast(next)
next.isplaying=true
next.Tstarted=time
end
-- Remove completed calls from queue.
if remove then
table.remove(self.queue, remove)
end
end
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
-- @param #RADIOQUEUE self
-- @return Wrapper.Unit#UNIT Sending aircraft unit or nil if was not setup, is not an aircraft or is not alive.
function RADIOQUEUE:_GetRadioSender()
-- Check if we have a sending aircraft.
local sender=nil --Wrapper.Unit#UNIT
-- Try the general default.
if self.sendername then
-- First try to find a unit
sender=UNIT:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender and sender:IsAlive() and sender:IsAir() then
return sender
end
end
return nil
end
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
-- @param #RADIOQUEUE self
-- @return Core.Point#COORDINATE Coordinate of the sender unit.
function RADIOQUEUE:_GetRadioSenderCoord()
local vec3=nil
-- Try the general default.
if self.sendername then
-- First try to find a unit
local sender=UNIT:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender and sender:IsAlive() then
return sender:GetCoodinate()
end
-- Now try a static.
local sender=STATIC:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender then
return sender:GetCoodinate()
end
end
return nil
end

View File

@ -0,0 +1,483 @@
--- **Core** - Queues Radio Transmissions.
--
-- ===
--
-- ## Features:
--
-- * Managed Radio Transmissions.
--
-- ===
--
-- ### Authors: funkyfranky
--
-- @module Core.RadioQueue
-- @image Core_Radio.JPG
--- Manages radio transmissions.
--
-- @type RADIOQUEUE
-- @field #string ClassName Name of the class "RADIOQUEUE".
-- @field #string lid ID for dcs.log.
-- @field #number frequency The radio frequency in Hz.
-- @field #number modulation The radio modulation. Either radio.modulation.AM or radio.modulation.FM.
-- @field Core.Scheduler#SCHEDULER scheduler The scheduler.
-- @field #string RQid The radio queue scheduler ID.
-- @field #table queue The queue of transmissions.
-- @field #number Tlast Time (abs) when the last transmission finished.
-- @field Core.Point#COORDINATE sendercoord Coordinate from where transmissions are broadcasted.
-- @field #number sendername Name of the sending unit or static.
-- @field Wrapper.Positionable#POSITIONABLE positionable The positionable to broadcast the message.
-- @field #number power Power of radio station in Watts. Default 100 W.
-- @field #table numbers Table of number transmission parameters.
-- @extends Core.Base#BASE
RADIOQUEUE = {
ClassName = "RADIOQUEUE",
lid=nil,
frequency=nil,
modulation=nil,
scheduler=nil,
RQid=nil,
queue={},
Tlast=nil,
sendercoord=nil,
sendername=nil,
positionable=nil,
power=100,
numbers={},
}
--- Radio queue transmission data.
-- @type RADIOQUEUE.Transmission
-- @field #string filename Name of the file to be transmitted.
-- @field #string path Path in miz file where the file is located.
-- @field #number duration Duration in seconds.
-- @field #number Tstarted Mission time (abs) in seconds when the transmission started.
-- @field #boolean isplaying If true, transmission is currently playing.
-- @field #number Tplay Mission time (abs) in seconds when the transmission should be played.
--- Create a new RADIOQUEUE object for a given radio frequency/modulation.
-- @param #RADIOQUEUE self
-- @param #number frequency The radio frequency in MHz.
-- @param #number modulation (Optional) The radio modulation. Default radio.modulation.AM.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:New(frequency, modulation)
-- Inherit base
local self=BASE:Inherit(self, BASE:New()) -- #RADIOQUEUE
self.lid="RADIOQUEUE | "
if frequency==nil then
self:E(self.lid.."ERROR: No frequency specified as first parameter!")
return nil
end
-- Frequency in Hz.
self.frequency=frequency*1000000
-- Modulation.
self.modulation=modulation or radio.modulation.AM
-- Scheduler
self.scheduler=SCHEDULER:New()
return self
end
--- Start the radio queue.
-- @param #RADIOQUEUE self
-- @param #number delay (Optional) Delay in seconds, before the radio queue is started. Default 1 sec.
-- @param #number dt (Optional) Time step in seconds for checking the queue. Default 0.01 sec.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:Start(delay, dt)
delay=delay or 1
dt=dt or 0.01
self:I(self.lid..string.format("Starting RADIOQUEUE in %.1f seconds with interval dt=%.3f seconds.", delay, dt))
self.RQid=self.scheduler:Schedule(self, self._CheckRadioQueue, {}, delay, dt)
return self
end
--- Stop the radio queue. Stop scheduler and delete queue.
-- @param #RADIOQUEUE self
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:Stop()
self:I(self.lid.."Stopping RADIOQUEUE.")
self.scheduler:Stop(self.RQid)
self.queue={}
return self
end
--- Set coordinate from where the transmission is broadcasted.
-- @param #RADIOQUEUE self
-- @param Core.Point#COORDINATE coordinate Coordinate of the sender.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetSenderCoordinate(coordinate)
self.sendercoord=coordinate
return self
end
--- Set name of unit or static from which transmissions are made.
-- @param #RADIOQUEUE self
-- @param #string name Name of the unit or static used for transmissions.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetSenderUnitName(name)
self.sendername=name
return self
end
--- Set parameters of a digit.
-- @param #RADIOQUEUE self
-- @param #number digit The digit 0-9.
-- @param #string filename The name of the sound file.
-- @param #number duration The duration of the sound file in seconds.
-- @param #string path The directory within the miz file where the sound is located. Default "l10n/DEFAULT/".
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:SetDigit(digit, filename, duration, path)
local transmission={} --#RADIOQUEUE.Transmission
transmission.filename=filename
transmission.duration=duration
transmission.path=path or "l10n/DEFAULT/"
-- Convert digit to string in case it is given as a number.
if type(digit)=="number" then
digit=tostring(digit)
end
-- Set transmission.
self.numbers[digit]=transmission
return self
end
--- Add a transmission to the radio queue.
-- @param #RADIOQUEUE self
-- @param #RADIOQUEUE.Transmission transmission The transmission data table.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:AddTransmission(transmission)
self:F({transmission=transmission})
-- Init.
transmission.isplaying=false
transmission.Tstarted=nil
-- Add to queue.
table.insert(self.queue, transmission)
return self
end
--- Add a transmission to the radio queue.
-- @param #RADIOQUEUE self
-- @param #string filename Name of the sound file. Usually an ogg or wav file type.
-- @param #number duration Duration in seconds the file lasts.
-- @param #number path Directory path inside the miz file where the sound file is located. Default "l10n/DEFAULT/".
-- @param #number tstart Start time (abs) seconds. Default now.
-- @param #number interval Interval in seconds after the last transmission finished.
-- @return #RADIOQUEUE self The RADIOQUEUE object.
function RADIOQUEUE:NewTransmission(filename, duration, path, tstart, interval)
-- Sanity checks.
if not filename then
self:E(self.lid.."ERROR: No filename specified.")
return nil
end
if type(filename)~="string" then
self:E(self.lid.."ERROR: Filename specified is NOT a string.")
return nil
end
if not duration then
self:E(self.lid.."ERROR: No duration of transmission specified.")
return nil
end
if type(duration)~="number" then
self:E(self.lid.."ERROR: Duration specified is NOT a number.")
return nil
end
local transmission={} --#RADIOQUEUE.Transmission
transmission.filename=filename
transmission.duration=duration
transmission.path=path or "l10n/DEFAULT/"
transmission.Tplay=tstart or timer.getAbsTime()
-- Add transmission to queue.
self:AddTransmission(transmission)
return self
end
--- Convert a number (as string) into a radio transmission.
-- E.g. for board number or headings.
-- @param #RADIOQUEUE self
-- @param #string number Number string, e.g. "032" or "183".
-- @param #number delay Delay before transmission in seconds.
-- @param #number interval Interval between the next call.
-- @return #number Duration of the call in seconds.
function RADIOQUEUE:Number2Transmission(number, delay, interval)
--- Split string into characters.
local function _split(str)
local chars={}
for i=1,#str do
local c=str:sub(i,i)
table.insert(chars, c)
end
return chars
end
-- Split string into characters.
local numbers=_split(number)
local wait=0
for i=1,#numbers do
-- Current number
local n=numbers[i]
-- Radio call.
local transmission=UTILS.DeepCopy(self.numbers[n]) --#RADIOQUEUE.Transmission
transmission.Tplay=timer.getAbsTime()+(delay or 0)
if interval and i==1 then
transmission.interval=interval
end
self:AddTransmission(transmission)
-- Add up duration of the number.
wait=wait+transmission.duration
end
-- Return the total duration of the call.
return wait
end
--- Broadcast radio message.
-- @param #RADIOQUEUE self
-- @param #RADIOQUEUE.Transmission transmission The transmission.
function RADIOQUEUE:Broadcast(transmission)
-- Get unit sending the transmission.
local sender=self:_GetRadioSender()
-- Construct file name.
local filename=string.format("%s%s", transmission.path, transmission.filename)
-- Create subtitle for transmission.
--local subtitle=self:_RadioSubtitle(radio, call, loud)
if sender then
-- Broadcasting from aircraft. Only players tuned in to the right frequency will see the message.
self:T(self.lid..string.format("Broadcasting from aircraft %s", sender:GetName()))
-- Command to set the Frequency for the transmission.
local commandFrequency={
id="SetFrequency",
params={
frequency=self.frequency, -- Frequency in Hz.
modulation=self.modulation,
}}
-- Command to tranmit the call.
local commandTransmit={
id = "TransmitMessage",
params = {
file=filename,
duration=transmission.subduration or 5,
subtitle=transmission.subtitle or "",
loop=false,
}}
-- Set commend for frequency
sender:SetCommand(commandFrequency)
-- Set command for radio transmission.
sender:SetCommand(commandTransmit)
else
-- Broadcasting from carrier. No subtitle possible. Need to send messages to players.
self:T(self.lid..string.format("Broadcasting from carrier via trigger.action.radioTransmission()."))
-- Position from where to transmit.
local vec3=nil
-- Try to get positon from sender unit/static.
if self.sendername then
local coord=self:_GetRadioSenderCoord()
if coord then
vec3=coord:GetVec3()
end
end
-- Try to get fixed positon.
if self.sendercoord and not vec3 then
vec3=self.sendercoord:GetVec3()
end
-- Transmit via trigger.
if vec3 then
self:E("Sending")
self:E( { filename = filename, vec3 = vec3, modulation = self.modulation, frequency = self.frequency, power = self.power } )
trigger.action.radioTransmission(filename, vec3, self.modulation, false, self.frequency, self.power)
end
end
end
--- Check radio queue for transmissions to be broadcasted.
-- @param #RADIOQUEUE self
function RADIOQUEUE:_CheckRadioQueue()
-- Check if queue is empty.
if #self.queue==0 then
return
end
-- Get current abs time.
local time=timer.getAbsTime()
local playing=false
local next=nil --#RADIOQUEUE.Transmission
local remove=nil
for i,_transmission in ipairs(self.queue) do
local transmission=_transmission --#RADIOQUEUE.Transmission
-- Check if transmission time has passed.
if time>=transmission.Tplay then
-- Check if transmission is currently playing.
if transmission.isplaying then
-- Check if transmission is finished.
if time>=transmission.Tstarted+transmission.duration then
-- Transmission over.
transmission.isplaying=false
-- Remove ith element in queue.
remove=i
-- Store time last transmission finished.
self.Tlast=time
else -- still playing
-- Transmission is still playing.
playing=true
end
else -- not playing yet
local Tlast=self.Tlast
if transmission.interval==nil then
-- Not playing ==> this will be next.
if next==nil then
next=transmission
end
else
if Tlast==nil or time-Tlast>=transmission.interval then
next=transmission
else
end
end
-- We got a transmission or one with an interval that is not due yet. No need for anything else.
if next or Tlast then
break
end
end
else
-- Transmission not due yet.
end
end
-- Found a new transmission.
if next~=nil and not playing then
self:Broadcast(next)
next.isplaying=true
next.Tstarted=time
end
-- Remove completed calls from queue.
if remove then
table.remove(self.queue, remove)
end
end
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
-- @param #RADIOQUEUE self
-- @return Wrapper.Unit#UNIT Sending aircraft unit or nil if was not setup, is not an aircraft or is not alive.
function RADIOQUEUE:_GetRadioSender()
-- Check if we have a sending aircraft.
local sender=nil --Wrapper.Unit#UNIT
-- Try the general default.
if self.sendername then
-- First try to find a unit
sender=UNIT:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender and sender:IsAlive() and sender:IsAir() then
return sender
end
end
return nil
end
--- Get unit from which we want to transmit a radio message. This has to be an aircraft for subtitles to work.
-- @param #RADIOQUEUE self
-- @return Core.Point#COORDINATE Coordinate of the sender unit.
function RADIOQUEUE:_GetRadioSenderCoord()
local vec3=nil
-- Try the general default.
if self.sendername then
-- First try to find a unit
local sender=UNIT:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender and sender:IsAlive() then
return sender:GetCoordinate()
end
-- Now try a static.
local sender=STATIC:FindByName(self.sendername)
-- Check that sender is alive and an aircraft.
if sender then
return sender:GetCoordinate()
end
end
return nil
end

View File

@ -193,7 +193,20 @@
--
-- - @{#SETTINGS.SetMessageTime}(): Define for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
-- - @{#SETTINGS.GetMessageTime}(): Retrieves for a specific @{Message.MESSAGE.MessageType} the duration to be displayed in seconds.
--
--
-- ## 3.5) **Era** of the battle
--
-- The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greather threat in WWII than on modern warfare.
-- Therefore, there are 4 era that are defined within the settings:
--
-- - **WWII** era: Use for warfare with equipment during the world war II time.
-- - **Korea** era: Use for warfare with equipment during the Korea war time.
-- - **Cold War** era: Use for warfare with equipment during the cold war time.
-- - **Modern** era: Use for warfare with modern equipment in the 2000s.
--
-- There are different API defined that you can use with the _SETTINGS object to configure your mission script to work in one of the 4 era:
-- @{#SETTINGS.SetEraWWII}(), @{#SETTINGS.SetEraKorea}(), @{#SETTINGS.SetEraCold}(), @{#SETTINGS.SetEraModern}()
--
-- ===
--
-- @field #SETTINGS
@ -202,6 +215,19 @@ SETTINGS = {
ShowPlayerMenu = true,
}
SETTINGS.__Enum = {}
--- @type SETTINGS.__Enum.Era
-- @field #number WWII
-- @field #number Korea
-- @field #number Cold
-- @field #number Modern
SETTINGS.__Enum.Era = {
WWII = 1,
Korea = 2,
Cold = 3,
Modern = 4,
}
do -- SETTINGS
@ -223,6 +249,7 @@ do -- SETTINGS
self:SetMessageTime( MESSAGE.Type.Information, 30 )
self:SetMessageTime( MESSAGE.Type.Overview, 60 )
self:SetMessageTime( MESSAGE.Type.Update, 15 )
self:SetEraModern()
return self
else
local Settings = _DATABASE:GetPlayerSettings( PlayerName )
@ -838,6 +865,47 @@ do -- SETTINGS
end
end
--- Configures the era of the mission to be WWII.
-- @param #SETTINGS self
-- @return #SETTINGS self
function SETTINGS:SetEraWWII()
self.Era = SETTINGS.__Enum.Era.WWII
end
--- Configures the era of the mission to be Korea.
-- @param #SETTINGS self
-- @return #SETTINGS self
function SETTINGS:SetEraKorea()
self.Era = SETTINGS.__Enum.Era.Korea
end
--- Configures the era of the mission to be Cold war.
-- @param #SETTINGS self
-- @return #SETTINGS self
function SETTINGS:SetEraCold()
self.Era = SETTINGS.__Enum.Era.Cold
end
--- Configures the era of the mission to be Modern war.
-- @param #SETTINGS self
-- @return #SETTINGS self
function SETTINGS:SetEraModern()
self.Era = SETTINGS.__Enum.Era.Modern
end
end

View File

@ -20,6 +20,7 @@ __Moose.Include( 'Scripts/Moose/Core/Velocity.lua' )
__Moose.Include( 'Scripts/Moose/Core/Message.lua' )
__Moose.Include( 'Scripts/Moose/Core/Fsm.lua' )
__Moose.Include( 'Scripts/Moose/Core/Radio.lua' )
__Moose.Include( 'Scripts/Moose/Core/RadioQueue.lua' )
__Moose.Include( 'Scripts/Moose/Core/Spawn.lua' )
__Moose.Include( 'Scripts/Moose/Core/SpawnStatic.lua' )
__Moose.Include( 'Scripts/Moose/Core/Goal.lua' )

View File

@ -254,11 +254,46 @@ do -- DETECTION MANAGER
end
--- Get the command center to communicate actions to the players.
-- @param #DETECTION_MANAGER self
-- @return Tasking.CommandCenter#COMMANDCENTER The command center.
function DETECTION_MANAGER:GetCommandCenter()
return self.CC
end
--- Set the frequency of communication and the mode of communication for voice overs.
-- @param #DETECTION_MANAGER self
-- @param #number RadioFrequency The frequency of communication.
-- @param #number RadioModulation The modulation of communication.
-- @param #number RadioPower The power in Watts of communication.
function DETECTION_MANAGER:SetRadioFrequency( RadioFrequency, RadioModulation, RadioPower )
self.RadioFrequency = RadioFrequency
self.RadioModulation = RadioModulation or radio.modulation.AM
self.RadioPower = RadioPower or 100
if self.RadioQueue then
self.RadioQueue:Stop()
end
self.RadioQueue = nil
self.RadioQueue = RADIOQUEUE:New( self.RadioFrequency, self.RadioModulation )
self.RadioQueue.power = self.RadioPower
self.RadioQueue:Start( 0.5 )
end
--- Send an information message to the players reporting to the command center.
-- @param #DETECTION_MANAGER self
-- @param #string Message The message to be sent.
-- @param #string SoundFile The name of the sound file .wav or .ogg.
-- @param #number SoundDuration The duration of the sound.
-- @param #string SoundPath The path pointing to the folder in the mission file.
-- @param #table Squadron The squadron.
-- @param Wrapper.Unit#UNIT Defender The defender sending the message.
-- @return #DETECTION_MANGER self
function DETECTION_MANAGER:MessageToPlayers( Message )
function DETECTION_MANAGER:MessageToPlayers( Message, SoundFile, SoundDuration, SoundPath, Squadron, Defender )
self:F( { Message = Message } )
@ -269,6 +304,19 @@ do -- DETECTION MANAGER
end
end
-- Here we handle the transmission of the voice over.
-- If for a certain reason the Defender does not exist, we use the coordinate of the airbase to send the message from.
if SoundFile then
local RadioQueue = self.RadioQueue -- Core.RadioQueue#RADIOQUEUE
if Defender and Defender:IsAlive() then
RadioQueue:SetSenderUnitName( Defender:GetName() )
else
-- Use the airbase of the squadron as the coordinate of send.
RadioQueue:SetSenderCoordinate( Squadron.Airbase:GetCoordinate() )
end
RadioQueue:NewTransmission( SoundFile, SoundDuration, SoundPath )
end
return self
end

View File

@ -696,7 +696,9 @@ end
--- Returns the Unit's A2G threat level on a scale from 1 to 10 ...
-- The following threat levels are foreseen:
-- Depending on the era and the type of unit, the following threat levels are foreseen:
--
-- **Modern**:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
@ -709,13 +711,49 @@ end
-- * Threat level 8: Unit is a Short Range SAM, radar guided.
-- * Threat level 9: Unit is a Medium Range SAM, radar guided.
-- * Threat level 10: Unit is a Long Range SAM, radar guided.
--
-- **Cold**:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 4: Unit is a tank.
-- * Threat level 5: Unit is a modern tank or ifv with ATGM.
-- * Threat level 6: Unit is a AAA.
-- * Threat level 7: Unit is a SAM or manpad, IR guided.
-- * Threat level 8: Unit is a Short Range SAM, radar guided.
-- * Threat level 10: Unit is a Medium Range SAM, radar guided.
--
-- **Korea**:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 5: Unit is a tank.
-- * Threat level 6: Unit is a AAA.
-- * Threat level 7: Unit is a SAM or manpad, IR guided.
-- * Threat level 10: Unit is a Short Range SAM, radar guided.
--
-- **WWII**:
--
-- * Threat level 0: Unit is unarmed.
-- * Threat level 1: Unit is infantry.
-- * Threat level 2: Unit is an infantry vehicle.
-- * Threat level 3: Unit is ground artillery.
-- * Threat level 5: Unit is a tank.
-- * Threat level 7: Unit is FLAK.
-- * Threat level 10: Unit is AAA.
--
--
-- @param #UNIT self
function UNIT:GetThreatLevel()
local ThreatLevel = 0
local ThreatText = ""
local Descriptor = self:GetDesc()
if Descriptor then