diff --git a/Moose Development/Moose/AI/AI_A2A_Cap.lua b/Moose Development/Moose/AI/AI_A2A_Cap.lua index de9e184da..49b87b3c0 100644 --- a/Moose Development/Moose/AI/AI_A2A_Cap.lua +++ b/Moose Development/Moose/AI/AI_A2A_Cap.lua @@ -386,7 +386,7 @@ function AI_A2A_CAP:onafterEngage( AICap, From, Event, To, AttackSetUnit ) if FirstAttackUnit and FirstAttackUnit:IsAlive() then -- If there is no attacker anymore, stop the engagement. - if AICap:IsAlive() then + if AICap and AICap:IsAlive() then local EngageRoute = {} @@ -417,6 +417,8 @@ function AI_A2A_CAP:onafterEngage( AICap, From, Event, To, AttackSetUnit ) local AttackUnit = AttackUnit -- Wrapper.Unit#UNIT self:T( { "Attacking Unit:", AttackUnit:GetName(), AttackUnit:IsAlive(), AttackUnit:IsAir() } ) if AttackUnit:IsAlive() and AttackUnit:IsAir() then + -- TODO: Add coalition check? Only attack units of if AttackUnit:GetCoalition()~=AICap:GetCoalition() + -- Maybe the detected set also contains AttackTasks[#AttackTasks+1] = AICap:TaskAttackUnit( AttackUnit ) end end diff --git a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua index 000327939..c19b2fec7 100644 --- a/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua +++ b/Moose Development/Moose/AI/AI_A2A_Dispatcher.lua @@ -643,6 +643,25 @@ do -- AI_A2A_DISPATCHER -- -- Setup the Refuelling for squadron "Gelend", at tanker (group) "TankerGelend" when the fuel in the tank of the CAP defenders is less than 80%. -- A2ADispatcher:SetSquadronFuelThreshold( "Gelend", 0.8 ) -- A2ADispatcher:SetSquadronTanker( "Gelend", "TankerGelend" ) + -- + -- ## 7.4 Set up race track pattern + -- + -- By default, flights patrol randomly within the CAP zone. It is also possible to let them fly a race track pattern using the + -- @{#AI_A2A_DISPATCHER.SetDefaultCapRacetrack}(*LeglengthMin*, *LeglengthMax*, *HeadingMin*, *HeadingMax*, *DurationMin*, *DurationMax*) or + -- @{#AI_A2A_DISPATCHER.SetSquadronCapRacetrack}(*SquadronName*, *LeglengthMin*, *LeglengthMax*, *HeadingMin*, *HeadingMax*, *DurationMin*, *DurationMax*) functions. + -- The first function enables this for all squadrons, the latter only for specific squadrons. For example, + -- + -- -- Enable race track pattern for CAP squadron "Mineralnye". + -- A2ADispatcher:SetSquadronCapRacetrack("Mineralnye", 10000, 20000, 90, 180, 10*60, 20*60) + -- + -- In this case the squadron "Mineralnye" will a race track pattern at a random point in the CAP zone. The leg length will be randomly selected between 10,000 and 20,000 meters. The heading + -- of the race track will randomly selected between 90 (West to East) and 180 (North to South) degrees. + -- After a random duration between 10 and 20 minutes, the flight will get a new random orbit location. + -- + -- Note that all parameters except the squadron name are optional. If not specified, default values are taken. Speed and altitude are taken from the + -- + -- Also note that the center of the race track pattern is chosen randomly within the patrol zone and can be close the the boarder of the zone. Hence, it cannot be guaranteed that the + -- whole pattern lies within the patrol zone. -- -- ## 8. Setup a squadron for GCI: -- @@ -832,6 +851,34 @@ do -- AI_A2A_DISPATCHER } + --- Squadron data structure. + -- @type AI_A2A_DISPATCHER.Squadron + -- @field #string Name Name of the squadron. + -- @field #number ResourceCount Number of resources. + -- @field #string AirbaseName Name of the home airbase. + -- @field Wrapper.Airbase#AIRBASE Airbase The home airbase of the squadron. + -- @field #boolean Captured If true, airbase of the squadron was captured. + -- @field #table Resources Flight group resources Resources[TemplateID][GroupName] = SpawnGroup. + -- @field #boolean Uncontrolled If true, flight groups are spawned uncontrolled and later activated. + -- @field #table Gci GCI. + -- @field #number Overhead Squadron overhead. + -- @field #number Grouping Squadron flight group size. + -- @field #number Takeoff Takeoff type. + -- @field #number TakeoffAltitude Altitude in meters for spawn in air. + -- @field #number Landing Landing type. + -- @field #number FuelThreshold Fuel threshold [0,1] for RTB. + -- @field #string TankerName Name of the refuelling tanker. + -- @field #table Table of template group names of the squadron. + -- @field #table Spawn Table of spaws Core.Spawn#SPAWN. + -- @field #table TemplatePrefixes + -- @field #boolean Racetrack If true, CAP flights will perform a racetrack pattern rather than randomly patrolling the zone. + -- @field #number RacetrackLengthMin Min Length of race track in meters. Default 10,000 m. + -- @field #number RacetrackLengthMax Max Length of race track in meters. Default 15,000 m. + -- @field #number RacetrackHeadingMin Min heading of race track in degrees. Default 0 deg, i.e. from South to North. + -- @field #number RacetrackHeadingMax Max heading of race track in degrees. Default 180 deg, i.e. from North to South. + -- @field #number RacetrackDurationMin Min duration in seconds before the CAP flight changes its orbit position. Default never. + -- @field #number RacetrackDurationMax Max duration in seconds before the CAP flight changes its orbit position. Default never. + --- Enumerator for spawns at airbases -- @type AI_A2A_DISPATCHER.Takeoff -- @extends Wrapper.Group#GROUP.Takeoff @@ -957,15 +1004,24 @@ do -- AI_A2A_DISPATCHER -- @param #string From -- @param #string Event -- @param #string To + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detected item. + -- @param #number DefendersMissing Number of missing defenders. + -- @param #table DefenderFriendlies Friendly defenders. --- GCI Trigger for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] GCI -- @param #AI_A2A_DISPATCHER self + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detected item. + -- @param #number DefendersMissing Number of missing defenders. + -- @param #table DefenderFriendlies Friendly defenders. --- GCI Asynchronous Trigger for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] __GCI -- @param #AI_A2A_DISPATCHER self -- @param #number Delay + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detected item. + -- @param #number DefendersMissing Number of missing defenders. + -- @param #table DefenderFriendlies Friendly defenders. self:AddTransition( "*", "ENGAGE", "*" ) @@ -975,6 +1031,8 @@ do -- AI_A2A_DISPATCHER -- @param #string From -- @param #string Event -- @param #string To + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detected item. + -- @param #table Defenders Defenders table. -- @return #boolean --- ENGAGE Handler OnAfter for AI_A2A_DISPATCHER @@ -983,15 +1041,21 @@ do -- AI_A2A_DISPATCHER -- @param #string From -- @param #string Event -- @param #string To - + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detected item. + -- @param #table Defenders Defenders table. + --- ENGAGE Trigger for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] ENGAGE -- @param #AI_A2A_DISPATCHER self + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detected item. + -- @param #table Defenders Defenders table. --- ENGAGE Asynchronous Trigger for AI_A2A_DISPATCHER -- @function [parent=#AI_A2A_DISPATCHER] __ENGAGE -- @param #AI_A2A_DISPATCHER self -- @param #number Delay + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detected item. + -- @param #table Defenders Defenders table. -- Subscribe to the CRASH event so that when planes are shot @@ -1021,14 +1085,16 @@ do -- AI_A2A_DISPATCHER end - --- @param #AI_A2A_DISPATCHER self + --- On after "Start" event. + -- @param #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:onafterStart( From, Event, To ) self:GetParent( self, AI_A2A_DISPATCHER ).onafterStart( self, From, Event, To ) -- Spawn the resources. - for SquadronName, DefenderSquadron in pairs( self.DefenderSquadrons ) do - DefenderSquadron.Resource = {} + for SquadronName,_DefenderSquadron in pairs( self.DefenderSquadrons ) do + local DefenderSquadron=_DefenderSquadron --#AI_A2A_DISPATCHER.Squadron + DefenderSquadron.Resources = {} if DefenderSquadron.ResourceCount then for Resource = 1, DefenderSquadron.ResourceCount do self:ParkDefender( DefenderSquadron ) @@ -1038,24 +1104,48 @@ do -- AI_A2A_DISPATCHER end - --- @param #AI_A2A_DISPATCHER self + --- Park defender. + -- @param #AI_A2A_DISPATCHER self + -- @param #AI_A2A_DISPATCHER.Squadron DefenderSquadron The squadron. function AI_A2A_DISPATCHER:ParkDefender( DefenderSquadron ) + local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) + local Spawn = DefenderSquadron.Spawn[ TemplateID ] -- Core.Spawn#SPAWN + Spawn:InitGrouping( 1 ) + local SpawnGroup + if self:IsSquadronVisible( DefenderSquadron.Name ) then + + local Grouping=DefenderSquadron.Grouping or self.DefenderDefault.Grouping + + Grouping=1 + + Spawn:InitGrouping(Grouping) + SpawnGroup = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, SPAWN.Takeoff.Cold ) + local GroupName = SpawnGroup:GetName() + DefenderSquadron.Resources = DefenderSquadron.Resources or {} + DefenderSquadron.Resources[TemplateID] = DefenderSquadron.Resources[TemplateID] or {} DefenderSquadron.Resources[TemplateID][GroupName] = {} DefenderSquadron.Resources[TemplateID][GroupName] = SpawnGroup + + self.uncontrolled=self.uncontrolled or {} + self.uncontrolled[DefenderSquadron.Name]=self.uncontrolled[DefenderSquadron.Name] or {} + + table.insert(self.uncontrolled[DefenderSquadron.Name], {group=SpawnGroup, name=GroupName, grouping=Grouping}) end + end - --- @param #AI_A2A_DISPATCHER self + --- Event base captured. + -- @param #AI_A2A_DISPATCHER self -- @param Core.Event#EVENTDATA EventData function AI_A2A_DISPATCHER:OnEventBaseCaptured( EventData ) @@ -1073,13 +1163,15 @@ do -- AI_A2A_DISPATCHER end end - --- @param #AI_A2A_DISPATCHER self + --- Event dead or crash. + -- @param #AI_A2A_DISPATCHER self -- @param Core.Event#EVENTDATA EventData function AI_A2A_DISPATCHER:OnEventCrashOrDead( EventData ) self.Detection:ForgetDetectedUnit( EventData.IniUnitName ) end - --- @param #AI_A2A_DISPATCHER self + --- Event land. + -- @param #AI_A2A_DISPATCHER self -- @param Core.Event#EVENTDATA EventData function AI_A2A_DISPATCHER:OnEventLand( EventData ) self:F( "Landed" ) @@ -1106,7 +1198,8 @@ do -- AI_A2A_DISPATCHER end end - --- @param #AI_A2A_DISPATCHER self + --- Event engine shutdown. + -- @param #AI_A2A_DISPATCHER self -- @param Core.Event#EVENTDATA EventData function AI_A2A_DISPATCHER:OnEventEngineShutdown( EventData ) local DefenderUnit = EventData.IniUnit @@ -1163,7 +1256,7 @@ do -- AI_A2A_DISPATCHER --- Define the radius to disengage any target when the distance to the home base is larger than the specified meters. -- @param #AI_A2A_DISPATCHER self - -- @param #number DisengageRadius (Optional, Default = 300000) The radius to disengage a target when too far from the home base. + -- @param #number DisengageRadius (Optional, Default = 300000) The radius in meters to disengage a target when too far from the home base. -- @return #AI_A2A_DISPATCHER -- @usage -- @@ -1196,7 +1289,7 @@ do -- AI_A2A_DISPATCHER -- -- @param #AI_A2A_DISPATCHER self -- @param #number GciRadius (Optional, Default = 200000) The radius to ground control intercept detected targets from the nearest airbase. - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- @usage -- -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. @@ -1224,7 +1317,7 @@ do -- AI_A2A_DISPATCHER -- If a hot war is chosen then **no borders** actually need to be defined using the helicopter units other than it makes it easier sometimes for the mission maker to envisage where the red and blue territories roughly are. In a hot war the borders are effectively defined by the ground based radar coverage of a coalition. Set the noborders parameter to 1 -- @param #AI_A2A_DISPATCHER self -- @param Core.Zone#ZONE_BASE BorderZone An object derived from ZONE_BASE, or a list of objects derived from ZONE_BASE. - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- @usage -- -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. @@ -1258,7 +1351,7 @@ do -- AI_A2A_DISPATCHER -- * ... -- @param #AI_A2A_DISPATCHER self -- @param #boolean TacticalDisplay Provide a value of **true** to display every 30 seconds a tactical overview. - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- @usage -- -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. @@ -1279,7 +1372,7 @@ do -- AI_A2A_DISPATCHER -- The default damage treshold is by default set to 40%, which means that when the airplane is 40% damaged, it will go RTB. -- @param #AI_A2A_DISPATCHER self -- @param #number DamageThreshold A decimal number between 0 and 1, that expresses the %-tage of the damage treshold before going RTB. - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- @usage -- -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. @@ -1301,7 +1394,7 @@ do -- AI_A2A_DISPATCHER -- @param #AI_A2A_DISPATCHER self -- @param #number CapMinSeconds The minimum amount of seconds for the random time interval. -- @param #number CapMaxSeconds The maximum amount of seconds for the random time interval. - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- @usage -- -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. @@ -1323,7 +1416,7 @@ do -- AI_A2A_DISPATCHER -- The default CAP limit is 1 CAP, which means one CAP group being spawned. -- @param #AI_A2A_DISPATCHER self -- @param #number CapLimit The maximum amount of CAP that can be airborne at the same time for the squadron. - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- @usage -- -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. @@ -1339,7 +1432,10 @@ do -- AI_A2A_DISPATCHER return self end - + --- Set intercept. + -- @param #AI_A2A_DISPATCHER self + -- @param #number InterceptDelay Delay in seconds before intercept. + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetIntercept( InterceptDelay ) self.DefenderDefault.InterceptDelay = InterceptDelay @@ -1353,7 +1449,7 @@ do -- AI_A2A_DISPATCHER --- Calculates which AI friendlies are nearby the area -- @param #AI_A2A_DISPATCHER self - -- @param DetectedItem + -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @return #table A list of the friendlies nearby. function AI_A2A_DISPATCHER:GetAIFriendliesNearBy( DetectedItem ) @@ -1362,40 +1458,50 @@ do -- AI_A2A_DISPATCHER return FriendliesNearBy end - --- + --- Return the defender tasks table. -- @param #AI_A2A_DISPATCHER self + -- @return #table Defender tasks as table. function AI_A2A_DISPATCHER:GetDefenderTasks() return self.DefenderTasks or {} end - --- + --- Get defender task. -- @param #AI_A2A_DISPATCHER self + -- @param Wrapper.Group#GROUP Defender The defender group. + -- @return #table Defender task. function AI_A2A_DISPATCHER:GetDefenderTask( Defender ) return self.DefenderTasks[Defender] end - --- + --- Get defender task FSM. -- @param #AI_A2A_DISPATCHER self + -- @param Wrapper.Group#GROUP Defender The defender group. + -- @return Core.Fsm#FSM The FSM. function AI_A2A_DISPATCHER:GetDefenderTaskFsm( Defender ) return self:GetDefenderTask( Defender ).Fsm end - --- + --- Get target of defender. -- @param #AI_A2A_DISPATCHER self + -- @param Wrapper.Group#GROUP Defender The defender group. + -- @return Target function AI_A2A_DISPATCHER:GetDefenderTaskTarget( Defender ) return self:GetDefenderTask( Defender ).Target end --- -- @param #AI_A2A_DISPATCHER self + -- @param Wrapper.Group#GROUP Defender The defender group. + -- @return #string Squadron name of the defender task. function AI_A2A_DISPATCHER:GetDefenderTaskSquadronName( Defender ) return self:GetDefenderTask( Defender ).SquadronName end --- -- @param #AI_A2A_DISPATCHER self + -- @param Wrapper.Group#GROUP Defender The defender group. function AI_A2A_DISPATCHER:ClearDefenderTask( Defender ) - if Defender:IsAlive() and self.DefenderTasks[Defender] then + if Defender and Defender:IsAlive() and self.DefenderTasks[Defender] then local Target = self.DefenderTasks[Defender].Target local Message = "Clearing (" .. self.DefenderTasks[Defender].Type .. ") " Message = Message .. Defender:GetName() @@ -1410,11 +1516,12 @@ do -- AI_A2A_DISPATCHER --- -- @param #AI_A2A_DISPATCHER self + -- @param Wrapper.Group#GROUP Defender The defender group. function AI_A2A_DISPATCHER:ClearDefenderTaskTarget( Defender ) local DefenderTask = self:GetDefenderTask( Defender ) - if Defender:IsAlive() and DefenderTask then + if Defender and Defender:IsAlive() and DefenderTask then local Target = DefenderTask.Target local Message = "Clearing (" .. DefenderTask.Type .. ") " Message = Message .. Defender:GetName() @@ -1437,11 +1544,17 @@ do -- AI_A2A_DISPATCHER end - --- + --- Set defender task. -- @param #AI_A2A_DISPATCHER self + -- @param #string SquadronName Name of the squadron. + -- @param Wrapper.Group#GROUP Defender The defender group. + -- @param #table Type Type of the defender task + -- @param Core.Fsm#FSM Fsm The defender task FSM. + -- @param Functional.Detection#DETECTION_BASE.DetectedItem Target The defender detected item. + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetDefenderTask( SquadronName, Defender, Type, Fsm, Target ) - self:F( { SquadronName = SquadronName, Defender = Defender:GetName() } ) + self:F( { SquadronName = SquadronName, Defender = Defender:GetName(), Type=Type, Target=Target } ) self.DefenderTasks[Defender] = self.DefenderTasks[Defender] or {} self.DefenderTasks[Defender].Type = Type @@ -1455,9 +1568,11 @@ do -- AI_A2A_DISPATCHER end - --- + --- Set defender task target. -- @param #AI_A2A_DISPATCHER self - -- @param Wrapper.Group#GROUP AIGroup + -- @param Wrapper.Group#GROUP Defender The defender group. + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection The detection object. + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetDefenderTaskTarget( Defender, AttackerDetection ) local Message = "(" .. self.DefenderTasks[Defender].Type .. ") " @@ -1540,13 +1655,13 @@ do -- AI_A2A_DISPATCHER -- A2ADispatcher:SetSquadron( "23th", "Batumi", "Su-27" ) -- -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetSquadron( SquadronName, AirbaseName, TemplatePrefixes, ResourceCount ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - local DefenderSquadron = self.DefenderSquadrons[SquadronName] + local DefenderSquadron = self.DefenderSquadrons[SquadronName] --#AI_A2A_DISPATCHER.Squadron DefenderSquadron.Name = SquadronName DefenderSquadron.Airbase = AIRBASE:FindByName( AirbaseName ) @@ -1577,7 +1692,8 @@ do -- AI_A2A_DISPATCHER --- Get an item from the Squadron table. -- @param #AI_A2A_DISPATCHER self - -- @return #table + -- @param #string SquadronName Name of the squadron. + -- @return #AI_A2A_DISPATCHER.Squadron Defender squadron table. function AI_A2A_DISPATCHER:GetSquadron( SquadronName ) local DefenderSquadron = self.DefenderSquadrons[SquadronName] @@ -1594,7 +1710,7 @@ do -- AI_A2A_DISPATCHER -- They will lock the parking spot. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- @usage -- -- -- Set the Squadron visible before startup of dispatcher. @@ -1604,12 +1720,26 @@ do -- AI_A2A_DISPATCHER self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - local DefenderSquadron = self:GetSquadron( SquadronName ) + local DefenderSquadron = self:GetSquadron( SquadronName ) --#AI_A2A_DISPATCHER.Squadron DefenderSquadron.Uncontrolled = true + + -- For now, grouping is forced to 1 due to other parts of the class which would not work well with grouping>1. + DefenderSquadron.Grouping=1 + + -- Get free parking for fighter aircraft. + local nfreeparking=DefenderSquadron.Airbase:GetFreeParkingSpotsNumber(AIRBASE.TerminalType.FighterAircraft, true) + + -- Take number of free parking spots if no resource count was specifed. + DefenderSquadron.ResourceCount=DefenderSquadron.ResourceCount or nfreeparking + + -- Check that resource count is not larger than free parking spots. + DefenderSquadron.ResourceCount=math.min(DefenderSquadron.ResourceCount, nfreeparking) - for SpawnTemplate, DefenderSpawn in pairs( self.DefenderSpawns ) do - DefenderSpawn:InitUnControlled() + -- Set uncontrolled spawning option. + for SpawnTemplate,_DefenderSpawn in pairs( self.DefenderSpawns ) do + local DefenderSpawn=_DefenderSpawn --Core.Spawn#SPAWN + DefenderSpawn:InitUnControlled(true) end end @@ -1627,7 +1757,7 @@ do -- AI_A2A_DISPATCHER self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} - local DefenderSquadron = self:GetSquadron( SquadronName ) + local DefenderSquadron = self:GetSquadron( SquadronName ) --#AI_A2A_DISPATCHER.Squadron if DefenderSquadron then return DefenderSquadron.Uncontrolled == true @@ -1755,7 +1885,7 @@ do -- AI_A2A_DISPATCHER --- -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:GetCAPDelay( SquadronName ) self.DefenderSquadrons[SquadronName] = self.DefenderSquadrons[SquadronName] or {} @@ -1771,10 +1901,10 @@ do -- AI_A2A_DISPATCHER end end - --- + --- Check if squadron can do CAP. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. - -- @return #table DefenderSquadron + -- @return #AI_A2A_DISPATCHER.Squadron DefenderSquadron function AI_A2A_DISPATCHER:CanCAP( SquadronName ) self:F({SquadronName = SquadronName}) @@ -1804,7 +1934,61 @@ do -- AI_A2A_DISPATCHER end - --- + --- Set race track pattern as default when any squadron is performing CAP. + -- @param #AI_A2A_DISPATCHER self + -- @param #number LeglengthMin Min length of the race track leg in meters. Default 10,000 m. + -- @param #number LeglengthMax Max length of the race track leg in meters. Default 15,000 m. + -- @param #number HeadingMin Min heading of the race track in degrees. Default 0 deg, i.e. counter clockwise from South to North. + -- @param #number HeadingMax Max heading of the race track in degrees. Default 180 deg, i.e. counter clockwise from North to South. + -- @param #number DurationMin (Optional) Min duration in seconds before switching the orbit position. Default is keep same orbit until RTB or engage. + -- @param #number DurationMax (Optional) Max duration in seconds before switching the orbit position. Default is keep same orbit until RTB or engage. + -- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading. + -- @return #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:SetDefaultCapRacetrack(LeglengthMin, LeglengthMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates) + + self.DefenderDefault.Racetrack=true + self.DefenderDefault.RacetrackLengthMin=LeglengthMin + self.DefenderDefault.RacetrackLengthMax=LeglengthMax + self.DefenderDefault.RacetrackHeadingMin=HeadingMin + self.DefenderDefault.RacetrackHeadingMax=HeadingMax + self.DefenderDefault.RacetrackDurationMin=DurationMin + self.DefenderDefault.RacetrackDurationMax=DurationMax + self.DefenderDefault.RacetrackCoordinates=CapCoordinates + + return self + end + + --- Set race track pattern when squadron is performing CAP. + -- @param #AI_A2A_DISPATCHER self + -- @param #string SquadronName Name of the squadron. + -- @param #number LeglengthMin Min length of the race track leg in meters. Default 10,000 m. + -- @param #number LeglengthMax Max length of the race track leg in meters. Default 15,000 m. + -- @param #number HeadingMin Min heading of the race track in degrees. Default 0 deg, i.e. from South to North. + -- @param #number HeadingMax Max heading of the race track in degrees. Default 180 deg, i.e. from North to South. + -- @param #number DurationMin (Optional) Min duration in seconds before switching the orbit position. Default is keep same orbit until RTB or engage. + -- @param #number DurationMax (Optional) Max duration in seconds before switching the orbit position. Default is keep same orbit until RTB or engage. + -- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading. + -- @return #AI_A2A_DISPATCHER self + function AI_A2A_DISPATCHER:SetSquadronCapRacetrack(SquadronName, LeglengthMin, LeglengthMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates) + + local DefenderSquadron = self:GetSquadron( SquadronName ) + + if DefenderSquadron then + DefenderSquadron.Racetrack=true + DefenderSquadron.RacetrackLengthMin=LeglengthMin + DefenderSquadron.RacetrackLengthMax=LeglengthMax + DefenderSquadron.RacetrackHeadingMin=HeadingMin + DefenderSquadron.RacetrackHeadingMax=HeadingMax + DefenderSquadron.RacetrackDurationMin=DurationMin + DefenderSquadron.RacetrackDurationMax=DurationMax + DefenderSquadron.RacetrackCoordinates=CapCoordinates + end + + return self + end + + + --- Check if squadron can do GCI. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. -- @return #table DefenderSquadron @@ -1829,11 +2013,11 @@ do -- AI_A2A_DISPATCHER end - --- + --- Set squadron GCI. -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The squadron name. - -- @param #number EngageMinSpeed The minimum speed at which the gci can be executed. - -- @param #number EngageMaxSpeed The maximum speed at which the gci can be executed. + -- @param #number EngageMinSpeed The minimum speed [km/h] at which the GCI can be executed. + -- @param #number EngageMaxSpeed The maximum speed [km/h] at which the GCI can be executed. -- @usage -- -- -- GCI Squadron execution. @@ -1923,7 +2107,7 @@ do -- AI_A2A_DISPATCHER -- -- A2ADispatcher:SetSquadronOverhead( "SquadronName", 1.5 ) -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetSquadronOverhead( SquadronName, Overhead ) local DefenderSquadron = self:GetSquadron( SquadronName ) @@ -1945,7 +2129,7 @@ do -- AI_A2A_DISPATCHER -- A2ADispatcher:SetDefaultGrouping( 2 ) -- -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetDefaultGrouping( Grouping ) self.DefenderDefault.Grouping = Grouping @@ -1967,7 +2151,7 @@ do -- AI_A2A_DISPATCHER -- A2ADispatcher:SetSquadronGrouping( "SquadronName", 2 ) -- -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetSquadronGrouping( SquadronName, Grouping ) local DefenderSquadron = self:GetSquadron( SquadronName ) @@ -1997,7 +2181,7 @@ do -- AI_A2A_DISPATCHER -- A2ADispatcher:SetDefaultTakeoff( AI_A2A_Dispatcher.Takeoff.Cold ) -- -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetDefaultTakeoff( Takeoff ) @@ -2027,7 +2211,7 @@ do -- AI_A2A_DISPATCHER -- A2ADispatcher:SetSquadronTakeoff( "SquadronName", AI_A2A_Dispatcher.Takeoff.Cold ) -- -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetSquadronTakeoff( SquadronName, Takeoff ) @@ -2086,7 +2270,7 @@ do -- AI_A2A_DISPATCHER -- -- Let new flights by default take-off in the air. -- A2ADispatcher:SetDefaultTakeoffInAir() -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetDefaultTakeoffInAir() @@ -2107,7 +2291,7 @@ do -- AI_A2A_DISPATCHER -- -- Let new flights take-off in the air. -- A2ADispatcher:SetSquadronTakeoffInAir( "SquadronName" ) -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetSquadronTakeoffInAir( SquadronName, TakeoffAltitude ) @@ -2130,7 +2314,7 @@ do -- AI_A2A_DISPATCHER -- -- Let new flights by default take-off from the runway. -- A2ADispatcher:SetDefaultTakeoffFromRunway() -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetDefaultTakeoffFromRunway() @@ -2150,7 +2334,7 @@ do -- AI_A2A_DISPATCHER -- -- Let new flights take-off from the runway. -- A2ADispatcher:SetSquadronTakeoffFromRunway( "SquadronName" ) -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetSquadronTakeoffFromRunway( SquadronName ) @@ -2169,7 +2353,7 @@ do -- AI_A2A_DISPATCHER -- -- Let new flights by default take-off at a hot parking spot. -- A2ADispatcher:SetDefaultTakeoffFromParkingHot() -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingHot() @@ -2188,7 +2372,7 @@ do -- AI_A2A_DISPATCHER -- -- Let new flights take-off in the air. -- A2ADispatcher:SetSquadronTakeoffFromParkingHot( "SquadronName" ) -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetSquadronTakeoffFromParkingHot( SquadronName ) @@ -2207,7 +2391,7 @@ do -- AI_A2A_DISPATCHER -- -- Let new flights take-off from a cold parking spot. -- A2ADispatcher:SetDefaultTakeoffFromParkingCold() -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetDefaultTakeoffFromParkingCold() @@ -2227,7 +2411,7 @@ do -- AI_A2A_DISPATCHER -- -- Let new flights take-off from a cold parking spot. -- A2ADispatcher:SetSquadronTakeoffFromParkingCold( "SquadronName" ) -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetSquadronTakeoffFromParkingCold( SquadronName ) @@ -2247,7 +2431,7 @@ do -- AI_A2A_DISPATCHER -- -- Set the default takeoff altitude when taking off in the air. -- A2ADispatcher:SetDefaultTakeoffInAirAltitude( 2000 ) -- This makes planes start at 2000 meters above the ground. -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetDefaultTakeoffInAirAltitude( TakeoffAltitude ) @@ -2267,7 +2451,7 @@ do -- AI_A2A_DISPATCHER -- -- Set the default takeoff altitude when taking off in the air. -- A2ADispatcher:SetSquadronTakeoffInAirAltitude( "SquadronName", 2000 ) -- This makes planes start at 2000 meters above the ground. -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- function AI_A2A_DISPATCHER:SetSquadronTakeoffInAirAltitude( SquadronName, TakeoffAltitude ) @@ -2294,7 +2478,7 @@ do -- AI_A2A_DISPATCHER -- -- Let new flights by default despawn after landing and parking, and after engine shutdown. -- A2ADispatcher:SetDefaultLanding( AI_A2A_Dispatcher.Landing.AtEngineShutdown ) -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetDefaultLanding( Landing ) self.DefenderDefault.Landing = Landing @@ -2320,7 +2504,7 @@ do -- AI_A2A_DISPATCHER -- -- Let new flights despawn after landing and parking, and after engine shutdown. -- A2ADispatcher:SetSquadronLanding( "SquadronName", AI_A2A_Dispatcher.Landing.AtEngineShutdown ) -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetSquadronLanding( SquadronName, Landing ) local DefenderSquadron = self:GetSquadron( SquadronName ) @@ -2379,7 +2563,7 @@ do -- AI_A2A_DISPATCHER -- -- Let flights by default to land near the airbase and despawn. -- A2ADispatcher:SetDefaultLandingNearAirbase() -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetDefaultLandingNearAirbase() self:SetDefaultLanding( AI_A2A_DISPATCHER.Landing.NearAirbase ) @@ -2398,7 +2582,7 @@ do -- AI_A2A_DISPATCHER -- -- Let flights to land near the airbase and despawn. -- A2ADispatcher:SetSquadronLandingNearAirbase( "SquadronName" ) -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetSquadronLandingNearAirbase( SquadronName ) self:SetSquadronLanding( SquadronName, AI_A2A_DISPATCHER.Landing.NearAirbase ) @@ -2416,7 +2600,7 @@ do -- AI_A2A_DISPATCHER -- -- Let flights by default land at the runway and despawn. -- A2ADispatcher:SetDefaultLandingAtRunway() -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetDefaultLandingAtRunway() self:SetDefaultLanding( AI_A2A_DISPATCHER.Landing.AtRunway ) @@ -2435,7 +2619,7 @@ do -- AI_A2A_DISPATCHER -- -- Let flights land at the runway and despawn. -- A2ADispatcher:SetSquadronLandingAtRunway( "SquadronName" ) -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetSquadronLandingAtRunway( SquadronName ) self:SetSquadronLanding( SquadronName, AI_A2A_DISPATCHER.Landing.AtRunway ) @@ -2453,7 +2637,7 @@ do -- AI_A2A_DISPATCHER -- -- Let flights by default land and despawn at engine shutdown. -- A2ADispatcher:SetDefaultLandingAtEngineShutdown() -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetDefaultLandingAtEngineShutdown() self:SetDefaultLanding( AI_A2A_DISPATCHER.Landing.AtEngineShutdown ) @@ -2472,7 +2656,7 @@ do -- AI_A2A_DISPATCHER -- -- Let flights land and despawn at engine shutdown. -- A2ADispatcher:SetSquadronLandingAtEngineShutdown( "SquadronName" ) -- - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self function AI_A2A_DISPATCHER:SetSquadronLandingAtEngineShutdown( SquadronName ) self:SetSquadronLanding( SquadronName, AI_A2A_DISPATCHER.Landing.AtEngineShutdown ) @@ -2484,7 +2668,7 @@ do -- AI_A2A_DISPATCHER -- The fuel treshold is by default set to 15%, which means that an airplane will stay in the air until 15% of its fuel has been consumed. -- @param #AI_A2A_DISPATCHER self -- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel. - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- @usage -- -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. @@ -2506,7 +2690,7 @@ do -- AI_A2A_DISPATCHER -- @param #AI_A2A_DISPATCHER self -- @param #string SquadronName The name of the squadron. -- @param #number FuelThreshold A decimal number between 0 and 1, that expresses the %-tage of the treshold of fuel remaining in the tank when the plane will go RTB or Refuel. - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- @usage -- -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. @@ -2526,7 +2710,7 @@ do -- AI_A2A_DISPATCHER --- Set the default tanker where defenders will Refuel in the air. -- @param #AI_A2A_DISPATCHER self -- @param #string TankerName A string defining the group name of the Tanker as defined within the Mission Editor. - -- @return #AI_A2A_DISPATCHER + -- @return #AI_A2A_DISPATCHER self -- @usage -- -- -- Now Setup the A2A dispatcher, and initialize it using the Detection object. @@ -2570,8 +2754,11 @@ do -- AI_A2A_DISPATCHER - - --- @param #AI_A2A_DISPATCHER self + --- Add defender to squadron. Resource count will get smaller. + -- @param #AI_A2A_DISPATCHER self + -- @param #AI_A2A_DISPATCHER.Squadron Squadron The squadron. + -- @param Wrapper.Group#GROUP Defender The defender group. + -- @param #number Size Size of the group. function AI_A2A_DISPATCHER:AddDefenderToSquadron( Squadron, Defender, Size ) self.Defenders = self.Defenders or {} local DefenderName = Defender:GetName() @@ -2582,7 +2769,10 @@ do -- AI_A2A_DISPATCHER self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } ) end - --- @param #AI_A2A_DISPATCHER self + --- Remove defender from squadron. Resource count will increase. + -- @param #AI_A2A_DISPATCHER self + -- @param #AI_A2A_DISPATCHER.Squadron Squadron The squadron. + -- @param Wrapper.Group#GROUP Defender The defender group. function AI_A2A_DISPATCHER:RemoveDefenderFromSquadron( Squadron, Defender ) self.Defenders = self.Defenders or {} local DefenderName = Defender:GetName() @@ -2592,7 +2782,11 @@ do -- AI_A2A_DISPATCHER self.Defenders[ DefenderName ] = nil self:F( { DefenderName = DefenderName, SquadronResourceCount = Squadron.ResourceCount } ) end - + + --- Get squadron from defender. + -- @param #AI_A2A_DISPATCHER self + -- @param Wrapper.Group#GROUP Defender The defender group. + -- @return #AI_A2A_DISPATCHER.Squadron Squadron The squadron. function AI_A2A_DISPATCHER:GetSquadronFromDefender( Defender ) self.Defenders = self.Defenders or {} local DefenderName = Defender:GetName() @@ -2605,7 +2799,6 @@ do -- AI_A2A_DISPATCHER -- @param #AI_A2A_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. function AI_A2A_DISPATCHER:EvaluateSWEEP( DetectedItem ) self:F( { DetectedItem.ItemID } ) @@ -2626,8 +2819,10 @@ do -- AI_A2A_DISPATCHER return nil end - --- + --- Count number of airborne CAP flights. -- @param #AI_A2A_DISPATCHER self + -- @param #string SquadronName Name of the squadron. + -- @return #number Number of defender CAP groups. function AI_A2A_DISPATCHER:CountCapAirborne( SquadronName ) local CapCount = 0 @@ -2637,11 +2832,12 @@ do -- AI_A2A_DISPATCHER for AIGroup, DefenderTask in pairs( self:GetDefenderTasks() ) do if DefenderTask.SquadronName == SquadronName then if DefenderTask.Type == "CAP" then - if AIGroup:IsAlive() then + if AIGroup and AIGroup:IsAlive() then -- Check if the CAP is patrolling or engaging. If not, this is not a valid CAP, even if it is alive! -- The CAP could be damaged, lost control, or out of fuel! - if DefenderTask.Fsm:Is( "Patrolling" ) or DefenderTask.Fsm:Is( "Engaging" ) or DefenderTask.Fsm:Is( "Refuelling" ) - or DefenderTask.Fsm:Is( "Started" ) then + --env.info("FF fsm state "..tostring(DefenderTask.Fsm:GetState())) + if DefenderTask.Fsm:Is( "Patrolling" ) or DefenderTask.Fsm:Is( "Engaging" ) or DefenderTask.Fsm:Is( "Refuelling" ) or DefenderTask.Fsm:Is( "Started" ) then + --env.info("FF capcount "..CapCount) CapCount = CapCount + 1 end end @@ -2654,8 +2850,10 @@ do -- AI_A2A_DISPATCHER end - --- + --- Count number of engaging defender groups. -- @param #AI_A2A_DISPATCHER self + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detection object. + -- @return #number Number of defender groups engaging. function AI_A2A_DISPATCHER:CountDefendersEngaged( AttackerDetection ) -- First, count the active AIGroups Units, targetting the DetectedSet @@ -2665,9 +2863,10 @@ do -- AI_A2A_DISPATCHER --DetectedSet:Flush() local DefenderTasks = self:GetDefenderTasks() + for DefenderGroup, DefenderTask in pairs( DefenderTasks ) do local Defender = DefenderGroup -- Wrapper.Group#GROUP - local DefenderTaskTarget = DefenderTask.Target + local DefenderTaskTarget = DefenderTask.Target --Functional.Detection#DETECTION_BASE.DetectedItem local DefenderSquadronName = DefenderTask.SquadronName if DefenderTaskTarget and DefenderTaskTarget.Index == AttackerDetection.Index then @@ -2689,8 +2888,11 @@ do -- AI_A2A_DISPATCHER return DefenderCount end - --- + --- Count defenders to be engaged if number of attackers larger than number of defenders. -- @param #AI_A2A_DISPATCHER self + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detected item. + -- @param #number DefenderCount Number of defenders. + -- @return #table Table of friendly groups. function AI_A2A_DISPATCHER:CountDefendersToBeEngaged( AttackerDetection, DefenderCount ) local Friendlies = nil @@ -2735,19 +2937,55 @@ do -- AI_A2A_DISPATCHER --- Activate resource. -- @param #AI_A2A_DISPATCHER self + -- @param #AI_A2A_DISPATCHER.Squadron DefenderSquadron The defender squadron. + -- @param #number DefendersNeeded Number of defenders needed. Default 4. + -- @return Wrapper.Group#GROUP The defender group. + -- @return #boolean Grouping. function AI_A2A_DISPATCHER:ResourceActivate( DefenderSquadron, DefendersNeeded ) local SquadronName = DefenderSquadron.Name + DefendersNeeded = DefendersNeeded or 4 + local DefenderGrouping = DefenderSquadron.Grouping or self.DefenderDefault.Grouping + DefenderGrouping = ( DefenderGrouping < DefendersNeeded ) and DefenderGrouping or DefendersNeeded - if self:IsSquadronVisible( SquadronName ) then + --env.info(string.format("FF resource activate: Squadron=%s grouping=%d needed=%d visible=%s", SquadronName, DefenderGrouping, DefendersNeeded, tostring(self:IsSquadronVisible( SquadronName )))) + if self:IsSquadronVisible( SquadronName ) then + + local n=#self.uncontrolled[SquadronName] + + if n>0 then + -- Random number 1,...n + local id=math.random(n) + + -- Pick a random defender group. + local Defender=self.uncontrolled[SquadronName][id].group --Wrapper.Group#GROUP + + -- Start uncontrolled group. + Defender:StartUncontrolled() + + -- Get grouping. + DefenderGrouping=self.uncontrolled[SquadronName][id].grouping + + -- Add defender to squadron. + self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping ) + + -- Remove defender from uncontrolled table. + table.remove(self.uncontrolled[SquadronName], id) + + return Defender, DefenderGrouping + else + return nil,0 + end + -- Here we CAP the new planes. -- The Resources table is filled in advance. local TemplateID = math.random( 1, #DefenderSquadron.Spawn ) -- Choose the template. - + + --[[ -- We determine the grouping based on the parameters set. self:F( { DefenderGrouping = DefenderGrouping } ) @@ -2790,8 +3028,16 @@ do -- AI_A2A_DISPATCHER self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping ) return Defender, DefenderGrouping end + ]] + else + + ---------------------------- + --- Squadron not visible --- + ---------------------------- + local Spawn = DefenderSquadron.Spawn[ math.random( 1, #DefenderSquadron.Spawn ) ] -- Core.Spawn#SPAWN + if DefenderGrouping then Spawn:InitGrouping( DefenderGrouping ) else @@ -2799,16 +3045,23 @@ do -- AI_A2A_DISPATCHER end local TakeoffMethod = self:GetSquadronTakeoff( SquadronName ) + local Defender = Spawn:SpawnAtAirbase( DefenderSquadron.Airbase, TakeoffMethod, DefenderSquadron.TakeoffAltitude or self.DefenderDefault.TakeoffAltitude ) -- Wrapper.Group#GROUP + self:AddDefenderToSquadron( DefenderSquadron, Defender, DefenderGrouping ) + return Defender, DefenderGrouping end return nil, nil end - --- + --- On after "CAP" event. -- @param #AI_A2A_DISPATCHER self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param #string SquadronName Name of the squadron. function AI_A2A_DISPATCHER:onafterCAP( From, Event, To, SquadronName ) self:F({SquadronName = SquadronName}) @@ -2834,6 +3087,15 @@ do -- AI_A2A_DISPATCHER Fsm:SetDamageThreshold( self.DefenderDefault.DamageThreshold ) Fsm:SetDisengageRadius( self.DisengageRadius ) Fsm:SetTanker( DefenderSquadron.TankerName or self.DefenderDefault.TankerName ) + if DefenderSquadron.Racetrack or self.DefenderDefault.Racetrack then + Fsm:SetRaceTrackPattern(DefenderSquadron.RacetrackLengthMin or self.DefenderDefault.RacetrackLengthMin, + DefenderSquadron.RacetrackLengthMax or self.DefenderDefault.RacetrackLengthMax, + DefenderSquadron.RacetrackHeadingMin or self.DefenderDefault.RacetrackHeadingMin, + DefenderSquadron.RacetrackHeadingMax or self.DefenderDefault.RacetrackHeadingMax, + DefenderSquadron.RacetrackDurationMin or self.DefenderDefault.RacetrackDurationMin, + DefenderSquadron.RacetrackDurationMax or self.DefenderDefault.RacetrackDurationMax, + DefenderSquadron.RacetrackCoordinates or self.DefenderDefault.RacetrackCoordinates) + end Fsm:Start() self:SetDefenderTask( SquadronName, DefenderCAP, "CAP", Fsm ) @@ -2883,10 +3145,17 @@ do -- AI_A2A_DISPATCHER end - --- + --- On after "ENGAGE" event. -- @param #AI_A2A_DISPATCHER self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detected item. + -- @param #table Defenders Defenders table. function AI_A2A_DISPATCHER:onafterENGAGE( From, Event, To, AttackerDetection, Defenders ) + self:F("ENGAGING "..tostring(AttackerDetection.Name)) + if Defenders then for DefenderID, Defender in pairs( Defenders ) do @@ -2900,9 +3169,17 @@ do -- AI_A2A_DISPATCHER end end - --- + --- On after "GCI" event. -- @param #AI_A2A_DISPATCHER self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param Functional.Detection#DETECTION_BASE.DetectedItem AttackerDetection Detected item. + -- @param #number DefendersMissing Number of missing defenders. + -- @param #table DefenderFriendlies Friendly defenders. function AI_A2A_DISPATCHER:onafterGCI( From, Event, To, AttackerDetection, DefendersMissing, DefenderFriendlies ) + + self:F("GCI "..tostring(AttackerDetection.Name)) self:F( { From, Event, To, AttackerDetection.Index, DefendersMissing, DefenderFriendlies } ) @@ -3063,6 +3340,7 @@ do -- AI_A2A_DISPATCHER Dispatcher:ParkDefender( Squadron ) end end + end -- if DefenderGCI then end -- while ( DefendersNeeded > 0 ) do end @@ -3085,8 +3363,7 @@ do -- AI_A2A_DISPATCHER --- Creates an ENGAGE task when there are human friendlies airborne near the targets. -- @param #AI_A2A_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item. - -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. + -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units or nil. function AI_A2A_DISPATCHER:EvaluateENGAGE( DetectedItem ) self:F( { DetectedItem.ItemID } ) @@ -3106,14 +3383,14 @@ do -- AI_A2A_DISPATCHER return DefenderGroups end - return nil, nil + return nil end --- Creates an GCI task when there are targets for it. -- @param #AI_A2A_DISPATCHER self -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item. - -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units. - -- @return #nil If there are no targets to be set. + -- @return Core.Set#SET_UNIT TargetSetUnit: The target set of units or nil if there are no targets to be set. + -- @return #table Table of friendly groups. function AI_A2A_DISPATCHER:EvaluateGCI( DetectedItem ) self:F( { DetectedItem.ItemID } ) @@ -3176,7 +3453,7 @@ do -- AI_A2A_DISPATCHER end end - local Report = REPORT:New( "\nTactical Overview" ) + local Report = REPORT:New( "Tactical Overviews" ) local DefenderGroupCount = 0 @@ -3213,16 +3490,18 @@ do -- AI_A2A_DISPATCHER if self.TacticalDisplay then -- Show tactical situation - Report:Add( string.format( "\n - Target %s ( %s ): ( #%d ) %s" , DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:Count(), DetectedItem.Set:GetObjectNames() ) ) + Report:Add( string.format( "\n- Target %s (%s): (#%d) %s" , DetectedItem.ItemID, DetectedItem.Index, DetectedItem.Set:Count(), DetectedItem.Set:GetObjectNames() ) ) for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do local Defender = Defender -- Wrapper.Group#GROUP if DefenderTask.Target and DefenderTask.Target.Index == DetectedItem.Index then - if Defender:IsAlive() then + if Defender and Defender:IsAlive() then DefenderGroupCount = DefenderGroupCount + 1 local Fuel = Defender:GetFuelMin() * 100 local Damage = Defender:GetLife() / Defender:GetLife0() * 100 - Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s", - Defender:GetName(), + Report:Add( string.format( " - %s*%d/%d (%s - %s): (#%d) F: %3d, D:%3d - %s", + Defender:GetName(), + Defender:GetSize(), + Defender:GetInitialSize(), DefenderTask.Type, DefenderTask.Fsm:GetState(), Defender:GetSize(), @@ -3236,7 +3515,7 @@ do -- AI_A2A_DISPATCHER end if self.TacticalDisplay then - Report:Add( "\n - No Targets:") + Report:Add( "\n- No Targets:") local TaskCount = 0 for Defender, DefenderTask in pairs( self:GetDefenderTasks() ) do TaskCount = TaskCount + 1 @@ -3247,8 +3526,10 @@ do -- AI_A2A_DISPATCHER local Fuel = Defender:GetFuelMin() * 100 local Damage = Defender:GetLife() / Defender:GetLife0() * 100 DefenderGroupCount = DefenderGroupCount + 1 - Report:Add( string.format( " - %s ( %s - %s ): ( #%d ) F: %3d, D:%3d - %s", + Report:Add( string.format( " - %s*%d/%d (%s - %s): (#%d) F: %3d, D:%3d - %s", Defender:GetName(), + Defender:GetSize(), + Defender:GetInitialSize(), DefenderTask.Type, DefenderTask.Fsm:GetState(), Defender:GetSize(), @@ -3258,7 +3539,7 @@ do -- AI_A2A_DISPATCHER end end end - Report:Add( string.format( "\n - %d Tasks - %d Defender Groups", TaskCount, DefenderGroupCount ) ) + Report:Add( string.format( "\n- %d Tasks - %d Defender Groups", TaskCount, DefenderGroupCount ) ) self:F( Report:Text( "\n" ) ) trigger.action.outText( Report:Text( "\n" ), 25 ) @@ -3273,7 +3554,7 @@ do --- Calculates which HUMAN friendlies are nearby the area. -- @param #AI_A2A_DISPATCHER self - -- @param DetectedItem The detected item. + -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item. -- @return #number, Core.Report#REPORT The amount of friendlies and a text string explaining which friendlies of which type. function AI_A2A_DISPATCHER:GetPlayerFriendliesNearBy( DetectedItem ) @@ -3319,7 +3600,7 @@ do --- Calculates which friendlies are nearby the area. -- @param #AI_A2A_DISPATCHER self - -- @param DetectedItem The detected item. + -- @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem The detected item. -- @return #number, Core.Report#REPORT The amount of friendlies and a text string explaining which friendlies of which type. function AI_A2A_DISPATCHER:GetFriendliesNearBy( DetectedItem ) diff --git a/Moose Development/Moose/AI/AI_A2A_Patrol.lua b/Moose Development/Moose/AI/AI_A2A_Patrol.lua index 7e57c24d0..6b1315440 100644 --- a/Moose Development/Moose/AI/AI_A2A_Patrol.lua +++ b/Moose Development/Moose/AI/AI_A2A_Patrol.lua @@ -257,6 +257,35 @@ function AI_A2A_PATROL:SetAltitude( PatrolFloorAltitude, PatrolCeilingAltitude ) self.PatrolCeilingAltitude = PatrolCeilingAltitude end +--- Set race track parameters. CAP flights will perform race track patterns rather than randomly patrolling the zone. +-- @param #AI_A2A_PATROL self +-- @param #number LegMin Min Length of the race track leg in meters. Default 10,000 m. +-- @param #number LegMax Max length of the race track leg in meters. Default 15,000 m. +-- @param #number HeadingMin Min heading of the race track in degrees. Default 0 deg, i.e. from South to North. +-- @param #number HeadingMax Max heading of the race track in degrees. Default 180 deg, i.e. from South to North. +-- @param #number DurationMin (Optional) Min duration before switching the orbit position. Default is keep same orbit until RTB or engage. +-- @param #number DurationMax (Optional) Max duration before switching the orbit position. Default is keep same orbit until RTB or engage. +-- @param #table CapCoordinates Table of coordinates of first race track point. Second point is determined by leg length and heading. +-- @return #AI_A2A_PATROL self +function AI_A2A_PATROL:SetRaceTrackPattern(LegMin, LegMax, HeadingMin, HeadingMax, DurationMin, DurationMax, CapCoordinates) + self:F2({leglength, duration}) + + self.racetrack=true + self.racetracklegmin=LegMin or 10000 + self.racetracklegmax=LegMax or 15000 + self.racetrackheadingmin=HeadingMin or 0 + self.racetrackheadingmax=HeadingMax or 180 + self.racetrackdurationmin=DurationMin + self.racetrackdurationmax=DurationMax + + if self.racetrackdurationmax and not self.racetrackdurationmin then + self.racetrackdurationmin=self.racetrackdurationmax + end + + self.racetrackcapcoordinates=CapCoordinates + +end + --- Defines a new patrol route using the @{Process_PatrolZone} parameters and settings. -- @param #AI_A2A_PATROL self @@ -312,7 +341,7 @@ function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To ) end - if AIPatrol:IsAlive() then + if AIPatrol and AIPatrol:IsAlive() then local PatrolRoute = {} @@ -320,31 +349,78 @@ function AI_A2A_PATROL:onafterRoute( AIPatrol, From, Event, To ) local CurrentCoord = AIPatrol:GetCoordinate() - local ToTargetCoord = self.PatrolZone:GetRandomPointVec2() - ToTargetCoord:SetAlt( math.random( self.PatrolFloorAltitude, self.PatrolCeilingAltitude ) ) - self:SetTargetDistance( ToTargetCoord ) -- For RTB status check + -- Random altitude. + local altitude=math.random(self.PatrolFloorAltitude, self.PatrolCeilingAltitude) + + -- Random speed in km/h. + local speedkmh = math.random(self.PatrolMinSpeed, self.PatrolMaxSpeed) - local ToTargetSpeed = math.random( self.PatrolMinSpeed, self.PatrolMaxSpeed ) + -- First waypoint is current position. + PatrolRoute[1]=CurrentCoord:WaypointAirTurningPoint(nil, speedkmh, {}, "Current") - --- Create a route point of type air. - local ToPatrolRoutePoint = ToTargetCoord:WaypointAir( - self.PatrolAltType, - POINT_VEC3.RoutePointType.TurningPoint, - POINT_VEC3.RoutePointAction.TurningPoint, - ToTargetSpeed, - true - ) + if self.racetrack then + + -- Random heading. + local heading = math.random(self.racetrackheadingmin, self.racetrackheadingmax) + + -- Random leg length. + local leg=math.random(self.racetracklegmin, self.racetracklegmax) + + -- Random duration if any. + local duration = self.racetrackdurationmin + if self.racetrackdurationmax then + duration=math.random(self.racetrackdurationmin, self.racetrackdurationmax) + end + + -- CAP coordinate. + local c0=self.PatrolZone:GetRandomCoordinate() + if self.racetrackcapcoordinates and #self.racetrackcapcoordinates>0 then + c0=self.racetrackcapcoordinates[math.random(#self.racetrackcapcoordinates)] + end + + -- Race track points. + local c1=c0:SetAltitude(altitude) --Core.Point#COORDINATE + local c2=c1:Translate(leg, heading):SetAltitude(altitude) + + self:SetTargetDistance(c0) -- For RTB status check + + -- Debug: + self:T(string.format("Patrol zone race track: v=%.1f knots, h=%.1f ft, heading=%03d, leg=%d m, t=%s sec", UTILS.KmphToKnots(speedkmh), UTILS.MetersToFeet(altitude), heading, leg, tostring(duration))) + --c1:MarkToAll("Race track c1") + --c2:MarkToAll("Race track c2") - PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint - PatrolRoute[#PatrolRoute+1] = ToPatrolRoutePoint - - local Tasks = {} - Tasks[#Tasks+1] = AIPatrol:TaskFunction( "AI_A2A_PATROL.PatrolRoute", self ) - PatrolRoute[#PatrolRoute].task = AIPatrol:TaskCombo( Tasks ) - + -- Task to orbit. + local taskOrbit=AIPatrol:TaskOrbit(c1, altitude, UTILS.KmphToMps(speedkmh), c2) + + -- Task function to redo the patrol at other random position. + local taskPatrol=AIPatrol:TaskFunction("AI_A2A_PATROL.PatrolRoute", self) + + -- Controlled task with task condition. + local taskCond=AIPatrol:TaskCondition(nil, nil, nil, nil, duration, nil) + local taskCont=AIPatrol:TaskControlled(taskOrbit, taskCond) + + -- Second waypoint + PatrolRoute[2]=c1:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskCont, taskPatrol}, "CAP Orbit") + + else + + -- Target coordinate. + local ToTargetCoord=self.PatrolZone:GetRandomCoordinate() --Core.Point#COORDINATE + ToTargetCoord:SetAltitude(altitude) + + self:SetTargetDistance( ToTargetCoord ) -- For RTB status check + + local taskReRoute=AIPatrol:TaskFunction( "AI_A2A_PATROL.PatrolRoute", self ) + + PatrolRoute[2]=ToTargetCoord:WaypointAirTurningPoint(self.PatrolAltType, speedkmh, {taskReRoute}, "Patrol Point") + + end + + -- ROE AIPatrol:OptionROEReturnFire() AIPatrol:OptionROTEvadeFire() - + + -- Patrol. AIPatrol:Route( PatrolRoute, 0.5) end diff --git a/Moose Development/Moose/Core/Radio.lua b/Moose Development/Moose/Core/Radio.lua index 412e18430..b6c13185c 100644 --- a/Moose Development/Moose/Core/Radio.lua +++ b/Moose Development/Moose/Core/Radio.lua @@ -517,7 +517,7 @@ end -- local myUnit = UNIT:FindByName("MyUnit") -- local myBeacon = myUnit:GetBeacon() -- Creates the beacon -- --- myBeacon:TACAN(20, "Y", "TEXACO", true) -- Activate the beacon +-- myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon function BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration) self:T({channel=Channel, mode=Mode, callsign=Message, bearing=Bearing, duration=Duration}) diff --git a/Moose Development/Moose/Core/Spawn.lua b/Moose Development/Moose/Core/Spawn.lua index dc30d2325..0d49bfb5b 100644 --- a/Moose Development/Moose/Core/Spawn.lua +++ b/Moose Development/Moose/Core/Spawn.lua @@ -319,7 +319,7 @@ function SPAWN:New( SpawnTemplatePrefix ) self.SpawnUnControlled = false self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name. self.DelayOnOff = false -- No intial delay when spawning the first group. - self.Grouping = nil -- No grouping. + self.SpawnGrouping = nil -- No grouping. self.SpawnInitLivery = nil -- No special livery. self.SpawnInitSkill = nil -- No special skill. self.SpawnInitFreq = nil -- No special frequency. @@ -371,7 +371,7 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix ) self.SpawnUnControlled = false self.SpawnInitKeepUnitNames = false -- Overwrite unit names by default with group name. self.DelayOnOff = false -- No intial delay when spawning the first group. - self.Grouping = nil -- No grouping. + self.SpawnGrouping = nil -- No grouping. self.SpawnInitLivery = nil -- No special livery. self.SpawnInitSkill = nil -- No special skill. self.SpawnInitFreq = nil -- No special frequency. @@ -549,7 +549,7 @@ end --- Sets the country of the spawn group. Note that the country determins the coalition of the group depending on which country is defined to be on which side for each specific mission! -- @param #SPAWN self --- @param #DCS.country Country Country id as number or enumerator: +-- @param #number Country Country id as number or enumerator: -- -- * @{DCS#country.id.RUSSIA} -- * @{DCS#county.id.USA} @@ -1438,7 +1438,7 @@ end -- @param Wrapper.Airbase#AIRBASE.TerminalType TerminalType (optional) The terminal type the aircraft should be spawned at. See @{Wrapper.Airbase#AIRBASE.TerminalType}. -- @param #boolean EmergencyAirSpawn (optional) If true (default), groups are spawned in air if there is no parking spot at the airbase. If false, nothing is spawned if no parking spot is available. -- @param #table Parkingdata (optional) Table holding the coordinates and terminal ids for all units of the group. Spawning will be forced to happen at exactily these spots! --- @return Wrapper.Group#GROUP that was spawned or nil when nothing was spawned. +-- @return Wrapper.Group#GROUP The group that was spawned or nil when nothing was spawned. -- @usage -- Spawn_Plane = SPAWN:New( "Plane" ) -- Spawn_Plane:SpawnAtAirbase( AIRBASE:FindByName( AIRBASE.Caucasus.Krymsk ), SPAWN.Takeoff.Cold ) @@ -1498,11 +1498,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT local TemplateGroup = GROUP:FindByName(self.SpawnTemplatePrefix) local TemplateUnit=TemplateGroup:GetUnit(1) - --local ishelo=TemplateUnit:HasAttribute("Helicopters") - --local isbomber=TemplateUnit:HasAttribute("Bombers") - --local istransport=TemplateUnit:HasAttribute("Transports") - --local isfighter=TemplateUnit:HasAttribute("Battleplanes") - + -- General category of spawned group. local group=TemplateGroup local istransport=group:HasAttribute("Transports") and group:HasAttribute("Planes") local isawacs=group:HasAttribute("AWACS") @@ -1577,8 +1573,17 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT -- Set terminal type. local termtype=TerminalType - if spawnonrunway then - termtype=AIRBASE.TerminalType.Runway + if spawnonrunway then + if spawnonship then + -- Looks like there are no runway spawn spots on the stennis! + if ishelo then + termtype=AIRBASE.TerminalType.HelicopterUsable + else + termtype=AIRBASE.TerminalType.OpenMedOrBig + end + else + termtype=AIRBASE.TerminalType.Runway + end end -- Scan options. Might make that input somehow. @@ -1647,9 +1652,9 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT -- Get parking data. local parkingdata=SpawnAirbase:GetParkingSpotsTable(termtype) - self:T2(string.format("Parking at %s, terminal type %s:", SpawnAirbase:GetName(), tostring(termtype))) + self:T(string.format("Parking at %s, terminal type %s:", SpawnAirbase:GetName(), tostring(termtype))) for _,_spot in pairs(parkingdata) do - self:T2(string.format("%s, Termin Index = %3d, Term Type = %03d, Free = %5s, TOAC = %5s, Term ID0 = %3d, Dist2Rwy = %4d", + self:T(string.format("%s, Termin Index = %3d, Term Type = %03d, Free = %5s, TOAC = %5s, Term ID0 = %3d, Dist2Rwy = %4d", SpawnAirbase:GetName(), _spot.TerminalID, _spot.TerminalType,tostring(_spot.Free),tostring(_spot.TOAC),_spot.TerminalID0,_spot.DistToRwy)) end self:T(string.format("%s at %s: free parking spots = %d - number of units = %d", self.SpawnTemplatePrefix, SpawnAirbase:GetName(), nfree, nunits)) @@ -1802,8 +1807,8 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT end -- Debug output. - self:T2(string.format("Group %s unit number %d: Parking = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking))) - self:T2(string.format("Group %s unit number %d: Parking ID = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking_id))) + self:T(string.format("Group %s unit number %d: Parking = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking))) + self:T(string.format("Group %s unit number %d: Parking ID = %s",self.SpawnTemplatePrefix, UnitID, tostring(UnitTemplate.parking_id))) self:T2('After Translation SpawnTemplate.units['..UnitID..'].x = '..SpawnTemplate.units[UnitID].x..', SpawnTemplate.units['..UnitID..'].y = '..SpawnTemplate.units[UnitID].y) end end @@ -1816,7 +1821,7 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT SpawnTemplate.x = PointVec3.x SpawnTemplate.y = PointVec3.z - SpawnTemplate.uncontrolled = nil + SpawnTemplate.uncontrolled = self.SpawnUnControlled -- Spawn group. local GroupSpawned = self:SpawnWithIndex( self.SpawnIndex ) @@ -1840,6 +1845,66 @@ function SPAWN:SpawnAtAirbase( SpawnAirbase, Takeoff, TakeoffAltitude, TerminalT return nil end +--- Spawn a group on an @{Wrapper.Airbase} at a specific parking spot. +-- @param #SPAWN self +-- @param Wrapper.Airbase#AIRBASE Airbase The @{Wrapper.Airbase} where to spawn the group. +-- @param #table Spots Table of parking spot IDs. Note that these in general are different from the numbering in the mission editor! +-- @param #SPAWN.Takeoff Takeoff (Optional) Takeoff type, i.e. either SPAWN.Takeoff.Cold or SPAWN.Takeoff.Hot. Default is Hot. +-- @return Wrapper.Group#GROUP The group that was spawned or nil when nothing was spawned. +function SPAWN:SpawnAtParkingSpot(Airbase, Spots, Takeoff) -- R2.5 + self:F({Airbase=Airbase, Spots=Spots, Takeoff=Takeoff}) + + -- Ensure that Spots parameter is a table. + if type(Spots)~="table" then + Spots={Spots} + end + + -- Get template group. + local group=GROUP:FindByName(self.SpawnTemplatePrefix) + + -- Get number of units in group. + local nunits=self.SpawnGrouping or #group:GetUnits() + + -- Quick check. + if nunits then + + -- Check that number of provided parking spots is large enough. + if #Spots=nunits then + return self:SpawnAtAirbase(Airbase, Takeoff, nil, nil, nil, Parkingdata) + else + self:E("ERROR: Could not find enough free parking spots!") + end + + + else + self:E("ERROR: Could not get number of units in group!") + end + + return nil +end --- Will park a group at an @{Wrapper.Airbase}. -- @@ -3024,6 +3089,9 @@ function SPAWN:_TranslateRotate( SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, Spa end --- Get the next index of the groups to be spawned. This method is complicated, as it is used at several spaces. +-- @param #SPAWN self +-- @param #number SpawnIndex Spawn index. +-- @return #number self.SpawnIndex function SPAWN:_GetSpawnIndex( SpawnIndex ) self:F2( { self.SpawnTemplatePrefix, SpawnIndex, self.SpawnMaxGroups, self.SpawnMaxUnitsAlive, self.AliveUnits, #self.SpawnTemplate.units } ) diff --git a/Moose Development/Moose/Core/Zone.lua b/Moose Development/Moose/Core/Zone.lua index 871404e96..52c27fd05 100644 --- a/Moose Development/Moose/Core/Zone.lua +++ b/Moose Development/Moose/Core/Zone.lua @@ -442,6 +442,33 @@ function ZONE_RADIUS:New( ZoneName, Vec2, Radius ) return self end +--- Mark the zone with markers on the F10 map. +-- @param #ZONE_RADIUS self +-- @param #number Points (Optional) The amount of points in the circle. Default 360. +-- @return #ZONE_RADIUS self +function ZONE_RADIUS:MarkZone(Points) + + local Point = {} + local Vec2 = self:GetVec2() + + Points = Points and Points or 360 + + local Angle + local RadialBase = math.pi*2 + + for Angle = 0, 360, (360 / Points ) do + + local Radial = Angle * RadialBase / 360 + + Point.x = Vec2.x + math.cos( Radial ) * self:GetRadius() + Point.y = Vec2.y + math.sin( Radial ) * self:GetRadius() + + COORDINATE:NewFromVec2(Point):MarkToAll(self:GetName()) + + end + +end + --- Bounds the zone with tires. -- @param #ZONE_RADIUS self -- @param #number Points (optional) The amount of points in the circle. Default 360. diff --git a/Moose Development/Moose/Functional/Detection.lua b/Moose Development/Moose/Functional/Detection.lua index d57b1add6..d711ad9b6 100644 --- a/Moose Development/Moose/Functional/Detection.lua +++ b/Moose Development/Moose/Functional/Detection.lua @@ -291,17 +291,34 @@ do -- DETECTION_BASE --- @type DETECTION_BASE.DetectedItems -- @list <#DETECTION_BASE.DetectedItem> - --- @type DETECTION_BASE.DetectedItem + --- Detected item data structrue. + -- @type DETECTION_BASE.DetectedItem -- @field #boolean IsDetected Indicates if the DetectedItem has been detected or not. - -- @field Core.Set#SET_UNIT Set - -- @field Core.Set#SET_UNIT Set -- The Set of Units in the detected area. - -- @field Core.Zone#ZONE_UNIT Zone -- The Zone of the detected area. - -- @field #boolean Changed Documents if the detected area has changes. + -- @field Core.Set#SET_UNIT Set The Set of Units in the detected area. + -- @field Core.Zone#ZONE_UNIT Zone The Zone of the detected area. + -- @field #boolean Changed Documents if the detected area has changed. -- @field #table Changes A list of the changes reported on the detected area. (It is up to the user of the detected area to consume those changes). - -- @field #number ID -- The identifier of the detected area. + -- @field #number ID The identifier of the detected area. -- @field #boolean FriendliesNearBy Indicates if there are friendlies within the detected area. -- @field Wrapper.Unit#UNIT NearestFAC The nearest FAC near the Area. -- @field Core.Point#COORDINATE Coordinate The last known coordinate of the DetectedItem. + -- @field Core.Point#COORDINATE InterceptCoord Intercept coordiante. + -- @field #number DistanceRecce Distance in meters of the Recce. + -- @field #number Index Detected item key. Could also be a string. + -- @field #string ItemID ItemPrefix .. "." .. self.DetectedItemMax. + -- @field #boolean Locked Lock detected item. + -- @field #table PlayersNearBy Table of nearby players. + -- @field #table FriendliesDistance Table of distances to friendly units. + -- @field #string TypeName Type name of the detected unit. + -- @field #string CategoryName Catetory name of the detected unit. + -- @field #string Name Name of the detected object. + -- @field #boolean IsVisible If true, detected object is visible. + -- @field #number LastTime Last time the detected item was seen. + -- @field DCS#Vec3 LastPos Last known position of the detected item. + -- @field DCS#Vec3 LastVelocity Last recorded 3D velocity vector of the detected item. + -- @field #boolean KnowType Type of detected item is known. + -- @field #boolean KnowDistance Distance to the detected item is known. + -- @field #number Distance Distance to the detected item. --- DETECTION constructor. -- @param #DETECTION_BASE self @@ -441,15 +458,18 @@ do -- DETECTION_BASE -- @param #string From The From State string. -- @param #string Event The Event string. -- @param #string To The To State string. + -- @param #table Units Table of detected units. --- Synchronous Event Trigger for Event Detected. -- @function [parent=#DETECTION_BASE] Detected -- @param #DETECTION_BASE self + -- @param #table Units Table of detected units. --- Asynchronous Event Trigger for Event Detected. -- @function [parent=#DETECTION_BASE] __Detected -- @param #DETECTION_BASE self -- @param #number Delay The delay in seconds. + -- @param #table Units Table of detected units. self:AddTransition( "Detecting", "DetectedItem", "Detecting" ) @@ -569,7 +589,7 @@ do -- DETECTION_BASE local HasDetectedObjects = false - if Detection:IsAlive() then + if Detection and Detection:IsAlive() then --self:T( { "DetectionGroup is Alive", DetectionGroup:GetName() } ) @@ -800,12 +820,17 @@ do -- DETECTION_BASE end self:CreateDetectionItems() -- Polymorphic call to Create/Update the DetectionItems list for the DETECTION_ class grouping method. + for DetectedItemID, DetectedItem in pairs( self.DetectedItems ) do + self:UpdateDetectedItemDetection( DetectedItem ) + self:CleanDetectionItem( DetectedItem, DetectedItemID ) -- Any DetectionItem that has a Set with zero elements in it, must be removed from the DetectionItems list. + if DetectedItem then self:__DetectedItem( 0.1, DetectedItem ) end + end end @@ -817,7 +842,7 @@ do -- DETECTION_BASE do -- DetectionItems Creation - -- Clean the DetectedItem table. + --- Clean the DetectedItem table. -- @param #DETECTION_BASE self -- @return #DETECTION_BASE function DETECTION_BASE:CleanDetectionItem( DetectedItem, DetectedItemID ) @@ -1234,7 +1259,7 @@ do -- DETECTION_BASE --- Returns if there are friendlies nearby the FAC units ... -- @param #DETECTION_BASE self - -- @param DetectedItem + -- @param #DETECTION_BASE.DetectedItem DetectedItem -- @param DCS#Unit.Category Category The category of the unit. -- @return #boolean true if there are friendlies nearby function DETECTION_BASE:IsFriendliesNearBy( DetectedItem, Category ) @@ -1244,7 +1269,7 @@ do -- DETECTION_BASE --- Returns friendly units nearby the FAC units ... -- @param #DETECTION_BASE self - -- @param DetectedItem + -- @param #DETECTION_BASE.DetectedItem DetectedItem -- @param DCS#Unit.Category Category The category of the unit. -- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs. function DETECTION_BASE:GetFriendliesNearBy( DetectedItem, Category ) @@ -1254,6 +1279,7 @@ do -- DETECTION_BASE --- Returns if there are friendlies nearby the intercept ... -- @param #DETECTION_BASE self + -- @param #DETECTION_BASE.DetectedItem DetectedItem -- @return #boolean trhe if there are friendlies near the intercept. function DETECTION_BASE:IsFriendliesNearIntercept( DetectedItem ) @@ -1262,6 +1288,7 @@ do -- DETECTION_BASE --- Returns friendly units nearby the intercept point ... -- @param #DETECTION_BASE self + -- @param #DETECTION_BASE.DetectedItem DetectedItem The detected item. -- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs. function DETECTION_BASE:GetFriendliesNearIntercept( DetectedItem ) @@ -1270,7 +1297,8 @@ do -- DETECTION_BASE --- Returns the distance used to identify friendlies near the deteted item ... -- @param #DETECTION_BASE self - -- @return #number The distance. + -- @param #DETECTION_BASE.DetectedItem DetectedItem The detected item. + -- @return #table A table of distances to friendlies. function DETECTION_BASE:GetFriendliesDistance( DetectedItem ) return DetectedItem.FriendliesDistance @@ -1278,6 +1306,7 @@ do -- DETECTION_BASE --- Returns if there are friendlies nearby the FAC units ... -- @param #DETECTION_BASE self + -- @param #DETECTION_BASE.DetectedItem DetectedItem -- @return #boolean trhe if there are friendlies nearby function DETECTION_BASE:IsPlayersNearBy( DetectedItem ) @@ -1286,6 +1315,7 @@ do -- DETECTION_BASE --- Returns friendly units nearby the FAC units ... -- @param #DETECTION_BASE self + -- @param #DETECTION_BASE.DetectedItem DetectedItem The detected item. -- @return #map<#string,Wrapper.Unit#UNIT> The map of Friendly UNITs. function DETECTION_BASE:GetPlayersNearBy( DetectedItem ) @@ -1294,10 +1324,11 @@ do -- DETECTION_BASE --- Background worker function to determine if there are friendlies nearby ... -- @param #DETECTION_BASE self + -- @param #table TargetData function DETECTION_BASE:ReportFriendliesNearBy( TargetData ) --self:F( { "Search Friendlies", DetectedItem = TargetData.DetectedItem } ) - local DetectedItem = TargetData.DetectedItem -- Functional.Detection#DETECTION_BASE.DetectedItem + local DetectedItem = TargetData.DetectedItem --#DETECTION_BASE.DetectedItem local DetectedSet = TargetData.DetectedItem.Set local DetectedUnit = DetectedSet:GetFirst() -- Wrapper.Unit#UNIT @@ -1519,13 +1550,13 @@ do -- DETECTION_BASE --- Adds a new DetectedItem to the DetectedItems list. -- The DetectedItem is a table and contains a SET_UNIT in the field Set. -- @param #DETECTION_BASE self - -- @param ItemPrefix - -- @param DetectedItemKey The key of the DetectedItem. + -- @param #string ItemPrefix Prefix of detected item. + -- @param #number DetectedItemKey The key of the DetectedItem. Default self.DetectedItemMax. Could also be a string in principle. -- @param Core.Set#SET_UNIT Set (optional) The Set of Units to be added. -- @return #DETECTION_BASE.DetectedItem function DETECTION_BASE:AddDetectedItem( ItemPrefix, DetectedItemKey, Set ) - local DetectedItem = {} + local DetectedItem = {} --#DETECTION_BASE.DetectedItem self.DetectedItemCount = self.DetectedItemCount + 1 self.DetectedItemMax = self.DetectedItemMax + 1 @@ -1706,6 +1737,7 @@ do -- DETECTION_BASE --- Checks if there is at least one UNIT detected in the Set of the the DetectedItem. -- @param #DETECTION_BASE self + -- @param #DETECTION_BASE.DetectedItem DetectedItem -- @return #boolean true if at least one UNIT is detected from the DetectedSet, false if no UNIT was detected from the DetectedSet. function DETECTION_BASE:IsDetectedItemDetected( DetectedItem ) @@ -1832,8 +1864,7 @@ do -- DETECTION_BASE --- Get a list of the detected item coordinates. -- @param #DETECTION_BASE self - -- @param #DETECTION_BASE.DetectedItem DetectedItem The DetectedItem to set the coordinate at. - -- @return Core.Point#COORDINATE + -- @return #table A table of Core.Point#COORDINATE function DETECTION_BASE:GetDetectedItemCoordinates() local Coordinates = {} @@ -2033,7 +2064,8 @@ do -- DETECTION_UNITS function DETECTION_UNITS:CreateDetectionItems() -- Loop the current detected items, and check if each object still exists and is detected. - for DetectedItemKey, DetectedItem in pairs( self.DetectedItems ) do + for DetectedItemKey, _DetectedItem in pairs( self.DetectedItems ) do + local DetectedItem=_DetectedItem --#DETECTION_BASE.DetectedItem local DetectedItemSet = DetectedItem.Set -- Core.Set#SET_UNIT diff --git a/Moose Development/Moose/Functional/Fox.lua b/Moose Development/Moose/Functional/Fox.lua index 69afa5761..47faf90bf 100644 --- a/Moose Development/Moose/Functional/Fox.lua +++ b/Moose Development/Moose/Functional/Fox.lua @@ -40,7 +40,9 @@ -- @field #table launchzones Table of launch zones. -- @field Core.Set#SET_GROUP protectedset Set of protected groups. -- @field #number explosionpower Power of explostion when destroying the missile in kg TNT. Default 5 kg TNT. --- @field #number explosiondist Missile player distance in meters for destroying the missile. Default 100 m. +-- @field #number explosiondist Missile player distance in meters for destroying smaller missiles. Default 200 m. +-- @field #number explosiondist2 Missile player distance in meters for destroying big missiles. Default 500 m. +-- @field #number bigmissilemass Explosion power of big missiles. Default 50 kg TNT. Big missiles will be destroyed earlier. -- @field #number dt50 Time step [sec] for missile position updates if distance to target > 50 km. Default 5 sec. -- @field #number dt10 Time step [sec] for missile position updates if distance to target > 10 km and < 50 km. Default 1 sec. -- @field #number dt05 Time step [sec] for missile position updates if distance to target > 5 km and < 10 km. Default 0.5 sec. @@ -136,8 +138,10 @@ FOX = { safezones = {}, launchzones = {}, protectedset = nil, - explosionpower = 5, - explosiondist = 100, + explosionpower = 0.1, + explosiondist = 200, + explosiondist2 = 500, + bigmissilemass = 50, destroy = nil, dt50 = 5, dt10 = 1, @@ -169,14 +173,19 @@ FOX = { -- @field Wrapper.Unit#UNIT weapon Missile weapon unit. -- @field #boolean active If true the missile is active. -- @field #string missileType Type of missile. +-- @field #string missileName Name of missile. -- @field #number missileRange Range of missile in meters. +-- @field #number fuseDist Fuse distance in meters. +-- @field #number explosive Explosive mass in kg TNT. -- @field Wrapper.Unit#UNIT shooterUnit Unit that shot the missile. -- @field Wrapper.Group#GROUP shooterGroup Group that shot the missile. -- @field #number shooterCoalition Coalition side of the shooter. -- @field #string shooterName Name of the shooter unit. --- @field #number shotTime Abs mission time in seconds the missile was fired. +-- @field #number shotTime Abs. mission time in seconds the missile was fired. -- @field Core.Point#COORDINATE shotCoord Coordinate where the missile was fired. -- @field Wrapper.Unit#UNIT targetUnit Unit that was targeted. +-- @field #string targetName Name of the target unit or "unknown". +-- @field #string targetOrig Name of the "original" target, i.e. the one right after launched. -- @field #FOX.PlayerData targetPlayer Player that was targeted or nil. --- Main radio menu on group level. @@ -189,7 +198,7 @@ FOX.MenuF10Root=nil --- FOX class version. -- @field #string version -FOX.version="0.5.1" +FOX.version="0.6.0" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- ToDo list @@ -217,6 +226,10 @@ function FOX:New() self:SetDefaultMissileDestruction(true) self:SetDefaultLaunchAlerts(true) self:SetDefaultLaunchMarks(true) + + -- Explosion/destruction defaults. + self:SetExplosionDistance() + self:SetExplosionDistanceBigMissiles() self:SetExplosionPower() -- Start State. @@ -358,12 +371,16 @@ function FOX:onafterStart(From, Event, To) self:HandleEvent(EVENTS.Birth) self:HandleEvent(EVENTS.Shot) + if self.Debug then + self:HandleEvent(EVENTS.Hit) + end + if self.Debug then self:TraceClass(self.ClassName) self:TraceLevel(2) end - self:__Status(-10) + self:__Status(-20) end --- On after Stop event. Stops the missile trainer and unhandles events. @@ -378,8 +395,12 @@ function FOX:onafterStop(From, Event, To) env.info(text) -- Handle events: - self:UnhandleEvent(EVENTS.Birth) - self:UnhandleEvent(EVENTS.Shot) + self:UnHandleEvent(EVENTS.Birth) + self:UnHandleEvent(EVENTS.Shot) + + if self.Debug then + self:UnhandleEvent(EVENTS.Hit) + end end @@ -433,28 +454,42 @@ function FOX:AddProtectedGroup(group) return self end ---- Set explosion power. +--- Set explosion power. This is an "artificial" explosion generated when the missile is destroyed. Just for the visual effect. +-- Don't set the explosion power too big or it will harm the aircraft in the vicinity. -- @param #FOX self --- @param #number power Explosion power in kg TNT. Default 5. +-- @param #number power Explosion power in kg TNT. Default 0.1 kg. -- @return #FOX self function FOX:SetExplosionPower(power) - self.explosionpower=power or 5 + self.explosionpower=power or 0.1 return self end --- Set missile-player distance when missile is destroyed. -- @param #FOX self --- @param #number distance Distance in meters. Default 100 m. +-- @param #number distance Distance in meters. Default 200 m. -- @return #FOX self function FOX:SetExplosionDistance(distance) - self.explosiondist=distance or 100 + self.explosiondist=distance or 200 return self end +--- Set missile-player distance when BIG missiles are destroyed. +-- @param #FOX self +-- @param #number distance Distance in meters. Default 500 m. +-- @param #number explosivemass Explosive mass of missile threshold in kg TNT. Default 50 kg. +-- @return #FOX self +function FOX:SetExplosionDistanceBigMissiles(distance, explosivemass) + + self.explosiondist2=distance or 500 + + self.bigmissilemass=explosivemass or 50 + + return self +end --- Disable F10 menu for all players. -- @param #FOX self @@ -558,8 +593,11 @@ function FOX:onafterStatus(From, Event, To) -- Get FSM state. local fsmstate=self:GetState() + local time=timer.getAbsTime() + local clock=UTILS.SecondsToClock(time) + -- Status. - self:I(self.lid..string.format("Missile trainer status: %s", fsmstate)) + self:I(self.lid..string.format("Missile trainer status %s: %s", clock, fsmstate)) -- Check missile status. self:_CheckMissileStatus() @@ -664,6 +702,9 @@ function FOX:_CheckMissileStatus() text=text..string.format("\n[%d] %s: active=%s, range=%.1f NM, heading=%03d, target=%s, player=%s, missilename=%s", i, mtype, active, range, heading, targetname, playername, missile.missileName) end + if #self.missiles==0 then + text=text.." none" + end self:I(self.lid..text) -- Remove inactive missiles. @@ -722,7 +763,9 @@ end function FOX:onafterMissileLaunch(From, Event, To, missile) -- Tracking info and init of last bomb position. - self:I(FOX.lid..string.format("FOX: Tracking %s - %s.", missile.missileType, missile.missileName)) + local text=string.format("FOX: Tracking missile %s(%s) - target %s - shooter %s", missile.missileType, missile.missileName, tostring(missile.targetName), missile.shooterName) + self:I(FOX.lid..text) + MESSAGE:New(text, 10):ToAllIf(self.Debug) -- Loop over players. for _,_player in pairs(self.players) do @@ -803,6 +846,9 @@ function FOX:onafterMissileLaunch(From, Event, To, missile) -- Missile velocity in m/s. local missileVelocity=UTILS.VecNorm(_ordnance:getVelocity()) + -- Update missile target if necessary. + self:GetMissileTarget(missile) + if missile.targetUnit then ----------------------------------- @@ -825,7 +871,30 @@ function FOX:onafterMissileLaunch(From, Event, To, missile) ------------------------------------ -- Missile has NO specific target -- - ------------------------------------ + ------------------------------------ + + -- TODO: This might cause a problem with wingman. Even if the shooter itself is excluded from the check, it's wingmen are not. + -- That would trigger the distance check right after missile launch if things to wrong. + -- + -- Possible solutions: + -- * Time check: enable this check after X seconds after missile was fired. What is X? + -- * Coalition check. But would not work in training situations where blue on blue is valid! + -- * At least enable it for surface-to-air missiles. + + local function _GetTarget(_unit) + local unit=_unit --Wrapper.Unit#UNIT + + -- Player position. + local playerCoord=unit:GetCoordinate() + + -- Distance. + local dist=missileCoord:Get3DDistance(playerCoord) + + -- Update mindist if necessary. Only include players in range of missile + 50% safety margin. + if dist<=self.explosiondist then + return unit + end + end -- Distance to closest player. local mindist=nil @@ -843,17 +912,57 @@ function FOX:onafterMissileLaunch(From, Event, To, missile) -- Distance. local dist=missileCoord:Get3DDistance(playerCoord) - -- Maxrange from launch point to player. - local maxrange=playerCoord:Get3DDistance(missile.shotCoord) + -- Distance from shooter to player. + local Dshooter2player=playerCoord:Get3DDistance(missile.shotCoord) - -- Update mindist if necessary. Only include players in range of missile. - if (mindist==nil or dist=self.bigmissilemass + end - -- If missile is 100 m from target ==> destroy missile if in safe zone. - if distance<=self.explosiondist and self:_CheckCoordSafe(targetCoord)then + -- If missile is 150 m from target ==> destroy missile if in safe zone. + if destroymissile and self:_CheckCoordSafe(targetCoord) then -- Destroy missile. - self:T(self.lid..string.format("Destroying missile at distance %.1f m", distance)) + self:I(self.lid..string.format("Destroying missile %s(%s) fired by %s aimed at %s [player=%s] at distance %.1f m", + missile.missileType, missile.missileName, missile.shooterName, target:GetName(), tostring(missile.targetPlayer~=nil), distance)) _ordnance:destroy() -- Missile is not active any more. missile.active=false + -- Debug smoke. + if self.Debug then + missileCoord:SmokeRed() + targetCoord:SmokeGreen() + end + -- Create event. self:MissileDestroyed(missile) -- Little explosion for the visual effect. - if self.explosionpower>0 then + if self.explosionpower>0 and distance>50 and (distShooter==nil or (distShooter and distShooter>50)) then missileCoord:Explosion(self.explosionpower) end - - local text=string.format("Destroying missile. %s", self:_DeadText()) - MESSAGE:New(text, 10):ToGroup(target:GetGroup()) - - -- Increase dead counter. + + -- Target was a player. if missile.targetPlayer then + + -- Message to target. + local text=string.format("Destroying missile. %s", self:_DeadText()) + MESSAGE:New(text, 10):ToGroup(target:GetGroup()) + + -- Increase dead counter. missile.targetPlayer.dead=missile.targetPlayer.dead+1 end -- Terminate timer. return nil + else -- Time step. @@ -922,10 +1061,15 @@ function FOX:onafterMissileLaunch(From, Event, To, missile) -- Check again in dt seconds. return timer.getTime()+dt end + else + -- Destroy missile. + self:I(self.lid..string.format("Missile %s(%s) fired by %s has no current target. Checking back in 0.1 sec.", missile.missileType, missile.missileName, missile.shooterName)) + return timer.getTime()+0.1 + -- No target ==> terminate timer. - return nil + --return nil end else @@ -945,7 +1089,7 @@ function FOX:onafterMissileLaunch(From, Event, To, missile) MESSAGE:New(text, 10):ToClient(player.client) -- Increase defeated counter. - player.defeated=player.defeated+1 + player.defeated=player.defeated+1 end end @@ -1041,11 +1185,52 @@ function FOX:OnEventBirth(EventData) end end +--- Get missile target. +-- @param #FOX self +-- @param #FOX.MissileData missile The missile data table. +function FOX:GetMissileTarget(missile) + + local target=nil + local targetName="unknown" + local targetUnit=nil --Wrapper.Unit#UNIT + + if missile.weapon and missile.weapon:isExist() then + + -- Get target of missile. + target=missile.weapon:getTarget() + + -- Get the target unit. Note if if _target is not nil, the unit can sometimes not be found! + if target then + self:T2({missiletarget=target}) + + -- Get target unit. + targetUnit=UNIT:Find(target) + + if targetUnit then + targetName=targetUnit:GetName() + + missile.targetUnit=targetUnit + missile.targetPlayer=self:_GetPlayerFromUnit(missile.targetUnit) + end + + end + end + + -- Missile got new target. + if missile.targetName and missile.targetName~=targetName then + self:I(self.lid..string.format("Missile %s(%s) changed target to %s. Previous target was %s.", missile.missileType, missile.missileName, targetName, missile.targetName)) + end + + -- Set target name. + missile.targetName=targetName + +end + --- FOX event handler for event shot (when a unit releases a rocket or bomb (but not a fast firing gun). -- @param #FOX self -- @param Core.Event#EVENTDATA EventData function FOX:OnEventShot(EventData) - self:I({eventshot = EventData}) + self:T2({eventshot=EventData}) if EventData.Weapon==nil then return @@ -1062,7 +1247,7 @@ function FOX:OnEventShot(EventData) -- Weapon descriptor. local desc=EventData.Weapon:getDesc() - self:E({desc=desc}) + self:T2({desc=desc}) -- Weapon category: 0=Shell, 1=Missile, 2=Rocket, 3=BOMB local weaponcategory=desc.category @@ -1091,15 +1276,6 @@ function FOX:OnEventShot(EventData) return end - -- Get the target unit. Note if if _target is not nil, the unit can sometimes not be found! - if _target then - self:E({target=_target}) - --_targetName=Unit.getName(_target) - --_targetUnit=UNIT:FindByName(_targetName) - _targetUnit=UNIT:Find(_target) - end - self:E(FOX.lid..string.format("EVENT SHOT: Target name = %s", tostring(_targetName))) - -- Track missiles of type AAM=1, SAM=2 or OTHER=6 local _track = weaponcategory==1 and missilecategory and (missilecategory==1 or missilecategory==2 or missilecategory==6) @@ -1119,11 +1295,18 @@ function FOX:OnEventShot(EventData) missile.shooterName=EventData.IniUnitName missile.shotTime=timer.getAbsTime() missile.shotCoord=EventData.IniUnit:GetCoordinate() - missile.targetUnit=_targetUnit - missile.targetPlayer=self:_GetPlayerFromUnit(missile.targetUnit) + missile.fuseDist=desc.fuseDist + missile.explosive=desc.warhead.explosiveMass or desc.warhead.shapedExplosiveMass + missile.targetOrig=missile.targetName - -- Only track if target was a player or target is protected. - if missile.targetPlayer or self:_IsProtected(missile.targetUnit) then + -- Set missile target name, unit and player. + self:GetMissileTarget(missile) + + self:I(FOX.lid..string.format("EVENT SHOT: Shooter=%s %s(%s) ==> Target=%s, fuse dist=%s, explosive=%s", + tostring(missile.shooterName), tostring(missile.missileType), tostring(missile.missileName), tostring(missile.targetName), tostring(missile.fuseDist), tostring(missile.explosive))) + + -- Only track if target was a player or target is protected. Saw the 9M311 missiles have no target! + if missile.targetPlayer or self:_IsProtected(missile.targetUnit) or missile.targetName=="unknown" then -- Add missile table. table.insert(self.missiles, missile) @@ -1137,6 +1320,36 @@ function FOX:OnEventShot(EventData) end +--- FOX event handler for event hit. +-- @param #FOX self +-- @param Core.Event#EVENTDATA EventData +function FOX:OnEventHit(EventData) + self:T({eventhit = EventData}) + + -- Nil checks. + if EventData.Weapon==nil then + return + end + if EventData.IniUnit==nil then + return + end + if EventData.TgtUnit==nil then + return + end + + local weapon=EventData.Weapon + local weaponname=weapon:getName() + + for i,_missile in pairs(self.missiles) do + local missile=_missile --#FOX.MissileData + if missile.missileName==weaponname then + self:I(self.lid..string.format("WARNING: Missile %s (%s) hit target %s. Missile trainer target was %s.", missile.missileType, missile.missileName, EventData.TgtUnitName, missile.targetName)) + self:I({missile=missile}) + return + end + end + +end ----------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- RADIO MENU Functions diff --git a/Moose Development/Moose/Functional/Sead.lua b/Moose Development/Moose/Functional/Sead.lua index 55a791023..6edb99312 100644 --- a/Moose Development/Moose/Functional/Sead.lua +++ b/Moose Development/Moose/Functional/Sead.lua @@ -57,8 +57,10 @@ SEAD = { -- -- Defends the Russian SA installations from SEAD attacks. -- SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 Troops', 'RU Attack Gori' } ) function SEAD:New( SEADGroupPrefixes ) + local self = BASE:Inherit( self, BASE:New() ) - self:F( SEADGroupPrefixes ) + self:F( SEADGroupPrefixes ) + if type( SEADGroupPrefixes ) == 'table' then for SEADGroupPrefixID, SEADGroupPrefix in pairs( SEADGroupPrefixes ) do self.SEADGroupPrefixes[SEADGroupPrefix] = SEADGroupPrefix @@ -85,7 +87,29 @@ function SEAD:OnEventShot( EventData ) local SEADWeaponName = EventData.WeaponName -- return weapon type -- Start of the 2nd loop self:T( "Missile Launched = " .. SEADWeaponName ) - if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD + + --if SEADWeaponName == "KH-58" or SEADWeaponName == "KH-25MPU" or SEADWeaponName == "AGM-88" or SEADWeaponName == "KH-31A" or SEADWeaponName == "KH-31P" then -- Check if the missile is a SEAD + if SEADWeaponName == "weapons.missiles.X_58" --Kh-58U anti-radiation missiles fired + or + SEADWeaponName == "weapons.missiles.Kh25MP_PRGS1VP" --Kh-25MP anti-radiation missiles fired + or + SEADWeaponName == "weapons.missiles.X_25MP" --Kh-25MPU anti-radiation missiles fired + or + SEADWeaponName == "weapons.missiles.X_28" --Kh-28 anti-radiation missiles fired + or + SEADWeaponName == "weapons.missiles.X_31P" --Kh-31P anti-radiation missiles fired + or + SEADWeaponName == "weapons.missiles.AGM_45A" --AGM-45A anti-radiation missiles fired + or + SEADWeaponName == "weapons.missiles.AGM_45" --AGM-45B anti-radiation missiles fired + or + SEADWeaponName == "weapons.missiles.AGM_88" --AGM-88C anti-radiation missiles fired + or + SEADWeaponName == "weapons.missiles.AGM_122" --AGM-122 Sidearm anti-radiation missiles fired + or + SEADWeaponName == "weapons.missiles.ALARM" --ALARM anti-radiation missiles fired + then + local _evade = math.random (1,100) -- random number for chance of evading action local _targetMim = EventData.Weapon:getTarget() -- Identify target local _targetMimname = Unit.getName(_targetMim) @@ -111,47 +135,62 @@ function SEAD:OnEventShot( EventData ) self:T( _targetskill ) if self.TargetSkill[_targetskill] then if (_evade > self.TargetSkill[_targetskill].Evade) then + self:T( string.format("Evading, target skill " ..string.format(_targetskill)) ) + local _targetMim = Weapon.getTarget(SEADWeapon) local _targetMimname = Unit.getName(_targetMim) local _targetMimgroup = Unit.getGroup(Weapon.getTarget(SEADWeapon)) local _targetMimcont= _targetMimgroup:getController() + routines.groupRandomDistSelf(_targetMimgroup,300,'Diamond',250,20) -- move randomly + local SuppressedGroups1 = {} -- unit suppressed radar off for a random time + local function SuppressionEnd1(id) id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN) SuppressedGroups1[id.groupName] = nil end + local id = { groupName = _targetMimgroup, ctrl = _targetMimcont } + local delay1 = math.random(self.TargetSkill[_targetskill].DelayOff[1], self.TargetSkill[_targetskill].DelayOff[2]) + if SuppressedGroups1[id.groupName] == nil then + SuppressedGroups1[id.groupName] = { SuppressionEndTime1 = timer.getTime() + delay1, SuppressionEndN1 = SuppressionEndCounter1 --Store instance of SuppressionEnd() scheduled function - } + } + Controller.setOption(_targetMimcont, AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.GREEN) timer.scheduleFunction(SuppressionEnd1, id, SuppressedGroups1[id.groupName].SuppressionEndTime1) --Schedule the SuppressionEnd() function --trigger.action.outText( string.format("Radar Off " ..string.format(delay1)), 20) end local SuppressedGroups = {} + local function SuppressionEnd(id) id.ctrl:setOption(AI.Option.Ground.id.ALARM_STATE,AI.Option.Ground.val.ALARM_STATE.RED) SuppressedGroups[id.groupName] = nil end + local id = { groupName = _targetMimgroup, ctrl = _targetMimcont } + local delay = math.random(self.TargetSkill[_targetskill].DelayOn[1], self.TargetSkill[_targetskill].DelayOn[2]) + if SuppressedGroups[id.groupName] == nil then SuppressedGroups[id.groupName] = { SuppressionEndTime = timer.getTime() + delay, SuppressionEndN = SuppressionEndCounter --Store instance of SuppressionEnd() scheduled function } + timer.scheduleFunction(SuppressionEnd, id, SuppressedGroups[id.groupName].SuppressionEndTime) --Schedule the SuppressionEnd() function --trigger.action.outText( string.format("Radar On " ..string.format(delay)), 20) end diff --git a/Moose Development/Moose/Ops/Airboss.lua b/Moose Development/Moose/Ops/Airboss.lua index 74b3778a3..04f531bd1 100644 --- a/Moose Development/Moose/Ops/Airboss.lua +++ b/Moose Development/Moose/Ops/Airboss.lua @@ -205,7 +205,7 @@ -- @field Core.Set#SET_GROUP excludesetAI AI groups in this set will be explicitly excluded from handling by the airboss and not forced into the Marshal pattern. -- @field #boolean menusingle If true, menu is optimized for a single carrier. -- @field #number collisiondist Distance up to which collision checks are done. --- @field #nubmer holdtimestamp Timestamp when the carrier first came to an unexpected hold. +-- @field #number holdtimestamp Timestamp when the carrier first came to an unexpected hold. -- @field #number Tmessage Default duration in seconds messages are displayed to players. -- @field #string soundfolder Folder within the mission (miz) file where airboss sound files are located. -- @field #string soundfolderLSO Folder withing the mission (miz) file where LSO sound files are stored. @@ -231,6 +231,7 @@ -- @field #number skipperSpeed Speed in knots for manual recovery start. -- @field #number skipperCase Manual recovery case. -- @field #boolean skipperUturn U-turn on/off via menu. +-- @field #number skipperOffset Holding offset angle in degrees for Case II/III manual recoveries. -- @field #number skipperTime Recovery time in min for manual recovery. -- @extends Core.Fsm#FSM @@ -1234,6 +1235,7 @@ AIRBOSS = { skipperMenu = nil, skipperSpeed = nil, skipperTime = nil, + skipperOffset = nil, skipperUturn = nil, } @@ -1559,7 +1561,7 @@ AIRBOSS.Difficulty={ -- @field #number Time Time in seconds. -- @field #number Rho Distance in meters. -- @field #number X Distance in meters. --- @field #nubmer Z Distance in meters. +-- @field #number Z Distance in meters. -- @field #number AoA Angle of Attack. -- @field #number Alt Altitude in meters. -- @field #number GSE Glideslope error in degrees. @@ -1681,12 +1683,13 @@ AIRBOSS.MenuF10Root=nil --- Airboss class version. -- @field #string version -AIRBOSS.version="1.0.3" +AIRBOSS.version="1.0.6" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- - + +-- TODO: Handle tanker and AWACS. Put them into pattern. -- TODO: Handle cases where AI crashes on carrier deck ==> Clean up deck. -- TODO: Player eject and crash debrief "gradings". -- TODO: PWO during case 2/3. @@ -1950,6 +1953,7 @@ function AIRBOSS:New(carriername, alias) local case=2 self.holdingoffset=30 self:_GetZoneGroove():SmokeZone(SMOKECOLOR.Red, 5) + self:_GetZoneLineup():SmokeZone(SMOKECOLOR.Green, 5) self:_GetZoneBullseye(case):SmokeZone(SMOKECOLOR.White, 45) self:_GetZoneDirtyUp(case):SmokeZone(SMOKECOLOR.Orange, 45) self:_GetZoneArcIn(case):SmokeZone(SMOKECOLOR.Blue, 45) @@ -2127,6 +2131,13 @@ function AIRBOSS:New(carriername, alias) -- @param #AIRBOSS self -- @param #number delay Delay in seconds. + --- On after "RecoveryStop" user function. Called when recovery of aircraft is stopped. + -- @function [parent=#AIRBOSS] OnAfterRecoveryStop + -- @param #AIRBOSS self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + --- Triggers the FSM event "RecoveryPause" that pauses the recovery of aircraft. -- @function [parent=#AIRBOSS] RecoveryPause @@ -2332,12 +2343,15 @@ end -- @param #number duration Default duration of the recovery in minutes. Default 30 min. -- @param #number windondeck Default wind on deck in knots. Default 25 knots. -- @param #boolean uturn U-turn after recovery window closes on=true or off=false/nil. Default off. +-- @param #number offset Relative Marshal radial in degrees for Case II/III recoveries. Default 30°. -- @return #AIRBOSS self -function AIRBOSS:SetMenuRecovery(duration, windondeck, uturn) +function AIRBOSS:SetMenuRecovery(duration, windondeck, uturn, offset) self.skipperMenu=true self.skipperTime=duration or 30 self.skipperSpeed=windondeck or 25 + self.skipperOffset=offset or 30 + if uturn then self.skipperUturn=true else @@ -3062,6 +3076,15 @@ function AIRBOSS:SetRecoveryTanker(recoverytanker) return self end +--- Define an AWACS associated with the carrier. +-- @param #AIRBOSS self +-- @param Ops.RecoveryTanker#RECOVERYTANKER awacs AWACS (recovery tanker) object. +-- @return #AIRBOSS self +function AIRBOSS:SetAWACS(awacs) + self.awacs=awacs + return self +end + --- Set default player skill. New players will be initialized with this skill. -- -- * "Flight Student" = @{#AIRBOSS.Difficulty.Easy} @@ -5913,38 +5936,48 @@ function AIRBOSS:_ScanCarrierZone() -- Debug info. self:T3(self.lid..string.format("Known AI flight group %s closed in by %.1f NM", knownflight.groupname, UTILS.MetersToNM(closein))) - -- Send AI flight to marshal stack if group closes in more than 5 and has initial flag value. - if closein>UTILS.NMToMeters(5) and knownflight.flag==-100 and iscarriersquad then + -- Is this group the tanker? + local istanker=self.tanker and self.tanker.tanker:GetName()==groupname - -- Check that we do not add a recovery tanker for marshaling. - if self.tanker and self.tanker.tanker:GetName()==groupname then + -- Is this group the AWACS? + local isawacs=self.awacs and self.awacs.tanker:GetName()==groupname + + -- Send tanker to marshal stack? + local tanker2marshal = istanker and self.tanker:IsReturning() and self.tanker.airbase:GetName()==self.airbase:GetName() and knownflight.flag==-100 and self.tanker.recovery==true + + -- Send AWACS to marhsal stack? + local awacs2marshal = isawacs and self.awacs:IsReturning() and self.awacs.airbase:GetName()==self.airbase:GetName() and knownflight.flag==-100 and self.awacs.recovery==true + + -- Put flight into Marshal. + local putintomarshal=closein>UTILS.NMToMeters(5) and knownflight.flag==-100 and iscarriersquad and istanker==false and isawacs==false + + -- Send AI flight to marshal stack if group closes in more than 5 and has initial flag value. + if putintomarshal or tanker2marshal or awacs2marshal then + + -- Get the next free stack for current recovery case. + local stack=self:_GetFreeStack(knownflight.ai) + + -- Repawn. + local respawn=self.respawnAI --or tanker2marshal - -- Don't touch the recovery tanker! + if stack then + + -- Send AI to marshal stack. We respawn the group to clean possible departure and destination airbases. + self:_MarshalAI(knownflight, stack, respawn) else - -- Get the next free stack for current recovery case. - local stack=self:_GetFreeStack(knownflight.ai) - - if stack then - - -- Send AI to marshal stack. We respawn the group to clean possible departure and destination airbases. - self:_MarshalAI(knownflight, stack, self.respawnAI) - - else - - -- Send AI to orbit outside 10 NM zone and wait until the next Marshal stack is available. - if not self:_InQueue(self.Qwaiting, knownflight.group) then - self:_WaitAI(knownflight, self.respawnAI) -- Group is respawned to clear any attached airfields. - end - + -- Send AI to orbit outside 10 NM zone and wait until the next Marshal stack is available. + if not self:_InQueue(self.Qwaiting, knownflight.group) then + self:_WaitAI(knownflight, respawn) -- Group is respawned to clear any attached airfields. end - - -- Break the loop to not have all flights at once! Spams the message screen. - break - - end -- Tanker - end -- Closed in + + end + + -- Break the loop to not have all flights at once! Spams the message screen. + break + + end -- Closed in or tanker/AWACS end -- AI else @@ -6862,8 +6895,8 @@ function AIRBOSS:_GetFreeStack(ai, case, empty) local n=flight.flag if n>0 then - if flight.ai then - stack[n]=0 -- AI get one stack on their own. + if flight.ai or flight.case>1 then + stack[n]=0 -- AI get one stack on their own. Also CASE II/III get one stack each. else stack[n]=stack[n]-1 end @@ -6878,7 +6911,7 @@ function AIRBOSS:_GetFreeStack(ai, case, empty) local nfree=nil for i=1,nmaxstacks do self:T2(self.lid..string.format("FF Stack[%d]=%d", i, stack[i])) - if ai or empty then + if ai or empty or case>1 then -- AI need the whole stack. if stack[i]==self.NmaxStack then nfree=i @@ -8368,28 +8401,35 @@ function AIRBOSS:OnEventEngineShutdown(EventData) -- Debug message. self:T(self.lid..string.format("AI unit %s shut down its engines!", _unitName)) - if self.despawnshutdown then + -- Get flight. + local flight=self:_GetFlightFromGroupInQueue(EventData.IniGroup, self.flights) + + -- Only AI flights. + if flight and flight.ai then - -- Get flight. - local flight=self:_GetFlightFromGroupInQueue(EventData.IniGroup, self.flights) - - -- Only AI flights. - if flight and flight.ai then + -- Check if all elements were recovered. + local recovered=self:_CheckSectionRecovered(flight) - -- Check if all elements were recovered. - local recovered=self:_CheckSectionRecovered(flight) + -- Despawn group and completely remove flight. + if recovered then + self:T(self.lid..string.format("AI group %s completely recovered. Despawning group after engine shutdown event as requested in 5 seconds.", tostring(EventData.IniGroupName))) - -- Despawn group and completely remove flight. - if recovered then - self:T(self.lid..string.format("AI group %s completely recovered. Despawning group after engine shutdown event as requested in 5 seconds.", tostring(EventData.IniGroupName))) + -- Remove flight. + self:_RemoveFlight(flight) + + -- Check if this is a tanker or AWACS associated with the carrier. + local istanker=self.tanker and self.tanker.tanker:GetName()==EventData.IniGroupName + local isawacs=self.awacs and self.awacs.tanker:GetName()==EventData.IniGroupName + + -- Destroy group if desired. Recovery tankers have their own logic for despawning. + if self.despawnshutdown and not (istanker or isawacs) then EventData.IniGroup:Destroy(nil, 5) - self:_RemoveFlight(flight) end + end + end - - end - + end end --- Airboss event handler for event that a unit takes off. @@ -9500,7 +9540,7 @@ function AIRBOSS:_Final(playerData, nocheck) local inzone=playerData.unit:IsInZone(zone) -- Check. - if inzone then + if inzone then --and math.abs(groovedata.Roll)<5 then -- Hint for player about altitude, AoA etc. Sound is off. self:_PlayerHint(playerData, nil, true) @@ -9559,12 +9599,11 @@ function AIRBOSS:_Groove(playerData) local glideslopeError=groovedata.GSE local AoA=groovedata.AoA - -- Start time in groove when "wings are level", i.e. <= 5°. - if playerData.TIG0==nil and math.abs(groovedata.Roll)<=5.0 then - playerData.TIG0=timer.getTime() - end - if rho<=RXX and playerData.step==AIRBOSS.PatternStep.GROOVE_XX then + if rho<=RXX and playerData.step==AIRBOSS.PatternStep.GROOVE_XX and (math.abs(groovedata.Roll)<=4.0 or playerData.unit:IsInZone(self:_GetZoneLineup())) then + + -- Start time in groove + playerData.TIG0=timer.getTime() -- LSO "Call the ball" call. self:RadioTransmission(self.LSORadio, self.LSOCall.CALLTHEBALL, nil, nil, nil, true) @@ -9772,7 +9811,7 @@ function AIRBOSS:_Groove(playerData) -- Wait until player passed the 0.75 NM distance. local _advice=true - if rho>RXX and playerData.difficulty~=AIRBOSS.Difficulty.EASY then + if playerData.TIG0==nil and playerData.difficulty~=AIRBOSS.Difficulty.EASY then --rho>RXX _advice=false end @@ -10283,15 +10322,45 @@ function AIRBOSS:_GetZoneInitial(case) return zone end +--- Get lineup groove zone. +-- @param #AIRBOSS self +-- @return Core.Zone#ZONE_POLYGON_BASE Lineup zone. +function AIRBOSS:_GetZoneLineup() + + -- Get radial, i.e. inverse of BRC. + local fbi=self:GetRadial(1, false, false) + + -- Stern coordinate. + local st=self:_GetOptLandingCoordinate() + + -- Zone points. + local c1=st + local c2=st:Translate(UTILS.NMToMeters(0.50), fbi+15) + local c3=st:Translate(UTILS.NMToMeters(0.50), fbi+self.lue._max-0.05) + local c4=st:Translate(UTILS.NMToMeters(0.77), fbi+self.lue._max-0.05) + local c5=c4:Translate(UTILS.NMToMeters(0.25), fbi-90) + + -- Vec2 array. + local vec2={c1:GetVec2(), c2:GetVec2(), c3:GetVec2(), c4:GetVec2(), c5:GetVec2()} + + -- Polygon zone. + local zone=ZONE_POLYGON_BASE:New("Zone Lineup", vec2) + + return zone +end + + --- Get groove zone. -- @param #AIRBOSS self -- @param #number l Length of the groove in NM. Default 1.5 NM. -- @param #number w Width of the groove in NM. Default 0.25 NM. --- @return Core.Zone#ZONE_POLYGON_BASE Initial zone. -function AIRBOSS:_GetZoneGroove(l, w) +-- @param #number b Width of the beginning in NM. Default 0.10 NM. +-- @return Core.Zone#ZONE_POLYGON_BASE Groove zone. +function AIRBOSS:_GetZoneGroove(l, w, b) l=l or 1.50 w=w or 0.25 + b=b or 0.10 -- Get radial, i.e. inverse of BRC. local fbi=self:GetRadial(1, false, false) @@ -10302,9 +10371,9 @@ function AIRBOSS:_GetZoneGroove(l, w) -- Zone points. local c1=st:Translate(self.carrierparam.totwidthstarboard, fbi-90) local c2=st:Translate(UTILS.NMToMeters(0.10), fbi-90):Translate(UTILS.NMToMeters(0.3), fbi) - local c3=st:Translate(UTILS.NMToMeters(w/2), fbi-90):Translate(UTILS.NMToMeters(l), fbi) + local c3=st:Translate(UTILS.NMToMeters(0.25), fbi-90):Translate(UTILS.NMToMeters(l), fbi) local c4=st:Translate(UTILS.NMToMeters(w/2), fbi+90):Translate(UTILS.NMToMeters(l), fbi) - local c5=st:Translate(UTILS.NMToMeters(0.10), fbi+90):Translate(UTILS.NMToMeters(0.3), fbi) + local c5=st:Translate(UTILS.NMToMeters(b), fbi+90):Translate(UTILS.NMToMeters(0.3), fbi) local c6=st:Translate(self.carrierparam.totwidthport, fbi+90) -- Vec2 array. @@ -14328,7 +14397,7 @@ end -- @param #number delay Delay in seconds, before the message is broadcasted. -- @param #number interval Interval in seconds after the last sound has been played. -- @param #boolean click If true, play radio click at the end. --- @param #booelan pilotcall If true, it's a pilot call. +-- @param #boolean pilotcall If true, it's a pilot call. function AIRBOSS:RadioTransmission(radio, call, loud, delay, interval, click, pilotcall) self:F2({radio=radio, call=call, loud=loud, delay=delay, interval=interval, click=click}) @@ -15471,6 +15540,12 @@ function AIRBOSS:_AddF10Commands(_unitName) missionCommands.addCommandForGroup(gid, "45 min", _menusetrtime, self._SkipperRecoveryTime, self, _unitName, 45) missionCommands.addCommandForGroup(gid, "60 min", _menusetrtime, self._SkipperRecoveryTime, self, _unitName, 60) missionCommands.addCommandForGroup(gid, "90 min", _menusetrtime, self._SkipperRecoveryTime, self, _unitName, 90) + local _menusetrtime=missionCommands.addSubMenuForGroup(gid, "Set Marshal Radial", _skipperPath) + missionCommands.addCommandForGroup(gid, "+30°", _menusetrtime, self._SkipperRecoveryOffset, self, _unitName, 30) + missionCommands.addCommandForGroup(gid, "+15°", _menusetrtime, self._SkipperRecoveryOffset, self, _unitName, 15) + missionCommands.addCommandForGroup(gid, "0°", _menusetrtime, self._SkipperRecoveryOffset, self, _unitName, 0) + missionCommands.addCommandForGroup(gid, "-15°", _menusetrtime, self._SkipperRecoveryOffset, self, _unitName, -15) + missionCommands.addCommandForGroup(gid, "-30°", _menusetrtime, self._SkipperRecoveryOffset, self, _unitName, -30) missionCommands.addCommandForGroup(gid, "U-turn On/Off", _skipperPath, self._SkipperRecoveryUturn, self, _unitName) missionCommands.addCommandForGroup(gid, "Start CASE I", _skipperPath, self._SkipperStartRecovery, self, _unitName, 1) missionCommands.addCommandForGroup(gid, "Start CASE II", _skipperPath, self._SkipperStartRecovery, self, _unitName, 2) @@ -15526,6 +15601,9 @@ function AIRBOSS:_SkipperStartRecovery(_unitName, case) -- Inform player. local text=string.format("affirm, Case %d recovery will start in 5 min for %d min. Wind on deck %d knots. U-turn=%s.", case, self.skipperTime, self.skipperSpeed, tostring(self.skipperUturn)) + if case>1 then + text=text..string.format(" Marshal radial %d°.", self.skipperOffset) + end if self:IsRecovering() then text="negative, carrier is already recovering." self:MessageToPlayer(playerData, text, "AIRBOSS") @@ -15540,7 +15618,7 @@ function AIRBOSS:_SkipperStartRecovery(_unitName, case) local C9=UTILS.SecondsToClock(t9) -- Carrier will turn into the wind. Wind on deck 25 knots. U-turn on. - self:AddRecoveryWindow(C0, C9, case, 30, true, self.skipperSpeed, self.skipperUturn) + self:AddRecoveryWindow(C0, C9, case, self.skipperOffset, true, self.skipperSpeed, self.skipperUturn) end end @@ -15574,6 +15652,30 @@ function AIRBOSS:_SkipperStopRecovery(_unitName) end end +--- Skipper set recovery offset angle. +-- @param #AIRBOSS self +-- @param #string _unitName Name fo the player unit. +-- @param #number offset Recovery holding offset angle in degrees for Case II/III. +function AIRBOSS:_SkipperRecoveryOffset(_unitName, offset) + + -- Get player unit and name. + local _unit, _playername = self:_GetPlayerUnitAndName(_unitName) + + -- Check if we have a unit which is a player. + if _unit and _playername then + local playerData=self.players[_playername] --#AIRBOSS.PlayerData + + if playerData then + + -- Inform player. + local text=string.format("roger, relative CASE II/III Marshal radial set to %d°.", offset) + self:MessageToPlayer(playerData, text, "AIRBOSS") + + self.skipperOffset=offset + end + end +end + --- Skipper set recovery time. -- @param #AIRBOSS self -- @param #string _unitName Name fo the player unit. diff --git a/Moose Development/Moose/Ops/RecoveryTanker.lua b/Moose Development/Moose/Ops/RecoveryTanker.lua index 3c4d781dc..e77f91ad2 100644 --- a/Moose Development/Moose/Ops/RecoveryTanker.lua +++ b/Moose Development/Moose/Ops/RecoveryTanker.lua @@ -60,6 +60,8 @@ -- @field #number callsignname Number for the callsign name. -- @field #number callsignnumber Number of the callsign name. -- @field #string modex Tail number of the tanker. +-- @field #boolean eplrs If true, enable data link, e.g. if used as AWACS. +-- @field #boolean recovery If true, tanker will recover using the AIRBOSS marshal pattern. -- @extends Core.Fsm#FSM --- Recovery Tanker. @@ -295,15 +297,16 @@ RECOVERYTANKER = { callsignnumber = nil, modex = nil, eplrs = nil, + recovery = nil, } --- Unique ID (global). -- @field #number UID Unique ID (global). -RECOVERYTANKER.UID=0 +_RECOVERYTANKERID=0 --- Class version. -- @field #string version -RECOVERYTANKER.version="1.0.7" +RECOVERYTANKER.version="1.0.8" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list @@ -349,16 +352,16 @@ function RECOVERYTANKER:New(carrierunit, tankergroupname) self.tankergroupname=tankergroupname -- Increase unique ID. - RECOVERYTANKER.UID=RECOVERYTANKER.UID+1 + _RECOVERYTANKERID=_RECOVERYTANKERID+1 -- Unique ID of this tanker. - self.uid=RECOVERYTANKER.UID + self.uid=_RECOVERYTANKERID -- Save self in static object. Easier to retrieve later. self.carrier:SetState(self.carrier, string.format("RECOVERYTANKER_%d", self.uid) , self) -- Set unique spawn alias. - self.alias=string.format("%s_%s_%02d", self.carrier:GetName(), self.tankergroupname, RECOVERYTANKER.UID) + self.alias=string.format("%s_%s_%02d", self.carrier:GetName(), self.tankergroupname, _RECOVERYTANKERID) -- Log ID. self.lid=string.format("RECOVERYTANKER %s | ", self.alias) @@ -377,6 +380,7 @@ function RECOVERYTANKER:New(carrierunit, tankergroupname) self:SetPatternUpdateHeading() self:SetPatternUpdateInterval() self:SetAWACS(false) + self:SetRecoveryAirboss(false) -- Debug trace. if false then @@ -399,6 +403,7 @@ function RECOVERYTANKER:New(carrierunit, tankergroupname) self:AddTransition("*", "RefuelStop", "Running") -- Tanker starts to refuel. self:AddTransition("*", "Run", "Running") -- Tanker starts normal operation again. self:AddTransition("Running", "RTB", "Returning") -- Tanker is returning to base (for fuel). + self:AddTransition("Returning", "Returned", "Returned") -- Tanker has returned to its airbase (i.e. landed). self:AddTransition("*", "Status", "*") -- Status update. self:AddTransition("Running", "PatternUpdate", "*") -- Update pattern wrt to carrier. self:AddTransition("*", "Stop", "Stopped") -- Stop the FSM. @@ -472,6 +477,26 @@ function RECOVERYTANKER:New(carrierunit, tankergroupname) -- @param Wrapper.Airbase#AIRBASE airbase The airbase where the tanker should return to. + --- Triggers the FSM event "Returned" after the tanker has landed. + -- @function [parent=#RECOVERYTANKER] Returned + -- @param #RECOVERYTANKER self + -- @param Wrapper.Airbase#AIRBASE airbase The airbase the tanker has landed. + + --- Triggers the delayed FSM event "Returned" after the tanker has landed. + -- @function [parent=#RECOVERYTANKER] __Returned + -- @param #RECOVERYTANKER self + -- @param #number delay Delay in seconds. + -- @param Wrapper.Airbase#AIRBASE airbase The airbase the tanker has landed. + + --- On after "Returned" event user function. Called when a the the tanker has landed at an airbase. + -- @function [parent=#RECOVERYTANKER] OnAfterReturned + -- @param #RECOVERYTANKER self + -- @param #string From From state. + -- @param #string Event Event. + -- @param #string To To state. + -- @param Wrapper.Airbase#AIRBASE airbase The airbase the tanker has landed. + + --- Triggers the FSM event "Status" that updates the tanker status. -- @function [parent=#RECOVERYTANKER] Status -- @param #RECOVERYTANKER self @@ -596,6 +621,19 @@ function RECOVERYTANKER:SetHomeBase(airbase) return self end +--- Activate recovery by the AIRBOSS class. Tanker will get a Marshal stack and perform a CASE I, II or III recovery when RTB. +-- @param #RECOVERYTANKER self +-- @param #boolean switch If true or nil, recovery is done by AIRBOSS. +-- @return #RECOVERYTANKER self +function RECOVERYTANKER:SetRecoveryAirboss(switch) + if switch==true or switch==nil then + self.recovery=true + else + self.recovery=false + end + return self +end + --- Set that the group takes the roll of an AWACS instead of a refueling tanker. -- @param #RECOVERYTANKER self -- @param #boolean switch If true or nil, set roll AWACS. @@ -775,6 +813,13 @@ function RECOVERYTANKER:IsReturning() return self:is("Returning") end +--- Check if tanker has returned to base. +-- @param #RECOVERYTANKER self +-- @return #boolean If true, tanker has returned to base. +function RECOVERYTANKER:IsReturned() + return self:is("Returned") +end + --- Check if tanker is currently operating. -- @param #RECOVERYTANKER self -- @return #boolean If true, tanker is operating. @@ -830,6 +875,7 @@ function RECOVERYTANKER:onafterStart(From, Event, To) -- Handle events. self:HandleEvent(EVENTS.EngineShutdown) + self:HandleEvent(EVENTS.Land) self:HandleEvent(EVENTS.Refueling, self._RefuelingStart) --Need explicit functions since OnEventRefueling and OnEventRefuelingStop did not hook! self:HandleEvent(EVENTS.RefuelingStop, self._RefuelingStop) self:HandleEvent(EVENTS.Crash, self._OnEventCrashOrDead) @@ -865,7 +911,7 @@ function RECOVERYTANKER:onafterStart(From, Event, To) else -- Check if an uncontrolled tanker group was requested. - if self.useuncontrolled then + if self.uncontrolledac then -- Use an uncontrolled aircraft group. self.tanker=GROUP:FindByName(self.tankergroupname) @@ -884,14 +930,14 @@ function RECOVERYTANKER:onafterStart(From, Event, To) else -- Spawn tanker at airbase. - self.tanker=Spawn:SpawnAtAirbase(self.airbase, self.takeoff) + self.tanker=Spawn:SpawnAtAirbase(self.airbase, self.takeoff, nil, AIRBASE.TerminalType.OpenMedOrBig) end end -- Initialize route. self.distStern<0! - SCHEDULER:New(nil, self._InitRoute, {self, -self.distStern+UTILS.NMToMeters(3)}, 1) + self:ScheduleOnce(1, self._InitRoute, self, -self.distStern+UTILS.NMToMeters(3)) -- Create tanker beacon. if self.TACANon then @@ -929,7 +975,7 @@ function RECOVERYTANKER:onafterStatus(From, Event, To) -- Get current time. local time=timer.getTime() - if self.tanker:IsAlive() then + if self.tanker and self.tanker:IsAlive() then --------------------- -- TANKER is ALIVE -- @@ -937,8 +983,14 @@ function RECOVERYTANKER:onafterStatus(From, Event, To) -- Get fuel of tanker. local fuel=self.tanker:GetFuel()*100 - local text=string.format("Recovery tanker %s: state=%s fuel=%.1f", self.tanker:GetName(), self:GetState(), fuel) + local life=self.tanker:GetUnit(1):GetLife() + local life0=self.tanker:GetUnit(1):GetLife0() + local lifeR=self.tanker:GetUnit(1):GetLifeRelative() + + -- Report fuel and life. + local text=string.format("Recovery tanker %s: state=%s fuel=%.1f, life=%.1f/%.1f=%d", self.tanker:GetName(), self:GetState(), fuel, life, life0, lifeR*100) self:T(self.lid..text) + MESSAGE:New(text, 10):ToAllIf(self.Debug) -- Check if tanker is running and not RTBing or refueling. if self:IsRunning() then @@ -947,7 +999,7 @@ function RECOVERYTANKER:onafterStatus(From, Event, To) if fuel0 then -- Schedule TACAN activation. - SCHEDULER:New(nil, self._ActivateTACAN, {self}, delay) + --SCHEDULER:New(nil, self._ActivateTACAN, {self}, delay) + self:ScheduleOnce(delay, RECOVERYTANKER._ActivateTACAN, self) else @@ -1494,7 +1625,7 @@ function RECOVERYTANKER:_ActivateTACAN(delay) if unit and unit:IsAlive() then -- Debug message. - local text=string.format("Activating recovery tanker TACAN beacon: channel=%d mode=%s, morse=%s.", self.TACANchannel, self.TACANmode, self.TACANmorse) + local text=string.format("Activating TACAN beacon: channel=%d mode=%s, morse=%s.", self.TACANchannel, self.TACANmode, self.TACANmorse) MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug) self:T(self.lid..text) @@ -1503,7 +1634,7 @@ function RECOVERYTANKER:_ActivateTACAN(delay) self.beacon:ActivateTACAN(self.TACANchannel, self.TACANmode, self.TACANmorse, true) else - self:E("ERROR: Recovery tanker is not alive!") + self:E(self.lid.."ERROR: Recovery tanker is not alive!") end end diff --git a/Moose Development/Moose/Ops/RescueHelo.lua b/Moose Development/Moose/Ops/RescueHelo.lua index dff109c8f..d033713b5 100644 --- a/Moose Development/Moose/Ops/RescueHelo.lua +++ b/Moose Development/Moose/Ops/RescueHelo.lua @@ -231,11 +231,11 @@ RESCUEHELO = { --- Unique ID (global). -- @field #number uid Unique ID (global). -RESCUEHELO.UID=0 +_RESCUEHELOID=0 --- Class version. -- @field #string version -RESCUEHELO.version="1.0.7" +RESCUEHELO.version="1.0.8" ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -- TODO list @@ -277,16 +277,16 @@ function RESCUEHELO:New(carrierunit, helogroupname) self.helogroupname=helogroupname -- Increase ID. - RESCUEHELO.UID=RESCUEHELO.UID+1 + _RESCUEHELOID=_RESCUEHELOID+1 -- Unique ID of this helo. - self.uid=RESCUEHELO.UID + self.uid=_RESCUEHELOID -- Save self in static object. Easier to retrieve later. self.carrier:SetState(self.carrier, string.format("RESCUEHELO_%d", self.uid) , self) -- Set unique spawn alias. - self.alias=string.format("%s_%s_%02d", self.carrier:GetName(), self.helogroupname, RESCUEHELO.UID) + self.alias=string.format("%s_%s_%02d", self.carrier:GetName(), self.helogroupname, _RESCUEHELOID) -- Log ID. self.lid=string.format("RESCUEHELO %s | ", self.alias) @@ -386,6 +386,7 @@ function RESCUEHELO:New(carrierunit, helogroupname) -- @param #string To To state. -- @param Wrapper.Airbase#AIRBASE airbase The airbase to return to. Default is the home base. + --- Triggers the FSM event "Returned" after the helo has landed. -- @function [parent=#RESCUEHELO] Returned -- @param #RESCUEHELO self @@ -719,7 +720,7 @@ end function RESCUEHELO:OnEventLand(EventData) local group=EventData.IniGroup --Wrapper.Group#GROUP - if group:IsAlive() then + if group and group:IsAlive() then -- Group name that landed. local groupname=group:GetName() @@ -727,8 +728,15 @@ function RESCUEHELO:OnEventLand(EventData) -- Check that it was our helo that landed. if groupname==self.helo:GetName() then + local airbase=nil --Wrapper.Airbase#AIRBASE + local airbasename="unknown" + if EventData.Place then + airbase=EventData.Place + airbasename=airbase:GetName() + end + -- Respawn the Helo. - local text=string.format("Respawning rescue helo group %s at home base.", groupname) + local text=string.format("Rescue helo group %s landed at airbase %s.", groupname, airbasename) MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug) self:T(self.lid..text) @@ -749,7 +757,7 @@ function RESCUEHELO:OnEventLand(EventData) end -- Trigger returned event. Respawn at current airbase. - self:__Returned(3, EventData.Place) + self:__Returned(3, airbase) end end @@ -839,7 +847,6 @@ function RESCUEHELO:onafterStart(From, Event, To) self:I(self.lid..text) -- Handle events. - --self:HandleEvent(EVENTS.Birth) self:HandleEvent(EVENTS.Land) self:HandleEvent(EVENTS.Crash, self._OnEventCrashOrEject) self:HandleEvent(EVENTS.Ejection, self._OnEventCrashOrEject) @@ -899,7 +906,7 @@ function RESCUEHELO:onafterStart(From, Event, To) else -- Spawn at airbase. - self.helo=Spawn:SpawnAtAirbase(self.airbase, self.takeoff) + self.helo=Spawn:SpawnAtAirbase(self.airbase, self.takeoff, nil, AIRBASE.TerminalType.HelicopterUsable) -- Delay before formation is started. if self.takeoff==SPAWN.Takeoff.Runway then @@ -948,7 +955,7 @@ function RESCUEHELO:onafterStatus(From, Event, To) local time=timer.getTime() -- Check if helo is running and not RTBing already or rescuing. - if self.helo:IsAlive() then + if self.helo and self.helo:IsAlive() then ------------------- -- HELO is ALIVE -- @@ -959,9 +966,10 @@ function RESCUEHELO:onafterStatus(From, Event, To) local fuelrel=fuel/self.HeloFuel0 local life=self.helo:GetUnit(1):GetLife() local life0=self.helo:GetUnit(1):GetLife0() + local lifeR=self.helo:GetUnit(1):GetLifeRelative() -- Report current fuel. - local text=string.format("Rescue Helo %s: state=%s fuel=%.1f, rel.fuel=%.1f, life=%.1f/%.1f", self.helo:GetName(), self:GetState(), fuel, fuelrel, life, life0) + local text=string.format("Rescue Helo %s: state=%s fuel=%.1f, rel.fuel=%.1f, life=%.1f/%.1f=%d", self.helo:GetName(), self:GetState(), fuel, fuelrel, life, life0, lifeR*100) MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug) self:T(self.lid..text) @@ -982,7 +990,7 @@ function RESCUEHELO:onafterStatus(From, Event, To) -- Respawn helo in air. self.helo=self.helo:Respawn(nil, true) - -- XXX: ATTENTION: if helo automatically RTBs on low fuel, it goes a bit cazy. The formation is not stopped and he partially dives into the water. + -- XXX: ATTENTION: if helo automatically RTBs on low fuel, it goes a bit crazy. The formation is not stopped and he partially dives into the water. -- Also trying to find a ship to land on he flies right through it. --self.helo:OptionRTBBingoFuel(false) @@ -1016,6 +1024,8 @@ function RESCUEHELO:onafterStatus(From, Event, To) if not self:IsStopped() then + self:E(self.lid.."Rescue helo is NOT alive (and not stopped)!") + -- Stop FSM. self:Stop() @@ -1047,18 +1057,6 @@ function RESCUEHELO:onafterRun(From, Event, To) self.formation:Start() end - -- Restart route of carrier if it was stopped. - if self.carrierstop then - -- Debug info. - local text="Carrier resuming route after rescue operation." - MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug) - self:T(self.lid..text) - - -- Resume route of carrier. - self.carrier:RouteResume() - self.carrierstop=false - end - end @@ -1143,15 +1141,6 @@ function RESCUEHELO:onafterRescue(From, Event, To, RescueCoord) -- Stop formation. self.formation:Stop() - -- Stop carrier. - if self.rescuestopboat then - local text="Stopping carrier for rescue operation." - MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug) - self:T(self.lid..text) - - self.carrier:RouteStop() - self.carrierstop=true - end end --- On after RTB event. Send helo back to carrier. @@ -1170,21 +1159,6 @@ function RESCUEHELO:onafterRTB(From, Event, To, airbase) MESSAGE:New(text, 10, "DEBUG"):ToAllIf(self.Debug) self:T(self.lid..text) - --[[ - -- Waypoint array. - local wp={} - - -- Set landing waypoint at home base. - wp[1]=self.helo:GetCoordinate():WaypointAirTurningPoint(nil, 300, {}, "Current Position") - wp[2]=self.airbase:GetCoordinate():SetAltitude(70):WaypointAirLanding(300, self.airbase, {}, "Landing at Home Base") - - -- Initialize WP and route helo. - self.helo:WayPointInitialize(wp) - - -- Set task. - self.helo:Route(wp, 1) - ]] - -- Stop formation. if From=="Running" then self.formation:Stop() @@ -1204,7 +1178,7 @@ function RESCUEHELO:onafterReturned(From, Event, To, airbase) if airbase then local airbasename=airbase:GetName() - self:T(self.lid..string.format("Helo returned to airbase %s", tostring(airbasename))) + self:I(self.lid..string.format("Helo returned to airbase %s", tostring(airbasename))) else self:E(self.lid..string.format("WARNING: Helo landed but airbase (EventData.Place) is nil!")) end @@ -1238,6 +1212,9 @@ function RESCUEHELO:onafterStop(From, Event, To) self:UnHandleEvent(EVENTS.Land) self:UnHandleEvent(EVENTS.Crash) self:UnHandleEvent(EVENTS.Ejection) + + -- Clear all pending FSM events. + self.CallScheduler:Clear() -- If helo is alive, despawn it. if self.helo and self.helo:IsAlive() then @@ -1245,7 +1222,8 @@ function RESCUEHELO:onafterStop(From, Event, To) self.helo:Destroy() else self:I(self.lid.."Stopping FSM. Helo was not alive.") - end + end + end @@ -1260,13 +1238,13 @@ function RESCUEHELO:RouteRTB(RTBAirbase, Speed) -- Curent (from) waypoint. local coord=self.helo:GetCoordinate() - local PointFrom=coord:WaypointAirTurningPoint(nil, Speed) + local PointFrom=coord:WaypointAirTurningPoint(nil, Speed, {}, "Current") -- Airbase coordinate. - local PointAirbase=RTBAirbase:GetCoordinate():SetAltitude(100):WaypointAirTurningPoint(nil ,Speed) + --local PointAirbase=RTBAirbase:GetCoordinate():SetAltitude(100):WaypointAirTurningPoint(nil ,Speed) -- Landing waypoint. More general than prev version since it should also work with FAPRS and ships. - local PointLanding=RTBAirbase:GetCoordinate():SetAltitude(20):WaypointAirLanding(Speed, RTBAirbase) + local PointLanding=RTBAirbase:GetCoordinate():SetAltitude(20):WaypointAirLanding(Speed, RTBAirbase, {}, "Landing") -- Waypoint table. local Points={PointFrom, PointLanding} @@ -1283,6 +1261,9 @@ function RESCUEHELO:RouteRTB(RTBAirbase, Speed) -- Respawn the group. self.helo=self.helo:Respawn(Template, true) + -- Route the group or this will not work. + self.helo:Route(Points, 1) + return self end diff --git a/Moose Development/Moose/Utilities/Routines.lua b/Moose Development/Moose/Utilities/Routines.lua index c63359c2e..a28cb2bed 100644 --- a/Moose Development/Moose/Utilities/Routines.lua +++ b/Moose Development/Moose/Utilities/Routines.lua @@ -21,6 +21,11 @@ routines.build = 22 -- Utils- conversion, Lua utils, etc. routines.utils = {} +routines.utils.round = function(number, decimals) + local power = 10^decimals + return math.floor(number * power) / power +end + --from http://lua-users.org/wiki/CopyTable routines.utils.deepCopy = function(object) local lookup_table = {} diff --git a/Moose Development/Moose/Utilities/Utils.lua b/Moose Development/Moose/Utilities/Utils.lua index 873b1b4b3..f32caa744 100644 --- a/Moose Development/Moose/Utilities/Utils.lua +++ b/Moose Development/Moose/Utilities/Utils.lua @@ -429,12 +429,12 @@ UTILS.tostringLL = function( lat, lon, acc, DMS) local secFrmtStr -- create the formatting string for the seconds place secFrmtStr = '%02d' --- if acc <= 0 then -- no decimal place. --- secFrmtStr = '%02d' --- else --- local width = 3 + acc -- 01.310 - that's a width of 6, for example. --- secFrmtStr = '%0' .. width .. '.' .. acc .. 'f' --- end + if acc <= 0 then -- no decimal place. + secFrmtStr = '%02d' + else + local width = 3 + acc -- 01.310 - that's a width of 6, for example. + secFrmtStr = '%0' .. width .. '.' .. acc .. 'f' + end return string.format('%03d', latDeg) .. ' ' .. string.format('%02d', latMin) .. '\' ' .. string.format(secFrmtStr, latSec) .. '"' .. latHemi .. ' ' .. string.format('%03d', lonDeg) .. ' ' .. string.format('%02d', lonMin) .. '\' ' .. string.format(secFrmtStr, lonSec) .. '"' .. lonHemi diff --git a/Moose Development/Moose/Wrapper/Airbase.lua b/Moose Development/Moose/Wrapper/Airbase.lua index 2de2ef7e2..5d157b821 100644 --- a/Moose Development/Moose/Wrapper/Airbase.lua +++ b/Moose Development/Moose/Wrapper/Airbase.lua @@ -311,7 +311,7 @@ AIRBASE.PersianGulf = { -- @field #number OpenMed 72: Open/Shelter air airplane only. -- @field #number OpenBig 104: Open air spawn points. Generally larger but does not guarantee large aircraft are capable of spawning there. -- @field #number OpenMedOrBig 176: Combines OpenMed and OpenBig spots. --- @field #number HelicopterUnsable 216: Combines HelicopterOnly, OpenMed and OpenBig. +-- @field #number HelicopterUsable 216: Combines HelicopterOnly, OpenMed and OpenBig. -- @field #number FighterAircraft 244: Combines Shelter. OpenMed and OpenBig spots. So effectively all spots usable by fixed wing aircraft. AIRBASE.TerminalType = { Runway=16, @@ -578,7 +578,7 @@ function AIRBASE:GetFreeParkingSpotsTable(termtype, allowTOAC) -- Put coordinates of free spots into table. local freespots={} for _,_spot in pairs(parkingfree) do - if AIRBASE._CheckTerminalType(_spot.Term_Type, termtype) then + if AIRBASE._CheckTerminalType(_spot.Term_Type, termtype) and _spot.Term_Index>0 then if (allowTOAC and allowTOAC==true) or _spot.TO_AC==false then local _coord=COORDINATE:NewFromVec3(_spot.vTerminalPos) table.insert(freespots, {Coordinate=_coord, TerminalID=_spot.Term_Index, TerminalType=_spot.Term_Type, TOAC=_spot.TO_AC, Free=true, TerminalID0=_spot.Term_Index_0, DistToRwy=_spot.fDistToRW}) @@ -589,6 +589,31 @@ function AIRBASE:GetFreeParkingSpotsTable(termtype, allowTOAC) return freespots end +--- Get a table containing the coordinates, terminal index and terminal type of free parking spots at an airbase. +-- @param #AIRBASE self +-- @param #number TerminalID The terminal ID of the parking spot. +-- @return #AIRBASE.ParkingSpot Table free parking spots. Table has the elements ".Coordinate, ".TerminalID", ".TerminalType", ".TOAC", ".Free", ".TerminalID0", ".DistToRwy". +function AIRBASE:GetParkingSpotData(TerminalID) + self:F({TerminalID=TerminalID}) + + -- Get parking data. + local parkingdata=self:GetParkingSpotsTable() + + -- Debug output. + self:T2({parkingdata=parkingdata}) + + for _,_spot in pairs(parkingdata) do + local spot=_spot --#AIRBASE.ParkingSpot + self:E({TerminalID=spot.TerminalID,TerminalType=spot.TerminalType}) + if TerminalID==spot.TerminalID then + return spot + end + end + + self:E("ERROR: Could not find spot with Terminal ID="..tostring(TerminalID)) + return nil +end + --- Place markers of parking spots on the F10 map. -- @param #AIRBASE self -- @param #AIRBASE.TerminalType termtype Terminal type for which marks should be placed. @@ -893,7 +918,7 @@ function AIRBASE:CheckOnRunWay(group, radius, despawn) end --- Get category of airbase. --- @param #WAREHOUSE self +-- @param #AIRBASE self -- @return #number Category of airbase from GetDesc().category. function AIRBASE:GetAirbaseCategory() return self:GetDesc().category diff --git a/Moose Development/Moose/Wrapper/Controllable.lua b/Moose Development/Moose/Wrapper/Controllable.lua index a1302776d..3b322abac 100644 --- a/Moose Development/Moose/Wrapper/Controllable.lua +++ b/Moose Development/Moose/Wrapper/Controllable.lua @@ -2806,6 +2806,8 @@ function CONTROLLABLE:GetDetectedTargets( DetectVisual, DetectOptical, DetectRad return nil end +--- Check if a target is detected. +-- @param Wrapper.Controllable#CONTROLLABLE self function CONTROLLABLE:IsTargetDetected( DCSObject, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK ) self:F2( self.ControllableName ) @@ -2851,7 +2853,7 @@ function CONTROLLABLE:OptionROEHoldFirePossible() return nil end ---- Holding weapons. +--- Weapons Hold: AI will hold fire under all circumstances. -- @param Wrapper.Controllable#CONTROLLABLE self -- @return Wrapper.Controllable#CONTROLLABLE self function CONTROLLABLE:OptionROEHoldFire() @@ -2893,7 +2895,7 @@ function CONTROLLABLE:OptionROEReturnFirePossible() return nil end ---- Return fire. +--- Return Fire: AI will only engage threats that shoot first. -- @param #CONTROLLABLE self -- @return #CONTROLLABLE self function CONTROLLABLE:OptionROEReturnFire() @@ -2935,7 +2937,7 @@ function CONTROLLABLE:OptionROEOpenFirePossible() return nil end ---- Openfire. +--- Open Fire (Only Designated): AI will engage only targets specified in its taskings. -- @param #CONTROLLABLE self -- @return #CONTROLLABLE self function CONTROLLABLE:OptionROEOpenFire() @@ -2959,6 +2961,45 @@ function CONTROLLABLE:OptionROEOpenFire() return nil end +--- Can the CONTROLLABLE attack priority designated targets? Only for AIR! +-- @param #CONTROLLABLE self +-- @return #boolean +function CONTROLLABLE:OptionROEOpenFireWeaponFreePossible() + self:F2( { self.ControllableName } ) + + local DCSControllable = self:GetDCSObject() + if DCSControllable then + if self:IsAir() then + return true + end + + return false + end + + return nil +end + +--- Open Fire, Weapons Free (Priority Designated): AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking. +-- **Only for AIR units!** +-- @param #CONTROLLABLE self +-- @return #CONTROLLABLE self +function CONTROLLABLE:OptionROEOpenFireWeaponFree() + self:F2( { self.ControllableName } ) + + local DCSControllable = self:GetDCSObject() + if DCSControllable then + local Controller = self:_GetController() + + if self:IsAir() then + Controller:setOption( AI.Option.Air.id.ROE, AI.Option.Air.val.ROE.OPEN_FIRE_WEAPON_FREE ) + end + + return self + end + + return nil +end + --- Can the CONTROLLABLE attack targets of opportunity? -- @param #CONTROLLABLE self -- @return #boolean @@ -3231,7 +3272,10 @@ end function CONTROLLABLE:OptionRTBBingoFuel( RTB ) --R2.2 self:F2( { self.ControllableName } ) - RTB = RTB or true + --RTB = RTB or true + if RTB==nil then + RTB=true + end local DCSControllable = self:GetDCSObject() if DCSControllable then diff --git a/Moose Development/Moose/Wrapper/Group.lua b/Moose Development/Moose/Wrapper/Group.lua index 5d1ff66c5..a6f372e1a 100644 --- a/Moose Development/Moose/Wrapper/Group.lua +++ b/Moose Development/Moose/Wrapper/Group.lua @@ -349,7 +349,8 @@ function GROUP:Destroy( GenerateEvent, delay ) self:F2( self.GroupName ) if delay and delay>0 then - SCHEDULER:New(nil, GROUP.Destroy, {self, GenerateEvent}, delay) + --SCHEDULER:New(nil, GROUP.Destroy, {self, GenerateEvent}, delay) + self:ScheduleOnce(delay, GROUP.Destroy, self, GenerateEvent) else local DCSGroup = self:GetDCSObject() diff --git a/Moose Development/Moose/Wrapper/Unit.lua b/Moose Development/Moose/Wrapper/Unit.lua index 1ef55065d..6e28f3323 100644 --- a/Moose Development/Moose/Wrapper/Unit.lua +++ b/Moose Development/Moose/Wrapper/Unit.lua @@ -612,8 +612,7 @@ end --- Returns the unit's health. Dead units has health <= 1.0. -- @param #UNIT self --- @return #number The Unit's health value. --- @return #nil The DCS Unit is not existing or alive. +-- @return #number The Unit's health value or -1 if unit does not exist any more. function UNIT:GetLife() self:F2( self.UnitName ) @@ -629,8 +628,7 @@ end --- Returns the Unit's initial health. -- @param #UNIT self --- @return #number The Unit's initial health value. --- @return #nil The DCS Unit is not existing or alive. +-- @return #number The Unit's initial health value or 0 if unit does not exist any more. function UNIT:GetLife0() self:F2( self.UnitName ) @@ -644,6 +642,34 @@ function UNIT:GetLife0() return 0 end +--- Returns the unit's relative health. +-- @param #UNIT self +-- @return #number The Unit's relative health value, i.e. a number in [0,1] or -1 if unit does not exist any more. +function UNIT:GetLifeRelative() + self:F2(self.UnitName) + + if self and self:IsAlive() then + local life0=self:GetLife0() + local lifeN=self:GetLife() + return lifeN/life0 + end + + return -1 +end + +--- Returns the unit's relative damage, i.e. 1-life. +-- @param #UNIT self +-- @return #number The Unit's relative health value, i.e. a number in [0,1] or 1 if unit does not exist any more. +function UNIT:GetDamageRelative() + self:F2(self.UnitName) + + if self and self:IsAlive() then + return 1-self:GetLifeRelative() + end + + return 1 +end + --- Returns the category name of the #UNIT. -- @param #UNIT self -- @return #string Category name = Helicopter, Airplane, Ground Unit, Ship