Merge branch 'develop' into FF/Ops

This commit is contained in:
Frank 2025-06-10 21:58:38 +02:00
commit 1d04f7c945
84 changed files with 1563 additions and 800 deletions

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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@ -872,6 +872,8 @@ end
-- @return Wrapper.Group#GROUP The found GROUP. -- @return Wrapper.Group#GROUP The found GROUP.
function DATABASE:FindGroup( GroupName ) function DATABASE:FindGroup( GroupName )
if type(GroupName) ~= "string" or GroupName == "" then return end
local GroupFound = self.GROUPS[GroupName] local GroupFound = self.GROUPS[GroupName]
if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then if GroupFound == nil and GroupName ~= nil and self.Templates.Groups[GroupName] == nil then

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@ -206,7 +206,7 @@ end
function MESSAGE:ToGroup( Group, Settings ) function MESSAGE:ToGroup( Group, Settings )
self:F( Group.GroupName ) self:F( Group.GroupName )
if Group then if Group and Group:IsAlive() then
if self.MessageType then if self.MessageType then
local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or (Group and _DATABASE:GetPlayerSettings( Group:GetPlayerName() )) or _SETTINGS -- Core.Settings#SETTINGS
@ -231,7 +231,7 @@ end
function MESSAGE:ToUnit( Unit, Settings ) function MESSAGE:ToUnit( Unit, Settings )
self:F( Unit.IdentifiableName ) self:F( Unit.IdentifiableName )
if Unit then if Unit and Unit:IsAlive() then
if self.MessageType then if self.MessageType then
local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS local Settings = Settings or ( Unit and _DATABASE:GetPlayerSettings( Unit:GetPlayerName() ) ) or _SETTINGS -- Core.Settings#SETTINGS

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@ -25,7 +25,7 @@
do -- COORDINATE do -- COORDINATE
--- --- Coordinate class
-- @type COORDINATE -- @type COORDINATE
-- @field #string ClassName Name of the class -- @field #string ClassName Name of the class
-- @field #number x Component of the 3D vector. -- @field #number x Component of the 3D vector.
@ -59,6 +59,10 @@ do -- COORDINATE
-- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange. -- * @{#COORDINATE.SmokeOrange}(): To smoke the point in orange.
-- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white. -- * @{#COORDINATE.SmokeWhite}(): To smoke the point in white.
-- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green. -- * @{#COORDINATE.SmokeGreen}(): To smoke the point in green.
-- * @{#COORDINATE.SetSmokeOffsetDirection}(): To set an offset point direction for smoke.
-- * @{#COORDINATE.SetSmokeOffsetDistance}(): To set an offset point distance for smoke.
-- * @{#COORDINATE.SwitchSmokeOffsetOn}(): To set an offset point for smoke to on.
-- * @{#COORDINATE.SwitchSmokeOffsetOff}(): To set an offset point for smoke to off.
-- --
-- ## 2.2) Flare -- ## 2.2) Flare
-- --
@ -2118,16 +2122,114 @@ do -- COORDINATE
end end
--- Smokes the point in a color. --- Create colored smoke the point. The smoke we last up to 5 min (DCS limitation) but you can optionally specify a shorter duration or stop it manually.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Utilities.Utils#SMOKECOLOR SmokeColor -- @param #number SmokeColor Color of smoke, e.g. `SMOKECOLOR.Green` for green smoke.
-- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins) -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
function COORDINATE:Smoke( SmokeColor, name ) -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:F2( { SmokeColor } ) -- @param #string Name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
self.firename = name or "Smoke-"..math.random(1,100000) -- @param #boolean Offset (Optional) If true, offset the smokle a bit.
-- @param #number Direction (Optional) If Offset is true this is the direction of the offset, 1-359 (degrees). Default random.
-- @param #number Distance (Optional) If Offset is true this is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:Smoke( SmokeColor, Duration, Delay, Name, Offset,Direction,Distance)
self:F2( { SmokeColor, Name, Duration, Delay, Offset } )
SmokeColor=SmokeColor or SMOKECOLOR.Green
if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.Smoke, self, SmokeColor, Duration, 0, Name, Direction,Distance)
else
-- Create a name which is used to stop the smoke manually
self.firename = Name or "Smoke-"..math.random(1,100000)
-- Create smoke
if Offset or self.SmokeOffset then
local Angle = Direction or self:GetSmokeOffsetDirection()
local Distance = Distance or self:GetSmokeOffsetDistance()
local newpos = self:Translate(Distance,Angle,true,false)
local newvec3 = newpos:GetVec3()
trigger.action.smoke( newvec3, SmokeColor, self.firename )
else
trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename ) trigger.action.smoke( self:GetVec3(), SmokeColor, self.firename )
end end
-- Stop smoke
if Duration and Duration>0 then
self:ScheduleOnce(Duration, COORDINATE.StopSmoke, self, self.firename )
end
end
return self
end
--- Get the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Direction in degrees.
function COORDINATE:GetSmokeOffsetDirection()
local direction = self.SmokeOffsetDirection or math.random(1,359)
return direction
end
--- Set the offset direction when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Direction (Optional) This is the direction of the offset, 1-359 (degrees). Default random.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDirection(Direction)
if self then
self.SmokeOffsetDirection = Direction or math.random(1,359)
return self
else
COORDINATE.SmokeOffsetDirection = Direction or math.random(1,359)
end
end
--- Get the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #number Distance Distance in meters.
function COORDINATE:GetSmokeOffsetDistance()
local distance = self.SmokeOffsetDistance or math.random(10,20)
return distance
end
--- Set the offset distance when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @param #number Distance (Optional) This is the distance of the offset in meters. Default random 10-20.
-- @return #COORDINATE self
function COORDINATE:SetSmokeOffsetDistance(Distance)
if self then
self.SmokeOffsetDistance = Distance or math.random(10,20)
return self
else
COORDINATE.SmokeOffsetDistance = Distance or math.random(10,20)
end
end
--- Set the offset on when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOn()
if self then
self.SmokeOffset = true
return self
else
COORDINATE.SmokeOffset = true
end
end
--- Set the offset off when using `COORDINATE:Smoke()`.
-- @param #COORDINATE self
-- @return #COORDINATE self
function COORDINATE:SwitchSmokeOffsetOff()
if self then
self.SmokeOffset = false
return self
else
COORDINATE.SmokeOffset = false
end
end
--- Stops smoking the point in a color. --- Stops smoking the point in a color.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins) -- @param #string name (Optional) Name if you want to stop the smoke early (normal duration: 5mins)
@ -2137,49 +2239,83 @@ do -- COORDINATE
--- Smoke the COORDINATE Green. --- Smoke the COORDINATE Green.
-- @param #COORDINATE self -- @param #COORDINATE self
function COORDINATE:SmokeGreen() -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
self:F2() -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:Smoke( SMOKECOLOR.Green ) -- @return #COORDINATE self
function COORDINATE:SmokeGreen(Duration, Delay)
self:Smoke( SMOKECOLOR.Green, Duration, Delay )
return self
end end
--- Smoke the COORDINATE Red. --- Smoke the COORDINATE Red.
-- @param #COORDINATE self -- @param #COORDINATE self
function COORDINATE:SmokeRed() -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
self:F2() -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:Smoke( SMOKECOLOR.Red ) -- @return #COORDINATE self
function COORDINATE:SmokeRed(Duration, Delay)
self:Smoke( SMOKECOLOR.Red, Duration, Delay )
return self
end end
--- Smoke the COORDINATE White. --- Smoke the COORDINATE White.
-- @param #COORDINATE self -- @param #COORDINATE self
function COORDINATE:SmokeWhite() -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
self:F2() -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:Smoke( SMOKECOLOR.White ) -- @return #COORDINATE self
function COORDINATE:SmokeWhite(Duration, Delay)
self:Smoke( SMOKECOLOR.White, Duration, Delay )
return self
end end
--- Smoke the COORDINATE Orange. --- Smoke the COORDINATE Orange.
-- @param #COORDINATE self -- @param #COORDINATE self
function COORDINATE:SmokeOrange() -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
self:F2() -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:Smoke( SMOKECOLOR.Orange ) -- @return #COORDINATE self
function COORDINATE:SmokeOrange(Duration, Delay)
self:Smoke( SMOKECOLOR.Orange, Duration, Delay )
return self
end end
--- Smoke the COORDINATE Blue. --- Smoke the COORDINATE Blue.
-- @param #COORDINATE self -- @param #COORDINATE self
function COORDINATE:SmokeBlue() -- @param #number Duration (Optional) Duration of the smoke in seconds. DCS stopps the smoke automatically after 5 min.
self:F2() -- @param #number Delay (Optional) Delay before the smoke is started in seconds.
self:Smoke( SMOKECOLOR.Blue ) -- @return #COORDINATE self
function COORDINATE:SmokeBlue(Duration, Delay)
self:Smoke( SMOKECOLOR.Blue, Duration, Delay )
return self
end end
--- Big smoke and fire at the coordinate. --- Big smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param Utilities.Utils#BIGSMOKEPRESET preset Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke). -- @param #number Preset Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke).
-- @param #number density (Optional) Smoke density. Number in [0,...,1]. Default 0.5. -- @param #number Density (Optional) Smoke density. Number in [0,...,1]. Default 0.5.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
function COORDINATE:BigSmokeAndFire( preset, density, name ) -- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
self:F2( { preset=preset, density=density } ) -- @param #string Name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
density=density or 0.5 -- @return #COORDINATE self
self.firename = name or "Fire-"..math.random(1,10000) function COORDINATE:BigSmokeAndFire( Preset, Density, Duration, Delay, Name )
trigger.action.effectSmokeBig( self:GetVec3(), preset, density, self.firename ) self:F2( { preset=Preset, density=Density } )
Preset=Preset or BIGSMOKEPRESET.SmallSmokeAndFire
Density=Density or 0.5
if Delay and Delay>0 then
self:ScheduleOnce(Delay, COORDINATE.BigSmokeAndFire, self, Preset, Density, Duration, 0, Name)
else
self.firename = Name or "Fire-"..math.random(1,10000)
trigger.action.effectSmokeBig( self:GetVec3(), Preset, Density, self.firename )
-- Stop smoke
if Duration and Duration>0 then
self:ScheduleOnce(Duration, COORDINATE.StopBigSmokeAndFire, self, self.firename )
end
end
return self
end end
--- Stop big smoke and fire at the coordinate. --- Stop big smoke and fire at the coordinate.
@ -2192,82 +2328,98 @@ do -- COORDINATE
--- Small smoke and fire at the coordinate. --- Small smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number Density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
function COORDINATE:BigSmokeAndFireSmall( density, name ) -- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
self:F2( { density=density } ) -- @param #string Name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
density=density or 0.5 -- @return #COORDINATE self
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, density, name) function COORDINATE:BigSmokeAndFireSmall( Density, Duration, Delay, Name )
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmokeAndFire, Density, Duration, Delay, Name)
return self
end end
--- Medium smoke and fire at the coordinate. --- Medium smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireMedium( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeAndFireMedium( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmokeAndFire, density, name) return self
end end
--- Large smoke and fire at the coordinate. --- Large smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireLarge( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeAndFireLarge( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmokeAndFire, density, name) return self
end end
--- Huge smoke and fire at the coordinate. --- Huge smoke and fire at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeAndFireHuge( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeAndFireHuge( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmokeAndFire, density, name) return self
end end
--- Small smoke at the coordinate. --- Small smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeSmall( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeSmall( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.SmallSmoke, density, name) return self
end end
--- Medium smoke at the coordinate. --- Medium smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeMedium( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeMedium( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.MediumSmoke, density, name) return self
end end
--- Large smoke at the coordinate. --- Large smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeLarge( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeLarge( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.LargeSmoke, density,name) return self
end end
--- Huge smoke at the coordinate. --- Huge smoke at the coordinate.
-- @param #COORDINATE self -- @param #COORDINATE self
-- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5. -- @param #number density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
-- @param #number Duration (Optional) Duration of the smoke and fire in seconds.
-- @param #number Delay (Optional) Delay before the smoke and fire is started in seconds.
-- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number. -- @param #string name (Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
function COORDINATE:BigSmokeHuge( density, name ) -- @return #COORDINATE self
self:F2( { density=density } ) function COORDINATE:BigSmokeHuge( Density, Duration, Delay, Name )
density=density or 0.5 self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, Density, Duration, Delay, Name)
self:BigSmokeAndFire(BIGSMOKEPRESET.HugeSmoke, density,name) return self
end end
--- Flares the point in a color. --- Flares the point in a color.
@ -2921,8 +3073,10 @@ do -- COORDINATE
local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff) local sunrise=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, true, Tdiff)
local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff) local sunset=UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, false, Tdiff)
if type(sunrise) == "string" or type(sunset) == "string" then
if sunrise == "N/R" then return false end if sunrise == "N/R" then return false end
if sunrise == "N/S" then return true end if sunset == "N/S" then return true end
end
local time=UTILS.ClockToSeconds(clock) local time=UTILS.ClockToSeconds(clock)
@ -2941,6 +3095,11 @@ do -- COORDINATE
-- Todays sun set in sec. -- Todays sun set in sec.
local sunset=self:GetSunset(true) local sunset=self:GetSunset(true)
if type(sunrise) == "string" or type(sunset) == "string" then
if sunrise == "N/R" then return false end
if sunset == "N/S" then return true end
end
-- Seconds passed since midnight. -- Seconds passed since midnight.
local time=UTILS.SecondsOfToday() local time=UTILS.SecondsOfToday()

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

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@ -22,7 +22,7 @@
-- @module Functional.Mantis -- @module Functional.Mantis
-- @image Functional.Mantis.jpg -- @image Functional.Mantis.jpg
-- --
-- Last Update: Mar 2025 -- Last Update: May 2025
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **MANTIS** class, extends Core.Base#BASE --- **MANTIS** class, extends Core.Base#BASE
@ -62,7 +62,9 @@
-- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects. -- @field #table FilterZones Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
-- @field #boolean SmokeDecoy If true, smoke short range SAM units as decoy if a plane is in firing range. -- @field #boolean SmokeDecoy If true, smoke short range SAM units as decoy if a plane is in firing range.
-- @field #number SmokeDecoyColor Color to use, defaults to SMOKECOLOR.White -- @field #number SmokeDecoyColor Color to use, defaults to SMOKECOLOR.White
-- @field #number checkcounter Counter for SAM Table refreshes -- @field #number checkcounter Counter for SAM Table refreshes.
-- @field #number DLinkCacheTime Seconds after which cached contacts in DLink will decay.
-- @field #boolean logsamstatus Log SAM status in dcs.log every cycle if true
-- @extends Core.Base#BASE -- @extends Core.Base#BASE
@ -74,10 +76,9 @@
-- --
-- * Moose derived Modular, Automatic and Network capable Targeting and Interception System. -- * Moose derived Modular, Automatic and Network capable Targeting and Interception System.
-- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy. -- * Controls a network of SAM sites. Uses detection to switch on the SAM site closest to the enemy.
-- * **Automatic mode** (default since 0.8) will set-up your SAM site network automatically for you -- * **Automatic mode** (default) will set-up your SAM site network automatically for you.
-- * **Classic mode** behaves like before -- * Leverage evasiveness from SEAD, leverage attack range setting.
-- * Leverage evasiveness from SEAD, leverage attack range setting -- * Automatic setup of SHORAD based on groups of the class "short-range".
-- * Automatic setup of SHORAD based on groups of the class "short-range"
-- --
-- # 0. Base considerations and naming conventions -- # 0. Base considerations and naming conventions
-- --
@ -133,10 +134,10 @@
-- --
-- # 0.1 Set-up in the mission editor -- # 0.1 Set-up in the mission editor
-- --
-- Set up your SAM sites in the mission editor. Name the groups using a systematic approach like above. -- Set up your SAM sites in the mission editor. Name the groups using a systematic approach like above.Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- Set up your EWR system in the mission editor. Name the groups using a systematic approach like above. Can be e.g. AWACS or a combination of AWACS and Search Radars like e.g. EWR 1L13 etc.
-- Search Radars usually have "SR" or "STR" in their names. Use the encyclopedia in the mission editor to inform yourself. -- Search Radars usually have "SR" or "STR" in their names. Use the encyclopedia in the mission editor to inform yourself.
-- Set up your SHORAD systems. They need to be **close** to (i.e. around) the SAM sites to be effective. Use **one** group per SAM location. SA-15 TOR systems offer a good missile defense. -- Set up your SHORAD systems. They need to be **close** to (i.e. around) the SAM sites to be effective. Use **one unit ** per group (multiple groups) for the SAM location.
-- Else, evasive manoevers might club up all defenders in one place. Red SA-15 TOR systems offer a good missile defense.
-- --
-- [optional] Set up your HQ. Can be any group, e.g. a command vehicle. -- [optional] Set up your HQ. Can be any group, e.g. a command vehicle.
-- --
@ -188,7 +189,7 @@
-- --
-- ## 2.1 Auto mode features -- ## 2.1 Auto mode features
-- --
-- ### 2.1.1 You can now add Accept-, Reject- and Conflict-Zones to your setup, e.g. to consider borders or de-militarized zones: -- ### 2.1.1 You can add Accept-, Reject- and Conflict-Zones to your setup, e.g. to consider borders or de-militarized zones:
-- --
-- -- Parameters are tables of Core.Zone#ZONE objects! -- -- Parameters are tables of Core.Zone#ZONE objects!
-- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when -- -- This is effectively a 3-stage filter allowing for zone overlap. A coordinate is accepted first when
@ -206,9 +207,6 @@
-- --
-- ### 2.1.4 Advanced features -- ### 2.1.4 Advanced features
-- --
-- -- Option to switch off auto mode **before** you start MANTIS (not recommended)
-- mybluemantis.automode = false
--
-- -- Option to set the scale of the activation range, i.e. don't activate at the fringes of max range, defaults below. -- -- Option to set the scale of the activation range, i.e. don't activate at the fringes of max range, defaults below.
-- -- also see engagerange below. -- -- also see engagerange below.
-- self.radiusscale[MANTIS.SamType.LONG] = 1.1 -- self.radiusscale[MANTIS.SamType.LONG] = 1.1
@ -221,6 +219,12 @@
-- -- For some scenarios, like Cold War, it might be useful not to activate SAMs if friendly aircraft are around to avoid death by friendly fire. -- -- For some scenarios, like Cold War, it might be useful not to activate SAMs if friendly aircraft are around to avoid death by friendly fire.
-- mybluemantis.checkforfriendlies = true -- mybluemantis.checkforfriendlies = true
-- --
-- ### 2.1.6 Shoot & Scoot
--
-- -- Option to make the (driveable) SHORAD units drive around and shuffle positions
-- -- We use a SET_ZONE for that, number of zones to consider defaults to three, Random is true for random coordinates and Formation is e.g. "Vee".
-- mybluemantis:AddScootZones(ZoneSet, Number, Random, Formation)
--
-- # 3. Default settings [both modes unless stated otherwise] -- # 3. Default settings [both modes unless stated otherwise]
-- --
-- By default, the following settings are active: -- By default, the following settings are active:
@ -243,25 +247,7 @@
-- --
-- Use this option if you want to make use of or allow advanced SEAD tactics. -- Use this option if you want to make use of or allow advanced SEAD tactics.
-- --
-- # 5. Integrate SHORAD [classic mode, not necessary in automode, not recommended for manual setup] -- # 5. Integrated SEAD
--
-- You can also choose to integrate Mantis with @{Functional.Shorad#SHORAD} for protection against HARMs and AGMs manually. When SHORAD detects a missile fired at one of MANTIS' SAM sites, it will activate SHORAD systems in
-- the given defense checkradius around that SAM site. Create a SHORAD object first, then integrate with MANTIS like so:
--
-- local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
-- myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")
-- -- now set up MANTIS
-- mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
-- mymantis:AddShorad(myshorad,720)
-- mymantis:Start()
--
-- If you systematically name your SHORAD groups starting with "Blue SHORAD" you'll need exactly **one** SHORAD instance to manage all SHORAD groups.
--
-- (Optionally) you can remove the link later on with
--
-- mymantis:RemoveShorad()
--
-- # 6. Integrated SEAD
-- --
-- MANTIS is using @{Functional.Sead#SEAD} internally to both detect and evade HARM attacks. No extra efforts needed to set this up! -- MANTIS is using @{Functional.Sead#SEAD} internally to both detect and evade HARM attacks. No extra efforts needed to set this up!
-- Once a HARM attack is detected, MANTIS (via SEAD) will shut down the radars of the attacked SAM site and take evasive action by moving the SAM -- Once a HARM attack is detected, MANTIS (via SEAD) will shut down the radars of the attacked SAM site and take evasive action by moving the SAM
@ -336,6 +322,8 @@ MANTIS = {
SmokeDecoy = false, SmokeDecoy = false,
SmokeDecoyColor = SMOKECOLOR.White, SmokeDecoyColor = SMOKECOLOR.White,
checkcounter = 1, checkcounter = 1,
DLinkCacheTime = 120,
logsamstatus = false,
} }
--- Advanced state enumerator --- Advanced state enumerator
@ -374,7 +362,7 @@ MANTIS.radiusscale[MANTIS.SamType.POINT] = 3
MANTIS.SamData = { MANTIS.SamData = {
["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km ["Hawk"] = { Range=35, Blindspot=0, Height=12, Type="Medium", Radar="Hawk" }, -- measures in km
["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B ["NASAMS"] = { Range=14, Blindspot=0, Height=7, Type="Short", Radar="NSAMS" }, -- AIM 120B
["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot" }, ["Patriot"] = { Range=99, Blindspot=0, Height=25, Type="Long", Radar="Patriot str" },
["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" }, ["Rapier"] = { Range=10, Blindspot=0, Height=3, Type="Short", Radar="rapier" },
["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" }, ["SA-2"] = { Range=40, Blindspot=7, Height=25, Type="Medium", Radar="S_75M_Volhov" },
["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" }, ["SA-3"] = { Range=18, Blindspot=6, Height=18, Type="Short", Radar="5p73 s-125 ln" },
@ -382,7 +370,8 @@ MANTIS.SamData = {
["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" }, ["SA-6"] = { Range=25, Blindspot=0, Height=8, Type="Medium", Radar="1S91" },
["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"}, ["SA-10"] = { Range=119, Blindspot=0, Height=18, Type="Long" , Radar="S-300PS 4"},
["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" }, ["SA-11"] = { Range=35, Blindspot=0, Height=20, Type="Medium", Radar="SA-11" },
["Roland"] = { Range=5, Blindspot=0, Height=5, Type="Point", Radar="Roland" }, ["Roland"] = { Range=6, Blindspot=0, Height=5, Type="Short", Radar="Roland" },
["Gepard"] = { Range=5, Blindspot=0, Height=4, Type="Point", Radar="Gepard" },
["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" }, ["HQ-7"] = { Range=12, Blindspot=0, Height=3, Type="Short", Radar="HQ-7" },
["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Strela", Point="true" }, ["SA-9"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Strela", Point="true" },
["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" }, ["SA-8"] = { Range=10, Blindspot=0, Height=5, Type="Short", Radar="Osa 9A33" },
@ -393,6 +382,7 @@ MANTIS.SamData = {
["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" }, ["Chaparral"] = { Range=8, Blindspot=0, Height=3, Type="Short", Radar="Chaparral" },
["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" }, ["Linebacker"] = { Range=4, Blindspot=0, Height=3, Type="Point", Radar="Linebacker", Point="true" },
["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" }, ["Silkworm"] = { Range=90, Blindspot=1, Height=0.2, Type="Long", Radar="Silkworm" },
["HEMTT_C-RAM_Phalanx"] = { Range=2, Blindspot=0, Height=2, Type="Point", Radar="HEMTT_C-RAM_Phalanx", Point="true" },
-- units from HDS Mod, multi launcher options is tricky -- units from HDS Mod, multi launcher options is tricky
["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"}, ["SA-10B"] = { Range=75, Blindspot=0, Height=18, Type="Medium" , Radar="SA-10B"},
["SA-17"] = { Range=50, Blindspot=3, Height=30, Type="Medium", Radar="SA-17" }, ["SA-17"] = { Range=50, Blindspot=3, Height=30, Type="Medium", Radar="SA-17" },
@ -625,6 +615,7 @@ do
self.advAwacs = false self.advAwacs = false
end end
self:SetDLinkCacheTime()
-- Set the string id for output to DCS.log file. -- Set the string id for output to DCS.log file.
self.lid=string.format("MANTIS %s | ", self.name) self.lid=string.format("MANTIS %s | ", self.name)
@ -658,6 +649,8 @@ do
table.insert(self.ewr_templates,awacs) table.insert(self.ewr_templates,awacs)
end end
self.logsamstatus = false
self:T({self.ewr_templates}) self:T({self.ewr_templates})
self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition) self.SAM_Group = SET_GROUP:New():FilterPrefixes(self.SAM_Templates_Prefix):FilterCoalitions(self.Coalition)
@ -689,7 +682,7 @@ do
-- TODO Version -- TODO Version
-- @field #string version -- @field #string version
self.version="0.9.27" self.version="0.9.30"
self:I(string.format("***** Starting MANTIS Version %s *****", self.version)) self:I(string.format("***** Starting MANTIS Version %s *****", self.version))
--- FSM Functions --- --- FSM Functions ---
@ -1040,6 +1033,16 @@ do
return self return self
end end
--- Function to set how long INTEL DLINK remembers contacts.
-- @param #MANTIS self
-- @param #number seconds Remember this many seconds, at least 5 seconds.
-- @return #MANTIS self
function MANTIS:SetDLinkCacheTime(seconds)
self.DLinkCacheTime = math.abs(seconds or 120)
if self.DLinkCacheTime < 5 then self.DLinkCacheTime = 5 end
return self
end
--- Function to set the detection interval --- Function to set the detection interval
-- @param #MANTIS self -- @param #MANTIS self
-- @param #number interval The interval in seconds -- @param #number interval The interval in seconds
@ -1431,7 +1434,9 @@ do
--IntelTwo:SetClusterRadius(5000) --IntelTwo:SetClusterRadius(5000)
IntelTwo:Start() IntelTwo:Start()
local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,300) local CacheTime = self.DLinkCacheTime or 120
local IntelDlink = INTEL_DLINK:New({IntelOne,IntelTwo},self.name.." DLINK",22,CacheTime)
IntelDlink:__Start(1) IntelDlink:__Start(1)
self:SetUsingDLink(IntelDlink) self:SetUsingDLink(IntelDlink)
@ -1493,7 +1498,7 @@ do
elseif chm then elseif chm then
SAMData = self.SamDataCH SAMData = self.SamDataCH
end end
--self:T("Looking to auto-match for "..grpname) --self:I("Looking to auto-match for "..grpname)
for _,_unit in pairs(units) do for _,_unit in pairs(units) do
local unit = _unit -- Wrapper.Unit#UNIT local unit = _unit -- Wrapper.Unit#UNIT
local type = string.lower(unit:GetTypeName()) local type = string.lower(unit:GetTypeName())
@ -1694,7 +1699,9 @@ do
local grpname = group:GetName() local grpname = group:GetName()
local grpcoord = group:GetCoordinate() local grpcoord = group:GetCoordinate()
local grprange, grpheight,type,blind = self:_GetSAMRange(grpname) local grprange, grpheight,type,blind = self:_GetSAMRange(grpname)
local radaralive = group:IsSAM() -- TODO the below might stop working at some point after some hours, needs testing
--local radaralive = group:IsSAM()
local radaralive = true
table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind, type}) -- make the table lighter, as I don't really use the zone here table.insert( SAM_Tbl, {grpname, grpcoord, grprange, grpheight, blind, type}) -- make the table lighter, as I don't really use the zone here
table.insert( SEAD_Grps, grpname ) table.insert( SEAD_Grps, grpname )
if type == MANTIS.SamType.LONG and radaralive then if type == MANTIS.SamType.LONG and radaralive then
@ -1856,7 +1863,7 @@ do
end --end alive end --end alive
end --end check end --end check
end --for loop end --for loop
if self.debug or self.verbose then if self.debug or self.verbose or self.logsamstatus then
for _,_status in pairs(self.SamStateTracker) do for _,_status in pairs(self.SamStateTracker) do
if _status == "GREEN" then if _status == "GREEN" then
instatusgreen=instatusgreen+1 instatusgreen=instatusgreen+1
@ -1877,8 +1884,9 @@ do
-- @param #MANTIS self -- @param #MANTIS self
-- @param Functional.Detection#DETECTION_AREAS detection Detection object -- @param Functional.Detection#DETECTION_AREAS detection Detection object
-- @param #boolean dlink -- @param #boolean dlink
-- @param #boolean reporttolog
-- @return #MANTIS self -- @return #MANTIS self
function MANTIS:_Check(detection,dlink) function MANTIS:_Check(detection,dlink,reporttolog)
self:T(self.lid .. "Check") self:T(self.lid .. "Check")
--get detected set --get detected set
local detset = detection:GetDetectedItemCoordinates() local detset = detection:GetDetectedItemCoordinates()
@ -1905,7 +1913,8 @@ do
local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height local samset = self:_GetSAMTable() -- table of i.1=names, i.2=coordinates, i.3=firing range, i.4=firing height
instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxclassic) instatusred, instatusgreen, activeshorads = self:_CheckLoop(samset,detset,dlink,self.maxclassic)
end end
if self.debug or self.verbose then
local function GetReport()
local statusreport = REPORT:New("\nMANTIS Status "..self.name) local statusreport = REPORT:New("\nMANTIS Status "..self.name)
statusreport:Add("+-----------------------------+") statusreport:Add("+-----------------------------+")
statusreport:Add(string.format("+ SAM in RED State: %2d",instatusred)) statusreport:Add(string.format("+ SAM in RED State: %2d",instatusred))
@ -1914,7 +1923,15 @@ do
statusreport:Add(string.format("+ SHORAD active: %2d",activeshorads)) statusreport:Add(string.format("+ SHORAD active: %2d",activeshorads))
end end
statusreport:Add("+-----------------------------+") statusreport:Add("+-----------------------------+")
return statusreport
end
if self.debug or self.verbose then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToAll():ToLog() MESSAGE:New(statusreport:Text(),10):ToAll():ToLog()
elseif reporttolog == true then
local statusreport = GetReport()
MESSAGE:New(statusreport:Text(),10):ToLog()
end end
return self return self
end end
@ -2022,7 +2039,7 @@ do
self:T({From, Event, To}) self:T({From, Event, To})
-- check detection -- check detection
if not self.state2flag then if not self.state2flag then
self:_Check(self.Detection,self.DLink) self:_Check(self.Detection,self.DLink,self.logsamstatus)
end end
local EWRAlive = self:_CheckAnyEWRAlive() local EWRAlive = self:_CheckAnyEWRAlive()

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

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

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

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

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@ -1912,6 +1912,9 @@ function AIRBOSS:New( carriername, alias )
-- Set max section members. Default 2. -- Set max section members. Default 2.
self:SetMaxSectionSize() self:SetMaxSectionSize()
-- Set max section distance. Default 100 meters.
self:SetMaxSectionDistance()
-- Set max flights per stack. Default is 2. -- Set max flights per stack. Default is 2.
self:SetMaxFlightsPerStack() self:SetMaxFlightsPerStack()
@ -3088,8 +3091,7 @@ function AIRBOSS:EnableSRS(PathToSRS,Port,Culture,Gender,Voice,GoogleCreds,Volum
self.SRS:SetVolume(Volume or 1) self.SRS:SetVolume(Volume or 1)
--self.SRS:SetModulations(Modulations) --self.SRS:SetModulations(Modulations)
if GoogleCreds then if GoogleCreds then
self.SRS:SetProviderOptionsGoogle(GoogleCreds,GoogleCreds) self.SRS:SetGoogle(GoogleCreds)
self.SRS:SetProvider(MSRS.Provider.GOOGLE)
end end
if Voice then if Voice then
self.SRS:SetVoice(Voice) self.SRS:SetVoice(Voice)
@ -3344,6 +3346,22 @@ function AIRBOSS:SetMaxSectionSize( nmax )
return self return self
end end
--- Set maximum distance up to which section members are allowed (default: 100 meters).
-- @param #AIRBOSS self
-- @param #number dmax Max distance in meters (default 100 m). Minimum is 10 m, maximum is 5000 m.
-- @return #AIRBOSS self
function AIRBOSS:SetMaxSectionDistance( dmax )
if dmax then
if dmax < 10 then
dmax = 10
elseif dmax > 5000 then
dmax = 5000
end
end
self.maxsectiondistance = dmax or 100
return self
end
--- Set max number of flights per stack. All members of a section count as one "flight". --- Set max number of flights per stack. All members of a section count as one "flight".
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #number nmax Number of max allowed flights per stack. Default is two. Minimum is one, maximum is 4. -- @param #number nmax Number of max allowed flights per stack. Default is two. Minimum is one, maximum is 4.
@ -3623,7 +3641,6 @@ function AIRBOSS:onafterStart( From, Event, To )
self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft ) self:HandleEvent( EVENTS.PlayerLeaveUnit, self._PlayerLeft )
self:HandleEvent( EVENTS.MissionEnd ) self:HandleEvent( EVENTS.MissionEnd )
self:HandleEvent( EVENTS.RemoveUnit ) self:HandleEvent( EVENTS.RemoveUnit )
self:HandleEvent( EVENTS.UnitLost, self.OnEventRemoveUnit )
-- self.StatusScheduler=SCHEDULER:New(self) -- self.StatusScheduler=SCHEDULER:New(self)
-- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5) -- self.StatusScheduler:Schedule(self, self._Status, {}, 1, 0.5)
@ -8724,13 +8741,13 @@ function AIRBOSS:OnEventRemoveUnit( EventData )
-- Nil checks. -- Nil checks.
if EventData == nil then if EventData == nil then
self:E( self.lid .. "ERROR: EventData=nil in event REMOVEUNIT!" ) self:T( self.lid .. "ERROR: EventData=nil in event REMOVEUNIT!" )
self:E( EventData ) self:T( EventData )
return return
end end
if EventData.IniUnit == nil then if EventData.IniUnit == nil then
self:E( self.lid .. "ERROR: EventData.IniUnit=nil in event REMOVEUNIT!" ) self:T( self.lid .. "ERROR: EventData.IniUnit=nil in event REMOVEUNIT!" )
self:E( EventData ) self:T( EventData )
return return
end end
@ -17049,7 +17066,7 @@ function AIRBOSS:_RemoveSectionMember( playerData, sectionmember )
return false return false
end end
--- Set all flights within 100 meters to be part of my section. --- Set all flights within maxsectiondistance meters to be part of my section (default: 100 meters).
-- @param #AIRBOSS self -- @param #AIRBOSS self
-- @param #string _unitName Name of the player unit. -- @param #string _unitName Name of the player unit.
function AIRBOSS:_SetSection( _unitName ) function AIRBOSS:_SetSection( _unitName )
@ -17067,7 +17084,7 @@ function AIRBOSS:_SetSection( _unitName )
local mycoord = _unit:GetCoordinate() local mycoord = _unit:GetCoordinate()
-- Max distance up to which section members are allowed. -- Max distance up to which section members are allowed.
local dmax = 100 local dmax = self.maxsectiondistance
-- Check if player is in Marshal or pattern queue already. -- Check if player is in Marshal or pattern queue already.
local text local text

View File

@ -1403,6 +1403,8 @@ function AUFTRAG:NewINTERCEPT(Target)
end end
--- **[AIR]** Create a CAP mission. --- **[AIR]** Create a CAP mission.
-- Assinged groups are tasked to execute a CAP mission. This consists of a DCS orbit task combined with an enroute "search and engage in zone" task.
-- **Note** that currently DCS only supports *circular* zones for the task.
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @param Core.Zone#ZONE_RADIUS ZoneCAP Circular CAP zone. Detected targets in this zone will be engaged. -- @param Core.Zone#ZONE_RADIUS ZoneCAP Circular CAP zone. Detected targets in this zone will be engaged.
-- @param #number Altitude Altitude at which to orbit in feet. Default is 10,000 ft. -- @param #number Altitude Altitude at which to orbit in feet. Default is 10,000 ft.
@ -1717,7 +1719,7 @@ end
--- **[AIR]** Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate. --- **[AIR]** Create a STRIKE mission. Flight will attack the closest map object to the specified coordinate.
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC or TARGET object. -- @param Core.Point#COORDINATE Target The target coordinate. Can also be given as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 2000 ft. -- @param #number Altitude Engage altitude in feet. Default 2000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options. -- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self -- @return #AUFTRAG self
@ -1749,7 +1751,7 @@ end
--- **[AIR]** Create a BOMBING mission. Flight will drop bombs a specified coordinate. --- **[AIR]** Create a BOMBING mission. Flight will drop bombs a specified coordinate.
-- See [DCS task bombing](https://wiki.hoggitworld.com/view/DCS_task_bombing). -- See [DCS task bombing](https://wiki.hoggitworld.com/view/DCS_task_bombing).
-- @param #AUFTRAG self -- @param #AUFTRAG self
-- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC or TARGET object. -- @param Core.Point#COORDINATE Target Target coordinate. Can also be specified as a GROUP, UNIT, STATIC, SET_GROUP, SET_UNIT, SET_STATIC or TARGET object.
-- @param #number Altitude Engage altitude in feet. Default 25000 ft. -- @param #number Altitude Engage altitude in feet. Default 25000 ft.
-- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options. -- @param #number EngageWeaponType Which weapon to use. Defaults to auto, ie ENUMS.WeaponFlag.Auto. See ENUMS.WeaponFlag for options.
-- @return #AUFTRAG self -- @return #AUFTRAG self
@ -6108,9 +6110,12 @@ function AUFTRAG:GetDCSMissionTask()
-- BOMBING Mission -- -- BOMBING Mission --
--------------------- ---------------------
local DCStask=CONTROLLABLE.TaskBombing(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType, Divebomb) local coords = self.engageTarget:GetCoordinates()
for _, coord in pairs(coords) do
local DCStask = CONTROLLABLE.TaskBombing(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask) table.insert(DCStasks, DCStask)
end
elseif self.type==AUFTRAG.Type.STRAFING then elseif self.type==AUFTRAG.Type.STRAFING then
@ -6311,9 +6316,12 @@ function AUFTRAG:GetDCSMissionTask()
-- STRIKE Mission -- -- STRIKE Mission --
-------------------- --------------------
local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, self:GetTargetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType) local coords = self.engageTarget:GetCoordinates()
for _, coord in pairs(coords) do
local DCStask=CONTROLLABLE.TaskAttackMapObject(nil, coord:GetVec2(), self.engageAsGroup, self.engageWeaponExpend, self.engageQuantity, self.engageDirection, self.engageAltitude, self.engageWeaponType)
table.insert(DCStasks, DCStask) table.insert(DCStasks, DCStask)
end
elseif self.type==AUFTRAG.Type.TANKER or self.type==AUFTRAG.Type.RECOVERYTANKER then elseif self.type==AUFTRAG.Type.TANKER or self.type==AUFTRAG.Type.RECOVERYTANKER then

View File

@ -31,7 +31,7 @@
-- @image OPS_CSAR.jpg -- @image OPS_CSAR.jpg
--- ---
-- Last Update Jan 2025 -- Last Update May 2025
------------------------------------------------------------------------- -------------------------------------------------------------------------
--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM --- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
@ -263,6 +263,7 @@ CSAR = {
rescuedpilots = 0, rescuedpilots = 0,
limitmaxdownedpilots = true, limitmaxdownedpilots = true,
maxdownedpilots = 10, maxdownedpilots = 10,
useFIFOLimitReplacement = false, -- If true, it will remove the oldest downed pilot when a new one is added, if the limit is reached.
allheligroupset = nil, allheligroupset = nil,
topmenuname = "CSAR", topmenuname = "CSAR",
ADFRadioPwr = 1000, ADFRadioPwr = 1000,
@ -313,7 +314,7 @@ CSAR.AircraftType["CH-47Fbl1"] = 31
--- CSAR class version. --- CSAR class version.
-- @field #string version -- @field #string version
CSAR.version="1.0.30" CSAR.version="1.0.33"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- ToDo list -- ToDo list
@ -468,7 +469,7 @@ function CSAR:New(Coalition, Template, Alias)
-- added 1.0.15 -- added 1.0.15
self.allowbronco = false -- set to true to use the Bronco mod as a CSAR plane self.allowbronco = false -- set to true to use the Bronco mod as a CSAR plane
self.ADFRadioPwr = 1000 self.ADFRadioPwr = 500
-- added 1.0.16 -- added 1.0.16
self.PilotWeight = 80 self.PilotWeight = 80
@ -1145,17 +1146,6 @@ function CSAR:_EventHandler(EventData)
return self return self
end end
-- limit no of pilots in the field.
if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then
self:T("Maxed Downed Pilot!")
return self
end
-- TODO: Over water check --- EVENTS.LandingAfterEjection NOT triggered by DCS, so handle csarUsePara = true case
-- might create dual pilots in edge cases
local wetfeet = false
local initdcscoord = nil local initdcscoord = nil
local initcoord = nil local initcoord = nil
@ -1169,6 +1159,36 @@ function CSAR:_EventHandler(EventData)
self:T({initdcscoord}) self:T({initdcscoord})
end end
-- Remove downed pilot if already exists to replace with new one.
if _event.IniPlayerName then
local PilotTable = self.downedPilots --#CSAR.DownedPilot
local _foundPilot = nil
for _,_pilot in pairs(PilotTable) do
if _pilot.player == _event.IniPlayerName and _pilot.alive == true then
_foundPilot = _pilot
break
end
end
if _foundPilot then
self:T("Downed pilot already exists!")
_foundPilot.group:Destroy(false)
self:_RemoveNameFromDownedPilots(_foundPilot.name)
self:_CheckDownedPilotTable()
end
end
-- limit no of pilots in the field.
if self.limitmaxdownedpilots and self:_ReachedPilotLimit() then
self:T("Maxed Downed Pilot!")
return self
end
-- TODO: Over water check --- EVENTS.LandingAfterEjection NOT triggered by DCS, so handle csarUsePara = true case
-- might create dual pilots in edge cases
local wetfeet = false
--local surface = _unit:GetCoordinate():GetSurfaceType() --local surface = _unit:GetCoordinate():GetSurfaceType()
local surface = initcoord:GetSurfaceType() local surface = initcoord:GetSurfaceType()
@ -2116,56 +2136,50 @@ end
--- (Internal) Determine distance to closest MASH. --- (Internal) Determine distance to closest MASH.
-- @param #CSAR self -- @param #CSAR self
-- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT -- @param Wrapper.Unit#UNIT _heli Helicopter #UNIT
-- @return #CSAR self -- @return #number Distance in meters
-- @return #string MASH Name as string
function CSAR:_GetClosestMASH(_heli) function CSAR:_GetClosestMASH(_heli)
self:T(self.lid .. " _GetClosestMASH") self:T(self.lid .. " _GetClosestMASH")
local _mashset = self.mash -- Core.Set#SET_GROUP local _mashset = self.mash -- Core.Set#SET_GROUP
local _mashes = _mashset:GetSetObjects() -- #table local MashSets = {}
--local _mashes = _mashset.Set-- #table
table.insert(MashSets,_mashset.Set)
table.insert(MashSets,self.zonemashes.Set)
table.insert(MashSets,self.staticmashes.Set)
local _shortestDistance = -1 local _shortestDistance = -1
local _distance = 0 local _distance = 0
local _helicoord = _heli:GetCoordinate() local _helicoord = _heli:GetCoordinate()
local MashName = nil
local function GetCloseAirbase(coordinate,Coalition,Category)
local a=coordinate:GetVec3()
local distmin=math.huge
local airbase=nil
for DCSairbaseID, DCSairbase in pairs(world.getAirbases(Coalition)) do
local b=DCSairbase:getPoint()
local c=UTILS.VecSubstract(a,b)
local dist=UTILS.VecNorm(c)
if dist<distmin and (Category==nil or Category==DCSairbase:getDesc().category) then
distmin=dist
airbase=DCSairbase
end
end
return distmin
end
if self.allowFARPRescue then if self.allowFARPRescue then
local position = _heli:GetCoordinate() local position = _heli:GetCoordinate()
local afb,distance = position:GetClosestAirbase(nil,self.coalition) local afb,distance = position:GetClosestAirbase(nil,self.coalition)
_shortestDistance = distance _shortestDistance = distance
MashName = (afb ~= nil) and afb:GetName() or "Unknown"
end end
for _, _mashUnit in pairs(_mashes) do for _,_mashes in pairs(MashSets) do
if _mashUnit and _mashUnit:IsAlive() then for _, _mashUnit in pairs(_mashes or {}) do
local _mashcoord = _mashUnit:GetCoordinate() local _mashcoord
if _mashUnit and (not _mashUnit:IsInstanceOf("ZONE_BASE")) and _mashUnit:IsAlive() then
_mashcoord = _mashUnit:GetCoordinate()
elseif _mashUnit and _mashUnit:IsInstanceOf("ZONE_BASE") then
_mashcoord = _mashUnit:GetCoordinate()
end
_distance = self:_GetDistance(_helicoord, _mashcoord) _distance = self:_GetDistance(_helicoord, _mashcoord)
if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then if _distance ~= nil and (_shortestDistance == -1 or _distance < _shortestDistance) then
_shortestDistance = _distance _shortestDistance = _distance
MashName = _mashUnit:GetName() or "Unknown"
end end
end end
end end
if _shortestDistance ~= -1 then if _shortestDistance ~= -1 then
return _shortestDistance return _shortestDistance, MashName
else else
return -1 return -1
end end
end end
--- (Internal) Display onboarded rescued pilots. --- (Internal) Display onboarded rescued pilots.
@ -2323,9 +2337,9 @@ end
-- @param #CSAR self -- @param #CSAR self
-- @param Wrapper.Group#GROUP _group Group #GROUP object. -- @param Wrapper.Group#GROUP _group Group #GROUP object.
-- @param #number _freq Frequency to use -- @param #number _freq Frequency to use
-- @param #string _name Beacon Name to use -- @param #string BeaconName Beacon Name to use
-- @return #CSAR self -- @return #CSAR self
function CSAR:_AddBeaconToGroup(_group, _freq, _name) function CSAR:_AddBeaconToGroup(_group, _freq, BeaconName)
self:T(self.lid .. " _AddBeaconToGroup") self:T(self.lid .. " _AddBeaconToGroup")
if self.CreateRadioBeacons == false then return end if self.CreateRadioBeacons == false then return end
local _group = _group local _group = _group
@ -2346,10 +2360,11 @@ function CSAR:_AddBeaconToGroup(_group, _freq, _name)
if _radioUnit then if _radioUnit then
local name = _radioUnit:GetName() local name = _radioUnit:GetName()
local Frequency = _freq -- Freq in Hertz local Frequency = _freq -- Freq in Hertz
local name = _radioUnit:GetName() --local name = _radioUnit:GetName()
local Sound = "l10n/DEFAULT/"..self.radioSound local Sound = "l10n/DEFAULT/"..self.radioSound
local vec3 = _radioUnit:GetVec3() or _radioUnit:GetPositionVec3() or {x=0,y=0,z=0} local vec3 = _radioUnit:GetVec3() or _radioUnit:GetPositionVec3() or {x=0,y=0,z=0}
trigger.action.radioTransmission(Sound, vec3, 0, false, Frequency, self.ADFRadioPwr or 1000,_name) -- Beacon in MP only runs for exactly 30secs straight self:I(self.lid..string.format("Added Radio Beacon %d Hertz | Name %s | Position {%d,%d,%d}",Frequency,BeaconName,vec3.x,vec3.y,vec3.z))
trigger.action.radioTransmission(Sound, vec3, 0, true, Frequency, self.ADFRadioPwr or 500,BeaconName) -- Beacon in MP only runs for exactly 30secs straight
end end
end end
@ -2370,9 +2385,13 @@ function CSAR:_RefreshRadioBeacons()
local group = pilot.group local group = pilot.group
local frequency = pilot.frequency or 0 -- thanks to @Thrud local frequency = pilot.frequency or 0 -- thanks to @Thrud
local bname = pilot.BeaconName or pilot.name..math.random(1,100000) local bname = pilot.BeaconName or pilot.name..math.random(1,100000)
trigger.action.stopRadioTransmission(bname) --trigger.action.stopRadioTransmission(bname)
if group and group:IsAlive() and frequency > 0 then if group and group:IsAlive() and frequency > 0 then
self:_AddBeaconToGroup(group,frequency,bname) --self:_AddBeaconToGroup(group,frequency,bname)
else
if frequency > 0 then
trigger.action.stopRadioTransmission(bname)
end
end end
end end
end end
@ -2403,6 +2422,21 @@ function CSAR:_ReachedPilotLimit()
local islimited = self.limitmaxdownedpilots local islimited = self.limitmaxdownedpilots
local count = self:_CountActiveDownedPilots() local count = self:_CountActiveDownedPilots()
if islimited and (count >= limit) then if islimited and (count >= limit) then
if self.useFIFOLimitReplacement then
local oldIndex = -1
local oldDownedPilot = nil
for _index, _downedpilot in pairs(self.downedPilots) do
oldIndex = _index
oldDownedPilot = _downedpilot
break
end
if oldDownedPilot then
oldDownedPilot.group:Destroy(false)
oldDownedPilot.alive = false
self:_CheckDownedPilotTable()
return false
end
end
return true return true
else else
return false return false
@ -2454,9 +2488,10 @@ function CSAR:onafterStart(From, Event, To)
self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart() self.mash = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterStart()
local staticmashes = SET_STATIC:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterOnce() self.staticmashes = SET_STATIC:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(self.mashprefix):FilterOnce()
local zonemashes = SET_ZONE:New():FilterPrefixes(self.mashprefix):FilterOnce() self.zonemashes = SET_ZONE:New():FilterPrefixes(self.mashprefix):FilterOnce()
--[[
if staticmashes:Count() > 0 then if staticmashes:Count() > 0 then
for _,_mash in pairs(staticmashes.Set) do for _,_mash in pairs(staticmashes.Set) do
self.mash:AddObject(_mash) self.mash:AddObject(_mash)
@ -2464,10 +2499,13 @@ function CSAR:onafterStart(From, Event, To)
end end
if zonemashes:Count() > 0 then if zonemashes:Count() > 0 then
self:T("Adding zones to self.mash SET")
for _,_mash in pairs(zonemashes.Set) do for _,_mash in pairs(zonemashes.Set) do
self.mash:AddObject(_mash) self.mash:AddObject(_mash)
end end
self:T("Objects in SET: "..self.mash:Count())
end end
--]]
if not self.coordinate then if not self.coordinate then
local csarhq = self.mash:GetRandom() local csarhq = self.mash:GetRandom()

View File

@ -20,11 +20,12 @@
-- --
-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), bbirchnz (additional code!!) -- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing), bbirchnz (additional code!!)
-- ### Repack addition for crates: **Raiden** -- ### Repack addition for crates: **Raiden**
-- ### Additional cool features: **Lekaa**
-- --
-- @module Ops.CTLD -- @module Ops.CTLD
-- @image OPS_CTLD.jpg -- @image OPS_CTLD.jpg
-- Last Update April 2025 -- Last Update May 2025
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -865,6 +866,7 @@ do
-- my_ctld.TroopUnloadDistGroundHook = 15 -- On the ground, unload troops this far behind the Chinook -- my_ctld.TroopUnloadDistGroundHook = 15 -- On the ground, unload troops this far behind the Chinook
-- my_ctld.TroopUnloadDistHoverHook = 5 -- When hovering, unload troops this far behind the Chinook -- my_ctld.TroopUnloadDistHoverHook = 5 -- When hovering, unload troops this far behind the Chinook
-- my_ctld.showstockinmenuitems = false -- When set to true, the menu lines will also show the remaining items in stock (that is, if you set any), downside is that the menu for all will be build every 30 seconds anew. -- my_ctld.showstockinmenuitems = false -- When set to true, the menu lines will also show the remaining items in stock (that is, if you set any), downside is that the menu for all will be build every 30 seconds anew.
-- my_ctld.onestepmenu = false -- When set to true, the menu will create Drop and build, Get and load, Pack and remove, Pack and load, Pack. it will be a 1 step solution.
-- --
-- ## 2.1 CH-47 Chinook support -- ## 2.1 CH-47 Chinook support
-- --
@ -1412,7 +1414,7 @@ CTLD.FixedWingTypes = {
--- CTLD class version. --- CTLD class version.
-- @field #string version -- @field #string version
CTLD.version="1.2.33" CTLD.version="1.3.34"
--- Instantiate a new CTLD. --- Instantiate a new CTLD.
-- @param #CTLD self -- @param #CTLD self
@ -1591,6 +1593,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
self.subcats = {} self.subcats = {}
self.subcatsTroop = {} self.subcatsTroop = {}
self.showstockinmenuitems = false self.showstockinmenuitems = false
self.onestepmenu = false
-- disallow building in loadzones -- disallow building in loadzones
self.nobuildinloadzones = true self.nobuildinloadzones = true
@ -2913,10 +2916,10 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop, pack)
if drop then if drop then
text = string.format("Crates for %s have been dropped!",cratename) text = string.format("Crates for %s have been dropped!",cratename)
self:__CratesDropped(1, Group, Unit, droppedcargo) self:__CratesDropped(1, Group, Unit, droppedcargo)
end else
self:_SendMessage(text, 10, false, Group) self:_SendMessage(text, 10, false, Group)
end
self:_RefreshLoadCratesMenu(Group, Unit) self:_RefreshLoadCratesMenu(Group, Unit)
return self return self
end end
@ -3564,7 +3567,7 @@ end
function CTLD:IsFixedWing(Unit) function CTLD:IsFixedWing(Unit)
local typename = Unit:GetTypeName() or "none" local typename = Unit:GetTypeName() or "none"
for _,_name in pairs(self.FixedWingTypes or {}) do for _,_name in pairs(self.FixedWingTypes or {}) do
if typename == _name or string.find(typename,_name,1,true) then if _name and (typename==_name or string.find(typename,_name,1,true))then
return true return true
end end
end end
@ -3576,7 +3579,10 @@ end
-- @param Wrapper.Unit#UNIT Unit -- @param Wrapper.Unit#UNIT Unit
-- @return #boolean Outcome -- @return #boolean Outcome
function CTLD:IsHook(Unit) function CTLD:IsHook(Unit)
if Unit and string.find(Unit:GetTypeName(),"CH.47") then if not Unit then return false end
local typeName = Unit:GetTypeName()
if not typeName then return false end
if string.find(typeName, "CH.47") then
return true return true
else else
return false return false
@ -3766,7 +3772,6 @@ function CTLD:_UnloadCrates(Group, Unit)
self:T(self.lid .. " _UnloadCrates") self:T(self.lid .. " _UnloadCrates")
if not self.dropcratesanywhere then -- #1570 if not self.dropcratesanywhere then -- #1570
-- check if we are in DROP zone
local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP) local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP)
if not inzone then if not inzone then
self:_SendMessage("You are not close enough to a drop zone!", 10, false, Group) self:_SendMessage("You are not close enough to a drop zone!", 10, false, Group)
@ -3775,46 +3780,60 @@ function CTLD:_UnloadCrates(Group, Unit)
end end
end end
end end
-- Door check
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to drop cargo!", 10, false, Group) self:_SendMessage("You need to open the door(s) to drop cargo!", 10, false, Group)
if not self.debug then return self end if not self.debug then return self end
end end
-- check for hover unload local hoverunload = self:IsCorrectHover(Unit)
local hoverunload = self:IsCorrectHover(Unit) --if true we\'re hovering in parameters
local IsHerc = self:IsFixedWing(Unit) local IsHerc = self:IsFixedWing(Unit)
local IsHook = self:IsHook(Unit) local IsHook = self:IsHook(Unit)
if IsHerc and (not IsHook) then if IsHerc and (not IsHook) then
-- no hover but airdrop here
hoverunload = self:IsCorrectFlightParameters(Unit) hoverunload = self:IsCorrectFlightParameters(Unit)
end end
-- check if we\'re landed
local grounded = not self:IsUnitInAir(Unit) local grounded = not self:IsUnitInAir(Unit)
-- Get what we have loaded
local unitname = Unit:GetName() local unitname = Unit:GetName()
if self.Loaded_Cargo[unitname] and (grounded or hoverunload) then if self.Loaded_Cargo[unitname] and (grounded or hoverunload) then
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo local loadedcargo = self.Loaded_Cargo[unitname] or {}
-- looking for crate
local cargotable = loadedcargo.Cargo local cargotable = loadedcargo.Cargo
local droppedCount = {}
local neededMap = {}
for _,_cargo in pairs (cargotable) do for _,_cargo in pairs (cargotable) do
local cargo = _cargo -- #CTLD_CARGO local cargo = _cargo
local type = cargo:GetType() -- #CTLD_CARGO.Enum local type = cargo:GetType()
if type ~= CTLD_CARGO.Enum.TROOPS and type ~= CTLD_CARGO.Enum.ENGINEERS and type ~= CTLD_CARGO.Enum.GCLOADABLE and (not cargo:WasDropped() or self.allowcratepickupagain) then if type ~= CTLD_CARGO.Enum.TROOPS and type ~= CTLD_CARGO.Enum.ENGINEERS and type ~= CTLD_CARGO.Enum.GCLOADABLE and (not cargo:WasDropped() or self.allowcratepickupagain) then
-- unload crates
self:_GetCrates(Group, Unit, cargo, 1, true) self:_GetCrates(Group, Unit, cargo, 1, true)
cargo:SetWasDropped(true) cargo:SetWasDropped(true)
cargo:SetHasMoved(true) cargo:SetHasMoved(true)
local cname = cargo:GetName() or "Unknown"
droppedCount[cname] = (droppedCount[cname] or 0) + 1
if not neededMap[cname] then
neededMap[cname] = cargo:GetCratesNeeded() or 1
end end
end end
-- cleanup load list end
local loaded = {} -- #CTLD.LoadedCargo for cname,count in pairs(droppedCount) do
local needed = neededMap[cname] or 1
if needed > 1 then
local full = math.floor(count/needed)
local left = count % needed
if full > 0 and left == 0 then
self:_SendMessage(string.format("Dropped %d %s.",full,cname),10,false,Group)
elseif full > 0 and left > 0 then
self:_SendMessage(string.format("Dropped %d %s(s), with %d leftover crate(s).",full,cname,left),10,false,Group)
else
self:_SendMessage(string.format("Dropped %d/%d crate(s) of %s.",count,needed,cname),15,false,Group)
end
else
self:_SendMessage(string.format("Dropped %d %s(s).",count,cname),10,false,Group)
end
end
local loaded = {}
loaded.Troopsloaded = 0 loaded.Troopsloaded = 0
loaded.Cratesloaded = 0 loaded.Cratesloaded = 0
loaded.Cargo = {} loaded.Cargo = {}
for _,_cargo in pairs (cargotable) do for _,_cargo in pairs (cargotable) do
local cargo = _cargo -- #CTLD_CARGO local cargo = _cargo
local type = cargo:GetType() -- #CTLD_CARGO.Enum local type = cargo:GetType()
local size = cargo:GetCratesNeeded() local size = cargo:GetCratesNeeded()
if type == CTLD_CARGO.Enum.TROOPS or type == CTLD_CARGO.Enum.ENGINEERS then if type == CTLD_CARGO.Enum.TROOPS or type == CTLD_CARGO.Enum.ENGINEERS then
table.insert(loaded.Cargo,_cargo) table.insert(loaded.Cargo,_cargo)
@ -3845,7 +3864,8 @@ end
-- @param Wrapper.Group#GROUP Group -- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit -- @param Wrapper.Unit#UNIT Unit
-- @param #boolean Engineering If true build is by an engineering team. -- @param #boolean Engineering If true build is by an engineering team.
function CTLD:_BuildCrates(Group, Unit,Engineering) -- @param #boolean MultiDrop If true and not engineering or FOB, vary position a bit.
function CTLD:_BuildCrates(Group, Unit,Engineering,MultiDrop)
self:T(self.lid .. " _BuildCrates") self:T(self.lid .. " _BuildCrates")
-- avoid users trying to build from flying Hercs -- avoid users trying to build from flying Hercs
if self:IsFixedWing(Unit) and self.enableFixedWing and not Engineering then if self:IsFixedWing(Unit) and self.enableFixedWing and not Engineering then
@ -3939,12 +3959,13 @@ function CTLD:_BuildCrates(Group, Unit,Engineering)
if build.CanBuild then if build.CanBuild then
self:_CleanUpCrates(crates,build,number) self:_CleanUpCrates(crates,build,number)
if self.buildtime and self.buildtime > 0 then if self.buildtime and self.buildtime > 0 then
local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,build,false,Group:GetCoordinate()) local buildtimer = TIMER:New(self._BuildObjectFromCrates,self,Group,Unit,build,false,Group:GetCoordinate(),MultiDrop)
buildtimer:Start(self.buildtime) buildtimer:Start(self.buildtime)
self:_SendMessage(string.format("Build started, ready in %d seconds!",self.buildtime),15,false,Group) self:_SendMessage(string.format("Build started, ready in %d seconds!",self.buildtime),15,false,Group)
self:__CratesBuildStarted(1,Group,Unit) self:__CratesBuildStarted(1,Group,Unit)
self:_RefreshDropTroopsMenu(Group,Unit)
else else
self:_BuildObjectFromCrates(Group,Unit,build) self:_BuildObjectFromCrates(Group,Unit,build,false,nil,MultiDrop)
end end
end end
end end
@ -3983,13 +4004,14 @@ function CTLD:_PackCratesNearby(Group, Unit)
_Group:Destroy() -- if a match is found destroy the Wrapper.Group#GROUP near the player _Group:Destroy() -- if a match is found destroy the Wrapper.Group#GROUP near the player
self:_GetCrates(Group, Unit, _entry, nil, false, true) -- spawn the appropriate crates near the player self:_GetCrates(Group, Unit, _entry, nil, false, true) -- spawn the appropriate crates near the player
self:_RefreshLoadCratesMenu(Group,Unit) -- call the refresher to show the crates in the menu self:_RefreshLoadCratesMenu(Group,Unit) -- call the refresher to show the crates in the menu
return self return true
end end
end end
end end
end end
end end
return self self:_SendMessage("Nothing to pack at this distance pilot!",10,false,Group)
return false
end end
--- (Internal) Function to repair nearby vehicles / FOBs --- (Internal) Function to repair nearby vehicles / FOBs
@ -4082,7 +4104,8 @@ end
-- @param #CTLD.Buildable Build -- @param #CTLD.Buildable Build
-- @param #boolean Repair If true this is a repair and not a new build -- @param #boolean Repair If true this is a repair and not a new build
-- @param Core.Point#COORDINATE RepairLocation Location for repair (e.g. where the destroyed unit was) -- @param Core.Point#COORDINATE RepairLocation Location for repair (e.g. where the destroyed unit was)
function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation) -- @param #boolean MultiDrop if true and not a repair, vary location a bit if not a FOB
function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation,MultiDrop)
self:T(self.lid .. " _BuildObjectFromCrates") self:T(self.lid .. " _BuildObjectFromCrates")
-- Spawn-a-crate-content -- Spawn-a-crate-content
if Group and Group:IsAlive() or (RepairLocation and not Repair) then if Group and Group:IsAlive() or (RepairLocation and not Repair) then
@ -4099,7 +4122,7 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
if type(temptable) == "string" then if type(temptable) == "string" then
temptable = {temptable} temptable = {temptable}
end end
local zone = nil local zone = nil -- Core.Zone#ZONE_RADIUS
if RepairLocation and not Repair then if RepairLocation and not Repair then
-- timed build -- timed build
zone = ZONE_RADIUS:New(string.format("Build zone-%d",math.random(1,10000)),RepairLocation:GetVec2(),100) zone = ZONE_RADIUS:New(string.format("Build zone-%d",math.random(1,10000)),RepairLocation:GetVec2(),100)
@ -4108,6 +4131,10 @@ function CTLD:_BuildObjectFromCrates(Group,Unit,Build,Repair,RepairLocation)
end end
--local randomcoord = zone:GetRandomCoordinate(35):GetVec2() --local randomcoord = zone:GetRandomCoordinate(35):GetVec2()
local randomcoord = Build.Coord or zone:GetRandomCoordinate(35):GetVec2() local randomcoord = Build.Coord or zone:GetRandomCoordinate(35):GetVec2()
if MultiDrop and (not Repair) and canmove then
-- coordinate may be the same, avoid
local randomcoord = zone:GetRandomCoordinate(35):GetVec2()
end
if Repair then if Repair then
randomcoord = RepairLocation:GetVec2() randomcoord = RepairLocation:GetVec2()
end end
@ -4199,11 +4226,91 @@ function CTLD:_CleanUpCrates(Crates,Build,Number)
return self return self
end end
--- (Internal) Helper - Drop **all** loaded crates nearby and build them.
-- @param Wrapper.Group#GROUP Group The calling group
-- @param Wrapper.Unit#UNIT Unit The calling unit
function CTLD:_DropAndBuild(Group,Unit)
if self.nobuildinloadzones then
if self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) then
self:_SendMessage("You cannot build in a loading area, Pilot!",10,false,Group)
return self
end
end
self:_UnloadCrates(Group,Unit)
timer.scheduleFunction(function() self:_BuildCrates(Group,Unit,false,true) end,{},timer.getTime()+1)
end
--- (Internal) Helper - Drop a **single** crate set and build it.
-- @param Wrapper.Group#GROUP Group The calling group
-- @param Wrapper.Unit#UNIT Unit The calling unit
-- @param number setIndex Index of the crate-set to drop
function CTLD:_DropSingleAndBuild(Group,Unit,setIndex)
if self.nobuildinloadzones then
if self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD) then
self:_SendMessage("You cannot build in a loading area, Pilot!",10,false,Group)
return self
end
end
self:_UnloadSingleCrateSet(Group,Unit,setIndex)
timer.scheduleFunction(function() self:_BuildCrates(Group,Unit,false) end,{},timer.getTime()+1)
end
--- (Internal) Helper - Pack crates near the unit and load them.
-- @param Wrapper.Group#GROUP Group The calling group
-- @param Wrapper.Unit#UNIT Unit The calling unit
function CTLD:_PackAndLoad(Group,Unit)
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to load cargo!",10,false,Group)
return self
end
if not self:_PackCratesNearby(Group,Unit) then
return self
end
timer.scheduleFunction(function() self:_LoadCratesNearby(Group,Unit) end,{},timer.getTime()+1)
return self
end
--- (Internal) Helper - Pack crates near the unit and then remove them.
-- @param Wrapper.Group#GROUP Group The calling group
-- @param Wrapper.Unit#UNIT Unit The calling unit
function CTLD:_PackAndRemove(Group,Unit)
if not self:_PackCratesNearby(Group,Unit) then
return self
end
timer.scheduleFunction(function() self:_RemoveCratesNearby(Group,Unit) end,{},timer.getTime()+1)
return self
end
--- (Internal) Helper - get and load in one step
-- @param Wrapper.Group#GROUP Group The calling group
-- @param Wrapper.Unit#UNIT Unit The calling unit
function CTLD:_GetAndLoad(Group,Unit,cargoObj)
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to load cargo!",10,false,Group)
return self
end
self:_GetCrates(Group,Unit,cargoObj)
timer.scheduleFunction(function() self:_LoadSingleCrateSet(Group,Unit,cargoObj.Name) end,{},timer.getTime()+1)
end
-- @param Wrapper.Group#GROUP Group The players group that triggered the action
-- @param Wrapper.Unit#UNIT Unit The unit performing the pack-and-load
function CTLD:_GetAllAndLoad(Group,Unit)
if self.pilotmustopendoors and not UTILS.IsLoadingDoorOpen(Unit:GetName()) then
self:_SendMessage("You need to open the door(s) to load cargo!",10,false,Group)
return self
end
timer.scheduleFunction(function() self:_LoadCratesNearby(Group,Unit) end,{},timer.getTime()+1)
end
--- (Internal) Housekeeping - Function to refresh F10 menus. --- (Internal) Housekeeping - Function to refresh F10 menus.
-- @param #CTLD self -- @param #CTLD self
-- @return #CTLD self -- @return #CTLD self
function CTLD:_RefreshF10Menus() function CTLD:_RefreshF10Menus()
self:T(self.lid .. " _RefreshF10Menus") self:T(self.lid .. " _RefreshF10Menus")
self.onestepmenu = self.onestepmenu or false -- hybrid toggle (default = false)
-- 1) Gather all the pilot groups from our Set -- 1) Gather all the pilot groups from our Set
local PlayerSet = self.PilotGroups local PlayerSet = self.PilotGroups
@ -4314,7 +4421,6 @@ function CTLD:_RefreshF10Menus()
local menutext = cargoObj.Name local menutext = cargoObj.Name
if (stock >= 0) and (self.showstockinmenuitems == true) then menutext = menutext.." ["..stock.."]" end if (stock >= 0) and (self.showstockinmenuitems == true) then menutext = menutext.." ["..stock.."]" end
MENU_GROUP_COMMAND:New(_group, menutext, troopsmenu, self._LoadTroops, self, _group, _unit, cargoObj) MENU_GROUP_COMMAND:New(_group, menutext, troopsmenu, self._LoadTroops, self, _group, _unit, cargoObj)
end end
end end
end end
@ -4341,11 +4447,66 @@ function CTLD:_RefreshF10Menus()
-- Build the “Get Crates” sub-menu items -- Build the “Get Crates” sub-menu items
local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates) local cratesmenu = MENU_GROUP:New(_group,"Get Crates",topcrates)
if self.onestepmenu then
if self.usesubcats then if self.usesubcats then
local subcatmenus = {} local subcatmenus = {}
for catName,_ in pairs(self.subcats) do for catName,_ in pairs(self.subcats) do
subcatmenus[catName] = MENU_GROUP:New(_group,catName,cratesmenu) subcatmenus[catName] = MENU_GROUP:New(_group,catName,cratesmenu)
end end
for _,cargoObj in pairs(self.Cargo_Crates) do
if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
local mSet = MENU_GROUP:New(_group,txt,subcatmenus[cargoObj.Subcategory])
MENU_GROUP_COMMAND:New(_group,"Get",mSet,self._GetCrates,self,_group,_unit,cargoObj)
MENU_GROUP_COMMAND:New(_group,"Get and Load",mSet,self._GetAndLoad,self,_group,_unit,cargoObj)
end
end
for _,cargoObj in pairs(self.Cargo_Statics) do
if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
local mSet = MENU_GROUP:New(_group,txt,subcatmenus[cargoObj.Subcategory])
MENU_GROUP_COMMAND:New(_group,"Get",mSet,self._GetCrates,self,_group,_unit,cargoObj)
MENU_GROUP_COMMAND:New(_group,"Get and Load",mSet,self._GetAndLoad,self,_group,_unit,cargoObj)
end
end
else
for _,cargoObj in pairs(self.Cargo_Crates) do
if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
local mSet = MENU_GROUP:New(_group,txt,cratesmenu)
MENU_GROUP_COMMAND:New(_group,"Get",mSet,self._GetCrates,self,_group,_unit,cargoObj)
MENU_GROUP_COMMAND:New(_group,"Get and Load",mSet,self._GetAndLoad,self,_group,_unit,cargoObj)
end
end
for _,cargoObj in pairs(self.Cargo_Statics) do
if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)",cargoObj.Name,cargoObj.PerCrateMass or 0)
if cargoObj.Location then txt = txt.."[R]" end
local stock = cargoObj:GetStock()
if stock>=0 and self.showstockinmenuitems then txt = txt.."["..stock.."]" end
local mSet = MENU_GROUP:New(_group,txt,cratesmenu)
MENU_GROUP_COMMAND:New(_group,"Get",mSet,self._GetCrates,self,_group,_unit,cargoObj)
MENU_GROUP_COMMAND:New(_group,"Get and Load",mSet,self._GetAndLoad,self,_group,_unit,cargoObj)
end
end
end
else
if self.usesubcats then
local subcatmenus = {}
for catName, _ in pairs(self.subcats) do
subcatmenus[catName] = MENU_GROUP:New(_group, catName, cratesmenu) -- fixed variable case
end
for _, cargoObj in pairs(self.Cargo_Crates) do for _, cargoObj in pairs(self.Cargo_Crates) do
if not cargoObj.DontShowInMenu then if not cargoObj.DontShowInMenu then
local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0) local txt = string.format("Crate %s (%dkg)", cargoObj.Name, cargoObj.PerCrateMass or 0)
@ -4384,6 +4545,7 @@ function CTLD:_RefreshF10Menus()
end end
end end
end end
end
local loadCratesMenu=MENU_GROUP:New(_group,"Load Crates",topcrates) local loadCratesMenu=MENU_GROUP:New(_group,"Load Crates",topcrates)
_group.MyLoadCratesMenu=loadCratesMenu _group.MyLoadCratesMenu=loadCratesMenu
@ -4401,8 +4563,16 @@ function CTLD:_RefreshF10Menus()
local removecratesmenu = MENU_GROUP:New(_group, "Remove crates", topcrates) local removecratesmenu = MENU_GROUP:New(_group, "Remove crates", topcrates)
MENU_GROUP_COMMAND:New(_group, "Remove crates nearby", removecratesmenu, self._RemoveCratesNearby, self, _group, _unit) MENU_GROUP_COMMAND:New(_group, "Remove crates nearby", removecratesmenu, self._RemoveCratesNearby, self, _group, _unit)
if self.onestepmenu then
local mPack=MENU_GROUP:New(_group,"Pack crates",topcrates)
MENU_GROUP_COMMAND:New(_group,"Pack",mPack,self._PackCratesNearby,self,_group,_unit)
MENU_GROUP_COMMAND:New(_group,"Pack and Load",mPack,self._PackAndLoad,self,_group,_unit)
MENU_GROUP_COMMAND:New(_group,"Pack and Remove",mPack,self._PackAndRemove,self,_group,_unit)
MENU_GROUP_COMMAND:New(_group, "List crates nearby", topcrates, self._ListCratesNearby, self, _group, _unit)
else
MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit) MENU_GROUP_COMMAND:New(_group, "Pack crates", topcrates, self._PackCratesNearby, self, _group, _unit)
MENU_GROUP_COMMAND:New(_group, "List crates nearby", topcrates, self._ListCratesNearby, self, _group, _unit) MENU_GROUP_COMMAND:New(_group, "List crates nearby", topcrates, self._ListCratesNearby, self, _group, _unit)
end
local uName = _unit:GetName() local uName = _unit:GetName()
local loadedData = self.Loaded_Cargo[uName] local loadedData = self.Loaded_Cargo[uName]
@ -4423,8 +4593,6 @@ function CTLD:_RefreshF10Menus()
end end
end end
----------------------------------------------------- -----------------------------------------------------
-- Misc submenus -- Misc submenus
----------------------------------------------------- -----------------------------------------------------
@ -4482,27 +4650,35 @@ function CTLD:_RefreshLoadCratesMenu(Group, Unit)
return return
end end
MENU_GROUP_COMMAND:New(Group,"Load ALL",Group.MyLoadCratesMenu,self._LoadCratesNearby,self,Group,Unit) MENU_GROUP_COMMAND:New(Group,"Load ALL",Group.MyLoadCratesMenu,self._LoadCratesNearby,self,Group,Unit)
local cargoByName={} local cargoByName={}
for _,crate in pairs(nearby) do for _,crate in pairs(nearby) do
local cName = crate:GetName() local name=crate:GetName()
cargoByName[cName] = cargoByName[cName] or {} cargoByName[name]=cargoByName[name] or{}
table.insert(cargoByName[cName], crate) table.insert(cargoByName[name],crate)
end end
for cName, cList in pairs(cargoByName) do local lineIndex=1
local needed = cList[1]:GetCratesNeeded() or 1 for cName,list in pairs(cargoByName) do
local found = #cList local needed=list[1]:GetCratesNeeded() or 1
table.sort(list,function(a,b)return a:GetID()<b:GetID() end)
local line local i=1
if found >= needed then while i<=#list do
line = string.format("Load %s", cName) local left=#list-i+1
local label
if left>=needed then
label=string.format("%d. Load %s",lineIndex,cName)
i=i+needed
else else
MENU_GROUP_COMMAND:New(Group, "Rescan?", Group.MyLoadCratesMenu, function() self:_RefreshLoadCratesMenu(Group, Unit) end) label=string.format("%d. Load %s (%d/%d)",lineIndex,cName,left,needed)
line = string.format("Load %s (%d/%d)", cName, found, needed) i=#list+1
end end
MENU_GROUP_COMMAND:New(Group, line, Group.MyLoadCratesMenu, self._LoadSingleCrateSet, self, Group, Unit, cName) MENU_GROUP_COMMAND:New(Group,label,Group.MyLoadCratesMenu,self._LoadSingleCrateSet,self,Group,Unit,cName)
lineIndex=lineIndex+1
end end
end end
end
--- ---
-- Loads exactly `CratesNeeded` crates for one cargoName in range. -- Loads exactly `CratesNeeded` crates for one cargoName in range.
@ -4745,6 +4921,7 @@ end
-- @param Wrapper.Unit#UNIT Unit The calling unit. -- @param Wrapper.Unit#UNIT Unit The calling unit.
-- @return #CTLD self -- @return #CTLD self
function CTLD:_RefreshDropCratesMenu(Group, Unit) function CTLD:_RefreshDropCratesMenu(Group, Unit)
if not Group.CTLDTopmenu then return end if not Group.CTLDTopmenu then return end
local topCrates = Group.MyTopCratesMenu local topCrates = Group.MyTopCratesMenu
if not topCrates then return end if not topCrates then return end
@ -4780,7 +4957,15 @@ function CTLD:_RefreshDropCratesMenu(Group, Unit)
return return
end end
----------------------------------------------------------------------
-- DEFAULT (“classic”) versus ONE-STEP behaviour
----------------------------------------------------------------------
if not self.onestepmenu then
--------------------------------------------------------------------
-- classic menu
--------------------------------------------------------------------
MENU_GROUP_COMMAND:New(Group,"Drop ALL crates",dropCratesMenu,self._UnloadCrates,self,Group,Unit) MENU_GROUP_COMMAND:New(Group,"Drop ALL crates",dropCratesMenu,self._UnloadCrates,self,Group,Unit)
self.CrateGroupList=self.CrateGroupList or{} self.CrateGroupList=self.CrateGroupList or{}
self.CrateGroupList[Unit:GetName()]={} self.CrateGroupList[Unit:GetName()]={}
@ -4815,6 +5000,52 @@ function CTLD:_RefreshDropCratesMenu(Group, Unit)
lineIndex=lineIndex+1 lineIndex=lineIndex+1
end end
end end
else
--------------------------------------------------------------------
-- one-step (enhanced) menu
--------------------------------------------------------------------
local mAll=MENU_GROUP:New(Group,"Drop ALL crates",dropCratesMenu)
MENU_GROUP_COMMAND:New(Group,"Drop",mAll,self._UnloadCrates,self,Group,Unit)
MENU_GROUP_COMMAND:New(Group,"Drop and build",mAll,self._DropAndBuild,self,Group,Unit)
self.CrateGroupList=self.CrateGroupList or{}
self.CrateGroupList[Unit:GetName()]={}
local lineIndex=1
for cName,list in pairs(cargoByName) do
local needed=list[1]:GetCratesNeeded() or 1
table.sort(list,function(a,b)return a:GetID()<b:GetID()end)
local i=1
while i<=#list do
local left=(#list-i+1)
if left>=needed then
local chunk={}
for n=i,i+needed-1 do
table.insert(chunk,list[n])
end
local label=string.format("%d. %s",lineIndex,cName)
table.insert(self.CrateGroupList[Unit:GetName()],chunk)
local setIndex=#self.CrateGroupList[Unit:GetName()]
local mSet=MENU_GROUP:New(Group,label,dropCratesMenu)
MENU_GROUP_COMMAND:New(Group,"Drop",mSet,self._UnloadSingleCrateSet,self,Group,Unit,setIndex)
MENU_GROUP_COMMAND:New(Group,"Drop and build",mSet,self._DropSingleAndBuild,self,Group,Unit,setIndex)
i=i+needed
else
local chunk={}
for n=i,#list do
table.insert(chunk,list[n])
end
local label=string.format("%d. %s %d/%d",lineIndex,cName,left,needed)
table.insert(self.CrateGroupList[Unit:GetName()],chunk)
local setIndex=#self.CrateGroupList[Unit:GetName()]
MENU_GROUP_COMMAND:New(Group,label,dropCratesMenu,self._UnloadSingleCrateSet,self,Group,Unit,setIndex)
i=#list+1
end
lineIndex=lineIndex+1
end
end
end
end end
--- (Internal) Function to unload a single Troop group by ID. --- (Internal) Function to unload a single Troop group by ID.
@ -4864,7 +5095,7 @@ function CTLD:_UnloadSingleTroopByID(Group, Unit, chunkID)
return self return self
end end
-- Drop ONLY the FIRST cargo in that chunk -- Drop the FIRST cargo in that chunk
local foundCargo = chunk[1] local foundCargo = chunk[1]
if not foundCargo then if not foundCargo then
self:_SendMessage(string.format("No troop cargo at chunk %d!", chunkID), 10, false, Group) self:_SendMessage(string.format("No troop cargo at chunk %d!", chunkID), 10, false, Group)
@ -5662,6 +5893,7 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
if Zonetype == CTLD.CargoZoneType.SHIP then if Zonetype == CTLD.CargoZoneType.SHIP then
self:T("Checking Type Ship: "..zonename) self:T("Checking Type Ship: "..zonename)
local ZoneUNIT = UNIT:FindByName(zonename) local ZoneUNIT = UNIT:FindByName(zonename)
if not ZoneUNIT then return false end
zonecoord = ZoneUNIT:GetCoordinate() zonecoord = ZoneUNIT:GetCoordinate()
zoneradius = czone.shiplength zoneradius = czone.shiplength
zonewidth = czone.shipwidth zonewidth = czone.shipwidth
@ -5749,6 +5981,7 @@ function CTLD:SmokeZoneNearBy(Unit, Flare)
end end
end end
local zonecoord = zone:GetCoordinate() local zonecoord = zone:GetCoordinate()
if zonecoord then
local active = CZone.active local active = CZone.active
local color = CZone.color local color = CZone.color
local distance = self:_GetDistance(zonecoord,unitcoord) local distance = self:_GetDistance(zonecoord,unitcoord)
@ -5767,6 +6000,7 @@ function CTLD:SmokeZoneNearBy(Unit, Flare)
end end
end end
end end
end
if not smoked then if not smoked then
local distance = UTILS.MetersToNM(self.smokedistance) local distance = UTILS.MetersToNM(self.smokedistance)
self:_SendMessage(string.format("Negative, need to be closer than %dnm to a zone!",distance), 10, false, Group) self:_SendMessage(string.format("Negative, need to be closer than %dnm to a zone!",distance), 10, false, Group)
@ -6983,7 +7217,8 @@ end
-- right subtype? -- right subtype?
if Event == subtype and not task:IsDone() then if Event == subtype and not task:IsDone() then
local targetzone = task.Target:GetObject() -- Core.Zone#ZONE should be a zone in this case .... local targetzone = task.Target:GetObject() -- Core.Zone#ZONE should be a zone in this case ....
--self:T2({Name=Groupname,Property=task:GetProperty("ExtractName")}) self:T2({Name=Groupname,Property=task:GetProperty("ExtractName")})
if task:GetProperty("ExtractName") then
local okaygroup = string.find(Groupname,task:GetProperty("ExtractName"),1,true) local okaygroup = string.find(Groupname,task:GetProperty("ExtractName"),1,true)
if targetzone and targetzone.ClassName and string.match(targetzone.ClassName,"ZONE") and okaygroup then if targetzone and targetzone.ClassName and string.match(targetzone.ClassName,"ZONE") and okaygroup then
if task.Clients:HasUniqueID(playername) then if task.Clients:HasUniqueID(playername) then
@ -6991,6 +7226,9 @@ end
task:__Success(-1) task:__Success(-1)
end end
end end
else
self:T({Text="'ExtractName' Property not set",Name=Groupname,Property=task.Type})
end
end end
end end
) )

View File

@ -70,6 +70,7 @@
-- @field #boolean DespawnAfterLanding -- @field #boolean DespawnAfterLanding
-- @field #boolean DespawnAfterHolding -- @field #boolean DespawnAfterHolding
-- @field #list<Ops.Auftrag#AUFTRAG> ListOfAuftrag -- @field #list<Ops.Auftrag#AUFTRAG> ListOfAuftrag
-- @field #string defaulttakeofftype Take off type
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- *“Airspeed, altitude, and brains. Two are always needed to successfully complete the flight.”* -- Unknown. --- *“Airspeed, altitude, and brains. Two are always needed to successfully complete the flight.”* -- Unknown.
@ -223,7 +224,8 @@ EASYGCICAP = {
ReadyFlightGroups = {}, ReadyFlightGroups = {},
DespawnAfterLanding = false, DespawnAfterLanding = false,
DespawnAfterHolding = true, DespawnAfterHolding = true,
ListOfAuftrag = {} ListOfAuftrag = {},
defaulttakeofftype = "hot",
} }
--- Internal Squadron data type --- Internal Squadron data type
@ -259,7 +261,7 @@ EASYGCICAP = {
--- EASYGCICAP class version. --- EASYGCICAP class version.
-- @field #string version -- @field #string version
EASYGCICAP.version="0.1.18" EASYGCICAP.version="0.1.22"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list -- TODO list
@ -312,6 +314,7 @@ function EASYGCICAP:New(Alias, AirbaseName, Coalition, EWRName)
self.DespawnAfterLanding = false self.DespawnAfterLanding = false
self.DespawnAfterHolding = true self.DespawnAfterHolding = true
self.ListOfAuftrag = {} self.ListOfAuftrag = {}
self.defaulttakeofftype = "hot"
-- Set some string id for output to DCS.log file. -- Set some string id for output to DCS.log file.
self.lid=string.format("EASYGCICAP %s | ", self.alias) self.lid=string.format("EASYGCICAP %s | ", self.alias)
@ -400,6 +403,16 @@ function EASYGCICAP:SetDefaultRepeatOnFailure(Retries)
return self return self
end end
--- Add default take off type for the airwings.
-- @param #EASYGCICAP self
-- @param #string Takeoff Can be "hot", "cold", or "air" - default is "hot".
-- @return #EASYGCICAP self
function EASYGCICAP:SetDefaultTakeOffType(Takeoff)
self:T(self.lid.."SetDefaultTakeOffType")
self.defaulttakeofftype = Takeoff or "hot"
return self
end
--- Set default CAP Speed in knots --- Set default CAP Speed in knots
-- @param #EASYGCICAP self -- @param #EASYGCICAP self
-- @param #number Speed Speed defaults to 300 -- @param #number Speed Speed defaults to 300
@ -569,6 +582,13 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local DespawnAfterLanding = self.DespawnAfterLanding local DespawnAfterLanding = self.DespawnAfterLanding
local DespawnAfterHolding = self.DespawnAfterHolding local DespawnAfterHolding = self.DespawnAfterHolding
-- Check STATIC name
local check = STATIC:FindByName(Airbasename,false)
if check == nil then
MESSAGE:New(self.lid.."There's no warehouse static on the map (wrong naming?) for airbase "..tostring(Airbasename).."!",30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
-- Create Airwing -- Create Airwing
local CAP_Wing = AIRWING:New(Airbasename,Alias) local CAP_Wing = AIRWING:New(Airbasename,Alias)
CAP_Wing:SetVerbosityLevel(0) CAP_Wing:SetVerbosityLevel(0)
@ -596,9 +616,8 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
if #self.ManagedREC > 0 then if #self.ManagedREC > 0 then
CAP_Wing:SetNumberRecon(1) CAP_Wing:SetNumberRecon(1)
end end
--local PatrolCoordinateKutaisi = ZONE:New(CapZoneName):GetCoordinate()
--CAP_Wing:AddPatrolPointCAP(PatrolCoordinateKutaisi,self.capalt,UTILS.KnotsToAltKIAS(self.capspeed,self.capalt),self.capdir,self.capleg) CAP_Wing:SetTakeoffType(self.defaulttakeofftype)
CAP_Wing:SetTakeoffHot()
CAP_Wing:SetLowFuelThreshold(0.3) CAP_Wing:SetLowFuelThreshold(0.3)
CAP_Wing.RandomAssetScore = math.random(50,100) CAP_Wing.RandomAssetScore = math.random(50,100)
CAP_Wing:Start() CAP_Wing:Start()
@ -606,6 +625,9 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
local Intel = self.Intel local Intel = self.Intel
local TankerInvisible = self.TankerInvisible local TankerInvisible = self.TankerInvisible
local engagerange = self.engagerange
local GoZoneSet = self.GoZoneSet
local NoGoZoneSet = self.NoGoZoneSet
function CAP_Wing:onbeforeFlightOnMission(From, Event, To, Flightgroup, Mission) function CAP_Wing:onbeforeFlightOnMission(From, Event, To, Flightgroup, Mission)
local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP local flightgroup = Flightgroup -- Ops.FlightGroup#FLIGHTGROUP
@ -619,7 +641,7 @@ function EASYGCICAP:_AddAirwing(Airbasename, Alias)
flightgroup:GetGroup():SetOptionRadarUsingForContinousSearch() flightgroup:GetGroup():SetOptionRadarUsingForContinousSearch()
if Mission.type ~= AUFTRAG.Type.TANKER and Mission.type ~= AUFTRAG.Type.AWACS and Mission.type ~= AUFTRAG.Type.RECON then if Mission.type ~= AUFTRAG.Type.TANKER and Mission.type ~= AUFTRAG.Type.AWACS and Mission.type ~= AUFTRAG.Type.RECON then
flightgroup:SetDetection(true) flightgroup:SetDetection(true)
flightgroup:SetEngageDetectedOn(self.engagerange,{"Air"},self.GoZoneSet,self.NoGoZoneSet) flightgroup:SetEngageDetectedOn(engagerange,{"Air"},GoZoneSet,NoGoZoneSet)
flightgroup:SetOutOfAAMRTB() flightgroup:SetOutOfAAMRTB()
if CapFormation then if CapFormation then
flightgroup:GetGroup():SetOption(AI.Option.Air.id.FORMATION,CapFormation) flightgroup:GetGroup():SetOption(AI.Option.Air.id.FORMATION,CapFormation)
@ -801,6 +823,11 @@ function EASYGCICAP:_SetCAPPatrolPoints()
self:T(self.lid.."_SetCAPPatrolPoints") self:T(self.lid.."_SetCAPPatrolPoints")
for _,_data in pairs(self.ManagedCP) do for _,_data in pairs(self.ManagedCP) do
local data = _data --#EASYGCICAP.CapPoint local data = _data --#EASYGCICAP.CapPoint
self:T("Airbasename = "..data.AirbaseName)
if not self.wings[data.AirbaseName] then
MESSAGE:New(self.lid.."You are trying to create a CAP point for which there is no wing! "..tostring(data.AirbaseName),30,"CHECK"):ToAllIf(self.debug):ToLog()
return
end
local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING local Wing = self.wings[data.AirbaseName][1] -- Ops.Airwing#AIRWING
local Coordinate = data.Coordinate local Coordinate = data.Coordinate
local Altitude = data.Altitude local Altitude = data.Altitude

View File

@ -259,7 +259,7 @@ function FLIGHTGROUP:New(group)
local self=BASE:Inherit(self, OPSGROUP:New(group)) -- #FLIGHTGROUP local self=BASE:Inherit(self, OPSGROUP:New(group)) -- #FLIGHTGROUP
-- Set some string id for output to DCS.log file. -- Set some string id for output to DCS.log file.
self.lid=string.format("FLIGHTGROUP %s | ", self.groupname) self.lid=string.format("FLIGHTGROUP %s | ", self.groupname or "N/A")
-- Defaults -- Defaults
self:SetDefaultROE() self:SetDefaultROE()
@ -2003,6 +2003,9 @@ function FLIGHTGROUP:onafterElementAirborne(From, Event, To, Element)
-- Debug info. -- Debug info.
self:T2(self.lid..string.format("Element airborne %s", Element.name)) self:T2(self.lid..string.format("Element airborne %s", Element.name))
-- Set parking spot to free. Also for FC. This is usually done after taxiing but doing it here in case the group is teleported.
self:_SetElementParkingFree(Element)
-- Set element status. -- Set element status.
self:_UpdateStatus(Element, OPSGROUP.ElementStatus.AIRBORNE) self:_UpdateStatus(Element, OPSGROUP.ElementStatus.AIRBORNE)

View File

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

View File

@ -5589,10 +5589,13 @@ function OPSGROUP:onafterUnpauseMission(From, Event, To)
-- Debug info. -- Debug info.
self:T(self.lid..string.format("Unpausing mission %s [%s]", mission:GetName(), mission:GetType())) self:T(self.lid..string.format("Unpausing mission %s [%s]", mission:GetName(), mission:GetType()))
-- Set state of mission, e.g. for not teleporting again
mission.unpaused=true
-- Start mission. -- Start mission.
self:MissionStart(mission) self:MissionStart(mission)
-- Remove mission from -- Remove mission from pausedmissions queue
for i,mid in pairs(self.pausedmissions) do for i,mid in pairs(self.pausedmissions) do
--self:T(self.lid..string.format("Checking paused mission", mid)) --self:T(self.lid..string.format("Checking paused mission", mid))
if mid==mission.auftragsnummer then if mid==mission.auftragsnummer then
@ -6232,7 +6235,7 @@ function OPSGROUP:RouteToMission(mission, delay)
end end
-- Check if group is mobile. Note that some immobile units report a speed of 1 m/s = 3.6 km/h. -- Check if group is mobile. Note that some immobile units report a speed of 1 m/s = 3.6 km/h.
if self.speedMax<=3.6 or mission.teleport then if (self.speedMax<=3.6 or mission.teleport) and not mission.unpaused then
-- Teleport to waypoint coordinate. Mission will not be paused. -- Teleport to waypoint coordinate. Mission will not be paused.
self:Teleport(waypointcoord, nil, true) self:Teleport(waypointcoord, nil, true)

View File

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

View File

@ -21,7 +21,7 @@
-- === -- ===
-- @module Ops.PlayerTask -- @module Ops.PlayerTask
-- @image OPS_PlayerTask.jpg -- @image OPS_PlayerTask.jpg
-- @date Last Update Jan 2025 -- @date Last Update May 2025
do do
@ -98,7 +98,7 @@ PLAYERTASK = {
--- PLAYERTASK class version. --- PLAYERTASK class version.
-- @field #string version -- @field #string version
PLAYERTASK.version="0.1.25" PLAYERTASK.version="0.1.27"
--- Generic task condition. --- Generic task condition.
-- @type PLAYERTASK.Condition -- @type PLAYERTASK.Condition
@ -556,6 +556,7 @@ end
-- @param #PLAYERTASK self -- @param #PLAYERTASK self
-- @param #SET_BASE CaptureSquadGroupNamePrefix The prefix of the group name that needs to capture the zone. -- @param #SET_BASE CaptureSquadGroupNamePrefix The prefix of the group name that needs to capture the zone.
-- @param #number Coalition The coalition that needs to capture the zone. -- @param #number Coalition The coalition that needs to capture the zone.
-- @param #boolean CheckClientInZone If true, a CLIENT assigned to this task also needs to be in the zone for the task to be successful.
-- @return #PLAYERTASK self -- @return #PLAYERTASK self
-- @usage -- @usage
-- -- We can use either STATIC, SET_STATIC, SCENERY or SET_SCENERY as target objects. -- -- We can use either STATIC, SET_STATIC, SCENERY or SET_SCENERY as target objects.
@ -570,20 +571,20 @@ end
-- --
-- -- We set CaptureSquadGroupNamePrefix the group name prefix as set in the ME or the spawn of the group that need to be present at the OpsZone like a capture squad, -- -- We set CaptureSquadGroupNamePrefix the group name prefix as set in the ME or the spawn of the group that need to be present at the OpsZone like a capture squad,
-- -- and set the capturing Coalition in order to trigger a successful task. -- -- and set the capturing Coalition in order to trigger a successful task.
-- mytask:AddOpsZoneCaptureSuccessCondition("capture-squad", coalition.side.BLUE) -- mytask:AddOpsZoneCaptureSuccessCondition("capture-squad", coalition.side.BLUE, false)
-- --
-- playerTaskManager:AddPlayerTaskToQueue(mytask) -- playerTaskManager:AddPlayerTaskToQueue(mytask)
function PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition) function PLAYERTASK:AddOpsZoneCaptureSuccessCondition(CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone)
local task = self local task = self
task:AddConditionSuccess( task:AddConditionSuccess(
function(target) function(target)
if target:IsInstanceOf("OPSZONE") then if target:IsInstanceOf("OPSZONE") then
return task:_CheckCaptureOpsZoneSuccess(target, CaptureSquadGroupNamePrefix, Coalition, true) return task:_CheckCaptureOpsZoneSuccess(target, CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone or true)
elseif target:IsInstanceOf("SET_OPSZONE") then elseif target:IsInstanceOf("SET_OPSZONE") then
local successes = 0 local successes = 0
local isClientInZone = false local isClientInZone = false
target:ForEachZone(function(opszone) target:ForEachZone(function(opszone)
if task:_CheckCaptureOpsZoneSuccess(opszone, CaptureSquadGroupNamePrefix, Coalition) then if task:_CheckCaptureOpsZoneSuccess(opszone, CaptureSquadGroupNamePrefix, Coalition, CheckClientInZone or true) then
successes = successes + 1 successes = successes + 1
end end
@ -979,6 +980,12 @@ function PLAYERTASK:onafterStatus(From, Event, To)
if status == "Stopped" then return self end if status == "Stopped" then return self end
-- update marker in case target is moving
if self.TargetMarker then
local coordinate = self.Target:GetCoordinate()
self.TargetMarker:UpdateCoordinate(coordinate,0.5)
end
-- Check Target status -- Check Target status
local targetdead = false local targetdead = false
@ -1902,7 +1909,7 @@ PLAYERTASKCONTROLLER.Messages = {
--- PLAYERTASK class version. --- PLAYERTASK class version.
-- @field #string version -- @field #string version
PLAYERTASKCONTROLLER.version="0.1.69" PLAYERTASKCONTROLLER.version="0.1.70"
--- Create and run a new TASKCONTROLLER instance. --- Create and run a new TASKCONTROLLER instance.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
@ -1944,7 +1951,7 @@ function PLAYERTASKCONTROLLER:New(Name, Coalition, Type, ClientFilter)
self.taskinfomenu = false self.taskinfomenu = false
self.activehasinfomenu = false self.activehasinfomenu = false
self.MenuName = nil self.MenuName = nil
self.menuitemlimit = 5 self.menuitemlimit = 6
self.holdmenutime = 30 self.holdmenutime = 30
self.MarkerReadOnly = false self.MarkerReadOnly = false
@ -2415,7 +2422,7 @@ function PLAYERTASKCONTROLLER:EnablePrecisionBombing(FlightGroup,LaserCode,Holdi
end end
) )
else else
self:E(self.lid.."No FLIGHTGROUP object passed or FLIGHTGROUP is not alive!") self:E(self.lid.."No OPSGROUP/SET_OPSGROUP object passed or object is not alive!")
end end
else else
self.autolase = nil self.autolase = nil
@ -2574,7 +2581,7 @@ function PLAYERTASKCONTROLLER:SetMenuOptions(InfoMenu,ItemLimit,HoldTime)
if self.activehasinfomenu then if self.activehasinfomenu then
self:EnableTaskInfoMenu() self:EnableTaskInfoMenu()
end end
self.menuitemlimit = ItemLimit or 5 self.menuitemlimit = ItemLimit+1 or 6
self.holdmenutime = HoldTime or 30 self.holdmenutime = HoldTime or 30
return self return self
end end
@ -3479,7 +3486,7 @@ end
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Ops.PlayerTask#PLAYERTASK PlayerTask -- @param Ops.PlayerTask#PLAYERTASK PlayerTask
-- @param #boolean Silent If true, make no "has new task" announcement -- @param #boolean Silent If true, make no "has new task" announcement
-- @param #boolen TaskFilter If true, apply the white/black-list task filters here, also -- @param #boolean TaskFilter If true, apply the white/black-list task filters here, also
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
-- @usage -- @usage
-- Example to create a PLAYERTASK of type CTLD and give Players 10 minutes to complete: -- Example to create a PLAYERTASK of type CTLD and give Players 10 minutes to complete:
@ -3703,6 +3710,7 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
else else
CoordText = Coordinate:ToStringA2A(Client,nil,self.ShowMagnetic) CoordText = Coordinate:ToStringA2A(Client,nil,self.ShowMagnetic)
end end
--self:I("CoordText = "..CoordText)
-- Threat Level -- Threat Level
local ThreatLevel = task.Target:GetThreatLevelMax() local ThreatLevel = task.Target:GetThreatLevelMax()
--local ThreatLevelText = "high" --local ThreatLevelText = "high"
@ -3837,7 +3845,8 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
Text = string.gsub(Text,"9","niner") Text = string.gsub(Text,"9","niner")
CoordText = "MGRS;"..Text CoordText = "MGRS;"..Text
if self.PathToGoogleKey then if self.PathToGoogleKey then
CoordText = string.format("<say-as interpret-as='characters'>%s</say-as>",CoordText) --CoordText = string.format("<say-as interpret-as=\'characters\'>%s</say-as>",CoordText)
--doesn't seem to work any longer
end end
--self:I(self.lid.." | ".. CoordText) --self:I(self.lid.." | ".. CoordText)
end end
@ -3855,10 +3864,12 @@ function PLAYERTASKCONTROLLER:_ActiveTaskInfo(Task, Group, Client)
CoordText = string.gsub(ttstext," BR, "," Bee, Arr, ") CoordText = string.gsub(ttstext," BR, "," Bee, Arr, ")
end end
elseif task:HasFreetext() then elseif task:HasFreetext() then
-- add tts freetext -- add tts freetext
local brieftxt = self.gettext:GetEntry("BRIEFING",self.locale) local brieftxt = self.gettext:GetEntry("BRIEFING",self.locale)
ttstext = ttstext .. string.format("; %s: ",brieftxt)..task:GetFreetextTTS() ttstext = ttstext .. string.format("; %s: ",brieftxt)..task:GetFreetextTTS()
end end
--self:I("**** TTS Text ****\n"..ttstext.."\n*****")
self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,2) self.SRSQueue:NewTransmission(ttstext,nil,self.SRS,nil,2)
end end
else else
@ -4357,7 +4368,7 @@ function PLAYERTASKCONTROLLER:SwitchDetectStatics(OnOff)
return self return self
end end
--- [User] Add accept zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Add an accept zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set. -- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@ -4371,7 +4382,7 @@ function PLAYERTASKCONTROLLER:AddAcceptZone(AcceptZone)
return self return self
end end
--- [User] Add accept SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Add an accept SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE AcceptZoneSet Add a SET_ZONE to the accept zone set. -- @param Core.Set#SET_ZONE AcceptZoneSet Add a SET_ZONE to the accept zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@ -4385,7 +4396,7 @@ function PLAYERTASKCONTROLLER:AddAcceptZoneSet(AcceptZoneSet)
return self return self
end end
--- [User] Add reject zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Add a reject zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set. -- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@ -4399,7 +4410,7 @@ function PLAYERTASKCONTROLLER:AddRejectZone(RejectZone)
return self return self
end end
--- [User] Add reject SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Add a reject SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE RejectZoneSet Add a zone to the reject zone set. -- @param Core.Set#SET_ZONE RejectZoneSet Add a zone to the reject zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
@ -4413,9 +4424,37 @@ function PLAYERTASKCONTROLLER:AddRejectZoneSet(RejectZoneSet)
return self return self
end end
--- [User] Remove accept zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Add a conflict zone to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Add a zone to the accept zone set. -- @param Core.Zone#ZONE ConflictZone Add a zone to the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddConflictZone(ConflictZone)
self:T(self.lid.."AddConflictZone")
if self.Intel then
self.Intel:AddConflictZone(ConflictZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Add a conflict SET_ZONE to INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Set#SET_ZONE ConflictZoneSet Add a zone to the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:AddConflictZoneSet(ConflictZoneSet)
self:T(self.lid.."AddConflictZoneSet")
if self.Intel then
self.Intel.conflictzoneset:AddSet(ConflictZoneSet)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Remove an accept zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE AcceptZone Remove this zone from the accept zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone) function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
self:T(self.lid.."RemoveAcceptZone") self:T(self.lid.."RemoveAcceptZone")
@ -4427,11 +4466,11 @@ function PLAYERTASKCONTROLLER:RemoveAcceptZone(AcceptZone)
return self return self
end end
--- [User] Remove reject zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this. --- [User] Remove a reject zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE RejectZone Add a zone to the reject zone set. -- @param Core.Zone#ZONE RejectZone Remove this zone from the reject zone set.
-- @return #PLAYERTASKCONTROLLER self -- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveRejectZoneSet(RejectZone) function PLAYERTASKCONTROLLER:RemoveRejectZone(RejectZone)
self:T(self.lid.."RemoveRejectZone") self:T(self.lid.."RemoveRejectZone")
if self.Intel then if self.Intel then
self.Intel:RemoveRejectZone(RejectZone) self.Intel:RemoveRejectZone(RejectZone)
@ -4441,6 +4480,20 @@ function PLAYERTASKCONTROLLER:RemoveRejectZoneSet(RejectZone)
return self return self
end end
--- [User] Remove a conflict zone from INTEL detection. You need to set up detection with @{#PLAYERTASKCONTROLLER.SetupIntel}() **before** using this.
-- @param #PLAYERTASKCONTROLLER self
-- @param Core.Zone#ZONE ConflictZone Remove this zone from the conflict zone set.
-- @return #PLAYERTASKCONTROLLER self
function PLAYERTASKCONTROLLER:RemoveConflictZone(ConflictZone)
self:T(self.lid.."RemoveConflictZone")
if self.Intel then
self.Intel:RemoveConflictZone(ConflictZone)
else
self:E(self.lid.."*****NO detection has been set up (yet)!")
end
return self
end
--- [User] Set the top menu name to a custom string. --- [User] Set the top menu name to a custom string.
-- @param #PLAYERTASKCONTROLLER self -- @param #PLAYERTASKCONTROLLER self
-- @param #string Name The name to use as the top menu designation. -- @param #string Name The name to use as the top menu designation.

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

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

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

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

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

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

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

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

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

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

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

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

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@ -20,6 +20,8 @@ do -- TASK_ZONE_GOAL
--- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK} --- # TASK_ZONE_GOAL class, extends @{Tasking.Task#TASK}
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone. -- The TASK_ZONE_GOAL class defines the task to protect or capture a protection zone.
-- The TASK_ZONE_GOAL is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses: -- The TASK_ZONE_GOAL is implemented using a @{Core.Fsm#FSM_TASK}, and has the following statuses:
-- --

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@ -44,6 +44,8 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- Please read through the @{Tasking.Task_CARGO} process to understand the mechanisms of tasking and cargo tasking and handling. -- Please read through the @{Tasking.Task_CARGO} process to understand the mechanisms of tasking and cargo tasking and handling.
-- --
-- The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to -- The cargo will be a downed pilot, which is located somwhere on the battlefield. Use the menus system and facilities to

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@ -3,6 +3,8 @@
-- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human -- The **TASK_CARGO_DISPATCHER** allows you to setup various tasks for let human
-- players transport cargo as part of a task. -- players transport cargo as part of a task.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- The cargo dispatcher will implement for you mechanisms to create cargo transportation tasks: -- The cargo dispatcher will implement for you mechanisms to create cargo transportation tasks:
-- --
-- * As setup by the mission designer. -- * As setup by the mission designer.

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@ -1,5 +1,7 @@
--- **Tasking** - Models tasks for players to transport cargo. --- **Tasking** - Models tasks for players to transport cargo.
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- **Specific features:** -- **Specific features:**
-- --
-- * Creates a task to transport #Cargo.Cargo to and between deployment zones. -- * Creates a task to transport #Cargo.Cargo to and between deployment zones.

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@ -2,6 +2,8 @@
-- --
-- === -- ===
-- --
-- ![Banner Image](..\Images\deprecated.png)
--
-- 1) @{Tasking.Task_Manager#TASK_MANAGER} class, extends @{Core.Fsm#FSM} -- 1) @{Tasking.Task_Manager#TASK_MANAGER} class, extends @{Core.Fsm#FSM}
-- === -- ===
-- The @{Tasking.Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups. -- The @{Tasking.Task_Manager#TASK_MANAGER} class defines the core functions to report tasks to groups.

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@ -12,27 +12,35 @@
-- @module Utilities.Utils -- @module Utilities.Utils
-- @image MOOSE.JPG -- @image MOOSE.JPG
--- --- Smoke color enum `trigger.smokeColor`.
-- @type SMOKECOLOR -- @type SMOKECOLOR
-- @field Green -- @field #number Green Green smoke (0)
-- @field Red -- @field #number Red Red smoke (1)
-- @field White -- @field #number White White smoke (2)
-- @field Orange -- @field #number Orange Orange smoke (3)
-- @field Blue -- @field #number Blue Blue smoke (4)
SMOKECOLOR = trigger.smokeColor -- #SMOKECOLOR SMOKECOLOR = trigger.smokeColor -- #SMOKECOLOR
--- --- Flare colur enum `trigger.flareColor`.
-- @type FLARECOLOR -- @type FLARECOLOR
-- @field Green -- @field #number Green (0)
-- @field Red -- @field #number Red Red flare (1)
-- @field White -- @field #number White White flare (2)
-- @field Yellow -- @field #number Yellow Yellow flare (3)
FLARECOLOR = trigger.flareColor -- #FLARECOLOR FLARECOLOR = trigger.flareColor -- #FLARECOLOR
--- Big smoke preset enum. --- Big smoke preset enum.
-- @type BIGSMOKEPRESET -- @type BIGSMOKEPRESET
-- @field #number SmallSmokeAndFire Small moke and fire (1)
-- @field #number MediumSmokeAndFire Medium smoke and fire (2)
-- @field #number LargeSmokeAndFire Large smoke and fire (3)
-- @field #number HugeSmokeAndFire Huge smoke and fire (4)
-- @field #number SmallSmoke Small smoke (5)
-- @field #number MediumSmoke Medium smoke (6)
-- @field #number LargeSmoke Large smoke (7)
-- @field #number HugeSmoke Huge smoke (8)
BIGSMOKEPRESET = { BIGSMOKEPRESET = {
SmallSmokeAndFire=1, SmallSmokeAndFire=1,
MediumSmokeAndFire=2, MediumSmokeAndFire=2,
@ -351,7 +359,7 @@ end
-- @return #string Table as a string. -- @return #string Table as a string.
UTILS.OneLineSerialize = function( tbl ) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function UTILS.OneLineSerialize = function( tbl ) -- serialization of a table all on a single line, no comments, made to replace old get_table_string function
lookup_table = {} local lookup_table = {}
local function _Serialize( tbl ) local function _Serialize( tbl )
@ -490,7 +498,7 @@ end
--- Counts the number of elements in a table. --- Counts the number of elements in a table.
-- @param #table T Table to count -- @param #table T Table to count
-- @return #int Number of elements in the table -- @return #number Number of elements in the table
function UTILS.TableLength(T) function UTILS.TableLength(T)
local count = 0 local count = 0
for _ in pairs(T or {}) do count = count + 1 end for _ in pairs(T or {}) do count = count + 1 end
@ -1906,6 +1914,13 @@ function UTILS.GetReportingName(Typename)
local typename = string.lower(Typename) local typename = string.lower(Typename)
-- special cases - Shark and Manstay have "A-50" in the name
if string.find(typename,"ka-50",1,true) then
return "Shark"
elseif string.find(typename,"a-50",1,true) then
return "Mainstay"
end
for name, value in pairs(ENUMS.ReportingName.NATO) do for name, value in pairs(ENUMS.ReportingName.NATO) do
local svalue = string.lower(value) local svalue = string.lower(value)
if string.find(typename,svalue,1,true) then if string.find(typename,svalue,1,true) then
@ -2137,9 +2152,9 @@ function UTILS.GetSunRiseAndSet(DayOfYear, Latitude, Longitude, Rising, Tlocal)
local cosH = (cos(zenith) - (sinDec * sin(latitude))) / (cosDec * cos(latitude)) local cosH = (cos(zenith) - (sinDec * sin(latitude))) / (cosDec * cos(latitude))
if rising and cosH > 1 then if rising and cosH > 1 then
return "N/S" -- The sun never rises on this location on the specified date return "N/R" -- The sun never rises on this location on the specified date
elseif cosH < -1 then elseif cosH < -1 then
return "N/R" -- The sun never sets on this location on the specified date return "N/S" -- The sun never sets on this location on the specified date
end end
-- Finish calculating H and convert into hours -- Finish calculating H and convert into hours

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@ -513,6 +513,7 @@ AIRBASE.TheChannel = {
-- * AIRBASE.Syria.Hatzor -- * AIRBASE.Syria.Hatzor
-- * AIRBASE.Syria.Palmashim -- * AIRBASE.Syria.Palmashim
-- * AIRBASE.Syria.Tel_Nof -- * AIRBASE.Syria.Tel_Nof
-- * AIRBASE.Syria.Marka
-- --
--@field Syria --@field Syria
AIRBASE.Syria={ AIRBASE.Syria={
@ -586,6 +587,7 @@ AIRBASE.Syria={
["Hatzor"] = "Hatzor", ["Hatzor"] = "Hatzor",
["Palmashim"] = "Palmashim", ["Palmashim"] = "Palmashim",
["Tel_Nof"] = "Tel Nof", ["Tel_Nof"] = "Tel Nof",
["Marka"] = "Marka",
} }
--- Airbases of the Mariana Islands map: --- Airbases of the Mariana Islands map:
@ -790,9 +792,14 @@ AIRBASE.Sinai = {
-- * AIRBASE.Kola.Vidsel -- * AIRBASE.Kola.Vidsel
-- * AIRBASE.Kola.Vuojarvi -- * AIRBASE.Kola.Vuojarvi
-- * AIRBASE.Kola.Andoya -- * AIRBASE.Kola.Andoya
-- * AIRBASE.Kola.Alakourtti -- * AIRBASE.Kola.Alakurtti
-- * AIRBASE.Kola.Kittila -- * AIRBASE.Kola.Kittila
-- * AIRBASE.Kola.Bardufoss -- * AIRBASE.Kola.Bardufoss
-- * AIRBASE.Kola.Alta
-- * AIRBASE.Kola.Sodankyla
-- * AIRBASE.Kola.Enontekio
-- * AIRBASE.Kola.Evenes
-- * AIRBASE.Kola.Hosio
-- --
-- @field Kola -- @field Kola
AIRBASE.Kola = { AIRBASE.Kola = {
@ -815,9 +822,14 @@ AIRBASE.Kola = {
["Vidsel"] = "Vidsel", ["Vidsel"] = "Vidsel",
["Vuojarvi"] = "Vuojarvi", ["Vuojarvi"] = "Vuojarvi",
["Andoya"] = "Andoya", ["Andoya"] = "Andoya",
["Alakourtti"] = "Alakourtti", ["Alakurtti"] = "Alakurtti",
["Kittila"] = "Kittila", ["Kittila"] = "Kittila",
["Bardufoss"] = "Bardufoss", ["Bardufoss"] = "Bardufoss",
["Alta"] = "Alta",
["Sodankyla"] = "Sodankyla",
["Enontekio"] = "Enontekio",
["Evenes"] = "Evenes",
["Hosio"] = "Hosio",
} }
--- Airbases of the Afghanistan map --- Airbases of the Afghanistan map

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@ -912,15 +912,18 @@ function GROUP:GetVelocityVec3()
if DCSGroup and DCSGroup:isExist() then if DCSGroup and DCSGroup:isExist() then
local GroupUnits = DCSGroup:getUnits() local GroupUnits = DCSGroup:getUnits()
local GroupCount = #GroupUnits local GroupCount = 0
local VelocityVec3 = { x = 0, y = 0, z = 0 } local VelocityVec3 = { x = 0, y = 0, z = 0 }
for _, DCSUnit in pairs( GroupUnits ) do for _, DCSUnit in pairs( GroupUnits ) do
if DCSUnit:isExist() and DCSUnit:isActive() then
local UnitVelocityVec3 = DCSUnit:getVelocity() local UnitVelocityVec3 = DCSUnit:getVelocity()
VelocityVec3.x = VelocityVec3.x + UnitVelocityVec3.x VelocityVec3.x = VelocityVec3.x + UnitVelocityVec3.x
VelocityVec3.y = VelocityVec3.y + UnitVelocityVec3.y VelocityVec3.y = VelocityVec3.y + UnitVelocityVec3.y
VelocityVec3.z = VelocityVec3.z + UnitVelocityVec3.z VelocityVec3.z = VelocityVec3.z + UnitVelocityVec3.z
GroupCount = GroupCount + 1
end
end end
VelocityVec3.x = VelocityVec3.x / GroupCount VelocityVec3.x = VelocityVec3.x / GroupCount
@ -1754,6 +1757,7 @@ function GROUP:GetMaxVelocity()
for Index, UnitData in pairs( DCSGroup:getUnits() ) do for Index, UnitData in pairs( DCSGroup:getUnits() ) do
if UnitData:isExist() and UnitData:isActive() then
local UnitVelocityVec3 = UnitData:getVelocity() local UnitVelocityVec3 = UnitData:getVelocity()
local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z ) local UnitVelocity = math.abs( UnitVelocityVec3.x ) + math.abs( UnitVelocityVec3.y ) + math.abs( UnitVelocityVec3.z )
@ -1761,6 +1765,7 @@ function GROUP:GetMaxVelocity()
GroupVelocityMax = UnitVelocity GroupVelocityMax = UnitVelocity
end end
end end
end
return GroupVelocityMax return GroupVelocityMax
end end

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@ -897,7 +897,7 @@ function UNIT:GetAmmunition()
nAPshells = nAPshells + Nammo nAPshells = nAPshells + Nammo
end end
if ammotable[w].desc.typeName and string.find(ammotable[w].desc.typeName, "_HE", 1, true) then if ammotable[w].desc.typeName and (string.find(ammotable[w].desc.typeName, "_HE", 1, true) or string.find(ammotable[w].desc.typeName, "HESH", 1, true)) then
nHEshells = nHEshells + Nammo nHEshells = nHEshells + Nammo
end end
@ -1107,7 +1107,6 @@ function UNIT:GetUnits()
if DCSUnit then if DCSUnit then
Units[1] = UNIT:Find(DCSUnit) Units[1] = UNIT:Find(DCSUnit)
- self:T3(Units)
return Units return Units
end end