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Merge branch 'develop' into FF/Ops
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commit
21db80afad
@ -604,6 +604,46 @@ do -- COORDINATE
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return set
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end
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--- Scan/find STATICS within a certain radius around the coordinate using the world.searchObjects() DCS API function.
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-- @param #COORDINATE self
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-- @param #number radius (Optional) Scan radius in meters. Default 100 m.
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-- @return Core.Set#SET_UNIT Set of units.
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function COORDINATE:ScanStatics(radius)
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local _,_,_,_,statics=self:ScanObjects(radius, false, true, false)
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local set=SET_STATIC:New()
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for _,stat in pairs(statics) do
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set:AddStatic(STATIC:Find(stat))
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end
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return set
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end
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--- Find the closest static to the COORDINATE within a certain radius.
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-- @param #COORDINATE self
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-- @param #number radius Scan radius in meters. Default 100 m.
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-- @return Wrapper.Static#STATIC The closest static or #nil if no unit is inside the given radius.
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function COORDINATE:FindClosestStatic(radius)
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local units=self:ScanStatics(radius)
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local umin=nil --Wrapper.Unit#UNIT
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local dmin=math.huge
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for _,_unit in pairs(units.Set) do
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local unit=_unit --Wrapper.Static#STATIC
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local coordinate=unit:GetCoordinate()
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local d=self:Get2DDistance(coordinate)
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if d<dmin then
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dmin=d
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umin=unit
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end
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end
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return umin
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end
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--- Find the closest unit to the COORDINATE within a certain radius.
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-- @param #COORDINATE self
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-- @param #number radius Scan radius in meters. Default 100 m.
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@ -335,7 +335,7 @@ end
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-- @param #SPAWN self
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-- @param #string SpawnTemplatePrefix is the name of the Group in the ME that defines the Template.
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-- @param #string SpawnAliasPrefix is the name that will be given to the Group at runtime.
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-- @return #SPAWN
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-- @return #SPAWN self
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-- @usage
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-- -- NATO helicopters engaging in the battle field.
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-- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )
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@ -385,32 +385,129 @@ function SPAWN:NewWithAlias( SpawnTemplatePrefix, SpawnAliasPrefix )
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return self
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end
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--- Creates a new SPAWN instance to create new groups based on the provided template.
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--- Creates a new SPAWN instance to create new groups based on the provided template. This will also register the template for future use.
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-- @param #SPAWN self
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-- @param #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure!
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-- @param #string SpawnTemplatePrefix is the name of the Group that will be given at each spawn.
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-- @param #string SpawnAliasPrefix is the name that will be given to the Group at runtime.
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-- @return #SPAWN
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-- @usage
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-- -- Create a new SPAWN object based on a Group Template defined from scratch.
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-- Spawn_BE_KA50 = SPAWN:NewWithAlias( 'BE KA-50@RAMP-Ground Defense', 'Helicopter Attacking a City' )
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-- @param #table SpawnTemplate is the Template of the Group. This must be a valid Group Template structure - see [Hoggit Wiki](https://wiki.hoggitworld.com/view/DCS_func_addGroup)!
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-- @param #string SpawnTemplatePrefix [Mandatory] is the name of the template and the prefix of the GROUP on spawn.
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-- @param #string SpawnAliasPrefix [Optional] is the prefix that will be given to the GROUP on spawn.
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-- @param #boolean MooseNaming [Optional] If false, skip the Moose naming additions (like groupname#001-01) - you need to ensure yourself no duplicate group names exist!
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-- @return #SPAWN self
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-- @usage
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-- -- Spawn a P51 Mustang from scratch
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-- local ttemp =
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-- {
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-- ["modulation"] = 0,
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-- ["tasks"] =
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-- {
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-- }, -- end of ["tasks"]
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-- ["task"] = "Reconnaissance",
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-- ["uncontrolled"] = false,
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-- ["route"] =
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-- {
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-- ["points"] =
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-- {
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-- [1] =
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-- {
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-- ["alt"] = 2000,
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-- ["action"] = "Turning Point",
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-- ["alt_type"] = "BARO",
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-- ["speed"] = 125,
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-- ["task"] =
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-- {
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-- ["id"] = "ComboTask",
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-- ["params"] =
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-- {
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-- ["tasks"] =
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-- {
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-- }, -- end of ["tasks"]
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-- }, -- end of ["params"]
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-- }, -- end of ["task"]
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-- ["type"] = "Turning Point",
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-- ["ETA"] = 0,
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-- ["ETA_locked"] = true,
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-- ["y"] = 666285.71428571,
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-- ["x"] = -312000,
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-- ["formation_template"] = "",
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-- ["speed_locked"] = true,
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-- }, -- end of [1]
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-- }, -- end of ["points"]
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-- }, -- end of ["route"]
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-- ["groupId"] = 1,
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-- ["hidden"] = false,
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-- ["units"] =
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-- {
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-- [1] =
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-- {
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-- ["alt"] = 2000,
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-- ["alt_type"] = "BARO",
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-- ["livery_id"] = "USAF 364th FS",
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-- ["skill"] = "High",
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-- ["speed"] = 125,
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-- ["type"] = "TF-51D",
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-- ["unitId"] = 1,
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-- ["psi"] = 0,
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-- ["y"] = 666285.71428571,
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-- ["x"] = -312000,
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-- ["name"] = "P51-1-1",
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-- ["payload"] =
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-- {
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-- ["pylons"] =
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-- {
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-- }, -- end of ["pylons"]
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-- ["fuel"] = 340.68,
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-- ["flare"] = 0,
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-- ["chaff"] = 0,
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-- ["gun"] = 100,
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-- }, -- end of ["payload"]
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-- ["heading"] = 0,
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-- ["callsign"] =
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-- {
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-- [1] = 1,
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-- [2] = 1,
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-- ["name"] = "Enfield11",
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-- [3] = 1,
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-- }, -- end of ["callsign"]
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-- ["onboard_num"] = "010",
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-- }, -- end of [1]
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-- }, -- end of ["units"]
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-- ["y"] = 666285.71428571,
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-- ["x"] = -312000,
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-- ["name"] = "P51",
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-- ["communication"] = true,
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-- ["start_time"] = 0,
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-- ["frequency"] = 124,
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-- }
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--
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-- -- Create a new CSAR_Spawn object based on a normal Group Template to spawn a soldier.
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-- local CSAR_Spawn = SPAWN:NewWithFromTemplate( Template, "CSAR", "Pilot" )
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--
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function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } )
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if SpawnAliasPrefix == nil or SpawnAliasPrefix == "" then
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BASE:I( "ERROR: in function NewFromTemplate, required parameter SpawnAliasPrefix is not set" )
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-- local mustang = SPAWN:NewFromTemplate(ttemp,"P51D")
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-- -- you MUST set the next three:
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-- mustang:InitCountry(country.id.FRANCE)
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-- mustang:InitCategory(Group.Category.AIRPLANE)
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-- mustang:InitCoalition(coalition.side.BLUE)
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-- mustang:OnSpawnGroup(
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-- function(grp)
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-- MESSAGE:New("Group Spawned: "..grp:GetName(),15,"SPAWN"):ToAll()
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-- end
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-- )
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-- mustang:Spawn()
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--
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function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix, MooseNaming )
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local self = BASE:Inherit( self, BASE:New() )
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self:F( { SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPrefix } )
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--if SpawnAliasPrefix == nil or SpawnAliasPrefix == "" then
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--BASE:I( "ERROR: in function NewFromTemplate, required parameter SpawnAliasPrefix is not set" )
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--return nil
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--end
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if SpawnTemplatePrefix == nil or SpawnTemplatePrefix == "" then
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BASE:I( "ERROR: in function NewFromTemplate, required parameter SpawnTemplatePrefix is not set" )
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return nil
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end
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if SpawnTemplate then
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self.SpawnTemplate = SpawnTemplate -- Contains the template structure for a Group Spawn from the Mission Editor. Note that this group must have lateActivation always on!!!
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self.SpawnTemplatePrefix = SpawnTemplatePrefix
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self.SpawnAliasPrefix = SpawnAliasPrefix
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self.SpawnAliasPrefix = SpawnAliasPrefix or SpawnTemplatePrefix
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self.SpawnTemplate.name = SpawnTemplatePrefix
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self.SpawnIndex = 0
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self.SpawnCount = 0 -- The internal counter of the amount of spawning the has happened since SpawnStart.
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self.AliveUnits = 0 -- Contains the counter how many units are currently alive
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@ -435,6 +532,7 @@ function SPAWN:NewFromTemplate( SpawnTemplate, SpawnTemplatePrefix, SpawnAliasPr
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self.SpawnInitModex = nil
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self.SpawnInitAirbase = nil
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self.TweakedTemplate = true -- Check if the user is using self made template.
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self.MooseNameing = MooseNaming or true
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self.SpawnGroups = {} -- Array containing the descriptions of each Group to be Spawned.
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else
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@ -3060,6 +3158,9 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex ) -- R2.2
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if self.TweakedTemplate ~= nil and self.TweakedTemplate == true then
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BASE:I( "WARNING: You are using a tweaked template." )
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SpawnTemplate = self.SpawnTemplate
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if self.MooseNameing then
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SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
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end
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else
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SpawnTemplate = self:_GetTemplate( SpawnTemplatePrefix )
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SpawnTemplate.name = self:SpawnGroupName( SpawnIndex )
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@ -1798,7 +1798,7 @@ _WAREHOUSEDB = {
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--- Warehouse class version.
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-- @field #string version
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WAREHOUSE.version="1.0.2"
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WAREHOUSE.version="1.0.2a"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- TODO: Warehouse todo list.
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@ -4561,7 +4561,8 @@ function WAREHOUSE:onafterRequest(From, Event, To, Request)
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self:_ErrorMessage("ERROR: Cargo transport by train not supported yet!")
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return
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elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.NAVALCARRIER then
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elseif Request.transporttype==WAREHOUSE.TransportType.SHIP or Request.transporttype==WAREHOUSE.TransportType.NAVALCARRIER
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or Request.transporttype==WAREHOUSE.TransportType.ARMEDSHIP or Request.transporttype==WAREHOUSE.TransportType.WARSHIP then
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-- Spawn Ship in port zone
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spawngroup=self:_SpawnAssetGroundNaval(_alias, _assetitem, Request, self.portzone)
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@ -725,6 +725,8 @@ do
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-- my_ctld.movecratesbeforebuild = true -- crates must be moved once before they can be build. Set to false for direct builds.
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-- my_ctld.surfacetypes = {land.SurfaceType.LAND,land.SurfaceType.ROAD,land.SurfaceType.RUNWAY,land.SurfaceType.SHALLOW_WATER} -- surfaces for loading back objects.
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-- my_ctld.nobuildmenu = false -- if set to true effectively enforces to have engineers build/repair stuff for you.
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-- my_ctld.RadioSound = "beacon.ogg" -- -- this sound will be hearable if you tune in the beacon frequency. Add the sound file to your miz.
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-- my_ctld.RadioSoundFC3 = "beacon.ogg" -- this sound will be hearable by FC3 users (actually all UHF radios); change to something like "beaconsilent.ogg" and add the sound file to your miz if you don't want to annoy FC3 pilots.
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--
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-- ## 2.1 User functions
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--
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@ -1219,7 +1221,7 @@ CTLD.UnitTypes = {
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--- CTLD class version.
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-- @field #string version
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CTLD.version="1.0.36"
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CTLD.version="1.0.37"
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--- Instantiate a new CTLD.
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-- @param #CTLD self
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@ -1302,6 +1304,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
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-- radio beacons
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self.RadioSound = "beacon.ogg"
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self.RadioSoundFC3 = "beacon.ogg"
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self.RadioPath = "l10n/DEFAULT/"
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-- zones stuff
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@ -4023,7 +4026,7 @@ function CTLD:_AddRadioBeacon(Name, Sound, Mhz, Modulation, IsShip, IsDropped)
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local Sound = self.RadioPath..Sound
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trigger.action.radioTransmission(Sound, ZoneVec3, Modulation, false, Frequency, 1000, Name..math.random(1,10000)) -- Beacon in MP only runs for 30secs straight
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self:T2(string.format("Beacon added | Name = %s | Sound = %s | Vec3 = %d %d %d | Freq = %f | Modulation = %d (0=AM/1=FM)",Name,Sound,ZoneVec3.x,ZoneVec3.y,ZoneVec3.z,Mhz,Modulation))
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else
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else
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local ZoneCoord = Zone:GetCoordinate()
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local ZoneVec3 = ZoneCoord:GetVec3() or {x=0,y=0,z=0}
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local Frequency = Mhz * 1000000 -- Freq in Hert
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@ -4077,6 +4080,7 @@ function CTLD:_RefreshRadioBeacons()
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-- Get Beacon object from zone
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local czone = cargozone -- #CTLD.CargoZone
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local Sound = self.RadioSound
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local Silent = self.RadioSoundFC3 or self.RadioSound
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if czone.active and czone.hasbeacon then
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local FMbeacon = czone.fmbeacon -- #CTLD.ZoneBeacon
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local VHFbeacon = czone.vhfbeacon -- #CTLD.ZoneBeacon
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@ -4086,8 +4090,8 @@ function CTLD:_RefreshRadioBeacons()
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local VHF = VHFbeacon.frequency -- KHz
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local UHF = UHFbeacon.frequency -- MHz
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self:_AddRadioBeacon(Name,Sound,FM, CTLD.RadioModulation.FM, IsShip, IsDropped)
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self:_AddRadioBeacon(Name,Sound,VHF,CTLD.RadioModulation.FM, IsShip, IsDropped)
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self:_AddRadioBeacon(Name,Sound,UHF,CTLD.RadioModulation.AM, IsShip, IsDropped)
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self:_AddRadioBeacon(Name,Sound,VHF,CTLD.RadioModulation.AM, IsShip, IsDropped)
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self:_AddRadioBeacon(Name,Silent,UHF,CTLD.RadioModulation.AM, IsShip, IsDropped)
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end
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end
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end
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