Merge pull request #1250 from FlightControl-Master/FF/Develop

Misc Improvements
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Frank 2020-01-06 21:43:31 +01:00 committed by GitHub
commit 231ceef41f
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12 changed files with 329 additions and 97 deletions

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@ -1151,6 +1151,10 @@ function AI_CARGO_DISPATCHER:onafterMonitor()
self.PickupCargo[Carrier] = CargoCoordinate
PickupCargo = Cargo
break
else
local text=string.format("WARNING: Cargo %s is too heavy to be loaded into transport. Cargo weight %.1f > %.1f load capacity of carrier %s.",
tostring(Cargo:GetName()), Cargo:GetWeight(), LargestLoadCapacity, tostring(Carrier:GetName()))
self:I(text)
end
end
end

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@ -1576,8 +1576,8 @@ do -- SET_GROUP
--- Iterate the SET_GROUP and count how many GROUPs and UNITs are alive.
-- @param #SET_GROUP self
-- @return #number The number of GROUPs completely in the Zone
-- @return #number The number of UNITS alive.
-- @return #number The number of GROUPs alive.
-- @return #number The number of UNITs alive.
function SET_GROUP:CountAlive()
local CountG = 0
local CountU = 0
@ -2186,20 +2186,6 @@ do -- SET_UNIT
return IsNotInZone
end
--- Check if minimal one element of the SET_UNIT is in the Zone.
-- @param #SET_UNIT self
-- @param #function IteratorFunction The function that will be called when there is an alive UNIT in the SET_UNIT. The function needs to accept a UNIT parameter.
-- @return #SET_UNIT self
function SET_UNIT:ForEachUnitInZone( IteratorFunction, ... )
self:F2( arg )
self:ForEach( IteratorFunction, arg, self:GetSet() )
return self
end
end

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@ -214,9 +214,8 @@
-- ### **Scheduled** spawning methods
--
-- * @{#SPAWN.SpawnScheduled}(): Spawn groups at scheduled but randomized intervals.
-- * @{#SPAWN.SpawnScheduledStart}(): Start or continue to spawn groups at scheduled time intervals.
-- * @{#SPAWN.SpawnScheduledStop}(): Stop the spawning of groups at scheduled time intervals.
--
--- * @{#SPAWN.SpawnScheduleStart}(): Start or continue to spawn groups at scheduled time intervals.
-- * @{#SPAWN.SpawnScheduleStop}(): Stop the spawning of groups at scheduled time intervals.
--
--
-- ## Retrieve alive GROUPs spawned by the SPAWN object
@ -260,7 +259,7 @@
-- immediately when :SpawnScheduled() is initiated. The methods @{#SPAWN.InitDelayOnOff}() and @{#SPAWN.InitDelayOn}() can be used to
-- activate a delay before the first @{Wrapper.Group} is spawned. For completeness, a method @{#SPAWN.InitDelayOff}() is also available, that
-- can be used to switch off the initial delay. Because there is no delay by default, this method would only be used when a
-- @{#SPAWN.SpawnScheduledStop}() ; @{#SPAWN.SpawnScheduledStart}() sequence would have been used.
-- @{#SPAWN.SpawnScheduleStop}() ; @{#SPAWN.SpawnScheduleStart}() sequence would have been used.
--
--
-- @field #SPAWN SPAWN

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@ -949,7 +949,7 @@ function ZONE_RADIUS:SearchZone( EvaluateFunction, ObjectCategories )
local function EvaluateZone( ZoneDCSUnit )
env.info( ZoneDCSUnit:getName() )
--env.info( ZoneDCSUnit:getName() )
local ZoneUnit = UNIT:Find( ZoneDCSUnit )

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@ -22,7 +22,7 @@
--
-- The implementation is based on an idea and script by MBot. See the [DCS forum threat](https://forums.eagle.ru/showthread.php?t=107635) for details.
--
-- In addition to suppressing the fire, conditions can be specified which let the group retreat to a defined zone, move away from the attacker
-- In addition to suppressing the fire, conditions can be specified, which let the group retreat to a defined zone, move away from the attacker
-- or hide at a nearby scenery object.
--
-- ====
@ -83,6 +83,8 @@
-- @field #string DefaultAlarmState Alarm state the group will go to when it is changed back from another state. Default is "Auto".
-- @field #string DefaultROE ROE the group will get once suppression is over. Default is "Free".
-- @field #boolean eventmoose If true, events are handled by MOOSE. If false, events are handled directly by DCS eventhandler. Default true.
-- @field Core.Zone#ZONE BattleZone
-- @field #boolean AutoEngage
-- @extends Core.Fsm#FSM_CONTROLLABLE
--
@ -266,7 +268,10 @@ SUPPRESSION={
}
--- Enumerator of possible rules of engagement.
-- @field #list ROE
-- @type SUPPRESSION.ROE
-- @field #string Hold Hold fire.
-- @field #string Free Weapon fire.
-- @field #string Return Return fire.
SUPPRESSION.ROE={
Hold="Weapon Hold",
Free="Weapon Free",
@ -274,7 +279,10 @@ SUPPRESSION.ROE={
}
--- Enumerator of possible alarm states.
-- @field #list AlarmState
-- @type SUPPRESSION.AlarmState
-- @field #string Auto Automatic.
-- @field #string Green Green.
-- @field #string Red Red.
SUPPRESSION.AlarmState={
Auto="Auto",
Green="Green",
@ -287,7 +295,7 @@ SUPPRESSION.MenuF10=nil
--- PSEUDOATC version.
-- @field #number version
SUPPRESSION.version="0.9.2"
SUPPRESSION.version="0.9.3"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@ -301,8 +309,7 @@ SUPPRESSION.version="0.9.2"
--- Creates a new AI_suppression object.
-- @param #SUPPRESSION self
-- @param Wrapper.Group#GROUP group The GROUP object for which suppression should be applied.
-- @return #SUPPRESSION SUPPRESSION object.
-- @return nil If group does not exist or is not a ground group.
-- @return #SUPPRESSION SUPPRESSION object or *nil* if group does not exist or is not a ground group.
function SUPPRESSION:New(group)
-- Inherits from FSM_CONTROLLABLE
@ -327,18 +334,16 @@ function SUPPRESSION:New(group)
self:SetControllable(group)
-- Get DCS descriptors of group.
local DCSgroup=Group.getByName(group:GetName())
local DCSunit=DCSgroup:getUnit(1)
self.DCSdesc=DCSunit:getDesc()
self.DCSdesc=group:GetDCSDesc(1)
-- Get max speed the group can do and convert to km/h.
self.SpeedMax=self.DCSdesc.speedMaxOffRoad*3.6
self.SpeedMax=group:GetSpeedMax()
-- Set speed to maximum.
self.Speed=self.SpeedMax
-- Is this infantry or not.
self.IsInfantry=DCSunit:hasAttribute("Infantry")
self.IsInfantry=group:GetUnit(1):HasAttribute("Infantry")
-- Type of group.
self.Type=group:GetTypeName()
@ -362,6 +367,7 @@ function SUPPRESSION:New(group)
self:AddTransition("TakingCover", "FightBack", "CombatReady")
self:AddTransition("FallingBack", "FightBack", "CombatReady")
self:AddTransition("Retreating", "Retreated", "Retreated")
self:AddTransition("*", "OutOfAmmo", "*")
self:AddTransition("*", "Dead", "*")
self:AddTransition("*", "Stop", "Stopped")
@ -592,6 +598,24 @@ function SUPPRESSION:New(group)
-- @param #string To To state.
--- Trigger "OutOfAmmo" event.
-- @function [parent=#SUPPRESSION] OutOfAmmo
-- @param #SUPPRESSION self
--- Trigger "OutOfAmmo" event after a delay.
-- @function [parent=#SUPPRESSION] __OutOfAmmo
-- @param #SUPPRESSION self
-- @param #number Delay Delay in seconds.
--- User function for OnAfter "OutOfAmmo" event.
-- @function [parent=#SUPPRESSION] OnAfterOutOfAmmo
-- @param #SUPPRESSION self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Trigger "Dead" event.
-- @function [parent=#SUPPRESSION] Dead
-- @param #SUPPRESSION self
@ -876,10 +900,11 @@ function SUPPRESSION:StatusReport(message)
local state=self.CurrentAlarmState
local life_min, life_max, life_ave, life_ave0, groupstrength=self:_GetLife()
local ammotot=group:GetAmmunition()
local detectedG=group:GetDetectedGroupSet():CountAlive()
local detectedU=group:GetDetectedUnitSet():Count()
local text=string.format("State %s, Units=%d/%d, ROE=%s, AlarmState=%s, Hits=%d, Life(min/max/ave/ave0)=%d/%d/%d/%d, Total Ammo=%d",
self:GetState(), nunits, self.IniGroupStrength, self.CurrentROE, self.CurrentAlarmState, self.Nhit, life_min, life_max, life_ave, life_ave0, ammotot)
local text=string.format("State %s, Units=%d/%d, ROE=%s, AlarmState=%s, Hits=%d, Life(min/max/ave/ave0)=%d/%d/%d/%d, Total Ammo=%d, Detected=%d/%d",
self:GetState(), nunits, self.IniGroupStrength, self.CurrentROE, self.CurrentAlarmState, self.Nhit, life_min, life_max, life_ave, life_ave0, ammotot, detectedG, detectedU)
MESSAGE:New(text, 10):ToAllIf(message or self.Debug)
self:I(self.lid..text)
@ -991,12 +1016,12 @@ function SUPPRESSION:onafterStatus(Controllable, From, Event, To)
local nunits=group:CountAliveUnits()
-- Check if there are units.
if nunits>0 then
if nunits>0 then
-- Retreat if completely out of ammo and retreat zone defined.
local nammo=group:GetAmmunition()
if nammo==0 and self.RetreatZone then
self:Retreat()
if nammo==0 then
self:OutOfAmmo()
end
-- Status report.
@ -1008,34 +1033,18 @@ function SUPPRESSION:onafterStatus(Controllable, From, Event, To)
end
else
-- Stop FSM as there are no units left.
self:Stop()
end
else
-- Stop FSM as there group object does not exist.
self:Stop()
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Before "Hit" event. (Of course, this is not really before the group got hit.)
-- @param #SUPPRESSION self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param Wrapper.Unit#UNIT Unit Unit that was hit.
-- @param Wrapper.Unit#UNIT AttackUnit Unit that attacked.
-- @return boolean
function SUPPRESSION:onbeforeHit(Controllable, From, Event, To, Unit, AttackUnit)
self:_EventFromTo("onbeforeHit", Event, From, To)
--local Tnow=timer.getTime()
--env.info(self.lid..string.format("Last hit = %s %s", tostring(self.LastHit), tostring(Tnow)))
return true
end
--- After "Hit" event.
-- @param #SUPPRESSION self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
@ -1306,6 +1315,25 @@ function SUPPRESSION:onafterTakeCover(Controllable, From, Event, To, Hideout)
end
--- After "OutOfAmmo" event. Triggered when group is completely out of ammo.
-- @param #SUPPRESSION self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function SUPPRESSION:onafterOutOfAmmo(Controllable, From, Event, To)
self:_EventFromTo("onafterOutOfAmmo", Event, From, To)
-- Info to log.
self:I(self.lid..string.format("Out of ammo!"))
-- Order retreat if retreat zone was specified.
if self.RetreatZone then
self:Retreat()
end
end
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
--- Before "Retreat" event. We check that the group is not already retreating.

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@ -874,8 +874,16 @@ do -- ZONE_CAPTURE_COALITION
self:Capture()
end
-- Get red and blue unit sets.
local unitsetRed=self:GetScannedSetUnit():FilterCoalitions(coalition.side.RED):FilterActive(true):FilterOnce()
local unitsetBlu=self:GetScannedSetUnit():FilterCoalitions(coalition.side.BLUE):FilterActive(true):FilterOnce()
-- Count number of units.
local nRed=unitsetRed:Count()
local nBlu=unitsetBlu:Count()
-- Status text.
local text=string.format("CAPTURE ZONE %s: Owner=%s (Previous=%s): Status %s", self:GetZoneName(), self:GetCoalitionName(), UTILS.GetCoalitionName(self:GetPreviousCoalition()), State)
local text=string.format("CAPTURE ZONE %s: Owner=%s (Previous=%s): #blue=%d, #red=%d, Status %s", self:GetZoneName(), self:GetCoalitionName(), UTILS.GetCoalitionName(self:GetPreviousCoalition()), nBlu, nRed, State)
local NewState = self:GetState()
if NewState~=State then
text=text..string.format(" --> %s", NewState)

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@ -515,7 +515,7 @@ _ATIS={}
--- ATIS class version.
-- @field #string version
ATIS.version="0.6.0"
ATIS.version="0.6.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@ -996,9 +996,15 @@ function ATIS:onafterStatus(From, Event, To)
-- Get FSM state.
local fsmstate=self:GetState()
local relayunitstatus="N/A"
if self.relayunitname then
local ru=UNIT:FindByName(self.relayunitname)
relayunitstatus=tostring(ru:IsAlive())
end
-- Info text.
local text=string.format("State %s", fsmstate)
local text=string.format("State %s: Freq=%.3f MHz %s, Relay unit=%s (alive=%s)", fsmstate, self.frequency, UTILS.GetModulationName(self.modulation), tostring(self.relayunitname), relayunitstatus)
self:I(self.lid..text)
self:__Status(-60)

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@ -1691,7 +1691,7 @@ AIRBOSS.MenuF10Root=nil
--- Airboss class version.
-- @field #string version
AIRBOSS.version="1.1.0"
AIRBOSS.version="1.1.1"
-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO list
@ -2081,6 +2081,7 @@ function AIRBOSS:New(carriername, alias)
self:AddTransition("*", "RecoveryCase", "*") -- Switch to another case recovery.
self:AddTransition("*", "PassingWaypoint", "*") -- Carrier is passing a waypoint.
self:AddTransition("*", "LSOGrade", "*") -- LSO grade.
self:AddTransition("*", "Marshal", "*") -- A flight was send into the marshal stack.
self:AddTransition("*", "Save", "*") -- Save player scores to file.
self:AddTransition("*", "Stop", "Stopped") -- Stop AIRBOSS FMS.
@ -2254,29 +2255,6 @@ function AIRBOSS:New(carriername, alias)
-- @param #string filename (Optional) File name. Default is AIRBOSS-*ALIAS*_LSOgrades.csv.
--- Triggers the FSM event "LSOgrade". Called when the LSO grades a player
-- @function [parent=#AIRBOSS] LSOgrade
-- @param #AIRBOSS self
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
--- Triggers the FSM event "LSOgrade". Delayed called when the LSO grades a player.
-- @function [parent=#AIRBOSS] __LSOgrade
-- @param #AIRBOSS self
-- @param #number delay Delay in seconds.
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
--- On after "LSOgrade" user function. Called when the carrier passes a waypoint of its route.
-- @function [parent=#AIRBOSS] OnAfterLSOgrade
-- @param #AIRBOSS self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
--- Triggers the FSM event "LSOGrade". Called when the LSO grades a player
-- @function [parent=#AIRBOSS] LSOGrade
-- @param #AIRBOSS self
@ -2300,27 +2278,24 @@ function AIRBOSS:New(carriername, alias)
-- @param #AIRBOSS.LSOgrade grade LSO grade.
--- Triggers the FSM event "LSOGrade". Called when the LSO grades a player
-- @function [parent=#AIRBOSS] LSOGrade
--- Triggers the FSM event "Marshal". Called when a flight is send to the Marshal stack.
-- @function [parent=#AIRBOSS] Marshal
-- @param #AIRBOSS self
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
-- @param #AIRBOSS.FlightGroup flight The flight group data.
--- Triggers the FSM event "LSOGrade". Delayed called when the LSO grades a player.
-- @function [parent=#AIRBOSS] __LSOGrade
--- Triggers the FSM event "Marshal". Delayed call when a flight is send to the Marshal stack.
-- @function [parent=#AIRBOSS] __Marshal
-- @param #AIRBOSS self
-- @param #number delay Delay in seconds.
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
-- @param #AIRBOSS.FlightGroup flight The flight group data.
--- On after "LSOGrade" user function. Called when the carrier passes a waypoint of its route.
-- @function [parent=#AIRBOSS] OnAfterLSOGrade
--- On after "Marshal" user function. Called when a flight is send to the Marshal stack.
-- @function [parent=#AIRBOSS] OnAfterMarshal
-- @param #AIRBOSS self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
-- @param #AIRBOSS.PlayerData playerData Player Data.
-- @param #AIRBOSS.LSOgrade grade LSO grade.
-- @param #AIRBOSS.FlightGroup flight The flight group data.
--- Triggers the FSM event "Stop" that stops the airboss. Event handlers are stopped.
@ -6187,6 +6162,9 @@ function AIRBOSS:_MarshalPlayer(playerData, stack)
-- Set stack flag.
flight.flag=stack
-- Trigger Marshal event.
self:Marshal(flight)
end
else
@ -6443,6 +6421,9 @@ function AIRBOSS:_MarshalAI(flight, nstack, respawn)
-- Route group.
flight.group:Route(wp, 1)
-- Trigger Marshal event.
self:Marshal(flight)
end

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@ -629,7 +629,7 @@ function RECOVERYTANKER:SetHomeBase(airbase, terminaltype)
if not self.airbase then
self:E(self.lid.."ERROR: Airbase is nil!")
end
if termialtype then
if terminaltype then
self.terminaltype=terminaltype
end
return self

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@ -78,7 +78,7 @@ CALLSIGN={
},
-- AWACS
AWACS={
Overloard=1,
Overlord=1,
Magic=2,
Wizard=3,
Focus=4,
@ -1060,3 +1060,23 @@ function UTILS.GetCoalitionName(Coalition)
end
--- Get the modulation name from its numerical value.
-- @param #number Modulation The modulation enumerator number. Can be either 0 or 1.
-- @return #string The modulation name, i.e. "AM"=0 or "FM"=1. Anything else will return "Unknown".
function UTILS.GetModulationName(Modulation)
if Modulation then
if Modulation==0 then
return "AM"
elseif Modulation==1 then
return "FM"
else
return "Unknown"
end
else
return "Unknown"
end
end

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@ -2802,7 +2802,9 @@ function CONTROLLABLE:GetDetectedTargets( DetectVisual, DetectOptical, DetectRad
self:F2( self.ControllableName )
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local DetectionVisual = ( DetectVisual and DetectVisual == true ) and Controller.Detection.VISUAL or nil
local DetectionOptical = ( DetectOptical and DetectOptical == true ) and Controller.Detection.OPTICAL or nil
local DetectionRadar = ( DetectRadar and DetectRadar == true ) and Controller.Detection.RADAR or nil
@ -2841,7 +2843,25 @@ function CONTROLLABLE:GetDetectedTargets( DetectVisual, DetectOptical, DetectRad
end
--- Check if a target is detected.
-- The optional parametes specify the detection methods that can be applied.
-- If **no** detection method is given, the detection will use **all** the available methods by default.
-- If **at least one** detection method is specified, only the methods set to *true* will be used.
-- @param Wrapper.Controllable#CONTROLLABLE self
-- @param DCS#Object DCSObject The DCS object that is checked.
-- @param Wrapper.Controllable#CONTROLLABLE self
-- @param #boolean DetectVisual (Optional) If *false*, do not include visually detected targets.
-- @param #boolean DetectOptical (Optional) If *false*, do not include optically detected targets.
-- @param #boolean DetectRadar (Optional) If *false*, do not include targets detected by radar.
-- @param #boolean DetectIRST (Optional) If *false*, do not include targets detected by IRST.
-- @param #boolean DetectRWR (Optional) If *false*, do not include targets detected by RWR.
-- @param #boolean DetectDLINK (Optional) If *false*, do not include targets detected by data link.
-- @return #boolean True if target is detected.
-- @return #boolean True if target is visible by line of sight.
-- @return #number Mission time when target was detected.
-- @return #boolean True if target type is known.
-- @return #boolean True if distance to target is known.
-- @return DCS#Vec3 Last known position vector of the target.
-- @return DCS#Vec3 Last known velocity vector of the target.
function CONTROLLABLE:IsTargetDetected( DCSObject, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK )
self:F2( self.ControllableName )
@ -2867,6 +2887,147 @@ function CONTROLLABLE:IsTargetDetected( DCSObject, DetectVisual, DetectOptical,
return nil
end
--- Check if a certain UNIT is detected by the controllable.
-- The optional parametes specify the detection methods that can be applied.
-- If **no** detection method is given, the detection will use **all** the available methods by default.
-- If **at least one** detection method is specified, only the methods set to *true* will be used.
-- @param #CONTROLLABLE self
-- @param Wrapper.Unit#UNIT Unit The unit that is supposed to be detected.
-- @param #boolean DetectVisual (Optional) If *false*, do not include visually detected targets.
-- @param #boolean DetectOptical (Optional) If *false*, do not include optically detected targets.
-- @param #boolean DetectRadar (Optional) If *false*, do not include targets detected by radar.
-- @param #boolean DetectIRST (Optional) If *false*, do not include targets detected by IRST.
-- @param #boolean DetectRWR (Optional) If *false*, do not include targets detected by RWR.
-- @param #boolean DetectDLINK (Optional) If *false*, do not include targets detected by data link.
-- @return #boolean True if target is detected.
-- @return #boolean True if target is visible by line of sight.
-- @return #number Mission time when target was detected.
-- @return #boolean True if target type is known.
-- @return #boolean True if distance to target is known.
-- @return DCS#Vec3 Last known position vector of the target.
-- @return DCS#Vec3 Last known velocity vector of the target.
function CONTROLLABLE:IsUnitDetected( Unit, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK )
self:F2( self.ControllableName )
if Unit and Unit:IsAlive() then
return self:IsTargetDetected(Unit:GetDCSObject(), DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
end
return nil
end
--- Check if a certain GROUP is detected by the controllable.
-- The optional parametes specify the detection methods that can be applied.
-- If **no** detection method is given, the detection will use **all** the available methods by default.
-- If **at least one** detection method is specified, only the methods set to *true* will be used.
-- @param #CONTROLLABLE self
-- @param Wrapper.Group#GROUP Group The group that is supposed to be detected.
-- @param #boolean DetectVisual (Optional) If *false*, do not include visually detected targets.
-- @param #boolean DetectOptical (Optional) If *false*, do not include optically detected targets.
-- @param #boolean DetectRadar (Optional) If *false*, do not include targets detected by radar.
-- @param #boolean DetectIRST (Optional) If *false*, do not include targets detected by IRST.
-- @param #boolean DetectRWR (Optional) If *false*, do not include targets detected by RWR.
-- @param #boolean DetectDLINK (Optional) If *false*, do not include targets detected by data link.
-- @return #boolean True if any unit of the group is detected.
function CONTROLLABLE:IsGroupDetected( Group, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK )
self:F2( self.ControllableName )
if Group and Group:IsAlive() then
for _,_unit in pairs(Group:GetUnits()) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
local isdetected=self:IsUnitDetected(unit, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
if isdetected then
return true
end
end
end
return false
end
return nil
end
--- Return the detected targets of the controllable.
-- The optional parametes specify the detection methods that can be applied.
-- If **no** detection method is given, the detection will use **all** the available methods by default.
-- If **at least one** detection method is specified, only the methods set to *true* will be used.
-- @param Wrapper.Controllable#CONTROLLABLE self
-- @param #boolean DetectVisual (Optional) If *false*, do not include visually detected targets.
-- @param #boolean DetectOptical (Optional) If *false*, do not include optically detected targets.
-- @param #boolean DetectRadar (Optional) If *false*, do not include targets detected by radar.
-- @param #boolean DetectIRST (Optional) If *false*, do not include targets detected by IRST.
-- @param #boolean DetectRWR (Optional) If *false*, do not include targets detected by RWR.
-- @param #boolean DetectDLINK (Optional) If *false*, do not include targets detected by data link.
-- @return Core.Set#SET_UNIT Set of detected units.
function CONTROLLABLE:GetDetectedUnitSet(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
-- Get detected DCS units.
local detectedtargets=self:GetDetectedTargets(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
local unitset=SET_UNIT:New()
for DetectionObjectID, Detection in pairs(detectedtargets or {}) do
local DetectedObject=Detection.object -- DCS#Object
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_<50000000 then
local unit=UNIT:Find(DetectedObject)
if unit and unit:IsAlive() then
if not unitset:FindUnit(unit:GetName()) then
unitset:AddUnit(unit)
end
end
end
end
return unitset
end
--- Return the detected target groups of the controllable as a @{SET_GROUP}.
-- The optional parametes specify the detection methods that can be applied.
-- If no detection method is given, the detection will use all the available methods by default.
-- @param Wrapper.Controllable#CONTROLLABLE self
-- @param #boolean DetectVisual (Optional) If *false*, do not include visually detected targets.
-- @param #boolean DetectOptical (Optional) If *false*, do not include optically detected targets.
-- @param #boolean DetectRadar (Optional) If *false*, do not include targets detected by radar.
-- @param #boolean DetectIRST (Optional) If *false*, do not include targets detected by IRST.
-- @param #boolean DetectRWR (Optional) If *false*, do not include targets detected by RWR.
-- @param #boolean DetectDLINK (Optional) If *false*, do not include targets detected by data link.
-- @return Core.Set#SET_GROUP Set of detected groups.
function CONTROLLABLE:GetDetectedGroupSet(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
-- Get detected DCS units.
local detectedtargets=self:GetDetectedTargets(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)
local groupset=SET_GROUP:New()
for DetectionObjectID, Detection in pairs(detectedtargets or {}) do
local DetectedObject=Detection.object -- DCS#Object
if DetectedObject and DetectedObject:isExist() and DetectedObject.id_<50000000 then
local unit=UNIT:Find(DetectedObject)
if unit and unit:IsAlive() then
local group=unit:GetGroup()
if group and not groupset:FindGroup(group:GetName()) then
groupset:AddGroup(group)
end
end
end
end
return groupset
end
-- Options
--- Can the CONTROLLABLE hold their weapons?

View File

@ -1165,6 +1165,45 @@ do -- Detection
return IsLOS
end
--- Forces the unit to become aware of the specified target, without the unit manually detecting the other unit itself.
-- Applies only to a Unit Controller. Cannot be used at the group level.
-- @param #UNIT self
-- @param #UNIT TargetUnit The unit to be known.
-- @param #boolean TypeKnown The target type is known. If *false*, the type is not known.
-- @param #boolean DistanceKnown The distance to the target is known. If *false*, distance is unknown.
function UNIT:KnowUnit(TargetUnit, TypeKnown, DistanceKnown)
-- Defaults.
if TypeKnown~=false then
TypeKnown=true
end
if DistanceKnown~=false then
DistanceKnown=true
end
local DCSControllable = self:GetDCSObject()
if DCSControllable then
local Controller = DCSControllable:getController() --self:_GetController()
if Controller then
local object=TargetUnit:GetDCSObject()
if object then
self:I(string.format("Unit %s now knows target unit %s. Type known=%s, distance known=%s", self:GetName(), TargetUnit:GetName(), tostring(TypeKnown), tostring(DistanceKnown)))
Controller:knowTarget(object, TypeKnown, DistanceKnown)
end
end
end
end
end