diff --git a/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua b/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua index 961d42423..c617f3129 100644 --- a/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua +++ b/Moose Mission Setup/Moose Mission Update/l10n/DEFAULT/Moose.lua @@ -1,5 +1,5 @@ env.info( '*** MOOSE STATIC INCLUDE START *** ' ) -env.info( 'Moose Generation Timestamp: 20170322_2138' ) +env.info( 'Moose Generation Timestamp: 20170322_2149' ) local base = _G Include = {} @@ -12679,7 +12679,336 @@ do -- FSM_SET end -- FSM_SET ---- This module contains the OBJECT class. +--- **Core** - The RADIO class is responsible for **transmitting radio communications**. +-- +-- --- bitmap +-- +-- === +-- +-- What are radio communications in DCS ? +-- +-- * Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM), +-- * They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**. +-- +-- How to supply DCS my own Sound Files ? +-- +-- * Your sound files need to be encoded in **.ogg** or .wav, +-- * Your sound files should be **as tiny as possible**. It is suggested you encode in .ogg with low bitrate and sampling settings, +-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file), +-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission. +-- +-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Group#GROUP} or by any other @{Positionable#POSITIONABLE} +-- +-- * If the transmitter is a @{Unit#UNIT} or a @{Group#GROUP}, DCS will set the power of the transmission automatically, +-- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped. +-- +-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft, +-- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below). +-- If a FC3 airacraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. +-- +-- === +-- +-- ### Authors: Hugues "Grey_Echo" Bousquet +-- +-- @module Radio + +--- # 1) RADIO class, extends @{Base#BASE} +-- +-- ## 1.1) RADIO usage +-- +-- There are 3 steps to a successful radio transmission. +-- +-- * First, you need to **"add" a @{#RADIO} object** to your @{Positionable#POSITIONABLE}. This is done using the @{Positionable#POSITIONABLE.GetRadio}() function, +-- * Then, you will **set the relevant parameters** to the transmission (see below), +-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{Positionable#POSITIONABLE.Broadcast}() function. +-- +-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Group#GROUP} or any other @{Positionable#POSITIONABLE} +-- +-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"), +-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission, +-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission. +-- +-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Group#GROUP} +-- +-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped, +-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration, +-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call +-- +-- Additional Methods to set relevant parameters if the transmiter is any other @{Wrapper.Positionable#POSITIONABLE} +-- +-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts +-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call +-- +-- What is this power thing ? +-- +-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Group#GROUP}, you can set the power of the antenna, +-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit, +-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**, +-- * This an automated DCS calculation you have no say on, +-- * For reference, a standard VOR station has a 100W antenna, a standard AA TACAN has a 120W antenna, and civilian ATC's antenna usually range between 300 and 500W, +-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission. +-- +-- @type RADIO +-- @field Wrapper.Positionable#POSITIONABLE Positionable The transmiter +-- @field #string FileName Name of the sound file +-- @field #number Frequency Frequency of the transmission in Hz +-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM) +-- @field #string Subtitle Subtitle of the transmission +-- @field #number SubtitleDuration Duration of the Subtitle in seconds +-- @field #number Power Power of the antenna is Watts +-- @field #boolean Loop +-- @extends Core.Base#BASE +RADIO = { + ClassName = "RADIO", + FileName = "", + Frequency = 0, + Modulation = radio.modulation.AM, + Subtitle = "", + SubtitleDuration = 0, + Power = 100, + Loop = 0, +} + +--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast +-- @param #RADIO self +-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities. +-- @return #RADIO Radio +-- @return #nil If Positionable is invalid +-- @usage +-- -- If you want to create a RADIO, you probably should use @{Positionable#POSITIONABLE.GetRadio}() instead +function RADIO:New(Positionable) + local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO + + self:F(Positionable) + + if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid + self.Positionable = Positionable + return self + end + + self:E({"The passed positionable is invalid, no RADIO created", Positionable}) + return nil +end + +--- Check validity of the filename passed and sets RADIO.FileName +-- @param #RADIO self +-- @param #string FileName File name of the sound file (i.e. "Noise.ogg") +-- @return #RADIO self +function RADIO:SetFileName(FileName) + self:F2(FileName) + + if type(FileName) == "string" then + if FileName:find(".ogg") or FileName:find(".wav") then + if not FileName:find("l10n/DEFAULT/") then + FileName = "l10n/DEFAULT/" .. FileName + end + self.FileName = FileName + return self + end + end + + self:E({"File name invalid. Maybe something wrong with the extension ?", self.FileName}) + return self +end + +--- Check validity of the frequency passed and sets RADIO.Frequency +-- @param #RADIO self +-- @param #number Frequency in MHz (Ranges allowed for radio transmissions in DCS : 30-88 / 108-152 / 225-400MHz) +-- @return #RADIO self +function RADIO:SetFrequency(Frequency) + self:F2(Frequency) + if type(Frequency) == "number" then + -- If frequency is in range + if (Frequency >= 30 and Frequency < 88) or (Frequency >= 108 and Frequency < 152) or (Frequency >= 225 and Frequency < 400) then + self.Frequency = Frequency * 1000000 -- Conversion in Hz + -- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency + if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then + self.Positionable:SetCommand({ + id = "SetFrequency", + params = { + frequency = self.Frequency, + modulation = self.Modulation, + } + }) + end + return self + end + end + self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", self.Frequency}) + return self +end + +--- Check validity of the frequency passed and sets RADIO.Modulation +-- @param #RADIO self +-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM +-- @return #RADIO self +function RADIO:SetModulation(Modulation) + self:F2(Modulation) + if type(Modulation) == "number" then + if Modulation == radio.modulation.AM or Modulation == radio.modulation.FM then --TODO Maybe make this future proof if ED decides to add an other modulation ? + self.Modulation = Modulation + return self + end + end + self:E({"Modulation is invalid. Use DCS's enum radio.modulation. Modulation unchanged.", self.Modulation}) + return self +end + +--- Check validity of the power passed and sets RADIO.Power +-- @param #RADIO self +-- @param #number Power in W +-- @return #RADIO self +function RADIO:SetPower(Power) + self:F2(Power) + if type(Power) == "number" then + self.Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that + return self + end + self:E({"Power is invalid. Power unchanged.", self.Power}) + return self +end + +--- Check validity of the loop passed and sets RADIO.Loop +-- @param #RADIO self +-- @param #boolean Loop +-- @return #RADIO self +-- @usage +function RADIO:SetLoop(Loop) + self:F2(Loop) + if type(Loop) == "boolean" then + self.Loop = Loop + return self + end + self:E({"Loop is invalid. Loop unchanged.", self.Loop}) + return self +end + +--- Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration +-- @param #RADIO self +-- @param #string Subtitle +-- @param #number SubtitleDuration in s +-- @return #RADIO self +-- @usage +-- -- Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration +function RADIO:SetSubtitle(Subtitle, SubtitleDuration) + self:F2({Subtitle, SubtitleDuration}) + if type(Subtitle) == "string" then + self.Subtitle = Subtitle + else + self.Subtitle = "" + self:E({"Subtitle is invalid. Subtitle reset.", self.Subtitle}) + end + if type(SubtitleDuration) == "number" then + if math.floor(math.abs(SubtitleDuration)) == SubtitleDuration then + self.SubtitleDuration = SubtitleDuration + return self + end + end + self.SubtitleDuration = 0 + self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration}) +end + +--- Create a new transmission, that is to say, populate the RADIO with relevant data +-- @param #RADIO self +-- @param #string FileName +-- @param #number Frequency in MHz +-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM +-- @param #number Power in W +-- @return #RADIO self +-- @usage +-- -- In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP, +-- but it will work with a UNIT or a GROUP anyway +-- -- Only the RADIO and the Filename are mandatory +function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power) + self:F({FileName, Frequency, Modulation, Power}) + + self:SetFileName(FileName) + if Frequency then self:SetFrequency(Frequency) end + if Modulation then self:SetModulation(Modulation) end + if Power then self:SetPower(Power) end + + return self +end + + +--- Create a new transmission, that is to say, populate the RADIO with relevant data +-- @param #RADIO self +-- @param #string FileName +-- @param #string Subtitle +-- @param #number SubtitleDuration in s +-- @param #number Frequency in MHz +-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM +-- @param #boolean Loop +-- @return #RADIO self +-- @usage +-- -- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP, +-- but it will work for any POSITIONABLE +-- -- Only the RADIO and the Filename are mandatory +function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop) + self:F({FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop}) + + self:SetFileName(FileName) + if Subtitle then self:SetSubtitle(Subtitle) end + if SubtitleDuration then self:SetSubtitleDuration(SubtitleDuration) end + if Frequency then self:SetFrequency(Frequency) end + if Modulation then self:SetModulation(Modulation) end + if Loop then self:SetLoop(Loop) end + + return self +end + +--- Actually Broadcast the transmission +-- @param #RADIO self +-- @return #RADIO self +-- @usage +-- -- The Radio has to be populated with the new transmission before broadcasting. +-- -- Please use RADIO setters or either @{Radio#RADIO.NewGenericTransmission} or @{Radio#RADIO.NewUnitTransmission} +-- -- This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE +-- -- If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission() +-- -- If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command +-- -- If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored. +-- -- If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration and Loop are ignored +function RADIO:Broadcast() + self:F() + -- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system + if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then + self:T2("Broadcasting from a UNIT or a GROUP") + self.Positionable:SetCommand({ + id = "TransmitMessage", + params = { + file = self.FileName, + duration = self.SubtitleDuration, + subtitle = self.Subtitle, + loop = self.Loop, + } + }) + else + -- If the POSITIONABLE is anything else, we revert to the general singleton function + self:T2("Broadcasting from a POSITIONABLE") + trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, false, self.Frequency, self.Power) + end + return self +end + +--- Stops a transmission +-- @param #RADIO self +-- @return #RADIO self +-- @usage +-- -- Especially usefull to stop the broadcast of looped transmissions +-- -- Only works with broadcasts from UNIT or GROUP +function RADIO:StopBroadcast() + self:F() + -- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command + if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then + self.Positionable:SetCommand({ + id = "StopTransmission", + params = {} + }) + else + self:E("This broadcast can't be stopped. It's not looped either, so please wait for the end of the sound file playback") + end + return self +end--- This module contains the OBJECT class. -- -- 1) @{Object#OBJECT} class, extends @{Base#BASE} -- =========================================================== diff --git a/Moose Mission Setup/Moose.lua b/Moose Mission Setup/Moose.lua index 961d42423..c617f3129 100644 --- a/Moose Mission Setup/Moose.lua +++ b/Moose Mission Setup/Moose.lua @@ -1,5 +1,5 @@ env.info( '*** MOOSE STATIC INCLUDE START *** ' ) -env.info( 'Moose Generation Timestamp: 20170322_2138' ) +env.info( 'Moose Generation Timestamp: 20170322_2149' ) local base = _G Include = {} @@ -12679,7 +12679,336 @@ do -- FSM_SET end -- FSM_SET ---- This module contains the OBJECT class. +--- **Core** - The RADIO class is responsible for **transmitting radio communications**. +-- +-- --- bitmap +-- +-- === +-- +-- What are radio communications in DCS ? +-- +-- * Radio transmissions consist of **sound files** that are broadcasted on a specific **frequency** (e.g. 115MHz) and **modulation** (e.g. AM), +-- * They can be **subtitled** for a specific **duration**, the **power** in Watts of the transmiter's antenna can be set, and the transmission can be **looped**. +-- +-- How to supply DCS my own Sound Files ? +-- +-- * Your sound files need to be encoded in **.ogg** or .wav, +-- * Your sound files should be **as tiny as possible**. It is suggested you encode in .ogg with low bitrate and sampling settings, +-- * They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file), +-- * For simplicty sake, you can **let DCS' Mission Editor add the file** itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission. +-- +-- Due to weird DCS quirks, **radio communications behave differently** if sent by a @{Unit#UNIT} or a @{Group#GROUP} or by any other @{Positionable#POSITIONABLE} +-- +-- * If the transmitter is a @{Unit#UNIT} or a @{Group#GROUP}, DCS will set the power of the transmission automatically, +-- * If the transmitter is any other @{Positionable#POSITIONABLE}, the transmisison can't be subtitled or looped. +-- +-- Note that obviously, the **frequency** and the **modulation** of the transmission are important only if the players are piloting an **Advanced System Modelling** enabled aircraft, +-- like the A10C or the Mirage 2000C. They will **hear the transmission** if they are tuned on the **right frequency and modulation** (and if they are close enough - more on that below). +-- If a FC3 airacraft is used, it will **hear every communication, whatever the frequency and the modulation** is set to. +-- +-- === +-- +-- ### Authors: Hugues "Grey_Echo" Bousquet +-- +-- @module Radio + +--- # 1) RADIO class, extends @{Base#BASE} +-- +-- ## 1.1) RADIO usage +-- +-- There are 3 steps to a successful radio transmission. +-- +-- * First, you need to **"add" a @{#RADIO} object** to your @{Positionable#POSITIONABLE}. This is done using the @{Positionable#POSITIONABLE.GetRadio}() function, +-- * Then, you will **set the relevant parameters** to the transmission (see below), +-- * When done, you can actually **broadcast the transmission** (i.e. play the sound) with the @{Positionable#POSITIONABLE.Broadcast}() function. +-- +-- Methods to set relevant parameters for both a @{Unit#UNIT} or a @{Group#GROUP} or any other @{Positionable#POSITIONABLE} +-- +-- * @{#RADIO.SetFileName}() : Sets the file name of your sound file (e.g. "Noise.ogg"), +-- * @{#RADIO.SetFrequency}() : Sets the frequency of your transmission, +-- * @{#RADIO.SetModulation}() : Sets the modulation of your transmission. +-- +-- Additional Methods to set relevant parameters if the transmiter is a @{Unit#UNIT} or a @{Group#GROUP} +-- +-- * @{#RADIO.SetLoop}() : Choose if you want the transmission to be looped, +-- * @{#RADIO.SetSubtitle}() : Set both the subtitle and its duration, +-- * @{#RADIO.NewUnitTransmission}() : Shortcut to set all the relevant parameters in one method call +-- +-- Additional Methods to set relevant parameters if the transmiter is any other @{Wrapper.Positionable#POSITIONABLE} +-- +-- * @{#RADIO.SetPower}() : Sets the power of the antenna in Watts +-- * @{#RADIO.NewGenericTransmission}() : Shortcut to set all the relevant parameters in one method call +-- +-- What is this power thing ? +-- +-- * If your transmission is sent by a @{Positionable#POSITIONABLE} other than a @{Unit#UNIT} or a @{Group#GROUP}, you can set the power of the antenna, +-- * Otherwise, DCS sets it automatically, depending on what's available on your Unit, +-- * If the player gets **too far** from the transmiter, or if the antenna is **too weak**, the transmission will **fade** and **become noisyer**, +-- * This an automated DCS calculation you have no say on, +-- * For reference, a standard VOR station has a 100W antenna, a standard AA TACAN has a 120W antenna, and civilian ATC's antenna usually range between 300 and 500W, +-- * Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission. +-- +-- @type RADIO +-- @field Wrapper.Positionable#POSITIONABLE Positionable The transmiter +-- @field #string FileName Name of the sound file +-- @field #number Frequency Frequency of the transmission in Hz +-- @field #number Modulation Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM) +-- @field #string Subtitle Subtitle of the transmission +-- @field #number SubtitleDuration Duration of the Subtitle in seconds +-- @field #number Power Power of the antenna is Watts +-- @field #boolean Loop +-- @extends Core.Base#BASE +RADIO = { + ClassName = "RADIO", + FileName = "", + Frequency = 0, + Modulation = radio.modulation.AM, + Subtitle = "", + SubtitleDuration = 0, + Power = 100, + Loop = 0, +} + +--- Create a new RADIO Object. This doesn't broadcast a transmission, though, use @{#RADIO.Broadcast} to actually broadcast +-- @param #RADIO self +-- @param Wrapper.Positionable#POSITIONABLE Positionable The @{Positionable} that will receive radio capabilities. +-- @return #RADIO Radio +-- @return #nil If Positionable is invalid +-- @usage +-- -- If you want to create a RADIO, you probably should use @{Positionable#POSITIONABLE.GetRadio}() instead +function RADIO:New(Positionable) + local self = BASE:Inherit( self, BASE:New() ) -- Core.Radio#RADIO + + self:F(Positionable) + + if Positionable:GetPointVec2() then -- It's stupid, but the only way I found to make sure positionable is valid + self.Positionable = Positionable + return self + end + + self:E({"The passed positionable is invalid, no RADIO created", Positionable}) + return nil +end + +--- Check validity of the filename passed and sets RADIO.FileName +-- @param #RADIO self +-- @param #string FileName File name of the sound file (i.e. "Noise.ogg") +-- @return #RADIO self +function RADIO:SetFileName(FileName) + self:F2(FileName) + + if type(FileName) == "string" then + if FileName:find(".ogg") or FileName:find(".wav") then + if not FileName:find("l10n/DEFAULT/") then + FileName = "l10n/DEFAULT/" .. FileName + end + self.FileName = FileName + return self + end + end + + self:E({"File name invalid. Maybe something wrong with the extension ?", self.FileName}) + return self +end + +--- Check validity of the frequency passed and sets RADIO.Frequency +-- @param #RADIO self +-- @param #number Frequency in MHz (Ranges allowed for radio transmissions in DCS : 30-88 / 108-152 / 225-400MHz) +-- @return #RADIO self +function RADIO:SetFrequency(Frequency) + self:F2(Frequency) + if type(Frequency) == "number" then + -- If frequency is in range + if (Frequency >= 30 and Frequency < 88) or (Frequency >= 108 and Frequency < 152) or (Frequency >= 225 and Frequency < 400) then + self.Frequency = Frequency * 1000000 -- Conversion in Hz + -- If the RADIO is attached to a UNIT or a GROUP, we need to send the DCS Command "SetFrequency" to change the UNIT or GROUP frequency + if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then + self.Positionable:SetCommand({ + id = "SetFrequency", + params = { + frequency = self.Frequency, + modulation = self.Modulation, + } + }) + end + return self + end + end + self:E({"Frequency is outside of DCS Frequency ranges (30-80, 108-152, 225-400). Frequency unchanged.", self.Frequency}) + return self +end + +--- Check validity of the frequency passed and sets RADIO.Modulation +-- @param #RADIO self +-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM +-- @return #RADIO self +function RADIO:SetModulation(Modulation) + self:F2(Modulation) + if type(Modulation) == "number" then + if Modulation == radio.modulation.AM or Modulation == radio.modulation.FM then --TODO Maybe make this future proof if ED decides to add an other modulation ? + self.Modulation = Modulation + return self + end + end + self:E({"Modulation is invalid. Use DCS's enum radio.modulation. Modulation unchanged.", self.Modulation}) + return self +end + +--- Check validity of the power passed and sets RADIO.Power +-- @param #RADIO self +-- @param #number Power in W +-- @return #RADIO self +function RADIO:SetPower(Power) + self:F2(Power) + if type(Power) == "number" then + self.Power = math.floor(math.abs(Power)) --TODO Find what is the maximum power allowed by DCS and limit power to that + return self + end + self:E({"Power is invalid. Power unchanged.", self.Power}) + return self +end + +--- Check validity of the loop passed and sets RADIO.Loop +-- @param #RADIO self +-- @param #boolean Loop +-- @return #RADIO self +-- @usage +function RADIO:SetLoop(Loop) + self:F2(Loop) + if type(Loop) == "boolean" then + self.Loop = Loop + return self + end + self:E({"Loop is invalid. Loop unchanged.", self.Loop}) + return self +end + +--- Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration +-- @param #RADIO self +-- @param #string Subtitle +-- @param #number SubtitleDuration in s +-- @return #RADIO self +-- @usage +-- -- Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration +function RADIO:SetSubtitle(Subtitle, SubtitleDuration) + self:F2({Subtitle, SubtitleDuration}) + if type(Subtitle) == "string" then + self.Subtitle = Subtitle + else + self.Subtitle = "" + self:E({"Subtitle is invalid. Subtitle reset.", self.Subtitle}) + end + if type(SubtitleDuration) == "number" then + if math.floor(math.abs(SubtitleDuration)) == SubtitleDuration then + self.SubtitleDuration = SubtitleDuration + return self + end + end + self.SubtitleDuration = 0 + self:E({"SubtitleDuration is invalid. SubtitleDuration reset.", self.SubtitleDuration}) +end + +--- Create a new transmission, that is to say, populate the RADIO with relevant data +-- @param #RADIO self +-- @param #string FileName +-- @param #number Frequency in MHz +-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM +-- @param #number Power in W +-- @return #RADIO self +-- @usage +-- -- In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP, +-- but it will work with a UNIT or a GROUP anyway +-- -- Only the RADIO and the Filename are mandatory +function RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power) + self:F({FileName, Frequency, Modulation, Power}) + + self:SetFileName(FileName) + if Frequency then self:SetFrequency(Frequency) end + if Modulation then self:SetModulation(Modulation) end + if Power then self:SetPower(Power) end + + return self +end + + +--- Create a new transmission, that is to say, populate the RADIO with relevant data +-- @param #RADIO self +-- @param #string FileName +-- @param #string Subtitle +-- @param #number SubtitleDuration in s +-- @param #number Frequency in MHz +-- @param #number Modulation either radio.modulation.AM or radio.modulation.FM +-- @param #boolean Loop +-- @return #RADIO self +-- @usage +-- -- In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP, +-- but it will work for any POSITIONABLE +-- -- Only the RADIO and the Filename are mandatory +function RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop) + self:F({FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop}) + + self:SetFileName(FileName) + if Subtitle then self:SetSubtitle(Subtitle) end + if SubtitleDuration then self:SetSubtitleDuration(SubtitleDuration) end + if Frequency then self:SetFrequency(Frequency) end + if Modulation then self:SetModulation(Modulation) end + if Loop then self:SetLoop(Loop) end + + return self +end + +--- Actually Broadcast the transmission +-- @param #RADIO self +-- @return #RADIO self +-- @usage +-- -- The Radio has to be populated with the new transmission before broadcasting. +-- -- Please use RADIO setters or either @{Radio#RADIO.NewGenericTransmission} or @{Radio#RADIO.NewUnitTransmission} +-- -- This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE +-- -- If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission() +-- -- If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command +-- -- If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored. +-- -- If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration and Loop are ignored +function RADIO:Broadcast() + self:F() + -- If the POSITIONABLE is actually a UNIT or a GROUP, use the more complicated DCS command system + if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then + self:T2("Broadcasting from a UNIT or a GROUP") + self.Positionable:SetCommand({ + id = "TransmitMessage", + params = { + file = self.FileName, + duration = self.SubtitleDuration, + subtitle = self.Subtitle, + loop = self.Loop, + } + }) + else + -- If the POSITIONABLE is anything else, we revert to the general singleton function + self:T2("Broadcasting from a POSITIONABLE") + trigger.action.radioTransmission(self.FileName, self.Positionable:GetPositionVec3(), self.Modulation, false, self.Frequency, self.Power) + end + return self +end + +--- Stops a transmission +-- @param #RADIO self +-- @return #RADIO self +-- @usage +-- -- Especially usefull to stop the broadcast of looped transmissions +-- -- Only works with broadcasts from UNIT or GROUP +function RADIO:StopBroadcast() + self:F() + -- If the POSITIONABLE is a UNIT or a GROUP, stop the transmission with the DCS "StopTransmission" command + if self.Positionable.ClassName == "UNIT" or self.Positionable.ClassName == "GROUP" then + self.Positionable:SetCommand({ + id = "StopTransmission", + params = {} + }) + else + self:E("This broadcast can't be stopped. It's not looped either, so please wait for the end of the sound file playback") + end + return self +end--- This module contains the OBJECT class. -- -- 1) @{Object#OBJECT} class, extends @{Base#BASE} -- =========================================================== diff --git a/Moose Mission Setup/Moose_Create.bat b/Moose Mission Setup/Moose_Create.bat index 1c2850150..5f2979007 100644 --- a/Moose Mission Setup/Moose_Create.bat +++ b/Moose Mission Setup/Moose_Create.bat @@ -54,6 +54,7 @@ COPY /b Moose.lua + %1\Core\Set.lua Moose.lua COPY /b Moose.lua + %1\Core\Point.lua Moose.lua COPY /b Moose.lua + %1\Core\Message.lua Moose.lua COPY /b Moose.lua + %1\Core\Fsm.lua Moose.lua +COPY /b Moose.lua + %1\Core\Radio.lua Moose.lua rem Wrapper Classes COPY /b Moose.lua + %1\Wrapper\Object.lua Moose.lua