Updated according to develop version. Added troop extract

This commit is contained in:
Applevangelist 2021-07-18 14:54:37 +02:00
parent 22826b4cd1
commit 277c26821e

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@ -290,7 +290,7 @@ do
-- ["SA342M"] = {type="SA342M", crates=false, troops=true, cratelimit = 0, trooplimit = 4},
-- ["SA342Minigun"] = {type="SA342Minigun", crates=false, troops=true, cratelimit = 0, trooplimit = 2},
-- ["UH-1H"] = {type="UH-1H", crates=true, troops=true, cratelimit = 1, trooplimit = 8},
-- ["Mi-8MTV2"] = {type="Mi-8MTV2", crates=true, troops=true, cratelimit = 2, trooplimit = 12},
-- ["Mi-8MT"] = {type="Mi-8MT", crates=true, troops=true, cratelimit = 2, trooplimit = 12},
-- ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0},
-- ["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 1, trooplimit = 8},
-- ["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 1, trooplimit = 8},
@ -336,8 +336,16 @@ do
-- function my_ctld:OnAfterTroopsDeployed(From, Event, To, Group, Unit, Troops)
-- ... your code here ...
-- end
--
-- ## 3.4 OnAfterTroopsExtracted
--
-- ## 3.4 OnAfterCratesDropped
-- This function is called when a player has re-boarded already deployed troops from the field:
--
-- function my_ctld:OnAfterTroopsExtracted(From, Event, To, Group, Unit, Troops)
-- ... your code here ...
-- end
--
-- ## 3.5 OnAfterCratesDropped
--
-- This function is called when a player has deployed crates to a DROP zone:
--
@ -345,7 +353,7 @@ do
-- ... your code here ...
-- end
--
-- ## 3.5 OnAfterCratesBuild
-- ## 3.6 OnAfterCratesBuild
--
-- This function is called when a player has build a vehicle or FOB:
--
@ -353,7 +361,7 @@ do
-- ... your code here ...
-- end
--
-- ## 3.6 A simple SCORING example:
-- ## 3.7 A simple SCORING example:
--
-- To award player with points, using the SCORING Class (SCORING: my_Scoring, CTLD: CTLD_Cargotransport)
--
@ -381,7 +389,8 @@ do
--
-- ## 4.2 Manage Troops
--
-- Use this entry to load and drop troops.
-- Use this entry to load, drop and extract troops. NOTE - with extract you can only load troops from the field that were deployed prior.
-- Currently limited CTLD_CARGO troops, which are build from **one** template. Also, this will heal/complete your units as they are respawned.
--
-- ## 4.3 List boarded cargo
--
@ -519,7 +528,7 @@ CTLD.UnitTypes = {
--- CTLD class version.
-- @field #string version
CTLD.version="0.1.4r1"
CTLD.version="0.1.4r2"
--- Instantiate a new CTLD.
-- @param #CTLD self
@ -577,6 +586,7 @@ function CTLD:New(Coalition, Prefixes, Alias)
self:AddTransition("Stopped", "Start", "Running") -- Start FSM.
self:AddTransition("*", "Status", "*") -- CTLD status update.
self:AddTransition("*", "TroopsPickedUp", "*") -- CTLD pickup event.
self:AddTransition("*", "TroopsExtracted", "*") -- CTLD extract event.
self:AddTransition("*", "CratesPickedUp", "*") -- CTLD pickup event.
self:AddTransition("*", "TroopsDeployed", "*") -- CTLD deploy event.
self:AddTransition("*", "TroopsRTB", "*") -- CTLD deploy event.
@ -595,7 +605,6 @@ function CTLD:New(Coalition, Prefixes, Alias)
self.UsedVHFFrequencies = {}
self.UsedUHFFrequencies = {}
self.UsedFMFrequencies = {}
--self.jtacGeneratedLaserCodes = {}
-- radio beacons
self.RadioSound = "beacon.ogg"
@ -650,7 +659,6 @@ function CTLD:New(Coalition, Prefixes, Alias)
self:_GenerateVHFrequencies()
self:_GenerateUHFrequencies()
self:_GenerateFMFrequencies()
--self:_GenerateLaserCodes() -- curr unused
------------------------
--- Pseudo Functions ---
@ -693,6 +701,17 @@ function CTLD:New(Coalition, Prefixes, Alias)
-- @param #CTLD_CARGO Cargo Cargo troops.
-- @return #CTLD self
--- FSM Function OnAfterTroopsExtracted.
-- @function [parent=#CTLD] OnAfterTroopsExtracted
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param #CTLD_CARGO Cargo Cargo troops.
-- @return #CTLD self
--- FSM Function OnAfterCratesPickedUp.
-- @function [parent=#CTLD] OnAfterCratesPickedUp
-- @param #CTLD self
@ -781,14 +800,6 @@ function CTLD:_GenerateUHFrequencies()
self:T(self.lid .. " _GenerateUHFrequencies")
self.FreeUHFFrequencies = {}
self.FreeUHFFrequencies = UTILS.GenerateUHFrequencies()
--[[
local _start = 220000000
while _start < 399000000 do
table.insert(self.FreeUHFFrequencies, _start)
_start = _start + 500000
end
--]]
return self
end
@ -805,12 +816,9 @@ end
-- @param #CTLD self
function CTLD:_GenerateVHFrequencies()
self:T(self.lid .. " _GenerateVHFrequencies")
self.FreeVHFFrequencies = {}
self.UsedVHFFrequencies = {}
self.FreeVHFFrequencies = UTILS.GenerateVHFrequencies()
return self
end
@ -818,7 +826,6 @@ end
-- @param #CTLD self
-- @param Core.Event#EVENTDATA EventData
function CTLD:_EventHandler(EventData)
-- TODO: events dead and playerleaveunit - nil table entries
self:T(string.format("%s Event = %d",self.lid, EventData.id))
local event = EventData -- Core.Event#EVENTDATA
if event.id == EVENTS.PlayerEnterAircraft or event.id == EVENTS.PlayerEnterUnit then
@ -837,6 +844,7 @@ function CTLD:_EventHandler(EventData)
-- Herc support
--self:T_unit:GetTypeName())
if _unit:GetTypeName() == "Hercules" and self.enableHercules then
self.Loaded_Cargo[unitname] = nil
self:_RefreshF10Menus()
end
return
@ -880,7 +888,6 @@ function CTLD:_LoadTroops(Group, Unit, Cargotype)
if not self.debug then return self end
elseif not grounded and not hoverload then
self:_SendMessage("You need to land or hover in position to load!", 10, false, Group)
--local m = MESSAGE:New("You need to land or hover in position to load!",15,"CTLD"):ToGroup(Group)
if not self.debug then return self end
end
-- load troops into heli
@ -889,10 +896,8 @@ function CTLD:_LoadTroops(Group, Unit, Cargotype)
local unitname = unit:GetName()
local cargotype = Cargotype -- #CTLD_CARGO
local cratename = cargotype:GetName() -- #string
--self:Tself.lid .. string.format("Troops %s requested", cratename))
-- see if this heli can load troops
local unittype = unit:GetTypeName()
--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local capabilities = self:_GetUnitCapabilities(Unit)
local cantroops = capabilities.troops -- #boolean
local trooplimit = capabilities.trooplimit -- #number
@ -911,7 +916,6 @@ function CTLD:_LoadTroops(Group, Unit, Cargotype)
end
if troopsize + numberonboard > trooplimit then
self:_SendMessage("Sorry, we\'re crammed already!", 10, false, Group)
--local m = MESSAGE:New("Sorry, we\'re crammed already!",10,"CTLD",true):ToGroup(group)
return
else
self.CargoCounter = self.CargoCounter + 1
@ -921,12 +925,101 @@ function CTLD:_LoadTroops(Group, Unit, Cargotype)
table.insert(loaded.Cargo,loadcargotype)
self.Loaded_Cargo[unitname] = loaded
self:_SendMessage("Troops boarded!", 10, false, Group)
--local m = MESSAGE:New("Troops boarded!",10,"CTLD",true):ToGroup(group)
self:__TroopsPickedUp(1,Group, Unit, Cargotype)
end
return self
end
--- (Internal) Function to extract (load from the field) troops into a heli.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
-- @param Wrapper.Unit#UNIT Unit
-- @param #CTLD_CARGO Cargotype
function CTLD:_ExtractTroops(Group, Unit) -- #1574 thanks to @bbirchnz!
self:T(self.lid .. " _ExtractTroops")
-- landed or hovering over load zone?
local grounded = not self:IsUnitInAir(Unit)
local hoverload = self:CanHoverLoad(Unit)
if not grounded and not hoverload then
self:_SendMessage("You need to land or hover in position to load!", 10, false, Group)
if not self.debug then return self end
end
-- load troops into heli
local unit = Unit -- Wrapper.Unit#UNIT
local unitname = unit:GetName()
-- see if this heli can load troops
local unittype = unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(Unit)
local cantroops = capabilities.troops -- #boolean
local trooplimit = capabilities.trooplimit -- #number
local unitcoord = unit:GetCoordinate()
-- find nearest group of deployed troops
local nearestGroup = nil
local nearestGroupIndex = -1
local nearestDistance = 10000000
for k,v in pairs(self.DroppedTroops) do
local distance = self:_GetDistance(v:GetCoordinate(),unitcoord)
if distance < nearestDistance then
nearestGroup = v
nearestGroupIndex = k
nearestDistance = distance
end
end
if nearestGroup == nil or nearestDistance > self.CrateDistance then
self:_SendMessage("No units close enough to extract!", 10, false, Group)
return self
end
-- find matching cargo type
local groupType = string.match(nearestGroup:GetName(), "(.+)-(.+)$")
local Cargotype = nil
for k,v in pairs(self.Cargo_Troops) do
if v.Name == groupType then
Cargotype = v
break
end
end
if Cargotype == nil then
self:_SendMessage("Can't find a matching cargo type for " .. groupType, 10, false, Group)
return self
end
local troopsize = Cargotype:GetCratesNeeded() -- #number
-- have we loaded stuff already?
local numberonboard = 0
local loaded = {}
if self.Loaded_Cargo[unitname] then
loaded = self.Loaded_Cargo[unitname] -- #CTLD.LoadedCargo
numberonboard = loaded.Troopsloaded or 0
else
loaded = {} -- #CTLD.LoadedCargo
loaded.Troopsloaded = 0
loaded.Cratesloaded = 0
loaded.Cargo = {}
end
if troopsize + numberonboard > trooplimit then
self:_SendMessage("Sorry, we\'re crammed already!", 10, false, Group)
return
else
self.CargoCounter = self.CargoCounter + 1
local loadcargotype = CTLD_CARGO:New(self.CargoCounter, Cargotype.Name, Cargotype.Templates, CTLD_CARGO.Enum.TROOPS, true, true, Cargotype.CratesNeeded)
self:T({cargotype=loadcargotype})
loaded.Troopsloaded = loaded.Troopsloaded + troopsize
table.insert(loaded.Cargo,loadcargotype)
self.Loaded_Cargo[unitname] = loaded
self:_SendMessage("Troops boarded!", 10, false, Group)
self:__TroopsExtracted(1,Group, Unit, nearestGroup)
-- clean up:
table.remove(self.DroppedTroops, nearestGroupIndex)
nearestGroup:Destroy()
end
return self
end
--- (Internal) Function to spawn crates in front of the heli.
-- @param #CTLD self
-- @param Wrapper.Group#GROUP Group
@ -937,7 +1030,6 @@ end
function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
self:T(self.lid .. " _GetCrates")
local cgoname = Cargo:GetName()
--self:T{cgoname, number, drop})
-- check if we are in LOAD zone
local inzone = false
local drop = drop or false
@ -963,7 +1055,6 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
local nearcrates, numbernearby = self:_FindCratesNearby(Group,Unit,loaddist)
if numbernearby >= canloadcratesno and not drop then
self:_SendMessage("There are enough crates nearby already! Take care of those first!", 10, false, Group)
return self
end
-- spawn crates in front of helicopter
@ -1098,9 +1189,6 @@ function CTLD:_FindCratesNearby( _group, _unit, _dist)
end
end
end
--self:Tstring.format("Found crates = %d",index))
-- table.sort(found)
--self:T({found})
return found, index
end
@ -1131,13 +1219,10 @@ function CTLD:_LoadCratesNearby(Group, Unit)
-----------------------------------------
if not cancrates then
self:_SendMessage("Sorry this chopper cannot carry crates!", 10, false, Group)
--local m = MESSAGE:New("Sorry this chopper cannot carry crates!",10,"CTLD"):ToGroup(Group)
elseif self.forcehoverload and not canhoverload then
self:_SendMessage("Hover over the crates to pick them up!", 10, false, Group)
--local m = MESSAGE:New("Hover over the crates to pick them up!",10,"CTLD"):ToGroup(Group)
elseif not grounded and not canhoverload then
self:_SendMessage("Land or hover over the crates to pick them up!", 10, false, Group)
--local m = MESSAGE:New("Land or hover over the crates to pick them up!",10,"CTLD"):ToGroup(Group)
else
-- have we loaded stuff already?
local numberonboard = 0
@ -1156,7 +1241,6 @@ function CTLD:_LoadCratesNearby(Group, Unit)
local nearcrates,number = self:_FindCratesNearby(Group,Unit,finddist) -- #table
if number == 0 or numberonboard == cratelimit then
self:_SendMessage("Sorry no loadable crates nearby or fully loaded!", 10, false, Group)
--local m = MESSAGE:New("Sorry no loadable crates nearby or fully loaded!",10,"CTLD"):ToGroup(Group)
return -- exit
else
-- go through crates and load
@ -1164,13 +1248,11 @@ function CTLD:_LoadCratesNearby(Group, Unit)
local crateidsloaded = {}
local loops = 0
while loaded.Cratesloaded < cratelimit and loops < number do
--for _ind,_crate in pairs (nearcrates) do
loops = loops + 1
local crateind = 0
-- get crate with largest index
for _ind,_crate in pairs (nearcrates) do
if not _crate:HasMoved() and not _crate:WasDropped() and _crate:GetID() > crateind then
--crate = _crate
crateind = _crate:GetID()
end
end
@ -1185,10 +1267,8 @@ function CTLD:_LoadCratesNearby(Group, Unit)
crate:GetPositionable():Destroy()
crate.Positionable = nil
self:_SendMessage(string.format("Crate ID %d for %s loaded!",crate:GetID(),crate:GetName()), 10, false, Group)
--local m = MESSAGE:New(string.format("Crate ID %d for %s loaded!",crate:GetID(),crate:GetName()),10,"CTLD"):ToGroup(Group)
self:__CratesPickedUp(1, Group, Unit, crate)
end
--if loaded.Cratesloaded == cratelimit then break end
end
self.Loaded_Cargo[unitname] = loaded
-- clean up real world crates
@ -1220,7 +1300,6 @@ function CTLD:_ListCargo(Group, Unit)
local unitname = Unit:GetName()
local unittype = Unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local trooplimit = capabilities.trooplimit -- #boolean
local cratelimit = capabilities.cratelimit -- #number
local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
@ -1260,10 +1339,8 @@ function CTLD:_ListCargo(Group, Unit)
report:Add("------------------------------------------------------------")
local text = report:Text()
self:_SendMessage(text, 30, true, Group)
--local m = MESSAGE:New(text,30,"CTLD",true):ToGroup(Group)
else
self:_SendMessage(string.format("Nothing loaded!\nTroop limit: %d | Crate limit %d",trooplimit,cratelimit), 10, false, Group)
--local m = MESSAGE:New(string.format("Nothing loaded!\nTroop limit: %d | Crate limit %d",trooplimit,cratelimit),10,"CTLD"):ToGroup(Group)
end
return self
end
@ -1337,13 +1414,11 @@ function CTLD:_UnloadTroops(Group, Unit)
end -- template loop
cargo:SetWasDropped(true)
self:_SendMessage(string.format("Dropped Troops %s into action!",name), 10, false, Group)
--local m = MESSAGE:New(string.format("Dropped Troops %s into action!",name),10,"CTLD"):ToGroup(Group)
self:__TroopsDeployed(1, Group, Unit, self.DroppedTroops[self.TroopCounter])
end -- if type end
end -- cargotable loop
else -- droppingatbase
self:_SendMessage("Troops have returned to base!", 10, false, Group)
--local m = MESSAGE:New("Troops have returned to base!",15,"CTLD"):ToGroup(Group)
self:__TroopsRTB(1, Group, Unit)
end
-- cleanup load list
@ -1357,7 +1432,6 @@ function CTLD:_UnloadTroops(Group, Unit)
local cargo = _cargo -- #CTLD_CARGO
local type = cargo:GetType() -- #CTLD_CARGO.Enum
local dropped = cargo:WasDropped()
--local moved = cargo:HasMoved()
if type ~= CTLD_CARGO.Enum.TROOP and not dropped then
table.insert(loaded.Cargo,_cargo)
loaded.Cratesloaded = loaded.Cratesloaded + 1
@ -1368,10 +1442,8 @@ function CTLD:_UnloadTroops(Group, Unit)
else
if IsHerc then
self:_SendMessage("Nothing loaded or not within airdrop parameters!", 10, false, Group)
--local m = MESSAGE:New("Nothing loaded or not within airdrop parameters!",10,"CTLD"):ToGroup(Group)
else
self:_SendMessage("Nothing loaded or not hovering within parameters!", 10, false, Group)
--local m = MESSAGE:New("Nothing loaded or not hovering within parameters!",10,"CTLD"):ToGroup(Group)
end
end
return self
@ -1389,7 +1461,6 @@ function CTLD:_UnloadCrates(Group, Unit)
local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP)
if not inzone then
self:_SendMessage("You are not close enough to a drop zone!", 10, false, Group)
--local m = MESSAGE:New("You are not close enough to a drop zone!",15,"CTLD"):ToGroup(Group)
if not self.debug then
return self
end
@ -1418,8 +1489,6 @@ function CTLD:_UnloadCrates(Group, Unit)
self:_GetCrates(Group, Unit, cargo, 1, true)
cargo:SetWasDropped(true)
cargo:SetHasMoved(true)
--local name cargo:GetName()
--local m = MESSAGE:New(string.format("Dropped Crate for %s!",name),10,"CTLD"):ToGroup(Group)
end
end
-- cleanup load list
@ -1441,10 +1510,8 @@ function CTLD:_UnloadCrates(Group, Unit)
else
if IsHerc then
self:_SendMessage("Nothing loaded or not within airdrop parameters!", 10, false, Group)
--local m = MESSAGE:New("Nothing loaded or not within airdrop parameters!",10,"CTLD"):ToGroup(Group)
else
self:_SendMessage("Nothing loaded or not hovering within parameters!", 10, false, Group)
--local m = MESSAGE:New("Nothing loaded or not hovering within parameters!",10,"CTLD"):ToGroup(Group)
end
end
return self
@ -1505,7 +1572,6 @@ function CTLD:_BuildCrates(Group, Unit)
if build.CanBuild then
txtok = "YES"
end
--self:T{name,needed,found,txtok})
local text = string.format("Type: %s | Required %d | Found %d | Can Build %s", name, needed, found, txtok)
report:Add(text)
end -- end list buildables
@ -1513,7 +1579,6 @@ function CTLD:_BuildCrates(Group, Unit)
report:Add("------------------------------------------------------------")
local text = report:Text()
self:_SendMessage(text, 30, true, Group)
--local m = MESSAGE:New(text,30,"CTLD",true):ToGroup(Group)
-- let\'s get going
if canbuild then
-- loop again
@ -1527,7 +1592,6 @@ function CTLD:_BuildCrates(Group, Unit)
end
else
self:_SendMessage(string.format("No crates within %d meters!",finddist), 10, false, Group)
--local m = MESSAGE:New(string.format("No crates within %d meters!",finddist),15,"CTLD",true):ToGroup(Group)
end -- number > 0
return self
end
@ -1571,17 +1635,14 @@ function CTLD:_MoveGroupToZone(Group)
self:T(self.lid .. " _MoveGroupToZone")
local groupname = Group:GetName() or "none"
local groupcoord = Group:GetCoordinate()
--self:Tself.lid .. " _MoveGroupToZone for " .. groupname)
-- Get closest zone of type
local outcome, name, zone, distance = self:IsUnitInZone(Group,CTLD.CargoZoneType.MOVE)
--self:Tstring.format("Closest WP zone %s is %d meters",name,distance))
if (distance <= self.movetroopsdistance) and zone then
-- yes, we can ;)
local groupname = Group:GetName()
--self:Tstring.format("Moving troops %s to zone %s, distance %d!",groupname,name,distance))
local zonecoord = zone:GetRandomCoordinate(20,125) -- Core.Point#COORDINATE
local coordinate = zonecoord:GetVec2()
--self:T{coordinate=coordinate})
Group:SetAIOn()
Group:OptionAlarmStateAuto()
Group:OptionDisperseOnAttack(30)
@ -1600,7 +1661,6 @@ function CTLD:_CleanUpCrates(Crates,Build,Number)
self:T(self.lid .. " _CleanUpCrates")
-- clean up real world crates
local build = Build -- #CTLD.Buildable
--self:T{Build = Build})
local existingcrates = self.Spawned_Cargo -- #table of exising crates
local newexcrates = {}
-- get right number of crates to destroy
@ -1614,18 +1674,15 @@ function CTLD:_CleanUpCrates(Crates,Build,Number)
for _,_crate in pairs(Crates) do
local nowcrate = _crate -- #CTLD_CARGO
local name = nowcrate:GetName()
--self:Tstring.format("Looking for Crate for %s", name))
local thisID = nowcrate:GetID()
if name == nametype then -- matching crate type
table.insert(destIDs,thisID)
found = found + 1
nowcrate:GetPositionable():Destroy()
nowcrate.Positionable = nil
--self:Tstring.format("%s Found %d Need %d", name, found, numberdest))
end
if found == numberdest then break end -- got enough
end
--self:T{destIDs})
-- loop and remove from real world representation
for _,_crate in pairs(existingcrates) do
local excrate = _crate -- #CTLD_CARGO
@ -1650,7 +1707,6 @@ function CTLD:_RefreshF10Menus()
self:T(self.lid .. " _RefreshF10Menus")
local PlayerSet = self.PilotGroups -- Core.Set#SET_GROUP
local PlayerTable = PlayerSet:GetSetObjects() -- #table of #GROUP objects
--self:T({PlayerTable=PlayerTable})
-- rebuild units table
local _UnitList = {}
for _key, _group in pairs (PlayerTable) do
@ -1667,7 +1723,6 @@ function CTLD:_RefreshF10Menus()
self.CtldUnits = _UnitList
-- build unit menus
local menucount = 0
local menus = {}
for _, _unitName in pairs(self.CtldUnits) do
@ -1679,7 +1734,6 @@ function CTLD:_RefreshF10Menus()
-- get chopper capabilities
local unittype = _unit:GetTypeName()
local capabilities = self:_GetUnitCapabilities(_unit) -- #CTLD.UnitCapabilities
--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local cantroops = capabilities.troops
local cancrates = capabilities.crates
-- top menu
@ -1713,6 +1767,7 @@ function CTLD:_RefreshF10Menus()
menus[menucount] = MENU_GROUP_COMMAND:New(_group,entry.Name,troopsmenu,self._LoadTroops, self, _group, _unit, entry)
end
local unloadmenu1 = MENU_GROUP_COMMAND:New(_group,"Drop troops",toptroops, self._UnloadTroops, self, _group, _unit):Refresh()
local extractMenu1 = MENU_GROUP_COMMAND:New(_group, "Extract troops", toptroops, self._ExtractTroops, self, _group, _unit):Refresh()
end
local rbcns = MENU_GROUP_COMMAND:New(_group,"List active zone beacons",topmenu, self._ListRadioBeacons, self, _group, _unit)
if unittype == "Hercules" then
@ -1768,13 +1823,10 @@ function CTLD:AddZone(Zone)
local zone = Zone -- #CTLD.CargoZone
if zone.type == CTLD.CargoZoneType.LOAD then
table.insert(self.pickupZones,zone)
--self:T"Registered LOAD zone " .. zone.name)
elseif zone.type == CTLD.CargoZoneType.DROP then
table.insert(self.dropOffZones,zone)
--self:T"Registered DROP zone " .. zone.name)
else
table.insert(self.wpZones,zone)
--self:T"Registered MOVE zone " .. zone.name)
end
return self
end
@ -1839,7 +1891,6 @@ function CTLD:_GetFMBeacon(Name)
beacon.name = Name
beacon.frequency = FM / 1000000
beacon.modulation = radio.modulation.FM
return beacon
end
@ -1950,7 +2001,6 @@ function CTLD:_ListRadioBeacons(Group, Unit)
end
report:Add("------------------------------------------------------------")
self:_SendMessage(report:Text(), 30, true, Group)
--local m = MESSAGE:New(report:Text(),30,"CTLD",true):ToGroup(Group)
return self
end
@ -2013,7 +2063,6 @@ end
function CTLD:IsUnitInZone(Unit,Zonetype)
self:T(self.lid .. " IsUnitInZone")
local unitname = Unit:GetName()
--self:Tstring.format("%s | Zone search for %s | Type %s",self.lid,unitname,Zonetype))
local zonetable = {}
local outcome = false
if Zonetype == CTLD.CargoZoneType.LOAD then
@ -2039,7 +2088,6 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
local color = czone.color
local zoneradius = zone:GetRadius()
local distance = self:_GetDistance(zonecoord,unitcoord)
--self:Tstring.format("Check distance: %d",distance))
if distance <= zoneradius and active then
outcome = true
end
@ -2050,7 +2098,6 @@ function CTLD:IsUnitInZone(Unit,Zonetype)
colorret = color
end
end
--self:T{outcome, zonenameret, zoneret, maxdist})
return outcome, zonenameret, zoneret, maxdist
end
@ -2086,7 +2133,6 @@ function CTLD:SmokeZoneNearBy(Unit, Flare)
local txt = "smoking"
if Flare then txt = "flaring" end
self:_SendMessage(string.format("Roger, %s zone %s!",txt, zonename), 10, false, Group)
--local m = MESSAGE:New(string.format("Roger, %s zone %s!",txt, zonename),10,"CTLD"):ToGroup(Group)
smoked = true
end
end
@ -2094,7 +2140,6 @@ function CTLD:SmokeZoneNearBy(Unit, Flare)
if not smoked then
local distance = UTILS.MetersToNM(self.smokedistance)
self:_SendMessage(string.format("Negative, need to be closer than %dnm to a zone!",distance), 10, false, Group)
--local m = MESSAGE:New(string.format("Negative, need to be closer than %dnm to a zone!",distance),10,"CTLD"):ToGroup(Group)
end
return self
end
@ -2147,7 +2192,6 @@ end
local maxh = self.maximumHoverHeight -- 15
local minh = self.minimumHoverHeight -- 5
local mspeed = 2 -- 2 m/s
--self:Tstring.format("%s Unit parameters: at %dm AGL with %dmps",self.lid,aheight,uspeed))
if (uspeed <= mspeed) and (aheight <= maxh) and (aheight >= minh) then
-- yep within parameters
outcome = true
@ -2174,7 +2218,7 @@ end
local maxh = self.HercMinAngels-- 1500m
local minh = self.HercMaxAngels -- 5000m
local maxspeed = self.HercMaxSpeed -- 77 mps
-- TODO: TEST - Speed test for Herc, should not be above 280kph/150kn
-- DONE: TEST - Speed test for Herc, should not be above 280kph/150kn
local kmspeed = uspeed * 3.6
local knspeed = kmspeed / 1.86
self:T(string.format("%s Unit parameters: at %dm AGL with %dmps | %dkph | %dkn",self.lid,aheight,uspeed,kmspeed,knspeed))
@ -2203,7 +2247,6 @@ end
text = string.format("Hover parameters (autoload/drop):\n - Min height %dm \n - Max height %dm \n - Max speed 6fts \n - In parameter: %s", minheight, maxheight, htxt)
end
self:_SendMessage(text, 10, false, Group)
--local m = MESSAGE:New(text,10,"CTLD",false):ToGroup(Group)
return self
end
@ -2226,7 +2269,6 @@ end
text = string.format("Flight parameters (airdrop):\n - Min height %dm \n - Max height %dm \n - In parameter: %s", minheight, maxheight, htxt)
end
self:_SendMessage(text, 10, false, Group)
--local m = MESSAGE:New(text,15,"CTLD",false):ToGroup(Group)
return self
end
@ -2274,7 +2316,6 @@ end
local unitname = Unit:GetName()
local Group = Unit:GetGroup()
local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
local cancrates = capabilities.crates -- #boolean
local cratelimit = capabilities.cratelimit -- #number
if cancrates then
@ -2322,16 +2363,12 @@ end
self:I(self.lid .. "Started.")
if self.useprefix or self.enableHercules then
local prefix = self.prefixes
--self:T{prefix=prefix})
if self.enableHercules then
--self:T("CTLD with prefixes and Hercules")
self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefix):FilterStart()
else
--self:T("CTLD with prefixes NO Hercules")
self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefix):FilterCategories("helicopter"):FilterStart()
end
else
--self:T("CTLD NO prefixes NO Hercules")
self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategories("helicopter"):FilterStart()
end
-- Events
@ -2367,8 +2404,7 @@ end
-- gather some stats
-- pilots
local pilots = 0
for _,_pilot in pairs (self.CtldUnits) do
for _,_pilot in pairs (self.CtldUnits) do
pilots = pilots + 1
end
@ -2431,6 +2467,21 @@ end
return self
end
--- (Internal) FSM Function onbeforeTroopsExtracted.
-- @param #CTLD self
-- @param #string From State.
-- @param #string Event Trigger.
-- @param #string To State.
-- @param Wrapper.Group#GROUP Group Group Object.
-- @param Wrapper.Unit#UNIT Unit Unit Object.
-- @param Wrapper.Group#GROUP Troops Troops #GROUP Object.
-- @return #CTLD self
function CTLD:onbeforeTroopsExtracted(From, Event, To, Group, Unit, Troops)
self:T({From, Event, To})
return self
end
--- (Internal) FSM Function onbeforeTroopsDeployed.
-- @param #CTLD self
-- @param #string From State.