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https://github.com/FlightControl-Master/MOOSE.git
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additional checks to ensure only human players, extra checks in the logic, some logic errors corrected.
This commit is contained in:
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@ -18,11 +18,11 @@
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--
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-- ===
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--
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-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original)
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-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing)
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-- @module Ops.CSAR
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-- @image OPS_CSAR.jpg
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-- Date: June 2021
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-- Date: July 2021
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-------------------------------------------------------------------------
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--- **CSAR** class, extends Core.Base#BASE, Core.Fsm#FSM
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@ -240,7 +240,7 @@ CSAR.AircraftType["Mi-24V"] = 8
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--- CSAR class version.
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-- @field #string version
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CSAR.version="0.1.5r3"
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CSAR.version="0.1.6r1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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-- ToDo list
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@ -290,7 +290,7 @@ function CSAR:New(Coalition, Template, Alias)
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self.alias="Red Cross"
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if self.coalition then
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if self.coalition==coalition.side.RED then
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self.alias="Спасение"
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self.alias="Ã<EFBFBD>¡Ã<EFBFBD>¿Ã<EFBFBD>°Ñ�Ã<EFBFBD>µÃ<EFBFBD>½Ã<EFBFBD>¸Ã<EFBFBD>µ"
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elseif self.coalition==coalition.side.BLUE then
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self.alias="CSAR"
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end
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@ -527,15 +527,18 @@ end
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-- @param #CSAR self
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-- @param #number country Country for template.
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-- @param Core.Point#COORDINATE point Coordinate to spawn at.
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-- @param #number frequency Frequency of the pilot's beacon
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-- @return Wrapper.Group#GROUP group The #GROUP object.
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-- @return #string alias The alias name.
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function CSAR:_SpawnPilotInField(country,point)
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self:T({country,point})
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function CSAR:_SpawnPilotInField(country,point,frequency)
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self:T({country,point,frequency})
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local freq = frequency or 1000
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local freq = freq / 1000 -- kHz
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for i=1,10 do
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math.random(i,10000)
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end
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local template = self.template
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local alias = string.format("Downed Pilot-%d",math.random(1,10000))
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local alias = string.format("Pilot %.2fkHz-%d", freq, math.random(1,10000))
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local coalition = self.coalition
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local pilotcacontrol = self.allowDownedPilotCAcontrol -- Switch AI on/oof - is this really correct for CA?
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local _spawnedGroup = SPAWN
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@ -545,7 +548,7 @@ function CSAR:_SpawnPilotInField(country,point)
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:InitAIOnOff(pilotcacontrol)
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:InitDelayOff()
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:SpawnFromCoordinate(point)
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return _spawnedGroup, alias -- Wrapper.Group#GROUP object
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end
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@ -599,19 +602,21 @@ function CSAR:_AddCsar(_coalition , _country, _point, _typeName, _unitName, _pla
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self:T({_coalition , _country, _point, _typeName, _unitName, _playerName, _freq, noMessage, _description})
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local template = self.template
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local _spawnedGroup, _alias = self:_SpawnPilotInField(_country,_point)
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if not _freq then
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_freq = self:_GenerateADFFrequency()
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if not _freq then _freq = "333250" end --noob catch
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end
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local _spawnedGroup, _alias = self:_SpawnPilotInField(_country,_point,_freq)
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local _typeName = _typeName or "PoW"
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if not noMessage then
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self:_DisplayToAllSAR("MAYDAY MAYDAY! " .. _typeName .. " is down. ", self.coalition, 10)
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--local m = MESSAGE:New("MAYDAY MAYDAY! " .. _typeName .. " is down. ",10,"INFO"):ToCoalition(self.coalition)
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end
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if not _freq then
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_freq = self:_GenerateADFFrequency()
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if not _freq then _freq = "333.25" end --noob catch
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end
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if _freq then
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self:_AddBeaconToGroup(_spawnedGroup, _freq)
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end
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@ -1631,7 +1636,7 @@ function CSAR:_AddMedevacMenuItem()
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for _key, _group in pairs (_allHeliGroups) do
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local _unit = _group:GetUnit(1) -- Asume that there is only one unit in the flight for players
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if _unit then
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if _unit:IsAlive() then
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if _unit:IsAlive() and _unit:IsPlayer() then
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local unitName = _unit:GetName()
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_UnitList[unitName] = unitName
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end -- end isAlive
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@ -1820,10 +1825,11 @@ function CSAR:_RefreshRadioBeacons()
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if self:_CountActiveDownedPilots() > 0 then
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local PilotTable = self.downedPilots
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for _,_pilot in pairs (PilotTable) do
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self:T({_pilot})
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local pilot = _pilot -- #CSAR.DownedPilot
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local group = pilot.group
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local frequency = pilot.frequency or 0.0 -- thanks to @Thrud
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if group:IsAlive() and frequency > 0.0 then
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if group and group:IsAlive() and frequency > 0.0 then
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self:_AddBeaconToGroup(group,frequency)
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end
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end
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@ -18,7 +18,7 @@
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--
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-- ===
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--
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-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original)
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-- ### Author: **Applevangelist** (Moose Version), ***Ciribob*** (original), Thanks to: Shadowze, Cammel (testing)
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-- @module Ops.CTLD
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-- @image OPS_CTLD.jpg
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@ -260,7 +260,7 @@ do
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--
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-- The following options are available (with their defaults). Only set the ones you want changed:
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--
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-- my_ctld.useprefix = true -- Adjust *before* starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD.
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-- my_ctld.useprefix = true -- (DO NOT SWITCH THIS OFF UNLESS YOU KNOW WHAT YOU ARE DOING!) Adjust **before** starting CTLD. If set to false, *all* choppers of the coalition side will be enabled for CTLD.
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-- my_ctld.CrateDistance = 30 -- List and Load crates in this radius only.
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-- my_ctld.maximumHoverHeight = 15 -- Hover max this high to load.
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-- my_ctld.minimumHoverHeight = 4 -- Hover min this low to load.
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@ -316,7 +316,7 @@ do
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--
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-- This function is called when a player has loaded Troops:
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--
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-- function CTLD:OnAfterTroopsPickedUp(From, Event, To, Group, Unit, Cargo)
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-- function my_ctld:OnAfterTroopsPickedUp(From, Event, To, Group, Unit, Cargo)
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-- ... your code here ...
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-- end
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--
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@ -324,7 +324,7 @@ do
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--
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-- This function is called when a player has picked up crates:
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--
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-- function CTLD:OnAfterCratesPickedUp(From, Event, To, Group, Unit, Cargo)
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-- function my_ctld:OnAfterCratesPickedUp(From, Event, To, Group, Unit, Cargo)
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-- ... your code here ...
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-- end
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--
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@ -332,7 +332,7 @@ do
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--
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-- This function is called when a player has deployed troops into the field:
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--
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-- function CTLD:OnAfterTroopsDeployed(From, Event, To, Group, Unit, Troops)
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-- function my_ctld:OnAfterTroopsDeployed(From, Event, To, Group, Unit, Troops)
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-- ... your code here ...
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-- end
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--
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@ -340,7 +340,7 @@ do
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--
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-- This function is called when a player has deployed crates to a DROP zone:
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--
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-- function CTLD:OnAfterCratesDropped(From, Event, To, Group, Unit, Cargotable)
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-- function my_ctld:OnAfterCratesDropped(From, Event, To, Group, Unit, Cargotable)
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-- ... your code here ...
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-- end
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--
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@ -348,7 +348,7 @@ do
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--
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-- This function is called when a player has build a vehicle or FOB:
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--
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-- function CTLD:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle)
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-- function my_ctld:OnAfterCratesBuild(From, Event, To, Group, Unit, Vehicle)
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-- ... your code here ...
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-- end
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--
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@ -395,7 +395,7 @@ do
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--
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-- Also, the following options need to be set to `true`:
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--
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-- my_ctld.useprefix = true -- this is true by default
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-- my_ctld.useprefix = true -- this is true by default and MUST BE ON.
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--
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-- Standard transport capabilities as per the real Hercules are:
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--
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@ -513,7 +513,7 @@ CTLD.SkipFrequencies = {
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--- CTLD class version.
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-- @field #string version
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CTLD.version="0.1.2b1"
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CTLD.version="0.1.3r1"
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--- Instantiate a new CTLD.
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-- @param #CTLD self
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@ -745,6 +745,28 @@ end
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-- Helper and User Functions
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-------------------------------------------------------------------
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--- (Internal) Function to get capabilities of a chopper
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-- @param #CTLD self
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-- @param Wrapper.Unit#UNIT Unit The unit
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-- @return #table Capabilities Table of caps
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function CTLD:_GetUnitCapabilities(Unit)
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self:T(self.lid .. " _GetUnitCapabilities")
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local _unit = Unit -- Wrapper.Unit#UNIT
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local unittype = _unit:GetTypeName()
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local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
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if not capabilities or capabilities == {} then
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-- e.g. ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0},
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capabilities = {}
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capabilities.troops = false
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capabilities.crates = false
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capabilities.cratelimit = 0
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capabilities.trooplimit = 0
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capabilities.type = "generic"
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end
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return capabilities
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end
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--- (Internal) Function to generate valid UHF Frequencies
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-- @param #CTLD self
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function CTLD:_GenerateUHFrequencies()
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@ -963,7 +985,8 @@ function CTLD:_LoadTroops(Group, Unit, Cargotype)
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--self:Tself.lid .. string.format("Troops %s requested", cratename))
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-- see if this heli can load troops
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local unittype = unit:GetTypeName()
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local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
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--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
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local capabilities = self:_GetUnitCapabilities(Unit)
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local cantroops = capabilities.troops -- #boolean
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local trooplimit = capabilities.trooplimit -- #number
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local troopsize = cargotype:GetCratesNeeded() -- #number
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@ -1006,12 +1029,12 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
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local cgoname = Cargo:GetName()
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--self:T{cgoname, number, drop})
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-- check if we are in LOAD zone
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local inzone = true
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if drop then
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local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP)
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local inzone = false
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local drop = drop or false
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if not drop then
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inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
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else
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local inzone, zonename, zone, distance = self:IsUnitInZone(Unit,CTLD.CargoZoneType.LOAD)
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inzone = self:IsUnitInZone(Unit,CTLD.CargoZoneType.DROP)
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end
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if not inzone then
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@ -1021,7 +1044,8 @@ function CTLD:_GetCrates(Group, Unit, Cargo, number, drop)
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end
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-- avoid crate spam
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local capabilities = self.UnitTypes[Unit:GetTypeName()] -- #CTLD.UnitCapabilities
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local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
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--local capabilities = self.UnitTypes[Unit:GetTypeName()] -- #CTLD.UnitCapabilities
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local canloadcratesno = capabilities.cratelimit
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local loaddist = self.CrateDistance or 30
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local nearcrates, numbernearby = self:_FindCratesNearby(Group,Unit,loaddist)
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@ -1183,7 +1207,8 @@ function CTLD:_LoadCratesNearby(Group, Unit)
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local unitname = unit:GetName()
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-- see if this heli can load crates
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local unittype = unit:GetTypeName()
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local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
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local capabilities = self:_GetUnitCapabilities(Unit)
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--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
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local cancrates = capabilities.crates -- #boolean
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local cratelimit = capabilities.cratelimit -- #number
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local grounded = not self:IsUnitInAir(Unit)
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@ -1284,9 +1309,10 @@ function CTLD:_ListCargo(Group, Unit)
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self:T(self.lid .. " _ListCargo")
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local unitname = Unit:GetName()
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local unittype = Unit:GetTypeName()
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local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
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local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
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--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
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local trooplimit = capabilities.trooplimit -- #boolean
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local cratelimit = capabilities.cratelimit -- #numbe
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local cratelimit = capabilities.cratelimit -- #number
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local loadedcargo = self.Loaded_Cargo[unitname] or {} -- #CTLD.LoadedCargo
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if self.Loaded_Cargo[unitname] then
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local no_troops = loadedcargo.Troopsloaded or 0
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@ -1715,11 +1741,13 @@ function CTLD:_RefreshF10Menus()
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-- rebuild units table
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local _UnitList = {}
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for _key, _group in pairs (PlayerTable) do
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local _unit = _group:GetUnit(1) -- Asume that there is only one unit in the flight for players
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local _unit = _group:GetUnit(1) -- Wrapper.Unit#UNIT Asume that there is only one unit in the flight for players
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if _unit then
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if _unit:IsAlive() then
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local unitName = _unit:GetName()
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_UnitList[unitName] = unitName
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if _unit:IsAlive() and _unit:IsPlayer() then
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if _unit:IsHelicopter() or (_unit:GetTypeName() == "Hercules" and self.enableHercules) then --ensure no stupid unit entries here
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local unitName = _unit:GetName()
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_UnitList[unitName] = unitName
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end
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end -- end isAlive
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end -- end if _unit
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end -- end for
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@ -1737,7 +1765,8 @@ function CTLD:_RefreshF10Menus()
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if _group then
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-- get chopper capabilities
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local unittype = _unit:GetTypeName()
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local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
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local capabilities = self:_GetUnitCapabilities(_unit) -- #CTLD.UnitCapabilities
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--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
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local cantroops = capabilities.troops
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local cancrates = capabilities.crates
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-- top menu
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@ -1790,8 +1819,8 @@ function CTLD:_RefreshF10Menus()
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--- User function - Add *generic* troop type loadable as cargo. This type will load directly into the heli without crates.
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-- @param #CTLD self
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-- @param #Name Name Unique name of this type of troop. E.g. "Anti-Air Small".
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-- @param #Table Templates Table of #string names of late activated Wrapper.Group#GROUP making up this troop.
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-- @param #string Name Unique name of this type of troop. E.g. "Anti-Air Small".
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-- @param #table Templates Table of #string names of late activated Wrapper.Group#GROUP making up this troop.
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-- @param #CTLD_CARGO.Enum Type Type of cargo, here TROOPS - these will move to a nearby destination zone when dropped/build.
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-- @param #number NoTroops Size of the group in number of Units across combined templates (for loading).
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function CTLD:AddTroopsCargo(Name,Templates,Type,NoTroops)
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@ -1805,8 +1834,8 @@ end
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--- User function - Add *generic* crate-type loadable as cargo. This type will create crates that need to be loaded, moved, dropped and built.
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-- @param #CTLD self
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-- @param #Name Name Unique name of this type of cargo. E.g. "Humvee".
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-- @param #Table Templates Table of #string names of late activated Wrapper.Group#GROUP building this cargo.
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-- @param #string Name Unique name of this type of cargo. E.g. "Humvee".
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-- @param #table Templates Table of #string names of late activated Wrapper.Group#GROUP building this cargo.
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-- @param #CTLD_CARGO.Enum Type Type of cargo. I.e. VEHICLE or FOB. VEHICLE will move to destination zones when dropped/build, FOB stays put.
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-- @param #number NoCrates Number of crates needed to build this cargo.
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function CTLD:AddCratesCargo(Name,Templates,Type,NoCrates)
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@ -2315,7 +2344,8 @@ end
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local unittype = Unit:GetTypeName()
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local unitname = Unit:GetName()
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local Group = Unit:GetGroup()
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local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
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local capabilities = self:_GetUnitCapabilities(Unit) -- #CTLD.UnitCapabilities
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--local capabilities = self.UnitTypes[unittype] -- #CTLD.UnitCapabilities
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local cancrates = capabilities.crates -- #boolean
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local cratelimit = capabilities.cratelimit -- #number
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if cancrates then
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@ -2360,7 +2390,7 @@ end
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-- @return #CTLD self
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function CTLD:onafterStart(From, Event, To)
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self:T({From, Event, To})
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if self.useprefix then
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if self.useprefix or self.enableHercules then
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local prefix = self.prefixes
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--self:T{prefix=prefix})
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if self.enableHercules then
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@ -2368,11 +2398,11 @@ end
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self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefix):FilterStart()
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else
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--self:T("CTLD with prefixes NO Hercules")
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self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefix):FilterCategoryHelicopter():FilterStart()
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self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterPrefixes(prefix):FilterCategories("helicopter"):FilterStart()
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end
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else
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--self:T("CTLD NO prefixes NO Hercules")
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self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategoryHelicopter():FilterStart()
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self.PilotGroups = SET_GROUP:New():FilterCoalitions(self.coalitiontxt):FilterCategories("helicopter"):FilterStart()
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end
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-- Events
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self:HandleEvent(EVENTS.PlayerEnterAircraft, self._EventHandler)
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@ -2529,4 +2559,4 @@ end
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end -- end do
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-------------------------------------------------------------------
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-- End Ops.CTLD.lua
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-------------------------------------------------------------------
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-------------------------------------------------------------------
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