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additional checks to ensure only human players, extra checks in the logic, some logic errors corrected.
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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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