DETECTION, SET, ARTY, WAREHOUSE, AIRBOSS, A2A_DISPATCHER

DETECTION
- Fixed bug with late activated groups.

ARTY v1.1.2
- Added attack group task for ships.
- Added respawn option.

WAREHOUSE v0.9.5
- Added respawn option.

AIRBOSS v1.0.3
- Recovery time extended if flights are still in the pattern.

SET
- Added CountAlive() function.

A2A_DISPATCHER
- Bug fixes in :ParkDefender() function.
This commit is contained in:
Frank
2019-06-26 19:19:17 +02:00
parent 1224fb2d5a
commit 2a7b9cf898
6 changed files with 269 additions and 52 deletions

View File

@@ -1095,7 +1095,7 @@ do -- AI_A2A_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender ) self:RemoveDefenderFromSquadron( Squadron, Defender )
end end
DefenderUnit:Destroy() DefenderUnit:Destroy()
self:ParkDefender( Squadron, Defender ) self:ParkDefender( Squadron )
return return
end end
if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then if DefenderUnit:GetLife() ~= DefenderUnit:GetLife0() then
@@ -1122,7 +1122,7 @@ do -- AI_A2A_DISPATCHER
self:RemoveDefenderFromSquadron( Squadron, Defender ) self:RemoveDefenderFromSquadron( Squadron, Defender )
end end
DefenderUnit:Destroy() DefenderUnit:Destroy()
self:ParkDefender( Squadron, Defender ) self:ParkDefender( Squadron )
end end
end end
end end
@@ -2873,7 +2873,7 @@ do -- AI_A2A_DISPATCHER
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
Defender:Destroy() Defender:Destroy()
self:ParkDefender( Squadron, Defender ) Dispatcher:ParkDefender( Squadron )
end end
end end
end end
@@ -3060,7 +3060,7 @@ do -- AI_A2A_DISPATCHER
if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then if Dispatcher:GetSquadronLanding( Squadron.Name ) == AI_A2A_DISPATCHER.Landing.NearAirbase then
Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender ) Dispatcher:RemoveDefenderFromSquadron( Squadron, Defender )
Defender:Destroy() Defender:Destroy()
self:ParkDefender( Squadron, Defender ) Dispatcher:ParkDefender( Squadron )
end end
end end
end -- if DefenderGCI then end -- if DefenderGCI then

View File

@@ -1571,6 +1571,35 @@ do -- SET_GROUP
return Count return Count
end end
--- Iterate the SET_GROUP and count how many GROUPs and UNITs are alive.
-- @param #SET_GROUP self
-- @return #number The number of GROUPs completely in the Zone
-- @return #number The number of UNITS alive.
function SET_GROUP:CountAlive()
local CountG = 0
local CountU = 0
local Set = self:GetSet()
for GroupID, GroupData in pairs(Set) do -- For each GROUP in SET_GROUP
if GroupData and GroupData:IsAlive() then
CountG = CountG + 1
--Count Units.
for _,_unit in pairs(GroupData:GetUnits()) do
local unit=_unit --Wrapper.Unit#UNIT
if unit and unit:IsAlive() then
CountU=CountU+1
end
end
end
end
return CountG,CountU
end
----- Iterate the SET_GROUP and call an interator function for each **alive** player, providing the Group of the player and optional parameters. ----- Iterate the SET_GROUP and call an interator function for each **alive** player, providing the Group of the player and optional parameters.
---- @param #SET_GROUP self ---- @param #SET_GROUP self
---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a GROUP parameter. ---- @param #function IteratorFunction The function that will be called when there is an alive player in the SET_GROUP. The function needs to accept a GROUP parameter.

View File

@@ -100,6 +100,8 @@
-- @field #number autorelocatemaxdist Max distance [m] the ARTY group will travel to get within firing range. Default 50000 m = 50 km. -- @field #number autorelocatemaxdist Max distance [m] the ARTY group will travel to get within firing range. Default 50000 m = 50 km.
-- @field #boolean autorelocateonroad ARTY group will use mainly road to automatically get within firing range. Default is false. -- @field #boolean autorelocateonroad ARTY group will use mainly road to automatically get within firing range. Default is false.
-- @field #number coalition The coalition of the arty group. -- @field #number coalition The coalition of the arty group.
-- @field #boolean respawnafterdeath Respawn arty group after all units are dead.
-- @field #number respawndelay Respawn delay in seconds.
-- @extends Core.Fsm#FSM_CONTROLLABLE -- @extends Core.Fsm#FSM_CONTROLLABLE
--- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can --- Enables mission designers easily to assign targets for artillery units. Since the implementation is based on a Finite State Model (FSM), the mission designer can
@@ -589,6 +591,8 @@ ARTY={
autorelocatemaxdist=50000, autorelocatemaxdist=50000,
autorelocateonroad=false, autorelocateonroad=false,
coalition=nil, coalition=nil,
respawnafterdeath=false,
respawndelay=nil
} }
--- Weapong type ID. See [here](http://wiki.hoggit.us/view/DCS_enum_weapon_flag). --- Weapong type ID. See [here](http://wiki.hoggit.us/view/DCS_enum_weapon_flag).
@@ -691,7 +695,7 @@ ARTY.id="ARTY | "
--- Arty script version. --- Arty script version.
-- @field #string version -- @field #string version
ARTY.version="1.1.1" ARTY.version="1.1.2"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -863,6 +867,7 @@ function ARTY:New(group, alias)
self:AddTransition("*", "Status", "*") self:AddTransition("*", "Status", "*")
self:AddTransition("*", "NewMove", "*") self:AddTransition("*", "NewMove", "*")
self:AddTransition("*", "Dead", "*") self:AddTransition("*", "Dead", "*")
self:AddTransition("*", "Respawn", "CombatReady")
-- Transport as cargo (not in diagram). -- Transport as cargo (not in diagram).
self:AddTransition("*", "Loaded", "InTransit") self:AddTransition("*", "Loaded", "InTransit")
@@ -973,7 +978,15 @@ function ARTY:New(group, alias)
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
-- @param #string Unitname Name of the dead unit.
--- User function for OnAfter "Respawn" event.
-- @function [parent=#ARTY] OnAfterRespawn
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- User function for OnEnter "CombatReady" state. --- User function for OnEnter "CombatReady" state.
-- @function [parent=#ARTY] OnEnterCombatReady -- @function [parent=#ARTY] OnEnterCombatReady
@@ -1021,7 +1034,7 @@ function ARTY:New(group, alias)
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
--- Function to start the ARTY FSM process. --- Function to start the ARTY FSM process.
@@ -1045,11 +1058,13 @@ function ARTY:New(group, alias)
--- Function called when a unit of the ARTY group died. Triggers the FSM event "Dead". --- Function called when a unit of the ARTY group died. Triggers the FSM event "Dead".
-- @function [parent=#ARTY] Dead -- @function [parent=#ARTY] Dead
-- @param #ARTY self -- @param #ARTY self
-- @param #string unitname Name of the unit that died.
--- Function called when a unit of the ARTY group died after a delay. Triggers the FSM event "Dead". --- Function called when a unit of the ARTY group died after a delay. Triggers the FSM event "Dead".
-- @function [parent=#ARTY] __Dead -- @function [parent=#ARTY] __Dead
-- @param #ARTY self -- @param #ARTY self
-- @param #number Delay in seconds. -- @param #number Delay in seconds.
-- @param #string unitname Name of the unit that died.
--- Add a new target for the ARTY group. Triggers the FSM event "NewTarget". --- Add a new target for the ARTY group. Triggers the FSM event "NewTarget".
-- @function [parent=#ARTY] NewTarget -- @function [parent=#ARTY] NewTarget
@@ -1133,7 +1148,15 @@ function ARTY:New(group, alias)
-- @param #ARTY self -- @param #ARTY self
-- @param #number delay Delay in seconds. -- @param #number delay Delay in seconds.
--- Respawn ARTY group.
-- @function [parent=#ARTY] Respawn
-- @param #ARTY self
--- Respawn ARTY group after a delay.
-- @function [parent=#ARTY] __Respawn
-- @param #ARTY self
-- @param #number delay Delay in seconds.
return self return self
end end
@@ -1399,14 +1422,17 @@ end
--- Set alias, i.e. the name the group will use when sending messages. --- Set alias, i.e. the name the group will use when sending messages.
-- @param #ARTY self -- @param #ARTY self
-- @param #string alias The alias for the group. -- @param #string alias The alias for the group.
-- @return self
function ARTY:SetAlias(alias) function ARTY:SetAlias(alias)
self:F({alias=alias}) self:F({alias=alias})
self.alias=tostring(alias) self.alias=tostring(alias)
return self
end end
--- Add ARTY group to one or more clusters. Enables addressing all ARTY groups within a cluster simultaniously via marker assignments. --- Add ARTY group to one or more clusters. Enables addressing all ARTY groups within a cluster simultaniously via marker assignments.
-- @param #ARTY self -- @param #ARTY self
-- @param #table clusters Table of cluster names the group should belong to. -- @param #table clusters Table of cluster names the group should belong to.
-- @return self
function ARTY:AddToCluster(clusters) function ARTY:AddToCluster(clusters)
self:F({clusters=clusters}) self:F({clusters=clusters})
@@ -1425,99 +1451,122 @@ function ARTY:AddToCluster(clusters)
-- Add names to cluster array. -- Add names to cluster array.
for _,cluster in pairs(names) do for _,cluster in pairs(names) do
table.insert(self.clusters, cluster) table.insert(self.clusters, cluster)
end end
return self
end end
--- Set minimum firing range. Targets closer than this distance are not engaged. --- Set minimum firing range. Targets closer than this distance are not engaged.
-- @param #ARTY self -- @param #ARTY self
-- @param #number range Min range in kilometers. Default is 0.1 km. -- @param #number range Min range in kilometers. Default is 0.1 km.
-- @return self
function ARTY:SetMinFiringRange(range) function ARTY:SetMinFiringRange(range)
self:F({range=range}) self:F({range=range})
self.minrange=range*1000 or 100 self.minrange=range*1000 or 100
return self
end end
--- Set maximum firing range. Targets further away than this distance are not engaged. --- Set maximum firing range. Targets further away than this distance are not engaged.
-- @param #ARTY self -- @param #ARTY self
-- @param #number range Max range in kilometers. Default is 1000 km. -- @param #number range Max range in kilometers. Default is 1000 km.
-- @return self
function ARTY:SetMaxFiringRange(range) function ARTY:SetMaxFiringRange(range)
self:F({range=range}) self:F({range=range})
self.maxrange=range*1000 or 1000*1000 self.maxrange=range*1000 or 1000*1000
return self
end end
--- Set time interval between status updates. During the status check, new events are triggered. --- Set time interval between status updates. During the status check, new events are triggered.
-- @param #ARTY self -- @param #ARTY self
-- @param #number interval Time interval in seconds. Default 10 seconds. -- @param #number interval Time interval in seconds. Default 10 seconds.
-- @return self
function ARTY:SetStatusInterval(interval) function ARTY:SetStatusInterval(interval)
self:F({interval=interval}) self:F({interval=interval})
self.StatusInterval=interval or 10 self.StatusInterval=interval or 10
return self
end end
--- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed. --- Set time how it is waited a unit the first shot event happens. If no shot is fired after this time, the task to fire is aborted and the target removed.
-- @param #ARTY self -- @param #ARTY self
-- @param #number waittime Time in seconds. Default 300 seconds. -- @param #number waittime Time in seconds. Default 300 seconds.
-- @return self
function ARTY:SetWaitForShotTime(waittime) function ARTY:SetWaitForShotTime(waittime)
self:F({waittime=waittime}) self:F({waittime=waittime})
self.WaitForShotTime=waittime or 300 self.WaitForShotTime=waittime or 300
return self
end end
--- Define the safe distance between ARTY group and rearming unit or rearming place at which rearming process is possible. --- Define the safe distance between ARTY group and rearming unit or rearming place at which rearming process is possible.
-- @param #ARTY self -- @param #ARTY self
-- @param #number distance Safe distance in meters. Default is 100 m. -- @param #number distance Safe distance in meters. Default is 100 m.
-- @return self
function ARTY:SetRearmingDistance(distance) function ARTY:SetRearmingDistance(distance)
self:F({distance=distance}) self:F({distance=distance})
self.RearmingDistance=distance or 100 self.RearmingDistance=distance or 100
return self
end end
--- Assign a group, which is responsible for rearming the ARTY group. If the group is too far away from the ARTY group it will be guided towards the ARTY group. --- Assign a group, which is responsible for rearming the ARTY group. If the group is too far away from the ARTY group it will be guided towards the ARTY group.
-- @param #ARTY self -- @param #ARTY self
-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M818 transport whilst for red an unarmed Ural-375 transport can be used. -- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M818 transport whilst for red an unarmed Ural-375 transport can be used.
-- @return self
function ARTY:SetRearmingGroup(group) function ARTY:SetRearmingGroup(group)
self:F({group=group}) self:F({group=group})
self.RearmingGroup=group self.RearmingGroup=group
return self
end end
--- Set the speed the rearming group moves at towards the ARTY group or the rearming place. --- Set the speed the rearming group moves at towards the ARTY group or the rearming place.
-- @param #ARTY self -- @param #ARTY self
-- @param #number speed Speed in km/h. -- @param #number speed Speed in km/h.
-- @return self
function ARTY:SetRearmingGroupSpeed(speed) function ARTY:SetRearmingGroupSpeed(speed)
self:F({speed=speed}) self:F({speed=speed})
self.RearmingGroupSpeed=speed self.RearmingGroupSpeed=speed
return self
end end
--- Define if rearming group uses mainly roads to drive to the ARTY group or rearming place. --- Define if rearming group uses mainly roads to drive to the ARTY group or rearming place.
-- @param #ARTY self -- @param #ARTY self
-- @param #boolean onroad If true, rearming group uses mainly roads. If false, it drives directly to the ARTY group or rearming place. -- @param #boolean onroad If true, rearming group uses mainly roads. If false, it drives directly to the ARTY group or rearming place.
-- @return self
function ARTY:SetRearmingGroupOnRoad(onroad) function ARTY:SetRearmingGroupOnRoad(onroad)
self:F({onroad=onroad}) self:F({onroad=onroad})
if onroad==nil then if onroad==nil then
onroad=true onroad=true
end end
self.RearmingGroupOnRoad=onroad self.RearmingGroupOnRoad=onroad
return self
end end
--- Define if ARTY group uses mainly roads to drive to the rearming place. --- Define if ARTY group uses mainly roads to drive to the rearming place.
-- @param #ARTY self -- @param #ARTY self
-- @param #boolean onroad If true, ARTY group uses mainly roads. If false, it drives directly to the rearming place. -- @param #boolean onroad If true, ARTY group uses mainly roads. If false, it drives directly to the rearming place.
-- @return self
function ARTY:SetRearmingArtyOnRoad(onroad) function ARTY:SetRearmingArtyOnRoad(onroad)
self:F({onroad=onroad}) self:F({onroad=onroad})
if onroad==nil then if onroad==nil then
onroad=true onroad=true
end end
self.RearmingArtyOnRoad=onroad self.RearmingArtyOnRoad=onroad
return self
end end
--- Defines the rearming place of the ARTY group. If the place is too far away from the ARTY group it will be routed to the place. --- Defines the rearming place of the ARTY group. If the place is too far away from the ARTY group it will be routed to the place.
-- @param #ARTY self -- @param #ARTY self
-- @param Core.Point#COORDINATE coord Coordinates of the rearming place. -- @param Core.Point#COORDINATE coord Coordinates of the rearming place.
-- @return self
function ARTY:SetRearmingPlace(coord) function ARTY:SetRearmingPlace(coord)
self:F({coord=coord}) self:F({coord=coord})
self.RearmingPlaceCoord=coord self.RearmingPlaceCoord=coord
return self
end end
--- Set automatic relocation of ARTY group if a target is assigned which is out of range. The unit will drive automatically towards or away from the target to be in max/min firing range. --- Set automatic relocation of ARTY group if a target is assigned which is out of range. The unit will drive automatically towards or away from the target to be in max/min firing range.
-- @param #ARTY self -- @param #ARTY self
-- @param #number maxdistance (Optional) The maximum distance in km the group will travel to get within firing range. Default is 50 km. No automatic relocation is performed if targets are assigned which are further away. -- @param #number maxdistance (Optional) The maximum distance in km the group will travel to get within firing range. Default is 50 km. No automatic relocation is performed if targets are assigned which are further away.
-- @param #boolean onroad (Optional) If true, ARTY group uses roads whenever possible. Default false, i.e. group will move in a straight line to the assigned coordinate. -- @param #boolean onroad (Optional) If true, ARTY group uses roads whenever possible. Default false, i.e. group will move in a straight line to the assigned coordinate.
-- @return self
function ARTY:SetAutoRelocateToFiringRange(maxdistance, onroad) function ARTY:SetAutoRelocateToFiringRange(maxdistance, onroad)
self:F({distance=maxdistance, onroad=onroad}) self:F({distance=maxdistance, onroad=onroad})
self.autorelocate=true self.autorelocate=true
@@ -1527,12 +1576,14 @@ function ARTY:SetAutoRelocateToFiringRange(maxdistance, onroad)
onroad=false onroad=false
end end
self.autorelocateonroad=onroad self.autorelocateonroad=onroad
return self
end end
--- Set relocate after firing. Group will find a new location after each engagement. Default is off --- Set relocate after firing. Group will find a new location after each engagement. Default is off
-- @param #ARTY self -- @param #ARTY self
-- @param #number rmax (Optional) Max distance in meters, the group will move to relocate. Default is 800 m. -- @param #number rmax (Optional) Max distance in meters, the group will move to relocate. Default is 800 m.
-- @param #number rmin (Optional) Min distance in meters, the group will move to relocate. Default is 300 m. -- @param #number rmin (Optional) Min distance in meters, the group will move to relocate. Default is 300 m.
-- @return self
function ARTY:SetAutoRelocateAfterEngagement(rmax, rmin) function ARTY:SetAutoRelocateAfterEngagement(rmax, rmin)
self.relocateafterfire=true self.relocateafterfire=true
self.relocateRmax=rmax or 800 self.relocateRmax=rmax or 800
@@ -1540,37 +1591,59 @@ function ARTY:SetAutoRelocateAfterEngagement(rmax, rmin)
-- Ensure that Rmin<=Rmax -- Ensure that Rmin<=Rmax
self.relocateRmin=math.min(self.relocateRmin, self.relocateRmax) self.relocateRmin=math.min(self.relocateRmin, self.relocateRmax)
return self
end end
--- Report messages of ARTY group turned on. This is the default. --- Report messages of ARTY group turned on. This is the default.
-- @param #ARTY self -- @param #ARTY self
-- @return self
function ARTY:SetReportON() function ARTY:SetReportON()
self.report=true self.report=true
return self
end end
--- Report messages of ARTY group turned off. Default is on. --- Report messages of ARTY group turned off. Default is on.
-- @param #ARTY self -- @param #ARTY self
-- @return self
function ARTY:SetReportOFF() function ARTY:SetReportOFF()
self.report=false self.report=false
return self
end
--- Respawn group once all units are dead.
-- @param #ARTY self
-- @param #number delay (Optional) Delay before respawn in seconds.
-- @return self
function ARTY:SetRespawnOnDeath(delay)
self.respawnafterdeath=true
self.respawndelay=delay
return self
end end
--- Turn debug mode on. Information is printed to screen. --- Turn debug mode on. Information is printed to screen.
-- @param #ARTY self -- @param #ARTY self
-- @return self
function ARTY:SetDebugON() function ARTY:SetDebugON()
self.Debug=true self.Debug=true
return self
end end
--- Turn debug mode off. This is the default setting. --- Turn debug mode off. This is the default setting.
-- @param #ARTY self -- @param #ARTY self
-- @return self
function ARTY:SetDebugOFF() function ARTY:SetDebugOFF()
self.Debug=false self.Debug=false
return self
end end
--- Set default speed the group is moving at if not specified otherwise. --- Set default speed the group is moving at if not specified otherwise.
-- @param #ARTY self -- @param #ARTY self
-- @param #number speed Speed in km/h. -- @param #number speed Speed in km/h.
-- @return self
function ARTY:SetSpeed(speed) function ARTY:SetSpeed(speed)
self.Speed=speed self.Speed=speed
return self
end end
--- Delete a target from target list. If the target is currently engaged, it is cancelled. --- Delete a target from target list. If the target is currently engaged, it is cancelled.
@@ -1639,50 +1712,60 @@ end
--- Define shell types that are counted to determine the ammo amount the ARTY group has. --- Define shell types that are counted to determine the ammo amount the ARTY group has.
-- @param #ARTY self -- @param #ARTY self
-- @param #table tableofnames Table of shell type names. -- @param #table tableofnames Table of shell type names.
-- @return self
function ARTY:SetShellTypes(tableofnames) function ARTY:SetShellTypes(tableofnames)
self:F2(tableofnames) self:F2(tableofnames)
self.ammoshells={} self.ammoshells={}
for _,_type in pairs(tableofnames) do for _,_type in pairs(tableofnames) do
table.insert(self.ammoshells, _type) table.insert(self.ammoshells, _type)
end end
return self
end end
--- Define rocket types that are counted to determine the ammo amount the ARTY group has. --- Define rocket types that are counted to determine the ammo amount the ARTY group has.
-- @param #ARTY self -- @param #ARTY self
-- @param #table tableofnames Table of rocket type names. -- @param #table tableofnames Table of rocket type names.
-- @return self
function ARTY:SetRocketTypes(tableofnames) function ARTY:SetRocketTypes(tableofnames)
self:F2(tableofnames) self:F2(tableofnames)
self.ammorockets={} self.ammorockets={}
for _,_type in pairs(tableofnames) do for _,_type in pairs(tableofnames) do
table.insert(self.ammorockets, _type) table.insert(self.ammorockets, _type)
end end
return self
end end
--- Define missile types that are counted to determine the ammo amount the ARTY group has. --- Define missile types that are counted to determine the ammo amount the ARTY group has.
-- @param #ARTY self -- @param #ARTY self
-- @param #table tableofnames Table of rocket type names. -- @param #table tableofnames Table of rocket type names.
-- @return self
function ARTY:SetMissileTypes(tableofnames) function ARTY:SetMissileTypes(tableofnames)
self:F2(tableofnames) self:F2(tableofnames)
self.ammomissiles={} self.ammomissiles={}
for _,_type in pairs(tableofnames) do for _,_type in pairs(tableofnames) do
table.insert(self.ammomissiles, _type) table.insert(self.ammomissiles, _type)
end end
return self
end end
--- Set number of tactical nuclear warheads available to the group. --- Set number of tactical nuclear warheads available to the group.
-- Note that it can be max the number of normal shells. Also if all normal shells are empty, firing nuclear shells is also not possible any more until group gets rearmed. -- Note that it can be max the number of normal shells. Also if all normal shells are empty, firing nuclear shells is also not possible any more until group gets rearmed.
-- @param #ARTY self -- @param #ARTY self
-- @param #number n Number of warheads for the whole group. -- @param #number n Number of warheads for the whole group.
-- @return self
function ARTY:SetTacNukeShells(n) function ARTY:SetTacNukeShells(n)
self.Nukes=n self.Nukes=n
return self
end end
--- Set nuclear warhead explosion strength. --- Set nuclear warhead explosion strength.
-- @param #ARTY self -- @param #ARTY self
-- @param #number strength Explosion strength in kilo tons TNT. Default is 0.075 kt. -- @param #number strength Explosion strength in kilo tons TNT. Default is 0.075 kt.
-- @return self
function ARTY:SetTacNukeWarhead(strength) function ARTY:SetTacNukeWarhead(strength)
self.nukewarhead=strength or 0.075 self.nukewarhead=strength or 0.075
self.nukewarhead=self.nukewarhead*1000*1000 -- convert to kg TNT. self.nukewarhead=self.nukewarhead*1000*1000 -- convert to kg TNT.
return self
end end
--- Set number of illumination shells available to the group. --- Set number of illumination shells available to the group.
@@ -1690,10 +1773,12 @@ end
-- @param #ARTY self -- @param #ARTY self
-- @param #number n Number of illumination shells for the whole group. -- @param #number n Number of illumination shells for the whole group.
-- @param #number power (Optional) Power of illumination warhead in mega candela. Default 1.0 mcd. -- @param #number power (Optional) Power of illumination warhead in mega candela. Default 1.0 mcd.
-- @return self
function ARTY:SetIlluminationShells(n, power) function ARTY:SetIlluminationShells(n, power)
self.Nillu=n self.Nillu=n
self.illuPower=power or 1.0 self.illuPower=power or 1.0
self.illuPower=self.illuPower * 1000000 self.illuPower=self.illuPower * 1000000
return self
end end
--- Set minimum and maximum detotation altitude for illumination shells. A value between min/max is selected randomly. --- Set minimum and maximum detotation altitude for illumination shells. A value between min/max is selected randomly.
@@ -1701,6 +1786,7 @@ end
-- @param #ARTY self -- @param #ARTY self
-- @param #number minalt (Optional) Minium altitude in meters. Default 500 m. -- @param #number minalt (Optional) Minium altitude in meters. Default 500 m.
-- @param #number maxalt (Optional) Maximum altitude in meters. Default 1000 m. -- @param #number maxalt (Optional) Maximum altitude in meters. Default 1000 m.
-- @return self
function ARTY:SetIlluminationMinMaxAlt(minalt, maxalt) function ARTY:SetIlluminationMinMaxAlt(minalt, maxalt)
self.illuMinalt=minalt or 500 self.illuMinalt=minalt or 500
self.illuMaxalt=maxalt or 1000 self.illuMaxalt=maxalt or 1000
@@ -1708,6 +1794,7 @@ function ARTY:SetIlluminationMinMaxAlt(minalt, maxalt)
if self.illuMinalt>self.illuMaxalt then if self.illuMinalt>self.illuMaxalt then
self.illuMinalt=self.illuMaxalt self.illuMinalt=self.illuMaxalt
end end
return self
end end
--- Set number of smoke shells available to the group. --- Set number of smoke shells available to the group.
@@ -1715,38 +1802,46 @@ end
-- @param #ARTY self -- @param #ARTY self
-- @param #number n Number of smoke shells for the whole group. -- @param #number n Number of smoke shells for the whole group.
-- @param Utilities.Utils#SMOKECOLOR color (Optional) Color of the smoke. Default SMOKECOLOR.Red. -- @param Utilities.Utils#SMOKECOLOR color (Optional) Color of the smoke. Default SMOKECOLOR.Red.
-- @return self
function ARTY:SetSmokeShells(n, color) function ARTY:SetSmokeShells(n, color)
self.Nsmoke=n self.Nsmoke=n
self.smokeColor=color or SMOKECOLOR.Red self.smokeColor=color or SMOKECOLOR.Red
return self
end end
--- Set nuclear fires and extra demolition explosions. --- Set nuclear fires and extra demolition explosions.
-- @param #ARTY self -- @param #ARTY self
-- @param #number nfires (Optional) Number of big smoke and fire objects created in the demolition zone. -- @param #number nfires (Optional) Number of big smoke and fire objects created in the demolition zone.
-- @param #number demolitionrange (Optional) Demolition range in meters. -- @param #number demolitionrange (Optional) Demolition range in meters.
-- @return self
function ARTY:SetTacNukeFires(nfires, range) function ARTY:SetTacNukeFires(nfires, range)
self.nukefire=true self.nukefire=true
self.nukefires=nfires self.nukefires=nfires
self.nukerange=range self.nukerange=range
return self
end end
--- Enable assigning targets and moves by placing markers on the F10 map. --- Enable assigning targets and moves by placing markers on the F10 map.
-- @param #ARTY self -- @param #ARTY self
-- @param #number key (Optional) Authorization key. Only players knowing this key can assign targets. Default is no authorization required. -- @param #number key (Optional) Authorization key. Only players knowing this key can assign targets. Default is no authorization required.
-- @param #boolean readonly (Optional) Marks are readonly and cannot be removed by players. This also means that targets cannot be cancelled by removing the mark. Default false. -- @param #boolean readonly (Optional) Marks are readonly and cannot be removed by players. This also means that targets cannot be cancelled by removing the mark. Default false.
-- @return self
function ARTY:SetMarkAssignmentsOn(key, readonly) function ARTY:SetMarkAssignmentsOn(key, readonly)
self.markkey=key self.markkey=key
self.markallow=true self.markallow=true
if readonly==nil then if readonly==nil then
self.markreadonly=false self.markreadonly=false
end end
return self
end end
--- Disable assigning targets by placing markers on the F10 map. --- Disable assigning targets by placing markers on the F10 map.
-- @param #ARTY self -- @param #ARTY self
-- @return self
function ARTY:SetMarkTargetsOff() function ARTY:SetMarkTargetsOff()
self.markallow=false self.markallow=false
self.markkey=nil self.markkey=nil
return self
end end
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
@@ -2618,17 +2713,19 @@ function ARTY:OnEventDead(EventData)
-- Name of controllable. -- Name of controllable.
local _name=self.groupname local _name=self.groupname
env.info("FF Dead event for arty group")
-- Check for correct group. -- Check for correct group.
if EventData.IniGroupName==_name then if EventData and EventData.IniGroupName and EventData.IniGroupName==_name then
-- Name of the dead unit.
local unitname=tostring(EventData.IniUnitName)
-- Dead Unit. -- Dead Unit.
self:I(string.format("%s: Captured dead event for unit %s.", _name, tostring(EventData.IniUnitName))) self:T(ARTY.id..string.format("%s: Captured dead event for unit %s.", _name, unitname))
-- FSM Dead event. We give one second for update of data base. -- FSM Dead event. We give one second for update of data base.
self:__Dead(1) --self:__Dead(1, unitname)
self:Dead(unitname)
end end
end end
@@ -2793,7 +2890,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
self:__Status(self.StatusInterval) self:__Status(self.StatusInterval)
else else
self:E(string.format("Arty group %s is not alive!", self.groupname)) self:E(ARTY.id..string.format("Arty group %s is not alive!", self.groupname))
end end
end end
@@ -3367,32 +3464,64 @@ end
-- @param #string From From state. -- @param #string From From state.
-- @param #string Event Event. -- @param #string Event Event.
-- @param #string To To state. -- @param #string To To state.
function ARTY:onafterDead(Controllable, From, Event, To) -- @param #string Unitname Name of the unit that died.
function ARTY:onafterDead(Controllable, From, Event, To, Unitname)
self:_EventFromTo("onafterDead", Event, From, To) self:_EventFromTo("onafterDead", Event, From, To)
-- Number of units left in the group. -- Number of units still alive.
--[[ --local nunits=self.Controllable and self.Controllable:CountAliveUnits() or 0
local units=self.Controllable:GetUnits()
local nunits=0
if units~=nil then
nunits=#units
end
]]
local nunits=self.Controllable:CountAliveUnits() local nunits=self.Controllable:CountAliveUnits()
-- Message. -- Message.
local text=string.format("%s, one of our units just died! %d units left.", self.groupname, nunits) local text=string.format("%s, our unit %s just died! %d units left.", self.groupname, Unitname, nunits)
MESSAGE:New(text, 5):ToAllIf(self.Debug) MESSAGE:New(text, 5):ToAllIf(self.Debug)
self:I(ARTY.id..text) self:I(ARTY.id..text)
-- Go to stop state. -- Go to stop state.
if nunits==0 then if nunits==0 then
self:Stop()
-- Cease Fire on current target.
if self.currentTarget then
self:CeaseFire(self.currentTarget)
end
if self.respawnafterdeath then
-- Respawn group.
if not self.respawning then
self.respawning=true
self:__Respawn(self.respawndelay or 1)
end
else
-- Stop FSM.
self:Stop()
end
end end
end end
--- After "Dead" event, when a unit has died. When all units of a group are dead trigger "Stop" event.
-- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function ARTY:onafterRespawn(Controllable, From, Event, To)
self:_EventFromTo("onafterRespawn", Event, From, To)
env.info("FF Respawning arty group")
local group=self.Controllable --Wrapper.Group#GROUP
-- Respawn group.
self.Controllable=group:Respawn()
self.respawning=false
-- Call status again.
self:__Status(-1)
end
--- After "Stop" event. Unhandle events and cease fire on current target. --- After "Stop" event. Unhandle events and cease fire on current target.
-- @param #ARTY self -- @param #ARTY self
-- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group. -- @param Wrapper.Controllable#CONTROLLABLE Controllable Controllable of the group.
@@ -3452,7 +3581,7 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
group:SetTask(fire) group:SetTask(fire)
end end
--- Set task for firing at a coordinate. --- Set task for attacking a group.
-- @param #ARTY self -- @param #ARTY self
-- @param #ARTY.Target target Target data. -- @param #ARTY.Target target Target data.
function ARTY:_AttackGroup(target) function ARTY:_AttackGroup(target)
@@ -3476,11 +3605,8 @@ function ARTY:_AttackGroup(target)
-- Get task. -- Get task.
local fire=group:TaskAttackGroup(targetgroup, weapontype, AI.Task.WeaponExpend.ONE, 1) local fire=group:TaskAttackGroup(targetgroup, weapontype, AI.Task.WeaponExpend.ONE, 1)
self:E("FF")
self:E(fire)
-- Execute task. -- Execute task.
group:PushTask(fire) group:SetTask(fire)
end end

View File

@@ -541,7 +541,8 @@ do -- DETECTION_BASE
end end
self.DetectionCount = self.DetectionSet:Count() -- Count alive(!) groups only. Solves issue #1173 https://github.com/FlightControl-Master/MOOSE/issues/1173
self.DetectionCount = self.DetectionSet:CountAlive()
self.DetectionSet:ForEachGroupAlive( self.DetectionSet:ForEachGroupAlive(
function( DetectionGroup ) function( DetectionGroup )

View File

@@ -77,6 +77,8 @@
-- @field #boolean safeparking If true, parking spots for aircraft are considered as occupied if e.g. a client aircraft is parked there. Default false. -- @field #boolean safeparking If true, parking spots for aircraft are considered as occupied if e.g. a client aircraft is parked there. Default false.
-- @field #boolean isunit If true, warehouse is represented by a unit instead of a static. -- @field #boolean isunit If true, warehouse is represented by a unit instead of a static.
-- @field #number lowfuelthresh Low fuel threshold. Triggers the event AssetLowFuel if for any unit fuel goes below this number. -- @field #number lowfuelthresh Low fuel threshold. Triggers the event AssetLowFuel if for any unit fuel goes below this number.
-- @field #boolean respawnafterdestroyed If true, warehouse is respawned after it was destroyed. Assets are kept.
-- @field #number respawndelay Delay before respawn in seconds.
-- @extends Core.Fsm#FSM -- @extends Core.Fsm#FSM
--- Have your assets at the right place at the right time - or not! --- Have your assets at the right place at the right time - or not!
@@ -1569,6 +1571,8 @@ WAREHOUSE = {
saveparking = false, saveparking = false,
isunit = false, isunit = false,
lowfuelthresh = 0.15, lowfuelthresh = 0.15,
respawnafterdestroyed=false,
respawndelay = nil,
} }
--- Item of the warehouse stock table. --- Item of the warehouse stock table.
@@ -1745,7 +1749,7 @@ _WAREHOUSEDB = {
--- Warehouse class version. --- Warehouse class version.
-- @field #string version -- @field #string version
WAREHOUSE.version="0.9.4" WAREHOUSE.version="0.9.5"
------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
-- TODO: Warehouse todo list. -- TODO: Warehouse todo list.
@@ -1908,6 +1912,7 @@ function WAREHOUSE:New(warehouse, alias)
self:AddTransition("*", "AirbaseRecaptured", "*") -- Airbase was re-captured from other coalition. self:AddTransition("*", "AirbaseRecaptured", "*") -- Airbase was re-captured from other coalition.
self:AddTransition("*", "AssetDead", "*") -- An asset group died. self:AddTransition("*", "AssetDead", "*") -- An asset group died.
self:AddTransition("*", "Destroyed", "Destroyed") -- Warehouse was destroyed. All assets in stock are gone and warehouse is stopped. self:AddTransition("*", "Destroyed", "Destroyed") -- Warehouse was destroyed. All assets in stock are gone and warehouse is stopped.
self:AddTransition("Destroyed", "Respawn", "Running") -- Respawn warehouse after it was destroyed.
------------------------ ------------------------
--- Pseudo Functions --- --- Pseudo Functions ---
@@ -1940,6 +1945,22 @@ function WAREHOUSE:New(warehouse, alias)
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
-- @param #number delay Delay in seconds. -- @param #number delay Delay in seconds.
--- Triggers the FSM event "Respawn".
-- @function [parent=#WAREHOUSE] Respawn
-- @param #WAREHOUSE self
--- Triggers the FSM event "Respawn" after a delay.
-- @function [parent=#WAREHOUSE] __Respawn
-- @param #WAREHOUSE self
-- @param #number delay Delay in seconds.
--- On after "Respawn" event user function.
-- @function [parent=#WAREHOUSE] OnAfterRespawn
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
--- Triggers the FSM event "Pause". Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed. --- Triggers the FSM event "Pause". Pauses the warehouse. Assets can still be added and requests be made. However, requests are not processed.
-- @function [parent=#WAREHOUSE] Pause -- @function [parent=#WAREHOUSE] Pause
-- @param #WAREHOUSE self -- @param #WAREHOUSE self
@@ -2533,6 +2554,15 @@ function WAREHOUSE:SetSaveOnMissionEnd(path, filename)
return self return self
end end
--- Set respawn after destroy.
-- @param #WAREHOUSE self
-- @return #WAREHOUSE self
function WAREHOUSE:SetRespawnAfterDestroyed(delay)
self.respawnafterdestroyed=true
self.respawndelay=delay
return self
end
--- Set the airbase belonging to this warehouse. --- Set the airbase belonging to this warehouse.
-- Note that it has to be of the same coalition as the warehouse. -- Note that it has to be of the same coalition as the warehouse.
@@ -3960,7 +3990,7 @@ function WAREHOUSE:onbeforeAddRequest(From, Event, To, warehouse, AssetDescripto
end end
-- Warehouse is destroyed? -- Warehouse is destroyed?
if self:IsDestroyed() then if self:IsDestroyed() and not self.respawnafterdestroyed then
self:_ErrorMessage("ERROR: Invalid request. Warehouse is destroyed!", 0) self:_ErrorMessage("ERROR: Invalid request. Warehouse is destroyed!", 0)
okay=false okay=false
end end
@@ -4827,6 +4857,21 @@ function WAREHOUSE:onbeforeChangeCountry(From, Event, To, Country)
return false return false
end end
--- Respawn warehouse.
-- @param #WAREHOUSE self
-- @param #string From From state.
-- @param #string Event Event.
-- @param #string To To state.
function WAREHOUSE:onafterRespawn(From, Event, To)
-- Info message.
local text=string.format("Respawning warehouse %s.", self.alias)
self:_InfoMessage(text)
-- Respawn warehouse.
self.warehouse:ReSpawn()
end
--- On after "ChangeCountry" event. Warehouse is respawned with the specified country. All queued requests are deleted and the owned airbase is reset if the coalition is changed by changing the --- On after "ChangeCountry" event. Warehouse is respawned with the specified country. All queued requests are deleted and the owned airbase is reset if the coalition is changed by changing the
-- country. -- country.
@@ -4963,22 +5008,34 @@ end
function WAREHOUSE:onafterDestroyed(From, Event, To) function WAREHOUSE:onafterDestroyed(From, Event, To)
-- Message. -- Message.
local text=string.format("Warehouse %s was destroyed! Assets lost %d.", self.alias, #self.stock) local text=string.format("Warehouse %s was destroyed! Assets lost %d. Respawn=%s", self.alias, #self.stock, tostring(self.respawnafterdestroyed))
self:_InfoMessage(text) self:_InfoMessage(text)
-- Remove all table entries from waiting queue and stock. if self.respawnafterdestroyed then
for k,_ in pairs(self.queue) do
self.queue[k]=nil if self.respawndelay then
self:Pause()
self:__Respawn(self.respawndelay)
else
self:Respawn()
end
else
-- Remove all table entries from waiting queue and stock.
for k,_ in pairs(self.queue) do
self.queue[k]=nil
end
for k,_ in pairs(self.stock) do
self.stock[k]=nil
end
--self.queue=nil
--self.queue={}
--self.stock=nil
--self.stock={}
end end
for k,_ in pairs(self.stock) do
self.stock[k]=nil
end
--self.queue=nil
--self.queue={}
--self.stock=nil
--self.stock={}
end end
@@ -6343,7 +6400,7 @@ function WAREHOUSE:_CheckRequestConsistancy(queue)
end end
-- Is receiving warehouse destroyed? -- Is receiving warehouse destroyed?
if request.warehouse:IsDestroyed() then if request.warehouse:IsDestroyed() and not self.respawnafterdestroyed then
self:E(self.wid..string.format("ERROR: INVALID request. Requesting warehouse is destroyed!")) self:E(self.wid..string.format("ERROR: INVALID request. Requesting warehouse is destroyed!"))
valid=false valid=false
end end

View File

@@ -3620,9 +3620,13 @@ function AIRBOSS:_CheckRecoveryTimes()
if self:IsRecovering() and not recovery.OVER then if self:IsRecovering() and not recovery.OVER then
if #self.Qpattern>0 then -- Get number of airborne aircraft units(!) currently in pattern.
local _,npattern=self:_GetQueueInfo(self.Qpattern)
if npattern>0 then
local extmin=5*#self.Qpattern -- Extend recovery time. 5 min per flight.
local extmin=5*npattern
recovery.STOP=recovery.STOP+extmin*60 recovery.STOP=recovery.STOP+extmin*60
local text=string.format("We still got flights in the pattern.\nRecovery time prolonged by %d minutes.\nNow get your act together and no more bolters!", extmin) local text=string.format("We still got flights in the pattern.\nRecovery time prolonged by %d minutes.\nNow get your act together and no more bolters!", extmin)