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#ARTY fixed counting the right artillery shells and some logic problems
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@ -45,6 +45,7 @@
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-- @field #table currentMove Holds the current commanded move, if there is one assigned.
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-- @field #number Nammo0 Initial amount total ammunition (shells+rockets+missiles) of the whole group.
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-- @field #number Nshells0 Initial amount of shells of the whole group.
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-- @field #number Narty0 Initial amount of artillery shells of the whole group.
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-- @field #number Nrockets0 Initial amount of rockets of the whole group.
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-- @field #number Nmissiles0 Initial amount of missiles of the whole group.
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-- @field #number Nukes0 Initial amount of tactical nukes of the whole group. Default is 0.
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@ -415,7 +416,7 @@
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-- arty set, battery "Paladin Alpha", rearming place
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--
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-- Setting the rearming group is independent of the position of the mark. Just create one anywhere on the map and type
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-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M818"
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-- arty set, battery "Mortar Bravo", rearming group "Ammo Truck M939"
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-- Note that the name of the rearming group has to be given in quotation marks and spelt exactly as the group name defined in the mission editor.
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--
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-- ## Transporting
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@ -453,7 +454,7 @@
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-- -- Creat a new ARTY object from a Paladin group.
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-- paladin=ARTY:New(GROUP:FindByName("Blue Paladin"))
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--
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-- -- Define a rearming group. This is a Transport M818 truck.
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-- -- Define a rearming group. This is a Transport M939 truck.
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-- paladin:SetRearmingGroup(GROUP:FindByName("Blue Ammo Truck"))
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--
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-- -- Set the max firing range. A Paladin unit has a range of 20 km.
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@ -694,7 +695,7 @@ ARTY.db={
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--- Arty script version.
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-- @field #string version
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ARTY.version="1.3.0"
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ARTY.version="1.3.1"
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-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
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@ -707,7 +708,7 @@ ARTY.version="1.3.0"
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-- DONE: Add user defined rearm weapon types.
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-- DONE: Check if target is in range. Maybe this requires a data base with the ranges of all arty units. <solved by user function>
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-- DONE: Make ARTY move to rearming position.
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-- DONE: Check that right rearming vehicle is specified. Blue M818, Red Ural-375. Are there more? <user needs to know!>
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-- DONE: Check that right rearming vehicle is specified. Blue M939, Red Ural-375. Are there more? <user needs to know!>
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-- DONE: Check if ARTY group is still alive.
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-- DONE: Handle dead events.
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-- DONE: Abort firing task if no shooting event occured with 5(?) minutes. Something went wrong then. Min/max range for example.
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@ -1532,7 +1533,7 @@ end
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--- 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.
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-- @param #ARTY self
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-- @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.
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-- @param Wrapper.Group#GROUP group Group that is supposed to rearm the ARTY group. For the blue coalition, this is often a unarmed M939 transport whilst for red an unarmed Ural-375 transport can be used.
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-- @return self
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function ARTY:SetRearmingGroup(group)
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self:F({group=group})
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@ -1887,7 +1888,7 @@ function ARTY:onafterStart(Controllable, From, Event, To)
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MESSAGE:New(text, 5):ToAllIf(self.Debug)
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-- Get Ammo.
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self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0=self:GetAmmo(self.Debug)
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self.Nammo0, self.Nshells0, self.Nrockets0, self.Nmissiles0, self.Narty0=self:GetAmmo(self.Debug)
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-- Init nuclear explosion parameters if they were not set by user.
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if self.nukerange==nil then
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@ -2093,7 +2094,7 @@ function ARTY:_StatusReport(display)
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end
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-- Get Ammo.
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local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
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local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
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local Nnukes=self.Nukes
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local Nillu=self.Nillu
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local Nsmoke=self.Nsmoke
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@ -2106,7 +2107,7 @@ function ARTY:_StatusReport(display)
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text=text..string.format("Clock = %s\n", Clock)
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text=text..string.format("FSM state = %s\n", self:GetState())
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text=text..string.format("Total ammo count = %d\n", Nammo)
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text=text..string.format("Number of shells = %d\n", Nshells)
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text=text..string.format("Number of shells = %d\n", Narty)
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text=text..string.format("Number of rockets = %d\n", Nrockets)
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text=text..string.format("Number of missiles = %d\n", Nmissiles)
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text=text..string.format("Number of nukes = %d\n", Nnukes)
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@ -2293,7 +2294,7 @@ function ARTY:OnEventShot(EventData)
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end
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-- Get current ammo.
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local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
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local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo()
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-- Decrease available nukes because we just fired one.
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if self.currentTarget.weapontype==ARTY.WeaponType.TacticalNukes then
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@ -2323,7 +2324,7 @@ function ARTY:OnEventShot(EventData)
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-- Weapon type name for current target.
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local _weapontype=self:_WeaponTypeName(self.currentTarget.weapontype)
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self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _nshells, _nrockets, _nmissiles))
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self:T(self.lid..string.format("Group %s ammo: total=%d, shells=%d, rockets=%d, missiles=%d", self.groupname, _nammo, _narty, _nrockets, _nmissiles))
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self:T(self.lid..string.format("Group %s uses weapontype %s for current target.", self.groupname, _weapontype))
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-- Default switches for cease fire and relocation.
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@ -2771,7 +2772,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
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self:_EventFromTo("onafterStatus", Event, From, To)
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-- Get ammo.
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local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
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local nammo, nshells, nrockets, nmissiles, narty=self:GetAmmo()
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-- We have a cargo group ==> check if group was loaded into a carrier.
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if self.iscargo and self.cargogroup then
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@ -2788,7 +2789,7 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
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-- FSM state.
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local fsmstate=self:GetState()
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self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, nshells, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
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self:T(self.lid..string.format("Status %s, Ammo total=%d: shells=%d [smoke=%d, illu=%d, nukes=%d*%.3f kT], rockets=%d, missiles=%d", fsmstate, nammo, narty, self.Nsmoke, self.Nillu, self.Nukes, self.nukewarhead/1000000, nrockets, nmissiles))
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if self.Controllable and self.Controllable:IsAlive() then
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@ -2871,20 +2872,19 @@ function ARTY:onafterStatus(Controllable, From, Event, To)
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if self.currentTarget then
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self:CeaseFire(self.currentTarget)
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end
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-- Open fire on timed target.
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self:OpenFire(_timedTarget)
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if self:is("CombatReady") then
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-- Open fire on timed target.
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self:OpenFire(_timedTarget)
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end
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elseif _normalTarget then
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-- Open fire on normal target.
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self:OpenFire(_normalTarget)
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if self:is("CombatReady") then
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-- Open fire on normal target.
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self:OpenFire(_normalTarget)
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end
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end
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-- Get ammo.
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--local nammo, nshells, nrockets, nmissiles=self:GetAmmo()
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-- Check if we have a target in the queue for which weapons are still available.
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local gotsome=false
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if #self.targets>0 then
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@ -3045,14 +3045,14 @@ function ARTY:onafterOpenFire(Controllable, From, Event, To, target)
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local range=Controllable:GetCoordinate():Get2DDistance(target.coord)
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-- Get ammo.
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local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
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local nfire=Nammo
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local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
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local nfire=Narty
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local _type="shots"
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if target.weapontype==ARTY.WeaponType.Auto then
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nfire=Nammo
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nfire=Narty
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_type="shots"
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elseif target.weapontype==ARTY.WeaponType.Cannon then
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nfire=Nshells
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nfire=Narty
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_type="shells"
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elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
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nfire=self.Nukes
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@ -3337,7 +3337,7 @@ function ARTY:_CheckRearmed()
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self:F2()
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-- Get current ammo.
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local nammo,nshells,nrockets,nmissiles=self:GetAmmo()
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local nammo,nshells,nrockets,nmissiles,narty=self:GetAmmo()
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-- Number of units still alive.
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local units=self.Controllable:GetUnits()
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@ -3603,7 +3603,11 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
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if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then
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weapontype=ARTY.WeaponType.Cannon
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end
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if group:HasTask() then
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group:ClearTasks()
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end
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-- Set ROE to weapon free.
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group:OptionROEOpenFire()
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@ -3614,7 +3618,7 @@ function ARTY:_FireAtCoord(coord, radius, nshells, weapontype)
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local fire=group:TaskFireAtPoint(vec2, radius, nshells, weapontype)
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-- Execute task.
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group:SetTask(fire)
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group:SetTask(fire,1)
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end
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--- Set task for attacking a group.
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@ -3631,7 +3635,11 @@ function ARTY:_AttackGroup(target)
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if weapontype==ARTY.WeaponType.TacticalNukes or weapontype==ARTY.WeaponType.IlluminationShells or weapontype==ARTY.WeaponType.SmokeShells then
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weapontype=ARTY.WeaponType.Cannon
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end
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if group:HasTask() then
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group:ClearTasks()
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end
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-- Set ROE to weapon free.
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group:OptionROEOpenFire()
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@ -3642,7 +3650,7 @@ function ARTY:_AttackGroup(target)
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local fire=group:TaskAttackGroup(targetgroup, weapontype, AI.Task.WeaponExpend.ONE, 1)
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-- Execute task.
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group:SetTask(fire)
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group:SetTask(fire,1)
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end
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@ -3915,6 +3923,7 @@ end
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-- @return #number Number of shells the group has left.
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-- @return #number Number of rockets the group has left.
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-- @return #number Number of missiles the group has left.
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-- @return #number Number of artillery shells the group has left.
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function ARTY:GetAmmo(display)
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self:F3({display=display})
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@ -3928,6 +3937,7 @@ function ARTY:GetAmmo(display)
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local nshells=0
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local nrockets=0
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local nmissiles=0
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local nartyshells=0
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-- Get all units.
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local units=self.Controllable:GetUnits()
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@ -4030,7 +4040,8 @@ function ARTY:GetAmmo(display)
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-- Add up all shells.
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nshells=nshells+Nammo
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local _,_,_,_,_,shells = unit:GetAmmunition()
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nartyshells=nartyshells+shells
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-- Debug info.
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text=text..string.format("- %d shells of type %s\n", Nammo, _weaponName)
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@ -4076,7 +4087,7 @@ function ARTY:GetAmmo(display)
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-- Total amount of ammunition.
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nammo=nshells+nrockets+nmissiles
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return nammo, nshells, nrockets, nmissiles
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return nammo, nshells, nrockets, nmissiles, nartyshells
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end
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--- Returns a name of a missile category.
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@ -4827,7 +4838,10 @@ function ARTY:_CheckShootingStarted()
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-- Check if we waited long enough and no shot was fired.
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--if dt > self.WaitForShotTime and self.Nshots==0 then
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if dt > self.WaitForShotTime and (self.Nshots==0 or self.currentTarget.nshells >= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
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self:T(string.format("dt = %d WaitTime = %d | shots = %d TargetShells = %d",dt,self.WaitForShotTime,self.Nshots,self.currentTarget.nshells))
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if (dt > self.WaitForShotTime and self.Nshots==0) or (self.currentTarget.nshells <= self.Nshots) then --https://github.com/FlightControl-Master/MOOSE/issues/1356
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-- Debug info.
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self:T(self.lid..string.format("%s, no shot event after %d seconds. Removing current target %s from list.", self.groupname, self.WaitForShotTime, name))
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@ -4889,7 +4903,7 @@ end
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function ARTY:_CheckOutOfAmmo(targets)
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-- Get current ammo.
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local _nammo,_nshells,_nrockets,_nmissiles=self:GetAmmo()
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local _nammo,_nshells,_nrockets,_nmissiles,_narty=self:GetAmmo()
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-- Special weapon type requested ==> Check if corresponding ammo is empty.
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local _partlyoutofammo=false
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@ -4901,7 +4915,7 @@ function ARTY:_CheckOutOfAmmo(targets)
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self:T(self.lid..string.format("Group %s, auto weapon requested for target %s but all ammo is empty.", self.groupname, Target.name))
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_partlyoutofammo=true
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elseif Target.weapontype==ARTY.WeaponType.Cannon and _nshells==0 then
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elseif Target.weapontype==ARTY.WeaponType.Cannon and _narty==0 then
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self:T(self.lid..string.format("Group %s, cannons requested for target %s but shells empty.", self.groupname, Target.name))
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_partlyoutofammo=true
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@ -4945,14 +4959,14 @@ end
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function ARTY:_CheckWeaponTypeAvailable(target)
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-- Get current ammo of group.
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local Nammo, Nshells, Nrockets, Nmissiles=self:GetAmmo()
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local Nammo, Nshells, Nrockets, Nmissiles, Narty=self:GetAmmo()
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-- Check if enough ammo is there for the selected weapon type.
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local nfire=Nammo
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if target.weapontype==ARTY.WeaponType.Auto then
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nfire=Nammo
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elseif target.weapontype==ARTY.WeaponType.Cannon then
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nfire=Nshells
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nfire=Narty
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elseif target.weapontype==ARTY.WeaponType.TacticalNukes then
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nfire=self.Nukes
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elseif target.weapontype==ARTY.WeaponType.IlluminationShells then
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