This commit is contained in:
Sven Van de Velde 2016-05-07 07:18:54 +02:00
parent 1949d69fa0
commit 38244f10dd

View File

@ -2933,6 +2933,7 @@ end
-- @param #number Level
function BASE:TraceLevel( Level )
_TraceLevel = Level
self:E( "Tracing level " .. Level )
end
--- Set tracing for a class
@ -2941,6 +2942,7 @@ end
function BASE:TraceClass( Class )
_TraceClass[Class] = true
_TraceClassMethod[Class] = {}
self:E( "Tracing class " .. Class )
end
--- Set tracing for a specific method of class
@ -2953,6 +2955,7 @@ function BASE:TraceClassMethod( Class, Method )
_TraceClassMethod[Class].Method = {}
end
_TraceClassMethod[Class].Method[Method] = true
self:E( "Tracing method " .. Method .. " of class " .. Class )
end
--- Trace a function call. Must be at the beginning of the function logic.
@ -3650,6 +3653,18 @@ function GROUP:NewFromDCSUnit( DCSUnit )
return self
end
--- Returns the name of the Group.
-- @param #GROUP self
-- @return #string GroupName
function GROUP:GetName()
local GroupName = self.DCSGroup:getName()
return GroupName
end
--- Retrieve the group mission and allow to place function hooks within the mission waypoint plan.
-- Use the method @{Group#GROUP:WayPointFunction} to define the hook functions for specific waypoints.
-- Use the method @{Group@GROUP:WayPointExecute) to start the execution of the new mission plan.
@ -3686,7 +3701,12 @@ function GROUP:TaskFunction( WayPoint, WayPointIndex, FunctionString, FunctionAr
local DCSScript = {}
DCSScript[#DCSScript+1] = "local MissionGroup = GROUP.FindGroup( ... ) "
DCSScript[#DCSScript+1] = FunctionString .. "( MissionGroup, " .. table.concat( FunctionArguments, "," ) .. ")"
if FunctionArguments.n > 0 then
DCSScript[#DCSScript+1] = FunctionString .. "( MissionGroup, " .. table.concat( FunctionArguments, "," ) .. ")"
else
DCSScript[#DCSScript+1] = FunctionString .. "( MissionGroup )"
end
DCSTask = self:TaskWrappedAction(
self:CommandDoScript(
@ -4152,6 +4172,41 @@ function GROUP:TaskWrappedAction( DCSCommand, Index )
return DCSTaskWrappedAction
end
--- Executes a command action
-- @param #GROUP self
-- @param DCSCommand#Command DCSCommand
-- @return #GROUP self
function GROUP:SetCommand( DCSCommand )
self:F( DCSCommand )
local Controller = self:_GetController()
Controller:setCommand( DCSCommand )
return self
end
--- Perform a switch waypoint command
-- @param #GROUP self
-- @param #number FromWayPoint
-- @param #number ToWayPoint
-- @return DCSTask#Task
function GROUP:CommandSwitchWayPoint( FromWayPoint, ToWayPoint, Index )
self:F( { FromWayPoint, ToWayPoint, Index } )
local CommandSwitchWayPoint = {
id = 'SwitchWaypoint',
params = {
fromWaypointIndex = FromWayPoint,
goToWaypointIndex = ToWayPoint,
},
}
self:T( { CommandSwitchWayPoint } )
return CommandSwitchWayPoint
end
--- Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
-- @param #GROUP self
-- @param #Vec2 Point The point to hold the position.
@ -4159,7 +4214,7 @@ end
-- @param #number Speed The speed flying when holding the position.
-- @return #GROUP self
function GROUP:TaskOrbitCircleAtVec2( Point, Altitude, Speed )
self:F( { self.GroupName, Point, Altitude, Speed } )
self:F( { self.GroupName, Point, Altitude, Speed } )
-- pattern = enum AI.Task.OribtPattern,
-- point = Vec2,
@ -4290,8 +4345,41 @@ function GROUP:TaskAttackUnit( AttackUnit )
params = { unitId = AttackUnit:GetID(),
expend = AI.Task.WeaponExpend.TWO,
groupAttack = true,
}
}
},
},
self:T( { DCSTask } )
return DCSTask
end
--- Attack a Group.
-- @param #GROUP self
-- @param Group#GROUP AttackGroup The Group to be attacked.
-- @return DCSTask#Task The DCS task structure.
function GROUP:TaskAttackGroup( AttackGroup )
self:F( { self.GroupName, AttackGroup } )
-- AttackGroup = {
-- id = 'AttackGroup',
-- params = {
-- groupId = Group.ID,
-- weaponType = number,
-- expend = enum AI.Task.WeaponExpend,
-- attackQty = number,
-- directionEnabled = boolean,
-- direction = Azimuth,
-- altitudeEnabled = boolean,
-- altitude = Distance,
-- attackQtyLimit = boolean,
-- }
-- }
local DCSTask
DCSTask = { id = 'AttackGroup',
params = { groupId = AttackGroup:GetID(),
expend = AI.Task.WeaponExpend.TWO,
},
},
self:T( { DCSTask } )
return DCSTask
@ -5573,6 +5661,9 @@ end
-- This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined:
-- SpawnCountryID, SpawnCategoryID
-- This method is used by the SPAWN class.
-- @param #DATABASE self
-- @param #table SpawnTemplate
-- @return #DATABASE self
function DATABASE:Spawn( SpawnTemplate )
self:F( SpawnTemplate.name )
@ -5621,7 +5712,10 @@ function DATABASE:GetStatusGroup( GroupName )
end
end
--- Registers new Group Templates within the DATABASE Object.
--- Private method that registers new Group Templates within the DATABASE Object.
-- @param #DATABASE self
-- @param #table GroupTemplate
-- @return #DATABASE self
function DATABASE:_RegisterGroup( GroupTemplate )
local GroupTemplateName = env.getValueDictByKey(GroupTemplate.name)
@ -5630,6 +5724,12 @@ function DATABASE:_RegisterGroup( GroupTemplate )
self.Groups[GroupTemplateName] = {}
self.Groups[GroupTemplateName].Status = nil
end
-- Delete the spans from the route, it is not needed and takes memory.
if GroupTemplate.route and GroupTemplate.route.spans then
GroupTemplate.route.spans = nil
end
self.Groups[GroupTemplateName].GroupName = GroupTemplateName
self.Groups[GroupTemplateName].Template = GroupTemplate
self.Groups[GroupTemplateName].groupId = GroupTemplate.groupId
@ -5900,90 +6000,6 @@ _EVENTDISPATCHER = EVENT:New() -- #EVENT
--- Declare the main database object, which is used internally by the MOOSE classes.
_DATABASE = DATABASE:New():ScanEnvironment() -- Database#DATABASE
--- Models time events calling event handing functions.
-- @module TimeTrigger
-- @author FlightControl
Include.File( "Routines" )
Include.File( "Base" )
Include.File( "Cargo" )
Include.File( "Message" )
--- The TIMETRIGGER class
-- @type TIMETRIGGER
-- @extends Base#BASE
TIMETRIGGER = {
ClassName = "TIMETRIGGER",
}
--- TIMETRIGGER constructor.
-- @param #TIMETRIGGER self
-- @param #function TimeEventFunction
-- @param #table TimeEventFunctionArguments
-- @param #number StartSeconds
-- @param #number RepeatSecondsInterval
-- @param #number RandomizationFactor
-- @param #number StopSeconds
-- @return #TIMETRIGGER
function TIMETRIGGER:New( TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds )
local self = BASE:Inherit( self, BASE:New() )
self:F( { TimeEventObject, TimeEventFunction, TimeEventFunctionArguments, StartSeconds, RepeatSecondsInterval, RandomizationFactor, StopSeconds } )
self.TimeEventObject = TimeEventObject
self.TimeEventFunction = TimeEventFunction
self.TimeEventFunctionArguments = TimeEventFunctionArguments
self.StartSeconds = StartSeconds
if RepeatSecondsInterval then
self.RepeatSecondsInterval = RepeatSecondsInterval
else
self.RepeatSecondsInterval = 0
end
if RandomizationFactor then
self.RandomizationFactor = RandomizationFactor
else
self.RandomizationFactor = 0
end
if StopSeconds then
self.StopSeconds = StopSeconds
end
self.StartTime = timer.getTime()
self:T("Calling function" .. timer.getTime() + self.StartSeconds )
timer.scheduleFunction( self.Scheduler, self, timer.getTime() + self.StartSeconds + .01 )
return self
end
function TIMETRIGGER:Scheduler()
self:F( self.TimeEventFunctionArguments )
local Result = self.TimeEventFunction( self.TimeEventObject, unpack( self.TimeEventFunctionArguments ) )
if Result and Result == true then
if not self.StopSeconds or ( self.StopSeconds and timer.getTime() <= self.StartTime + self.StopSeconds ) then
timer.scheduleFunction(
self.Scheduler,
self,
timer.getTime() + self.RepeatSecondsInterval * math.random( self.RandomizationFactor * self.RepeatSecondsInterval ) + 0.01
)
end
end
end
--- Scoring system for MOOSE.
-- This scoring class calculates the hits and kills that players make within a simulation session.
-- Scoring is calculated using a defined algorithm.
@ -11926,6 +11942,8 @@ function SPAWN:SpawnWithIndex( SpawnIndex )
if self.RepeatOnEngineShutDown then
_EVENTDISPATCHER:OnEngineShutDownForTemplate( self.SpawnGroups[self.SpawnIndex].SpawnTemplate, self._OnEngineShutDown, self )
end
self:T( self.SpawnGroups[self.SpawnIndex].SpawnTemplate )
self.SpawnGroups[self.SpawnIndex].Group = _DATABASE:Spawn( self.SpawnGroups[self.SpawnIndex].SpawnTemplate )
@ -12057,6 +12075,9 @@ function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
if SpawnTemplate then
local UnitPoint = HostUnit:GetPointVec2()
self:T( { "Current point of ", self.SpawnTemplatePrefix, UnitPoint } )
--for PointID, Point in pairs( SpawnTemplate.route.points ) do
--Point.x = UnitPoint.x
--Point.y = UnitPoint.y
@ -12064,9 +12085,6 @@ function SPAWN:SpawnFromUnit( HostUnit, OuterRadius, InnerRadius, SpawnIndex )
--Point.alt_type = nil
--end
SpawnTemplate.route.points = nil
SpawnTemplate.route.points = {}
SpawnTemplate.route.points[1] = {}
SpawnTemplate.route.points[1].x = UnitPoint.x
SpawnTemplate.route.points[1].y = UnitPoint.y
@ -12377,7 +12395,6 @@ function SPAWN:_InitializeSpawnGroups( SpawnIndex )
self.SpawnGroups[SpawnIndex].Visible = false
self.SpawnGroups[SpawnIndex].Spawned = false
self.SpawnGroups[SpawnIndex].UnControlled = false
self.SpawnGroups[SpawnIndex].Spawned = false
self.SpawnGroups[SpawnIndex].SpawnTime = 0
self.SpawnGroups[SpawnIndex].SpawnTemplatePrefix = self.SpawnTemplatePrefix
@ -12431,6 +12448,9 @@ end
--- Gets the Group Template from the ME environment definition.
-- This method used the @{DATABASE} object, which contains ALL initial and new spawned object in MOOSE.
-- @param #SPAWN self
-- @param #string SpawnTemplatePrefix
-- @return @SPAWN self
function SPAWN:_GetTemplate( SpawnTemplatePrefix )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix, SpawnTemplatePrefix } )
@ -12451,6 +12471,10 @@ function SPAWN:_GetTemplate( SpawnTemplatePrefix )
end
--- Prepares the new Group Template.
-- @param #SPAWN self
-- @param #string SpawnTemplatePrefix
-- @param #number SpawnIndex
-- @return #SPAWN self
function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
self:F( { self.SpawnTemplatePrefix, self.SpawnAliasPrefix } )
@ -12461,6 +12485,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
SpawnTemplate.lateActivation = false
if SpawnTemplate.SpawnCategoryID == Group.Category.GROUND then
self:T( "For ground units, visible needs to be false..." )
SpawnTemplate.visible = false
end
@ -12480,7 +12505,7 @@ function SPAWN:_Prepare( SpawnTemplatePrefix, SpawnIndex )
end
--- Internal function randomizing the routes.
--- Private method randomizing the routes.
-- @param #SPAWN self
-- @param #number SpawnIndex The index of the group to be spawned.
-- @return #SPAWN
@ -12504,7 +12529,10 @@ function SPAWN:_RandomizeRoute( SpawnIndex )
return self
end
--- Private method that randomizes the template of the group.
-- @param #SPAWN self
-- @param #number SpawnIndex
-- @return #SPAWN self
function SPAWN:_RandomizeTemplate( SpawnIndex )
self:F( { self.SpawnTemplatePrefix, SpawnIndex } )
@ -12514,6 +12542,7 @@ function SPAWN:_RandomizeTemplate( SpawnIndex )
self.SpawnGroups[SpawnIndex].SpawnTemplate.route = routines.utils.deepCopy( self.SpawnTemplate.route )
self.SpawnGroups[SpawnIndex].SpawnTemplate.x = self.SpawnTemplate.x
self.SpawnGroups[SpawnIndex].SpawnTemplate.y = self.SpawnTemplate.y
self.SpawnGroups[SpawnIndex].SpawnTemplate.start_time = self.SpawnTemplate.start_time
for UnitID = 1, #self.SpawnGroups[SpawnIndex].SpawnTemplate.units do
self.SpawnGroups[SpawnIndex].SpawnTemplate.units[UnitID].heading = self.SpawnTemplate.units[1].heading
end
@ -14258,7 +14287,7 @@ end
-- @author FlightControl
Include.File( "Client" )
Include.File( "TimeTrigger" )
Include.File( "Scheduler" )
--- The MISSILETRAINER class
-- @type MISSILETRAINER
@ -14268,7 +14297,7 @@ MISSILETRAINER = {
}
--- Creates the main object which is handling missile tracking.
-- When a missile is fired a TIMETRIGGER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
-- When a missile is fired a SCHEDULER is set off that follows the missile. When near a certain a client player, the missile will be destroyed.
-- @param #MISSILETRAINER
-- @param #number Distance The distance in meters when a tracked missile needs to be destroyed when close to a player.
-- @return #MISSILETRAINER
@ -14276,8 +14305,8 @@ function MISSILETRAINER:New( Distance )
local self = BASE:Inherit( self, BASE:New() )
self:F( Distance )
self.TimeTriggers = {}
self.TimeTriggerID = 0
self.Schedulers = {}
self.SchedulerID = 0
self.Distance = Distance
@ -14307,7 +14336,7 @@ function MISSILETRAINER:_EventShot( Event )
self:T( TrainerTargetSkill )
if TrainerTargetSkill == "Client" or TrainerTargetSkill == "Player" then
self.TimeTriggers[#self.TimeTriggers+1] = TIMETRIGGER:New( self, self._FollowMissile, { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit }, 0.5, 0.05, 0 )
self.Schedulers[#self.Schedulers+1] = SCHEDULER:New( self, self._FollowMissile, { TrainerSourceDCSUnit, TrainerWeapon, TrainerTargetDCSUnit }, 0.5, 0.05, 0 )
end
end